PFS Sorcerer opinion


Advice


I am heading to my first PFS game in two weeks at Gottacon, I really want to play a sorcerer character and need peoples opinions; Here is what I have so far....

Race: Half-Orc (Varisian)
Classes: Sorcerer1
Bloodline: Draconic (red)
Faction: Sczarni
Hit Points: 7
Alignment: ?
Languages: Common, Goblin, Orc, Varisian
Stat Score Mod
STR 10 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 13 (+1)
WIS 10 (+0)
CHA 18 (+4)
-------------------------- Skills --------------------------
Skill
Knowledge (Arcana)
Profession (Innkeeper)
Spellcraft

-------------------------- Traits ---------------------------
?
?

-------------------------- Feats ---------------------------
Improved Initiative
Eschew Materials

--------------------------- Magic --------------------------

Sorcerer Spells

Level 0
Acid Splash (Conjuration, EarthSchool)
Ghost Sound (Illusion)
Mage Hand (Transmutation)
Prestidigitation (Universal)

Level 1
Mage Armor (Conjuration)
Magic Missile (Evocation)

------------------------ Description -----------------------
Height: 5' 10" Weight: 234 lbs. Gender: Male
Eyes: Hair: , Skin:
Dominant Hand: Right Quirks: ,
Speech style: Quotable:
Full Description

And if you can give me advice on the best starting equipment, remember I only have 150 gp


Draconic Bloodline gets Mage Armor as a spell known at 3rd level. You can retrain it at 4th level if you want though.

As far as your gear goes, you can't use armor so I'd wager most sorcerers usually get a crossbow and a spear. Then there is the usual stuff about clothes, backpack, rations, water bottle, chalk, rope... if you roll that way.

If you need to buy a mount, that is 75 gold. Not sure how they handle that in PFS though.

And uh, this guy is pretty nonstandard for a half-elf.

5'10" tall? 234 pounds?

Edit: Sorry misread what you put down. This is actually a half-orc.


sunbeam wrote:

Draconic Bloodline gets Mage Armor as a spell known at 3rd level. You can retrain it at 4th level if you want though.

As far as your gear goes, you can't use armor so I'd wager most sorcerers usually get a crossbow and a spear. Then there is the usual stuff about clothes, backpack, rations, water bottle, chalk, rope... if you roll that way.

If you need to buy a mount, that is 75 gold. Not sure how they handle that in PFS though.

And uh, this guy is pretty nonstandard for a half-elf.

5'10" tall? 234 pounds?

Edit: Sorry misread what you put down. This is actually a half-orc.

What would be another good 1st level spell to replace mage armor?


What is it you want to be able to do? What is his background?

Draconic (red) + favored class bonus for half orcs means you will evenually do lots of damage with fire, but you have no fire spells. Magic missile is pretty weak at first, and as Sunbeam said, you get mage armor at 3rd. It also sounds like you are wanting to be a bit blasty, so I would swap one of your spells for burning hands. You might want to consider swapping the second one as well.

Ghost sound is nice, but unless there is a roleplay reason not to, you really need detect magic.

You get perception as a class skill, so I would swap one of your skills for that. You also get intimidate as a class skill, and a good charisma, so that's a good choice too. Don't forget about use magic device, so you can be a backup healer once cure light wound wands becoe available.

Traits: As a blaster, you will want Havoc of the society (+1 dam to all damaging spells), which will work for both your burning hands and acid splash. For your other trait, either choose something related to your background, the +2 to initiative or +1 to your saves.

Featwise, Improved initiative is a good choice, although take a look at spell specialization, since you have the Int for it. It unfortunately requires spell focus first, so you will want to take spell focus (evocation) if you want to go that route. You can take improved initiative at 7th as one of your bonus feats.


Grease is a good spell.


I'm still trying to come up with a good background, I know next to nothing about the campaign world. I would like to think he's half varisian and would have those wicked tribal tattoos, and I want him part of the Sczaran faction, maybe Chaotic Neutral. Is there any one place I can go to learn the history?

Shadow Lodge

If you have the Inner Sea Magic book, then Infernal Healing is a great spell to have, and seems to fit what you are trying to do. Fast Healing 1 for a minute. If you look in the Inner Sea World Guide you can learn about the history of some of the factions and gods. I'd change the first level feat to Spell Focus[Evocation] so you can qualify for Spell Specialization.

Shadow Lodge

ok i dont get what youre trying to do with your character.

what is your goal? to blast peoples faces off? to use area and control spells? enchanter? gish (means a mix of physical damage and spell casting)?

other then that it just looks like a vanilla sorcerer, which may be better played as a wizard.


History
History and world info (much of which comes from the Inner Sea World Guide): Pathfinder Wiki

PFS specific info:
Pathfinder field guide

The Varisians are a Pathfinder interpretation of Gypsies, mixed in with a dash of Italian Crime family and a significant magical history. Their predecessors used "rune magic" to form an Empire long ago that subsequently crumbled. Varisian tattoo magic is one of the few leftover bits of rune magic.

Tattoos
The Varisians tattoos are actually often magical (if you have the inner sea world guide, there is a feat)
Varisian Tattoo

You could take Spell Focus (Evocation) at 1st level and Varisian Tattoo: Evocation/Ragario at third.

Skill Choices
Trading Profession (Innkeeper) for Intimidate, as Dilvias suggested, is a good idea. It is a good idea to have at least one social skill - at least one of Intimidate, Diplomacy or Bluff. Detect magic is also a good idea - a very handy spell.

Alternate Racial Traits
One thing to consider is alternate racial traits. You could, for instance trade out orc ferocity for sacred tattoos (either from the Advanced Players Guide or the Advanced Race Guide), and trade darkvision for skilled (from the Advanced Race Guide.

Adv. Race Guide wrote:


Sacred Tattoo: Many half-orcs decorate themselves
with tattoos, piercings, and ritual scarification, which
they consider sacred markings. Half-orcs with this racial
trait gain a +1 luck bonus on all saving throws. This racial
trait replaces orc ferocity.

Skilled: Second- and third-generation half-orcs often
favor their human heritage more than their orc heritage.
Half-orcs with this trait gain 1 additional skill rank per
level. This racial trait replaces darkvision.

Vanities

As you advance in PFS, you gain "Prestige" which can be traded for items and "Vanities". The Field Guide, linked above, as a caravan vanity that would be RP appropriate - Varisians often run caravans. It would also allow you to use the intimidate skill to make money.


Here is a a slight rebuild of your draconic half-orc sorcerer, using some of the racial traits I told you about (as well as once called city born). I invested a lot into skills, because you really need that for the latest season of PFS.

Also, there is an alternate favored class bonus (from the Adv. Race Guide) that adds to half-orc fire damage - which is very nice. For every two times you take it, you do +1 fire damage. You take it in place of a hit point or skill point. However, I chose to put it in an extra skill rank instead.

I also flipped your constitution and dex - I think the hitpoints and fortitude save will be more valuable then ac and range to-hit bonus.

This build uses a Sczarni Faction Trait from the PFS Guide and a Varisian Race Trait (ultimate campaign I think?)

Ionacu the Draconic Half-Orc Sorcerer:

Ionacu
Male Half-Orc (Varisian) sorcerer 1
CN Medium humanoid (orc, human)
Init +1, Senses Perception +4
=================================================
DEFENSE
=================================================
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 ((1d6)+2)
Fort +3, Ref +2, Will +3

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee longsword +0 (1d8/19-20)
Melee claw +0/+0 (1d4)
Ranged light crossbow +1 (1d8/19-20)
Melee whip +0 (1d3)

Sorcerer Spells Known (CL 1st; concentration +5)
1st(4/day)-burning hands(DC 16), magic missile
0th(at will)-acid splash, detect magic, light, prestidigitation(DC 14)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 10, Dex 12, Con 14, Int 13, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Spell Focus (Evocation)
Skills Intimidate +11, Knowledge (Arcana) +5, Knowledge (Local) +8, Perception +4, Spellcraft +5
Traits Bad Reputation (Sczarni Faction), World Traveler (Knowledge (Local))
Languages Common, Draconic, Orc, Varisian
SQ bloodline arcana, cantrips, city-raised, claws, draconic bloodline (red), intimidating, orc blood, sacred tattoo, skilled, weapon and armor proficiency
Combat Gear scroll (mage armor), scroll (grease), scroll (comprehend languages), torch (10), rations (trail/per day) (5),
Other Gear longsword, claw, traveler's outfit, pouch (belt), flint and steel, bolts (crossbow/10/cold iron), crossbow bolts (10), light crossbow, whip, backpack, waterskin, soap (per lb), pot (iron), mess kit, bedroll, 13.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Bad Reputation (Sczarni Faction) The reputation of the Sczarni precedes your arrival. You gain a +2 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.

Bloodline Arcana Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces the weapon familiarity racial trait.

Claws (Su) Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Draconic Bloodline (Red) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Eschew Materials

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces the darkvision racial trait.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

World Traveler (Knowledge (Local)) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.


Thinking about this some more, unless you are trying to leverage the orc sorcerer racial trait for fire damage, or are looking at Dragon Disciple, Draconic really isn't a very good bloodline.

I really don't like losing spells known, so I personally wouldn't go Crossblooded. (Though that can be mondo damage, particularly with a half-orc).

Is Draconic a big part of your character idea somehow? The Orc bloodline gets the same damage bonus per die, without being typed to one source of elemental damage. Plus three of your bonus spells aren't "Form of the Dragon X." When you get the 3rd one, the first two are going to be "dead" spells you won't do much with, or can get rid of, ever.


+1 to what sunbeam said

I'm guessing OP only has core books at the moment???

Sczarni

If you go elemental-fire you can pick non fire spells to have versatility and sub in for fire on the fly to get your bonus damage.
Some good 1st level non fire spells
-snowball...full stop :)

Silver Crusade

Tangaroa wrote:

Here is a a slight rebuild of your draconic half-orc sorcerer, using some of the racial traits I told you about (as well as once called city born). I invested a lot into skills, because you really need that for the latest season of PFS.

Also, there is an alternate favored class bonus (from the Adv. Race Guide) that adds to half-orc fire damage - which is very nice. For every two times you take it, you do +1 fire damage. You take it in place of a hit point or skill point. However, I chose to put it in an extra skill rank instead.

I also flipped your constitution and dex - I think the hitpoints and fortitude save will be more valuable then ac and range to-hit bonus.

This build uses a Sczarni Faction Trait from the PFS Guide and a Varisian Race Trait (ultimate campaign I think?)

** spoiler omitted **...

There is a lot of good advice, except I would NEVER give up darkvision for a PFS character. I might build a character that doesn't have it, but I wouldn't willingly give it up if the character had it.

Liberty's Edge

It is not a 'bad' build, though I would change up a few things. Also remember you can completely rebuild the character anytime before you start playing as a 2nd level character.

Some guidelines.
Most people will say a spamtaneous caster like sorcerer should only learn buff/utility spells that he will want to cast several times a day. Very soon you will be able to afford a wand of mage armor that will last 1 hour for each charge, so it should last you through at least 4 levels even if you use it several times a scenario. Shield has a short duration, so you may want it every fight. So shield is more commonly taken than mage armor. Having said that, my sorc did take mage armor. {shrug}

Magic missile though a guaranteed hit barely does more damage at first level than your acid splash that you can spam all day long. Draconic and 1/2orc tend to specialize in fire spells, so you might consider burning hands.

Many people will tell you that sorcerer spells should have multiple uses. One of the most popular 1st level spells is grease. Can be used to knock people down, slow people down (to stop charges), disarm people, and get allies out of a grapple. I wouldn't take both burning hands and grease. Choose one. I agree with you that a defensive spell is a good idea.

I would switch the con and dex. You are never going to get your AC all that terribly high. So if a martial character gets in reach of you, he will hit you most of the time. You need some HP to survive until you can get away.
UNLESS, you are going to specialize in ray spells. Then you could use the dex to help you with you ranged touch attacks.

Scarab Sages

Bigdaddyjug wrote:


There is a lot of good advice, except I would NEVER give up darkvision for a PFS character. I might build a character that doesn't have it, but I wouldn't willingly give it up if the character had it.

This. I would trade skilled on a human for darkvision in a second. I would never trade darkvision for skilled.

Besides, Lava Gnomes make the best fire sorcerers anyway.

Liberty's Edge

Remember guys, If he is just starting he probably only has the CRB.


Wow this is all really great advice, I feel like I am going to be very well prepared for the convention. As for the books I own, i've been buying them PDF versions as I tweak my character, i'll build the character and then buy the books I need to play him. If all goes well i'll be able to play online games after my first few times playing.

Liberty's Edge

Glad to help.

Remember the intro scenarios are pretty easy. The best ones for a brand new character are In Service to Lore Part 1, Confirmation, and We Be Goblins. But really almost all of the level 1 scenarios are pretty survivable. Just let the table and GM know you are new to PFS and that it is a new character with little gear. They will almost always help you out.
And if it is one of the rare 'killer' scenarios or the table make-up means they are playing 'up' into the higher difficulty bracket, the GM should let you know.

By "online games" do you mean a PbP of live action over the web? For PbP I would recommend starting a 2nd character. While you are in a PbP you aren't supposed to use that character for anything else until it is done. Since those tend to last several weeks, you might miss out on some FtF game opportunities.


Spells: I would say Color Spray is a very strong spell to start with.
Being able to hit MULTIPLE enemies with a "Save or Suck" effect is nice,
because some enemies may pass but some of them likely won't. It's also 'non-damaging' so you can use it against neutral NPCs who you don't want to kill,
but they would "inconvenience" you and your group unless they can be knocked unconscious.

Detect Magic and Read Magic are both Cantrips you would like to learn.
Detect Magic is nice because anybody with magic gear will show up within it's area.
(unless blocked by objects, or they made special effort to conceal their magic auras, which most NPCs don't)
Read Magic is nice because it means you can use scrolls without worrying about Spellcraft skill checks at all.
If you have Read Magic, then you can realistically afford to not put ranks in Spellcraft, letting you put them somewhere else.
I recommend some physical skills below, and Knowledge(Arcana) actually overlaps Spellcraft in someways:
not helping activate scrolls but useful for ID'ing both spell effects/components and creatures like dragons.

You should even be able to afford some scrolls right at first level, I believe 1st level scrolls are 25gp each. It is nice to grab ones that you don't know personally, so you can expand your repertoire. Scrolls will have low DCs but that just means you choose spells that don't need a Save in the first place.

Languages: It looks like you are counting your character as "half Varisian" and giving yourself that ethnic language.
While commendable for roleplaying purposes, mechanically speaking Half-Orcs don't count as Varisians in any way,
and they don't get such ethnic languages for free, they only start with Common and Orc, regardless of their ethnic background.
(which is odd, considering their ethnic background may not routinely speak Common, i.e. Chelish/Taldane, at all, but that's the rules in PFS)
The only exception there is characters from Tian Xia who all get Tien language for free, regardless of 'race'.
(but any other human ethnic languages, such as Dtang or Hon-La, are only gained for free if the character is full Human race of that ethnicity)

I think it's great that you want to start speaking Varisian, and highly encourage it, but you will need to "buy" it,
either with your 1 bonus language from your 12 INT, or by taking a rank in Linguistics.
(you add 1 language per rank in Linguistics, in addition to Linguistics' other usages)
Goblin isn't really a 'sane creature' language in Golarion and especially Varisia, so I would recommend dropping that to get Varisian.

Favored Class: It doesn't look like you are taking any Favored Class bonus currently,
based on your HPs and CON score and INT and Skills you listed.
FC is something where you choose one class at first level, and every time you take a level in that class you get a special bonus.
It's meant to promote single class builds. In your case, you would want to select Sorceror as your favorite class.
Every time you get a FC bonus (when you take a level in the chosen class) you get a choice of benefit:
1 bonus HP, 1 bonus skill rank, or (potentially) a special racial bonus (although not every race/class combo has a FC bonus).
The Half-Orc special Sorceror FC bonus is "Add 1/2 dmg to fire spells".
That means you need to take it 2 levels in a row and then you get 1 bonus dmg to fire spells.
Since you put a 12 into INT, I assume you are interested in skills, so getting a bonus skill ranks seems plausible.
A bonus HP seems the other good option, since you won't benefit from the Racial FC bonus at first level.

Skills: I try to put a rank or 2 into the following skills at low level: Acrobatics, Swim, Climb.
Eventually you won't really need them as much, but you can't rely on magic to bypass all such situations at low level,
and being able to not drown, climb ropes or steep slopes, and jump across gaps is a nice thing for a budding adventurer.
Knowledge Local or Diplomacy seem to match the 'underworld' sort of character you have going.
(Diplomacy is also used for "Gathering Info" to pick up gossip, etc. It uses CHA which is your best stat)
Putting that Favored Class bonus into skills is pretty convenient at low level, to allow you to cover all those skills.

Somebody recommended putting ranks into UMD. Honestly, I do not recommend that...
My approach with UMD is always to wait several levels, figure out when my CHA score + Class Skill bonus + 1 rank per level (the maximum) will let me "reliably" activate items at DC 20+. By "reliable", I mean passing on at least a 5, and preferably more reliable than that. At that level you will also have much more gold to spend, and you can spend it buying an Ioun Stone that boosts your INT by +2. That gives you a new language and a new INSTANTLY MAXED skill, which you can select UMD for. You get UMD maxed exactly when it's useful for you, and don't have to waste a rank in it earlier when you can't reliably use it. Especially as a Sorceror, you can already activate Sorceror/Wizard scrolls and wands without UMD, and there is healing options even within that spell list (Infernal Healing).

Gear: Somebody mentioned a cross-bow, which is a good option to consider, although if you have Acid Splash Cantrip and/or a Bloodline Power granting a Ranged Touch Attack, those may be preferable just because they will be more reliable to use, since they only have to hit Touch AC. You might want to consider carrying a Longspear as a melee weapon. Even if you never spend your turn attacking with it, you can often get free Attacks of Opportunity with it, because it is a Reach Weapon. It's also a Simple Weapon and thus even Sorcerors are proficient in it.

Setting: I recommend reading some Setting products to learn more, since you seem interested. There is the Inner Sea Guide/Campaign Setting, and also a product focusing just on Varisia, which might hone in on the area you're most intested in. If you look for Paizo's Adventure Paths, several of which are set in Varisia (Rise of the Runelords, Curse of the Crimson Throne, and Shattered Star), you will see that they all offer free Player's Guides which offer more info on the setting, as well as some Feats and Traits you might like.

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