Gnome sorcerer


Advice


After doing a lot of reading and searching, I'm filled with general knowledge about sorcerers, different optimized builds, most of them don't quite fit within a, apparently, less than popular concept.

Gnome Sorcerer (Elemental)

(20 point buy = PFS)

str = 8 (10-2 racial)
dex = 16
con = 12 (10+2 racial)
int = 12
wis = 8
cha = 18 (16+2 racial)

Alt racial traits:

Pyromaniac (corner stone of build)

Gift of tongues (fluff... extra + 1 bluff, diplomacy on a charisma based class. Extra languages are nice, if I can spare a couple skill points)

Traits:

1. Magical Lineage or Gifted Adept (almost required for any caster)

2. ???? (probably something that adds diplomacy as a class skill - ease of faith; or something that adds to initiative)

Feat:

Spell Focus (evocation) = prereq for other useful feats (specialization)

or

Mage's Tattoo (evocation)

or

Point Blank Shot = prereq for precise shot

Basic Principals:

1. Take various types of elemental spells (any of which can be used as is, or more often, changed to fire using bloodline arcana and apply pyro benefit)

2. Serve as "face" as needed

3. Gnome! fun-loving, trickster

---------------------------------------------------

From here, since I've never played a spellcaster, please help by suggesting tweaks to: stats, combos, feat suggestions, planning ahead for future levels, ect...

Please provide a reason/explanation. "you should raise your dex" doesn't help. All stats would be better if they were higher and we are working with a point buy. "you should raise dex by dropping str, because you higher initiative is more beneficial to a sorcerer than carrying a lot of gear" explains why a benefit outweighs a sacrifice.

Thank you, in advance, for all your suggestions!


Have you read the guides? Have you looked through Ravingdork's character emporium for ideas? Look at the blaster builds.

Here's some suggestions:

1. Lower Dex to 14 and raise Con to 14 and Cha to 17+2. Blasters need higher DC and you'll be 4 levels closer to another +1. +2 Hit points per level vs. +1 AC is a good trade for me

2. Select your spells for the first couple of levels. For me, it's the most difficult thing of sorcerers.

cheers


level dip rogue
For my own gnome, I'm considering a dip in Rogue for the 1d6 sneak damage and extra skill points, and also the Investigator archetype, which replaces trap finding with the ability to roll twice on Diplomacy checks when gathering information.

trait
I think it's the Magical Knack trait that will allow you to keep you caster level at full while you level dip up to two levels, but of course you'll get access to spells at a slower pace.

cross blooded archetype
You can sacrifice 2 from your will save to take on the Cross Blooded archetype, which will allow you to take the bloodline arcana from two different bloodlines. I.e. you could combine a red/gold draconic bloodline with a fire elemental bloodline.

If you take the Linnorm variant of the Draconic bloodline (when crossblooding with Elemental), you'll then have access to two sets of Elemental rays whose power increases with your sorcerer level. If you really like blasting, this will eventually allow you 2*(3+Cha) rays a day, in addition to your 120ft ranged Produce Flame attack option.

dragon disciple
(continued from previous idea)
From what little I've read, it seems that the Dragon Disciple prestige class will advance the bloodline powers from both of your bloodlines, and don't have to lose more than a single level of casting progression (though remember the magical knack trait). I've heard people say that a single level dip was a no-brainer, though the deal got questionable from there on.

gnome feat
Gnomes have access to the effortless trickery feat, which I think could be a cool way to have an inferno appear around you as you blast at things. You'd do this with Silent Image, and it might make enemies think twice before approaching you, and the flames you've surrounded yourself in.


Yes, I've read a lot of guides, builds, and threads, but as stated, many are very generalistic in the basic approach. The give plenty of good suggestions, but don't usually address specific, non-optimized concepts.

Jubal Breakbottle:

Already have a +1 con, is the 1 addtional hp/lvl more valuable than a better initiative (which every guide says should be as high as possible in order to get 1st shot at enemies), higher ac (potentially preventing the need for extra hp), +1 to dex based skills, and +1 attack with ranged weapon (if spells are unavailable)?

I agree with the difficulty in making the all important spell selection, especially with the small number of "known" spells.

1st - color spray or grease (battlefield control)
shocking grasp or burning hands (dmg)
touch of gracelessness or ray of enfeeblement (de-buff dmg)

These choices bring up another thought, perhaps going tattooed sorcerer for the bonus feat (mage's tattoo), as well as a familiar (mainly to deliver touch spells at range)

Sanjiv:

I'm completely lost with the rogue dip. I understand how more skills would be nice, but fail to see how a spellcasters benefits from sneak attack.

crossblooded is an idea, but in addition to the -2 will (-3 total w/ wis 8), you get 1 less spell known at each level. That seems pretty steep at low levels. Linnorm does give a scaling ray (every 2 levels), but straight draconic adds +1 dmg/lvl with a "fire" spell. Besides the breath weapon at 9th lvl, this seems to be the only reason (arguably a good reason) for going crossblooded.

dragon disciple is referred to as a "trap" in most guides, builds. Not real sure why? The flavor meshes well with the character concept though. If the benefits of dragon disciple vs straight sorcerer were explained, it may be the push that going crossblooded needs, to outweigh the -2 will, and 1 less spell/spell lvl!

effortless trickery. I love the fluff you suggested here! Very fun visual, wheather it actually "intimidates" enemies or not. A few concerns though: this doesn't appear to add a "free" illusion spell, which means using, an already limited spells known list, for a not fuctional "fluff" spell. This, I believe, would still require a standard action to activate (wasting a round of combat for "fluff"), or a swift action/concentration all day (out of combat). Once again, I love the visual though.

Please keep the ideas coming, they are very helpful, thank you.


Le sigh.

Ok!
My thoughts.

Blaster - Pyromaniac with Orc/Draconic bloodlines (Crossblooded).

Pyromaniac = +1 Level for Fire spells
Orc Bloodline/Draconic Bloodline = +2 damage per dice on damage spells and 3+Cha rays/day

(ex. level 1 Magic Missile does 1d4+3 damage, burning hands does 2d4+4)

Downsides: Fire is the most common resistance in the game. -2 Will Saves, you will always be one the level behind on spells known progression.

I think this is a MEH! idea. Lots like it, but personally; I do not. It is really powerful at low levels, and starts to lose ground as you progress due to the prolific use of Resist Fire. Mind you, you will do a better job of overcoming Resistance than most others. After all, at level 4, your burning hands does 5d4+10 . . . You won't get a level 2 spell until level 5 though. . .

fun Fun FUN! - Illusions! Keep your Gnome Magic, Effortless Trickery + Spell Focus(Illusion).

If you are loving Color Spray in the low levels a lot (and who doesn't love Color Spray?!?)

1 level Dip in Oracle (Heavens) for Awesome Display.


Q: does the OP want to be a blaster or a trickster? Is there a mechanic reason why the Pyromaniac trait has to be the corner stone of the build? Or is it just a flavor one?

For flavor, I think that can be added upon standard gnome sorcerer tactics. A web spell could be good for battle field control, for example, and that could have a nice synergy with your character's penchant to set fire to things.

@ Rogue damage: that's just something I was doing with one of my characters. You might care about it for the Diplomacy archetype (roll twice on diplomacy checks to gather info).

@ fire resistance: Would a rod of elemental metamagic help convert boosted fire spells into other elements? I figure the +1 spell level cost won't have to be paid too often, but would be well worth it when it's needed. And the magical-lineage traitcould help with that too, if you plan ahead.

Speaking or metamagic rods and my aforementioned weird character, I was considering of having my own character also fulfill a little bit of a Hephaestus or Vulcan role-- That's fire related, right? Since my own build was a multi-classing nightmare, I was looking for non-spell casting ways to contribute to the party.


From your stats, you spent 10 points on Dex for 16 and 0 points on Con for a 12. I suggested spending 5 points each for a 14 and 16, respectively. That's +2 hit points per level vs. +1 AC and initiative. That's a good trade IMHO

If you want pyromaniac to be the cornerstone of the build, go wild-blooded primal (fire). Then find a way to convert that fire to something else in case you hit an enemy with high resistance.


With my ongoing research I found this interesting...

"1 level of Oracle with the Lore Mystery can get you CHA to AC and Ref saves. Pair with the Noble Scion feat (Scion of War option) for CHA to Initiative"

This would let me dump dex, with the only drawback being the fly skill.

Again with this being my 1st caster, does this:

1. Keep my caster lvl the same as going full sorcerer?

2. At Oracle 1/Sorcerer 4, can I choose a 2nd lvl spell from either the sorcerer or cleric spell lists?

3. What oracle curse would be the best choice for this build?

Does any of this make sense in the long run? Or would it be wiser to stick with 1 class every level?

=============

Arizhel:

This will be a PFS character, so orc is out.

Fire may be the most common resistance, but that's why I stated I would be taking various different elements (i.e cone of cold, acid arrow, shocking grasp, ect), they can be used as written OR altered with the elemental bloodline arcana to fire

Sanjiv:

Blaster would be the focus, but the character IS a gnome, so there has to be a bit of "trickery" involved.

Jubal Breakbottle:

The aforementioned oracle level could eliminate all 10 points for dex. With possible replacements in:

1. str = cover possible melee situations, use draconic claws, better use of Dragon Disciple (if used)

2. int = more skill points

3. cha = starting at 20 vs 18 (more spells/day, bigger bonus with oracle option, higher DCs)

I see the draw to primal for an extra +1/die rolled damage, but I think I prefer the elemental change of type option, to the bonus damage w/ needing a different way to convert (i.e. meta rod).

=================

We are getting ever closer to planning this character out! Again, thanks for the great ideas, keep em coming.

The Exchange RPG Superstar 2010 Top 16, Contributor

Mulit-classing that doesn't add to spellcasting is almost always a bad idea with sorcerers. They are already a touch behind the curve with regards to casting and adding another level deficiency means you are a full level of spells behind a wizard your same level (not getting 3rd level spells until 7th level, etc).

Whatever stat boost you get for dumping dexterity isn't going to be worth the loss in spell casting power.

Edit: If you multi class, you don't mix and match caster levels and cannot choose spells from either list. A sorcerer 5/ oracle 1 is a 5th level sorcerer and a 1st level oracle, he's stuck casting 2nd level spells while the sorcerer 6 is casting 3rd level spells....


Can you take Fey[syvan] bloodline in PFS?

If you can you'll be a one man army. Use you sorcerer to blast as you intend but you'll gain an animal companion. If you take Boon Companion you'll have a fighting tank and be a full caster to boot!


I would take full advantage of your illusion DC bonus and be a Shadow Illusionist and work your way up to Shadow Grasp and/or Dazing Spell.

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