How is my sorcerer build?


Advice

Grand Lodge

This is a PFS character, so 20 point stat buy, PFS legal meterials only.

Race: Kitsune
Class: Sorcerer 1 (Tattooed Sorcerer archetype, Arcane Bloodline)
Familiar: Bat (alertness, blindsense)

Str: 8
Dex: 14
Con: 14
Int: 10
Wis: 10
Cha: 17
(Stats are after racial adjustment)
I don't want to dump Int or Wis though...Sorc are skill starved enough and Will saves can be pretty vital.

Traits: Reactionary (+2 initiative), Observant (+1 Perception)

Feats: Spell Focus (Enchantment), Varisian Tattoo: Carnasia (+1 DC on enchantment)

Spells:
Innate: Daze, Dancing Lights (3/day each)

Level 0: Acid Splash, Detect Magic, Ghost Sound, Haunted Fey Aspect

Level 1: Mage Armor (or Enlarge Person), Sleep (or Charm Person)

Favored Class Bonus: +1/4 enchantment DC

I should get decent starting DCs on my enchantment spells, which will grow quite a bit as I level and start adding metamagic and FCB gives another +1 every 4 levels.

I am on the fence for my level 1 spells between sleep or charm person and between mage armor or enlarge person for the other. Sleep works on more targets, but Charm has more uses. Mage armor can help either myself or anyone else in the party who is being attacked, or Enlarge Person can help the bruisers be more even more bruiser-ey.

If my math is right my DC for either sleep or charm person should be 10+1(spell level)+4(cha)+1(race)+1(Focus)+1(Tattoo)=18

At level 4 I will put a point into Cha for another +1 and the FCB will be another +1, plus any metamagic to raise the level and arcane bloodline should push it up to 22+

I had thought about going all in for enchantment and doing Fey Bloodline...but I didn't want to pigeonhole myself into being a 1 trick character.


Kemuri Kunoichi wrote:
I had thought about going all in for enchantment and doing Fey Bloodline...but I didn't want to pigeonhole myself into being a 1 trick character.

How does a couple more points of Enchantment DC above what you've already got pigeon-hole you? Going from great to amazing at Enchantment doesn't make you any less free to do something else. If you want more versatility, take a Bloodline that actually grants a bonus to a specific something else - like using Elemental(cold) to put Rime Metamagic on any elemental spell you want, or Gold Draconic to bump up elemental damage. Or for that matter, take the Psychic Bloodline for something really different...

Grand Lodge

Going all in for enchantment can lead to things like 1 less spell per level, and only having spells that won't work on undead, constructs, etc.

I don't plan on being a blaster, I picture this character being more of a controller/buffer. Arcane seemed like a decent option since it buffs anything that metamagic raises the spell level of. There are a ton of bloodline options though, and I have not looked at every single one.

The Fey bloodline only really has 1 thing going for it with the +2 DC to compulsion spells. The bonus feats, bonus spells, and bloodline powers all seemed pretty lackluster.

I will have to read through the rest of the bloodlines and see if anything else jumps out as being better than Arcane.

Psychic Bloodline is 3rd party, as I said this is a PFS character...no 3rd party stuff.


Psychic bloodline is legal. It's from Occult Adventures

Grand Lodge

Hmm, when I looked it up online it said it was a 3rd party bloodline. I'll go give it a second look.


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Kemuri Kunoichi wrote:
Hmm, when I looked it up online it said it was a 3rd party bloodline. I'll go give it a second look.

There's a Paizo one and a 3rd party one.

Grand Lodge

Apparently there are 2 different Psychic bloodlines, one from Paizo and one from a 3rd party company. I looked at the wrong one the first time.

Interesting bloodline, but not something I am really interested in playing.


For an enchantment focused sorcerer serpentine or undead bloodline give a lot more versality. Especially serpentine, since it let´s you enchant a lot more.

I currently don´t know if bloodline mutations from arcane anthology are PFS legal or not, but you could trade your first level power against +1 damage/dice on spells you have spell focus for and take spell focus abjuration or conjuration. That´s a nice way to sneak in some blasting.
It´s also possible to get ray of frost/acid splash 1d4+2 damage that way.
Or 1d4+2 damage magic missiles.

Some mistakes in your build:
-Your stat allocation is not even 15PB. You can still apply 6 points.
-Varisian Tattoo raises caster level, not DC btw.

My tips:
-Take sleep (or color spray), buy some scrolls of mage armor first and take it later if you feel you need it.
-Daze goes a long way on low levels, especially with a serpentine sorcerer (who can daze a lot of stuff)
-spell focus necromancy, 6 ranks knowledge religion and threnodic spell let you enchant many undead.
-Don´t worry about getting the enchantment DC´s too high, that´s already a 1 trick pony too else.
-Have some damage and control spells too, or buffing.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Plan for and use the first level rebuild rules. Your first prestige purchase is the wand of CLW, followed immediately by Mage Armor. Once you have that wand, switch your spells known -- remove Mage Armor and add a general purpose spell such as Grease.

17 Charisma only gives +3 DC, and the tattoo only increases caster level.

I would suggest you substitute Disrupt Undead or Read Magic for Ghost Sound.

Liberty's Edge

STR: 12
DEX: 11
CON: 14
INT: 7
WIS: 8
CHA: 20

Alignment: CN

Crossblooded fey+psychic sorcerer

kitsune favored class bonus to enchant dc

reactionary init+2 init

Irrepressible: You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

skill: perception

feats:
(1) spell focus (enchant)
(3) gr spell focus (enchant)
(5) light armor prof
(7) med armor prof
(9) heavy armor prof
(11) toughness

Bloodline powers:
all from psychic
(note that get better will save here!)

Bloodline spells:
all from psychic

Bloodline feat:
7: spell focus (enchant) and retrain another one

-2 will save from crossblooded

Spells known:
0th level 3:
detect magic
disrupt undead
ghost sound

1st level 1:
sleep

spells per day
0: infinite
1: 5

Note that irrepressible somewhat counters the low will save. Sleep DC at lvl 1 is 10 + 1 (spell) + 5 (cha) + 1 (kitsune) + 2 (fey) + 1 (spell focus) = 20. Show no mercy!

Also, at lvl 1, you can still wear armor as long as you can make it masterwork to avoid acp. You can worry about actual armor later.

PS: You seem not to be as min-maxy as above. I would still say to get fey bloodline and make sure your starting CHA is 20. If you are playing a save-or-suck character, basically NOTHING else matters except your DC. You can still have 20 CHA and a reasonably high INT, or whatever your priorities are. But there is no point intentionally gimping yourself. For example, I got the relatively high strength because my character is going to be wearing heavy armor eventually. You could easily switch that to a different stat.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

@nennafir You do realize that your build will be able to do nothing except cast spells, right?

Sorcerers already have a low number of skill points. Those things you use to learn languages (lots of enchantment spells are Language dependent) or Spellcraft or any number of other skills. The build you listed has nothing out of combat to offer a group.

The original poster said this was for PFS, where skills are useful.

Liberty's Edge

BretI wrote:

@nennafir You do realize that your build will be able to do nothing except cast spells, right?

Sorcerers already have a low number of skill points. Those things you use to learn languages (lots of enchantment spells are Language dependent) or Spellcraft or any number of other skills. The build you listed has nothing out of combat to offer a group.

The original poster said this was for PFS, where skills are useful.

That's why I said in the PS they didn't have to min/max so hard... There is plenty of room to get max enchant DC and still have skills (or whatever) if that is your priority.


Firstly I am not familiar with PFS so anything wrong I blame that

Threnodic Spell should be a rod not a feat taken

Arcane Bloodline is nice if he wants to pick up focused spell or persistent spell. Taking this route you might want to invest in metamagic cost reducing traits

Enlarge Person > Mage armor at low level. Forcing enemies to focus the fighter + creating soft cover is a better defense than 20% increased miss chance

Don't take Tattooed sorcerer. Vanilla sorcerer is better for arcane bloodline when you aren't going full blast mage

Grand Lodge

Hayato Ken wrote:


Some mistakes in your build:
-Your stat allocation is not even 15PB. You can still apply 6 points.
-Varisian Tattoo raises caster level, not DC btw.

That was a typo on my part, the Cha should be 19.

I noticed that after some more reading, I was thinking spell level not caster level when I first read it.

Swapped out Mage Armor for Enlarge person.
Right now I am leaning back towards Fey Bloodline, thematically it fits since Kitsune are basically fey creatures to begin with. The bonus spells and feats kind of suck though...so it would not take much to convince me to move to something else. Maestro sounded fairly good, and is on my maybe list.

I want to focus on enchantment, debuffs, and buffs...not really interested in going blasty, though I will probably take 1 or 2 spells here and there to fill some gaps.


...Entangle and Hideous Laughter and Improved Initiative suck?! I'm not sure you're gonna find much support for that statement...

The duration of Enlarge Person kind of disqualifies it as an alternative to Mage Armor. It's not like you can't use both if you really want to, since Mage Armor can easily be pre-cast even at a low level.

Grand Lodge

Well, more the bonus feats than the spells.

Dodge, Mobility, Point Blank Shot, Precise Shot and Knowlegde Focus Nature seem more appropriate for a archer than a sorcerer. Improved Initiative, Quicken Spell, and Lightning Reflexes seem pretty good though.

The level 1 bloodline power would be much better as a ranged attack instead of a touch attack, so not worried about losing that to the Tattooed Sorcerer archetype and getting a familiar in its place.

The level 3 bloodline power is situational at best, so would probably trade that out for the Blood Intensity mutation.

Fleeting Glance at 9 is pretty awesome...Greater Invis at will a few times a day.

Fey Magic at 15 sounds pretty good, re-roll a bad roll to overcome resistance...probably won't ever get there since PFS play generally wraps up around level 12.

Only other thing the Tattooed archetype loses is the free eschew materials...but I can just pick that up later if I decide I really need it.

Going Fey/Tattooed with the stuff listed above should get me some pretty potent enchantment and still allow me to branch out into other buffs, debuffs, etc. DC 19 sleep with +1CL at level 1 should drop almost anything I run into (that can be put to sleep) short of a really lucky roll. I'll be able to buff up the melee with Enlarge and fling a few acid splashes to help out with damage if my sleep fails, or I run out of spell casts.

I'll probably grab Heighten Spell feat or Rod when I can, so that I can bump my low level enchantment spells up a few levels/DCs as needed.

The longer duration of Mage Armor definitely helps, and I will most likely grab it once I get more spells or maybe even as a wand, but I like the idea of making the melee more of a threat to keep the focus off of killing me, especially at level 1. :)


Laughing Touch has no saving throw. Any creature that isn't immune just lost its turn.

And on that note: Robe, Sorcerer's. Who knew taking a Scorching Ray to the face could be so unstoppably hilarious?


Improved Initiative is a great feat for a spell caster. Being able to go first is very important to an arcane spell caster. Low level casters may need it to bring up their defenses. At higher level being able to get your spell off can allow you to single handedly shut down the encounter. Since this is for society play you are only getting one bloodline feat anyways so all you need is one good one.

If you did go higher than 12th level you still have a couple of good feats. Dodge may be a boring feat, but an extra +1 AC (especially to touch AC) is always useful. Quicken spell is also a very useful feat, as a sorcerer you can actually make better use of metamagic feats than a wizard. Being able to apply the feat on the fly is very useful. With Quicken Spell you don’t even suffer the drawback of a sorcerer using metamagic.


Like BadBird said, Laughing Touch, from the Fey Bloodline, is really friggin' nifty. Your opponent loses an entire round of action on an easy-to-hit touch attack.

Also, +1 to what Mysterious Stranger said: Improved Initiative is a great feat for a caster.


Dysphoria Blues wrote:
Like BadBird said, Laughing Touch, from the Fey Bloodline, is really friggin' nifty. Your opponent loses an entire round of action on an easy-to-hit touch attack.

It "only" loses the standard action, it can still take a move action, so not the entire round of action is lost.


If you like your mind affecting spells, I'd strongly suggest one of the bloodlines that opens up additional targets

serpentine, undead, impossible

you can already get great DC, being able to affect more things is wonderful


Fey bloodline seems good, but like i said before and plaidwandering also said, especially in PFS serpentine, undead or impossible are the better options.

And if your DC is too high, aka not doable, people will only dislike it.

Grand Lodge

BadBird wrote:

Laughing Touch has no saving throw. Any creature that isn't immune just lost its turn.

And on that note: Robe, Sorcerer's. Who knew taking a Scorching Ray to the face could be so unstoppably hilarious?

I use this combo with my Gnome Sorcerer, though he uses Magic Missile. Though, at higher levels, you tend to run into things that are resistant if not immune to fire.

It is only 3-times-a-day, so being frugal with those "Laughing Fit" combos is paramount.

if you want to continue with enchantment based spells, consider Oppressive Boredom to run tandem with Hideous Laughter.
When you run into something that doesn't understand you, whammy them with Ennui.

Grand Lodge

Undead seems more my speed than serpentine or impossible. Sadly I can't do a Crossblooded Fey/Undead Tattooed Sorcerer for PFS. I really like the tattooed archetype.

I could totally see myself playing a tattooed goth sorcerer with the undead bloodline. Mixing enchanting, buffs and a few necromantic spells. I am kind of surprised the fear related spells don't fall into the enchantment or compulsion categories.

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