Advice on Level 11 Tattooed Sage Sorcerer


Advice


I'm new to the game by a few months, and holy smokes is there a lot of reading and information to absorb X_X But through much effort, I think I've managed to finally create a somewhat decent sorcerer. I'm sure I've messed up somewhere though...

My DM was kind enough to allow me to create a character at the level of the party (11) so I used the starting wealth rules for the gear that I have on for that.

I like the sorcerer class, but it was a little lackluster for me; I liked crafting, but didn't want to get into the wizard class just yet (seems a little more daunting for me). I eventually discovered the archetypes and mutated bloodlines and...well...

Here's the basic layout:

General:

GENERAL:
NAME: Myrrha
ALIGNMENT: Chaotic Neutral
CLASS: Tattooed Sorcerer - lvl 11
RACE: Human

Abilities:

ABILITIES:
20-point-buy
STR - 7
DEX - 14
CON - 10
INT - 20 (+2 Race)
WIS - 14
CHA - 7

LEVEL 11:
STR - 7
DEX - 20 (+6 Belt)
CON - 10
INT - 28 (+2 lvls, +6 Headband)
WIS - 14
CHA - 13 (+6 Headband)

//It was a little weird doing a Charisma dump on a Sorcerer, but the bloodline I picked up (Sage Arcane Bloodline) allows me to do that! Speaking of which...

Skills:

SKILLS
Ranks = HD*(2 + Int)
Ranks = 11*(2 + 11) //I have a headband of Mental Superiority Equipped which DOES INDEED provide skill points retroactively...it's weird...
Ranks = 121

I just dumped 11 ranks into each of these:
Bluff, Diplomacy, Fly, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Perception, Sense Motive, Spellcraft, and Use Magic Device.

//If I dumped into the wrong skill, or added up the total number of ranks wrong, please let me know. This is something I'm worried I broke because I have a +35 Spellcraft check at lvl 11 XD

But no really... 11 (ranks) + 3 (class skill) + 6 (Skill Focus) + 9 (Int mod) + 2 (Bloodline Arcana) + 4 (Magical Aptitude Feat) = 35 O.o

Traits:

TRAITS:
We were allowed two traits by our DM around level 9 so I took that into consideration when selecting these:

  • ALTERNATE HUMAN RACIAL TRAIT - COMPREHENSIVE EDUCATION
    Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

  • ALTERNATE HUMAN RACIAL TRAIT - FOCUSED STUDY
    All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

    //Both of these Alternate Human traits are very complimentary and work very well for the build I was going for (a sort of spontaneous wizard)

  • BASIC - MAGICAL LINEAGE [FIREBALL]
    One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.

    Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

  • REGIONAL - METAMAGIC MASTER [FIREBALL]
    Your ability to alter your spell of choice is greater than expected.

    Choose: A spell of 3rd level or below.

    Benefit: When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

//I double checked, and one of the FAQs somewhere on the d20pfsrd website said that they do indeed stack :)

Special Abilities:

SPECIAL ABILITIES:
  • BLOODLINE ARCANA:
    Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

    //This is what I was talking about earlier... I'm worried this just sounds better than it actually is because some spells say to use Charisma if you're a sorcerer. If this is saying I use intelligence for pretty much everything (like a wizard) then I'm still good to go...right? O.o

  • BLOODLINE TATTOOS:
    Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage’s Tattoo feat, even if they don’t match the school to which her Mage’s Tattoo belongs.

  • CANTRIPS
    duh

  • CREATE SPELL TATTOO
    At 7th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level.

    This ability replaces the bloodline feat gained at 7th level.

    //Do I still pay the GPs for creating the tattoo? It would be very inconvenient if that were the case...

  • ENHANCED MAGICAL TATTOO
    At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Mage’s Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Mage’s Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell.

    This ability replaces the 9th-level bloodline power.

    //This one really hurt, because the 9th level bloodline power it replaced was New Arcana!! D': But, since I have a Robe of Arcane Heritage, does that mean I can use a bloodline spell (as per the Mage's Tattoo Feat; below) that I cannot cast yet as a spell-like ability? So, for example, I have access to True Seeing (6th) but I cannot yet cast 6th level spells. If I create a tattoo of that spell, can I use that as a spell like ability once a day and have access to it that way? O.o

  • FAMILIAR TATTOO
    A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

    Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

    This ability replaces her 1st-level bloodline power.

    //I was going to get Arcane Bond in the form of a familiar anyways so this works for me :) I chose a Compsognathus (+4 initiative)

  • MAGE'S TATTOO
    At 1st level, the tattooed sorcerer gains Mage’s Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage’s Tattoo enhances.

    This ability replaces her Eschew Materials bonus feat.

    //See below for feats

  • METAMAGIC ADEPT
    At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

  • SCHOOL POWER [EVOCATION]
    At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

    //Thank you, Robe of Arcane Heritage!! ^.^


Feats:

FEATS:
  • CLASS FEAT: MAGE'S TATTOO [EVOCATION]
    Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained are as follows:

    Evocation: dancing lights

  • FOCUSED STUDY (lvl 1) - SKILL FOCUS [PERCEPTION]
  • LVL 1 - ESCHEW MATERIAL
  • LVL 3 - CRAFT WONDROUS ITEM
  • LVL 5 - QUICKEN SPELL (METAMAGIC)
  • LVL 7 - EMPOWER SPELL (METAMAGIC)
  • FOCUSED STUDY (lvl 8) - SKILL FOCUS [SPELLCRAFT]
  • LVL 9 - MAGICAL APTITUDE
    Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

  • LVL 11 - INTENSIFIED SPELL (METAMAGIC)
  • BLOODLINE FEAT (13) - COMBAT CASTING

Equipment & Money:

EQUIPMENT & MONEY
LVL 11 Characters begin with 82,000 gp
  • BELT - Belt of Incredible Dexterity (+6)* - 18,000 gp
  • BODY - Robe of Arcane Heritage (gifted by DM)
  • HEADBAND - Headband of Mental Prowess (Int/Cha+6)* - 45,000 gp
  • IOUN STONE - Cracked, Dusty Rose Prism - 500 gp
  • NECK - Amulet of Natural Armor (+3)* - 9000 gp
  • RING 1 - Ring of Protection (+2)* - 4000 gp
  • SHOULDERS - Cloak of Resistance (+3)* - 4,500 gp
  • WRISTS - Sleeves of Many Garments - 200 gp
  • Bag of Holding (Type III) - (gifted by DM)
  • Ioun Torch - 75 gp

//Everything with an asterisk (*) was crafted using the spells and money given to character creation at level 11. I have 725 gp left. I might have done the math wrong, if you'd like to double check, you may :) I AM worried about the rules of Magical Item creation, however >.> I know that it takes 8 hrs per 1000 gp in the item cost, but is there any rules against crafting items before play, technically? I mean, I'm assuming that a level 11 character has had adventures in which he/she can find things before I begin to control him/her...or is there are rule I missed somewhere that contradicts this?

Spells:

SPELLS
  • SPELL-LIKE
    Dancing Lights, True Seeing

  • 0TH LEVEL
    Arcane Mark, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Ray of Frost, Resistance, Spark

  • 1ST LEVEL
    Energy Missile, Identify*, Mage Armor, Magic Missile, Shield, Silent Image, Snowball, Thunderstomp

  • 2ND LEVEL
    Blindness/Deafness, Cat's Grace, Eagle's Splendor, Escaping Ward, Fox's Cunning, Glitterdust, Invisibility*, Owl's Wisdom, Scorching Ray

  • 3RD LEVEL
    Diamond Spray, Dispel Magic*, Fireball (<3), Fractions of Heal and Harm, Haste, Lightning Bolt

  • 4TH LEVEL
    Ball Lightning, Black Tentacles, Dimension Door*, Dragon's Breath, Greater False Life, Shocking Image

  • 5TH LEVEL
    Cone of Cold, Overland Flight*, Teleport

  • 6TH LEVEL
    True Seeing*

  • 7TH LEVEL
    Greater Teleport*

    //Spell denoted with an asterisk (*) are bloodline spells. Spells denoted with an ampersand (&) are bonus spells taken as per the human favored class bonus. If I read it correctly, a human spellcaster may select a spell, 1 level lower than his/her max, INSTEAD of gaining an extra HP or Skill Point, right? If that's the case, then I've gained an extra HP only for levels 1 and 2. Every level since, I've elected to gain a new spell.


CONCLUSION:
As I've said up at the beginning of this novel, I'm worried I've messed something up along the way. Creating a character and balancing so, SO many rules is a very challenging feat (HA) but I'm still learning and turning to you, the Pathfinder community, to see if anyone can help me see where I went wrong if I did anywhere, and I'm sure I did.

Each of the "//" begins a comment of mine regarding that particular section of the layout a la C++ programming. Those are usually where I have questions, comments or concerns.

P.S.
The Familiar Character Sheet hasn't been made just yet, but I'll post it here too if anyone is interested. I'm actually not too familiar (HA) with making familiar Character Sheets either so that may be a different thread at a later date...oh well...


Okay

1) your constitution is too low, it's giving me stress xD you're a low AC low fort save low reflex save class with D6 hit die, your biggest vulnerability is hit point damage
2) concerning items, I'm not sure why you're investing so much money in Dex or Cha, or AC in general, typically I'd find for an arcane caster that there should be some easier ways to protect yourself than with AC.
3) I'd just ask your DM how they feel about crafting pre game
4) your traits suggest to me you're planning to build for blasting, with the bloodline you've chosen I'd suggest this may not be the most successful endeavour blasting tends to involve picking a bloodline with an arcana which boosts damage
5) if you are going to blast you need, Spell focus evocation and spell specialisation. I think you're missing your level 7 bloodline feat, I'd use this to pick up bloodhavoc to help with blasting. If you can't do that probably best to pick another route.
6) you've taken quicken Spell way too early, it shouldn't be taken before level 11-13 when you can use it. I know you'll be starting level 11 so it doesn't matter strictly speaking but seeing quicken Spell at level 5 is deeply unsettling to me xD.
For spells
Read magic might be a good cantrip.
Energy missile is third party so it might be worth asking your DM about that
Your level 2 stat boosting spells give an enhancement bonus, which those belts and headbands you made do too, they don't stack, so they might be worth replacing. Create pit is a fun option. Mirror image is good for defence
You don't need lightning bolt, fireball and diamond spray you should be looking for versatility those spells all fill a similar function. Also Battering Blast is arguably better than any of them.
For level four spells, you don't need a damaging option really look at other angles of attack, like wandering star motes for example, same goes for level 5 spells, consider some control spells like roaming pit or wall of force or wall of stone.


I don't believe you can stack Tattooed and Sage as both affect your first level bloodline power.


Under skills you wrote 11*(2+11)=121. 121 is how many skill points your supposed to have but it should read 11*(2+9)=121. Just confused me for a moment

Seconding that your con is to low. Buy a con belt instead of dex or get a 2 stat +4 belt. Also why buy cha bonus instead of wisdom? Wis affects will saves, perception, sense motive, etc. which are typically more important. Another option is to lower the bonus on some of the AC items so you can purchase some metamagic rods. Also you probably want a handy harvasack and some mundane/alchemical problem solving gear

Eschew Materials should probably replaced with spell focus(evocation). Similarly I would change magical aptitude for spell penetration or spell specialization(fireball). Make sure to grab 1 more metamagic feat before level 15 so you can get spell perfection

For spells I would change ball lightning, shocking image, fractions of heal and harm, cone of cold, diamond spray, lightning bolt, cat's grace, eagle's splendor, fox's cunning, and owl's wisdom. They are all either redundant, don't stack, or suboptimal

Item creation before starting the game is a hot topic for debate. Just ask your dm

No robe of arcane heritage does not affect bloodline spells. Notice how on the sorcerer table they are listed separately. Bloodline spells are not bloodline powers


Chromantic Durgon <3 wrote:

Okay

1) your constitution is too low, it's giving me stress xD you're a low AC low fort save low reflex save class with D6 hit die, your biggest vulnerability is hit point damage
2) concerning items, I'm not sure why you're investing so much money in Dex or Cha, or AC in general, typically I'd find for an arcane caster that there should be some easier ways to protect yourself than with AC.
3) I'd just ask your DM how they feel about crafting pre game
4) your traits suggest to me you're planning to build for blasting, with the bloodline you've chosen I'd suggest this may not be the most successful endeavour blasting tends to involve picking a bloodline with an arcana which boosts damage
5) if you are going to blast you need, Spell focus evocation and spell specialisation. I think you're missing your level 7 bloodline feat, I'd use this to pick up bloodhavoc to help with blasting. If you can't do that probably best to pick another route.
6) you've taken quicken Spell way too early, it shouldn't be taken before level 11-13 when you can use it. I know you'll be starting level 11 so it doesn't matter strictly speaking but seeing quicken Spell at level 5 is deeply unsettling to me xD.
For spells
Read magic might be a good cantrip.
Energy missile is third party so it might be worth asking your DM about that
Your level 2 stat boosting spells give an enhancement bonus, which those belts and headbands you made do too, they don't stack, so they might be worth replacing. Create pit is a fun option. Mirror image is good for defence
You don't need lightning bolt, fireball and diamond spray you should be looking for versatility those spells all fill a similar function. Also Battering Blast is arguably better than any of them.
For level four spells, you don't need a damaging option really look at other angles of attack, like wandering star motes for example, same goes for level 5 spells, consider some control spells like roaming pit or wall of force or wall of stone.

Sweet! Thanks for all the advice!!

1) Haha, yea, it was bothering me too, but I'm literally the only ranged character in our party. It's ok, I've taken two off of Dex (14 > 12) and added them to Con (10 > 12). So my HP is now 59...still not good, but slightly better...

2) well the insight AC comes from the also initiative boosting Ioun stone, and I switched from Cha to Wis for the second stat on that headband. I was wanting to play the intimidate and bluff flavor for RP purposes but, eh...we already have a team face haha. Also, I need a high dex for ranged touch attacks. Things like Scorching and Snowball

3) He's ok with it :D (what a saint)

4) oops :/ I was actually going for more of a AoE build...did...did I not do it correctly?

5) something replaces the 7th level bloodline feat (can't remember off the top of my head, but it's there somewhere...as for the spell focus and spell specialization, I don't know what two feats to give up in place of that. I've gotten rid of Eschew Materials (in place of a spell component pouch) but I replaced it with silent spell...I could replace quicken spell and maybe heighten spell, but, GAH THERE'S TOO MANY FEATS!!!

6) honestly, ray of frost was hardly useful at 1st level, i'm dumping that for read magic haha XD but, see? This is why I'm asking for help on her...I didn't even know half those spells existed!! I'll replace Diamond Spray, with battering blast, but fireball and lightning bolt have helped a lot in our campaign.

But wow, seriously thanks a lot!! The Sorcerer/Wizard spell list is HUGE and I know it'll be months of playing with this class before I've even explored most of it...


andreww wrote:
I don't believe you can stack Tattooed and Sage as both affect your first level bloodline power.

But they have the exact same effect O.o and i thought the sorcerer's class archetype was different from her bloodline...


Dastis wrote:

Under skills you wrote 11*(2+11)=121. 121 is how many skill points your supposed to have but it should read 11*(2+9)=121. Just confused me for a moment

Seconding that your con is to low. Buy a con belt instead of dex or get a 2 stat +4 belt. Also why buy cha bonus instead of wisdom? Wis affects will saves, perception, sense motive, etc. which are typically more important. Another option is to lower the bonus on some of the AC items so you can purchase some metamagic rods. Also you probably want a handy harvasack and some mundane/alchemical problem solving gear

Eschew Materials should probably replaced with spell focus(evocation). Similarly I would change magical aptitude for spell penetration or spell specialization(fireball). Make sure to grab 1 more metamagic feat before level 15 so you can get spell perfection

For spells I would change ball lightning, shocking image, fractions of heal and harm, cone of cold, diamond spray, lightning bolt, cat's grace, eagle's splendor, fox's cunning, and owl's wisdom. They are all either redundant, don't stack, or suboptimal

Item creation before starting the game is a hot topic for debate. Just ask your dm

No robe of arcane heritage does not affect bloodline spells. Notice how on the sorcerer table they are listed separately. Bloodline spells are not bloodline powers

Oh, oops haha XD yea well I was trying to simplify in my head at 4am...

When my current DM switches out with one of our current party members, we'll have a witch who can craft rods, so I was waiting for that. Same for the Belt. We have a LOT of front-liners right now, so I felt confident that my Con was fine for now. Either way, I switched the belt to be a mighty +4 and reduced the amulet to +1 (saving me 1000 gp :D)

That's actually a good VERY good idea!! And I was already planning on getting maximize spell just for that beautiful, beautiful thing :)

I kept the Cat's Grace and Eagle's Splendor because we have a Cha and Dex based character who don't have the items yet, but I already replaced a lot of those spells....I still don't know what makes a good one from a bad one :/

HE SAID YES!! ^.^

Oh....well, I guess that would make sense not getting Wish at level 16 haha XD


1) Ranged touch spells target touch AC so you shouldn't need to pump your dex too too high to reach the freshhold. Also might I suggest a cracked pale green prism? fairly useful item them almost no-one seems to get.

2) Going for an AoE build there are better things to do than damage usually, unless you make your character REALLY good at doing spell damage. At the moment you have very little boosting your beyond metamagic, so say for example
your intensified empowered fireball, which is level 4 for you, that does 12D6x1.5 currently. So roughly 63.
A optimized blaster would be doing 14D6+28x1.5 for level 4 spell with fireball, so roughly 115. That can be more optimized but would be painful to do so.

This would be done on a Draconic or Orcish sorc (lets say draconic) and feats would look like

1)Spell focus
3)Spell Specialization
5)Intensify Spell
7)Spell penetration
7)Improved Initiative
9)Empower Spell
11)Mage Tattoo
13)Quicken Spell
13)Greater spell focus or Greater Spell pen
15)Perfect spell
17)the other option from 13.
19) completely open
19) completely open

would take blood havoc instead of their level 1 bloodline power and possibly blood intensity in place of the level 3 one. Or you can swap out bloodline feats for them.

so yeah you've kinda half built a blaster and you might find your damage disappointing, but if you're happy with the numbers you think you'll produce then by all means, go for it.

As for replacing feats, silent spell isn't exactly the most exciting choice I must say. But if you feel you need it go for it, after all this is your character.

If I was you I'd forget about building for damage and build for control with aoe spells like create pit line and the fog line and black tentacles and other such spells. because your character bloodline and concept as a crafter seems to be at odd with making a heavy hitter in damage.


Wahbanator wrote:
andreww wrote:
I don't believe you can stack Tattooed and Sage as both affect your first level bloodline power.
But they have the exact same effect O.o and i thought the sorcerer's class archetype was different from her bloodline...

Sage Bloodline is gotten by taking the Wildblooded archetype, so it counts as an archetype that modifies your first bloodline power. Tattooed Sorcerer also modifies your first bloodline power, so this is not a legal combination. If your GM allows it anyway, cool, but it's not permitted by the rules as written.


ellindsey wrote:
Wahbanator wrote:
andreww wrote:
I don't believe you can stack Tattooed and Sage as both affect your first level bloodline power.
But they have the exact same effect O.o and i thought the sorcerer's class archetype was different from her bloodline...
Sage Bloodline is gotten by taking the Wildblooded archetype, so it counts as an archetype that modifies your first bloodline power. Tattooed Sorcerer also modifies your first bloodline power, so this is not a legal combination. If your GM allows it anyway, cool, but it's not permitted by the rules as written.

Ooooohhhh I see where I messed up...Well dang...But seriously, THANK YOU! this whole community is so helpful and supportive!!

I'll let my GM know and see his verdict...darn, I was really liking the combo haha


Chromantic Durgon <3 wrote:

1) Ranged touch spells target touch AC so you shouldn't need to pump your dex too too high to reach the freshhold. Also might I suggest a cracked pale green prism? fairly useful item them almost no-one seems to get.

2) Going for an AoE build there are better things to do than damage usually, unless you make your character REALLY good at doing spell damage. At the moment you have very little boosting your beyond metamagic, so say for example
your intensified empowered fireball, which is level 4 for you, that does 12D6x1.5 currently. So roughly 63.
A optimized blaster would be doing 14D6+28x1.5 for level 4 spell with fireball, so roughly 115. That can be more optimized but would be painful to do so.

This would be done on a Draconic or Orcish sorc (lets say draconic) and feats would look like

1)Spell focus
3)Spell Specialization
5)Intensify Spell
7)Spell penetration
7)Improved Initiative
9)Empower Spell
11)Mage Tattoo
13)Quicken Spell
13)Greater spell focus or Greater Spell pen
15)Perfect spell
17)the other option from 13.
19) completely open
19) completely open

would take blood havoc instead of their level 1 bloodline power and possibly blood intensity in place of the level 3 one. Or you can swap out bloodline feats for them.

so yeah you've kinda half built a blaster and you might find your damage disappointing, but if you're happy with the numbers you think you'll produce then by all means, go for it.

As for replacing feats, silent spell isn't exactly the most exciting choice I must say. But if you feel you need it go for it, after all this is your character.

If I was you I'd forget about building for damage and build for control with aoe spells like create pit line and the fog line and black tentacles and other such spells. because your character bloodline and concept as a crafter seems to be at odd with making a heavy hitter in damage.

Wow thank you! So, keeping in mind what both me and my party need, I've adjusted my feats as follows:

1) Mage's Tattoo (bloodline)
1) Skill Focus [Perception] (Human trait)
1) Spell Focus [Evocation]
3) Craft Wondrous Item ...I'm literally the only one able to do this on the party :/
5) Spell Specialization [Fireball] >> replaced with Disintegrate, or wall of force next level
7) Empower Spell (Meta)
8) Skill Focus [Spellcraft]
9) Spell Penetration
11) Intensified Spell (Meta)
13) Quicken Spell (Meta)
15) Perfect Spell [Disintegrate] (Probably)...I'm open to suggestions though...
16) Skill Focus [???] (Again, open to suggestions)
17) Greater Spell Penetration
19) Improved Initiative
19) Maximize Spell

I'll also post what spells I'm planning on getting and I'd appreciate if you can give me some feedback :)

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Advice on Level 11 Tattooed Sage Sorcerer All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice
What now?