Fire Sorcerer mid / late game build?


Advice


Hey all, so I'm playing an Ifrit fire sorcerer in a homebrew campaign, here is my current build:

Ifrit Sorcerer 9
Primal Elemental (Fire)
Alternate Ifrit Traits:
Efreeti Magic (SLA=Enlarge/Reduce Person)
Wildfire Heart (Init +4)

Initiative=7

STR 10
DEX 16
CON 12
INT 12
WIS 8
CHA 24

Traits:
Magical Lineage (fireball)
+1 Will save trait (forgot name lol)

Feats:
Elemental Focus (Fire), Spell Focus (Evocation), Eldritch Heritage (arcane)
Improved Familiar, Bonus=Empower Spell, Elemental Spell

Equipment:
Ceremonial Armor +5
Bracers of AC +1
Cloak of Resist +3
Ring of protect +2
Ring of spell knowledge (dispel magic)
Maximize Rod

Familiar = Fire Mephit, currently carrying both a magic missile (lvl 9) wand and a cure moderate wand.

Anyways, I've been doing fairly good so far, with a decent chance to go first and blow shit up promptly before someone else gets in there.
That being said, I think the next feat I want to pick up is selective spell, followed by quicken spell and then spell perfection.
I have taken a lot of damage spells so far, and I'm mostly going to focus on utility spells from here on out, as I plan for fireball to be
the primary damage spell I can spam (with elemental and selective). Our dm has started throwing in lots of construct/clockwork shit where
I've been able to do very little except haste the party and a few other protection spells.

Is there any other routes people would suggest? Any particular spells 4th level and up I should definitely get? And I'm definitely not sure
what equipment would be optimal for this build. Thanks


I should mention the party build real quick just in case.

My sorcerer with fire mephit pet
Halfling barbarian riding a warg pet
Cleric with a tanky dwarven fighter cohort (leadership feat)
Summoner with eidolon pet
Ranger with a tiger pet, currently also has a bone devil pet from infernal contract, although DM says he's probably gonna kill that thing.

(Yes, I'm tired of all the pets -_- )

It's also an evil campaign. Anyways, hopefully that helps.


Without seeing your full spell list it is hard to advise but I would recommend one or more of the following:

Dazing Spell Feat - you are now one of the best battlefield controllers in the game. I would avoid Selective and buy a Rod if it is really an issue. Invest in Fire Snake for more targeted damage. Definitely pick up Quicken at some point.

You want an initiative boost in there somewhere. Going first is crucial. There is a very cheap Ioun Stone which provides +1.

Elemental Focus (Fire) is only adding to your fire spells. Greater Spell Focus (Evocation) would add to all of your evocation spells.

As things stand you are pretty bad at beating SR. Spell Penetration or Piercing Spell would help. A lesser Piercing Rod is 3k. Also consider one or two SR:No conjuration damage spells. Snowball is decent and Acid Arrow makes a great target for Dazing Spell to use on annoying golems.

On higher level spells I consider the following top priority for 4-6:

Emergency Force Sphere - quite simply the most powerful defensive spell you will ever have
Overland Flight - the second most potent defensive spell you will ever have

Beyond that you don't want to be one dimensional. The sorcerers strength is not playing to a theme but having a range of generally useful tools which can be applied to any situation. A spell list with Glitterdust, Fireball, Acid Pit and Hold Monster will go much further than ne with Scorching Ray, Fireball, Wall of Fire and Fire Snake.


On equipment you are way over the expected wealth of a level 9 character. I would dump the bracers and just cast Mage Armour. I would look to pick up some of Eyes of the Eagle, a Mnemonic Vestment to use with scrolls, clear spindle ioun stone with wayfinder, mithril buckler, circlet of persuasion and piercing/selective metamagic rod.


Perhaps we are over, but I'm just saying the equipment I already have. The players got very creative in the campaign and we essentially ended up taking over a town, all its income, doing slave trades, and a lot of business ventures basically. That's how we've gotten fairly rich so far.

I do use mage armor as well for a decent caster AC of 26. As far as the sorcerers strength, I am playing him to a theme for fun. That being said, I know this theme is by far not the strongest, but I'd like to still make it comparable in combat and has done pretty well so far.

I'll look into the rest of the gear.

As far as spells, I can't list them all out because my character sheet is over at the GM's house. Though the only real damage spells off the top of my head are the bonus spells (burning hands, scorching ray, etc.), fireball, lightning bolt, and a couple others. I have most of the staple buffs like haste, invis, fly, energy protection and a few others.

I think for the later levels, I am going to pick exclusively non-fire spells for any damage spells I take (except maybe fire snake). I can change any other spell to a fire-spell for free and get all the benefits, but don't have to waste a metamagic feat to change them out of fire in case I come up against that resistance.

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