| Wiggz |
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Good morning. :)
I'm building a Sorcerer for PFS and planning out my spell list level by level, though for brevity's sake, I'll just list my final spell list at 11th. I haven't played PFS beyond 6th (and then only once), so any thoughts or suggestions would be most welcome.
Some spells like Daze, Color Spray and Create Pit are taken but are eventually swapped out. I plan on taking Toppling Spell with Magical Lineage early on to get more utility out of Magic Missile.
FWIW, This is not a character focusing on outrageous spell DC's in one particular school nor trying to go all in on a single spell loaded with ridiculous metamagics (i.e. Quickened Dazing Fireball). Rather, he's trying to be more of a generalist, focusing on spells that provide utility, buffs for his allies and battlefield control. As a Wildblooded (Sylvan) Sorcerer, he will have an Animal Companion and as a Human, will be gaining bonus spells as his FCB, 4th - 11th level.
0 level
Arcane Mark
Dancing Lights
Detect Magic
Ghost Sound
Light
Mage Hand
Mending
Prestidigitation
Read Magic
1st level
Alarm
Entangle*
Featherfall
Magic Missile
Mage Armor
Silent Image
Shield
Vanish
2nd level
Bull’s Strength
Glitterdust
Hideous Laughter*
Invisibility
Locate Object
Mirror Image
Communal Protection vs. Evil
See Invisibility
3rd level
Clairaudience/Clairvoyance
Deep Slumber*
Dispel Magic
Fly
Haste
Communal Resist Energy
Stinking Cloud
4th level
Greater Aggressive Thundercloud
Black Tentacles
Dimension Door
Emergency Force Sphere
Poison*
Scrying
5th level
Animal Growth
Communal Stoneskin
Treestride*
* - Bloodline spell
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Humans are an excellent choice! My sylvan sorceress, Zahra is level 11 with just one and a half XP to go before reaching seeker level. Because of the human FCB, she has an excellent set of spells, and between those and her utility wands, she feels as versatile as a wizard.
By the way, you are likely to wind up with far more level one spells than the ones listed because pages of spells known are fairly inexpensive at first level. Unseen servant is a good addition utility spell, with lots of uses. I almost always cast it at the beginning of the day now.
Humans also qualify for Eye for Talent at first level, which you could use to buff your animal companion with a higher int. A higher int means more tricks, and access to a better range of feats.
Humans also get another skill point per level, which you will need for handle animal. You will want to devote enough ranks to handle animal to be able to easily retrain your animal if you lose it in the heat of battle. UMD is also a good investment, so that you can trigger ranger and druid wands to help your beastie! Finally, diplomacy is always needed in a PFS party, and you will have the charisma for it. These skills might influence your trait choices.
Your list is fairly solid. Bull’s strength I think might be a waste, though. By the time you can get it, your fellow PCs will have strength enhancers that will partially cover the spell, and a lot of your party members will be using deterity to damage options. Heroism is solid choice to consider. It buffs everything.
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Bull’s strength is probably to put on the animal companion?
The list looks pretty good to me. Stinking Cloud and Black Tentacles stand out. Both are great spells, but both also tend to complicate things for party members. I think they work much better for enemy casters than PCs in most PFS encounters. And the higher level you go, the higher fort saves and CMD become for creatures. Unless you have some way to keep those from affecting your allies, you probably won’t use them in most encounters. And probably not more than once a scenario.
My suggestion would be to pick up a Mnemonic Vestment sometime around 6th Level. Then keep some scrolls on hand of the situational spells like stinking cloud or black tentacles. That way if you get into a situation where one of those spells would be perfect, you use the vestments to cast it at full CL/DC. If for some reason you need a 2nd one during the scenario, you have the scroll. Maybe take one or the other so you have one big area control spell, not two. Then take Wall of Fire to have a way to section off the battlefield.
I’d have the same suggestion for locate object, clairvoyance, and scrying, unless you have a plan to use those often. The divination spells are tricky in PFS. Locate object seems like it would be great, since so many of the scenarios involve finding an object, but in order to find a unique object you have to have personally observed it. Caliraudience/clairvoyance isn’t mobile. It could be useful in some investigation scenarios, but typically not once it turns to a dungeon crawl. Scrying probably has the most potential, because there’s at least a chance it works. Similar to locate object, though, finding someone specific you’ve never met can be tough.
I like to take spells I might need to cast repeatedly as my known spells. So buffs I’m almost certain to cast every scenario. Combat spells that are used frequently or that I might need to cast multiple times. Things like that. Your only direct damage spell seems to be magic missile. That’s fine until you face someone with shield. And SR is a concern. Scorching Ray is a good blasting spell that scales well for PFS levels. For dealing with SR the answer used to be snowball, but Ultimate Wilderness changes that. Dragon’s breath is an extremely versatile AOE blasting spell. It can be a cone or a line and any of the elemental types.
I’d consider adding at least one summoning spell for versatility. Summon Monster III, maybe. But you can probably get away with a scroll and the vestments.
Things like haste, dim door, mirror image, fly, dispel magic, see invisibility are all good choices that you’ll have plenty of opportunities to use. And the spells to buff your animal make sense.
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How do you handle swarms?
You are going to need something to handle them. I would recommend working up to Dragon’s Breath because it allows you to pick your elemental damage, but you will need something before that.
I am speaking from bad experience, having hit a very nasty swarm in PFS at level 6. No one else had a way to deal with it either. The results were less than optimal.
| Wiggz |
Thank you very much for the responses1
Our homebrew games tend to be low-magic in nature an d I never consider the simple utility and versatility of scrolls and wands when building a character - a mindset that I will clearly have to change for PFS.
Yes, the buffs are as much for my AC as my party members. I tended to shy away from damage-dealing spells, though I thought Toppling Magic Missile would have a ton of playability in the earlier levels and at later levels the Thundercloud would let me deal 6d6/round while casting other spells or 12d6/round which isn't bad at all for an 8th level caster. I was worried about Electricity Resistance and AoE, but Dragon's Breath seems like an ideal inclusion, one I didn't even know existed, so thanks for that. Scorching Ray is definitely worth working in as well for the reasons mentioned.
Since I have you guys here, care to weigh in on some other parts of the build? This is what I'm planning at the moment:
Attributes:STR - 10
DEX - 14
CON - 14
INT - 12
WIS - 8
CHA - 18 (+1 @ 4th & 8th)
Traits:
Adopted (Gnome): Animal Friend (Handle Animal is a class skill; +1 Will saves when within 30' of an Animal that is indifferent or better)
Magical Lineage (Magic Missile counts as one level less for purposes of Metamagic feats)
Feats:
1st - Toppling Spell
1st - Improved Initiative
3rd - Boon Companion
5th - Additional Traits (Reactionary & Irrepressible)
7th - Lightning Reflexes* or Skill Focus: Knowledge (Nature)*
7th - Great Fortitude or Eldritch Heritage: Arcane Bloodline (Bonded Item)
9th - Persistent Spell
11th - Quicken Spell
I'm really torn regarding the 7th level feats, in large part because I'm not entirely certain how improving a Bonded Item works in PFS. Solid saves are important to me, but the value of the bonus spell alone is worth serious consideration. Persistent Spell is another feat that I'm really on the fence with.
I've never taken the Additional Traits feat on a character before, but all of those options seem to offer superb value. What do you guys think?
Bluff (even levels)
Fly (1 rank @ 3rd)
Handle Animal (1 rank @ 1st)
Intimidate (odd levels)
Knowledge: Arcana (even levels)
Knowledge: Nature (odd levels)
Profession: Guide (1 rank @ 2nd)
Spellcraft (1st - 11th)
Use Magic Device (1st - 11th)
I know that I'm dumping Perception which is generally a no-no, but without it as a class skill and with a poor Wisdom, is it really worth the investment, especially considering that everyone else will probably have it maxed out already?
I'm thinking about dropping Buff entirely to go full on Intimidate, even though it doesn't fit the character concept as well.
Is just 1 rank in Animal Handling adequate, considering that I've got the class skill bonus and such high Charisma?
Thanks again for the responses already offered and in advance for any future thoughts. They're very helpful and much appreciated!
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On your skills, you can’t put a rank into Fly skill until you possess a reliable means of flying every day. If you have Ultimate Combat, you could buy a glider which would then allow this.
You are also going to want a lot more than a single rank in Handle Animal since you have an animal companion. You are going to want to be able to push your animal buddy at times.
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Why are you dropping Wis to 8, but keeping Str at 10? I'd drop Str to 8 or even 7 and put Wis to 10/12. Worth it for Will saves & perception alone. You can carry everything you need once you have a haversack - just buy a pony at 1st level if you need room/weight for extra stuff.
Persistent spell is good, but situational - likely better off using other spells or just keeping a few Dweomer's Essence on hand
Noble Scion - Scion of War is an excellent feat, but needs to be taken at 1st.
Cosmopolitan is something I used to get Handle Animal and Diplomacy as class skills, freeing up the trait space.
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Pushing almost never comes up in combat. I have many characters with animal companions and can count the number of times it has happened on no hands.
I would pick up a training harness for your companion for an extra +2 on top of the extra +4 you get to handle them.
The one thing to be careful of is if you ever want to replace your companion then the number of tricks you can train them in each scenario is equal to your handle animal ranks. I would suggest maybe 2 or 3 ranks maximum and taking good care of your pet.
Spellcaft doesn't really need to be maximised in normal PFS levels. If you get towards 15th you may want it for spell perfection but otherwise leave it to the Int casters. Maybe pick up a wand of identify if you want to ID items.
I would strongly recommend maximising diplomacy, its the second most common skill check after perception and you will get more mileage from it than bluff, despite the lack of it as a class skill.
For stats I would swop your Str and Wisdom, will save is more important than carrying capacity and shadows aren't that common.
For spells there are some other utility spells that might be helpful:
1st level (pages of spell knowledge)
Ant Haul (deals with any encumbrance issues, lets your companion carry masses of stuff)
Disguise Self (you are naturally good at disguise)
Heightened awareness (buy a wand, its brilliant)
Liberating Command (get allies out of grapple, buy a lesser talisman of freedom for yourself)
True Strike (sometimes you need to hit something, my arcanist once grappled a daemonic harbringer using this!)
Unseen Servant (so useful)
2nd level (5 castings on a scroll or maybe known)
I would drop locate object and communal protection from evil. Both work reasonably well as scrolls.
Page-Bound Epiphany (if you can afford a rank in each knowledge skill this lets you beat many out of combat checks)
Pilfering Hand (so many useful applications)
3rd level
I would drop Clairvoyance, again it can be a scroll and consider some of.
Heroism (one of the best buffs going)
Aqueous Orb (the washing machine is brilliant for control or rolling people of cliffs)
4th level
I would drop scrying and greater aggressive thundercloud.
Dragons Breath (great aoe, multiple elemental types, different shapes)
Elemental Body 1 (flying, swimming, earth glide, AC bonuses, all in one spell, this is really versatile)
Greater Invisibility (you have it as a class ability at level 9 but it is a brilliant buff for all sorts of other players)
Acid Pit (you don't have one yet and this one kills things like golems)
5th level
Communal stoneskin is a decent buff but it will eat up money and at 5th level one thing you really want is...
Overland Flight. Day long flight is a game changer for you and for your companion. You become largely immune to ground based opposition, your preferred death dealing companion can charge over the heads of your allies. It is just overall brilliant.
You might want to consider carry companion as well, or at least have some scrolls so that you can take your friend to the opera etc.
For extra versatility there are two other major options:
1. Be a half elf. You lose a bonus feat but get a free skill focus or +2 will. You also lose a skill point and gain low light vision. However, you can now take paragon surge as a level 3 spell known. That gives you a feat, fixed for the day when you first cast it. You can pick expanded arcana giving you one or two extra spells from your list allowing you access to any of the niche stuff you don't want cluttering it.
2. Go Razmiran Priest. You may well not want the flavour but the level 9 ability to activate divine scrolls using spell slots opens up huge numbers of spells to you.
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Pushing almost never comes up in combat. I have many characters with animal companions and can count the number of times it has happened on no hands.
I would pick up a training harness for your companion for an extra +2 on top of the extra +4 you get to handle them.
I see some need to push an animal about every 4th to 5th scenario. I guess it depends on the GMs and playstyle. I agree with much of the rest of what you wrote, but my experience is that skimping on Handle Animal is a bad idea.
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The way I thought about spell selection on my Seeker Sorcerer was this - my Animal Companion was my contribution to damage for the party. My spell selection went to buffs, battlefield control, and SaveOrSuck/debuffs. Things like Grease, Web, Glitterdust and Haste were my consistent go-to castings in addition to my all-day buffs like Darkvision and Mage Armor(use a wand at low levels, but TAKE the spell as a 10hr Mage Armor is better for your sanity/bookkeeping).
Agree on the Razmiran Priest as well - Ability to cast Greater Magic Fang using your own slots is awesome and saves a TON of gold on upgraded amulet
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For a point of comparison this is what the spell list for one of my seeker sorcerers looked like a level 11. He is the sage bloodline so uses Int for casting and has a dozen different pages of spell knowledge. He also took expanded arcana twice getting 4 extra level 4 spells (he used retraining for the second one).
Thee is some redundancy in there as he bought pages (charm person) well before picking up better spells (charm monster).
Sorcerer (Seeker, Wildblooded) Spells Known (CL 11th; concentration +25)
5th (6/day)—overland flight, possession[OA] (DC 25), icy prison (DC 25)
4th (8/day)—acid pit[APG] (DC 26), arcane eye, black tentacles, charm monster (DC 24), dimension door, dragon's breath[APG] (DC 24), elemental body I, emergency force sphere, enervation, fear (DC 24), shadow conjuration
3rd (8/day)—aqueous orb[APG] (DC 25), daylight, dispel magic, haste, heroism, communal resist energy[UC], tongues
2nd (9/day)—burst of radiance (DC 22), full pouch (DC 22), glitterdust (DC 24), investigative mind[ACG], invisibility, mirror image, page-bound epiphany, pilfering hand[UC], see invisibility, suppress charms and compulsions
1st (9/day)—blend[ARG], burning hands (DC 21), charm person (DC 21), disguise self, ear-piercing scream[UM] (DC 21), feather fall, grease, heightened awareness[ACG], identify, liberating command[UC], mage armor, magic missile, monkey fish[ACG], shield, silent image (DC 21), snowball[UW], true strike, unseen servant
0 (at will)—acid splash, arcane mark, detect magic, detect poison, ghost sound (DC 20), light, mage hand, mending, message, open/close (DC 20), prestidigitation, ray of frost
Bloodline Sage
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andreww wrote:I see some need to push an animal about every 4th to 5th scenario. I guess it depends on the GMs and playstyle. I agree with much of the rest of what you wrote, but my experience is that skimping on Handle Animal is a bad idea.Pushing almost never comes up in combat. I have many characters with animal companions and can count the number of times it has happened on no hands.
I would pick up a training harness for your companion for an extra +2 on top of the extra +4 you get to handle them.
At higher levels something like 3 ranks +8 charisma +4 link +2 training harness +3 circlet of persuasion +3 if you make it a class skill gets you to +23 so you only fail to push on a 1. Heroism means you cannot fail.
It will be trickier at lower levels but outside of combat you can take 10 so only need a +15 total.
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If saves are a real issue, look at UMD and scrolls or a wand of bestow grace, which is a paladin spell. A wand is expensive at 6000 gold pieces, but a scroll can be manageable.
As pointed out above, more spells known really help with covering bases. Pages of spell knowledge, mnemonic vestment and human favored class bonus can make you feel like you have most situations covered.
edit: fixed link
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Persistent spell is good, but situational - likely better off using other spells or just keeping a few Dweomer's Essence on hand
I think you mean Piercing Spell. I would just keep a couple of SR: No spells handy for high SR enemies and especially Golems. Frankly glitterdust and grease will leave the vast majority of constructs or golems largely helpless and allow your allies to demolish them.
I would recommend getting the Persistent Spell feat as forcing people to effectively roll twice on saves is really very good.
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If you want a boost to your saves I recommend Fate's Favoured and picking up a Lucky Horseshoe. That's a +2 luck bonus to all of them. Heroism will give you a +2 morale bonus to all of them and then you can pick up a +2 cloak and a cracked pale green prism ioun stone for another 4k for +1 competence to all of them.
It does mean giving up Irrepressible but I would value the extra benefit to Fortitude over increasing an already very strong save.
As far as persistent spell goes you should definitely keep it. It is probably the best metamagic feat in the game for getting your spells to actually stick. I would be iffy about quicken at level 11 given it will only apply to your level 1 spells.
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CigarPete wrote:Persistent spell is good, but situational - likely better off using other spells or just keeping a few Dweomer's Essence on handI think you mean Piercing Spell. I would just keep a couple of SR: No spells handy for high SR enemies and especially Golems. Frankly glitterdust and grease will leave the vast majority of constructs or golems largely helpless and allow your allies to demolish them.
I would recommend getting the Persistent Spell feat as forcing people to effectively roll twice on saves is really very good.
Yup - my mistake. I take Spell Penetration over Piercing. I actually like Persistent better on a rod (I miss my pre-nerf staff of the master) as nothing will demolish an enemy like a Persistent Baleful Polymorph.
I neglected to mention it, but Heart of the Metal is another awesome spell & bonus - it affects your AC's natural weapons as well.
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Some people have already hit the highlights of my comments on the spell list, but I'll say them anyway for emphasis.
Communal Stoneskin - this spell is way more expensive than I thought it was when I first looked at it. You need a full-cost Stoneskin component for each person that will be a target of the spell. My abjurer can't get anyone to pay for their own Stoneskin components and never uses the spell. (I keep one component on hand for emergencies) It's not a BAD spell, but Stoneskin is probably better. How many people in the party are you really going to want to spend the money on? Edit: Also, consider the fact that you have a mostly-useless bloodline spell and two buff spells as your only 5th level spells known. What are you going to do with all your other L5 spell slots after you've cast the two buffs?
General lack of area damage spells - lots of arcane casters avoid damaging spells like the plague, thinking it isn't their job. That's fine, broadly speaking, but swarms ARE your job. Do not fail this job. Absent some specialized equipment no one else can handle them in many parties you will play in. Alchemist's fire only works so long. In many home games you can plan on someone else to take care of swarms, but that doesn't apply in PFS.
Communal Spells more generally - I'm not a huge fan of them. Communal Protection from Evil will be very short even at higher levels with the duration split up. By the time you get to high level, you won't care about the difference between casting six Resist Energy spells or one Communal Resist Energy, and third level spells known are always at a premium. Communal Spells can be deployed to the whole party faster and sometimes that matters, however.
I like False Life: sometimes all your fancier defensive spells will fail you. Consider Touch of the Sea because water sucks.
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Communal Spells more generally - I'm not a huge fan of them. Communal Protection from Evil will be very short even at higher levels with the duration split up. By the time you get to high level, you won't care about the difference between casting six Resist Energy spells or one Communal Resist Energy, and third level spells known are always at a premium. Communal Spells can be deployed to the whole party faster and sometimes that matters, however.
While generally I agree I find communal resist energy really is the exception. Multiple level two castings isn't often viable as second level contains some key defensive (mirror image) and offensive (glitterdust) spells. I have found it to be an absolute life saver.
I wouldn't take it at level 6 or probably even seventh (haste, aqueous orb, dispel magic, slow and lots of others compete too much here) but it would probably be my choice of bonus FCB spell at 8th. I also tend to buy a scroll with 5 castings of resist energy for 2pp fairly early on.
Communal protection from evil isn't really needed because things like Suppress Charms and Compulsions or Unbreakable Heart are often better. Communal Stoneskin has way too much competition as fifth level spells are at an absolute premium, especially in PFS levels of play.