Brand. New to pathfinder help me make an amazing sorceress :D


Advice

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Still have no idea about bloodlines

Oh gosh


There is so many ... I may try what was suggested to me earlier as in casting spells that would make my team stronger and my enemies weaker. .. It is so hard to choose ... Okay so if i wanted to go ultimate super troll on enemies ( meaning that i deny them of any type of happiness be it a spell or an attack or making them weaker etc.. And making my team just horrifying toward them ) how would i build this sorceress and if i just wanted to be the equivalent of a magical dooms day button what would be best for that ? I know i am asking for 2 different builds but i am so intrigued. .. Please indulge my madness for a little longer


Okay so i have like 1 more day to make this character. .. I have not even put down anything on her sheet yet ... Howndo you guys do it ? You guys amaze me xD


Sorcerers are, I believe, generally considered to excel at blasting. Their limited spell selection makes it a bit harder to build them for other roles.

I hope someone can help you with a build. I thought I could and started to put something together, but I felt I couldn't stand by the choices I made.


Blymurkla wrote:

Sorcerers are, I believe, generally considered to excel at blasting. Their limited spell selection makes it a bit harder to build them for other roles.

I hope someone can help you with a build. I thought I could and started to put something together, but I felt I couldn't stand by the choices I made.

that you couldn't or that i couldn't.? Because i feel like a kid in a candy shop that the candy gives magic powers xD ... I wanna see it anyways i have faith in this place that with the help of you and everyone else. I can make one of the most OP sorceress in core pathfinder <3<3<3<3


Okay, lets see. I think the stormborn bloodline (d20pfsrd) is rather cool, so I'll try and make a build with it.

Below is an ability score stat line. It's a 20 point by after racial modifiers have been applied. Sorcerers are notoriously low on skill points, so I think it's worth putting some points in Intelligence to compensate. All scores are even, which is a bit boring (maybe even suboptimal) since your ability score increase at level 4 won't do anything. It might be worth considering dumping Str to seven or even to lower Cha so you start with 17 to have more points to put in secondary stats.

Str 8
Dex 16
Con 12
Int 12
Wis 10
Cha 18

For your dhampir (d20pfsrd) racial traits, the only thing I think you should consider is to take the Dayborn alternate racial trait. Without it, you're dazzled in bright sunlight, which is a bit annoying. But since you won't rely heavyliy on attack rolls, maybe you can live with it. And Dayborn trades away the Detect Undead spell-like ability, which might be of extra worth in Mummy's Mask. So, in short, I don't know =)

As I said, sorcerer's are skill-starved with only 2 points per level. Int 12 gives you another, for 3. Put them in Knowledge (arcana) and Spellcraft, with some in Knowledge (nature), Bluff, Intimidate and Perception.

Feats are, aargh, tricky. I don't really know what a low-level sorcerer might want and need. For your 1st, 3rd and possibly 5th level feat choices you should consider Combat casting, Improved initiative, Nimble moves and Toughness.

At level 7, you get a bonus bloodline feat. I'd pick Great Fortitude or possibly Point-blank shot if I ended up relying on Scorching ray.

Possibly by level and definitely by level 7 the metamagic feats in general and Empower spell in particular starts to look interesting.

Spells are hard too.

1st level
Ear-piercing screamis perhaps bit unorthodox, but it fits with Stormborn and does both damage and can daze targets which is nasty. You'll want Mage Armor (but could probably wait to level 3 for it). Grease and Color spray are good. Ask your GM about the prevalence of swarms, if they're common and your party doesn't have an Alchemist pick up Burning Hands. Bloodline gives you Shocking Grasp at level 3, which unfortunately requires you to be in melee. Use it as a back up.

2nd level
Glitterdust is a very strong choice for your first 2nd level spell. You might prefer Scorching ray if damage excites you. Mirror image for defence. Bloodline gives you Gust of winds at level 5, which is of circumstantial use. Debuffs enemy archers, though.

3rd level
Fireball is a really good blasting spell. You'll probably want Fly as your second 3rd level spell. Haste is a great buff (but someone else in your party might have it). Bloodline gives you Lightning bolt at level 7. Between it and Fireball, you should be able to deal good damage to almost every enemy.

4th level
Dragons breath is a very versatile blasting spell, since you can adjust its shape and damage type. Might be worth picking up (but perhaps an Empowered Scorching Ray, effectively a 4th level spell, deals more damage).

Those are some tips that takes you up to level 8. After that, I don't know enough to feel I can offer any solid advice.


I wouldn't like to make a blaster with the sources you have available specifically because you don't get the bloodline mutations for the magic tactics toolbox and spell specialisation from ultimate magic


Chromantic Durgon <3 wrote:
I wouldn't like to make a blaster with the sources you have available specifically because you don't get the bloodline mutations for the magic tactics toolbox and spell specialisation from ultimate magic

oh ? Well as far as party members go we have a cleric , monk , 2 fighters , rogue , and an oracle that rarely shows up so please go right ahead and help me make this thing xD


Blymurkla wrote:

Okay, lets see. I think the stormborn bloodline (d20pfsrd) is rather cool, so I'll try and make a build with it.

Below is an ability score stat line. It's a 20 point by after racial modifiers have been applied. Sorcerers are notoriously low on skill points, so I think it's worth putting some points in Intelligence to compensate. All scores are even, which is a bit boring (maybe even suboptimal) since your ability score increase at level 4 won't do anything. It might be worth considering dumping Str to seven or even to lower Cha so you start with 17 to have more points to put in secondary stats.

Str 8
Dex 16
Con 12
Int 12
Wis 10
Cha 18

For your dhampir (d20pfsrd) racial traits, the only thing I think you should consider is to take the Dayborn alternate racial trait. Without it, you're dazzled in bright sunlight, which is a bit annoying. But since you won't rely heavyliy on attack rolls, maybe you can live with it. And Dayborn trades away the Detect Undead spell-like ability, which might be of extra worth in Mummy's Mask. So, in short, I don't know =)

As I said, sorcerer's are skill-starved with only 2 points per level. Int 12 gives you another, for 3. Put them in Knowledge (arcana) and Spellcraft, with some in Knowledge (nature), Bluff, Intimidate and Perception.

Feats are, aargh, tricky. I don't really know what a low-level sorcerer might want and need. For your 1st, 3rd and possibly 5th level feat choices you should consider Combat casting, Improved initiative, Nimble moves and Toughness.

At level 7, you get a bonus bloodline feat. I'd pick Great Fortitude or possibly Point-blank shot if...

would i go cross blood ? Or does storm born give me a breath attack ? Lol your choices have me wide awake i cant sleep xD


Tri Edge Kite wrote:
would i go cross blood ? Or does storm born give me a breath attack ? Lol your choices have me wide awake i cant sleep xD

Huh? No, Dragon's breath is a 4th level spell, meaning you can choose it as one of your spells known starting at level 8.

__

Chromantic Durgon <3 might be right in that you shouldn't focus on blasting, I'm not overtly familiar with the type of build (which you might already have guessed). The rather heavy focus on martials in your party (no arcane spellcasters until you show up, and often only one divine!) might mean their better served by a sorcerer that focuses on buffs.

Grand Lodge

You need to read this fantastic guide

Brewer's Guide to the Blockbuster Wizard.


Tri Edge Kite wrote:
Chromantic Durgon <3 wrote:
I wouldn't like to make a blaster with the sources you have available specifically because you don't get the bloodline mutations for the magic tactics toolbox and spell specialisation from ultimate magic
oh ? Well as far as party members go we have a cleric , monk , 2 fighters , rogue , and an oracle that rarely shows up so please go right ahead and help me make this thing xD

With that party I wouldn't make a blaster you have too many DPR sources already I'd make someone who controls the battlefield summonignmasses of writhing tentacles, making their allies move at super speed and opening caverns in the earth to trip up their enemeis.


Stormborn is a favorite of mine, but I still like the Solar Bloodline for your dhampir Sorcerer...the paradox is delicious, IMO.


elemental bloodline,
choose fire..... that may just be me though
elemental
that said I'd go with the stats everyone else has said.


Str: 10
Dex: 16
Con: 12
Int: 10
Wis: 10
Cha: 18

Dhampyr Sorcerer 2
Dayborn alt racial trait trades away detect undead spell like ability in order to remove light sensitivity penalty
Draconic Bloodline (Bronze or Blue)
Favored Class Bonus: HP x 2

Skills:
Perception +4
K. Arcana +4
Spellcraft +4
Use Magic Device +8

Feat: Life Dominant Soul- this allows a Dhampyr to be healed by positive energy, normally they are not

HP: average is 13
AC: 13 before buffs
Initiative: +3

Draconic Claws 7 rounds a day for 1d4 damage
+1 bonus electric damage per die rolled in spell with electric descriptor

Spells:

Oth level (cantrips): usable unlimited times per day, Save DC:14
- Detect Magic
- Acid Splash- 1d3 acid damage ranged touch attack with a 30 foot range
- Mage Hand
- Read Magic
- Open/Close

1st level: usable 5 times per day (total not each), Save DC:15
- Shocking grasp (2d6+2 electric vs touch AC with a +3 bonus to attack if target has metal or is metal)- this is for single opponents
- Burning hands (2d4 fire in a 15 foot cone, reflex for 1/2 damage)- this is for swarms

Alternatively you could go Red/Gold/Brass for bonus fire damage, I think you'll find that fire damage is not super well respected by the AP and that electricity will serve you better.

This is kind of a meh build but you're only level 2 and you have a lot of book restrictions, it should work fine


Chromantic Durgon <3 wrote:
Tri Edge Kite wrote:
Chromantic Durgon <3 wrote:
I wouldn't like to make a blaster with the sources you have available specifically because you don't get the bloodline mutations for the magic tactics toolbox and spell specialisation from ultimate magic
oh ? Well as far as party members go we have a cleric , monk , 2 fighters , rogue , and an oracle that rarely shows up so please go right ahead and help me make this thing xD
With that party I wouldn't make a blaster you have too many DPR sources already I'd make someone who controls the battlefield summonignmasses of writhing tentacles, making their allies move at super speed and opening caverns in the earth to trip up their enemeis.

please impart your buff battle fields control on me please D:


Tri Edge Kite wrote:
Chromantic Durgon <3 wrote:
I wouldn't like to make a blaster with the sources you have available specifically because you don't get the bloodline mutations for the magic tactics toolbox and spell specialisation from ultimate magic
oh ? Well as far as party members go we have a cleric , monk , 2 fighters , rogue , and an oracle that rarely shows up so please go right ahead and help me make this thing xD

The more I think about it, the more bonkers that party looks. Both the cleric and the fighters have 2 skill points per level. Then you come, with 2 ... The monk at least have 4, and the rogue obviously helps. But you'll be hard pressed to cover all important knowledge skills. I'll reinforce my suggestion that you keep your Intelligence at 12 (or even go higher!), you're going to need it.

I think your party would really be improved by a ranger or druid. A bard would also be extremely nice, they're real force multipliers who makes large parties into absolute killing machines. And they cover the knowledge skills better than anyone.

But, anyway ... let's focus on your sorcerer. Considering your party composition, I'd say forget about playing nice with the rogue. With that many martials, there's bound to be flanking buddies aplenty even if you don't summon monsters into the right positions.

This guide focuses on Sorcerers that aren't blasters, so it's for you. The spell selection is color coded for character role rather than general usefulness, which makes it harder to read if you're used to blue meaning great.

I think you should pick the Arcane bloodline but if you want something stranger there's also the Verdant bloodline to consider.

Verdant is a bit front-loaded, with the great battle field control spell Entangle as it's 3rd level bonus spell, a decent buff in Barkskin at 5th and an interesting first level bloodline power. It fizzles out a bit after that, Photosynthesis and speak with plants aren't amazing. But perhaps you shouldn't pay that much attention to the higher levels, focus on having a character that's fun and effective from the get go.

Arcane is, as I said before, arguably one of the absolute strongest bloodlines, possibly the strongest. Its first level bloodline power gives you a familiar, which is very nice but adds complexity (somewhat worrisome for a beginner). Compared to Verdant, Arcane is a bit of a late bloomer. The fist level bonus spell, Identify is miles from the usefulness of Entangle and the main thing about Arcane, the focus on metamagic, doesn't really shine until perhaps level 6 or later.

Both these bloodlines gives you a Knowledge skill (Nature for Verdant and anyone of your choosing for Arcane), which is really nice in a knowledge-strapped party like yours.

1st level spells.
Consider Enlarge person, any Strength-based melee party member of yours will love it. Grease is the go-to battlefield control spell at this level, at least if you go Arcane (since Verdants Entangle fill a similar role). You'll want Mage armor eventually, and unless your GM promises there won't be many swarms I'd consider Burning hands. That's four spells, you'll have three by level 3 so remove one.

2nd level spells.
You'll want Mirror Image, but perhaps not as your first spell at this level. That honor can go to Glitterdust. You should consider Create pit, Stonecall and Web, all solid battlefield control spells. Invisibility is also a good option. Can be used as a buff. Arcane gives it as a bloodline spell.

3rd level spells.
Haste is a must-have, a great buff. Dispel magic and Fly are both generally useful spells (in entirely different ways).


Colour spray can be useful at the lowest levels if you take Verdant since entangle does what Grease does pretty much.


Color spray will be fairly useless in MM. Which, I'm sorry for partial spoilers, but I err on the side of wanting people to have fun and join the hobby.


Good call. Silent image can be fun.


Okay ... So what i got so far is be more battle field controll xD ... I could always drop str and put stuff into dex and use a cross bow if i need to shoot something ... I asked my gm and he said for range touch spells its dex i would have to worry about so as far as melee goes i believe it be best of i can just have the lovely meat shields do what they do and just buff and hinder from the back ... So then as far as blood line goes ... I would have to go with ... Either arcane or verdant yeah ? ... This collaboration is making me so happy i can't wait you guys are the best! !


Use acid splash or jolt or ray of frost for plinking away at people t does a bit less damage but it's way more sorcerery xD
Also it's a touch Attack so it will hit which I suspect your crossbow won't xD


Chromantic Durgon <3 wrote:

Use acid splash or jolt or ray of frost for plinking away at people t does a bit less damage but it's way more sorcerery xD

Also it's a touch Attack so it will hit which I suspect your crossbow won't xD

i would need to add strength to do a touch attack >~<


They're ranged touch attacks
Dex :)


I second that.

doing slightly more damage but being unable to move and less accurate to me isn't nearly as good as doing some damage more reliably and being able to move into better spots before attacking.


Biymurkia has some great suggestions for bloodline and spells. Your party will love you for buffing.

Start writing things down!


I love you guys !!! :c .... I would give you all hugs if i could >~<;;

Liberty's Edge

Yeah, check a spell guide. I'm telling you though, dominating undead...
mummy is in the title so I don't feel bad (i haven't played, run, or read it I'm just sayin)

Create pit is super fun I'll chime in, other suggestions good.

The great thing about dhampir is only being half vampire, the other half could be anything, making any bloodline ok.

You might also have fun with a mystery cultist of Arshea ;)
(can get CHA to ac and some other sweet, sweet bonuses but at the heavy cost of losing a caster level)
http://archivesofnethys.com/DeityDisplay.aspx?ItemName=Arshea


Pfft this character is gonna be so fun


Good luck with your sorceress! Come back if you need any more help.


Late chime in but sylvan is fun if you want an animal companion. Then build from there what you will.


Already back ... So ... Sylvan is a blood line ? D: !?!?!


Tri Edge Kite wrote:
Already back ... So ... Sylvan is a blood line ? D: !?!?!

Here. It's from Ultimate Magic.

Grand Lodge

It is a really fun archtype. There is a lot of interesting combo you can put together with a Sorcerer and an animal companion. This was my second pathfinder character and one of my all time favourites.


Okay so the game had to be postpone till this coming up friday so i still have time to build this character into something beautiful. Dm only wants whats in advanced ,core players rule book . but i think we can still make something awesome yeah?


Tri Edge Kite wrote:
Okay so the game had to be postpone till this coming up friday so i still have time to build this character into something beautiful. Dm only wants whats in advanced ,core players rule book . but i think we can still make something awesome yeah?

Sorcerers are pretty awesome, don't worry.

The guide I linked above lists a couple of bloodlines that's available to you as green or better. These are Aberrant, Arcane, Celestial, Destined, Draconic, Fey, Infernal, Serpentine, Undead and Verdant. Nine bloodlines.

If we assume Mummy's Mask is packed with undead enemies (I don't really know), we can remove bloodlines who's shtick doesn't work against undead. This would be Fey, Infernal and probably Serpentine. Both Fey and Infernal have a focus on enchantment spells, to which undead are immune. Serpentine has some of the same problems, plus a bunch of abilities to help you deal with reptiles and some other creatures - not superb if you expect to fight undead.

That's six bloodlines to choose from. Any of these has strong sides. Pick one that sounds interesting. I'd go for thematics rather than mechanics (since we've already made sure all choices are mechanically sound), but if you spot a bloodline power or something else that captures you, that's very valid too.


Think of anything that's ever been in an Egyptian style adventure and there you have it. Basically watch one of the Brendan Fraser Mummy movies and you'll know what to expect. All very to trope.

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