Help with sorcerer build


Advice

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Build:
N Half-Elf Air Elemental Sorceress |7 12 12 14 8 20| Bluff, Disguise, Fly, Knowledge(planes); Linguistics
Traits:Adopted(Almost Human(+4 to disguise as human)), Planar Savant(cha for knowledge planes checks)
1. Deceitful, Skill Focus(bluff), cantrips, eschew materials,Elemental Ray,0th:Prestidigitation,Acid-Splash, Mending,Mage-hand| 1st:Silent-Image, Unseen-Servant
2.0th:Ghost-Sound
3. Extend Spell, Elemental Resistance 10| 1st:Burning-Hands*, 1st: Magic-Missile
4. 0th:Read-Magic| 2nd:Invisibility
5. Still Spell, 2nd: Scorching-Ray*,1st:Disguise-Self| 2nd:Mirror-Image
6. 0th:Dancing-Lights|3rd:Fireball
7. Heighten Spell, Empower Spell, 3rd: Protection-from-energy, 1st:Feather-Fall| 2nd:Resist-Energy|3rd:Fly
8. 0th:Message| 4th:Shadow-Conjuration
9. Silent Spell, Elemental Resistance 20| Elemental Blast (1/day)| 4th: Elemental-Body-I, 2nd:Command-Undead|3rd:Lightning-Bolt| 4th:Animate-Dead
10. 0th:Detect-Poison|5th:Shadow-Evocation
11. Quicken Spell, 5th: Elemental-Body-II, 2nd:Whispering-Wind|3rd:Magic-Circle-Against-Evil|4th:Dimensional-Anchor|5t h:Planar-Binding-lesser
12. 6th:Shadow-Walk
13. Maximize Spell, Improved Initiative, 6th: Elemental-Body-III, 4th:Dimension-Door|5th:Magic-Jar|6th:Planar-Binding
14. 7th:Shadow-Conjuration-Greater
15. Widen Spell, Elemental Movement(Fly 60 ft)|7th: Elemental-Body-VI, 5th:Teleport|6th:Chain-Lightning| 7th:Limited-Wish
16. 8th:Shadow-Evocation-Greater
17. Enlarge Spell, Elemental Blast (2/day)| 8th: SMVIII(elementals only), 7th:Simulacrum|8th:Planar-Binding-Greater
18. 9th:Shades
19. Toughness, Weapon Finesse
9th: Elemental Swarm, 8th:Polymorph-Any-Object|9th:Gate
20. Elemental Blast (3/day)| Elemental Body, 9th:Wish

I know this is not the most optimal build, what I am looking for is holes and problems in the build and solutions to those problems.

Like, where would this build fall apart in actual play?

Liberty's Edge

Marthkus wrote:

** spoiler omitted **

I know this is not the most optimal build, what I am looking for is holes and problems in the build and solutions to those problems.

Like, where would this build fall apart in actual play?

I'd strongly advise something directly offensive at 1st level, Str 7, Dex 12 and Silent Image are simply not sufficient for the first two levels, not even with Elemental Ray, Acid Splash, and a crossbow. Get something like Sleep or Color Spray that'll actually help the party, as opposed to Unseen Servant, then retrain to Unseen Servant later when they become useless due to HD caps and you have other useful spells. The lack of Mage Armor is also gonna really hurt, though a Wand might be usable there (though with only a 1 hour duration, it's a lot less good than actually knowing the spell...a situation much less the case with Shield, BTW).

I'd also like to recommend the Djinni Bloodline. You're grabbing a lot of the spells in it already, and by getting, say, Burning Hands normally instead of through the Air Elemental Bloodline you get a lot more use out of the Bloodline Arcana, since you can choose between Fire and Electricity, instead of getting screwed going up against stuff with Electricity Immunity.


Your survivability, particularly at low levels, is not great. You may want to pick up some emergency and defensive spells like obscuring mist, liberating command and mage armor/shield/protection from whatever. Additionally, something like hydraulic push would let you take advantage of your high charisma and control the battlefield a bit while keeping the bad people away from you.


hmmmm

So only low low level problems?


Its a little tough to follow your spell selection presented in that way, but I didn't see Emergency Force Sphere, something I pretty much consider a 'must' for any arcane caster.

I'd also recommend that you consider re-ordering your feats to take the Eldritch Heritage feats for the Arcane Bloodline. It'll give you a familiar or bonded object, bonus known spells and an additional +2 DC to one school of magic.

Pretty much automatic on all my sorcerers, and as a half-elf you get the pre-req Skill Focus for free.

Liberty's Edge

Marthkus wrote:

hmmmm

So only low low level problems?

Mostly. Even un-optimized full casters get scary as they level.

That said, you're probably gonna want Mage Armor more at high levels if anything, and my Djinni Bloodline recommendation gets more relevant at higher levels as well.


I playerd this bloodline and it kinda sucks later on. The elemental forms are not that useful. Efreet or draconic are better. A cross blooded archetype of orc and draconic or linnorm with tatooed mage seems compatible. Also buying infused shield potions from an alchemist will give you minutes worth of plus four to AC. Good tool. Also a minor focus on a practical ranged weapon is useful as a backup. Finally a damage over time alchemical splash weapon is good to force recurring concentration checks on enemy casters.

Finally, there are some natural weapon builds you could employ, but don't. They do not pay off with your BAB.

Color spray and flaming sphere are invaluable at low level. There are options in the celestial bloodline that make color spray viable up to level 20.


SO I'm more interested in later level problems.

Like does my damage keep up?

Will my saves be high enough?

BBEG SR problems?

Is planar binding worth the spells known?

Would this build be effective in a party that already has a wizard?

Are shadow spells a bad idea?


If you are going to blast, and it seems to be part of your arsenal, I would grab Intensified Spell as a feat before 10th level to keep damage scaling.
I have never seen anyone use the shadow spells. I have however seen just about every utility spell cast constantly, and this is the reason summoning/planar ally is so good for sorcerors, summon up something to cast your utility spell and save the spell known.
Also look into feats that take advantage of being a sorceror. Dazing Spell comes online around level 11, a dazing fireball is a good tool, so is chain lightning, you don't have to pick between them beforehand like a wizard, so it bothers you less if the martials win initiative and pounce or something.


An upper level sorc only has one flaw no matter how you build him, hit points. The offset is offensive capability which he has in spades except versus multi horde encounters that threaten to burn down available spells. While AC is key, an ethereal form or wall of force is good. Black tentacles too. Say no to glass cannon and yes to mithril cannon.


hmmmm


Revised Build:
N Half-Elf Air Elemental Sorceress |7 12 12 14 8 20| Bluff, Disguise, Fly, Knowledge(planes); Linguistics
Traits:Adopted(Almost Human(+4 to disguise as human)), Planar Savant(cha for knowledge planes checks)
1. Deceitful, Skill Focus(bluff), cantrips, eschew materials
Elemental Ray
0th:Prestidigitation,Acid-Splash, Mending,Mage-hand| 1st:Silent-Image, Unseen-Servant
2.

0th:Ghost-Sound
3. Extend Spell
Elemental Resistance 10| 1st:Burning-Hands*
1st: Magic-Missile
4.

0th:Read-Magic| 2nd:Invisibility
5. Still Spell
2nd: Scorching-Ray*
1st:Disguise-Self| 2nd:Mirror-Image
6.

0th:Dancing-Lights|3rd:Fireball
7. Heighten Spell, Empower Spell
3rd: Protection-from-energy
1st:Feather-Fall| 2nd:Resist-Energy|3rd:Fly
8.

0th:Message| 4th:Dimension-Door
9. Silent Spell
Elemental Resistance 20| Elemental Blast (1/day)| 4th: Elemental-Body-I
2nd:Command-Undead|3rd:Lightning-Bolt| 4th:Animate-Dead
10.

0th:Detect-Poison|5th:Magic-Jar
11. Quicken Spell
5th: Elemental-Body-II
2nd:Whispering-Wind|3rd:Magic-Circle-Against-Evil|4th:Dimensional-Anchor|5t h:Planar-Binding-lesser
12.

6th:Planar-Binding
13. Maximize Spell, Improved Initiative
6th: Elemental-Body-III
4th:Invisibility-Greater|
5th:Teleport|6th:Shadow-Walk
14.

7th:Simulacrum
15. Widen Spell
Elemental Movement(Fly 60 ft)|7th: Elemental-Body-VI
5th:Telekinesis|6th:Chain-Lightning| 7th:Limited-Wish
16.

8th:Polymorph-Any-Object
17. Enlarge Spell
Elemental Blast (2/day)| 8th: SMVIII(elementals only)
7th:Control-Weather|
8th:Planar-Binding-Greater
18.

9th:Shades
19. Toughness, Weapon Finesse
9th: Elemental Swarm
8th:Create-Greater-Undead| 9th:Summon-Monster-IX
20.
Elemental Blast (3/day)| Elemental Body
9th:Gate

Liberty's Edge

Marthkus wrote:
** spoiler omitted **

That...doesn't look like any of the issues I had have been fixed. Dunno about anyone else. So...my previous advice all stands.

Also, why do you have Resist Energy and Protection from Energy? A Sorcerer's limited spells known should almost certainly not be doubled up like that.


Deadmanwalking wrote:
Also, why do you have Resist Energy and Protection from Energy? A Sorcerer's limited spells known should almost certainly not be doubled up like that.

Generally because I like resist energy more, but I see your point. I'll have to think on that.

As for the first level offense problem, Silent image is actually a great offensive spell (illusion of thick black mist). Unseen servant is needed for the backstory and helps cover her crippling strength weakness.

Survivability is an issue until about 4th level. At higher levels, I plan to combine magic-jar and planar binding to shield myself from death (forgot to change alignment to CG). As in bind a demon/devil, cast magic jar until it fails save, then escape from the binding (magic circle against evil does not work on a good character).

RPG Superstar 2012 Top 16

No false life? A combined Toughness and 'fake healing' rolled into one? Really?

Disguise Self is easily replaced with a hat if you need it.

Mage Armor as a SPell Known keeps you from needing bracers of armor until level 14 or so.

A half-elf without Paragon Surge?

When building a sorc, you must consider the spells that are useful at low levels, and the spells that are useful at all levels. Your initial choices should be made to maximize usefulness and survivability at low levels, then gradually shifting focus as you gain magic items that allow you to not require such things as spells.

Example: Disguise Self is not a good survival tool at low levels, and at later levels a cheap Hat does the job. At best, it's Page of SPell Knowledge bait.

True Strike is situationally useful dependent upon what you want to do. It's a great candidate for a Page of Spell Knowledge.

Mage Armor is good up until the moment you want to drop 25k on Bracers of Armor +5. It's also a GREAT spell to drop on others who need the AC (like a monk, or if you are fighting incorps). It also stacks with those elemental forms you can take.

Shield is most useful at higher levels when the duration is long enough to last more then one encounter, but at low levels is a huge AC boost if you have the time and slots to cast it.

False Life is useful at ALL levels, and a great use of low level spell slots. Only its greater version obviates it.

Waiting until 14th level to get Teleport? At the same time as Shadow Walk?!? No, make it at level 10. The simple ability to head back to town is awesome, and if not, you can use it as a Dimension door that doesn't exhaust you after use.

==Aelryinth


Aelryinth wrote:

1. No false life? A combined Toughness and 'fake healing' rolled into one? Really?

2. Disguise Self is easily replaced with a hat if you need it.

3. Mage Armor as a SPell Known keeps you from needing bracers of armor until level 14 or so.

4. A half-elf without Paragon Surge?

5. When building a sorc, you must consider the spells that are useful at low levels, and the spells that are useful at all levels. Your initial choices should be made to maximize usefulness and survivability at low levels, then gradually shifting focus as you gain magic items that allow you to not require such things as spells.
Example: Disguise Self is not a good survival tool at low levels, and at later levels a cheap Hat does the job. At best, it's Page of SPell Knowledge bait.

6. Waiting until 14th level to get Teleport? At the same time as Shadow Walk?!? No, make it at level 10. The simple ability to head back to town is awesome, and if not, you can use it as a Dimension door that doesn't exhaust you after use.

1. The plan is to just not get hit, or at least not be in my own body when I do get hit.

2. Not necessarily. I plan to do a lot of body hoping

3. Feather fall is fairly pointless on this build, may put mage armor in that slot and trade it out later.

4. IMHO human favored class bonus > paragon surge. I'm avoiding non CRB/ultimate campaign material. From what I understand from talking with Jason, material outside of the CRB is suppose to be as good or worse than CRB material, meaning most things are worse and that anything that is actually good is accidentally so.

5. Actually disguise can be a very good defensive spell, at-least for the initial ambush (disguise as someone in heavy armor without a weapon for GMs that like to have monsters RP to attack the squishes first)

6. 13th*, but good point. I love shadow-walk because of the Chronicles of Amber series, but I can just bind a nightmare for planar travel, making shadow walk redundant. Teleport will stay at 13 though, magic-jar and planar binding are far more critical.


Revised Build:
CG Half-Elf Air Elemental Sorceress |7 12 12 14 8 20| Bluff, Disguise, Fly, Knowledge(planes); Linguistics
Traits:Adopted(Almost Human(+4 to disguise as human)), Planar Savant(cha for knowledge planes checks)
1. Deceitful, Skill Focus(bluff), cantrips, eschew materials
Elemental Ray
0th:Prestidigitation,Acid-Splash, Mending,Mage-hand| 1st:Silent-Image, Unseen-Servant
2.

0th:Ghost-Sound
3. Extend Spell
Elemental Resistance 10| 1st:Burning-Hands*
1st: Magic-Missile
4.

0th:Read-Magic| 2nd:Invisibility
5. Still Spell
2nd: Scorching-Ray*
1st:Disguise-Self| 2nd:Mirror-Image
6.

0th:Dancing-Lights|3rd:Fireball
7. Heighten Spell, Empower Spell
3rd: Protection-from-energy
1st:Mage-Armor| 2nd:Resist-Energy|3rd:Fly
8.

0th:Message| 4th:Dimension-Door
9. Silent Spell
Elemental Resistance 20| Elemental Blast (1/day)| 4th: Elemental-Body-I
2nd:Command-Undead|3rd:Lightning-Bolt| 4th:Animate-Dead
10.

0th:Detect-Poison|5th:Magic-Jar
11. Quicken Spell
5th: Elemental-Body-II
2nd:Whispering-Wind|3rd:Magic-Circle-Against-Evil|4th:Dimensional-Anchor|5t h:Planar-Binding-lesser
12.

6th:Planar-Binding
13. Maximize Spell, Improved Initiative
6th: Elemental-Body-III
4th:Invisibility-Greater|
5th:Teleport|6th:Geas/Quest
14.

7th:Simulacrum
15. Widen Spell
Elemental Movement(Fly 60 ft)|7th: Elemental-Body-VI
5th:Telekinesis|6th:Chain-Lightning|7th:Limited-Wish
16.

8th:Polymorph-Any-Object
17. Enlarge Spell
Elemental Blast (2/day)| 8th: SMVIII(elementals only)
7th:Control-Weather|
8th:Planar-Binding-Greater
18.

9th:Shades
19. Toughness, Weapon Finesse
9th: Elemental Swarm
8th:Create-Greater-Undead| 9th:Summon-Monster-IX
20.
Elemental Blast (3/day)| Elemental Body
9th:Gate


Are you using your favored class bonus to get additional spell known? Because it doesn't seem that way. That will definitely allow you to pick up missing pieces. Also, definitely grab Intensify Spell somewhere around 7 or 9, to extend Burning Hands value.


Revised build:
CG Half-Elf Air Elemental Sorceress |7 12 12 14 8 20| Bluff, Disguise, Fly, Knowledge(planes); Linguistics
Traits:Adopted(Almost Human(+4 to disguise as human)), Planar Savant(cha for knowledge planes checks)
1. Deceitful, Skill Focus(bluff), cantrips, eschew materials
Elemental Ray
0th:Prestidigitation,Acid-Splash, Mending,Mage-hand| 1st:Silent-Image, Unseen-Servant
2.

0th:Ghost-Sound
3. Extend Spell
Elemental Resistance 10| 1st:Burning-Hands*
1st: Magic-Missile
4.

0th:Read-Magic| 2nd:Invisibility
5. Still Spell
2nd: Scorching-Ray*
1st:Disguise-Self| 2nd:Mirror-Image
6.

0th:Dancing-Lights|3rd:Fireball
7. Heighten Spell, Empower Spell
3rd: Protection-from-energy
1st:Mage-Armor| 2nd:Resist-Energy|3rd:Fly
8.

0th:Message| 4th:Dimension-Door
9. Silent Spell
Elemental Resistance 20| Elemental Blast (1/day)| 4th: Elemental-Body-I
2nd:Command-Undead|3rd:Lightning-Bolt| 4th:Animate-Dead
10.

0th:Detect-Poison|5th:Magic-Jar
11. Quicken Spell
5th: Elemental-Body-II
2nd:Whispering-Wind|3rd:Magic-Circle-Against-Evil|4th:Dimensional-Anchor|5t h:Planar-Binding-lesser
12.

6th:Planar-Binding
13. Maximize Spell, Improved Initiative
6th: Elemental-Body-III
4th:Invisibility-Greater|
5th:Teleport|6th:Transformation
14.

7th:Simulacrum
15. Widen Spell
Elemental Movement(Fly 60 ft)|7th: Elemental-Body-VI
5th:Telekinesis|6th:Chain-Lightning|7th:Limited-Wish
16.

8th:Polymorph-Any-Object
17. Enlarge Spell
Elemental Blast (2/day)| 8th: SMVIII(elementals only)
7th:Scrying-Greater|
8th:Planar-Binding-Greater
18.

9th:Shades
19. Toughness, Weapon Finesse
9th: Elemental Swarm
8th:Create-Greater-Undead| 9th:Shapechange
20.
Elemental Blast (3/day)| Elemental Body
9th:Gate


*bump*

RPG Superstar 2012 Top 16

When did they rule half-elves could take human FC bonuses? Not that it matters, you should still grab Paragon Surge as a half-elf.

==Aelryinth


Aelryinth wrote:
you should still grab Paragon Surge as a half-elf.

I'm mildly lactose intolerant.


One question: why half-elf? humans brings a lot of spell know with their alternate favorate class bonus (even if one spell level lower)?

Wall of Force as been critical as a battlefield control spell. It has allowed us to isolate the big boss from the minions many times ...


Cuttler wrote:

One question: why half-elf? humans brings a lot of spell know with their alternate favorate class bonus (even if one spell level lower)?

Wall of Force as been critical as a battlefield control spell. It has allowed us to isolate the big boss from the minions many times ...

Originally I had half-elf for the perception bonus. I'm just avoiding human to avoid the temptation of that particular cheese.


You seem quite vulnerable to spell resistance, and you also seem to want to do everything yourself, without thinking about your fellow party members.

Spells like enlarge person and haste can be amazingly effective, even if you're only getting credit for the assist.

Likewise, you do not have anything that looks like a wall or a battlefield control spell. We can debate the merits of black tentacles vs. wall of ice, but sometimes you need those guys to stay over there.

And, you've got eight levels to live through where you can't do much of anything to damage rogues, who have high touch ACs and evasion.

What about swapping a 3 for stinking cloud? Your undead and devils will be immune to the poison, and it blocks line of sight and it's a fort save, which you need more of. You're over heavy on reflex saves.


Anonymous Visitor 163 576 wrote:

You seem quite vulnerable to spell resistance, and you also seem to want to do everything yourself, without thinking about your fellow party members.

Spells like enlarge person and haste can be amazingly effective, even if you're only getting credit for the assist.

Likewise, you do not have anything that looks like a wall or a battlefield control spell. We can debate the merits of black tentacles vs. wall of ice, but sometimes you need those guys to stay over there.

And, you've got eight levels to live through where you can't do much of anything to damage rogues, who have high touch ACs and evasion.

What about swapping a 3 for stinking cloud? Your undead and devils will be immune to the poison, and it blocks line of sight and it's a fort save, which you need more of. You're over heavy on reflex saves.

Ah now that was more of what I was looking for. Criticisms.

Hmmmm
The lack of Battlefield control and SR-no spells is a problem.

But the question is, how much of a problem?

Am I looking at being (essentially)useless in BBEG fights?

Will my lack of BC hurt me in a group with other full-casters?


Depends on the enemy in question. But considering that you're going to have very little to do vs. outsiders or dragons or rogues, I'd say sometimes yes.

As for other casters, do you know anything about them? If they're all built like you, then yes, it's a problem.

-------------
I say start again with the spell list. Make the big list, of all the spells you want at, say, 8th levelThen go through again, and add the following...

Can I target all three saving throws?
Can I target touch AC?
Do I have magical means of mobility?
Do I have multiple types of defense?
Can I deal with SR?
Can I hamper a battlefield?
Am I using metamagic to expand my spell list?
Do I have any niche spells that would be better as scrolls?
Can I buff the party somehow?

Post your big list, and I'll help you cut it down to size.


Anonymous Visitor 163 576 wrote:

Depends on the enemy in question. But considering that you're going to have very little to do vs. outsiders or dragons or rogues, I'd say sometimes yes.

As for other casters, do you know anything about them? If they're all built like you, then yes, it's a problem.

-------------
I say start again with the spell list. Make the big list, of all the spells you want at, say, 8th levelThen go through again, and add the following...

Can I target all three saving throws?
Can I target touch AC?
Do I have magical means of mobility?
Do I have multiple types of defense?
Can I deal with SR?
Can I hamper a battlefield?
Am I using metamagic to expand my spell list?
Do I have any niche spells that would be better as scrolls?
Can I buff the party somehow?

Post your big list, and I'll help you cut it down to size.

I started with my big list. I have the spells learned per level written out in each build post.

I only grabbed the spells I wanted. What I am looking for is an analyses of the problems and the likely hood those problems will occur.

I could easily patch the holes simply by switching to human and grabbing the extra spell per level. That's not hard. The question is, "do I have to be effective?"


Do you need the human bonus spells? No. I know this because I played a perfectly good 3.5 sorcerer and we didn't get any of those bonuses.

But you want to be smart about it. That's why human is so popular, you don't have to do as much thinking.

I'd suggest a 14 con and 12 int. You'll have the charisma to be good at disguise without trying. Buy a disguise kit and put one rank in it. Good enough, and bluff for the rest of it. Buy a scroll of disguise self later on, or a wand if you plan on doing it a lot. To take it as a spell known is a big commitment.

I feel that djinn is better than air elemental.

Your feats are in the wrong order. You' Ve got extend spell at 3rd, and there' s nothing really to use it on. The feat you really need at low levels, toughness, is your choice for...19th?

You don't need to push bluff so high. You're going to be good at it without the two feats. If you simply must be great at bluff and disguise, you should probably be a bard instead.

Your low level attacks, elemental ray and acid splash, require ranged touch attacks. Yet, you'll be lousy at this. Consider dropping the bluff feats for point blank and precise shot. +5 to hit is no joke, and it's good for later, with scorching ray and dimensional anchor.

Don't over invest in metamagic, and don't waste time with maximize. You'll need spell focus for your school of choice, or elemental focus, and spell penetration is a great choice.

You shouldn't need fireball and lightning bolt. Drop one for dispel magic, which you will need.

And consider adding a battlefield control spell into the list.


Know anything about the judge or campaign or other players?


Looking for problems man, not solutions. Trying to figure out where this build fails and how often that comes up.

Silver Crusade

[disclaimer] Are you a good/veteran player?, Do you know the dm ?

If you answered yes to both of these you will be fine


Revised Build giving in to human FC temptation:
CG Human Air Elemental Sorceress |7 12 12 14 8 20| Bluff, Disguise, Fly/Linguistics, Knowledge(planes), Spellcraft
Traits:Adopted(Almost Human(+4 to disguise as human)), Planar Savant(cha for knowledge planes checks)
1. Deceitful, Skill Focus(bluff), cantrips, eschew materials
Elemental Ray
0th: Daze
0th:Prestidigitation,Acid-Splash, Mending,Mage-hand| 1st:Silent-Image, Unseen-Servant
2.
0th: Detect-Poison
0th:Ghost-Sound
3. Extend Spell
Elemental Resistance 10| 1st:Burning-Hands*
0th: Open/Close
1st: Magic-Missile
4.
1st: Grease
0th:Read-Magic| 2nd:Invisibility
5. Still Spell
2nd: Scorching-Ray*
1st: Obscuring-Mist
1st:Disguise-Self| 2nd:Mirror-Image
6.
2nd: Glitterdust
0th:Dancing-Lights|3rd:Fireball
7. Heighten Spell, Empower Spell
3rd: Protection-from-energy
2md: Web
1st:Mage-Armor| 2nd:Resist-Energy|3rd:Fly
8.
3rd: Stinking-Cloud
0th:Message| 4th:Dimension-Door
9. Silent Spell
Elemental Resistance 20| Elemental Blast (1/day)| 4th: Elemental-Body-I
3rd: Sleet-Storm
2nd:Command-Undead|3rd:Lightning-Bolt| 4th:Animate-Dead
10.
4th: Black-Tentacles
0th:Detect-Magic|5th:Magic-Jar
11. Quicken Spell
5th: Elemental-Body-II
4th: Wall-of-Ice
2nd:Whispering-Wind|3rd:Magic-Circle-Against-Evil|4th:Dimensional-Anchor|5t h:Planar-Binding-lesser
12.
5th: Wall-of-Stone
6th:Planar-Binding
13. Maximize Spell, Improved Initiative
6th: Elemental-Body-III
5th: Cloudkill
4th:Invisibility-Greater|
5th:Teleport|6th:Transformation
14.
6th:Disintegrate
7th:Simulacrum
15. Widen Spell
Elemental Movement(Fly 60 ft)|7th: Elemental-Body-VI
6th: Acid-Fog
5th:Telekinesis|6th:Chain-Lightning|7th:Limited-Wish
16.
7th: Reverse-Gravity
8th:Polymorph-Any-Object
17. Enlarge Spell
Elemental Blast (2/day)| 8th: SMVIII(elementals only)
7th: Waves-of-Exhaustion
7th:Scrying-Greater|
8th:Planar-Binding-Greater
18.
8th: Incendiary CLoud
9th:Shades
19. Toughness, Weapon Finesse
9th: Elemental Swarm
8th: Maze
8th:Create-Greater-Undead| 9th:Shapechange
20.
Elemental Blast (3/day)| Elemental Body| 8th: Prismatic-Wall
9th:Gate


Some GMs may not see necromancy as CG, ask first to avoid arguments later.


why keep adopted for a bonus to disguise if you are actually playing a human now?


Torbyne wrote:
why keep adopted for a bonus to disguise if you are actually playing a human now?

Makes disguise a class skill, and still gives me a bonus when disguising as a human, which is a net +7 bonus.


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Anonymous Visitor 163 576 wrote:
Some GMs may not see necromancy as CG, ask first to avoid arguments later.

They can think what they want. If the GM tells me, "your CN now", I'll still play as a CG character

RPG Superstar 2012 Top 16

Um, you don't gain a bonus for disguising yourself as a member of your own race. The bonus basically offsets the penalty you'd get for disguising as a member of another race.
I mean, you were talking about cheese earlier, and that's just limburgering things.

==Aelryinth

Liberty's Edge

Random note: I was reading the FAQ and Half-Elves and Half-Orcs can apparently both use either the Human or Elf/Orc Favored Class bonuses if you like.

Just FYI.

On a completely separate note: Why stick with Air Elemental Bloodline? Djinni is better in almost all ways, IMO. There could certainly be valid thematic reasons, but I'm curious what they are.


Aelryinth wrote:

Um, you don't gain a bonus for disguising yourself as a member of your own race. The bonus basically offsets the penalty you'd get for disguising as a member of another race.

I mean, you were talking about cheese earlier, and that's just limburgering things.

Disguising as another race is a -2 not 4, I would have to take "passing" to a different level to ever need to offset a -4 penalty.


Deadmanwalking wrote:

Random note: I was reading the FAQ and Half-Elves and Half-Orcs can apparently both use either the Human or Elf/Orc Favored Class bonuses if you like.

Just FYI.

On a completely separate note: Why stick with Air Elemental Bloodline? Djinni is better in almost all ways, IMO. There could certainly be valid thematic reasons, but I'm curious what they are.

hmmmm, still I need the human skills to replace the lost of the FCB skills.

Trying to keep as much as possible in the CRB. Also shocking grasp at 3rd instead of buring hands, kind of sucks. I actually prefer the Air elemental bloodline for a number of reasons.


You were gonna use favored class bonuses (boni?) for skills? That seems like a bad idea with a d6 hit die.


Revised build:
CG Human Air Elemental Sorceress |7 12 12 14 8 20| Bluff, Disguise, Fly/Linguistics, Knowledge(planes), Spellcraft
Traits:Adopted(Almost Human(+4 to disguise as human)), Planar Savant(cha for knowledge planes checks)
1. Deceitful, Skill Focus(bluff), cantrips, eschew materials
Elemental Ray
0th: Daze
0th:Prestidigitation,Acid-Splash, Mending,Mage-hand| 1st:Silent-Image, Unseen-Servant
2.
0th: Detect-Poison
0th:Ghost-Sound
3. Extend Spell
Elemental Resistance 10| 1st:Burning-Hands*
0th: Open/Close
1st: Magic-Missile
4.
1st: Grease
0th:Read-Magic| 2nd:Invisibility
5. Still Spell
2nd: Scorching-Ray*
1st: Obscuring-Mist
1st:Disguise-Self| 2nd:Mirror-Image
6.
2nd: Glitterdust
0th:Dancing-Lights|3rd:Fireball
7. Heighten Spell, Empower Spell
3rd: Protection-from-energy
2md: Web
1st:Mage-Armor| 2nd:False-Life|3rd:Fly
8.
3rd: Stinking-Cloud
0th:Message| 4th:Shadow-Conjuration
9. Silent Spell
Elemental Resistance 20| Elemental Blast (1/day)| 4th: Elemental-Body-I
3rd: Sleet-Storm
2nd:Command-Undead|3rd:Lightning-Bolt| 4th:Animate-Dead
10.
4th: Black-Tentacles
0th:Detect-Magic| 5th:Shadow-Evocation
11. Quicken Spell
5th: Elemental-Body-II
4th: Wall-of-Ice
2nd:Whispering-Wind|3rd:Magic-Circle-Against-Evil|4th:Dimensional-Anchor|5t h:Planar-Binding-lesser
12.
5th: Wall-of-Force
6th: Shadow-Walk
13. Maximize Spell, Improved Initiative
6th: Elemental-Body-III
5th: Cloudkill
4th:Dimension-Door|
5th:Teleport|6th:Planar-Binding
14.
6th:Disintegrate
7th: Shadow-Conjuration-Greater
15. Widen Spell
Elemental Movement(Fly 60 ft)|7th: Elemental-Body-VI
6th: Acid-Fog
5th:Telekinesis|6th:Chain-Lightning|7th:Limited-Wish
16.
7th: Reverse-Gravity
8th: Shadow-Evocation-Greater
17. Enlarge Spell
Elemental Blast (2/day)| 8th: SMVIII(elementals only)
7th: Waves-of-Exhaustion
7th:Simulacrum|
8th:Planar-Binding-Greater
18.
8th: Incendiary-Cloud
9th:Shades
19. Toughness, Weapon Finesse
9th: Elemental Swarm
8th: Maze
8th:Polymorph-Any-Object| 9th:Shapechange
20.
Elemental Blast (3/day)| Elemental Body| 8th: Prismatic-Wall
9th:Gate

After seeing magic jar in action in a campaign, I decided I would rather not mess with it. Decided to throw back in the shadow spells.


You're looking for problems with your build. I think you have several.
- Crap fort save. Lethal.
- Crap ref save with poor hitpoints. Lethal combination.
- No way to overcome spell resistance.
- Very few spells that help against single big enemies rather than groups.
- Nothing to make your blasting damage keep up. You have empower and maximize, but that doesn't cut it when you're not fighting groups of weak enemies.

Solutions?
- Drop some of the enormous collection of mediocre and situational metamagic feats. Heighten, widen, enlarge, still and silent? What do you think you'll be using those on?
- Get piercing spell and some save feats. If you don't want to get the save feats, definitely get heroism.
- Get some buffs and debuffs for single powerful enemies. Enervation is great, as is greater dispel magic. Haste and (greater) heroism for when you need your party to do the work.
- Get spell perfection and (greater) spell focus evocation. This makes your blasting (which you seem to want to do lots of) much more useful. If you really want to focus on blasting, you definitely also want spell specialization, and possibly a different bloodline.


The formatting of your list makes it really hard to read and therefore to offer suggestions. Can you pull out the feats and spells known into separate lists by level?

Silver Crusade

knock cha down to 19, you dont need +5 at first level.... gives lotsa extra points useful elsewhere.. and why no dex or con? not sure why youve got 14 int.. seems weird

Primus


soupturtle wrote:

You're looking for problems with your build. I think you have several.

- Crap fort save. Lethal.
- Crap ref save with poor hitpoints. Lethal combination.
- No way to overcome spell resistance.

I have not heard the first two before. Interesting

The last one is solved by casting spells that are "SR no"


Primus Agnarok wrote:
not sure why youve got 14 int.. seems weird

Needed the skill points


Mechanically you can't cast spells with the evil descriptor if you are a good character, so either just be CN to start or give up on raising armies of undead.
Heighten Spell, Extend Spell and Widen Spell are poor choices. Heighten would be good for say an enchantment specialist who really wants to land suggestions even at higher levels. Just cast it twice rather than extend it, or get a 3,000gp rod. You have a bunch of good blasts and clouds so widen is not gonna come up very often if ever.
I can see you don't want splat metamagic suggestions, but think of spell penetration, greater spell penetration, great fortitude, improved great fortitude, and toughness.
You are also horribly weak until level 3. Without burning hands, sleep or color spray you have no good attack. I suggest you take sleep or color spray and then use your class ability to swap spells and swap it out for silent image at level 4 when sleep/color spray stops being good.


Gregory Connolly wrote:
Mechanically you can't cast spells with the evil descriptor if you are a good character

That is not even remotely true.

You are thinking of divine casters.

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