| Sorsohka |
Hi everyone.
I used to be a big fan of DnD 3.0, 3.5 and I love the sorcerer class. I love being the magic. I love not to be dependent on a book or on the whims of a god or patron. I am my own master and my own source of power.
So when I had a chance to play pathfinder I knew from the beginning to go sorcerer.
I am playing in a core campaign. and am I looking for advice on how to build my sorcerer. I got a decent background in 3.5 rules, and I suspect that I'll learn pathfinder very quickly, but I don't have time at the moment to study the entire book and find the synergies, the dark secret and loop hole that all of you already discovered. So if anyone can help me build my sorcerer and help me find the optimization path until I find time to study pathfinder book it would be great.
My first impression is to go with a hafling (-2str, +2dex(for range touch spells) +2 Cha (for everything) being small give many advantage (+1 size bonus, +4 stealth) and the penalty seem irrelevant for a sorcerer (I'm avoiding getting in melee range, so having a low CMD doesn't matter)
For my stat I was thinking about
STR: 5
Dex: 16
Con: 14
Int: 10
Wis: 11
Cha: 19 (+1 at level4, 8 and 12)
I know i could go 14 Dex and 20 Cha, but then one of my stat bonus would get wasted.
I was thinking about (greater) spell focus (enchantment and Necromancy) and I would need a good metamagic feat to go with my Arcane bloodline features.
I was thinking about precise shot, but in pathfinder precise shot doesn't seem to apply to range touch spell. Is there a way for spellcaster to safely cast range touch spell into melee combat?
I there is any trick of the trade someone can help me with it would be greatly appreciated.
Thank you
Arutema
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With Str 5, you will have difficulty carrying the clothes on your back, a handy haversack, and a decent number of magic items. A shadow can also 1-shot you without even needing to crit.
I'd suggest boosting Str to 8, and possibly dropping Wis to 8. You have a racial bonus to perception and a strong will save class.
DesolateHarmony
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The feat Precise Shot does work with rays, as rays are considered a weapon in Pathfinder. You could also use the feat Weapon Focus (Ray) to get a better attack bonus. Remember that Precise Shot requires Point Blank Shot as a prerequisite, so you are looking at a lot of feats already:
Point Blank Shot
Precise Shot
Spell Focus (Enchantment)
Spell Focus (Necromancy)
Greater Spell Focus (Enchantment)
Greater Spell Focus (Necromancy)
Empowered Spell (Or Intensified Spell or another Metamagic)
This already requires 13th level, and normal play for PFS stops at 11th level.
In that regard, the stat bonus at 12th level won't do much for you, so starting with an even number in charisma might be a better choice.
I'd focus quite a bit more, perhaps on a single school for the bonuses. With the very high charisma you will do quite well with general spells.
My own first character was an human arcane bloodline with a focus on evocation. She got an improved familiar at 7th level and I had fun playing her for many levels.
| Jessex |
A 5 strength is a TERRIBLE idea. All it will take is one GM who tells you to track encumbrance to basically ruin your character. And any str drain can be really bad.
Personally my arcane casters concentrate on one school if they take the spell focus/greater spell focus feats. Taking 2 more feats is simply too big an investment for too little gain.
Taking point blank and precise shot makes sense if you are going to get a lot of ranged touch spells. I did with my evoker wizard and it worked very well through the low levels till I got the AoE and bolt spells at higher levels. Scorching ray is almost worth it by itself and there are several other very good ranged touch spells out there.
| Sorsohka |
Here my intended spell list of the spell I was interested in taking.
Cantrip: (9)
Acid Splash
Arcane Mark
Dancing light
Detect Magic
Detect Poison
Ghost Sound
Mage Hand
Read Magic
Resistance
1st: (5)
identify
Magic missile
Mage Armor
Summon Monster I –> Shield
Ray of Enfeeblement (ranged touch + Necro Fort½)
Feather fall (immediate)
2nd: (5)
invisibility
Eagle Splendor
Cat’s Grace
Touch of Idiocy (melee touch)
Glitterdust (conj Will)
Mirror Image (illusion will)
3rd: (4)
dispel magic
Fireball (Evo Ref½)
Haste
Major Image
Summon Monster III
4th: (4)
dimension door
Greater Invisibility
Enervation (ranged touch)
Bestow Curse (Necro Will)
Scrying (Div Will)
5th: (4)
overland flight
Cloudkill (Conj Fort)
Feeblemind (Ench Will)
Magic Jar (Necro Will)
Wall of Force
6th: (3)
true seeing
Form of the dragon I ->
Chain Lightning (Evo Ref½)
Geas/Quest
7th: (3)
greater teleport
8th: (3)
power word stun
Form of dragon III
Maze (Conjuration no DC)
Horrid Wilting (Necrotic Fort1/2)
9th: (3)
Gate
Dominate monster (Enchantement Wis. Neg)
Wail of the Banshee (Necro: Fort Neg)
wish
@DesolateHarmony. My DM told me that we can reach level 12 and we plateau at 12 not 11.
I know 5 strenght is very low, but anyone got a way to bring it up? with 5 strenght I can carry light weight of 12, and with my basic gear I carry 5.25 lbs allowing me 6.75lbs for a robe(1lbs), a staff(5lbs) and haversack 5lbs. I intend to get a riding dog who will carry my gear so on my character I would only have my spell component pouch (2lbs) (and everything else carried in my dog saddle.
Yes I am very vulnerable to shadow (and CMB) but this is why I have mage armor so even the shadow will have difficulty to hit me. I know it's not perfect, but I prefer that risk rather then taking even lower Charisma, Dex or Constitution. Then technically in the group a meat shield should be present to help draw the enemy attention. I will also have my riding dog who can also fight to protect me. and summon monster for more cannon fodder
GreySector
RPG Superstar 2013 Top 8
|
so on my character I would only have my spell component pouch (2lbs)
FYI as a sorcerer you get Eschew Materials for free, so unless you need a focus component or expensive material component you shouldn't need a spell component pouch.
| Rerednaw |
Don't forget that halfling sized gear may be full, half or 1/4 a medium sized person's weight.
I'd go with a default controller/summoner build.
1-Spell Focus Conj
3-Craft Wondrous
5-Augment Summoning
7-Improved Initiative. Or save boosting or Toughness depending how your combats have gone. Bonus feat: Varies by bloodline.
9-Greater Spell Focus or Empower/Maximize Spell. Though in core damage is really not the way to go.
11-?
Recommended Bloodline: Core? Arcane.
Spells:
1st
0-Acid Splash, Detect Magic, Light, Read Magic
1-Grease OR Color Spray, Mage Armor
4th
0-Mending, Prestidigitation
1-Identify(B), Magic Missile
2-Glitterdust
6th
0-Mage Hand
1-Shield
2-Rope Trick, Invisibility(B)
3-SM 3
10th
0-?,?
1-Ray of Enfeeblement
2-SM 2, Alter Self
3-Dispel Magic(B), Fly, Haste
4-Dim Door(B), SM 4, Black Tentacles
5-SM 5
Or something like that.
| Matthew Downie |
Glitterdust is a good early conjuration spell for sorcerers - it can blind an opponent who fails the DC or reveal an invisible enemy (since sorcerers have so few spells known, it's good to have spells that do more than one thing). Later there are various poison gas cloud spells.
But Spell focus: Conjuration is also a prerequisite for Augment Summoning, which is probably the motivation here.
| andreww |
What conjuration spell is so good that everyone propose spell focus conjuration? when I look at the list I didn't saw a single interesting conjuration spell requiring DC.
Grease, Glitterdust, all of the Create Pit spells, Aqueous Orb, Stinking Cloud, basically all of the strong control spells.
Fruian Thistlefoot
|
I recommend meta magics of empower and quicken. Both are very good and useful for many types of spells.
I'd buy a lesser rod of extend for 3x a day extended 3rd level or lower spells.
I would recommend spell focus conjuration and evocation. Conjuration controls the field and can win fights alone. They tend to stick around for a while as opposed to 1 and done enchantments. Necromancy is my favorite school because some of the spells have effects even if they pass the save.
Grab spells with multiple uses like glitterdust. It blinds, reveals invisible targets, and can hit multiple critters.
I'm a fan of create pit + mount combo. Mount can be ridden, used as cover, or if they are in the pit dropped on their heads for more damage. As well as triggering traps.
| Rerednaw |
What conjuration spell is so good that everyone propose spell focus conjuration? when I look at the list I didn't saw a single interesting conjuration spell requiring DC.Matthew Downie wrote:Glitterdust is a good early conjuration spell for sorcerers - it can blind an opponent who fails the DC or reveal an invisible enemy (since sorcerers have so few spells known, it's good to have spells that do more than one thing). Later there are various poison gas cloud spells.
But Spell focus: Conjuration is also a prerequisite for Augment Summoning, which is probably the motivation here.
Exactly. It's not just that "increasing Conjuration DC is good" it is also "Oh hey here's a prerequisite for Augment Summoning that helps me." Synergy and building up feats are always something to consider. Even more so when you have fewer feats compared to say a wizard.
Don't underestimate that +1 DC. And even the 1st level Conjuration spell Grease can be amazing.
PC1: "OMG it's the big bad evil guy with his flaming axe of mass slaughter!"
BBEG: "Prepare for doom!" *poses*
Mage: *Grease*
BBEG: *drops weapon* "Oh...doody crap." *eyes all the PCs waiting for him to try to pick up his weapon and provoke AoOs.*
Or...
PC2: "Argh I'm grappled! This thing is going to eat me next round!"
Mage: *Grease*
PC2: "Wait now I get a +10 on my Escape Check/CMD to get out?"
My PFS wizard did both of those things before he hit level 2.
...and so on. Conjuration is considered to be one of the strongest schools for battlefield control for good reason. Many of the spells serve multiple functions and end up being encounter-changing or ending.
| Gregory Connolly |
I assume your character has the arcane bloodline, and that you want it that way rather than because it is listed as the default.
Plan out the build to 11th, but with an emphasis on being viable as early as possible, as you can't avoid either playing or GMing 3 scenarios per level.
Identify is now lackluster instead of mandatory, so just ignore it really and let the wizard or bard take care of identifying stuff. Also debuff rays like Enervation aren't as good as they were while area control like Stinking Cloud or Black Tentacles are really scary.
Use Magic Device is really good because of all the cheap and readily available consumables in PFS.
I would probably dump int over str. The difference between a 10 and a 7 is 4 build points and all you get is +2 on int based skills and 1 skill point/level. Carrying capacity can be a pain as belts, cloaks, haversacks and headbands don't weigh any less for a small character, though if anyone can get by with a 5 strength it is a sorcerer.
calagnar
|
For core only PFSP. As mentioned before the stat increase at 12 dose you little to no good. Starting with a Cha 20 increases your save DC by one, and gives you a extra level 1 spell to cast.
STR: 5
Dex: 16
Con: 12
Int: 12
Wis: 8
Cha: 20 (+1 at level4, 8 and 12)
My other suggestions.
Bloodline
Aberrant: Has very powerful bloodline spells, and good bloodline powers.
Arcane: Has good bloodline spells, and good bloodline powers. You needs a metamagic feet to make full use of this bloodline. However your limited to a few good ones.
Celestial: Has good to very good spells, and very good bloodline powers. For summoning/flow of battle one of the best bloodlines in the core book.
Feet's
1: Spell Focus Transmutation
3: Spell Focus Conjuration
5: Augment Summoning
7: Greater Spell Focus Transmutation
9: Greater Spell Focus Conjuration
11: Spell Penetration
Spells
1st: (5)
Color Spray > after level 4 Grease
Magic missile
Summon Monster I
Ray of Enfeeblement (ranged touch + Necro Fort½)
Feather fall (immediate)
2nd: (5)
Invisibility
Glitterdust (conj Will)
Resist Energy
Summon Monster II
Web (Conj)
3rd: (4)
Fire Ball (Evo)
Haste (Trans)
Slow (Trans)
Summon Monster III
4th: (3)
Cloudkil (Conj)
Summon Monster IV
Arcane Eye (Div Will)
5th: (2)
Baleful Polymorph (Trans) (better known as create lunch)
Summon Monster V