Draconic Bloodline Sorcerer with Rogue archetype need help.


Advice


Pathfinder Adventure Path Subscriber

Building the titled character and I could use some assistance with feat and spell progression. Its free archetype rogue sounds cool with my concept. Maybe another later.


Feat would be pretty basic, I will give until lvl 10

Usually my preference as a Sorcerer:

2) Dangerous Sorcery
4) Arcane Evolution
6) Advanced Bloodline
8) Crossblooded Evolution
10) Greater Bloodline

From the Rogue MC
4) Mobility
6) You're Next / Nimble Dodge
8) Skill Mastery
10) Skill Mastery

For spells Hideous Laughter, Slow, Phantasmal Killer, Lightning Bolt and Invisibility are always decent spells.


Why Rogue? Is it just for the skills or is there a concept in mind?

In the same vein why Draconic? Are you wanting to use true strike with a sneak attack bonus? Is there a weapon preference? Or are you wanting flight or breath weapon?


Pathfinder Adventure Path Subscriber
Gortle wrote:

Why Rogue? Is it just for the skills or is there a concept in mind?

In the same vein why Draconic? Are you wanting to use true strike with a sneak attack bonus? Is there a weapon preference? Or are you wanting flight or breath weapon?

I wanted to try an arcane sorcerer. I went with rogue because I had an image I found with leather armor and such. It seemed cool. I liked this street urchin enrolled into the Edgewatch trying to prove herself concept that came from it.

I would add image her if I could/knew how from phone.

Here is link to reddit post with image.

https://www.reddit.com/r/Pathfinder2e/comments/kr4ff8/draconic_sorcerer/?ut m_medium=android_app&utm_source=share


So Human Sorcerer with free Rogue archetype. Leather armour and some form of sword. The sword is seriously large but I'm going to assume its agile/finesse.

It's actually pretty easy build your sorceror and rogue indepedantly and then try to squish them together

The basics to get you started try something like.

So for the Sorcerer
2) Dangerous Sorcery
4) Arcane Evolution
6) Advanced Bloodline
8) Crossblooded Evolution
10) Quickened Casting
12) Blood Component Substitution

For the Rogue side
2) Mobility - probably your most important feat. Because Sorcerer is your base you aren't all that tough so you need to be able to safely get out of combat sometimes.
4) Dread Striker
6) Gang Up
8) Opportune Backstab
10) Sneak Savant
12) Preparation

For General Feats take Light Armour Proficiency and Weapon Proficiency at level 1 - which a human can do via Versatile Heritage and General Training. Try to get toughness soon.

Skills: focus on Stealth and Initimidation (or Deception for Feint/or Diplomacy for Bon Mot) plus whatever else you want

Skill Feats: have a look at these: Intimidating Glare, Intimidating Prowess, Battle Cry, Scare to Death

For weapons try a short sword or rapier. Which is what the Weapon Proficiency is about

Stats: Str 10 Dex 16, Con 12, Int 10, Wis 12, Cha 18


Spells try these as initial suggestions

Cantrips : Electric Arc, Ray of Frost, Shield, Detect Magic, Light

1st: Gust of Wind, Summon Animal, Befuddle, Longstrider, True Strike

2nd: Blood Vendetta, Flaming Sphere, Illusory Creature, Enlarge

3rd: Aqueous Orb, Haste, Vampiric Touch, Fear

4th: Stoneskin , Dimension Door, Resilient Sphere, Phantasmal Killer

5th: Acid Storm, Pillars of Sand, Shadow Siphon, Shadow Walk

6th: Chain Lightning, Disintegrate, Dragon Form, True Seeing

7th: Contingency, Eclipse Burst, Time Beacon, True Target

8th: Disappearance, Horrid Wilting, Maze, Undermine Reality

9th: Foresight, Implosion, Meteor Swarm, Weird

10th: Wish


The Rogue MCD gets light armor proficiency. It's one of those odd gems.
The proficiency doesn't increase though, so keep that Dex up for when swapping to unarmored when the PC becomes Expert in that.

Second vote for Mobility. Being pinned down by a monster w/ AoOs and Reach (or friends w/ AoOs) may not be as common as in PF1, but it can still shut a caster down when it does occur.

No on Opportune Backstab.
Do not engage in melee! Do not pretend to engage in melee. Do not think True Strike will aid you enough to warrant being in melee. (It helps with the attack, but you're still doing inferior damage. And you're still a low h.p./mediocre AC/mediocre saves caster!)
Melee's a trap! Your mission will be to use Mobility to constantly step out of melee.

Carrying a sword's an intimidating fashion statement, but to use it well you really need to be a martial (perhaps w/ Sorcerer on the side). It comes down to what you want your PC doing when the Shoggoth hits the fan.
Casting? Or cutting? That should help determine which class suits her.


Pathfinder Adventure Path Subscriber

Hehe. I have cropped the picture to remove the sword. Still mixing with rogue because the flavor feels right. I agree fully on staying out of melee. Really appreciate the spell and feat suggestions so far.

Looking at Dread striker it seems I cannot get it until Level 8 under advanced trickery?

so for Rogue feats it looks like
2 rogue Dedication
4 basic trickery (Mobility)
6 adv trickery (you're next)
8 adv trickery (dread striker)


I love the flavor of "You're Next", it should be useful for your party.
(And it's efficient giving your PC a Reaction to use.)

Dread Striker only matters if you're both making enemies afraid and making spell attacks. Other than Cantrips, there aren't that many spell attacks. They're good, but make sure you're going to have any. Which is to say, even with You're Next helping, I don't see Dread Striker as worthwhile (when compared to all the other options out there).

And if the Bulk doesn't bother you, carrying a sword might at least help fool enemies. :) And there are L Bulk swords.

To clarify, you just get an MCD Dedication, right?
Some of the advice seems aimed at Dual Class Sorcerer/Rogue.


Pathfinder Adventure Path Subscriber

We are using the free archetype rules. Its not technically multiclass.
I do contenplate maybe grabbing other archetypes after a few levels of rogue but idk.


Castilliano wrote:

The Rogue MCD gets light armor proficiency. It's one of those odd gems.

The proficiency doesn't increase though, so keep that Dex up for when swapping to unarmored when the PC becomes Expert in that.

Second vote for Mobility. Being pinned down by a monster w/ AoOs and Reach (or friends w/ AoOs) may not be as common as in PF1, but it can still shut a caster down when it does occur.

No on Opportune Backstab.
Do not engage in melee! Do not pretend to engage in melee. Do not think True Strike will aid you enough to warrant being in melee. (It helps with the attack, but you're still doing inferior damage. And you're still a low h.p./mediocre AC/mediocre saves caster!)
Melee's a trap! Your mission will be to use Mobility to constantly step out of melee.

Carrying a sword's an intimidating fashion statement, but to use it well you really need to be a martial (perhaps w/ Sorcerer on the side). It comes down to what you want your PC doing when the Shoggoth hits the fan.
Casting? Or cutting? That should help determine which class suits her.

You are over stating it. Melee is always plan B or C starting only after the enemy is heavily engaged. You aren't going to be good at it. But its there as an option of the last round or two of the combat for when it is safe. The character probably needs more debuff spells that the list of suggestions I provided.

These sorts of characters should build for multiple options.

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