Equipment tips for a 10th level sorcerer with plenty of gold to spare?


Advice


I'm playing a sorcerer in a campaign that recently converted from 3.5 to pathfinder and thus found myself delighted at some of the new stuff that the class was granted. However, I've always been and currently am, a bit underdeveloped on the equipment side, as I'm pretty much indecisiveness incarnate and keep getting stuck in the mindset that a bad choice will have irrevocable consequences (which is silly, given how our DM throws treasure at us).

So I figured that I'd turn to more experienced players for a bit of a hand with this. I've got around 100-300k to spend. The reason for the huge variation being that I've got an expensive thing in mind that I wanna buy, but who knows when we'll get there; and by that time I might very well have repaired the hole that equipment will put in my savings.

Our DM is not only generous with the loot, but is also very openminded about mixed sources. He's been alright with 3.5/PF/3rd party/dragon magazine stuff in the past, so basically, if you can provide a source, chances are that he'll allow it.

Also, my sorcerer prefers blasting, which goes with his hot temper from an RP perspective, but I'm not averse to utility/buffing when needed. Although to be quite honest, the encounters tend to be short due to the Rogue/fighters/druid dishing out a lot of damage, so battlefield control and buffing/de-buffing doesn't tend to be needed... Which is a bit sad because my damage output isn't nearly on par with theirs. Another reason it's about time to overlook my equipment choices, I suppose.

My Sorcerer is a hengeyokai of the Brass draconic lineage with stats as follows:

STR: 15
DEX: 16
CON: 16
INT: 17
WIS: 10
CHA: 19

HP: 68
AC: 17 (usually 21 with mage armor)

I've been considering trying to pick up a scale mail (Mostly for the dragon theme, my sorcerer is obsessed with them) with what I've figured will be 0 ASF (Elven-forged from AEG mercenaries Mithril and Caster armor special property from... forgotten realms I think). As well as possibly a quicken metamagic rod (I'm still new and confused in regards to metamagic) as well as some wands such as glitterdust. But outside of that, I'm kinda stumped, so suggestions would be much appreciated.

Just don't forget to source the item/equipment/item template/special property or whatever, as my DM will want to take a look at that for considering if the item is alright to use.

Oh, and if the item is dragon themed, that's a definite plus. Just not anything made out of dragons, as my sorcerer wouldn't want anything to do with that. He's neutral, if not outright positive, in regards to even chromatic dragons unless they personally wrong him.(Yay for fluff).


From pathfinder stuff:

Robe of arcane heritage: lets you treat your bloodline powers as 4 levels higher.

I'll try to think of more later.


Headband of charisma should be pretty handy the higher the bonus the better in my opinion. Should be in the CRB.

Like you say wands are handy.

Bag of holding can be handy, Ioun stone. Main things I can think of off the top of my head.


A Persistent or Dazing metamagic rod could be useful, depending on the type of spells you cast (blaster vs. status effect), though they do increase casting time.

It's a bit tough without knowing what sort of items you currently have though.


A good basic principle is to always have the best Cloak of Resistance you can afford. Saves should not be underestimated, especially not for sorcerors, who tend to have weak saves.

Robe of Arcane Heritage is nice, as mentioned. For Draconic it will help your breath weapon and give you earlier access to Wings and better natural armor. Great value - but unfortunately won't stack with armor since it takes the same slot.

Rods of Quicken are extremely useful, and with the kind of cash you've got you should be able to afford a regular one (lvl 1-6 spells) which is guaranteed to be immensely helpful. Even a Lesser is a very good item.

I forget what they're called, but I think there are some boots in the Magic Item Compendium in 3.5 that gives you short-range teleportation with a move action a few times per day. Those could be quite handy for a caster to get out of trouble - and probably useful than many of the PF alternatives to the boot slot (which I always thought were a bit lackluster).

Ring of Freedom of Movement is an amazing, if slightly pricey, defensive item. Grappling is one of the worst things that can happen to a spellcaster, and this negates that completely - in addition to a range of other nasty effects.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
williamoak wrote:

From pathfinder stuff:

Robe of arcane heritage: lets you treat your bloodline powers as 4 levels higher.

I'll try to think of more later.

That's not necessarily of any benefit though. I tried it on a 10th level sorcerer when I realized that the next jump at bloodline powers didn't occur until level 15.


Corlindale's post got me interested in boots and there is a PF version of boots of teleportation.

Eyes of the dragon are pretty cool for the flavour I think, although for the price its probably not worth it.

Amulet of fire balls can be pretty fun.

Edit: There is a Dragon staff that can be found here, could be of interest to you


Cheburn, to answer your question I... don't have much of anything in terms of accessories or the likes to be honest. I've gone all the way from level 1 to 10 without really taking a hold of the equipment deal. I guess the only noteable items are a few scrolls of "limited wish", "Mage's magnificent mansion" and a rod of resurrection.

Bag of holding is something I do have at least, and on a slightly les serious note, the party are also all equipped with "bags of golding" which is pretty much our excuse for handwaving the fact that our party are carrying around tons of gold and platinum.

But yeah, I've been horrendously neglecting of buying equipment because of that silly indecisiveness tendency. I do have some kinda nifty weapons though, but since sorcerers aren't meant for melee and my D20 hates me... yeah, those aren't very useful most of the time.

Oh, and if it's any help, here's my spell list:

Lv 0: Detect poison
Lv 0: Detect Magic
Lv 0: Read magic
Lv 0: Light
Lv 0: Stick
Lv 0: Message
Lv 0: Prestidigitation
Lv 0: Ray of frost
Lv 0: Mage hand
Lv 1 Mage armor (Bloodline spell)
Lv 1: Magic missile
Lv 1: Burning hands
Lv 1: Identify
Lv 1: Feather fall
Lv 1: Grease
Lv 2: Resist energy (Bloodline spell)
Lv 2: Sun bolt (I should really replace this one)
Lv 2: Scorching ray
Lv 2: Invisibility
Lv 2: Mirror image
Lv 3: Fly (Bloodline spell)
Lv 3: Dispel magic
Lv 3: Scintillating sphere
Lv 3: Haste
Lv 4: Fear (Bloodline spell)
Lv 4: Resist energy, mass
Lv 4: Orb of cold
Lv 5: Flight of the dragon

I've been mostly favoring scintillating spehre as of late, though now that my bloodline gives a bonus to fire spells, I might switch it out for fireball soonish. Flight of the dragon was mostly for flavor and for its great duration, though it will probably be exchanged once my sorcerer's bloodline gives him access to wings.

Worth noting is that our DM runs something called "exploding dice" which means that if you roll the max number on a damage die, you roll again and add the new number to that max number... which can lead to some rather hilariously high damage if luck is on your side (unfortunately, my sorcerer is notoriously unlucky). So the more dice, the better. Which has lead me to look at intensify spell, though that won't be useful yet for a couple of levels as my caster level is equal to character level and scintillating sphere maxes out at 10th normally.

... I suppose a max fortification enchanted buckler was on my to-get list as well. Granted, I'm not supposed to be in the line of fire, but sometimes it's unavoidable, and I'm squishy, particularly when it comes to criticals.


Improving Your Class with Items

http://zenithgames.blogspot.com/2013/11/improving-your-class-with-items.htm l

See this list

Liberty's Edge

If you want armor, a haramaki (UE) is a good alternative to Bracers of Armor. It gives you +1 before enchantment, with no ACP and no ASF chance.
It doesn't look like much until you compare it to Bracers of Armor. For 25,000 gp, you get +5 BoA; for 16,153 you get a +4 haramaki (total armor +5, and it takes no magic item slot).

EDIT: It's basically a chain mail cummerbund.


A few corrections to suggestions above:

You CAN have both Robes and Armor. In Pathfinder Armor occupies the "armor" slot, robes occupy the "body" slot (basically I always think of this visually as you can put armor on over your robes - though as GM I would also allow a player to flavor it as the other way around if that made sense (i.e. light armor like chain but not with heavy armor). It is also worth noting that in Pathfinder if your armor comes with boots, helm or gauntlets magical armor is always made so you can swap out other magical items in those slots.

Generally Pathfinder's slots are fairly reasonable and more flexible than many may assume. (and if you really do want both a Cloak of Resistance and another cloak item if your DM allows customized items you can combine the two for generally a 50% increase in the cost.

A Pathfinder specific option you may want to consider, especially given your rather good stats already is to look at the extremely dragon related prestige class of Dragon Disciple. It will hurt your spell progression slightly - but in exchange you get a LOT of dragon themed abilities (more uses of your breath weapon, a bite along with your claws, eventual form of the dragon abilities and also a LOT of Inherent stat bonuses (to STR, CON and eventually INT). For a draconic sorcerer it is an option well worth considering assuming you qualify

(qualifying isn't too hard - you need to speak Draconic, have 5 ranks in Knowledge Arcane and be a spontaneous arcane caster and if a sorcerer been a draconic bloodline)

Also re the Robes of Arcane Heritage. They are pretty amazingly good - not just because they offer you access to bloodline abilities 4 levels earlier than usual (so wings at level 11 not 15 in your case) but because they advance your effective level for all of your bloodline abilities. i.e. your claws gain elemental damage, your breath weapon gains 4d6 additional damage and your DC for it goes up in your case by +2 and you will gain an additional use of it sooner. Yes their abilities are strongest in the mid-levels (i.e. getting a 9d6 breath weapon at level 5 is quite good) but they are also amazing for a multiclassed sorcerer as they will eventually grant you the bloodline's capstone ability at level 16.

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