Critique / advise kobold sorcerer 6 (aberrant bloodline)


Advice


Nyvryx:

Nyvryx
XP 1200
Kobold sorcerer 6
LE Small humanoid (reptilian)
Init +4; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 16, touch 15, flat-footed 12 (+4 Dex, +1 natural, +1 size)
hp 41 (6d6 +18)
Fort +3, Ref +4, Will +5
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee sickle +7 (1d4 +1), or Chill Touch +3 touch attack (1d6 +2 plus 1 Str damage DC 13), or Shocking Grasp +3 touch attack (5d6 +2)
Ranged sling +7 (1d3 +1), or Acidic Ray +7 ranged touch (1d6 +5), or Acid Splash +7 ranged touch (1d3 +2)
Enlarged Melee sickle +5 (1d6 +2), or as spells above
Enlarged Ranged sling +5 (1d4 +2), or as spells above
Alter Self – Small Melee sickle +9 (1d4 +1), or as spells above
Alter Self – Small sling +9 (1d3 +1), or as spells above
Alter Self – Medium Melee sickle +7 (1d6 +2), or as spells above
Alter Self – Medium Ranged sling +7 (1d4 +2), or as spells above
Alter Self – Small + Enlarged Melee sickle +7 (1d4 +2), or as spells above
Alter Self – Small + Enlarged Ranged sling +7 (1d3 +2), or as spells above
Alter Self – Medium + Enlarged Melee sickle +5 (1d6 +3), or as spells above
Alter Self – Medium + Enlarged Ranged sling +5 (1d4 +3), or as spells above
Special Attacks acidic ray 5/day
Spells Known (CL 6; Concentration +8)
Level 3 (4/day) – Gaseous Form
Level 2 (6/day) – Alter Self, Ghoul Touch (DC 14)
Level 1 (7/day) – Chill Touch (DC 13), Enlarge Person, Obscuring Mist, Shocking Grasp
Level 0 Acid Splash, Arcane Mark, Bleed, Detect Magic, Mage Hand, Message, Read Magic
STATISTICS
Str 9, Dex 18, Con 12, Int 8, Wis 10, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Arcane Strike, Toughness, Weapon Finesse
Skills Craft (trapmaking) +5, Knowledge: Dungeoneering +4, Perception +6, Stealth +9; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Undercommon
SQ crafty, long limbs
SPECIAL ABILITIES
Crafty (Ex)
Craft (trapmaking) and Stealth are always class skills for a kobold.
Long Limbs (Ex)
At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Nyvryx is a female kobold. Her egg is the only one of a clutch that survived exposure to a weird meteorite found near a kobold breeding pit. This stone's otherworldly radiation had an effect on the girl and she was shunned from the lawful society of her tribe at an early age. She somehow managed to survive and use her powers in an outpost of the grand dungeons beneath Flamenwing Castle.

She has grown to maturity and has learned to communicate with a small number of kobolds and aberrations as well. With their help she has conquered the outpost she was remanded to and now preys upon other halls as a scourge to both her own kin and other monstrous denizens. She has subsequently stolen and transplanted the irradiated stone to the heart of her outpost for further study, hoping to unlock greater power with the device.

Please check my math to keep me honest. I used Core stuff because that's what I have and to avoid analysis paralysis. I am actively seeking suggestions/advice with this thread on better feat selections, spells, and gear to outfit Nyvryx with. Bear in mind her concept is a savage sorceress who is very in tune w/her Aberrant bloodline.


Please help. Throw me some advice on:

- NPC gear
- non-core feats or spells that might improve the build

I don't make a lot of NPCs and the ones I do make usually just get killed in seconds. Thanks for any and all advice.


The Warped wildblooded bloodline is more useful, unless you take the Tattoed Sorcerer archetype. I guess the latter is not very thematic though, so I suggest you takethe wildblooded version of your bloodline.

From you bonus feats, take Improved Initiative and Combat Casting firstly.

With your long limbs you favor touch attacks a lot. Your arcana capitalies on polymorph spells.

I see you plan to enter melee quite a lot. This is not a bad choice with your bloodline, as long as you don't forget you are a primary caster after all.

Craft Wondrous Items is generally awesome, because most of your desired items are Wondrous.

Now a nice trick. Take Additinal Traits for Magical Lineage/Wayang Spell Hunter (Shocking Grasp). Take elemental spell and rime spell and apply them to shocking grasp without raising its spell lvl. Now you have a blast that entagles the enemies too. Later on you can also use Intensify spell and quicken spell. You need the feat Spontaneous Metafocus (SHocking grasp) for making this work though.

Other good feats for later include piercing spell for overcoming SR and Spell Perfection for your favorite spell.

EDIT: Is she an NPC? I just noticed. So you do not want progression advice, just advice for up to lvl 6.


Consider this:

Warped Bloodline

Magical Lineage (Shocking Grasp)
Wayang Spell Hunter (Shocking Grasp)

1 Weapon Finesse (you are the GM, give it for free), Elemental Spell (Cold)
3 Rime Spell
5 Spontaneous Metafocus (Shocking Grasp)

Important Spells:

3 Heroism
2 Mirror Image, Alter Self
1 Magic Missile, Shocking Grasp, Protection from Evil, Mage Armor, True Strike

Buff your self with Heroism, Mirror Image and Alter Self and use your Cold Rime Shocking Grasps.

As far as items are concearned, you can give her a rod of lesser extend, a headband of charisma +2 or a belt of dexterity +2

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