Jiggy
RPG Superstar 2012 Top 32
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I'm looking at making a sorcerer in PFS. As a GM Credit Baby, he'll be starting at 2nd or 3rd level.
Here's what I'm looking at so far:
Human
STR 07
DEX 12
CON 14
INT 10
WIS 10
CHA 20 (18+2)
I'm looking at the Wildblooded archetype, taking the Elemental (Primal) bloodline. Gives me a damage boost on my chosen element, and although I lose the ability to freely convert all elemental spells to that type, I noticed that my first two bonus spells (burning hands and scorching ray) automatically always convert to that element (whether I want them to or not) even without that arcana.
So with this in mind, I'm looking at taking Magical Lineage (Burning Hands) so I can metamagic it for lower cost, and eventually take Intensified Spell as a feat.
In the meantime, though, what element should I pick?
• Fire would mean lots of spell choices that benefit from my damage boost. But do I really need more than a few damage spells? (I plan to have a mix of damage, control, and SoS spells known.) Maybe the benefit of fire isn't as big as it seems at first glance. Besides, Yet Another Pyromancer seems a tad lame, right?
• Lightning could be cool, as the mental image of lightning hands and electric ray seems fun. On the other hand, I'm not a huge fan of lightning bolt's narrow AoE. Worth it or not?
• Acid... I dunno. Doesn't seem exciting or cool, but boosting the damage of no-SR spells like acid arrow to make them more viable could be worthwhile.
• Cold would be strong as I could take Rime Spell to spray no-save entangles all over the place (especially with burning hands, still as a 1st-level spell!), but I also feel like cold spells and Rime Spell and winter witches of Irrisen and so forth are kind of an overdone fad at the moment.
So, any suggestions on choice of element? Viewpoints I haven't thought of, etc?
Bigdaddyjug
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I was struggling with a lot of the same questions (still am) when making my arcane caster for PFS. Despite the proliferation of pyromancers, I would still go fire just because of the number of spells you would have access to. Although, if you have the People of the North player's companion, taking the snowball spell and ice element is veeeeeeeery tempting.
Edit: Damnit, and now you've got me reconsidering the decision I made about my arcane caster. I had settled on wizard, but now I'm seriously considering a pyromaniac gnome crossblooded red dragon/fire elemental sorcerer.
trollbill
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I don't have that book, but I have a thing against snowball on principal anyway. :/
Due to the number of urban adventures in PFS I would go with cold rather than fire as you won't have to worry about accidentally burning the buildings down around you. Plus Rime Spell is far more awesome than Burning Spell.
Fromper
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I would advise against Burning Hands as your specialty spell. That 15 foot range means you have to be right next to the bad guys, which is NOT where a squishy caster usually wants to be. Since you're starting at level 2 or 3 anyway, you may as well put the Magical Lineage on Scorching Ray or Fireball, since you won't have as long to wait until you can cast them.
Also, that 20 starting charisma is probably unnecessary. I started both of my sorcerers with 19 charisma, 7 strength, and everything else in the 10-14 range. Those extra points could be used to get more skill ranks if put into int, or go with a higher dex for the AC, init, reflex, and aiming your Scorching Rays.
Also, people keep talking about Rime Spell and cold blasters here on the forums, but I've never seen one at an actual PFS table, so they're not quite as overdone as you'd think from reading the forums. That might end up being my next sorcerer.
Jiggy
RPG Superstar 2012 Top 32
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Regarding the 20 CHA, I've never played a maxed-out primary caster type of PC, so I want to do that at least once. The highest casting stat I've ever had at level 1 is 16, so this time I decided that a 20 was non-negotiable. So just a personal thing. :)
As for which spell to apply Magical Lineage to...
Scorching Ray has the possibility of dealing no damage at all (even before SR or immunities), which makes it a poorer choice if I go with Rime Spell (whose effect depends on damage dealt).
Fireball (or other spells) don't get converted to my element, so I don't really want to focus on them. Unless you were meaning I should take Elemental Spell and convert Fireball in that way, to get my bloodline damage bonus?
Rudolf Kraus
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Personally, I'd put that 20 in INT, and go with Sage bloodline.
You'll have piles more skill points, and you don't NEED to specialize. That way, you can adjust to whatever circumstances you are in.
I'm also surprised by your build philosophy...
Consider, that the primary advantage of a high caster stat is high DCs for your spells. So, something like scorching ray does not benefit AT ALL from a high casting stat. In fact, it gets slightly worse, because you don't have as much to put into dexterity.
Yes, fireball and burning hands do improve, but you're still dealing with SR and evasion and fire resistance.
With a super high casting stat, I'd be aiming at save or lose spells, which are usually NOT evocation spells. I'd think enchantment or necromancy.
| Rerednaw |
I'm on the fence with the Rime Spell idea. Entangle is a nice penalty to inflict, but not superior to say *dead* On the other hand if you want to be a bit controllery it's only a +1 slot bump so it's easier to work with than the all-mighty Dazing Spell.
The reason I like Rime Spell but usually go with something else is sorcerers don't have bonus feats...so rather than a "decent" metamagic, I want "good" or "great." My first feats are usually Spell Focus and then (if damage-focused) Empower Spell, or Heighten/Extend Spell is also a contender. Well I suppose in the long term a Quickened version to hit them with a Reflex save penalty followed by a big Reflex spell make it worthwhile but that combo is a long way away. By the time you've hit mid-levels you're probably already eyeing Intensified or other feats.
I know about using Metamagic Rods and I find I just don't have the cash to buy both MM Rods and boosts to my primary casting stat in PFS, plus items that grant more spells/slots. Plus defensive items, etc...
Oh there is a trick to Burning Hands (or Color Spray) for that matter. Stand right behind your melee tanks and make the first target square the square above his head. Three dimensions makes this work. The next two rows of 5 foot x 15 foot x 15 foot are hit. And you have a melee blocker in front of you. Still not as safe as say being way back but a decent gamble for you are going for a one shot game-changer. Of course in PFS play where you have pick-up groups and may never know who's in your team...
20 primary is a bit tight, but there are arguments both for and against. I like the extra points having a 17 pre-racial gives but I also run with 20 with my controller wizard. When he casts save or fail, he wants the monsters to FAIL. And the extra level 1 spell slot is welcome, though not as major a bump with sorcerer. Though with a sorcerer as a matter of personal preference I just don't like the idea of spellcasters who aren't intelligent.
| Oterisk |
Using Elemental metamagic does not change the descriptor of a spell, only it's damage type. It's kinda silly, but that's the way it works. Fire gets the best damage spells, and you can switch from that when you need to do so.
Check out Spell Specialization for a +2 to caster level concerning one spell, and possibly being an Ifrit to jump your effective Cha to 22 for spellcasting purposes at level 1. There's just something abotu a DC 18 5d4+5 burning hands at level 3 that appeals to me.
Jiggy
RPG Superstar 2012 Top 32
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I'm also surprised by your build philosophy...
Consider, that the primary advantage of a high caster stat is high DCs for your spells. So, something like scorching ray does not benefit AT ALL from a high casting stat. In fact, it gets slightly worse, because you don't have as much to put into dexterity.
Hence why I'm not interested in applying traits and such to scorching ray. It just happens to be a bonus spell I get with this bloodline. I'm not investing anything in that spell, for the reasons you describe. No bloodline has a perfect set of bonus spells.
Yes, fireball and burning hands do improve, but you're still dealing with SR and evasion and fire resistance.
With a super high casting stat, I'd be aiming at save or lose spells, which are usually NOT evocation spells. I'd think enchantment or necromancy.
You make it sound like I have to pick a specialty school like a wizard. I already said in another post that I plan to use control/SoS spells. For instance, my first 2nd-level spell known will probably be burst of radiance, I'll have grease before I have burning hands, and so forth. Just a little smattering of elemental damage spells mixed in alongside the pits and clouds and glitter and stuff.
Ferious Thune
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Wow. I hadn't seen Burst of Radiance before (even though I think I own the pdf for Champions of Purity... I forget, because there were a couple of different "... of Purity" books released). Having that and Glitterdust, though, does seem to be doubling up on similar spells, which I usually discourage for Sorcerers. True, Glitterdust has other uses (against invisible creatures), and Burst of Radiance has an effect even if the save is failed, plus they don't get a second save. So having both isn't entirely pointless, but with limited spells known, you could wait to take Glitterdust until later, if at all. Or just keep a scroll of it around in case you run into an invisible enemy, and instead use Burst of Radiance when you want to debuff/blind enemies. That's probably what I would do.
Also, Burst of Radiance has a Long range compared to Glitterdust's Medium. Archer's giving you trouble? Now they're blind. Sorry, just still a little surprised to find out about that spell.
Your general plan seems fine to me. Fire is troublesome unless you boost damage significantly, because so many things have fire resistance or outright immunity. Acid resistance tends to show up less frequently.
| Finlanderboy |
I think cold would be the best element to take. As there are now tons of cold spells(not sure if you have the books for them or not). Rime spell is great. A dip in oracle could net you freezing spells to so if they fail the save they are slowed as well. Slow and entange together is awesome. Good luck them making your next save too if they survive. A bit more things I find are strong against cold. All your spells would be evocation so feat friendly
I do not see many lightning spells. They effect a great deal of things except plants. But the selection and spells i think are lacking. All your spells would be evocation so feat friendly
Fire has a huge selection of spells. The add ons like burning spell I think is garbage. I find more effective than cold in creature resistences. All your spells would be evocation so feat friendly
Acid I would adjust your dex since these require ranged touch attacks. Again burning spell i think is junk. not sure about amount of creatures tha are stong vs this. Conj often break SR so that is awesome. Spells aqre conj and evo making feats for blasting less usefull. For that alone I would avoid this.
I would consider a rod of intensify vs the feat. The feat list for spell blasters is pretty decent. Spell spec, mage tatto. spell focuses. Also you could take dragon bloodline for the +1 damage bonus as well.
trollbill
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I might carry a scroll of glitterdust until 6th level and then use the human alternate FCB to pick it up as an extra spell known.
Heh, if I took burst of radiance, glitterdust and blindness/deafness then I'd be able to blind people with any save I like! ;D
I think the FCB for human sorcerer is awesome. Getting 2 extra spells per spell level is extreemly powerful for a spontaneous caster.
| Finlanderboy |
2 extra spells? I thought 1.
Although I do like the human bonus for an extra spell. I do nto think it is awesome. The spell is one less than what you can cast. So you are getting cantrips until 4. Then after that you get levels ones and they are not as potent at your level.
By no means is it bad. Just not as strong as people think it is.
When you are level 10. The 3 extra 1st level spells you do never use MAY not be as usefull as the 3 total hp.
Yes it is good, but how much is the question.
trollbill
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2 extra spells? I thought 1.
Although I do like the human bonus for an extra spell. I do nto think it is awesome. The spell is one less than what you can cast. So you are getting cantrips until 4. Then after that you get levels ones and they are not as potent at your level.
By no means is it bad. Just not as strong as people think it is.
When you are level 10. The 3 extra 1st level spells you do never use MAY not be as usefull as the 3 total hp.
Yes it is good, but how much is the question.
Two extra per spell level, not class level, since Sorcerers get new levels of spells every two levels after 3rd. So its 3 extra zeros, and 2 extra of everything else.
If there is one thing I have learned in 48 years of playing D&D it is that versatility = power.
Want extra HP? Use the FCB to pick up False Life at 6th. You get a lot more than 3 HP.
| james maissen |
Viewpoints I haven't thought of, etc?
From your posts along these lines I would guess that you are really asking for something new and novel that would impress and astonish others.
You are not going to get that from others, nor will it carry the same weight if you do.
Layout what you really want in the character, then go about achieving it. While you do so, see if there's room for a dip here or there. Likewise an extra synergy to be found.
-James
Rudolf Kraus
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You make it sound like I have to pick a specialty school like a wizard. I already said in another post that I plan to use control/SoS spells. For instance, my first 2nd-level spell known will probably be burst of radiance, I'll have grease before I have burning hands, and so forth. Just a little smattering of elemental damage spells mixed in alongside the pits and clouds and glitter and stuff.
Hmm. From my perspective, it's you who are making it sound like you have a tight focus. Yes, you mentioned you would use some of the other spells, but the great majority of your post is about elemental damage. That's why it appears to be your focus.
If it's not, and you are going with a high DC caster so you can land save or lose spells (a worthwhile strategy), then the question becomes:
Why not commit to that, and forget about primal? You can still cast fireball if you need to, after all.
If your gut reaction is "No way, I need the extra damage", then I think James makes a good point. No character is the best at everything. That's why the VCs send us out in groups of six.
Jiggy
RPG Superstar 2012 Top 32
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*sigh*
You're both misunderstanding me.
The non-damage spells are fine with the application of proper feats/rods, etc. Thus, I'm not talking about them. That part of the build is already satisfactory.
I'm also satisfied with the damage spells, with just the minor detail of which element to pick for the boost.
I have an entire character in mind, with one little detail undecided, and you're taking it to mean that that detail is the primary focus of the build. It's not. It's just the part I haven't decided yet.
| The Artaxerxes |
Because I don't have Orcs of Golarion? Because I like the idea of being element-themed to some degree? Because the idea of having less orc blood than a half-orc yet gaining magical powers from said bloodline is completely stupid?
You do realize half-orc is half human too, right? Another race, perhaps aasimar for example, already has some blood in it that dominates over the orc blood in its physical manifestation. Or perhaps a human's orc ancestor was more magical than most, so he got the bloodline rather than the race. Either way, it makes sense in my head, and I love that bloodline. Just my 2 cp though :)