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By next monday, I will have enough pre-gen and gm credit to start this character at level 3.
Things I have already considered taking:
- Gnome with Lava Gnome racials
- Tattooed Sorcerer
- Spell focus and penetration feats.
- Elemental Bloodline
Seeing as this is my first non-divine caster. Things I could use help with:
- What would you prefer for Ability point allocation.
- Level Progression, should I dip or go prestige?
- Things I should/must buy.
Please note that the character is not been conceived yet.

GM_Solspiral RPG Superstar Season 9 Top 32 |

What are you looking to do battlefield control? Blasting? Personally I'm a big fan of going Small sized and taking the Sylvan bloodline for the Animal Companion. With a Roc you could start play with the ability to fly!
Gnomes are also so good with illusions. Effortless trickery is stupid good in the hands of a clever player this is a fairly boss ability.

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Effortless trickery with shadow conjuration/evocation on a gnome is strong...very very strong.
Elemental bloodline is downright terrible even with +1 CL.
If you want to be a blaster orc or draconic bloodline is what you look at. Crossblooded is even better. The before mentioned bloodlines give +1 damage per die rolled. Crossblooding them gives +2 per dice rolled. Here is the difference. Of just a base CL 10 fireball.
Elemental bloodline fireball: 10d6
Orc bloodline fireball: 10d6+10
Crossblooded fireball 10d6+20
The crossblooded can just power through a resist energy with static damage. If no resistance your looking at 30 minimum damage and 80 max. This doesnt include intensified or empowered meta magics tagged onto it which then look like this.
Empowered intensified fireball from crossblooded: 15d6+30 ×.5 maxium of 180 damage in a 20 foot radius at level 12. You can clear rooms of chumps or near annihilate BBEGs.
The best blasters do crossblooded sorcerer 1/admixture wizard X. It allows you to prepare utility along side your fireballs. It also lets you change elemental types....so your fireball can become Acid or frost. You loose +1 damage per dice for changing elements but you are more versitile.

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There's a lot Sorcerer bloodlines. I adore the tattooed archetype, but would only take it in a bloodline where the 1st and 7th level bloodline powers are things I'm willing to give up. Man, I love that tattooed familiar, though.
I know that blasting is a popular Sorcerer option, especially when there are so few Sorcerer spells. However, I would advocate NOT going cross-blooded for people planning on being pure sorcerers. You pay far too high a price in spells lost. You don't even get your first second level spell until fifth level!
One thing that I did see that worked well was a Gnome sorcerer who took a one level dip in Heavens Oracle and then used Awesome Display to blow up his illusions. He madly color-sprayed everything in sight. More on the "Soracle" crowd control illusionist -- it was cool!
Sylvan bloodline rocks. Arcane is very strong, but vanilla. Still, it is a very strong and tasty vanilla! When picking a bloodline, go where your fun is. Pick ones with powers and bonus spells that you love, because you'll be using them over and over again.
The other thing to say about being a Sorcerer is that every spell you pick has to either have flexibility, or be something that you will use over and over again. If you can get wands for Magic Missile and Mage Armor (two spells where I feel that caster level is not that significant a factor) you can free up your other slots for things where your high DC is essential. What do you want to do as a sorcerer? Blast? Do battlefield control? Create illusions? Summon?
Hmm

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He is starting @ 3 with plenty of gold and PP. Crossblooded hurts starting @ 1 with no h old or items. But starting @ 3 with resource access would be good enough to get him through 6 sessions...also being a DM he doesnt have to play it to level it either.
Hmm is right if you where starting @1.
But I still recommend crossblooded 1/ wizard 11. That 1 sorceror spell isn't so bad as burning hands with trait wayang spellhunter burning hands for 1st level intensified burning hands. You can use it levels 1-12.
Pick up metamagic mastery trait fireball as your 2nd trait. So your empowered intensified fireballs are 5th level spells.
Go half elf and take alternate racial to get +2 will saves to negate penalty of crossblooded if it is an issue for you. Not to mention being able to use both human and elf favored class bonus.

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Unless you intend to use a lot of Ray spells, I would recommend a stat array something like this:
20 point buy
Str 10
Dex 12
Con 16
Int 12
Wis 12
Cha 17 (boost at 4th)
Generally you want Cha > Con/Dex > Int/Wis > Str. I prefer balanced stat arrays and I really like having lots of HP and a high Fort save - if you prefer high DCs on your spells, you could drop Str and another stat and raise Cha. Remember, if you drop Str too low, you'll need to pick up a Handy Haversack or have someone else carry most of your gear for you.
Gnomes make excellent illusionists due to their racial DC boost and the Effortless Trickery feat, which is amazing for an illusionist. However, many things are resistant or immune to illusions, so I would hesitate to throw all my feats into it if I were you. Make sure your spell list has at least one or two buffs and blasts so you always have something to do in combat.
As for bloodlines, Arcane is very versatile and excellent if you just want a very versatile sorcerer. With Tattooed replacing your first and ninth level bloodline abilities, a lot of bloodlines lose some luster, so I would just look at the arcana, 3rd level ability, and bloodlines spells and see what strikes your fancy.

Emmit Svenson |
Effortless Trickery is quite useful, but a lot of folks seem to think it’s more powerful than it is. It lets a caster continue to concentrate on an illusion while taking other standard actions, like attacking and withdrawing and using skills. It does not allow a caster to continue concentrating on an illusion while casting another spell. So don’t feel you’re gimping yourself if becoming a blaster means you have no room for the feat.
(Folks who disagree about Effortless Trickery, no need to derail this thread, there’s a FAQ request.)

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Toppling spell typically fades out by level 7. Unless a campaign is focused on humaniod with low CMD. Skulls and shackles is the only AP I recommend for a toppling specialist.
Having a lesser rod of toppling 3k is the better route in PFS so you can trip h umaniods or easy tripped monsters. But anything large or with multiple legs wont be effected.

Silas Hawkwinter |

The thing about cross blooded is this:
A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.
Personally I couldn't live with such a slow spell progression, and the idea of a blaster with a permanent -2 will save penalty is kinda scary, but that's just me. YMMV.

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Already covered those things Silas.
Ways to fix the -2 will.
the 1 level Sorceror dip fixes it alone. By level 2 your will save is -1 to a typical sorcerer.
You can go half elf with alt racial +2 will save.
You can go half orc sacred tattoo with fates favored and magical lineage. (This actually fixes it and ups your reflex and fortitude by +2.) Also this makes Orc/draconic bloodlines seem feasible.
Ways to fix slow spell progression:
He is starting @ 3 so he has 18 PP and lots of gold.
Buy scrolls and wands. You also have chronically sheets with cheap half used items like lower charged wands....buy them.
Play a human or half races. The half orc gets +1/2 damage on fire spells. also can get the human +1 spell.
The multi class build doesnt care as your only 1 level.
Playing crossblooded doesnt suck if your starting @ 3.
If your going gnome I recommend doing the multi class and keeping illusion racial. Its basically a free spell focus.

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When I was conceiving this character in my mind. It was going to be a gnome and she likes to play with fire. So in essence, I figured she would be a 'blaster' but with versatility.
I feel like I can be invested with this character and I only have one other that is the same way. Last time I went and made a character out of the blue, I ended up hating him. Which probably explains why I pre-gen games a lot.

Rashagar |
I do love the Tattooed Sorcerer archetype. Familiar tattoo is very cool.
If you like the idea of a pyromaniac tattooed gnome then go for it. It sounds like fun. Just to mention the following is being said with no real knowledge of weird PFS restrictions etc.
If it was me, I wouldn't go crossblooded. If you want to focus on damage then simply going Draconic bloodline will be plenty (Orc works too, just pick the spell list you prefer, eventual fear immunity is likely nicer than some fire resistance though and light sensitivity doesn't hurt a non-ray caster too much), assuming Mage Tattoo goes to evocation then you'll be starting level 3 with a burning hands of 5d4+5, and if you go for the Spell Specialisation feat by level 5 (needs int 13) then at level 6 your fireballs can do 10d6+10. Which is plenty. For me, I wouldn't enjoy waiting a whole level just to have a slightly more explodey fireball.
Keep in mind the only bloodline power you'd be getting from draconic is the fire resistance and natural armour bonus.
All the normal blaster stuff applies, intensify spell by level 7 to keep your fireball damage uncapped, rods of elemental spell metamagic for fire resistant creatures, use all the other spells known you gain for versatility and fun. A rod of Piercing Spell might save you the spell penetration feat, depending on how often spell resistance comes up in PFS. Alternatively just having spells to cast on your party instead of the big spell resistant monster. You'll be getting very little benefit from a robe of arcane heritage, but mnemonic vestments are another story.
Ps. just to mention my favourite bloodline is Oni. I don't know how effective charm person is in PFS but the spell list has no weak points and you get alter self basically whenever you want it.

Rerednaw |
Strongly recommend looking at the blockbuster wizard build for conceptual ideas.
Gnome (Elf if blockbuster wizard)
Pyromaniac racial trait
If Sorcerer, Tattooed archetype (evocation focus). Orc or Draconic or Elemental Bloodline.
If Wizard, Admixture subschool of Evocation.
Trait: One or both of Magical Lineage, Wayang Spellhunter. Burning Hands initially then Fireball when available.
Must have feats:
Spell Focus (Evocation)
Wizard = free at 1st by swapping out Scribe Scroll in PFS
Sorcerer = gained along with Tattoed Sorcerer archetype
Spell Specialization (requires Int 13!)
Start with Burning Hands and then swap to Fireball.
Quicken Spell
Optional feats:
Spell Penetration
Persistent Spell
Empower Spell
Maximize Spell
Recommended gear:
Rod of Selective Spell, Lesser
Rod of Empower Spell, Lesser
Goblin Drum, Lesser
Stat distribution (pre-racial)
Sorc
ST 10 DX 14 CN 14 IN 13 WS 10 CH 15
-- 05 05 03 -- 07
Wiz
ST 10 DX 14 CN 14 IN 16 WS 10 CH 10
-- 05 05 10 -- --
More optimized stat distribution
Sorc
ST 07 DX 15 CN 14 IN 13 WS 12 CH 15
-4 07 05 03 02 07
Wiz
ST 07 DX 16 CN 14 IN 17 WS 10 CH 07
-4 10 05 13 -- -4
Obviously with racial modifiers and personal preferences you can play around with the stats a bit. Also if you go src1/wizX you'll need some cha.
I do recommend a minimum con of 14 and primary (int/ch) of 17 after racials. If you go elf you are probably stuck with a 12 con.
Cross-blooded src1/wizx as mentioned above is one way to go. Very optimized and get massive fireballs at 6th. If you go cross-blooded src/wiz I recommend orc and draconic bloodlines. Orc gives you darkvision (so you don't have to trade out your +Perception racial from gnome) and Draconic makes Perception a class skill.
Now granted, you don't have to do that.
It's okay to take the gnome pyro trait and just one bloodline (say orc) along with the tattooed archetype. That's a flat +2 caster levels and +1/die on all fire. +1 caster level and +1/die on all damage evocations is pretty decent for a standard PFS run. This way you're not level-dipping and keeping to more of a pure sorcerer.
Be sure to trait up (magical lineage, wayang spellhunter) one or both traits to an evocation spell of choice (usually fireball). Having that +1 free metamagic is also part of the build.
Good luck!
Apologies for the formatting I could have sworn there was a way to post in a fixed width font here but I cannot recall how.

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Divination- you can take detect magic as a 0 level sorcerer spell. You could easily grab a few scrolls to fill in anything else from this school.
Enchantment- because after sleep it tends to suck without picking up greater spell focus.
You could give up necromancy. ..I like necromancy because some of the spell have a lesser effect even if they pass the save.
Those are the 3 I would consider.

Rerednaw |
Strongly recommend looking at the blockbuster wizard build for conceptual ideas.
** spoiler omitted **
Cross-blooded src1/wizx as mentioned above is one way to go. Very optimized and get massive fireballs at 6th. If you go cross-blooded src/wiz I recommend orc and draconic bloodlines. Orc gives you darkvision (so you don't have to trade out your +Perception racial from gnome) and Draconic makes Perception a class skill.
Now granted, you don't have to do that.
** spoiler omitted **...
Knew I was forgetting something. Intensified Spell (+1 modifier) is a good metamagic to pick up. Extends the cap on burning hands to 10d4 and fireball to 15d6.
Oh in case you wanted a more detailed build.
Stats
Int>Dex>Con
Race: gnome (pyro trait) or elf (+2 on CL checks to break spell pen) or human (bonus feat is always nice)
Trait: Magical Lineage (Fireball) Wayang Spellhunter (Fireball)
01-Src1, cross-blooded orc/draconic(any fire).
Archetype: Tattooed Sorcerer (Evocation) +1 CL with evocation.
Spell Specialization: Burning Hands
02-Wiz1, Spell Focus: Evocation.
03-Wiz2, Intensified Spell
04-Wiz3, +1 to int
05-Wiz4, Heighten Spell
06-Wiz5, Spell Specialization switch to Fireball.
Bonus Feat: Persistent Spell.
07-Wiz6 Preferred Spell
08-Wiz7 +1 to int
09-Wiz8 Quicken Spell
10-Wiz9 Improved Familiar (Homunculous or Lyrakien Azata or Pseudodragon)
11-Wiz10 Improved Initiative
Bonus Feat: Selective Spell
12-Wiz11 +1 to int
Fireball at 6th level:
CL 5th(base)+1(gnome)+1(Varisian Tattoo)+2(spell specialization)=9d6+18(orc+draconic)+2(wiz admixture school).
Ref 10+3(lvl)+1(spell focus)+4(int) -> 18.
9d6+20 Ref 18 for half. Change to cold, acid, or electricity 7/day.
Sample round at 12th level:
CL 18th for purposes of spell penetration.
Swift: Quickened Intensified Fireball 15d6+35 Ref 19 for half.
Standard: Intensified Persistent Fireball 15d6+35 Ref 19 for half (save twice.)
Acid, cold, electricity substitution 8/day. 15d6+25 Ref 19 for half.
Use Selective Spell (rod or self) if needed to fireball with allies in blast (allies up to int mod or 4 if using rod not hit by fireball)
Or if you don't need Selective Spell, use a rod of Maximize Spell for a flat 125 hp (save for 1/2) and 125 (save for 1/2).
30d6+70 (save for half) average 175, max 250 is sufficient to seriously put the pain on most mobs at this level. Since you can cast fireball spontaneously you can have utility, buffing, and other spells normally memorized.
Feat Options:
Heighten Spell, Preferred Spell. Now you can cast fireballs spontaneously as a standard action including metamagics on the fly. (my sample build above used this)
Quicken Spell Quickened Fireball as 5th level spell.
Maximized Spell Maximized Fireball as 4th level spell.
Or just pick up a bunch of lesser metamagic rods.
For comparison here's the build I'm actually using. He just hit 2nd and pending the rebuild to swap out the feat:
st/dx/cn/in/ws/ch
00/05/03/03/02/07
10/14/13/13/12/15 20 pt buy
08/14/15/13/12/17 after racial
leveling (PFS). All stat adds to cha.
01-Tribal Scars (night hunt +2 perception, +2 survival) retrain into spell focus at 2nd level (took to survive 1st level)
02-retrain Tribal Scars into Spell Focus
03-Intensified Spell
05-Spell Specialization (Fireball)
07-Persistent Spell
Bloodline Feat: Toughness
08-gain immunity to fear, lose light sensitivity and +2 str.
09-Quicken Spell
11-Improved Initiative
Not nearly as powerful as the src1/wizx, but I like working with more vanilla builds.

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Typically when going to only level 12 you dont mess with anything over +2 meta magics.
Most hardened players will argue empower> maximized spell all day every day. I agree with it as your only reaching 6th level spell @ 12...so you will only see them for seeker quest then your retired. Casting a empowered intensified fireball as a 4th level spell is better play then casting maximized intensified fireball as a 5th level spell which you. You will see the payoff earlier.
Many a player will also argues crossblooded and tattooed sorcerer dont stack as archetypes. Because the crossblooded alters the bloodline powers ability at 1st level. Find out what the DMs in your area agree upon since it is there call that matters. I wont give my opinion on it since it matters not to the area you play in.
Here is my build option take what you will from it.
half -elf dual minded (no skill focus...+2 will saves)
str: 8 dex: 14 con: 12 int: 19 will:10 cha:12
Favored classes: sorcerer and wizard (time to abuse half blood)
Traits: Wayang spell hunter and magical lineage- fireball
Feats:
HD 1: Crossblooded sorcerer 1 orc/draconic (fire type) Feat-Spell specialization-burning hands (change to fireball @ 6) Favored bonus- 0 level spell known
HD 2: Evocation specialized Adamixture power, opposed schools (divination and enchantment), Spell focus evocation, favored bonus- HP
HD3: Feat- mages tattoo evocation, favored class bonus- HP
HD4: favored class bonus-elf 1/2 uses of shift. +1 int
HD5: Hieghten spell favored class 1/day shift
HD 6:bonus wizard feat- Empowered spell (you get fireball this level every one should be empowered) Favored class shift.
HD 7:Intensified spell (fireball hits 10d6 this level...empower still better), Favored class shift 2/day
HD8: +1 Int, favored class +1 spell in book
HD9: preffered spell- fireball, favored class- spell known
HD10: favored class- spell known
HD11 feats- Greater spell focus- evocation, spell penetration, favored bonus - + spell
HD12: +1 Int, favored class-spell known
Remember to get detect magic as your sorcerer known spells...your gonna have lots of 0 level spells a day...great common tool box. I suggest your 1 Sorcerer 1st level be what ever you want....since your starting level 3.
You can easily swap in Gnome. If you do you can skip mages tattoo for the pro racial... you dont get to pick up shift 2/day defense or more spells known.

Rerednaw |
...
Many a player will also argues crossblooded and tattooed sorcerer dont stack as archetypes. Because the crossblooded alters the bloodline powers ability at 1st level...
Yep I did some digging into the PRD.
Normal: You get a bloodline (or choose if more than one available) a bloodline power.
Cross-blooded:
Pick one of your bloodline powers available at each appropriate level.
Tattooed:
Replaces the 1st and 9th level power with something else.
While the interaction is easy by FAQ Fruian is correct because the FAQ considered adding choices (Cross-blooded like the Qinggong monk archetype) exactly the same as replacing a choice.
Except in the case of the Qinggong monk so the FAQ contradicts itself.
But it's best to avoid this at PFS tables. So instead of picking up the archetype fit in Varisian Tattoo instead.

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HD 1: Crossblooded sorcerer 1 orc/draconic (fire type) Feat-Spell specialization-burning hands (change to fireball @ 6) Favored bonus- 0 level spell known
HD 2: Evocation specialized Adamixture power, opposed schools (divination and enchantment), Spell focus evocation, favored bonus- HP
HD3: Feat- mages tattoo evocation, favored class bonus- HP
HD4: favored class bonus-elf 1/2 uses of shift. +1 int
HD5: Hieghten spell favored class 1/day shift
HD 6:bonus wizard feat- Empowered spell (you get fireball this level every one should be empowered) Favored class shift.
HD 7:Intensified spell (fireball hits 10d6 this level...empower still better), Favored class shift 2/day
HD8: +1 Int, favored class +1 spell in book
HD9: preffered spell- fireball, favored class- spell known
HD10: favored class- spell known
HD11 feats- Greater spell focus- evocation, spell penetration, favored bonus - + spell
HD12: +1 Int, favored...
Could you or anyone else explain what you mean by "favored class - spell known"? I'm looking at racial favored classes and can't seem to find anything that explains this. Also, shift?

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Humans, Half-Elves and Half-orcs can all pick the human favored class bonus of an additional spell known each level. This spell must be one level below the highest spell you can currently cast.
So you could pick up three extra cantrips at levels 1-3. At levels 4-5, you can pick up an additional first level spell. And so on.
Hmm

Melkiador |

Elemental bloodline isn't bad. Getting to change a spell's damage and type for free is great. The trick is to build a wide repertoire of spells not of your element. So, you can always cast to your opponent's weakness. Basically you shouldn't learn any spells of your element unless you get them for free.

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In that build I suggested I used half elf.
Like Hmm said...they can choose between elf, human, or half elf favored class bonus.
Since half elves get 2 favored classes it really suits them to do the sorc 1/ wizard 11 build.
In the example build I gave you get:
2/day shift ability. Admixture element select, and bonus spells in your book.
I really like the added shift part because it is a defense to being grappled. You dont need to waste d. Door spell. Plus PFS typically has 5 combats a scenario. Not all 5 will try grapple...but I've seen a few that might get you Twice. Either by grapple or black tentacles.