Building a Sorcerer for lvl 20 - 1 night session - no limits...


Advice


Okay so one of my good friends (and the only female GM I know!) is running a one night, 1 session, combat heavy adventure next month. We are to create lvl 20 characters and have been given NO limit on the amount of gold we can spend on our gear / items and can buy any official Paizo item / gear etc (no third party stuff). We DO have carrying capacity limits though.

I would like to build a sorcerer for this and was looking for any advice as I have never had / built a character up to this level.

- What are the absolute best items for me to purchase for this session?
- What are the essential high level spells?
- Any great combos with feats, etc. I should be aware of at lvl 20?

Any general advice or suggestions would be awesome.

Thanks!


"NO limit on the amount of gold we can spend on our gear "

...uh.....wow.

I assumed it's not PVP, and there's a general agreement not to break the game (ie you're not "against" the GM).

Go to the guide of guides and follow the builds there, really. It's pretty straightforward.

In addition, to go overkill, check out the "Beastmass" threads and check out builds there.


Depending on why you picked Sorc over Wizard and Oracle might be a more powerful option for a spontaneous caster. In the end you can always miracle anything 7th or lower.


Basically just look at the most expensive item for each slot, see if it is cool for you, if not, go to the next most expensive.

Then get a staff of wishes. Then get another staff of wishes. Repeat a few more times, can't have too many wishes. Then get a few efficient quivers to hold your gross of staves. Then get a portable hole or two dozen. Grab some more cool magical items, particularly the slotless ones, anything that suits your fancy.

Should be good to go.


Thanks for the advice. Technically we're not against the GM, basically she will be throwing lots and lots of nearly god-like level creatures / beings at us to fight so...maybe we are???

Sovereign Court

No limit? Yeah just get all the most expensive and luxurious items that you can get your hands on.

It would vary a lot depending on your bloodline, some bloodline give you some spells and also abilities, including immunities. With unlimited wealth, you can spam wish anyway, so its a worhwhile 9th level spell. Can't really give you a generic advice for your item without knowing which bloodline you are going for.

Carrying capacity doesn't matter...just cast ant haul (triple your carrying capacity for 2 hours per CL in your case would be for 40 hours without any caster levels boosting item) and it is only a first level spell, worst come to worst and use extra dimensional space items. With a base strength of 21 assuming you start with a 10 in strength, 459 lbs is a light load for you.

But well, obviously you are going to get all the manuals and tomes to get +5 inherent bonuses to all your stats, belt of +6 to all 3 three physical stats and same for the headband for +6 to all mental stats. So +11 to all your stats before you even add stats for leveling up.

With unlimited wealth...you could just buy all the spells...Page of Spell Knowledge.

I mean...there isn't really an advice to give, since you could solve every problem with how much wealth you have.

Guess its worth using that unlimited wealth to have some spells permanency on you.

Don't forget to rock a Pimp Staff or Staves, put them in a quiver of efficiency.

Liberty's Edge

I would say scan through the bloodline capstones and find one that gives immunities/resistances you think will favor you. Also, picking one with a mode of unlimited flight would work as well. You can then go through each item slot and pick the best item that compliments your strengths or shores up a weakness.


That's a laundry list. Does the GM permit artifacts? ;) Also, are there any alignment and/or racial restrictions? Does she allow gp to purchase templates? Gestalt? The automatic advancement rules from Pathfinder Unchained?

Not accounting for the above considerations, I'd suggest the following:

polymorph any object - make yourself the ultimate physical specimen of your race. Base STR/DEX/CON 18 +/- racial modifiers.

Shoot yourself full of six Mark V Cortex Guns, one for each ability score, resulting in a +5 inherent bonus to all six ability scores. {Be sure to duly record your resultant CON score. It could matter later.}

I'd recommend the Sage variant of the Arcane bloodline. Set your highest mental ability score to 20 INT (dump statting your physical ability scores, see above for 'the fix') + racial modifiers, inherent bonuses and level advancement. Second highest to WIS, CHA gets the leftovers.

Expect to eat a LOT of mage's disjunctions. This is why you want technology - it works in antimagic fields and ignores disjunctions. Presuming you have, without magic items, a 23+ each in CON and INT, you can control 23 points' worth of implantation value in cybertech. 2 cybernetic arms, a pair of cybernetic legs, cybernetic ears and cybernetic eyes takes 8 of these points, leaving you 15 points for other goodies. Implant 2 of the nastiest highest gp light melee weapons you want and are proficient with in each arm - one or both should be ghost touch. The 'other goodies' depend on how well-rounded you wish to remain. If you're gearing for "amped Reflex saves", I'd suggest Mark III wirejack tendons and an implant meshed biofilter for the remaining 15 implantation value. The Mk3 tendons add a nondispellable +6 enhancement bonus to your Dexterity. If you want to not be hosed if your chest slot tattoo gets turned off, don't bother with the implant meshed biofilter (since this puts your implantation score at 18 out of 19 CON).

Assuming a 25-point buy and having 'morphed yourself into the "ultimate Azlanti human body" with Sorcerer (Sage wildblooded), you should have the following ability scores before we slather on the magical goodies: 25 STR, 31 enhanced DEX (25 +6), 25 CON, 30 INT, 21 WIS, 21 CHA. Go all the way and declare you're of the venerable age category, resulting in 19 STR, 25 DEX, 19 CON, 33 INT, 24 WIS, 24 CHA. But see the chest slot magic item tattoo below for why you will instead normally be sporting 25 STR, 31 DEX, 25 CON, 33 INT, 24 WIS, 24 CHA.

Magic Item Tattoos:

  • [ring 1] greater ring of inner fortitude and sustenance {combines both rings into one};
  • [ring 2] ring of splendid security and freedom of movement {combines both rings into one};
  • [belt] +6 belt of physical might (Str & Con);
  • [body slot] starfaring robe of stars {combines robe of stars with starfaring robes};
  • [chest] spectral shroud of immortality;
  • [feet] teleportation slippers of the triton {combined boots of teleportation and slippers of the triton};
  • [hands] reconnaissance gloves of dueling {with At-Will use instead of 10 rounds/day on the reconnaissance property, since money is no object};
  • [head] teleportation golden helm of Xin-Shalast;
  • [neck] star cinder golembane swarmbane amulet of the planes {note that you've mastered the 'planes' property prior to beginning play; combines the star cinder, golembane scarab, swarmbane clasp and amulet of the planes neck slot items into one tattoo slot};
  • [shoulders] major displacement 'cloak' of etherealness {combined cloaks};
  • [wrist] swallowtail bracers of armor +8 {if your character worships Desna, this has greater value}

Slotted Magic Items:

  • rings to your taste - recommend one or perhaps both be rings of spell turning or perhaps intelligent rings with special purposes to keep you alive and at-will spell usage to provide for that (such as emergency force sphere - intelligent items get their own sets of actions, so it can dismiss a sphere before your act then continue spamming force spheres to soak gobs of damage coming your way;
  • [body] otherworldy kimono of Xin-Shalast {combined both robes};
  • [eyes] eyes of the dragon;
  • [hands]weaponmaster's talons of Leng[/i] {WIS drops to 22 but it stores 10 weapons for you - staves are weapons, and this is far safer than an efficient quiver};
  • [head] assuming a good-aligned group, a crown of heaven presuming you score the remaining regalia of good, otherwise one of the variants of a helm of brilliance;
  • [neck] scarab of protection {carry a half dozen spares in one of your kimono's pockets};
  • [headband] +6 headband of mental superiority;
  • [belt] mirroring belt {without mythic power it's STILL a pretty nice item};
  • [feet] seven league boots {combined speed and striding and springing alone make them worthwhile};
  • remaining item slots (shoulders, chest, hands) are whatever you like that hasn't already been covered.

Carry a Staff of Power and 9 other staves you think are awesome in the above hand slot item. If none of the others inspire you (such as the aforementioned Staff of Wishes), carry TEN Staves of Power and call it a day. Other stuff is whatever you want, although I recommend a blessed book with 1,000 pages of spell knowledge, store it within your kimono's second pocket. I *highly* recommend slathering this book with everything you can think of to keep it intact, since money is not an issue. If need be, slather a thousand CL 20 explosive runes on it and use it as a last-ditch uber grenade.

Homunculus, spent 880k adding 440 HD to the beastie at 'time of creation', go nuts. Added bonus if you can find a way to 'ride in its brain'. If nothing else, it's your sidekick and guaranteed destroyer of villains/foes/uppity henchmen.

Clone yourself. Stipulate said clone has EXACT duplicates of your starting gear. EXACT. DUPLICATES. Stash an assortment of elixirs with your clone at a minimum for such pesky problems as permanent negative levels and such. Better still is a permanent demiplane of choice within which the clone's "bed" has a series of 'traps' that trigger when the clone draws breath: heal, greater restoration and regenerate at the bare minimum. If you want to be really mean, use astral projection for your entire group to sally forth from your demiplane. Make sure all of these spells are in your 1,000 page blessed book of spell knowledge. Make doubly sure that your allies can provide these spells.

If alignment and such are not an issue, I suggest either becoming some form of Lich or a Worm that Walks. You keep note of your CON score in case the opponents drop a "you're living once more, mwhahahah!!" on you that you fail to resist the saving throw for. This is pretty optional though, although one could stipulate that the phylactery/other necessary goodies have been prepared and you need but to complete the ritual to transform appropriately.


Wow thanks for the replies. Still digesting all of this.

One quick thing - YES we can use artifacts, mythic items, whatever really.

NO alignment / racial / class restrictions at all as long as it doesn't break the rules of the game.


"YES we can use artifacts"

....well....go through every book and 2 of every item and put it in your own demiplane.

Take the Leadership feat, and get diviners/witches/oracles as your followers.

Get infinite rings of wishes. give them to everyone. Use contingency on you and all your followers.

Have scrolls and wands and potions of everything.

Sovereign Court

Mythic items aren't going to be useful to you, since you don't have ways to use mythic powers...but being able to use artifacts...this changes the game a lot.

Scepter of Ages: TIME TRAVEL...your dm is going to hate you if you use this item tho.

Orb of Dragonkind Red: Get your army of red dragons !

Hell...grab the Axe of the Dwarvish Lord...become the king of the dwarves, enjoy riches, dwarves doing your bidding, lead your people to victory.

Dancing Hut of Baba Yaga: this will be your TARDIS, even better if you have access to reign of winter AP to have all the guardians of the hut working for you.

This artifact is a trap:

Sphere of Annihilation...just don't. You are most likely going to fight monsters and creatures with 40 or 50 int, they are going to take control of the sphere and kill you.


I don't have much experience here either, but I just rolled up a level 16 necromancer wizard specialized in Finger of Death. I got my DC up to 33 and my caster level up to 30, which means even very strong creatures have a small chance of getting seriously injured or dying.

You should get a greater version of all of these rods, you will probably only need 4 or 5
List of Metamagic Rods

And you should look into Spell Perfection and perhaps Spell Specialization


I take back what I said earlier about artifacts, they have to be approved by her first.


Every non-cursed Ioun stone.

So you've inspired me and I'm going to build something like this on hero builder. I'll post it if/when I finish.


Here's my basic layout. I didn't pick all your sorcerer spells, but you get the idea how this can get absurd really fast. I gave you nearly every Ioun stone, so you've got a cloud over your head.

20th level infinite gold sorc:

Female half-elf sorcerer (tattooed sorcerer, wildblooded) 19/wizard 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 70)
N Medium humanoid (elf, human, shapechanger)
Hero Points 1
Init +12; Senses low-light vision; Perception +43
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Defense
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AC 34, touch 34, flat-footed 27 (+6 armor, +5 deflection, +7 Dex, +1 insight, +5 natural)
hp 209 (20d6+141); fast healing 10
Fort +25, Ref +25 (+10 competence bonus vs. traps), Will +31; +2 vs. enchantments
Defensive Abilities fortification 75%; Immune sleep, polymorph; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30; SR 23
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Offense
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Speed 30 ft., fly 60 ft. (perfect)
Melee auto-defending dagger +26/+21 (1d4+16/19-20) or
heavy shield bash +17/+12 (1d4+11) or
unarmed strike +26/+21 (1d3+16 nonlethal plus 2d6 vs. Good)
Special Attacks intense spells (+1 damage)
Spell-Like Abilities (CL 20th; concentration +25)
3/day—dancing lights
Sorcerer Spell-Like Abilities (CL 20th; concentration +31)
1/day—enhanced varisian tattoo
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 20th; concentration +31)
9th (5/day)—wish
8th (7/day)—power word stun
7th (8/day)—greater teleport
6th (8/day)—true seeing
5th (8/day)—overland flight
4th (8/day)—dimension door
3rd (9/day)—dispel magic, fireball (DC 28)
2nd (9/day)—invisibility
1st (9/day)—identify
0 (at will)—create water
Bloodline Sage
Wizard Spells Prepared (CL 1st; concentration +12)
1st—blood money (3), endure elements, gentle breeze[ACG]
0 (at will)—detect magic, detect poison, prestidigitation
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
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Str 21, Dex 25, Con 25, Int 33, Wis 23, Cha 21
Base Atk +9; CMB +15 (+16 bull rush, +16 disarm, +16 grapple, +16 sunder, +16 trip); CMD 37 (42 vs. grapple)
Feats Alertness, Empower Spell, Endurance, Greater Spell Focus (evocation), Greater Spell Penetration, Heighten Spell, Improved Familiar, Improved Initiative, Intensified Spell[APG], Maximize Spell, Quicken Spell, Scribe Scroll, Selective Spell[APG], Skill Focus (Perception), Spell Focus (evocation), Spell Penetration, Varisian Tattoo[ISWG]
Traits seeker, two-world magic
Skills Acrobatics +12, Appraise +16, Bluff +16, Climb +6, Diplomacy +10, Disguise +6, Escape Artist +27, Fly +43, Heal +7, Intimidate +6, Knowledge (arcana) +37, Knowledge (dungeoneering) +25, Knowledge (engineering) +29, Knowledge (geography) +25, Knowledge (history) +25, Knowledge (local) +25, Knowledge (nature) +25, Knowledge (nobility) +25, Knowledge (planes) +25, Knowledge (religion) +25, Linguistics +25, Perception +43 (+53 to spot or locate traps and devices on the floor within 10'), Ride +32, Sense Motive +26, Spellcraft +37, Stealth +42, Survival +7 (+9 to avoid becoming lost), Swim +10, Use Magic Device +29; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Ignan, Infernal, Orc, Osiriani, Sylvan, Terran, Thassilonian, Undercommon
SQ arcane bond (tiny [mauler], homunculus [mauler, valet]), bloodline tattoos, create spell tattoo, elf blood, familiar tattoo, hero points, metamagic adept (5/day), school power (evocation), versatile evocation
Combat Gear arazni's staff of the magi, cloak of etherealness, moribund key, otherworldly kimono, ring of three wishes, rod of negation, rune of contingency, truesight goggles, wand of cure critical wounds, wand of detect secret doors, wand of dimensional anchor, wand of dispel magic (cl 10), wand of fireball (cl 10), wand of fireball (cl 10), wand of lightning bolt (cl 10), wand of lightning bolt (cl 10), wand of magic missile (maximized, cl 9), wand of magic missile (maximized, cl 9), wand of ray of enfeeblement (heightened 4th), wand of stoneskin, wand of summon monster iv, wand of wall of fire, wand of wall of ice; Other Gear silken ceremonial armor of elemental resistances, +5 merging adamantine heavy steel shield, auto-defending dagger, agate ellipsoid ioun stone, amber spindle ioun stone, amethyst pyramid ioun stone, brown thorny ioun stone, clear spindle ioun stone, crimson thorny ioun stone, dark blue rhomboid ioun stone, dark green rhomboid ioun stone, dusty rose prism ioun stone, eastern star ioun stone, emerald ellipsoid ioun stone, gamboge nodule ioun stone, gold nodule ioun stone, incandescent blue sphere ioun stone, iridescent spindle ioun stone, lavender and green ellipsoid ioun stone, magenta prism ioun stone, mossy disk ioun stone, mulberry pentacle ioun stone, nacreous gray sphere ioun stone, onyx rhomboid ioun stone, opalescent white pyramid ioun stone, orange prism ioun stone, orange thorny ioun stone, pale blue rhomboid ioun stone, pale green prism ioun stone, pale lavender ellipsoid ioun stone, pale orange rhomboid ioun stone, pale ruby trillian ioun stone, pearly white spindle ioun stone, pink and green sphere ioun stone, pink rhomboid ioun stone, scarlet and green cabochan ioun stone, sepia ellipsoid ioun stone, silver spindle ioun stone, silver spindle ioun stone, silver thorny ioun stone, teal thorny ioun stone, turquoise sphere ioun stone, vermillion rhomboid ioun stone, vibrant purple prism ioun stone, violet thorny ioun stone, belt of physical perfection +6, blessed book, burglar boots (major), gauntlet of the weaponmaster, headband of mental superiority +6, ioun torch ioun stone, manual of bodily health +5, manual of gainful exercise +5, manual of quickness of action +5, ring of splendid security, robe of the rifts, rune of the lord's palanquin, runewell amulet, tarnhelm, tome of clear thought +5, tome of leadership and influence +5, tome of understanding +5, tyrant's ring, wayfinder of infinite doorways, wayfinder, contingent, wings of flying, 150 gp
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Tracked Resources
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Amorphous (1/day) - 0/1
Analyze Dweomer (1/day) - 0/1
Arazni's staff of the magi - 0/50
Augury (100% accuracy, 1 uses) - 0/1
Auto-Defending Dagger - 0/1
Beast Shape IV (unlimited duration, 3/day) - 0/3
Comprehend Languages - 0/0
Create Spell Tattoo (3/day) (Su) - 0/3
Dancing Lights (3/day) - 0/3
Detect Magic (At will) - 0/0
Detect Secret Doors (At will) - 0/0
Determination (1/day) - 0/1
Dimension Door - 0/7
Dispel Magic - 0/50
Dispel Magic, Greater (items only, 3/day) - 0/3
Enhanced Varisian Tattoo (Fireball, 1/day) (Sp) - 0/1
Enlarge Person (At will) - 0/0
Ethereal Jaunt (10 minutes/day) - 0/10
Etherealness (1/day) - 0/1
Find Traps (1/day) - 0/1
Fireball (black fireball) - 0/50
Heroism, Greater (self only, 3/day) - 0/3
Hide from Undead (Constant) - 0/0
Hold Person (At will) - 0/0
Ice Storm - 0/50
Invisibility - 0/50
Invisibility, Greater (unlimited duration, At will) - 0/0
Ioun stone (amber spindle) - 0/1
Ioun stone (eastern star) - 0/1
Ioun stone (emerald ellipsoid) - 0/1
Ioun stone (lavender and green ellipsoid, 50 spell levels) - 0/50
Ioun stone (onyx rhomboid) - 0/1
Ioun stone (pale lavender ellipsoid, 20 spell levels) - 0/20
Ioun stone (silver spindle, Cure Light Wounds, 3/day) - 0/3
Ioun stone (silver spindle, Cure Light Wounds, 3/day) - 0/3
Knock - 0/11
Knock - 0/50
Light (At will) - 0/0
Light (At will) - 0/0
Lightning Bolt - 0/50
Mage Armor (At will) - 0/0
Mage Hand (At will) - 0/0
Message (At will) - 0/0
Metamagic Adept (5/day) (Ex) - 0/5
Otherworldly kimono (1/day) - 0/1
Passwall - 0/50
Plane Shift - 0/25
Pyrotechnics - 0/50
Rod of negation - 0/0
Scry on Familiar (1/day) (Sp) - 0/1
Spectral Hand (3/day) - 0/3
Summon Monster IX - 0/25
Teleport, Greater (3/day) - 0/3
True Seeing (Constant) - 0/0
Vampiric Touch (3/day) - 0/3
Versatile Evocation (14/day) (Su) - 0/14
Virtue (self only, At will) - 0/0
Wall of Fire - 0/50
Wand of cure critical wounds - 0/50
Wand of detect secret doors - 0/50
Wand of dimensional anchor - 0/50
Wand of dispel magic (CL 10) - 0/50
Wand of fireball (CL 10) - 0/50
Wand of fireball (CL 10) - 0/50
Wand of lightning bolt (CL 10) - 0/50
Wand of lightning bolt (CL 10) - 0/50
Wand of magic missile (maximized, CL 9) - 0/50
Wand of magic missile (maximized, CL 9) - 0/50
Wand of ray of enfeeblement (heightened 4th) - 0/50
Wand of stoneskin - 0/50
Wand of summon monster IV - 0/50
Wand of wall of fire - 0/50
Wand of wall of ice - 0/50
Web - 0/50
Wish (3 uses) - 0/3
Word of Recall - 0/7
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Special Abilities
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Admixture Associated School: Evocation
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Burglar boots (major) +10 to Perception to locate floor traps in 10 ft, +10 to AC/Ref save vs them.
Create Spell Tattoo (3/day) (Su) As a standard action, create a spell tattoo on yourself or a willing recipient.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (30) You have the specified Energy Resistance against Sonic attacks.
Enhanced Varisian Tattoo (Fireball, 1/day) (Sp) At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Flight (60 feet, Perfect) You can fly!
Fortification 75% You have a chance to negate critical hits on attacks.
Gauntlet of the weaponmaster (empty) Store weapons in gauntlets, and switch with current weapons as swift action.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Polymorph You are immune to Polymorph effects.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun stone (dark green rhomboid) Allows bearer to detect poison within five feet.
Ioun stone (gamboge nodule) This stone grants you immunity to poison, as if wearing a periapt of proof against poison.

A Nodule is usually a faceted, asymmetrical, though generally rounded, stone. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Resonant Power:
+2 resistance bonus on saving throws against disease.

Construction
Requirements Craft Wondrous Item, neutralize poison, creator must be 12th level; Cost 27,000 gp
Ioun stone (iridescent spindle) This stone sustains the bearer without air.
Ioun stone (lavender and green ellipsoid, 50 spell levels) Absorbs spells of 8th level or lower.
Ioun stone (nacreous gray sphere) This stone protects you from ability score penalties from aging and you cannot be magically aged. Any penalties you have already incurred remain in place. Bonuses still accrue, and you still die of old age when your time is up. If you lose the stone or its abilities are negated in some way, all age and penalties apply immediately.

A Sphere is usually smooth and almost perfectly round in all dimensions. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Resonant Power:
Miss chance against incorporeal creatures decreases to 25%.

Construction
Requirements Craft Wondrous Item, bear’s endurance, creator must be 12th level; Cost 5,000 gp
Ioun stone (pale lavender ellipsoid, 20 spell levels) Absorbs spelss of 4th level or lower.
Ioun stone (pale orange rhomboid) This stone absorbs your soul as the magic jar spell immediately prior to your death. You can’t transfer your soul from the ioun stone receptacle to another creature’s body, and are, for all intents and purposes, dead. While your soul is in the ioun stone, you can sense any life forces within 120 feet as though you were placed in a magic jar. At any point within 12 hours of your soul’s transfer into the pale orange rhombus ioun stone, you can return to your body as long as it is within 120 feet of the ioun stone. Upon returning to your body, you are unconscious and dying with a number of negative hit points equal to your Constitution score minus 1. If you fail to stabilize and aren’t healed after 1 turn, you die and your soul is not absorbed by the ioun stone. Your soul can be absorbed into a pale orange rhombus ioun stone only once per 24-hour period.

Resonant Power:
A soul held within the stone can remain there indefinitely as long as the wayfinder remains on the soul’s original body. If the wayfinder is removed from the body, the ioun stone’s resonant power is suppressed until the wayfinder is replaced.

Construction
Requirements Craft Wondrous Item, magic jar, creator must be 12th level; Cost 100,000 gp
Ioun stone (pearly white spindle) Regenerate 1 point of damage per 10 minutes
Ioun stone (sepia ellipsoid, Sorcerer [Tattooed Sorcerer, Wildblooded]) This dark stone sometimes appears to be made of transparent crystal filled nearly to the brim with dark ink. It provides the benefits of an iridescent spindle (sustains you without air), pearly white spindle (regenerate 1 hit point per 10 minutes), and an orange prism (+1 caster level). However, it has two drawbacks. First, once set loose to orbit your head, it dislikes being contained (including being placed in a wayfinder) and frees itself to orbit again 1d4+1 hours after being removed from its spinning path. Second, it drains the power out of other ioun stones, rendering them dull gray and powerless at a rate of one every 24 hours. Thus, it is an excellent and valuable item if you only have one ioun stone, but hard to conceal and dangerous to your other treasures. A remove curse or similar spell can put the stone at rest and prevent it from returning to its orbit.

The Society has at least three specimens of this type locked in the Vaults to prevent ignorant Pathfinders from ruining perfectly good ioun stones. In theory you could place one directly into a wayfinder rather than ever letting it orbit, though conflicting reports suggest the sepia ellipsoid may be able to drain power out of orbiting stones even when contained in this way. The specimens in the Vaults are carefully locked in lead boxes to prevent them from draining the powers of other stored ioun stones.

Construction
Requirements Craft Magic Arms and Armor, mage’s disjunction, regenerate, water breathing, creator must be 12th level; Cost 34,000 gp.
Ioun stone (silver spindle, Cure Light Wounds, 3/day) This stone grants you the ability to use a 1st-level spell from the cleric, druid, or sorcerer/ wizard spell list as a spell-like ability three times per day, using your character level as your caster level. The spell keyed to the ioun stone is selected by the stone’s creator. In order for you to use this spell-like ability, you must have a Charisma score of 11 or higher. The save DCs of the chosen spell are Charisma-based, if any.

Resonant Power:
All spell-like abilities granted by race are treated as 1 caster level higher.

Construction
Requirements Craft Wondrous Item, imbue with spell ability, creator must be 12th level; Cost 12,000 gp
Ioun stone (silver spindle, Cure Light Wounds, 3/day) This stone grants you the ability to use a 1st-level spell from the cleric, druid, or sorcerer/ wizard spell list as a spell-like ability three times per day, using your character level as your caster level. The spell keyed to the ioun stone is selected by the stone’s creator. In order for you to use this spell-like ability, you must have a Charisma score of 11 or higher. The save DCs of the chosen spell are Charisma-based, if any.

Resonant Power:
All spell-like abilities granted by race are treated as 1 caster level higher.

Construction
Requirements Craft Wondrous Item, imbue with spell ability, creator must be 12th level; Cost 12,000 gp
Ioun stone (turquoise sphere) Any horse or pony you ride gains the Fleet feat.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Metamagic Adept (5/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Moribund key Greater agents of the Whispering Way use these silver medallions as keys to their sanctuaries. Each moribund key bears an engraved skull with two gray, burned-out ioun stones for eyes. Small openings line the coin's outer edge. By turning the skull's head, an inner plate marked with runic symbols lines up with these openings to establish different combinations. Each setting matches symbols inscribed on objects of great importance to the cult, such as statues, paintings, and doors. The proper arrangement of these runes activates stored spell effects in such objects, including powerful wards, programmed images, or the release of arcane locks. The bearer of a moribund key can cast message at will, and spectral hand and vampiric touch 3 times per day. In addition, the skull's eyes glow when undead approach within 60 feet. A moribund key bestows one negative level on any good creature carrying it. The negative level remains as long as the medallion is carried and cannot be overcome in any way while the medallion is in that creature's possession.

Construction
Requirements Craft Wondrous Item, detect undead, knock, message, spectral hand, vampiric touch; Cost 20,000 gp
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ring of splendid security This extravagant ring is heavy with precious jewels. Even were the ring itself not magical, it would be worth thousands.

As fashions go in and out of style (or as your fancy shifts), you can alter the appearance of your armor, clothing, and even weaponry as you see fit at will as a standard action; this change is illusory and does not affect the actual abilities of gear or weapons (although drastic changes in size are beyond the scope of this ability).

A ring of splendid security’s primary purpose, though, is to grant you protection from harm. As long as it is worn, the ring grants you a +5 deflection bonus to AC, a +5 resistance bonus on saving throws, and spell resistance 22.

Construction
Requirements Forge Ring, minor image, resistance, shield or shield of faith, spell resistance; Cost 90,000 gp + 7,200 xp
Robe of the Rifts The Robe of the Rifts is crafted of what appears to be fine silk, but is in fact forged of congealed dreams siphoned from the minds of slumbering spellcasters as they were ritually murdered. It was created by Areelu Vorlesh to augment her melee prowess soon after her transformation into a half-succubus in a process that involved humiliating favors granted to 13 separate demon lords. The Robe of the Rifts grants the following enhancements when it is worn.

• The wearer's attack rolls and damage rolls with all melee weapons are modified by her Intelligence modifier, not her Strength modifier. This modifier is never halved for secondary attacks, but neither is it increased for two-handed attacks.
• The wearer applies her armor and natural armor bonuses (if any) to her touch AC.
• The wearer gains a +6 profane bonus on all saving throws.
• The robes infuse the wearer's natural attacks (if any) as if she wore an unholy amulet of mighty fists +5.

Destruction
The Robe of the Rifts must be donned by a humanoid with an Intelligence score of 3 or lower, who must repeat the 13 debasements Areelu performed for demon lords when creating the robe with 13 different and unwilling angels.
Rod of negation This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod wielder needs to have a readied action. The dispel check uses the rod’s caster level (15th). The target item gets no saving throw, although the rod can’t negate artifacts (even minor artifacts). The rod can function three times per day.

Construction
Requirements: Craft Rod, dispel magic, and limited wish or miracle; Cost 18,500 gp
Runewell amulet This amulet of gold and red crystal grants the wearer a +5 enhancement bonus to her natural armor. In addition, the wearer becomes attuned to both the runewell of greed and the soul lens that controls it - allowing the wearer to benefit from the fragmentary souls gathered and absorbed by the runewell. As long as the runewell functions, the wearer does not age and has no need for food or water. In addition, she can fly at a speed of 60 feet with perfect maneuverability and gains fast healing 10. If the runewell amulet is removed, the wearer loses all of these abilities. While this does mean the wearer begins aging normally and must eat and drink, she does not suffer any ill effect from the years that passed or the meals she missed while she wore the amulet.

Destruction

A runewell amulet must be thrown into an active runewell of an opposing magic (a runewell of lust or a runewell of pride in the case of this particular amulet) - doing so causes the amulet to shatter into four fragments, which then scatter throughout the region that was once Thassilon. If these four fragments can be gathered and placed back in the associated runewell (the runewell of greed in this case), the amulet reforms and returns to full use.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Selective Spell You can cast a spell that does not affect some targets within its area.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (23) You have Spell Resistance.
Tarnhelm This mithral cap includes prominent guards for the eyes and nose. The helmet was forged under duress by a dwarven smith to further the ambitions of his mad brother. The Tarnhelm has the following powers.

• The wearer gains the shapechanger subtype.

• The wearer gains immunity to polymorph effects, except ones he chooses to allow to affect him.

• At will, the wearer can use greater invisibility as a spell-like ability for as long a duration as desired.

• At will, the wearer can change his appearance in the same fashion as a hat of disguise, with a DC 25 Will save required to disbelieve the illusion. If the Tarnhelm is used to create a disguise, the wearer receives a +25 bonus on the Disguise check.

• Three times per day, the wearer can use greater teleport, exactly as if he had cast the spell of the same name. The wearer can teleport additional times by expending one use of mythic power per teleport.

• Three times per day, the wearer can assume the form of an animal as though he had cast beast shape IV, except the duration lasts until the effect is dismissed or dispelled. The wearer can change shape additional times by expending one use of mythic power per transformation.

• By expending two uses of mythic power, the wearer can assume the form of Gargantuan chromatic or metallic dragon. The effect lasts until dispelled or dismissed. He gains a +14 size bonus to Strength, a +12 size bonus to Constitution, a +10 natural armor bonus, a fly speed of 150 feet (poor), blindsense 90 feet, darkvision 180 feet, a breath weapon, DR 15/magic, frightful presence (DC 23), one bite (4d6), two claws (2d8), two wing attacks (2d6), and one tail slap (2d8). All his breath weapons deal 16d8 points of damage and allow a Reflex save (DC 10 plus his tier plus his Constitution modifier) for half damage. This ability otherwise functions as form of the dragon III.

Destruction
The Tarnhelm can be destroyed by being struck by a succession by hammer blows from a dwarven smith wielding an adamantine hammer, a human smith with a steel hammer, and an elven smith using a hammer of spun glass. Each must succeed at a DC 30 Craft (armor) check when landing the blow. Failure destroys the hammer, disrupts the attempt to destroy the Tarnhelm, and deals 12d6 points of damage to the smith.
Two-World Magic (Create Water, Sorcerer [Tattooed Sorcerer, Wildblooded]) Add a 0-level spell from another class to your spell list.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (14/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayfinder, contingent (Enter stored spells) Stores a contingency targetting the bearer.

--------------------

Tiny (Mauler)
Omunculus homunculus (mauler, valet) (Pathfinder RPG Bestiary 176)
N Tiny construct
Init +2; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +21
--------------------
Defense
--------------------
AC 27, touch 14, flat-footed 25 (+2 Dex, +13 natural, +2 size)
hp 104 (2d10)
Fort +6, Ref +8, Will +14
DR 5/magic; Immune construct traits
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (good)
Melee unarmed strike +14/+9 (4 nonlethal) or
bite +14 (1d4+4)
Space 2½ ft.; Reach 0 ft.
Spell-Like Abilities (CL 2nd; concentration +0)
—prestidigitation
--------------------
Statistics
--------------------
Str 17, Dex 14, Con —, Int 6, Wis 12, Cha 6
Base Atk +9; CMB +9; CMD 22
Skills Acrobatics +2 (-2 to jump), Appraise -1, Bluff +1, Fly +33, Linguistics +8, Perception +21, Ride +22, Sense Motive +16, Spellcraft +18, Stealth +30, Use Magic Device +18
Languages Common
SQ able assistant, aide to all, battle form, bond forged in blood, deliver aid, improved evasion, poison, teammate, telepathic link (1,500')
--------------------
Tracked Resources
--------------------
-none-
--------------------
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Acid Breath 1d6 15-ft line (DC 11) You have a breath weapon.
Aide to All (Ex) At 13th level, a valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks. This a
All-Around Vision You can see in all directions and cannot be flanked.
Battle Form Str +6, Dex -2 (Su) Your familiar can grow larger at will.
Bond Forged in Blood (Su) Master dropping a foe grants +2 atk/dmg to both for 1 rnd.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Aid (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind.
Flight (50 feet, Good) You can fly!
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite—Injury (DC 13) (Ex) Poison inflicts sleep for 1 minute, 1/minute for 60 minutes.
Prestidigitation (Sp) A valet can use prestidigitation once per hour.
Spell-Like Ability (Angelic Aspect) By incorporating 10 potions of the same spell in the homunculus's creation, a crafter can imbue the homunculus with the power to use that spell once per day as a spell-like ability. Price: Total cost of the potions used.
Spell-Like Ability (Haste) By incorporating 10 potions of the same spell in the homunculus's creation, a crafter can imbue the homunculus with the power to use that spell once per day as a spell-like ability. Price: Total cost of the potions used.
Spell-Like Ability (Terrible Remorse) By incorporating 10 potions of the same spell in the homunculus's creation, a crafter can imbue the homunculus with the power to use that spell once per day as a spell-like ability. Price: Total cost of the potions used.
Spit Poison You can spit your poison up to 15 ft. and treat it as a contact poison.
Teammate (Ex) A valet is considered to have all the teamwork feats its master has.
Telepathic Link (1,500') (Ex) A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.
Voice You can speak in a diminutive version of your master's voice.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Tiny Coffee Golem wrote:


Here's my basic layout. I didn't pick all your sorcerer spells, but you get the idea how this can get absurd really fast. I gave you nearly every Ioun stone, so you've got a cloud over your head.

** spoiler omitted **...

Wow thanks for this. I really appreciate all the replies.


No limit on wealth = ALL THE PAGES OF SPELL KNOWLEDGE!!!!!
Wizards be damned.

Arcane bloodline is superior, sage bloodline grants skills.

Unless you wanna go blaster.

Make sure to get the robe of the archmagi, and all the books and tomes.


Shadow Star wrote:
Tiny Coffee Golem wrote:


Here's my basic layout. I didn't pick all your sorcerer spells, but you get the idea how this can get absurd really fast. I gave you nearly every Ioun stone, so you've got a cloud over your head.

** spoiler omitted **...

Wow thanks for this. I really appreciate all the replies.

Oh, I almost forgot. Your Homunculus familiar can be upgraded and turned into an absolute BEAST. I just couldn't do it on Herobuilder. Also since you're a tattood sorcerer you can store him in your body as a tattoo until you need to unleash the beast.

Also, yes. Get all the pages of spell knowledge. Make a giant book of them.

I incorporated all the +5 stat books into your stats already. Just left the books in the inventory for sake of tracking.

This sorcerer is built as a blaster. I dipped admixture so you can turn your evocations into different elements basically at will.

You may want to pick up some metamagic rods for various things, but you get the jist.

Also, lots of your gear is artifacts, so it doesn't really have a price.


Greater Metamagic Rod of Ascendant Spell?


If you want to be a jerk you could break the game with simulacrum


CWheezy wrote:
If you want to be a jerk you could break the game with simulacrum

Yea. lol. Make an army of level 10 versions of yourself.


I was playing around with a Sorcerer idea. Basically, attempting to abuse bloodlines.

Crossblooded Sorc 1 (Arcane || Martyred)
Arcanist 9
Bloodmage 10

Arcane bloodline gives you a familiar. Use it to deal negligible damage to yourself (you can choose to be hit by it) and thanks to the Martyred arcana, you negate your single loss in caster level.

Thanks to the Bloodmage's "Absorb Bloodline" ability, you can basically end up with the full abilities of both bloodlines (for only 1 hour though). This gives you access to Arcane Apotheosis, which allows you to use your spell slots instead of an item charge, for items that consume charges, such as a Stave. With a Staff of the Master (Necromancy) you can start adding any metamagic you want to your higher level spells and pay for it using your lower level spells.

The Arcanist levels are mainly there for padding, since actually leveling as a Crossblooded Sorcerer is terrible, but this way you get access to exploits, and can advance both bloodlines if you so choose (originally was going to be a blood arcanist to get a third bloodline, but you are forced to take the same bloodline as any other class that gives you such, meaning it's a poor choice).

If you wanted a more combat focused Sorcerer though, you could replace the bloodlines with Orc and Dragon, which also give you some pretty powerful evocations as well as some pretty powerful combat capability.


It's probably already assumed by most, but you'll also want as many 9th level Runestones of Power as you can carry. And you can carry a lot of them in your Handy Haversack.


I like a Draconic Sorcerer 12/Dragon Disciple 8.

Make sure to take Magical Knack.

Then we worry about things like BAB, not to fear. A greater metamagic rod of Ascendant Spell (worth upwards of 400,000gp) will allow you to have some fun with Transformation.

Next, let's look at VMC, specifically wizard.

Pathfinder Unchained, Variant Multiclassing wrote:

School: At 1st level, he chooses a school of magic in which

to specialize. For all powers of that school, he treats his
character level as his effective wizard level.
Familiar: At 3rd level, he gains a familiar, treating his
character level as his effective wizard level.
School Power: At 7th level, he gains the 1st-level powers of
his chosen school. If any of those powers grant an extra effect
at 20th level, the character does not gain that extra effect.
Cantrip: At 11th level, if he has an Intelligence score of
10 or higher, he chooses a wizard cantrip from his chosen
school and can cast that cantrip as a spell-like ability at will.
He uses his character level as the caster level and Intelligence
as the cantrip’s key ability score.
Discovery: At 15th level, he gains an arcane discovery
(Pathfinder RPG Ultimate Magic 86) or wizard bonus feat,
treating his character level as his effective wizard level.
Greater School Power: At 19th level, he gains the 8th-level
power of his chosen school.

Starting out, you get a familiar, meaning you get your draconic powers, plus a familiar to do fun things with, such as the funny tricks with Form of the Dragon, plus d12 HD are nothing to laugh at.

Then we gotta pick a school, this is where you have a lot of great options.

Teleportation, Divination, and Admixture come to mind as the best schools to choose. Admixture especially for those blasts.

Then we look at the discovery, and I see great potential with Idealize. Combining it with your DD levels and Mythic Transformation, you become a full BAB martial with out of this world STR, who happens to keep all his spellcasting prowess, which is infinite because you have all the Pages of Spell Knowledge.

Fully invest in Initiative, you need it. Open up with Time Stop and cast away at your Transformation, plus any other crazy buffs you want like Mythic Mage Armor, Blur, Displacement, Mirror Image, Contingency, Strong Wings, plus whatever else you feel like you might want.

I wouldn't forget to pick up the Eldritch Heritage line of powers to also get the Orc boosts to STR.

That means from boosts alone you are getting +18 STR, +10 Con, and +8 DEX.

Screw Magic Items.

How are you generating stats?

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