Sorcerers


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I am GMing for a party that is coming to their final battle (retire or die). The party characters are 20th level. The main villain for the last battle is a crazy sorcerer/wizard from one of the characters past. Due to the characters actions this wizard was thrown into a different realm where he slowly went crazy. He returned later and killed the characters family (all from the characters background, not my doing). Now the villains body is inhabited with 5 different personalities, all some sort of sorcerer/wizard. All are evil or neutral. The plan is each round to roll to see what personality is in charge at that time and use that corresponding spell list. There will also be a small % chance of spell failure due to inner struggles for control. This could also limit spell combinations.
Anyone want to write up a spell list for a 24ish level wizard/sorcerer? Use a high intelligence that goes with the level. I don't care about most other things (specialization, etc...). I just need 4 spell lists (I'll make one myself for the main personality).
Feel free to limit the spells since most low level spells won't be used.
There will be a couple of other creatures with the guy but summoning things (especially deep ones) would be good also.
Use any Pathfinder books and you can import some spells from 3.5.
I appreciate the help.


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There will also be a small % chance of spell failure due to inner struggles for control

I'd be careful about this, particularly if you have relatively few mooks backing him up.

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Anyone want to write up a spell list for a 24ish level wizard/sorcerer?

There are no rules for epic (level 20+) characters in Pathfinder, so 20 is as high as it goes.

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Use a high intelligence that goes with the level.

Are we talking "NPC"-high or "PC"-high? NPC wealth typically can't support inherent bonuses, so their casting stat caps out around 28. A PC, on the other hand, has a significantly better array in addition to inherent bonuses, so they can end up around 36.

That's moot for sponatneous casters, so here's a 20th level Abyssal Sorcerer

9th - Summon Monster IX (bloodline), Gate, Disjunction, Shapechange
8th - Unholy Aura (bloodline), Summon Monster VIII, Protection from Spells, Wall of Lava (APG)
7th - Greater Teleport (bloodline), Ethereal Jaunt, Spell Turning, Greater Arcane Sight
6th - Transformation (bloodline), Summon Monster VI, Planar Binding, Greater Dispel Magic
5th - Dismissal (bloodline), Break Enchantment, Wall of Force, Cloudkill, Fickle Winds (UM)
4th - Stoneskin (bloodline), Summon Monster IV, Greater Invisibility, Dimension Door, Acid Pit (APG)
3rd - Rage (bloodline), Haste, Fireball, Stinking Cloud, Slow
2nd - Bull's Strength (bloodline), Mirror Image, Command Undead, Darkness, Summon Monster II, See Invisibility
1st - Cause Fear (bloodline), Protection from Good, Protection from Evil, Shield, Magic Missile, Obscuring Mist

Relevant Feats: Spell Focus (conjuration), Augmented Summoning, Superior Summoning, Quicken Spell

Whenever this personality summons a demon or fiendish creature, he gets to summon two of them instead thanks to his bloodline power. Whenever he summons two or more creatures, his superior summoning feat kicks in and he gets an extra one for free. In other words, he gets 3 for 1 deal on Summon Monster spells. He uses quickened versions of low-level spells to assist his minions while he summons more of them, and relies heavily on barrier spells to keep enemies from targeting him (as he's distinctly lacking in the defense department).


dont have a spelllist right now, but i think my flatmade should have one, will post that tomorrow

until then got some ideas you might be interested in ;)

1. whenever the current personality fails a save a random different personality can make the same save, if the second personality makes the save it takes over and the villain is effected as if succeeding on the save in the first place

2. depending on the number of henchmen giving him dual initiative might be a nice way (its in the mythic rules, but hey, the guy is 24th level, giving him a mythic ability doesnt make it more broken ^^). Maybe give him dual initiative once he takes some beating, as the multiple personalities start shifting over and over ever faster, coupled with 20% spell failure, as they actually shift so fast, they sometimes dont get to complete their spells

3. once he is defeated... he is not! His body errupts in ectoplasm and the ghosts of all 5 personalities unleash their wrath at the party (and the still living henchmen that failed their master!)


Excellent ideas guys. Thanks for the start.


Okay, here's the list. Its made from a player perspective, so no flashy general theme.

Arcane Bloodline Human Sorcerer. The Important Feats would be Persistant Spell, Dazing Spell, Quicken Spell, Spell Perfection (Chain Lightning)

* is for Bloodline Spells

9: Time Stop, Wish*, Disjunction, Overwhelming Presence
8: Prismatic Wall, Power Word Stun*, Maze, Polymorph any Object, Moment of Prescience, Summon Monster VIII, Euphoric Tranquility, Dimensional Lock
7: Grasping Hand, Greater Teleport*, Reverse Gravity, Greater Polymorph, Plane Shift, Spell Turning
6: Summon Monster VI, True Seeing*, Greater Dispel Magic, Chain Lightning, Planar Binding, Forceful Hand, Sirocco
5: Wall of Stone, Overland Flight*, Communal Stoneskin, Polymorph, Cone of Cold, Magic Jar, Baleful Polymorph
4: Confusion, Dimension Door*, Resilient Sphere, Ball Lightning, Stone Shape, Black Tentacles, Ennervation, Summon Monster IV
3: Summon Monster III, Dispel Magic*, Haste, Stinking Cloud, Fireball, Chain of Peridation, Slow
2: Flaming Sphere, Invisibility*, Glitterdust, Create Pit, Levitate, Mirror Image, Stone Call, Burning Gaze
1: Color Spray, Identify*, Mount, Grease, Magic Missle, Protection from Evil, Feather Fall, Silent Image

Use at own risk, the entire list is made to spam out Save or Suck spells that target multiple creatures, targeting all 3 saves! Additionally Maze and Euphoric Tranquility will basicly remove a player from combat without anything he can do about it (no save). Witz persistant Spell and the Arcane Bloodline Bonus to Metamagic you're looking at some seriously over the top DCs against those spells

Timestop + (1d4+1) * (Ball Lightning + Dazing Spell + Persistant Spell) = Game over


Thanks guys. I now have 3 of the 5 I need.
Maze is a great spell. One of the pc's uses it.
I'll look over your Time Stop combo. I love that spell.


It may seem like overkill to you, but while I like Grishnackh's list I personally would drop Summon Monster IV and take Emergency Force Sphere.

" Emergency Force Sphere

School evocation [force]; Level sorcerer/wizard 4
CASTING

Casting Time 1 immediate action
Components V
EFFECT

Range 5 ft.
Effect 5-ft.-radius hemisphere of force centered on you
Duration 1 round/level (D)
Saving Throw None; Spell Resistance no

DESCRIPTION

As wall of force, except you create a hemispherical dome of force with hardness 20 and a number of hit points equal to 10 per caster level. The bottom edge of the dome forms a relatively watertight space if you are standing on a reasonably flat surface. The dome shape means that falling debris (such as rocks from a collapsing ceiling) tend to tumble to the side and pile up around the base of the dome. If you make a DC 20 Craft (stonemasonry), Knowledge (engineering), or Profession (architect or engineer) check, the debris is stable enough that it retains its dome-like configuration when the spell ends, otherwise it collapses.

Normally this spell is used to buy time for dealing with avalanches, floods, and rock-slides, though it is also handy in dealing with ambushes."

It might seem like overkill, but this is a spell you can get off as an immediate action. Personally I would still take and use Resilient Sphere, even for a defensive purpose. But the main man not dying is kind of the most important thing ever, so you can't have too much security.

I also think that Limited Wish and Mindblank should be on that list somehow. Some argue against Limited Wish, but I just find it psychologically comforting that I can always have the right spell if I have enough money.


Black tentacles is a must for one of the builds.

Honestly, it sounds a little unweildy to have five power houses. Fighting a prepared 20 caster is already goodness. 5 is perhaps overkill, and puts them in one HP sharing basket. For nuance:

Maybe 4/5 could be a diviner. Not as blasty but good for spoiling.
5/5 could be a brood or master summoner to saturate the PCs with adds. Or a synthesist that suddenly goes base to base with mega buffs.

It would be a good gimmick to have them fight a simulacra/construct in disguise first or have him withdrawal in someway mid action. Good trick to bait out their best powers so you don't have to cover every contingency in the main build.

Another good gimick is if one of the shards is not crazy or good aligned to force an action stop for role playing drama. It reduces your planning overhead AND builds in a delay for affects to timeout befor the next shard takes over and starts the fun again.

Also, consider gear, undead servants, battle ground traps. These may augment one or more of shards to create other effects and circumstances of interest.

Just thoughts.


Hard to do "overkill" with this group. The characters are quite powerful and we have veteran gamers. They are all 20th level. One is a caster centered around summoning and brings in nasty critters but he also has great defensive based spells. They also have a crossbow guy that is focused in criticals (we use critical/fumble cards). He does ridiculous ranged damage. One guy is a Stalwart defender with huge hp's and AC. Another is a Holy Vindicator that heals and casts and does melee and has great ac. Plus a 20th rogue with several cool tricks, including Master Strike. Lots of damage from him when he can sneak attack. Some of the healing also comes from summoned critters.
I kind of like the synthesist idea. Plus it fits with how all the personalities all got into one body. Anybody want to do a quick synthesist build? I'm going to look into building a potential divine caster to put in there.
Emergency Force Shield is nice. That's an add.

Grand Lodge

You build the sorcerer has Five complete and separate spellcasters each with complete and separate spell lists. Your random roll determines which "caster" is casting.

When they separate, treat them each as standard characters/monsters, presumably they'll all be ghosts and/or spectres.


That's the plan. That's why I am gathering several different spell lists for different types of magic guys.
I had not thought of them exploding out upon the death of the body until Grishnackh mentioned it. Love that idea and I am currently modifying some ghost-like creatures for the individual personalities.

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