Best feats for Elemental Sorcerer


Advice


Hey guys, i'm starting a campaing from lvl 3 (I entered the party a few days ago), and i've already chosen Air Elemental Bloodline, i rolled hit points, ability scores, chose a few spells and traits.

But i'm missing lvl 1 and lvl 3 feats. I think Empower Spell it's good for blasting enemies, but i'd like to see different point of views about this issue. If you need any more advice just ask.

Thank you!


Empower spell won't help you yet, with the level adjustment on the spell it is useless to you at 3rd level.

If you plan to use many ray spells, point blank and precise shot are good. If you will use spells with saving throws alot, spell focus or elemental focus and the greater versions will help.

You are a squishy mage type, so toughness might be good, and if you aregoing to do AoE, battlefield comtrol or buffing, improved iniative is good.

RPG Superstar 2012 Top 16

At the first two levels, Improved Init and Toughness are generally the best go-to feats.

Only get Empower if you are planning on making a blaster mage build. Other then that, you might want to go with the Elemental Spell Focus line to make your spells harder to save against, and Extend spell and Dazing Spell so your buffs last longer and you can throw more debuffs on foes.

Also, you are probably going to be summoning, so Augment Summoning for your elementals might be useful.

A lot of it depends on your style of play, in other words. But broadly and generally, Imp Init and Toughness you can't go wrong with at low levels.

==Aelryinth


Java Man wrote:

Empower spell won't help you yet, with the level adjustment on the spell it is useless to you at 3rd level.

If you plan to use many ray spells, point blank and precise shot are good. If you will use spells with saving throws alot, spell focus or elemental focus and the greater versions will help.

You are a squishy mage type, so toughness might be good, and if you aregoing to do AoE, battlefield comtrol or buffing, improved iniative is good.

Hey Java, thanks for your advice. I'm tending to be more of a blaster sorcerer rather than buffing or battle control. We're plating a chaotic/evil party and it's a "kill them all" fun story, hahaha


Aelryinth wrote:

At the first two levels, Improved Init and Toughness are generally the best go-to feats.

Only get Empower if you are planning on making a blaster mage build. Other then that, you might want to go with the Elemental Spell Focus line to make your spells harder to save against, and Extend spell and Dazing Spell so your buffs last longer and you can throw more debuffs on foes.

Also, you are probably going to be summoning, so Augment Summoning for your elementals might be useful.

A lot of it depends on your style of play, in other words. But broadly and generally, Imp Init and Toughness you can't go wrong with at low levels.

==Aelryinth

Thank you, apparently Toughness is a must.

RPG Superstar 2012 Top 16

If you're playing a Blaster Mage, you need to select your key blasting spell and take Magical Lineage and maybe Wayang Spellhunter for it, so you reduce the cost of Metas attached to it. Cold fireball is probably recommended.

Then you need Empower and Maximize. If you can take a magic item or crossblood for the Orc bloodline or a Draconic bloodline, that will REALLY help with the direct damage.

preferred Spell and Elemental spell (? name) will provide +caster level boosts to your favorite spell, so you can do excellent damage out the door, and help overcome spell penetration.

==Aelryinth

Liberty's Edge

I play a lot of Sorcerer blaster types.

Improved Initiative, Toughness and Dodge or Elemental Spell.

If your GM will allow 3.5 feats, energy substitution (Electricity)

High Dex should come after high Cha

Also an Initiative based Trait is a good idea to get your initiative fairly high. Best spells are normally a mix between Rays & AOE's

Ray of Frost
Burning Hands
Scorching Ray

RPG Superstar 2012 Top 16

Mathematically, if you have a blaster build, Fireball is the spell to shoot for, for most of the game. Higher damage cap, decent room in the metacap, and scales to a good level.

Scorching Ray is also decent, but suffers vs mooks since it isn't an AoE, and forces you to invest in hitting things, even if it is touch AC.

At low lvls, burning hands, Spell tattoo (evocation) and Preferred Spell can make for a good offensive spell until 6th level comes around. At that point, you'll be popping off 9th level fireballs once you switch your Preferred Spell, and if take both traits to reduce metacosts, at 8th level you'll be putting out an Empowered Energized fireball at caster level 11, so a 16d+16 fireball, which can probably really, really wreck a lot of encounters.

At level 10, you can follow your 105 pt Maximized Energized fireball with a 10d+10 Quickened fireball, on top of it.

Square peg, round hole? Burn the hole square. enough direct damage solves battlefield control very nicely by rendering the opponent dead.

And if you take Elemental Spell Focus, Dazing spell becomes crowd control even to fire immune creatures. There's even the possibility of taking Heighten Spell so you don't fall behind on Spell DC's.

And hey, if they are Fire immune...you have all those OTHER spells you can use to take care of them instead.

===Aelryinth

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