Kitsune Sorcerer Spell Advice for RotRL


Advice

Dark Archive

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Hey all, I am currently playing an Enchantment based Sorcerer (Fey Bloodline) in a RotRL campaign and was hoping to get some spell choice advice because I see TOO many good spells and not enough room to take them all. Currently I have just leveled up to 9 and cannot decide on spells and can rework my spell list around if need be. Currently my list looks like this:

1st- Entangle*, Charm Person, Enlarge Person, Mage Armor, Grease, Magic Missile.

2nd- Hideous Laughter*, Burning Arc, Glitterdust, Mirror Image

3rd- Deep Slumber*, Haste, Hold Person

4th- Poison*, Confusion

I still have a 2nd, 3rd, and 4th level spell to pick as well though I am leaning towards Blindness/Deafness(2), Fireball(3), Dimension Door(4) but have not settled on those yet. I've looked over many suggestions thus far but when it comes trying to shape my own list as a non-human favored class, you are a bit more limited on what you can choose. I am afraid there will be mind affecting enemies down the road that I cannot control, so I need some alternative options for when that happens.


2nd level: I think Blindness/Deafness is a poor choice. Giants (which you'll be fighting a lot of) tend to have high fort saves, and more than that you've already got enchantment spells to deal with them. The second most common monster you'll be fighting after giants are undead, which are immune.

Instead I recommend Invisibility, See Invisibility, or Aggressive Thundercloud (if you want some free damage on your turns).

3rd level: Fireball isn't a bad choice, but I personally think Fly is better. You're going to want Dispel Magic eventually as well.

4th: I don't care for Dimension Door, even though it's very useful. I strongly recommend Acid Pit, as it's a great SoS & BC spell which targets the weak save of a lot of things you'll be fighting.


Good advice, above.

Overland Flight is also good for 4th level, although I'd get Dimension Door first.
Get See Invisbility, make it permanent as soon as you can and then trade it out.
Fireball is probably only going to be useful to you if you can add Dazing to it.


I would personally swap out Hold Person for Suggestion.

Hideous Laughter does almost as much as Hold Person(9 rounds of being out of the fight is as good as dead effectively), is better as a disabler so you can take the target alive (because Hold Person allows a save every single round) and works on non-humanoids(albeit with effectively a lower DC). Suggestion on the other hand has enormous out of combat utility, and can very easily remove combatants just as well as Hold Person or even turn them into allies with some creative thinking.

As for other choices, Fly would be a good pick. I would stay away from fireball unless you are getting ways of boosting it's damage significantly or adding in Dazing Spell.

Dimension Door isn't a bad idea but it has a lot of competition with other excellent spells, so YMMV. There isn't really a right choice here unless the AP encourages certain options.

Blindness/Deafness is rather eh. Most things have high fort saves and the DCs aren't crazy high like your enchantment spells should be (I take it you are playing a Kitsune), and the majority of the threatening things that don't care about enchantments also don't care about fort saves. Unless the spell comes with a lot of gravy on top(e.g. stinking cloud) I would stay away from fort saves. Invisibility is a good option if sneaking around is likely. Detect Thoughts can be useful, but YMMV depending on how the AP goes. Fog Cloud can be very handy in certain situations. Although I would personally go for Mirror Image, because it will usually eat two rounds worth of attacks by itself. Being more difficult to kill in melee than the party tank is good.

EDIT: You should have at least 1 Mnemonic Vestment by this level. If you don't, get one. It lets you cast any spell you have on a scroll as if it is a spell known 1/day. That way you have no reason to take circumstantial stuff. It is better to spend 6k on a vestment and a scroll of Overland Flight for something you will cast only once peer day than to waste a spell known on Overland Flight when you can get Dominate Person, Suffocate or Wall of Force/Stone instead. You also might want a Ring of Spell Knowledge, so you can know low level spells on the fly as you need them.

Dark Archive

So far excellent advice. The reason for Blindess/Deafness was for enemy casters who were not giants or somehow had mind affect immunity. So far that hasn't been an issue but you never know.

Also to Snowblind I do in fact have those Vestments on my character.

Dark Archive

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Dark Archive

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Dispel Magic is an absolute must have unless you have other spellcasters who can dedicate space to it. D-Door is probably one of the most useful spells in the game.
Having one good area damage spell is also essential....Lightning Bolt, Fireball, etc... Chain Lightning is incredibly useful at higher levels with it's ability to selectively damage enemies in a mixed melee.

Grand Lodge

I'm a fan of Enervation. No save Debuff that can help your Enchantments stick slightly better.

You're going to want things that target will saves and reflex saves. Most the enemies you're fighting from this point on will have godly Fortitude saves.

You should look for a spell to deal with undead an Evocation spell helps accomplish this.

Another thing to be concerned about is Constructs. Either convince your front liner to get adamantine weapon...which is recommended for this AP. Or have spells that can help deal with them.

Mirror Image is nice but I recommend a few more layer defense:
Resist Energy, False Life, and Death ward will be invaluable from level 9+ Another good choice is Emergency force Sphere just in case you're caught off guard.

I played a Gluttony Wizard and made damn good use of Magic Jar. I won't spoil what's coming for you but I defended a city and killed 2 bosses with that spell in 1 go. Really upset my DM when I got His one boss to kill the other.

The idea of suggestion is a good one...It can completely remove someone from a fight. My favorite is: "Go buy some potions." And there they go leaving their friends behind to die.

Dominate person can also get some good mileage as Giants are Humanoids. Just learn the Languages Giant and Thassilionian.


Feeblemind. There are some nasty arcane spell users.


I'd go for Invisibility at second level.

As far as third level goes, there are a bunch of tasty ones including Fly, Dispel Magic and either Fireball or Lightning Bolt. All of these will be very useful to you.

As far as 4th level goes, I love Dim Door. But if you take a third level spell like Fly, Dispel Magic, or Dispel Magic, then I think Dragon's Breath would be a good spell to help with a bit of blasting.

Liberty's Edge

I am dotting this; if I make anymore Kitsune characters, I'll keep this build in mind.

Dark Archive

More excellent advice. I almost wish I went Arcanist over Sorcerer because of the spell known issue but those enchantment DCs get pretty mean even at level 9. I really wanted Dispel Magic by now so will probably switch it out. Also Suggestion sounds effective. Enervation and Magic Jar have been on my "must have" list since I was deciding what kind of caster to play, it's just deciding on when to bring them into play.

So far I can say enchantments vs Giants is a blast. We currently have a "friend" we named BiL and he's been just a peach tearing into his former companions via Charm Person and some smooth fast talking.

Shadow Lodge

I agree with a lot of the suggestions here. Having played it through, I can say that most of this is spot-on.
As usual, Fruian has excellent advice.

A few of my suggestions:
Swap out Mage Armor for Protection from Evil. +4 AC is irrelevant at this stage and PfE will be very handy.

Take Fireball. Buy lesser metamagic rods if you can't get the feats you need (Selective, Intensified, Empowered, etc.) We had two casters who dropped a ton of enhanced fireballs.

Definitely learn Dispel Magic. There will be a lot of things you will want to cast it on, and in general it's better vs. enemy casters than Blindness/Deafness.

Feeblemind is a powerful spell, but I think it made things a little boring/anticlimactic at times in our campaign. Better to learn Dominate Person and get some loyal giant buddies to follow you around.

Dark Archive

Tomos wrote:

I agree with a lot of the suggestions here. Having played it through, I can say that most of this is spot-on.

As usual, Fruian has excellent advice.

A few of my suggestions:
Swap out Mage Armor for Protection from Evil. +4 AC is irrelevant at this stage and PfE will be very handy.

Take Fireball. Buy lesser metamagic rods if you can't get the feats you need (Selective, Intensified, Empowered, etc.) We had two casters who dropped a ton of enhanced fireballs.

Definitely learn Dispel Magic. There will be a lot of things you will want to cast it on, and in general it's better vs. enemy casters than Blindness/Deafness.

Feeblemind is a powerful spell, but I think it made things a little boring/anticlimactic at times in our campaign. Better to learn Dominate Person and get some loyal giant buddies to follow you around.

I had never realized Feeblemind was a compulsion spell. Another amazing spell to add to my future list. So far everything has been awesome suggestions and definitely glad to get insight from others who have experienced this AP.

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