Please help me choose spells and feats for a new player.


Advice


First off thanks for looking/helping. I have a new player that is wanting to play a Elemental Air Bloodline Sorcerer. He has stated that he wants to stick to the Elemental theme to an extent while still allowing for being useful with battlefield control and damage if need be.

We rolled for stats

Human
Str 11
Dex 16
Con 14
Int 14
Wis 12
Cha 20

He will be joining my regular group which is currently at 5th lvl and consists of

Kitsune Rogue 5
Half-Elf Cleric 4/Fighter 1
Sylph Witch 5
Fetchling Rogue 5
Half-Elf Ranger 4/Sorcerer 1
Aasimar Paladin 5
Human Wizard 4/Magus 1

No one is really optimized just new players having a good time. Normally I wouldn't ask for help but I have never really played Sorcerers and with the limited spell selection I don't want to gimp him.

So if anyone would be willing to lend me a hand with spells, feats, and maybe even gear I would greatly appreciate it. Thank you in advance.


In regards to damage, to keep with the theme but still promote versatility, there's two things he could do.

With the Elemental Bloodline, he can spontaneously convert fire/acid/cold damage into electricity. So he could grab spells of different energy types (not electricity) and simply use them as electric damage in most circumstances. When that's not working, they can be used as their regular energy types.

Alternatively, once he's got some higher level spell slots, the Elemental Spell metamagic will let him convert any of those damage types into other damage types, so he can load up on electricity spells, and change them to others when needed.

The former avoids spell level increase, but the second is, arguably, a bit more versatile.

With his Charisma, he can probably make good use of debuffs (I see there is a witch who might make this even easier?). If he wants to directly go after enemies, Persistent Spell is great, though again, will need some higher level spell slots. Of course, battlefield control not so dependent on saves, like Pit spells and Walls, can be highly effective regardless.

On exact spell selection, I'm not really sure what to recommend. Sorcerers do need to be careful on picking spells that'll be pretty useful in a variety of situations.

Something I will point out though, is the favored class bonus for humans. You can add one spell, of a level lower than the highest you can cast, to your spells known. This is a really good favored class bonus. Taking it from levels 1-20 ends up with you knowing 3 more cantrips, and 2 more spells of every level up to 8 (with 8 having 3 more instead). I'm inclined to say it adds a lot more than a hit point or a skill point would, so I'd recommend making use of it.


Hadn't realized the favored class bonus and that is a excellent bonus. Thanks for that. I am working on some of the other things you brought up as well. Thank you for your advice.


No prob, hope it helps. I wish I could offer more on spell selection, but it's pretty variable depending on what the player wants to be able to do. With the limited number known, I'm not too sure what would be important to pick up.

When I play Sorcs, I tend to go mostly blaster, which is pretty straightforward :P

Dark Archive

Adventure Path Charter Subscriber

Any other suggestions?

Lantern Lodge

The Following is a list of spells i recommend for Sorcerers with the Human Favored Class Spell boast.

0- Read Magic, Detect Magic, Ray of Frost, Disrupt Undead, Light, Drench, Scoop, Spark, Jolt, Prestidigitation, Mage Hand, Acid Splash
1- Mage Armor, Enlarge Person, Shield, Expeditious Retreat, Comprehend Languages, Ant Haul, Feather Fall
2- Make Whole, Resist Energy, Acid Arrow, Blur, Spectral Hand, Knock, Darkvision
3- Fireball, Draconic Reservoir, Elemental Aura, Wind Wall, Fly, Haste
4- Greater Invisibility, Stoneskin, Dimensional Anchor, Greater Darkvision, Communal Nondetection, Dimension Door
5- Life Bubble, Cone of Cold, Echolocation, Wall of Stone, Wall of Force, Mage's Private Sanctum
6- Undeath Ward, Acid Fog, Disintegrate, True Seeing, Move Earth
7- Delayed Blast Fireball, Finger of Death, Greater Teleport, Limited Wish, Temporary Resurrection
8- Horrid Wilting, Stormbolts, Polar Ray, Moment of Prescience, Clone
9- Clashing Rocks, Ride the Lightning, Wish

Bloodline Bonus Spells: burning hands (3rd), scorching ray (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

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