Building a new Frost Sorcerer and have a few questions.


Advice

Silver Crusade

I am building a new lvl 1 sorcerer for Carrion Crown and had a few questions. I am looking to build a frost sorcerer blaster/crowd control type. Now I know its not going to do as much damage as draconic/orc popular fire build but I am not going for max damage. I would like to do damage while also contributing to CC. Here's my plan

Human
Sorcerer

Crossblooded Archetype
Bloodlines:
Elemental (Frost)
Orc

I am still contemplating traits and feats but I am very interested in Rime Spell Feat.

Can I cast a 3rd level Fireball turned into frost for 3d6+3 level of damage and then it slows everyone as well for the cost of a 3rd level spell with magical lineage (fireball) trait?

Silver Crusade

Well I didn't get any advice but here's what I have come up with. Not too many other frost mage's I've seen. Its a blaster and controller.

Based on PSF character rules but for a Carrion Crown AP.

Level 1
Human
Sorcerer
str 7
dex 14
con 12
int 14
wis 12
cha 18

hp: 8
AC: 12

crossblooded
Marid and Draconic (white)

Spells
Orisons: Light, detect magic, ray of frost
1st level: Burning Hands

Traits: Magical Lineage (Burning Arc), metamagic master (fireball)

Feats: Spell Focus Evocation, Varisian Tatoo (Evocation)

Abilities:
All my elemental damage gets converted to cold.
+1 per die for each elemental spell I cast

Offense @ level 1:
Frost ray +2 hit 1d6+1 7 times/day
Ray of frost 1d3+1
Frost (burning) Hands 2d4+2 4 times/day

situational scrolls such as enlarge person, mage armor, and color spray

From here I will want to take Rime Spell feat at level 3 and pretty much stick to Burning Arc or Magic missle depending on resistances. Until I get Fireball then that will do both CC and damage. And of course leave me open for a few rods and buffs. Core of the build is Burning Arc and Fireball though except of course they would be freezing arc and frost ball. I figure damage is not min maxed but I have great crowd control if needed along with support spells since I won't have to take a ton of blasty spells.

Where are my weaknesses that I might be overlooking?

offense @ level 4
Frost ray +5 hit 1d6+2 7times/day
Frost hands: 5d4+5 15' cone 6 times/day or 3 times with Rime and guaranteed entangle
Burning Arc: 5d6+5 1st target + 2d6+2 2nd target guaranteed entanglement for 1 round 3 times / day

Lantern Lodge

I know its not part of your build plan but a toppling spell build adds a lot of CC if you can afford it. Personally i would trade out Metamagic Master (Fireball) for Magic Missile and grab Toppling Spell metamagic feat at level 1. This combo will give you great early to mid game CC since magic missile is a non save and non to hit spell that can target multiple enemies when you start getting your CL higher. Admittedly you would have to wait 2 more levels to perform Rime Fireballs but until then you will be hella useful to your team, especially if thee are fighter and rogues in group, at level 1 onward.

Silver Crusade

I thought long and hard about that but I don't think the tripping will scale very well considering the CMB is Caster Level + 4 for a total of 5. At mid levels, that will become pretty worthless even at level 5 when its +9.

Lantern Lodge

I would like to point out that say you fought a target with 16 dex and str at level 1 there defense to it is only 16 meaning that you would only need to roll a 11 or better to trip them. I dont know about you though but when i was playing my sorcerer using that combo i was tripping every thing i encountered that was a biped. After a While though i did stop using it because of what we were fighting but that did not kick in until around level 7. But once i hit around 13th level i invested in Improved and Greater Trip wich not only gave those missiles a +4 to tripping but also made those i tripped provoke for my allies, and on that character its summoned minions. I will admit a simple Shield spell negates the spell but if you have a good DM and kill off all the targets post haste enemies should not be finding out your battle strategies so easily.


small carrion crown spoiler:
Carrion Crown is undead heavy. If I recall correctly it happens to be especially heavy in the undead that resist cold. I won't swear to that, since my GM did modify things. But that's the way I remember it.
I also found it to be exceptionally heavy in critically serious will saves.

A theme character can be fun. But you need to be careful that you don't get so specialized in your theme that you can't function when it doesn't apply.
In a different campaign we recently had a sorcerer that was a fire gnome. Lots of fun. But we became mildly famous. So everyone knows he burns the crap out of everything. So almost every intelligent opponent had a scroll of communal resist energy fire. The sorc was almost useless since he only had fire spells.
Not saying you are doing that, just a warning.
.
Weakness missed?
.
I would switch the con and dex. Personal preference. But I feel that as a sorc, you will really never get your dex high enough to matter. But every extra HP is golden.
.
Cross blooded. At least you didn't completely dump wisdom like many sorc builds. But I would be nervous about how low your will saves will be without iron will. Is your group using hero points? If you are, that could help make up for it. If not, I would suggest your primary investment in magic items be the cloak of resistance.
Either learn the spell protection from evil (and/or the circle/communal version) and try to keep it active in the bad fights. Or get an item that will let you cast it several times a day. Try to keep the effect going in most serious fights. A CC blaster that gets dominate or confused and starts blasing her own party could easily become a TPK.


You definately want to take the feat Irrisen Icemage at 1st lvl.

Also, consider going wildblooded primal instead of corssblooded. You lose the [cold] fireball, but you avoid having one spell/lvl less (which is a HUGE drawback for any sorcerer) and you keep the same damage potential.

Rime and dazing spell will be your go-to metamagic for battlefield control. Intensify and empower spell will be your go-to metamagic for dealing damage.

You should also definately take the Tattooed Sorcerer arcehtype, having a free Varisian Tattoo and a familiar on top of it makes for a great arcehtype.

With the above taken into consideration, my first feats would be:

1 Irrisen Icemage, Spell Focus (Evocation), Varisain Tattoo (Evocation) (bonus)
3 Spell Specialization
5 Greater Spell Focus (Evocation)
7 Rime Spell


XMorsX wrote:

...

Also, consider going wildblooded primal instead of corssblooded.
...
You should also definately take the Tattooed Sorcerer archetype...

Check with your GM, some consider these conflicting archtypes so you can't combine them. Personally, I think it should be allowed.


I have actually been working on a similar build (thought with a 25 point buy and the expectation of hitting level 20 and mythic tier 10)and here is my advice for what it is worth.
I use the Marid bloodline for all the cold swapping the build needs. The tattooed sorceror archetype gets rid of useless blasts and gives you a familiar and mage's tattoo (evocation) for free. Then the feat chain goes like this:
1 Spell focus evocation
1s Mage's tattoo evocation
1h Spell specialization burning hands/scorching ray/fireball
3 Improved initiative
5 Rime spell
7 Intensified spell
Grab magical lineage(fireball) and reactionary for traits and pick spells known for your favored class bonus. You won't have the highest DPR but you do have nice damage from level 1 (4d4 burning hands fire or cold damage your choice) and once you hit level 6 9d6 rime fireballs are ready to be cast. You gain a lot of versatility for the damage you sacrifice and as a bonus you are also a fire mage in case enemies start preparing/you run into frost monsters.

Silver Crusade

Gregory Connolly wrote:
as a bonus you are also a fire mage in case enemies start preparing/you run into frost monsters.

Wait, how am I a fire mage too? I thought Marid converts all my elemental spells to cold and I don't get a choice in the matter.


Quote:
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell's descriptors to match this energy type.

'Can' not 'must'


Ustalavic nights are dark and full of terrors. Consider swapping Ray of Frost for Disrupt Undead.

Don’t you have to pick a trait from the Carrion Crown campaign traits? If so, Inspired by Greatness will give your Burning/Freezing Hands a little punch early on.

The Marid bloodline arcana reads, “Whenever you cast a spell that deals energy damage, you *can* change the type of damage to cold...” It’s optional.

Silver Crusade

Wow awesome...I totally misread that...Well that makes my build even better as I was worried about what to do when I came across frost resist.

I did not have to take a campaign trait according to the GM.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Building a new Frost Sorcerer and have a few questions. All Messageboards

Want to post a reply? Sign in.