Sorcerer Build


Advice

Dark Archive

I'm working on a Sylph sorcerer build. She's level 1.
Str:10
Dex:14
Con:8
Int:14
Wis:14
Cha:17

I think I'm going with the elemental bloodline, in keeping with her racial background/abilities.
So two questions, as this is my first sorcerer build:
1)What feats should I be taking in the first couple levels?
2)Am I correct in assuming that if I chose the Air power out of the elemental bloodline, that doesn't give me the ability to fly like a spell but rather helps me fly better (like a skill)? A little confused about that, though I guess that one is more of a rules question.


It does give you the ability to fly. 60 feet a round, average, meaning no bonus to Fly checks.

Dark Archive

Ah. Sweet. Thanks for the quick response!


1 person marked this as a favorite.

The first thing I would recommend is to switch your STR and CON scores. You really don't need STR but CON is important to everyone, and actually having a penalty to HP is pretty tough to deal with.

If you have the elemental bloodline, then you don't really need the racial electrical resistance. I would swap it out with the "Like the Wind" alternate trait.

As for feats, that really depends a lot on what type of sorcerer you want to be. If you plan to specialize in a particular type of magic then Spell Focus is a good one, partly because a lot of other magic feats use it as a prerequisite.

Air sorcerers can be decent blasters because they can swap the energy type of a spell to electrical if they want, though they don't get the damage bonuses that other types like draconic or orc get. If you do get blasting spells outside your bloodline spells don't bother with ones that do electrical damage.

You could also take the Primal wildblooded archetype which I think still counts as the air element for the purposes of your race bonus. It gives you +1 extra damage per die to electrical spells, but you lose the ability to swap the energy type of your spells. Definitely start with the cantrip Jolt if your GM allows it. Your bloodline will switch it from 1d3 to 1d3+1 damage, which is enough of a bump that it's worth using in place of your light crossbow if you are in range.

If you wanted to go blaster then I would go with the following feats:

Level 1: Spell Focus (evocation) - which is a prerequisite for:
Level 3: Spell Specialization (increases your caster level by +2 for one spell - you can change which spell it applies to whenever you level up)

At this point your electrical burning hands (a bloodline spell) will do 5d4+5 damage (average 18) instead of 3d4 (average 8) for a normal caster. Once you get a higher level spell you like better you can switch the spell specialization to that feat.

There is also shocking grasp, but I wouldn't specialize in that since you want to avoid having to make touch attacks if possible. Though shocking grasp can work well in conjunction with spectral hand.

Level 5: either: Varisian Tattoo (evocation) OR Intensify Spell

Intensify spell is the route to go if you want to keep using burning hands. It will then take a second level slot and do 7d4+7 damage. Get Varisian tattoo at level 7. If you do continue to use burning hands as your main blast you will need to invest in some good defensive items and/or spells as you will be close to the enemy. You might want to invest in the eldritch conduit spell since it will allow you to cast burning hands at range through someone else, though that does force you to use an extra spell slot. Atlernately mirror image is a great spell if you intend to be in the thick of things.

Varisian Tattoo is the way to go if you are abandoning burning hands and going with scorching ray; specializing in this will get you two bolts of 4d6+4 each at 5th level. At level 6 you get access to lightning bolt. Once you are using lightning bolt at level 6 switch your specialization to that and your damage will be 9d6+9. Then at level 7 or 9 get intensify spell. At level 9 your intensified lightning bolt will do 12d6+12 damage.

The shocking robe is another item that increases your caster level for electrical spells. There are also traits that you should look at such as magical lineage.

There has been a lot written about blaster sorcerers so check out the guides. But you can be a great blaster and still do a lot of other neat things as a sorcerer. For your blasting spells you only ever really need your two bloodline blasts, lightining bolt, and chain lightning. That leaves a lot of room for a variety of neat spells.

Mind you with this progression you are skipping item creation feats. If it's for PFS then that's fine but for a home campaign Craft Wondrous Item could be pretty important. That does set you back in terms of your blasting power, so it's tricky deciding when to get it.

Peet


What do you want your sorcerer to do? Summon? Blast? Save or Suck? Buff/Debuffing? There's a whole plane of options out there, but we have to know what you want to do.

Dark Archive

Yeah, I'm thinking of going the blasting route, so perhaps abandoning this build for a human sorcerer with the draconic bloodline would be a more appropriate tack.


Cross blooded Orc (from orcs of golarion) draconic will give you +2 damage per dice on spells that correspond with the element of your dragon type. On other elements, you'll have +1 damage per die. That's the way to go for blasting. Then, with empowered/maximized spell, you'll do even MORE damage. Also, make sure to keep those DCs up with spell focus. You don't want them taking half damage from your fireballs.

Dark Archive

Roger.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Sorcerer Build All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice