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Greeting all, I've a PFS Gnome Sorcerer of the Fey Bloodline that likes to use Enchantment spells to manipulate the field, and other spells when those aren't useful.
so, upon hitting 9th, i'm still deciding on a Feat for him. I'd rather not take Metamagic Feats, as the extended casting time of such spells could really hinder his casting abilities. He has a rod of Lesser Selective metamagic, to exclude his allies from Deep Slumber and Lightning Bolt.
He took Steadfast Personality at 7th to boost his Will save, with a 24 Charisma...
To go along with that, Steadfast Mind for him to not lose spells.
Other than that, Greater Spell Focus [Enchantment] is the other "go to" feat...
i want to take Arcane School Spirit, but i don't think it applies to Sorcerers- and wasting a full round to try for a lower save is not as useful, as i could just whammy them with the spell.
So, TL:DR- Feats for a 9th lvl Sorcerer, PFS legal.

thorin001 |

Combat Caster is a better choice than Steadfast Mind. It is better to not fail the concentration check in the first place than to have a chance to keep the spell.
Since enchantment spells are almost always Save:negates anything that bumps the save DC is a good thing. Spell Focus (enchantment) would be my choice here.
Another good choice is Spell Penetration. Since all offensive enchantment spells are SR:yes getting past that pesky SR is a good thing.
Do not forget the ever popular Improved Initiative. Going first and negating the enemy before he can act is not to be underrated.

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Well, since you have dodge and mobility anyways, why not opt for Spring attack? I realise you ideally won't be attacking things in melee, but hear me out:
Say, you're in a situation where the enemy got the jump on you and acts first. Suprise round, all of that. Your turn begins and suddenly you're eye to eye with a huge earth elemental that popped from the ground. You know he's next in initiative, and will hurt you bad. You have a couple of options:
1. Take that AoO and run
2. Cast a defensive spell (such as displacement) defensively and hope you make the concentration check
OR
You attack him with your fist for +2 1d2-3 damage and walk away unscathed.
Such is the power of spring attack.

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Well, since you have dodge and mobility anyways, why not opt for Spring attack? I realise you ideally won't be attacking things in melee, but hear me out:
Say, you're in a situation where the enemy got the jump on you and acts first. Suprise round, all of that. Your turn begins and suddenly you're eye to eye with a huge earth elemental that popped from the ground. You know he's next in initiative, and will hurt you bad.
You attack him with your fist for +2 1d2-3 damage and walk away unscathed.
Such is the power of spring attack.
Won't work.
As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Emphasis mine.
If i was against an Earth Elemental, i'd figure with it's Tremorsense, my Fleeting Glance ability (ie: Greater Invisibility) would atleast give me a 50/50 shot of avoiding getting smacked around.
Also, as a Fey Bloodline Sorcerer, i could take my chance with my Laughing Touch [with a +1 to hit] and "nauseate" the Earth Elemental before making my escape.

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For a Sorcerer, and especially one specialized in Enchantment, I'd highly recommend getting Silent Spell to improve your out-of-combat usefulness. There are plenty of enchantment spells that would be useful in social situations if you didn't have to loudly announce you were casting them, and given that you're about to get Fleeting Glance, being able to cast silently while invisible would be a major asset to sneakiness.
Other than that, I'd go with Greater Spell Focus: Enchantment or, even better, Improved Initiative. Both are pretty vital if your schtick is save-or-suck battlefield control.