Spell Perfection for Tattoed Sorcerer (Tipps on Spells as well / Non Society)


Advice


Hello everyone,

thanks for your time. I plan to roll a sorcerer for campaign, well the Shattered Star. Campaign spoilers will be in the next spoiler Tag. I was interested in the Tattoed Sorcerer Archetype of the Arcane Bloodline. So a DC heavy build, with focus on primary school and maybe a second one later. For that I want to go with Spell Perfection. But I don't have an idea which school of magic I should go and which spell for spell perfection.

Spoiler:
In this campaign there is the opportunity to get a body of Sorshen, the greatest enchantress to ever live, or still lives or whatever. I see it as a great opportunity to live up to the legend, but with the twist of just being a body double. That's why I would prefer enchantment.

For a choosen school there are several who would provide opportunities to apply the bonuses of the archetype and the bloodline. Conjuration, Necromancy, Illusion and so on. My personal favourite school would be enchantment. But I'm afraid to meet more and more mindless things. Taking a one level dip of sorcerer with Serpentine/Undead/Impossible bloodline, is sadly out of the question. Are there other ways to empower enchantment spells to overcome those immunities?

So the character would probably take a lot of enchantment spells, is there still a merit in taking a lot of them while focussing on another school with all the bonuses?

Well the last point is Spell Perfection. What are actually good spells for spell perfection? I know there are a lot of threads on this topic, mostly mentioning magusseses... . So another question what is a good sorcerer spell for spell perfection with the bonuses of a Tattoed Arcane Blooded (?) Sorcerer?

I have scrapped up a spell list since I'm hopelessly neurotic and do spreadsheets up to level. Just the spells I picked so far that could apply to those conditions.

Spoiler:
Spell List
Level 1
Charm Person
Magic Missile
Silent Image

Level 2
Hideous Laughter
Touch of Idiocy
Web
Flaming Sphere

Level 3
Suggestion
Battering Blast
Fireball
Haste
Slow

Level 4
Black Tentacles
Confusion
Stone Shape

Level 5
Dominate Person
Hold Monster
Cone of Cold
Magic Jar

Level 6
Geas
Suggestion, Mass
Chain Lightning

On last request, are there any must have spells? Besides those mentioned in the usual guides? I'm afraig I haven't enough experience to know which spells I will really cast very often.

Thank you for time again. :)


I don't know if you have decided on race as yet but my primary recommendation would be to go with Human, Half-Elf or Half-Orc for the extra spells known FCB. You could go with Kitsune for the huge DC increases on enchantment spells but personally I would rather have access to a wider range of spells known.

My personal favourite is probably half elf as that also opens up Paragon Surge for even more versatility.


Spell Perfection makes one metamagic free on the spell and doubles some bonuses from feats. The easiest way to use it is with a blasting spell, but if you find something else you want to spam then getting quicken spell or persistent spell for free on it is valuable.

There's metamagic feats which allow some mind-affecting spells to affect creatures normally immune. Threnodic, coaxing & verdant spell. It may be better to get some of these as metamagic rods rather than to pay all the feats required.

All the spells you've listed are in the PF core rulebook. Is that required for your character?


@Andrew
Race is settled and I concur. It will be human...ish. :3 the extra spells a very good. Especially since the tattooed sorceres looses the extra spells from arcane bloodline.

@avr
I haven't completly decided on the metamagic feats. I'll look into those rods, since the requirements a bit heavy especially for Thenodic Spell.

No I'm not bound to only to Core Rulebook Spells. I red some good about Snowball. But this seems overpowered ^^° I know that I gather some big bonuses but I don't want to overshadow everyone else (skill monkey alchemist, flavor oracle and humble synthesist).


Spell perfection

Good for
-spells that scale well off caster level
-spells that do well with high save dc
-spells that are always useful
-spells of a moderate level(3-5 typically)
-spells that work well with metamagic

Hence blasting spells are the most typical used as they meet all the requirements easily. As far as I know, there are no other types of spells that meet all these requirements at the same time. Save or Die works nicely like baleful polymorph. As does enervation. One of my favorites, icy prison seems to work well. Dazing + a repeat damage spell can get pretty crazy.


Here is a sample Human enchanter focused sorcerer with spell perfection in charm monster. Planar Binding allows her to bring in additional allies (she has bound a succubus for the +2 charisma profane gift). Paragon Surge gives her the necessary magic circle and dimensional lock spells and also allows her to nab stuff like Animate Dead for extra minions. If you want a primarily core spell version I can provide that easily enough. She has about 40000gp left to spend after accounting for the crafting discount.

The stat block includes the benefits of heroism, mage armour, overland flight and darkvision. Paragon Surge allows her to set up Contingency easily enough or you could invest in a mnemonic vestment and some scrolls. You would lose access to the robe then but it isn't a huge benefit.

Enchantress:

Female human sorcerer (tattooed sorcerer) 15 (Pathfinder Campaign Setting: Inner Sea Magic)
N Medium humanoid (human)
Init +13; Senses darkvision, Perception +23

--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 125 (15d6+63)
Fort +19, Ref +18, Will +20

--------------------
Offense
--------------------
Speed 30 ft. fly 40 ft.

Spell-Like Abilities (CL 15th; concentration +25)
. . 3/day—daze (DC 24)
Sorcerer Spell-Like Abilities (CL 15th; concentration +25)
. . 1/day—enhanced varisian tattoo (inveigle monster)

Sorcerer (Tattooed Sorcerer) Spells Known (CL 16th; concentration +29)

. . 7th (5/day)—inveigle monster (DC 31), spell turning, greater teleport

. . 6th (8/day)—chain lightning (DC 26), chains of light (DC 26), mislead (DC 26), planar binding (DC 26), mass suggestion (DC 30), true seeing

. . 5th (8/day)—dominate person (DC 29), echolocation[UM], feeblemind (DC 29), hold monster (DC 29), hungry pit[APG] (DC 25), overland flight, possession[OA] (DC 25)

. . 4th (8/day)—charm monster (DC 30), confusion (DC 28), dimension door, dragon's breath[APG] (DC 24), elemental body I, emergency force sphere, enervation

. . 3rd (8/day)—aqueous orb[APG] (DC 23), battering blast (DC 23), dispel magic, haste, heroism, paragon surge[ARG], suggestion (DC 27), tongues

. . 2nd (9/day)—blindness/deafness (DC 22), command undead (DC 22), darkvision, glitterdust (DC 22), hideous laughter (DC 26), invisibility, mirror image, page-bound epiphany, see invisibility

. . 1st (9/day)—ant haul[APG] (DC 21), disguise self, endure elements, enlarge person (DC 21), feather fall, grease, heightened awareness[ACG], identify, magic missile, obscuring mist, shield, silent image (DC 21), snowball (DC 21), unseen servant, vanish[APG] (DC 21)

. . 0 (at will)—acid splash, arcane mark, detect magic, detect poison, ghost sound (DC 20), light, mage hand, message, prestidigitation

. . Bloodline Arcane

--------------------
Statistics
--------------------
Str 7, Dex 16, Con 18, Int 14, Wis 12, Cha 30
Base Atk +7; CMB +7; CMD 18

Feats Coaxing Spell, Craft Wondrous Item, Greater Spell Focus (enchantment), Noble Scion of War[ISWG], Persistent Spell[APG], Quicken Spell, Spell Focus (enchantment), Spell Penetration, Spell Perfection (charm monster)[APG], Varisian Tattoo (enchantment)[ISWG], Verdant Spell

Traits fate's favored, magical lineage (charm monster)

Skills Bluff +19, Diplomacy +30, Disguise +15, Fly +20, Intimidate +15, Knowledge (arcana) +8, Knowledge (dungeoneering) +13, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +11, Perception +23, Spellcraft +22, Use Magic Device +19

Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Ignan, Infernal, Sylvan, Terran

SQ bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline tattoos, bracelet of bargaining, create spell tattoo, familiar tattoo, metamagic adept (5/day), school power (enchantment)

Gear lesser extend metamagic rod, lesser extend metamagic rod, threnodic metamagic rod[UE], belt of physical might +4 (Dex, Con), circlet of persuasion, cloak of resistance +5, cracked pale green prism ioun stone (saves), eyes of the eagle, handy haversack, headband of alluring charisma +6, lucky horseshoe[OA], ring of freedom of movement, robe of arcane heritage[APG], scarlet and blue sphere ioun stone (diplomacy), pages of spell knowledge (7 1st, 1 2nd, 1 3rd)

If you wanted more skills then the alternative would be to drop Tattooed and go for the Sage wild bloodline alternate to become an Int based caster.


Some healing spells could be very handy with Spell Perfection. Quickened or Reach heal or breath of life, for instance.


Wow guys you're great! :D will comment on this tomorrow because its getting late here. Thank you a lot!


A synthesist summoner can quite easily be a powerful character. Even by accident. I wouldn't worry about overshadowing them. It's certainly possible to make an underpowered alchemist or oracle but not required. Snowball is a good spell but not amazing!

If you're focusing on enchantment spells (basically all target will saves) then you probably want some non-will save attack spells as well. Create pit and its successors target reflex for example, euphoric or stinking cloud target fort. If there's a competent melee character in the group then telekinetic charge is a strikingly effective attack spell.


This is the same character but built as a Kitsune which pushes the DC's into virtually unbeatable. She loses a skill and changes her gear around a bit. A greater ring of inner fortitude means she wont instantly die if she gets an unlucky ambush from a shadow (unless it crits and rolls well).

Enchantress:

Female kitsune sorcerer (tattooed sorcerer) 15 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Bestiary 4 175)
N Medium humanoid (kitsune, shapechanger)
Init +13; Senses darkvision 60 ft., low-light vision; Perception +23

--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 122 (15d6+60)
Fort +19, Ref +19, Will +20

--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (good)
Melee bite +6 (1d4-3)

Spell-Like Abilities (CL 15th; concentration +28)
. . 3/day—dancing lights, daze (DC 28)

Sorcerer Spell-Like Abilities (CL 15th; concentration +28)
. . 1/day—enhanced varisian tattoo (inveigle monster)

Sorcerer (Tattooed Sorcerer) Spells Known (CL 15th; concentration +28)

. . 7th (5/day)—inveigle monster (DC 35), spell turning, greater teleport

. . 6th (8/day)—chain lightning (DC 26), planar binding (DC 26), mass suggestion (DC 34), true seeing

. . 5th (8/day)—echolocation[UM], hold monster (DC 33), hungry pit[APG] (DC 25), overland flight, possession[OA] (DC 25)

. . 4th (8/day)—charm monster (DC 34), confusion (DC 32), dimension door, dragon's breath[APG] (DC 24), emergency force sphere

. . 3rd (8/day)—battering blast (DC 23), dispel magic, haste, heroism, paragon surge[ARG], tongues

. . 2nd (9/day)—command undead (DC 22), darkvision, glitterdust (DC 22), hideous laughter (DC 30), invisibility, mirror image, page-bound epiphany, see invisibility

. . 1st (9/day)—ant haul[APG] (DC 21), disguise self, endure elements, enlarge person (DC 21), feather fall, grease, heightened awareness[ACG], identify, magic missile, obscuring mist, shield, silent image (DC 21), snowball (DC 21), unseen servant, vanish[APG] (DC 21)

. . 0 (at will)—acid splash, arcane mark, detect magic, detect poison, ghost sound (DC 20), light, mage hand, message, prestidigitation

. . Bloodline Arcane

--------------------
Statistics
--------------------
Str 5, Dex 18, Con 18, Int 14, Wis 12, Cha 30
Base Atk +7; CMB +6; CMD 18

Feats Coaxing Spell, Craft Wondrous Item, Greater Spell Focus (enchantment), Noble Scion of War[ISWG], Persistent Spell[APG], Quicken Spell, Spell Focus (enchantment), Spell Perfection (charm monster)[APG], Varisian Tattoo (enchantment)[ISWG], Verdant Spell
Traits fate's favored, magical lineage (charm monster)

Skills Bluff +19, Diplomacy +16, Disguise +16, Fly +22, Intimidate +15, Knowledge (arcana) +8, Knowledge (dungeoneering) +13, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +9, Perception +23, Spellcraft +22, Use Magic Device +19

Languages Abyssal, Aquan, Auran, Common, Ignan, Infernal, Sylvan, Sylvan, Terran

SQ bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline tattoos, change shape, create spell tattoo, familiar tattoo, kitsune magic, metamagic adept (4/day), school power (enchantment)

Gear lesser extend metamagic rod, lesser extend metamagic rod, threnodic metamagic rod[UE], belt of physical might +4 (Dex, Con), circlet of persuasion, cloak of resistance +5, cracked pale green prism ioun stone (saves), eyes of the eagle, handy haversack, headband of alluring charisma +6, lucky horseshoe[OA], ring of freedom of movement, ring of inner fortitude (greater)[UE], scarlet and blue sphere ioun stone (perception), pages of spell knowledge (7 1st, 2 2nd, 1 3rd)


@Dastis
Thank you for your evaluation of the feat. A damage spell would surely remain powerful but with immunities and such, its kind of a gamble. Mhm maybe Rime Spell, ice immunity isn't as common when I remember correctly. Ice Spearssound like versatility.

@tonyz
Is there a "easy" way to get cleric spells? Sadly Magaambyan Arcanist and Razmiran Priest aren't available.

@avr
Will keep that in mind. Although Telekinesis will properly replace Telekinetic Charge, surely a good spell to have.

@andreww
First, while probably more powerful when it comes to enchament sorceressess (?), Kitsune isn't a option. I'm very set on human for roleplay reasons.

Your build uses 11 feats. Since Varisian Tattoo is granted by the archetype. I assume you traded the human Bonus Feat for something else? Also I'm unsure if you took Dimdweller instead of Skilled?

Sadly to take Magical Lineage (which is given with Spell Perfection), I would have to take a feat. Which shouldn't be a problem since item creation feats are banned in our group.

For Coaxing and Verdant Spell I probably will follow avr's advice and take rods. Besides the usual feats (Improved Initiative, Improved Familiar and so on), do you have any usefull recommendations? I know there are guides, but you seem to have a more "holistic" view.

I have no way to deceipher your skills. It looks very nice, how do did you get so many skill points?

I saw that you didn't take stuff to use the familiar, which is a strong point with it's merging ability. I thought about getting Burning Gaze. But it shouldn't be a focus.


I Recommend Feeblemind to be a Perfected spell.

Heightened, Persistent Feeblemind is straight Brutal verses other casters. It is purely Save or Die.

I know it is a Campaign trait from RotRL Outlander- Lore Seeker is actually decent if allowed. You pick 3 spells and Get +1 CL and DC to those spells.

All is up to you. Plenty of good advice so far and I am sure will come in.


You could use Spell Perfection on Limited Wish and then use it to duplicate cleric spells.


tonyz wrote:
You could use Spell Perfection on Limited Wish and then use it to duplicate cleric spells.

Or..... you could NOT use Spell Perfection on limited wish and then use it to duplicate cleric spells. Since, as far as I can tell, Spell Perfection has literally no effect on that spell.


As for energy versatility I recommend getting adamixture power through dip into arcanist, getting a bloodline that lets you change energy types, buying elemental rods, or taking that trait that adds 1 force damage(if you just want to abuse dazing)

If you are allowed abuse RAW, use spell specialization to pick a non arcane spell. Then grab greater spell specialization to spontaneously cast it. Never had a DM let me but the RAW does work

Pathfinder Savant Prc if its allowed

You can use early entry tricks to get into mystic theurge at lv4 having only lost 1 sorcerer CL


Wermut wrote:

Your build uses 11 feats. Since Varisian Tattoo is granted by the archetype. I assume you traded the human Bonus Feat for something else? Also I'm unsure if you took Dimdweller instead of Skilled?

Sadly to take Magical Lineage (which is given with Spell Perfection), I would have to take a feat. Which shouldn't be a problem since item creation feats are banned in our group.

For Coaxing and Verdant Spell I probably will follow avr's advice and take rods. Besides the usual feats (Improved Initiative, Improved Familiar and so on), do you have any usefull recommendations? I know there are guides, but you seem to have a more "holistic" view.

I have no way to deceipher your skills. It looks very nice, how do did you get so many skill points?

I saw that you didn't take stuff to use the familiar, which is a strong point with it's merging ability. I thought...

11 feats should be correct, human bonus, 8 from levels, 1 from archetype, 1 bloodline feat.

Rods are an option but bear in kind that you will take the casting delay even when using a rod which can cause action economy issues.

If ou drop coaxing/verdant then you need a third metamagic feat to qualify for spell perfection. Piercing makes a good choice as your best spells are subject to SR. Extend is never a bad option but probably better as rods. Dazing is extremely powerful but better when you focus on it. Greater Spell Penetration remains a good optio, even if you also have piercing.

I don't believe I took any alternate racial traits. Darkvision is from the darkvision spell which you can have up all of them time. If you have a spare feat then I like focused study myself, 3 bonus feats rather than 1 although spread over 16 levels.

Skills are pretty much maxxed out diplomacy, spellcraft (for crafting so you can drop it) and perception. Enough UMD to activate any wand. Knowledge ranks to qualify for feats but then a rank in each extra one. Page-bound epiphany gives you a +10 bonus on knowledge checks out of combat for a level 2 spell slot. Fly includes a 12 point bonus from overland flight and they all include +2 from Heroism.

I am not a big fan for using a familiar for much more than the passive bonus. You could get an improved familiar to use wands of ill omen etc for you but you will then need to max out UMD. Personally I find them too fragile in higher level play and the initiative boost is a big thing to lose.

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