Summoning Sorcerer


Advice


I made a thread the other day about building a illusionist sorcerer and the advice I got from that thread was great and if I was playing a illusionist I would follow it however I made the fatal mistake of not clearing it with my GM. Long story short he wasn't thrilled with it and after a short talk we came to a compromise in the form of a summoning sorcerer as it fit into his campaign better.

So the point of this thread is to get some advice about my new character so far the character looks like this pit-born tiefling sorcerer abyssal bloodline.
My main concerns are in the feat, trait, and archetype sections. As feats go I know what feats to take just not when to take them one feat in particular augment summoning. Since my blood line gives it to me as a bonus feat I'm wondering if I should wait until level 7 and get it that way or just get it as my level 3 feat (also while were on the subject do I still have to qualify for bloodline bonus feats or do I just get them?). As for traits I know some good all around traits like reactionary but I'm wondering if there are any must have traits for this kind of build. Of the few archetypes two standout as possible improvements over the base sorcerer, tattooed sorcerer and false priest (I know it's called razmiran priest but considering you don't have to worship razmir to take the archetype I see little reason to call it that) but I just can't decide which is better.


Sorcs have to meet the prereqs for bloodline feats, it's listed under the Bloodline class feature.

You need Augment Summoning to call yourself a summoner. Sorcs aren't as naturally good at summoning as Summoners, Clerics or even Wizards so you don't want to fall further behind. The Spell Focus feat can be useful to you anyway, it's not a real cost to get it early.

If you want to be a fake priest, False Priest will serve you well and summoning will help that too. The benefit doesn't go the other way, False Priest doesn't help summoning.

Tatooed Sorcerer will definitely help early on when summons don't last long enough & there are some nice battlefield control spells in Conjuration which will like the extra save DC. It will interfere if you want to use the Abyssal abilities as part of a gish build, but this may not be a concern.


Tale Augment Summoning at 3. Waiting til 7 would be much too painful for a summoning build.


I don't plan on mixing it up in melee if possible that's a job better suited to my disposable summons. Couldn't I use the 9th level power of false priest to use divine summoning spells from the cleric/druid spell list like summon planar ally? Also do you think the spell harrowed summoning is worth the two feat investment.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I would take it at level 3, 5 at latest. It really is that good if you do significant summoning.
The problem I see is that the bloodline feats other than that one don't look that great. If doing any significant summoning, I would hate waiting until level 7.

Abysmal wrote:
Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).

I would likely go with Great Fortitude, Skill Focus and (if you go that far) perhaps Empower Spell for the bloodline feats.

You should also look at the Wildblooded Brutal (from Ultimate Magic), see if that is a better match for your sorcerer than the normal Abyssal.

Yes, you have to qualify for the feats.

CRB pg. 71 wrote:
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.


The brutal bloodline doesn't seem as good for summoning because it replaces the abyssal bloodline arcana which is one of the best things about it. I completely missed that part of the bonus spells I feel stupid now.
And thanks for all the advice.


fireater wrote:
I don't plan on mixing it up in melee if possible that's a job better suited to my disposable summons. Couldn't I use the 9th level power of false priest to use divine summoning spells from the cleric/druid spell list like summon planar ally? Also do you think the spell harrowed summoning is worth the two feat investment.

Personally I'd prefer the sorc/wiz version, planar binding, over planar ally. Since you're not planning to whip up divine power & go into melee False Priest can't beat Tatooed Sorc IMO.

Harrowed summoning is weird. The bookkeeping looks to be a nightmare! If you have access to the ACG Evolved Summoned Monster is a better buy, and you can get the stats ready in advance. Taking too long to get your summons' stats ready is a faux pas at the gaming table.


Planar binding is good but requires 2 other spells to work and sorcerer spells known are at a premium. I have access to ACG (I even own the book!) and plan an taking evolved summon no matter what I was just wondering if it would be worth it at higher levels once I have my core feats. I know it's unlikely that I will reach that high of a level in a standard adventure but I like to be an optimist.

Edit: Now don't get me wrong I think tattooed sorcerer is a good archetype it's just not as clear cut between the two for me.

Lantern Lodge

Check with your GM if retraining of feats is allowed in this campaign. You can consider retraining your feats at lv 7.

I have to say, it is a little weird that your GM allows a conjuration sorcerer over a illusionist one. Considering that summoning is usually considered more powerful/useful then illusion.

As avr mentioned, Evolved Summoned Monster is very good. Also consider checking up the the Champions of Purity/Balance books and consider the Summon Good/Neutral Monster feats, to expand your summoning options. (Only get these 2 if you really one a particular monster or have the feat to spare. )


Great advice about retraining thanks!
It's not that the illusionist wasn't allowed it was just that I thought of this summoning character first than the illusionist but my GM had already made plans for the summoning character. It was my fault I told him that I was making a summoning character and took that as that was what I was going to play but for me that usually isn't the case (I make a lot of characters). Unfortunately for me I will probably be evil after all my character is a tyfling abyssal sorcerer focused on summoning evil things but if I can write a good enough back story to justify a good/neutral alignment I will look into it.


Diabolic Dabbler, and Dark Magic Affinity are traits you might consider. I quite like the Tattooed Mystic prestige class for sorceror summoners too, though it will slow your spell progression.

Grand Lodge

There isn't any problem with waiting until 7. Summoned creatures are chess pieces to be moved and discarded... as long as they're taking hits meant for your party, they're doing their job. Augmented Summoning is nice, but it's not worth hurting your feat progression to do so.

I'm not surprised your DM passed on your illusionist. Illusions are the most argued about school in the game.


Thanks for all the great advice guys and gals it was very helpful.
I figured I would post my character and get everyone's Opinion on it so with out further adieu.

character sheet:
Der mit dem wirklich langen und gewundenen Namen
Male Tiefling Tattooed Sorcerer 1 | [Neutral]
DESCRIPTION
Age 22
Looks black hair, black eyes
Height/Weight 5'11'' tall, 180lbs. (Medium)
Homeland varisia
Deity none
Campaign rise of the runelords

STRENGTH
9 (-1)

DEXTERITY
12 (+1)

CONSTITUTION
12 (+1)

INTELLIGENCE
12 (+1)

WISDOM
8 (-1)

CHARISMA
20 (+5)

HIT POINTS
HP 7
Current HP

Initiative +3 = 1 [Dex] +2 [Trait]

SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics*
+1 = DEX 1+0+0
Appraise
+1 = INT 1+0+0
Bluff
+9 = CHA 5+1+3
Climb*
-1 = STR -1+0+0
Craft
+1 = INT 1+0+0
Craft
+1 = INT 1+0+0
Craft
+1 = INT 1+0+0
Diplomacy
+9 = CHA 5+1+3
Disable Device*†
+3 = DEX 1+0+3
Disguise
+5 = CHA 5+0+0
Escape Artist*
+1 = DEX 1+0+0
Fly*
+1 = DEX 1+0+0
Handle Animal†
+5 = CHA 5+0+0
Heal
-1 = WIS -1+0+0
Intimidate
+5 = CHA 5+0+0
K (Arcana)†
+5 = INT 1+1+3
K (Dungeoneering)†
+1 = INT 1+0+0
K (Engineering)†
+1 = INT 1+0+0
K (Geography)†
+1 = INT 1+0+0
K (History)†
+1 = INT 1+0+0
K (Local)†
+1 = INT 1+0+0
K (Nature)†
+1 = INT 1+0+0
K (Nobility)†
+1 = INT 1+0+0
K (Planes)†
+1 = INT 1+0+0
K (Religion)†
+1 = INT 1+0+0
Linguistics†
+1 = INT 1+0+0
Perception
+1 = WIS -1+0+2
Perform
+5 = CHA 5+0+0
Perform
+5 = CHA 5+0+0
Profession†
-1 = WIS -1+0+0
Profession†
-1 = WIS -1+0+0
Ride
+1 = DEX 1+0+0
Sense Motive
-1 = WIS -1+0+0
Sleight of Hand*†
+1 = DEX 1+0+0
Spellcraft†
+5 = INT 1+1+3
Stealth*
+1 = DEX 1+0+0
Survival
-1 = WIS -1+0+0
Swim*
-1 = STR -1+0+0
Use Magic Device†
+5 = CHA 5+0+0

* Armor Check Penalty 0
† Trained Only
EQUIPMENT
Bedroll, Tarp, Backpack, Rope, Waterskin, Weapon cord, Sap, Bell, Candle, Chalk, Charcoal, Fishhook, Flint and Steel, Parchment (1 sheet), Sewing Needle, Signal Whistle, Tindertwig, Whetstone, 50 Bolts, Light Crossbow, hat, Spell Pouch, Sap, Outfit Explorer's, Battle Mask.

Base Speed [ 30 (6 sq.) ]

AC [13] = 10 +2 [Haramaki and Armored Kilt] +1 [Dex]
Touch AC [11] Flat-Footed [12]
BASE ATTACK BONUS
+0
Basic Melee Attack -1
Basic Ranged Attack +1

FORTITUDE SAVE
+1
= 0 [base] +1 [Con]
REFLEX SAVE
+1
= 0 [base] +1 [Dex]
WILL SAVE
+1
= 2 [base] -1 [Wis]

CMB
-1
= 0 [BAB] -1 [Str] +0 [size]
CMD
+10
= 10 +0 [BAB] -1 [Str] +1 [Dex] +0 [size]
FEATS
Spell Focus Conjuration
TRAITS
Reactionary
Extremely Fashionable
Desperate Focus
Doubt

CARRYING CAPACITY
Light Load: 30lbs.
Medium Load: 60lbs.
Heavy Load: 90lbs.
Lift Over Head: 90lbs.
Lift Off Ground: 180lbs.
Push or Drag: 450lbs.

LANGUAGES
Common
Abyssal
Infernal

Sorcerer Spells Per Day
Level 1 5
Sorcerer Spells Known
Level 0 4
Level 1 2

SPECIAL ABILITIES
Tiefling Racial Abilities: Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Pitborn Tieflings gain a +2 racial bonus on Disable Device and Perception checks.
Variant Tiefling Abilitie #28
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Tattooed Sorcerer
Cantrips
Mage's Tattoo
Familiar Tattoo

Spells known
Level 1 Summon Monster 1 Color Spray?
Level 0
Read magic
Detect Magic
Prestidigitation
Message

EXPERIENCE POINTS
0

I'm not sure if I really need to pump charisma that high after all summoning spells don't have DC's. I would also really like to dump strength to 7 but pitborns dumb +2 to strength means I can't, oh well.
Also not sure what my second spell should be after all mage armor only gives me a +2 to ac since I have armor. And lastly not sure which is better for me Desperate Focus or Diabolic Dabbler.

Anyways as always thanks so much for all your great help I appreciate it a lot!


Haramaki and an armored kilt combined are medium armor. Still zero ACP but base speed goes down to 20. I'd drop one of them to get 30 speed back. Which would in turn make Mage Armor a little more attractive.

Dropping Cha to 18 and raising Dex or Con would be just sensible IMO.

Given the casting time of summon monster you will be interrupted occasionally, Desperate Focus seems a good idea.

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