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Does anyone know of a good guide to building Pathfinder Sorcerer's like Treantmonk or Rogue Eidolon's guides? I have been having trouble finding any good advice on sorcerer builds and I am not very good at searching the threads as I have been having trouble finding anything useful. Any help would be greatly appreciated.

Anonymous Visitor 163 576 |
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Building a sorceror is easy. Don't multi-class, and have CHA be your highest stat.
Selecting a spell list is hard. Here's what I do.
1) see if you can decide on a theme. Just like you would do for Champions or GURPS. What is your sorceror about?
2) Decide on the highest level this character will ever see. Figure the total number of spells known, and write it out.
zero-level:
First level:
second level:
etc...
3) Fill in all the spells you might want, going over if needed.
4) Edit. make sure you can target all three saves, overcome SR and energy resistance, defend yourself, move yourself, and beat a high armor class. Battlefield control is solid as well.
5) Go back, and trim. You may have to choose between mage armor and shield. You may have to choose between fireball and haste. And so on.
6) Decide on the order the spells come in. Magic missile is a good 1st level spell, but it isn't great at first level. Maybe you should take it later.
7) Choose feats and skills to support the concept.

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As a quick suggestion I'd say look at each Bloodline's Arcana first and foremost. Whilst the Bloodline powers look all flashy and everything, the Bloodline Arcana is the one really unique thing Sorcerers still get (post Ultimate Magic), and was always the driving force for their builds when done right, IMHO.
The Ultimate Magic Crossblooded archetype is worth a look, since you get two Arcana (and a wider choice of Bloodline powers and spells). Losing a spell known per level is painful, but just means you need to pick spells even more carefully. The -2 penalty on Will saves is a Feat-equivilent, tops, so not much to worry about really.
One crossblooded combination, for example, would be Draconic and Primal (with the same energy type) - as both of the Arcana for these grant you +1 damage per die rolled on spells which match your energy descriptor (for a total of +2 damage per die). Taking a fire energy type with a Gnome using the pyromaniac alternate racial trait, or a half-orc taking the favoured class bonus to fire damage, is one way to go about maximizing your sheer blastiness... Although taking acid or cold as your energy type to throw about 1d3+2 damage ranged touch cantrips all day can be nice at low levels.
Another combo would be Draconic and Elemental, to enable you to switch any energy spells to your energy of choice.