| bwee |
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Hi all,
Could I get some advice on my Conjuration-focused Sorcerer? She is a False Priest archetype, Arcane Bloodline, with an out-of-combat focus on Diplomacy, but what I need help with is the combat aspects of my character. We have a Summoning-focused Wizard in the party (as well as a Rogue, a Barbarian, and an Inquisitor), so we should be pretty set on a lot of the utility spells. My biggest problem right now is that the Metamagic feats don't really do anything at low levels but sort of have to be taken then for everything to come online when it should. This build looks out to Level 10. Thanks!
Key:
H: Human Bonus Spell, B: Bloodline Spell, W: Targets Will, F: Targets Fortitude, R: Targets Reflex, -: No Save
Feats:
1R: Spell Focus: Conjuration
1: Greater Spell Focus: Conjuration
3: Persistent Spell
5: Dazing Spell
7B: Improved Initiative
7: Improved Familiar
9: Quicken Spell
Relevant Traits:
Magical Lineage: Stone Call
Spells:
1:
LVL0: Detect Magic, Daze, Light, Prestidigitation
LVL1: Color Spray (W), Grease (R)
2:
LVL0: Ghost Sound
3:
LVL1: Mage Armor, Identify (B)
LVL2: Aid (B)
4:
LVL0: Mage Hand
LVL1: Vanish (H)
LVL2: Create Pit (R)
5:
LVL1: Silent Image, Mount (H)
LVL2: Glitterdust (W)
LVL3: Remove Disease (B)
6:
LVL0: Message
LVL2: Levitate (H)
LVL3: Stinking Cloud (F)
7:
LVL1: Feather Fall
LVL2: Stone Call (-), Web (R,H)
LVL3: Aqueous Orb (R)
8:
LVL0: Read Magic
LVL3: Haste (H)
LVL4: Enervation (-)
Note: Dazing Stone Call (W) comes online here
9
LVL2: Mirror Image
LVL3: Ice Spears (R), Summon Monster III (H)
LVL4: Acid Pit (R), Dimension Door (B)
10
LVL0: Mending
LVL4: Summon Monster IV (H)
LVL5: Wall of Stone (R)
Captain Zoom
|
Consider swapping out Improved Familiar and Quicken for Elemental Focus and Greater Elemental Focus Water, and use your Aqueous Orb with Daze for a rollicking good time. Change Magical Lineage Stone Call to Magical Lineage Aqueous Orb, then you can do your Dazing Aqueous Orb using a 4th level spell slot, or add persistent using a 6th level slot.
I'm not a big fan of Quicken, but in any case, at 9th level, you only have 4th level slots, so all you can quicken are cantrips.
That's it for a quick look and it's of course simply my opinion which is colored by what I like to run!
I'm sure others will chime in with their ideas.
Have fun!
| Gregory Connolly |
Daze and Color Spray are awesome at 1st level, but you probably want to swap them out at 4th and 6th for spells that start out weak and end up strong like Floating Disk or Magic Missile.
Similarly you can easily afford a Wand of Silent Image by 8th level and can swap that out too, nothing about the spell is level dependent, using a wand is just as good as an 8th level casting in all respects.
I'm not sold on Acid Pit, it seems redundant. You can already throw out a Persistent Create Pit with that spell slot. Add to that that the Acid Pit has a much higher likelihood of destroying the treasure and I can't see myself not going with the Persistent one.
| andreww |
OK, putting your spell list in a slightly easier to read format you have:
Level 0: Detect Magic, Daze, Light, Prestidigitation, Ghost Sound, Mage Hand, Message, Read Magic, Mending
Level 1: Colour Spray, Grease, Mage Armour, Identify, Vanish, Silent Image, Mount, Feather Fall
Level 2: Aid, Create Pit, Glitterdust, Levitate, Stone Call, Web, Mirror Image
Level 3: Remove Disease, Stinking Cloud, Aqueous Orb, Haste, Ice Spears, SMIII
Level 4: Enervation, Acid Pit, Dimension Door, SMIV
Level 5: Wall of Stone
OK, a few things strike me right off:
1. Colour Spray should be traded out, not sure if it has been or not.
2. Mount is much better as a scroll if you really need it.
3. Level 1 could really use something like protection from Evil, scrolls work but have short duration. Liberating Command is also an excellent group benefit spell.
4. Invisibility is important and Vanish is very short duration. You don't get reduced cast times of Summon Monster so really want it. It is a decent scouting option as well.
5. Three Summon Monster spells seems overkill especially with the lack of reduced cast time. I would drop III for dispel magic
6. You should get another level 5 spell using the Rob of Arcane Heritage.
7. Acid Pit and Create Pit seem a bit redundant. I would grab something like Elemental Body I or Greater Invisibility
8. Enervation is really not very good, the debuff is small and is difficult to increase with metamagic
| Gregory Connolly |
I find it helps to think about your metamagic feats when picking spells. Once you have 5th level slots Dazing Create Pit can ruin anything with a low reflex. Persistent Glitterdust blinds more often and longer. Persistent Stinking Cloud is lights out to people with low fortitude. If you pick up something like Acid Arrow you can make it Dazing to prompt save after save to not lose 2 rounds of actions.
| andreww |
Personally I suspect the area on stone call is a bit big for easy use with dazing, too much chance you will also hit your allies. Also its damage is bludgeoning and so is affected by DR. Given the low value many things simply wont be affected as they will never take damage from the spell. Personally I like Glitterdust or Aqueous Orb at mid levels.
Captain Zoom
|
Wouldn't Dazing Aqueous Orb be a 5th Level slot with Magical Lineage?
You are correct. For some reason I was thinking Dazing Spell was only a +2 level metamagic feat, but it's really a +3 level.
But I still love the Dazing Aqueous Orb!
The main problems are that it's not useful against flying creatures and the Dazing aspect isn't useful against creatures that don't take non-lethal.
ErrantPursuit
|
What are you really getting out of False Priest? It looks like you picked it up to just get a slightly expanded selection. Was there more to it?
Selective Spell should be considered, as well as Reach and Extend if you don't plan on using a Metamagic rod for the purpose. You'll want up to L6 spells for those, and I'd strongly urge the feat for Selective Spell over the Rod.
I would get Read Magic much earlier, but the party as a group can do that already so it's not vital.
You don't have anything to reliably shut down flyers unless you count Summoning spells. I also don't see many "Get out of Jail" cards for yourself. You have a lot of ground control spells.
One of the Sorcerer Guides has a great passage about spell selection. Since you are not a Wizard, you need to do more with less. A lot of the control spells on your list are very similar. Trade a Pit out for a Wall, for instance. Identify is a cheap scroll or wand compared to your spell slot. Go through your list and pull out the "occasional" stuff and streamline a little further.