Core Sorcerer building


Advice


So, I've been plaing a game Core only, and we had a TPK when the party decided to fight a Frost Worm. Sadly, that's how my Rogue passed away.Killed in one hit.

Now the DM allowed everyone to start at the same level as we were, so I'm going to build a Sorcerer, at 6th level. We have Wealth by Level(so, 16.000), and I can also pick one magic item worth 2.000 or less outside of that spending money.

20 PT buy, Bestiary 1 races are also allowed(Aasimar, Goblin, Tiefling, etc...)

I was thinking of going Fey Bloodline Gnome Sorcerer.
5 STR(-2) 12 DEX 16 CON(+2,+1) 10 INT 12 WIS 20 CHA(+2)

I play with multiple random people, so I can't build around them, but there should be a healthy mix of martial/casters.

I was thinking of going Toughness, Spell Focus and Greater Spell Focus(Enchantment), and try to pick any spell that gets boosted by Fey bloodline to pump those saves.

Also, 3rd level spell and purchase advices.And what skills to throw my points on, since I only get 2 per level....(which after playing a Rogue hurts)


Invest in Pages of Spell Knowledge.

I'd rather put that 12 in INT, not WIS.

Sage archetype wont work with the gnome... but what about pyromaniac for a little bit firepower?

Buy a rod of Extend Spell for False Life and Mage Armour.


Core only, so I can't pick alternate racial traits or archetypes.(Or pick Traits)

I'm not sure if Pages of Spell Knowledge is in Core, but I'm pretty sure they're not.


5 strength? 5? Your light load is 16 pounds. If you have a handy haversack that is 1/3 of your maximum load. Explorer's outfit is 2 pounds for a small character. That leaves you 9 pounds in weight allowance before you speed gets reduced.

Talking about speed, your ground speed is only 20. Flight is kind of a standard spell for sorcerers since its a way to overcome obstacles, a way to avoid melee, and a way to travel quickly. So Fly is a highly desirable spell for a Sorcerer.

After that...lots of spells to choose from for your second 3rd level spell. Fireball is probably the best evocation at the level. Haste is an amazingly good buff spell. Slow is probably the best debuff. Dispel Magic is more or less a default spell for lots of casters (but not necessarily something a sorcerer wants right away). The 2 hostile enchantments available are Inflict Pain and Hold Person. Both spells only affect one target. Inflict Pain gives a -4 to hit, Hold Person is save or die more or less. Inflict Pain affects anything that feels. Hold Person only affects humanoids which is a bit of a problem. While its a great spell for a wizard, for a sorcerer its a bit too nitch to be considered good.

My suggestion would be Haste. It is a boring choice, but really effective.


One more suggestion: Instead of setting yourself up to be an enchantment specialist, it might be better to specialize in Illusion. Lots of sorcerers take Shadow Conjuration and Shadow Evocation because they effectively let you cast a wide variety of effects for a single spell selection. As a core built sorcerer, its hard to ignore that sort of versatility.


Sadly we'll retire the characters at 10th level, so I can't plan to "get online" later, or rely on spells I'm yet to get.

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