The Shocker!


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Grand Lodge

So, I have been tasked with creating an electricity-based blaster Sorcerer.

My restrictions are:

15 point buy.

Any core race, plus Aasimar and Tiefling.

Any Paizo material(no 3rd party).

How is the best way to go about this?


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I thought this thread was going somewhere else completely......

Grand Lodge

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master_marshmallow wrote:
I thought this thread was going somewhere else completely......

Well, after some thinking, that's not too shocking.


There is a Tesla coil build at the end of one of the sorcerer guides that does exactly this.

I would recommend building for dazing ball lightning, but using burning hands at low level. Shocking grasp is great for a magus. A sorcerer should never melee. Ever.

Tattooed draconic sorcerers are pretty vicious. Human for extra spells and feats.


Cross blooded dragon+the elemental bloodline that lets you change elments to your type.
I did that at least, then I had all the lower level usually firebased spells as lightening. It was fun on a bun.

then the feats that up DC for you, kinda straightforward at that point.

"lightening ray" instead of scrotching ray is fun. As are lightning shuriken..

Grand Lodge

Is Elemental the best Bloodline? If not, what is?

Is Crossblooded the best archetype, or is there a better choice?

What race would be the best choice?

Grand Lodge

blackbloodtroll wrote:

Is Elemental the best Bloodline? If not, what is?

Is Crossblooded the best archetype, or is there a better choice?

What race would be the best choice?

Unless you're planning to play for a very long time, yes. Overall I would say Arcane has the tendency to be a bit more powerful in high level play.

Crossblooded is generally the best, but you'll be effective basically no matter what archetype you choose. If you don't want to pick up elemental at all, you can also avoid crossblooded and take a 1 level dip in admixture wizard or take two other bloodlines.

Human is good for your build. Half-Orc and Half-Elf are also fine. Kitsune is better for some other sorceror builds. Gnome can also be decent. But for blasters it's usually humans for the feat and FCB.


Crossblooded (Orc/Draconic) offers the best pure damage, but the drawbacks are harsh. Is a Wizard with a Crossblooded dip off the table?

If you're starting at a high level I'd go the standard Dazing+ route focusing on Chain Lightning.

Otherwise I'd ask the DM if you could research a Lightning version of Fireball (reasonable considering the Admixture Wizard could fire off his Fireballs as Lightningballs anyways).

It also gives you the ability to easily switch away from lightning while still using your spell of choice.

Grand Lodge

Which Human feat?

Grand Lodge

Really pushing for Sorcerer.

Unless, there is another charisma based full caster class that could do it.

Grand Lodge

blackbloodtroll wrote:
Which Human feat?

The human bonus feat, not a human specific feat.

I've not been impressed with Blaster Oracles, and Blaster Bards are a joke so Sorceror is your best bet. There's really nothing wrong with what has already been presented to you however, it's the base for a fine character. Do you have more specific requests?

Grand Lodge

I really just need a build that can deal reliable damage.

This is for a big party, so it doesn't need to be the best, but should be able to consistently contribute in some way.

By the way, the DM has ruled that Half-Elves/Orcs have access to Human favored class bonuses.


There's also maybe a crossblooded stormborn/elemental sorcerer. Maybe be a halfling and take iron will to negate your saving throw penalties. Stormborn raises the dc of all lightning spells you cast by +1 and elemental air lets you turn most of your damage spells into lightning. The damage would be reliable, not amazing like some other builds, but reliable. This is just me spitballing.


Yeah.. Crossblooded will allow for the best damage

either dragon/elemental for extra damage per die, or the storm one for raising DC. Dependong on what you want (I favor damage increase, just because those sorta spells tend to have a lot of dice, so it goes a long way. And there are a few feats for increasing DC of schools, and spell penetration but I can't think of any to get more damage)

Though with a 15pt buy your stats (and in theory your enemy's) will be pretty low, so it would be possible to get that DC boost and a few others and make the saves very difficult and then use metamagicx to tack on more damage or status effects (dazing or toppling is popular )

That way you can learn standard spells (fire ball, scorching ray, maybe that big frost cone at lv 5 that i cant rmemember the name of), but change them to lightening most of the time, unless resistance pops up.

you do take some will hit, but you can either just go with it, or raise it with the feat and traits. You also loose some spells, but if your just going for lightening lord it's ok to know a few less.

This ought to deal pretty good and reliable damage, in a variety of shapes, all lightening (unless you actively choose to not change it ot lightning)


It's unfortunate that my first thought on seeing this thread and upon seeing the most recent Amazing Spiderman movie (don't btw)...

Shocker is sound based; Electo is electricity based....

I was honestly expecting a Sonic based character; much harder to create and given the lack of Sonic resistance far more rewarding if you can pull it off at all.

Grand Lodge

blackbloodtroll wrote:

I really just need a build that can deal reliable damage.

This is for a big party, so it doesn't need to be the best, but should be able to consistently contribute in some way.

By the way, the DM has ruled that Half-Elves/Orcs have access to Human favored class bonuses.

Let's give this a shot. Let's start with 10, that's a good place to start. Anyone else feel free to interject, while I'm learning a lot around here my actual play experience is rather limited compared to most posters.

The Shocker:
Half-Elf Crossblooded(Orc/Draconic[Blue]) Sorceror 10
Str:7
Dex:14
Con:12
Int:10
Wis:10
Cha:26(18+2 Race+2 Levels+4 Headband)

HP:55
AC:16
Initiative:7

Spells Known:
0: Detect Magic, Dancing Lights, Jolt, other stuff
1: Mage Armor, Shocking Grasp, Magic Missile, Vanish, Sleep/Color Spray(They do the same thing, you may want one early), Enlarge Person, Burning Hands
2: Burning Arc, Scorching Ray, Mirror Image, Glitterdust, Acid Arrow, Resist Energy, Blindness/Deafness
3: Paragon Surge, Lightning Bolt, Tiny Hut, Haste, Fly
4: Ball Lightning, Telekinetic Charge, Wall of Fire

Feats:
1st-Spell Focus Evocation
3rd-Bloatmage Initiate
5th-Elemental Spell
7th-Varisian Tattoo
Bonus-Improved Initiative
9th-Greater Spell Focus Evocation

Traits:
Here you can go with metamagic traits for a spell you really like, chain lightning and ball lightning being great choices for this build. You can also go for some of the more powerful faith traits, reactionary is always great on casters as well.

Racial Traits: I recommend replacing Adapability with Dual Minded, it basically turns your skill focus into negating your will drawback on Crossblooded.

Saves:
Fort:7
Ref:8
Will:10

Gear:
+4 Charisma Headband
Cracked Dusty Rose Prism Ioun Stone
Lesser Empower Metamagic Rod
Lesser Selective Metamagic Rod
Cracked Pale Green Prism
Cloak of Resistance+2
Lesser Dazing Metamagic Rod
Eyes of the Eagle

9k left to fiddle with.

This is just something I drafted up having never played a blaster. Please make improvements to it, but it's a start. It's got an evocation focus and lightning spells, but adding more would make it more specialized and in line with the theme. I just wanted to toss out some basic ideas. The build was made with play up to this point in mind less so than specializing around something that comes online at level 8-10.

EDIT: I messed up and built 20 points due to playing PFS most of the time. Of course it's not all too hard to readjust.


blackbloodtroll wrote:
I really just need a build that can deal reliable damage.

Elemental bloodline allows you to swap energy types so while it doesn't do as much damage it is more versatile. All the spells you actually learn should NOT be electrical spells, so you have the option to swap.

Crossblooded is pretty harsh in terms of penalties.

But for straight damage I would be tempted to go for crossblooded orc/elemental. +1 per die to damage plus the ability to switch energy types. Not bad.

blackbloodtroll wrote:
By the way, the DM has ruled that Half-Elves/Orcs have access to Human favored class bonuses.

Actually this is correct according to the FAQ - they reversed their ruling.

So this makes a crossblooded sorc of those races a bit more playable.

If I was playing a sorc with the orc bloodline I'd kinda feel obligated to play a half-orc because of the fluff... but it's not actually required. Also with a high CHA your intimidate skill can also be nice.

BTW I do like the stormborn line too. Most of the powers aren't great, and the bloodline feats really suck unless you want to build a ray caster (there are a bunch of archery feats in there) but the "ride the lightning" power is so much fun it's silly.

Grand Lodge

I would probably opt out of Sleep/Color Spray, as there is one Illusion focused Sleep Hex Witch.

The PC would come in, at 2nd, if that matters.


Are you allowed item crafting feats?

Are you allowed to custom-design stuff?

Grand Lodge

Crafting feats are allowed.

No "custom design" stuff(I am not fully sure what you mean).

Oh.

Weapon Finesse, the feat, is available as a trait(if that matters).

Grand Lodge

The only thing that would be in addition to the listed requirements, is to competent in Intimidate.

Which, would be really easy to do.

Grand Lodge

So, based on the current advice, I have put together a very rough build:

The Shocker:
The Shocker
Human Sorcerer (Crossblooded) 2
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 14 (2d6+2)
Fort +1, Ref +2, Will +1
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron gauntlet +0 (1d3-1)
Special Attacks bloodline arcana: elemental
Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—elemental ray
. . 3/day—dancing lights
Sorcerer (Crossblooded) Spells Known (CL 2nd; concentration +6):
1st (5/day)—burning hands (DC 16)
0 (at will)—acid splash, detect magic, jolt, mage hand, prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 10, Wis 10, Cha 18
Base Atk +1; CMB +0; CMD 12
Feats Eschew Materials, Spell Focus (evocation), Varisian Tattoo
Traits elemental pupil, reactionary
Skills Intimidate +9, Knowledge (nature) +1, Spellcraft +4, Survival +4, Use Magic Device +8
Languages Common
SQ bloodlines (elemental, orc)
Combat Gear wand of mage armor (50 charges); Other Gear haramaki, cold iron gauntlet, 246 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Electricity energy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental (Air) You may change any energy spell to use your bloodline's energy type.
Elemental Pupil (Electricity) +1 dam when cast damaging spells of chosen element.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6+1 Electricity damage.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.

Please let me know what you think.


I Think primal air or blue draconic blodline is a good place to start both have a good arcana but a somewhat boring bonus spell list after level 7. Be human for the favored class bonus and get some utility magic on top of everything electric.
Ask your GM if you Can take burning hands with electricity at level 1 and get another spell at level 3 or just dont be that shocking until 3( if you go primal that is). With spell specialisation you Can have 4d6+4 at level 2 and that is ok.
You May need to research some spells to have relevant elec. blasts all the Way up but if you have some Down Time it wont be a problem.
I like haveing good stats all over and on a 15 point built my sorcerer would have 12 in everything and 16 in cha.
I know fireballs are better than ligthning bolt but i Think you Can do fine with LB and your team wont hate you for destroying all the treasure.


If you want to be competent in intimidate ask your GM if he allows dazzling display with weapon focus (ray) and using a cantrip.
The weapon focus isn't that bad with things like scorching ray.

Grand Lodge

Well, the Elemental Bloodline Arcana will allow me to change the energy damage of any spell, to electricity.

I wonder if that would work with Ear-Piercing Scream?


search Beastmass2...hes a dazelock electricity sorcerer....
dazing chainlightning and dazing ball lighting


I don't think force or sonic count for elemental.
At least my GM wise.

Grand Lodge

I was just wondering, as the Bloodline Arcana notes:

Elemental Bloodline wrote:
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

It really says nothing about the base spell needing to be Electricity, Fire, Acid, or Cold.


If this is for a game I would build it more for versatility than DPR.

How about?

Human Tattooed Sorcerer (Djinni) 2
Str 7
Dex 14
Con 13
Int 10
Wis 8
Cha 19

Traits: Reactionary, Magical Lineage (Fireball)
Feats: Spell Focus (Evocation), Varisian Tattoo (Evocation), Spell Specialization (Burning Hands)
Cantrips: Ghost Sound, Light, Detect Magic, Mage Hand, Mending
First Level: Burning Hands, Grease

Grand Lodge

Why Djinni Bloodline?

EDIT: Doesn't Spell Specialization require 13 intelligence?


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Zwordsman wrote:
.. scrotching ray is fun. As are lightning shuriken..

I don't know what scrotching ray is, but I think it would hurt my scrotch something fierce...

Grand Lodge

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Randarak wrote:
Zwordsman wrote:
.. scrotching ray is fun. As are lightning shuriken..
I don't know what scrotching ray is, but I think it would hurt my scrotch something fierce...

Scrotching is scratching the scrote.

Ray, is just a guy who is good at scrotching.


Do'h, yes it does, yes it does. I am really not used to 15 point buys.

I like Djinni over Elemental Air because the spell list is better. They have the exact same arcana and neither of them have great powers, so the better spell lists make the Geine bloodlines better than the Elemental ones in my mind.

Grand Lodge

Is Elemental Focus worth it?

Also, if using Metamagic, then what feats/traits/spells best work for doing so?


blackbloodtroll wrote:

Well, the Elemental Bloodline Arcana will allow me to change the energy damage of any spell, to electricity.

I wonder if that would work with Ear-Piercing Scream?

I Think yes. Sonic is a energy type in PF.


1. I'd be inclined to drop STR to 7 in order to raise INT to 12. Get that extra skill rank and +1 to knowledge skills (and spellcraft). As the arcane caster everyone will be looking at you to know what things are. The typical Sorcerer response is "me know notting!" I wouldn't drop WIS because you already have a Will penalty from being crossblooded.

2. In the long run Magical Lineage is probably a much better trait than elemental pupil. You need to choose a spell as your go-to blasting spell (which should probably be fireball). BTW, are there campaign traits?

3. FYI burning hands gets a bit more flexible in conjunction with the eldritch conduit spell. From inner sea magic. I also like the burning arc spell from Humans of Golarion.

4. Elemental Focus stacks with Spell focus, so in that regard it is good. Your Save DC for burning hands is already 16 though which is great for now.

5. For metamagic you can get Intensify Spell which is great for burning hands even at fairly low levels. That plus spell specialization and varisian tattoo means at 7th level you can crank out a 10d4+10 burning hands as a 2nd-level spell (or you use a 3000 gp rod and it's 1st level).

5a. Empower spell is another good blasting one but wait until you get to 7th level and take it as a bloodline feat.

5b. Eventually you want to have a pile of metamagic at your disposal but you also want to have a bunch of rods. You probably want a handy haversack or efficient quiver to keep them in.

5c. Also get a caster's tattoo if your GM allows them.

6. Yes, ear-piercing scream can be influenced by the energy switching ability, and though the damage is not that great it is good for the stunning effect.

7. I mentioned crafting because this influences design a fair bit. Being able to craft a page of spell knowledge is really handy. You want craft wondrous item and probably craft rod.

7a. The thing about crafting custom items is it would allow you to take 2 different items and combine them; for slotted items the total cost is the full value of the most expensive item plus the value of everything else x 1.5. You probably want a shocking robe but also a mnemonic vestment (or several) plus a robe of arcane heritage. If the GM allows customizing then you could build a robe that has multiple features like this.

7b. For slotless items like the page of spell knowledge the customizing formula is the full value for the most expensive ability plus 0.75 of the second most plus 0.5 of the rest. So if your GM lets you put your pages of spell knowledge into a single book then you could take advantage of this.

8. FYI the elemental blast ability doesn't seem that great in terms of damage but the big advantage is that it ignores SR.

Peet

Grand Lodge

It is Kingmaker, so those traits are available.

Caster's Tattoo is available.

Customizing/Combining magic items is not really on the table.


None of the Kingmaker traits really seem to help casters, sadly.

Also, does your party have a party face? As a sorcerer you get bluff in class. If nobody in your party has Diplomacy then you might want to get rid of Reactionary and instead get a train that dives you Diplomacy as a class skill. Reactionary is very good so it's a shame to lose it, but it depends on what the party needs.

One other thing: you don't need the jolt cantrip as you can use your ray of frost or acid splash with your bloodline arcana to make an electrical ray. I would actually just use acid splash and not bother with ray of frost either. Instead get read magic and daze. If you run into small fast guys like goblins daze will be handy.

Peet

Grand Lodge

No, but it sort negates the need for Crafting feats, as you can eventually have your own crafters.


If your GM will allow retraining (from Ultimate Campaign) then you could get wondrous item at 3rd and then swap it out later.

Peet

Grand Lodge

Retraining has not been allowed.


blackbloodtroll wrote:

Crafting feats are allowed.

No "custom design" stuff(I am not fully sure what you mean).

Oh.

Weapon Finesse, the feat, is available as a trait(if that matters).

Given you've called yourself "Shocker" a lightning based ear-piercing scream seems awesome. Experience has taught me there are a suprising number of critters that are immune to it though.

But if weapon finesse is a trait, I wonder if you could break the conventional wisdom and start with Shocking Grasp as a melee attack. Could take (say) halfling over human, and get a 16 dex and therefore a +5 touch attack at level 2 (+8 if metal). AC with mage armour would be 18.

Alternatively could take a trait to reduce metamagic by 1 on shocking grasp, and take Reach Spell at level 1. Effectively gives you a ranged shocking grasp, and once you can get better metamagic (like dazing and intensified) will help there as well. Does mean no casting as a standard action (without spontaneous metafocus, anyway).

Grand Lodge

I am not sure if melee is the best route.

We have at least one Elven Curve Blade wielding Urban Barbarian.


Hahaha. I should not have typed on tablets! Scrothing ray is yarg.

It was way old but.
Is force and sonic considered an energy description? My GMs never have but I would originally.. I know the elemental metamagic doesn't list it but that also says elemental not energy...
Though that would make a rod of force damage change a big useful thing.


Sonic is an energy type but force is not.


Peet wrote:
None of the Kingmaker traits really seem to help casters, sadly.

I like the one giving +1 CMD.

Grand Lodge

We are allowed Faction traits though.

Grand Lodge

Oh, and firearms are completely disallowed.

Not that is relevant though.


If you can take Weapon Finesse as a trait it follows that Additional Traits just became a whole lot better as a feat. You might want to try to fit in Additional Traits later on like if you wanted Magical Lineage (Fireball) or something else not really useful until mid level you could wait until 5th or 7th and take Additional Traits then to pick up Weapon Finesse as well.

Grand Lodge

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Hmm. That is something I did not consider.

I suppose it would really only be used for touch attacks though.

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