My first sorcerer. level 15. Any input for me


Advice

Scarab Sages

Do you have any suggestion about my first ever sorcerer.
It started level 15,
Should i take advance familiar,
The feat / meta-magic selected are they good,
What is the better spell for spell perfection.
I plan to use lot of Illusion as you can see.
(Necromancy, conjuration and Divination spells will works wrongly in the rules setting)

I did not select the 180 000 GP equipment yet.

Umbra FirDel
Female Human (Azlanti, Pureblooded) Sorcerer 15
LN Medium Humanoid (human)
Init +2; Senses Perception +17
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 85 (15d6+30)
Fort +7, Ref +7, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Sorcerer Spells Known (CL 15):
7 (5/day) Grasping Hand, Shadow Conjuration, Greater (DC 29), Teleport, Greater
6 (7/day) Contingency, Form of the Dragon I, Forceful Hand, Planar Binding (DC 24), Programmed Image (DC 28), Summon Monster VI, True Seeing, Sirocco (DC 24), Dispel Magic, Greater, Suggestion, Mass (DC 24)
5 (7/day) Overland Flight, Icy Prison (DC 23), Summon Monster V, Shadow Evocation (DC 27), Wall of Stone (DC 23), Dominate Person (DC 23), Telekinesis
4 (8/day) Black Tentacles, Dragon's Breath (DC 22), Shadow Conjuration (DC 26), Dimension Door, Stone Shape, Confusion (DC 22), Ball Lightning (DC 22), Phantom Chariot
3 (8/day) Sleet Storm, Ray of Exhaustion (DC 21), Slow (DC 21), Haste, Dispel Magic, Stinking Cloud (DC 21), Fly
2 (8/day) Create Pit (DC 20), Stone Call, Blindness/Deafness (DC 20), Web (DC 20), Mirror Image, Glitterdust (DC 20), Pyrotechnics (DC 20), Invisibility
1 (8/day) Identify, Enlarge Person (DC 19), Mage Armor, Protection from Evil, Magic Missile, Vanish, Grease (DC 19), Silent Image (DC 23)
0 (at will) Open/Close (DC 18), Mending, Read Magic, Ghost Sound (DC 22), Detect Magic, Dancing Lights, Prestidigitation (DC 18), Message, Light
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 14, Int 16, Wis 14, Cha 26
Base Atk +7; CMB +6; CMD 18
Feats Combat Casting, Empower Spell, Eschew Materials, Greater Spell Focus (Illusion), Heighten Spell, Improved Familiar, Persistent Spell, Piercing Spell, Quicken Spell, Spell Focus (Illusion), Spell Penetration, Spell Perfection (Shadow Evocation)
Traits Magical Lineage (Fireball)
Skills Bluff +26, Diplomacy +9, Fly +11, Intimidate +12, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +17, Sense Motive +12, Spellcraft +21, Use Magic Device +20
Languages Abyssal, Azlanti, Common, Draconic, Dwarven, Elven, Infernal
SQ arcane bonds (arcane familiar), arcane familiar nearby, bloodlines (arcane), deliver touch spells through familiar, empathic link with familiar, metamagic adept (4/day), scry on familiar (1/day), share spells with familiar, speak with animals, speak with familiar
Combat Gear Empower metamagic rod (lesser) (3/day), Selective metamagic rod (3/day); Other Gear Headband of alluring charisma +4, 144000 GP
--------------------
Special Abilities
--------------------
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Empower Spell feat; Cost 4,500 gp
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (4/day) (Ex) Apply a metamagic feat 4/day without increasing the casting time.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Selective metamagic rod (3/day) The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Selective Spell; Cost 5,500 gp
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Shadow Evocation) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.

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Pathfinder Adventure Path Subscriber

How much experience do you have with 3.x / pathfinder?

What is the goal and background for your character?

What focus or specialty? I guess maybe illusion...but I am having trouble deciphering your build.

For example why did you take Magical Lineage (Fireball) if it is not on your known spells list?

Your int of 16 means you can consider Preferred Spell.
I'd also take a look at Spontaneous Metafocus if you have a main "go to" spell.

I strongly recommend checking out the class guide at the top of this forum(guide to the class guides topic).

Scarab Sages

I am playing pathfinder since 4 or 5 years. (D&D since more than 25 years) I am DM for an IRL group and I have 3 online games as a DM.

The Fireball is a mistake, I have to change it but i still don't know for what.

I read the listed guide actually and I build my character with "A Quick Guide to Pathfinder Sorcerers" in mind.

I plan to use Shadow evocation (for blast damage) and Shadow conjuration to summon monster. We play in the Ravenloft universe, and real conjuration won't answer to us some of the time.

For the same reason, necromancy spell won't work well at all.


Ok, now I haven't gotten a sorcerer up to level 15, however I believe I could give you some insight on things to assist.

Firstly, with metamagic feats, typically you will want to take lower level metamagic feats unless you have a VERY specific goal in mind, like a giant dps fireball of sorts by using Empowered Maximized Fireball or something like that. Most of the higher things you can easily take care of with the proper metamagic rod.

This said, a very common combo that people love to do is Dazing Ball Lightning, so it may be good to pick up Dazing metamagic to be used in conjunction with Spell Perfection, although purely optional depending on if you are going more for flavor or more for being optimal in combat.

As for additional items you may want to get, with sorcerers a huge aspect is simply having the handy dandy tools when you need them on the spot. I'm a big fan of the following items.

Armored Kilt: Extremely cheap to buy, and one of the very few armors that do not increase spell failure chance.

Masterwork Mithral Buckler: Once again, one of the very few armors that do not increase spell failure chance.

Boots of Escape: You can't escape grapples for the life of you by normal means. Well this isn't normal means.

Ring of Sustenance: Being able to rest alot less time compared to other casters is ALWAYS a good thing, especially when the GM likes to have ambushes during resting times.

Robe of Arcane Heritage: Adding +4 levels to aquire future bloodline features early, or after hitting level 16, being able to multiclass since you already have your capstone as a result of this item? Yes please! This said, you may still want to go a bit more in sorcerer to aquire level 9 spells, depending on character outline plans.

Glove of Storing: "Why yes, I do in fact have a spare hand to grab whatever potion/scroll/ect. I'm going for, and then summon my favorite metamagic rod as a free action whenever I need it."

Cape of the Mountebank: Because every caster needs an escape plan, and this plan is with a stylish red cape.

Quick Runner's Shirt: May not be the most fabulous, but being able to distance yourself more from an opponent ALWAYS helps.

Decoy Ring: When you are out of true escape plans, but ensure that it diverts attention elsewhere to help ensure that you have another opportunity for an escape plan.

Spellguard Bracers: There will be the times where you need to cast defensively. This makes sure those moments are put to good use.

Scarab Sages

Quote:
This said, a very common combo that people love to do is Dazing Ball Lightning, so it may be good to pick up Dazing metamagic to be used in conjunction with Spell Perfection, although purely optional depending on if you are going more for flavor or more for being optimal in combat.

I intend to use shadow evocation with dazing spell and spell perfection. I remove Heighten Spell for that.


Ravenloft?

Scarab Sages

Ravenloft


I can't really agree with using shadow evocation to mimic lower level spells and add dazing, its not a very good idea.

The only reason I say this is because you seem to be going a utility caster, which is fine, and burning high level slots for an effect that can be easily, and better gained, using lower level spells would just be better.

The reason a lot of people go with dazing fireball or dazing lightning ball is because you can pick up a Ring of Wizardy III (or IV) and double the amount of spells per day.

Also, I would sub out Ray of Exhaustion for Fireball. At this point this DC 23 for Exhaustion won't affect anything worthwhile and you'll get more mileage out of fireball. A lot of people underestimate a well placed Fireball when dealing with mobs. Also, the fact that (I assume) you have by level wealth so picking up a Rod of Maximization, Lesser shouldn't be a problem.

Also, if you REALLY want shadow and you REALLY want illusion you should consider shadow bloodline. You can have permanent darkness on yourself and you'd be surprised how often you can slip between shadows.

Scarab Sages

With shadow evocation, you get the following advantage.
1) Spell level higher for DC (Fireball give me a DC21 and shadow conjuration a DC26)
2) choice of the element
3) my partner are not affected (that need validation)
4) Give me much more flexibility in spell all the level 1 to 3 conjuration

For ray of exhaustion, it's already on my to remove list. It's from necromancy school, so it is to be bane. Or it would affect me.
A ring of wizardry (IV) is too expensive for the moment, but it would fit also with shadow evocation.

What do you think?


Instead of grasping hand, take simulacrum, and make a pit fiend.

He only costs 5k gold, and check out his stats!

Spoiler:

Simulacrum Pit Fiend:
LE Large Creature

Pit Fiend CR 10(????)
XP 307,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +13; Senses darkvision 60 ft., see in darkness; Perception +23
Aura fear (20 ft., DC 18)

DEFENSE

AC 38, touch 18, flat-footed 29 (+9 Dex, +20 natural, –1 size) (Maybe their natural armor scales with level?)

hp 295 (10d10+240); regeneration 5 (good weapons, good spells)
Fort +19, Ref +16, Will +14
DR 15/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 21

OFFENSE

Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +22 (2d8+13), 2 wings +20 (2d6+6), bite +22 (4d6+13 plus poison and disease), tail slap +20 (2d8+6 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks constrict 2d8+19, devil shaping
Spell-Like Abilities (CL 8th)
At will—Fireball(DC21), Wall of Fire, Dispel Magic, Hold Person, Scorching Ray, Invisibility, Magic Circle against Good
1/year—wish

STATISTICS

Str 36, Dex 28, Con 34, Int 26, Wis 30, Cha 26
Base Atk +10; CMB +24 (+28 grapple); CMD 43
Feats Power Attack, Improved Init, Iron Will, Multiattack, Ability Focus (Poison)
Skills Appraise +7, Bluff +21, Diplomacy +21, Disguise +17, Fly +20, Intimidate +21, Knowledge (arcana) +18, Knowledge (planes) +21, Knowledge (religion) +21, Perception +23, Sense Motive +23, Spellcraft +21, Stealth +18, Survival +12, Use Magic Device +18
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Devil Shaping (Su)

Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice's worth of lesser devils equal to the number of lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.

Disease (Su)

Devil Chills: Bite—injury; save Fort DC 27; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. The save DC is Constitution-based.

Poison (Ex)

Bite—injury; save Fort DC 29; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.

As you can see, it is worth it, and also an illusion!

Scarab Sages

This is the new version

Umbra FirDel
Female Human (Azlanti, Pureblooded) Sorcerer 15
LN Medium Humanoid (human)
Init +10; Senses Perception +17
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 17 (+5 armor, +2 Dex, +2 deflection)
hp 85 (15d6+30)
Fort +7, Ref +7, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Dueling Cestus +7/+2 (1d4/19-20/x2)
Sorcerer Spells Known (CL 15):
7 (5/day) Grasping Hand, Shadow Conjuration, Greater (DC 29), Teleport, Greater, Simulacrum
6 (7/day) Contingency, Form of the Dragon I, Forceful Hand, Planar Binding (DC 24), Programmed Image (DC 28), Summon Monster VI, True Seeing, Sirocco (DC 24), Dispel Magic, Greater, Suggestion, Mass (DC 24)
5 (7/day) Overland Flight, Icy Prison (DC 23), Summon Monster V, Shadow Evocation (DC 27), Wall of Stone (DC 23), Dominate Person (DC 23), Telekinesis
4 (8/day) Black Tentacles, Dragon's Breath (DC 22), Shadow Conjuration (DC 26), Dimension Door, Stone Shape, Confusion (DC 22), Ball Lightning (DC 22), Phantom Chariot
3 (8/day) Sleet Storm, Slow (DC 21), Haste, Fireball (DC 21), Dispel Magic, Stinking Cloud (DC 21), Fly
2 (8/day) Create Pit (DC 20), Stone Call, Blindness/Deafness (DC 20), Web (DC 20), Mirror Image, Glitterdust (DC 20), Pyrotechnics (DC 20), Invisibility
1 (8/day) Identify, Enlarge Person (DC 19), Mage Armor, Protection from Evil, Magic Missile, Vanish, Grease (DC 19), Silent Image (DC 23)
0 (at will) Open/Close (DC 18), Mending, Read Magic, Ghost Sound (DC 22), Detect Magic, Dancing Lights, Prestidigitation (DC 18), Message, Light
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 14, Int 20, Wis 14, Cha 26
Base Atk +7; CMB +6 (+8 Disarming); CMD 20 (22 vs. Disarm)
Feats Craft Rod, Craft Wondrous Item, Dazing Spell, Empower Spell, Eschew Materials, Greater Spell Focus (Illusion), Improved Initiative, Piercing Spell, Spell Focus (Illusion), Spell Penetration, Spell Perfection (Shadow Conjuration), Spontaneous Metafocus (Shadow Conjuration)
Traits Magical Lineage (Shadow Conjuration), Varisian Tattoo (Illusion) (2/day)
Skills Bluff +24 (+26 to Feint), Climb +0, Diplomacy +12, Fly +7, Intimidate +12, Knowledge (arcana) +17, Knowledge (planes) +17, Knowledge (religion) +20, Linguistics +9, Perception +17, Sense Motive +11, Spellcraft +23, Stealth +17, Use Magic Device +19
Languages Abyssal, Azlanti, Common, Draconic, Dwarven, Elven, Infernal
SQ arcane bonds (arcane familiar), arcane familiar nearby, bloodlines (arcane), deliver touch spells through familiar, empathic link with familiar, metamagic adept (5/day), scry on familiar (1/day), share spells with familiar, speak with animals, speak with familiar, spell storing
Combat Gear Empower metamagic rod (3/day), Quick runner's shirt (1/day), Selective metamagic rod (3/day); Other Gear +1 Dueling Cestus, Dazing metamagic rod (3/day), Efficient quiver (empty), Glove of storing (empty), Handy haversack (empty), Headband of mental prowess (Int & Cha +4) (Stealth, Ring of freedom of movement, Ring of protection +2, Robe of arcane heritage, Spell Storing Bracers of armor +5, 11648 GP
--------------------
Special Abilities
--------------------
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Dazing metamagic rod (3/day) The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of
the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Dazing Spell; Cost 27,000 gp
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower metamagic rod (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat. Normal metamagic rods can be used with spells of 6th level or lower.

Construction
Requirements: Craft Rod, Empower Spell feat; Cost 16,250 gp
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Magical Lineage (Shadow Conjuration) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (5/day) (Ex) Apply a metamagic feat 5/day without increasing the casting time.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Construction
Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Selective metamagic rod (3/day) The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Selective Spell; Cost 5,500 gp
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Shadow Conjuration) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Storing Stores up to 3rd level touch spell which affects foe who hits.
Spontaneous Metafocus (Shadow Conjuration) Apply metamagic to one spell and keep the standard casting time
Varisian Tattoo (Illusion) (2/day) You bear intricate tattoos which inspire and empower your natural magical ability. These tattoos mark you as a worker of the ancient
traditions of Varisian magic.

Benefit: Select a school of magic other than divination in which you have Sp

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Scarab Sages

I just learned that most of the enemy will be high level undead demons and devils. Will need to check if the buitd will keep the road against that kind of monsters.


Pathfinder Adventure Path Subscriber
Eretas wrote:
I just learned that most of the enemy will be high level undead demons and devils. Will need to check if the buitd will keep the road against that kind of monsters.

Wow that means Spell Resistance, Elemental Resistance if not outright Immunity and Immunity to Mind-affecting (illusions, most enchantments, etc...) Going to be tough.

Have you had any experience with this GM?

Scarab Sages

Not at all, I don't know him. It will be a on line game.
The shadow conjuration will overcome the elemental resistance, I have spell precision and piercing spell to overcome magic resistance.
My main problem will be Immunity to mind affecting spell. If it's the case, It won't work at all.. Undead are immune to mind affecting spell, but nothing about illusion - shadow. So far so good.

Scarab Sages

Most of the high level demons, some of very devils and daemoin have constant true seeing. So those will be a problem. But as long as illusion - shadow is not a mind affecting spell, the build should be fine.

Quote:

Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.

Phantasm: a phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression, all in their heads and not a fake picture or something that they actually see. Third parties viewing or studying the scene don't notice the phantasm. All phantasms are mind-affecting spells.
Shadow: A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.[\quote]


The problem with using Shadow Conjuration is it is only partially real, and if its versus undead and demons, especially at this level, True Seeing and outright immunity to illusions is going to be common place. I would highly reconsider specializing in something that is going to bite you really hard.

Also, choice of element and making your party members immune to your blasts is really not so advantageous as you may be thinking. I know, you can use it to bypass energy resistance but still not that great and you have a high DC.

If you really want blasts, which I don't think you do judging from your build, you could just go Elemental and pick a race that is advantageous to an element (something other than fire). You can actually get DCs of 31 on level 3 spells fairly easily with the right build at this level (that's an approximation due to variation by 2).

If you really want utility I recommend this: drop illusions because meh (especially if your going up against high level undead and demons), pick up Undeath to Death (wonderful pocket spell to have), and spend your spells battlefield controlling. Its not the most glamorous thing but you will always be appreciated.

Also, if you have a bard get them to pick this up to help out with action economy Drums of Haste. All kinds of yes on this item.


I would make a few suggested changes.

I think you are probably trying to do too much by using shadow magic and evocation and that you might be better served focusing on one area a bit more.

Firstly on bloodline. Arcane is the clear winner but consider picking up the Sage wildblooded version. You lose the familiar but turn your main casting stat into Int. This will give you a lot more skill points and save you some cash as you wont need a multi stat headband unless you want Wisdom. You can still stick some points into social skills and do fine even with a dumped Charisma (Circlet of Persuasion works wonders) and you have charms, suggestion or dominate to back things up. If you dump Str and Cha that lets you start with 17 Int and 14 Wis, Con and Dex.

Feats: You are really lacking Quicken and Persistent. Quicken is crucial for action economy and in combat buffing. Persistent is key if you are using Shadow Magic given they generally give enemies two saves to avoid them and reducing those chances is essential. I would probably reconsider Piercing for Still and/or Silent. Being focused on Illusions probably means you want to remain unseen. Greater Spell Penetration is a real option as well. Spontaneous Metafocus isn't necessary. With a Robe of Arcane Heritage you can use metamagic with no casting delay 5 times per day. Next level you will be able to ignore casting delay completely. Combat Casting is also a terrible feat. At this level you will largely be auto passing concentration checks anyway. If you are concerned then grab a pair of Gloves of the Elvenkind.

On spells:

Quote:
7 Grasping Hand, Shadow Conjuration, Greater (DC 29), Teleport, Greater, Simulacrum

I would check with your GM about how they rule Simulacrum before taking it. At this level I tend to consider Plane Shift a must. Its a great travel spell as well as a powerful removal. Grasping Hand is frankly rather meh.

Quote:
6 Contingency, Form of the Dragon I, Forceful Hand, Planar Binding (DC 24), Programmed Image (DC 28), Summon Monster VI, True Seeing, Sirocco (DC 24), Dispel Magic, Greater, Suggestion, Mass (DC 24)

Not really sure why you are going with the Hand spells. If you are wanting to use Daze, and especially with a Dazing Rod, then Chain Lightning is probably a must. Having said that if your enemies are lots of demons then that might get annoying given their immunity. Form of the Dragon means you will lose any armour or shield AC bonuses from things like mithril shield or the ceremonial armour. It also makes your gear meld into your form so there may well be action economy issues in accessing rods.

Quote:
5 Overland Flight, Icy Prison (DC 23), Summon Monster V, Shadow Evocation (DC 27), Wall of Stone (DC 23), Dominate Person (DC 23), Telekinesis

If you have SM VI you really don't need SM V. I would consider Wall of Force over Wall of Stone. It will block incorporeal undead and has a lot more health than Wall of Stone so is harder to break through. Fickel Winds is really tempting although if you aren't fighting class levelled humanoid opponents it is less of an issue.

Quote:
4 Black Tentacles, Dragon's Breath (DC 22), Shadow Conjuration (DC 26), Dimension Door, Stone Shape, Confusion (DC 22), Ball Lightning (DC 22), Phantom Chariot

Black Tentacles is really falling behind at this level in terms of CMB. Also many enemies are likely to be able to teleport making it a pretty weak option. Phantom Chariot is rather niche and its hard to justify having it take a spell slot especially when it can be copied with Greater Shadow Conjuration. Emergency Force Sphere is a complete life saver and I am surprised not to see Greater Invisibility. Yes lots of Demons might have True Seeing but most undead don't and next level you can grab Mind Blank making true seeing irrelevant. Enervation is also tempting for high save outsider enemies to debuff them. You may also want to consider Dimensional Anchor to use Planar binding.

Quote:
3 Sleet Storm, Slow (DC 21), Haste, Fireball (DC 21), Dispel Magic, Stinking Cloud (DC 21), Fly

Sleet Storm and Stinking Cloud are rather redundant and both can be copied by Shadow conjuration. Given Planar Binding I would consider having Tongues to make sure you can communicate. Communal Resist Energy is also very strong. A Magic Circle spell will also be needed for Planar Binding or you can spoof it with some scrolls and a Mnemonic Vestment.

Quote:
2 Create Pit (DC 20), Stone Call, Blindness/Deafness (DC 20), Web (DC 20), Mirror Image, Glitterdust (DC 20), Pyrotechnics (DC 20), Invisibility

Create Pit isn't doing much at this level given most things will teleport or fly. If your game will be undead heavy then Control Undead lasts for days and unintelligent undead gain no save.

Quote:
1Identify, Enlarge Person (DC 19), Mage Armor, Protection from Evil, Magic Missile, Vanish, Grease (DC 19), Silent Image (DC 23)

Vanish seems redundant given you have Invisibility. Snowball is a great option for high SR enemies you want to Daze.

On Gear:

I would check with your GM about whether or not duelling will add to your Initiative if you aren't actually attacking with it. Similar issues came up with Defending weapons. Duelling may be a different case given initiative is rolled before combat begins but you may want to check.

Menmonic Vestment will allow you to cast any spell from a scroll once per day. It's great for stuff you use rarely like Contingency or Magic Circles for Planar Binding.

You do not have a Cloak of Resistance which at this level is like committing suicide. You want a +5 version as soon as possible. I would also recommend a Clear Spindle Ioun Stone and a Wayfinder to give you constant protection from evil against compulsions.

Your bracers are very expensive for +1ac over Mage Armor. A +5 mithril buckler costs the same and gives you +6 AC. A +5 Haramaki costs the same and gives you +6 armour. Neither have any spell failure.

Other cheap magic items to consider include the Circlet of Persuasion, Eyes of the Eagle and Feather Step Slippers.

Scarab Sages

You all are very great.
AS the GM just give me the special rule for Ravenloft every summoning or banding is to be bane. They can leave the Ravenlof plan so they will turn on me. For shadow spell. This is the rules

Quote:

Illusion (Shadow)

If you use shadow material to create illusions of creatures, objects, or forces, those conjurations are 20% stronger than the spell indicates. If you use them to create an illusory spell, damaging spells deal 20% more damage than listed, non-damaging effects have an extra 20% chance of working.

At the end of the duration you must make a Will save against your own spells DC. If you fail, any shadow creations that have not been dispelled spontaneously transform into true shadows with total HD equal to the effective spell level. These shadows are free willed

So I will built a more classical sorcerer with int as prime characteristic. We already have a paly in the group. He will do the social things.

Thanks. I will show you the next version later.

Liberty's Edge

You can drop fly you have enough ways to get around and your party should all have ways of their own by level 15.

You have glitter dust, blindness deafness and sleet storm so you don't need pyrotechnics as well. I would drop it over the other's simply because of the required fire source. You could drop blindness to if you don't have heighten the chances of something failing it's save are slim.


Blindness is great, even at level 15, especially against casters. With Persistent Spell you can also give it a decent chance of working or just force another save or suck with a quickened version.

Liberty's Edge

andreww wrote:
Blindness is great, even at level 15, especially against casters. With Persistent Spell you can also give it a decent chance of working or just force another save or suck with a quickened version.

It is great, with spell focus and the metamagics to enhance it but he has none of those metamagics. He has Dazing and Empower, neither of which apply to blindness and he has 3 other ways to blind someone.

Resist Energy for instance would be a nice choice.

Scarab Sages

1) I pick Still, persistent and quicken spell instead of improved initiative and combat casting. One feat to remove...

2) I replace Simulacrum by limited wish. I keep Grasping Hand but remove Forceful Hand.
3) I had chain of fire and chain of lighting with Dazing rod,
4) I keep form of the dragon, I really don't enough AC to allow myself to be hit anyways. I like the idea to have all rod accessing in that form.
5) I add Fickle winds and remove SM IV
6) What do you mean by Emergency force sphere at level 4.
X) I remove Monster summoning every level because of that rules

Quote:

Conjuration (Invocation)

In the round a creature appears it can attempt a Will save with a -2 penalty against the spells DC. Success indicates that it escapes your control and can act freely. Generally, it will seek to return to its home dimension.
Calling: All calling spells contain an implicit pact between you and the creature that it is normally free to return once it completes its task. The Dark Powers however restrict exit from Ravenloft until it can find another way, when the called creature tries to leave and can’t, your pact with it is broken. You lose all control over it and it is likely to feel betrayed.
The creatures behavior after depends on its alignment. Evil ones may try to destroy you in retaliation.
If you attempt to call an elemental it has a 20% chance of producing a dread elemental instead.
Using a Calling spell to conjure an evil creature requires a powers check.
Summoning: Rather than pulling creatures from outside planes you summon existing ones from within the domain, thus if the creature is not found in the domain it cannot be summoned. Summoned creatures do not use the outsider template, thus summon monster I would summon a dire rat, not a fiendish dire rat. Attempts to summon an outsider like a succubus automatically fails unless there happens to be one in the domain. Elementals are automatically dread elementals.
Summoned creatures return from whence they came at the end and because they don’t cross planar borders, no pact is broken, and the creatures do not turn against the caster.
If you summon creatures under the influence of a darklord the creature still appears but the influence modifiers apply (see Enchantment).
Mists: Elementals or outsiders with the Mists descriptor are conjured from the Mists themselves and can be summoned in any domain.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Feel free to check out my Crazy Character Emporium. We have quite a few well built 15th-level sorcerers that might serve to inspire you.

[RELATED THREAD]


If you're dealing with undead, maybe picking up Undeath to Death. To help with the demons, Banishment would help. When you hit level 16, though, I highly recommend Sunburst.

Scarab Sages

Necromancy spell are too dangerous to use in Raveloft. Very particular set of rules. Sunburst will be on my list for sure.

Quote:

Necromancy

The only necromantic spells that don’t require powers checks are the strictly defensive ones, that do not create or enhance undead, and do not require the manipulation of your life force or that of another (such as deathwatch).

Scarab Sages

My final sorcerer.

Quote:

Umbra FirDel

Male Human (Azlanti, Pureblooded) Sorcerer (Wildblooded) 15
LN Medium Humanoid (human)
Init +9; Senses Perception +22
--------------------
Defense
--------------------
AC 27, touch 17, flat-footed 22 (+4 armor, +6 shield, +5 Dex, +2 deflection)
hp 115 (15d6+60)
Fort +14, Ref +15, Will +16
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Offense
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Speed 30 ft.
Melee +1 Dueling Cestus +7/+2 (1d4/19-20/x2)
Sorcerer (Wildblooded) Spells Known (CL 15):
7 (5/day) Grasping Hand, Shadow Conjuration, Greater (DC 26), Limited Wish, Teleport, Greater
6 (7/day) Owl's Wisdom, Mass, Contingency, Programmed Image (DC 25), True Seeing, Sirocco (DC 25), Dispel Magic, Greater, Shadow Walk (DC 25), Chain Lightning (DC 25), Chains of Fire (DC 25)
5 (8/day) Overland Flight, Icy Prison (DC 24), Shadow Evocation (DC 24), Prying Eyes, Wall of Force, Telekinesis, Fickle Winds
4 (8/day) Dragon's Breath (DC 23), Resilient Sphere (DC 23), Shadow Conjuration (DC 23), Dimension Door, Invisibility, Greater, Stone Shape, Ball Lightning (DC 23), Volcanic Storm
3 (8/day) Shrink Item (DC 22), Slow (DC 22), Haste, Fireball (DC 22), Dispel Magic, Stinking Cloud (DC 26), Fly, Resist Energy, Communal, Paragon Surge
2 (8/day) Stone Call, Blindness/Deafness (DC 21), Web (DC 25), Mirror Image, Glitterdust (DC 25), Command Undead (DC 21), Alter Self, Invisibility
1 (9/day) Identify, Enlarge Person (DC 20), Floating Disk, Mage Armor, Protection from Evil, Magic Missile, Grease (DC 24), Ant Haul (DC 20), Snowball (DC 24)
0 (at will) Open/Close (DC 19), Mending, Read Magic, Ghost Sound (DC 19), Detect Magic, Dancing Lights, Prestidigitation (DC 19), Message, Light
--------------------
Statistics
--------------------
Str 9, Dex 20, Con 18, Int 29, Wis 14, Cha 10
Base Atk +7; CMB +6 (+8 Disarming); CMD 23 (25 vs. Disarm)
Feats Craft Rod, Craft Wondrous Item, Dazing Spell, Eschew Materials, Greater Spell Focus (Conjuration), Heighten Spell, Maximize Spell, Persistent Spell, Quicken Spell, Spell Focus (Conjuration), Spell Perfection (Shadow Conjuration), Still Spell
Traits Magical Lineage (Shadow Conjuration), Varisian Tattoo (Conjuration) (4/day)
Skills Acrobatics +20, Appraise +27, Bluff +0 (+2 to Feint), Climb +0, Diplomacy +4, Fly +10, Intimidate +4, Knowledge (arcana) +29, Knowledge (dungeoneering) +24, Knowledge (history) +22, Knowledge (local) +20, Knowledge (planes) +27, Knowledge (religion) +24, Linguistics +13, Perception +22, Sense Motive +11, Spellcraft +29, Use Magic Device +18
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Undercommon
SQ arcane bolt (1d4+9) (12/day), metamagic adept (5/day), mutated bloodlines (sage)
Combat Gear Ectoplasmic metamagic rod (lesser) (3/day), Extend metamagic rod (lesser) (3/day), Hand of glory, Maximize metamagic rod (3/day), Piercing metamagic rod (3/day), Quick runner's shirt (1/day), Reach metamagic rod (lesser) (3/day), Selective metamagic rod (lesser) (3/day), Silent metamagic rod (lesser) (3/day); Other Gear +5 Mithral Buckler, +1 Dueling Cestus, Belt of physical might (Dex & Con +4), Cloak of resistance +5, Efficient quiver (5 @ 25 lbs), Eyes of the eagle, Feather step slippers, Glove of storing (empty), Handy haversack (2 @ 0 lbs), Headband of vast intelligence +6 (Knowledge [relig, Ioun stone (clear spindle), Page of spell knowledge (fireball), Page of spell knowledge (shrink item), Ring of protection +2, Ring of sustenance, Robe of arcane heritage, Statuette en ivoire de moi même, Poussière de diamand, 643 GP, 5000 GP of Valuables
--------------------
Special Abilities
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Arcane Bolt (1d4+9) (12/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Ectoplasmic metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day that have full effect against incorporeal creatures as though using the Ectoplasmic Spell feat.

Extend metamagic rod (lesser) (3/day)
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Ioun stone (clear spindle) Sustains bearer without food or water.
Magical Lineage (Shadow Conjuration) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Maximize metamagic rod (3/day)
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Metamagic Adept (5/day) (Ex) Apply a metamagic feat 5/day without increasing the casting time.
Page of spell knowledge (fireball)
Page of spell knowledge (shrink item)
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Piercing metamagic rod (3/day) The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing Spell feat.

Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Reach metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Selective metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.

Silent metamagic rod (lesser) (3/day)
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Paragon surge) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Still Spell You can cast a spell with no somatic components. +1 Level.
Varisian Tattoo (Conjuration) (4/day) You bear intricate tattoos which inspire and empower your natural magical ability. These tattoos mark you as a worker of the ancient
traditions of Varisian magic.

Benefit: Select a school of magic other than divination in which you have Sp

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Scarab Sages

Their is a +2 on all characteristic because I select Pure blooded Azlant instead of Azlant. But it's too late to edit.


Alright thats some scary rules on Shadow magic holy hell!

Alright if you REALLY want shadow magic but you think that your pumped out DC might kill you there MAY be a way to make it far more reliable.

First off are these shadows weak to sunlight as most shadows are?

Second, you may want to consider a 2 level dip in Paladin. It will curb your power a bit but can turn out well. That will give you a +13 on your Will save, and then don't dump WIS. Also, this is not using the Wildblooded variant on Sorcerers.

This is where I go full personal opinion and bias. I don't build INT based sorcerers because I think its dumb. Charisma is your main stat which makes you an excellent face and lets you do some horrifically broken things with dips (like 2 in Pally or 1 in Life Oracle to get CHA to AC in place of DEX).

Now that thats out of the way, with these rules I would go with a 2 level dip in Paladin and max the f%~& out of that Shadow Conjuration. With shadow spells THAT augmented HOLY HELL! That makes them ridiculously powerful.

Although, double check with your DM and make sure that your illusion spells will work with consistency. Most DMs understand that as a PC you don't want to build a character that is going to be effectively useless.

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