Angelic gnome sorcerer


Advice


I wanted to be a sorcerer that heals, I have only played one game, and i was awful at it. Someone told me i needed the medicine skill, and a specific feat to use it in combat, how do i get this? Is this a viable build? If i keep my charisma at 18, i can move my 16 dex to a 16 wis for heal bonus, but then my ac is a 13? Seems i might die a lot that way... thoughts?


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If you are playing an Angelic Sorcerer, your bloodline already gives you the ‘Heal’ spell at level 1 automatically, which would be a good choice for your signature spell for your Lv1. Remember as an Angelic Sorcerer, the spells you get from the divine list. At LV4 you can also get the Divine Evolution class feat to gain an additional ‘Heal’ spell at you highest level. Also, remember your Bloodline gives you the ‘Angelic Halo’ focus power, which increases the amount you heal with ‘Heal’ spells when activated.

For outside of combat (and partly inside as well) if you either want more healing, while saving spell slots, you can go with the Champion multiclass at LV2 (which would also gain you Armor prof, which you can use to increase your AC) and at LV4 get Healing Touch, to gain the ‘Lay on Hands’ focus power. (Recovering focus points for a Sorcerer is a bit easier task then most other classes, so outside of battle, it just becomes a question of if you have the time to heal everyone back up to full using Layon Hands)

The one caveat to this is if you want/need to heal things other than HP (poison and diseases). On the Divine spell list, there are spells which help cure these conditions, but they don’t come up often enough (in general campaigns) and somewhat dependant on the level they are cast to use your spell repertoire on. Medicine does help with that (and Healing outside of battle if you want to save spell slots, but do not want to use class feats on multiclassing, or would mess with your RP.). But I would not be switching over my stats for it, just remember to give the occasional love to Wis for your stat increases.

As far as build, at least for spells, the Divine as more support then offence (unless you know your up against something evil). As for LV1, if your planing on being on Heal/ Buff (Bless) most of the time, you can pick up the Sanctuary spell for added protection. Through you Gnome ancestry you can also pick up an offensive cantrip as well. The Fey-Touched Heritage gives you a Innate Primal cantrip which you can swap once per day, and the First World Magic ancestry feat gives you another. (This one is set). For Debuffing, Fear is a good one, and Bane can be alright.


On stats, I agree with Siro---don't take anything away from your Dex, just consider putting the occasional stat increase into Wis for Medicine's sake.

On needing a feat to use Medicine in combat, they are referring to the Battle Medicine skill feat. You get a skill feat at every even level, so you can take this as soon as you hit 2nd (assuming you're trained in Medicine). Alternatively, since it sounds like your GM is letting you rearrange your build so far, you could change your Background to Field Medic, which provides Battle Medicine. Don't do this if you're in love with your current Background or its skill feat, or if the ability boosts don't fit your build---having combat-time medicine come online at 2nd is fine IMHO. Either way, you will want to keep your Medicine proficiency high to go this route, maybe even your highest skill.

There are other good Medicine skill feats too, but they're all for out-of-combat healing; see top of page 295.


Hm okay, some interesting stuff here... so i made a few changes, array is 8,14,12,12,14,18. I took the field medic backround, which puts my medicine at +5 currently. My fae cantrip is electric arc, though i also have divine lance (lawful and good available). For my level one spells i have harm, heal and magic weapon.

Thoughts? I dont actually have the book yet, i've been using the pf2 srd and herolab online to the best of my ability.

Also, any good tricks to help my AC? I know in PF1 a mwrk buckler had no acp so you could sneak it on a caster with little issue... ( i do have shield cantrip as well)

I also havent spent any of my 15 gold as i am uncertain what to do with it...


A Buckler does exist in PF2 as well. It costs 1gp, with a Bulk of Light, and when you use the 'Raise a Shield' action, it increases your AC by one for that round {unlike other shields. it keeps your hand free, though if you are holding either a weapon or a item with a Bulk higher then Light in the same 'hand' as the buckler, you cannot use the Raise a Shield action with it.)

<as a side note, the AC for using both a shield and the 'Shield' cantrip do not stack, so you are only going to get the better of the two.>

The 'Shield' cantrip gives you +1 AC as well, without restrictions on the hand, and gives you the Shield Block reaction for it to boot {as a reaction to taking physical damage, you place your shield in the way, decreasing the damage by the amount of its hardness, in this case at LV1, 5 damage.) However, once you do use the reaction, you cannot use the spell against for 10 mins, so having a Buckler as a spare when you do need to use the reaction can be helpful.

As far as just plain increasing AC at level 1, not much. A Wooden or Steel Shield would give you +2 AC instead when raised, but as a Bulk of 1, and you might run into weight issues with only 8 Str. Unfortunately, one of the bigger weakness of a Divine Sorcerer is its lack of Armor Prof, along with lacking spells such as 'Mage Armor' that improve AC, with not many options at level 1. The best I can come up with at level 1 is the aforementioned Sanctuary spell {breaks when the target commits an hostile action, but any creature attempting a attack against the target must make a Will save, which on a failure, the creature wastes the action, and cannot try to attack the target again that round.) and Bane {any creature in the Aura which fails its saving throw takes a -1 to its attack rolls.). Fear can also work, but its temporary, and Demoralize through the Intimidation skill can also serve to temporarily give a pen to a creatures attack roll {however the target is then immune to it for 10 mins.)

As far as equipment, pick up a simple weapon that either is ranged or have the finesse trait, so you can use your Dex to hit, instead of Str. Even though you will not be the most effective with it, and I think you will be generally spending your '3rd' action each round on Shields {most spells cost two out of your three actions per turn} its still nice to have just encase. Picking up the Sorcerer kit {which also has a Dagger if you need a weapon} can serve for your basic travel needs. Of course make sure you pick up a Healer’s tools, every activity in the Medicine skill, with the exception of Recall Knowledge, needs them. The rest of the gear is preference, innovation, and what you think you may need, go look at the Adventuring Gear in the PDR or ideas. Also, its not a bad thing to have a couple of coins left over, this way, when you know you need something, you will have the funds to buy it. {its better to have it an not need it, but sometimes the thing you need is cash :p )

Anyways, sorry for the long comment. I do hope it helped.


Oh it does. Lots of information here. I still dont see why you are recommending the weapon though, if i am just going to be casting spells all the time...I mean I suppose I could grab the starter kit to be safe, but i did manage to deftly avoid being struck at all, or even being closed into melee in the first adventure

Grand Lodge

Something to keep in mind: unless you have 18 or higher Dex, just take light armor prof (or if you have 14 Dex take rogue dedication to get surprise attack, an extra skill feat, AND light armor prof). Your AC from levels 1-12 will be better than unarmored and if you have a chain shirt it’s as good as expert unarmored proficiency.

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