Gortle’s Sorcerer Guide


Advice


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I have done another guide. Because we are still too light on opinions on this game.
Here is my take on the Sorcerer

Gortle’s Sorcerer Guide

And on the Sorcerer Spells all 4 traditions.

Gortle’s Spell Guide for the Sorcerer

Comments welcome

Cheers


Thanks for making a guide ^_^

Bloodline magic does not work with cantrips.


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I feel like harm is overrated, even with undead bloodline magic and dangerous sorcery your aren't out pacing a fighter very much at high levels even when you're spending all 3 actions casting max level harms. And at lower levels you don't even beat the fighter in expected damage doing that. It does fair better against a higher level enemy, but I still feel it's not the best as a go to option.

I think it's fine as an emergency backup option, but single target damage is best done by martials. I think it should only be highly rated if you're healing undead.


citricking wrote:

I feel like harm is overrated, even with undead bloodline magic and dangerous sorcery your aren't out pacing a fighter very much at high levels even when you're spending all 3 actions casting max level harms. And at lower levels you don't even beat the fighter in expected damage doing that.

I think it's fine as an emergency backup option, but single target damage is best done by martials. I think it should only be highly rated if you're healing undead.

Agreed, the Diabolic sorcerer I GM for had harm as his only damaging 1st level spell at levels 1 and 2, and it felt incredibly underwhelming for him. When he hit level 3 he saw the light of flaming sphere, though.


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Spell Guide wrote:
Remake * really a level 10 spell? Replace a destroyed item or magic item within limits. Too narrow.

It's a 10th level spell because it allows you to abuse the hell out of pushing wands for extra spells and then fix them during downtime.


Is harm really that good? I know undead can combo it with touch of undeath for a really odd way to buff healing spells, but the damage seems kinda low unless you are using it for an action filler against enemies that cant AoO you.

Asking since I do have an idea for running an undead sorc MC champion for a heavy armor mage that protects themselves with thick steel and temp hp


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Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

3 single action harms can be a lot of damage fast, since there is no MAP equivalent and only a critical save is no damage, but it isn't EFFICIENT damage, and is probably never going to be Plan A.


citricking wrote:

Thanks for making a guide ^_^

Bloodline magic does not work with cantrips.

There is alway something that you misread. For the record the fine print is in the main class blurb. Not near the detail of the rules. Fixed it up. Thanks.


HammerJack wrote:
3 single action harms can be a lot of damage fast, since there is no MAP equivalent and only a critical save is no damage, but it isn't EFFICIENT damage, and is probably never going to be Plan A.

Ah, gotcha. Funny thing is, this ploy was part of why I wanted to be wrapped in armor; this trick is something I wanted to pull on BBEG that decides to get in my grill and I have slots to burn


Xenocrat wrote:
Spell Guide wrote:
Remake * really a level 10 spell? Replace a destroyed item or magic item within limits. Too narrow.
It's a 10th level spell because it allows you to abuse the hell out of pushing wands for extra spells and then fix them during downtime.

Thanks for the tip

Liberty's Edge

How is the sorcerer in 2e?


Yure wrote:
How is the sorcerer in 2e?

That's a big question.

I like it compared to the Wizard. Social skills not lore. The power and flexibility to spend all your spells as fireball or whatever, just because you want to, is very nice.
But spells known is still a big limit as you would expect.
There are a lot more spells.
Illusions are back.
Access to all four lists is great. Cantrips are good.
But magic is generally much weaker as people have been harping on about balance for the last 20 years. Well this is what it looks like.


I tend to disagree with your comparison of spell lists. I don't think there are better spell lists, they are different and depend on what you want to achieve.

Also, the Divine spell list has the best healing spell, the higher single target damaging spells and one of the best (if not the best) area of effect damage dealing spell.

I agree that the rest is quite meh, but being strong in blast/heal is a strong asset that compensate the weakness in utility.


SuperBidi wrote:

I tend to disagree with your comparison of spell lists. I don't think there are better spell lists, they are different and depend on what you want to achieve.

Also, the Divine spell list has the best healing spell, the higher single target damaging spells and one of the best (if not the best) area of effect damage dealing spell.

I agree that the rest is quite meh, but being strong in blast/heal is a strong asset that compensate the weakness in utility.

Its an opinion piece.....

The main issue with the Divine spell list is the number of spells. It is signficantly less than the others especially at low levels.
Typically Arcane>Occult>Primal>Divine. Divine can be almost as low as half the number of Arcane spells.

Maybe that doesn't matter so much for a Sorcerer as you only really need a good 3 spells per level. But the overall list versatility does suffer.
At the top end there is not much difference.

Divine gets Air Walk now at the same level as Fly, which is a plus. It gets limited summoning and not till level 5, little in the way of polymorph or special senses. Its wall spells are not good. There is direct damage but it is mostly necromatic or alignment based. It has a few fire options but they are below average.

I feel Primal does blast and heal better.

But I'd be happy to play a sorcerer on any of the 4 spell lists.

Sovereign Court

My problem with the divine list is that the Remove X spells are all separate spells, and all counteract-based. So for them to work well you have to heighten them, but as a spontaneous caster, that's really problematic.

If there had been a generic Remove Affliction spell that added more things it could remove when you heightened it, then it'd be amazing for sorcerers. But as it stands, I don't think you can do a real "complete support" divine sorcerer.


Primal and Divine heals well, indubitably.

Divine blasts are a bit special. If you are in a classical "heroes VS evil" campaign, they work wonder, as you will face many Fiends, Undeads and evil opponents. But they don't work properly in a campaign where the enemy is not massively evil. So, it's hard to really compare them to Arcane and Primal blasts as they have higher efficiency, but with more conditions to be usable.

About the Remove X spells, they are bad at low level for a Sorcerer. But as soon as you have taken all the basic signature spells (Divine Wrath, Heal, Harm, Searing Light, Dispel Magic), you can take them as Signature spells so you can heighten them as much as you need.

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