LV 11 BLASTER SORCERER IN NEED OF BUILD ADVICE


Advice


So I'm planning to switch character as I am not having fun with my Archer and have Chosen a Blaster Sorcerer.

I'm planning on a Half orc for my race. Putting my stat Bonud in Cha

For My Bloodline I'm taking the Orc one
And am taking the first Bloodline mutation (Blood Havoc)

These are my feats

1 Empower Spell
3 spell Focus Evcation
5 Greater Spell Focus Evcation
7 Improved Initiative
7 Widen Spell
9 Spell Penetration 
11 Maximized Spell

So far these are the spells I picked out

Bonus spells
3RD burning hands
5TH bull’s strength
7TH rage
9TH wall of fire
11TH cloudkill

5th level cloudkill, Cone of cold , Sending
4th level Shout, wall of fire
3rd level Fire Ball ,lighting Bolt, Rage
2nd level Bull’s strength
1st level Burning hands Magic Missle

How can I Improved this build and what other spells & Feats should I consider


It looks like a Fireball build, as I do not see Battering Blast listed in your spells... Magic Trick [Fireball] should probably make its way on to your list of feats. If you want even more damages per dice, you can go Crossblooded with Draconic and Orc Bloodlines. Persistent Spell and Dazing Spell will be what seals the deal.


VoodistMonk wrote:
It looks like a Fireball build, as I do not see Battering Blast listed in your spells... Magic Trick [Fireball] should probably make its way on to your list of feats. If you want even more damages per dice, you can go Crossblooded with Draconic and Orc Bloodlines. Persistent Spell and Dazing Spell will be what seals the deal.

so,something like ?

1 spell Focus Evcation
3 Greater Spell Focus Evcation
5 Mqgic Tirck (Fire ball)
7 Improved Initiative
7 Widen Spell
9 Spell Penetration
11 Dazing spell


Intensify and empower are staples for fireball blasting.


Also can I get advice onn what to buy with my 82000 starting gold


Lesser Rod of Quicken Spell. Its expensive, but lets you get off a fireball three times per day as a swift action (or any other 3rd level or lower spell).


So if I'm crossblooded and Deal 3 Damage per Die Rolled and use Empower Spell with MAGIC Trick Fireball Concentrated Fire

What would my damage look like ?


Nosta1300 wrote:

So if I'm crossblooded and Deal 3 Damage per Die Rolled and use Empower Spell with MAGIC Trick Fireball Concentrated Fire

What would my damage look like ?

Let's assume maximum caster level (10th) for full effect.

10d6 + 3d6 (concentrated fire: 5ft radius burst) + 3 dmg per die = 13d6+39
13d6+39 x 1.5 (empower spell) = 126 damage on average, or anywhere between 78 to 175 damage, for those without fire resistance/immunity.


DeathlessOne wrote:
Nosta1300 wrote:

So if I'm crossblooded and Deal 3 Damage per Die Rolled and use Empower Spell with MAGIC Trick Fireball Concentrated Fire

What would my damage look like ?

Let's assume maximum caster level (10th) for full effect.

10d6 + 3d6 (concentrated fire: 5ft radius burst) + 3 dmg per die = 13d6+39
13d6+39 x 1.5 (empower spell) = 126 damage on average, or anywhere between 78 to 175 damage, for those without fire resistance/immunity.

Dang o3o

So what should I consider for future Feats
I know the game will reach level 15


Spell perfection fireball at 15


WagnerSika wrote:
Spell perfection fireball at 15

Ya figure as much xD

I think I'll take greater Spell Penetration TOO


Also can some help me with my remaining spells known

5th level cloudkill, Cone of cold , Sending
4th level Shout, wall of fire
3rd level Fire Ball ,lighting Bolt, Rage
2nd level Bull’s strength
1st level Burning hands Magic Missle

I think I know

0 more 5th level
1 more 4th level
1 more 3rd level
5 more 2th level
4 more 1st level


Hi

It may sound strange but I'd like to suggest taking the Wasp Familiar feat to get a Valet Wasp and then taking the choral support teamwork feat, which will allow you to make all of your fireballs deal sonic damage so long as you familiar passes a DC 10 perform check. Since skills don't autofail.

Even with minimal investment in the skill, your familiar can make most of the checks without much difficulty, and if you put at least 6 points in, your familiar should be able to make the check 100% of the time because its a class skill for valet familiars.


Ok next question is are foes are Dragons what can I do to overcome Spell resistance more easily

Belive I am CL check of 13 for that right now
CL 11 + spell penetration 2 if I'm counting right


Nosta1300 wrote:

Ok next question is are foes are Dragons what can I do to overcome Spell resistance more easily

Belive I am CL check of 13 for that right now
CL 11 + spell penetration 2 if I'm counting right

Don't worry about overcoming spell resistance at all... If you focus on the conjuration school and the attack spells it has to offer. Most (if not all) of them do not allow for spell resistance.

Honestly, you can do enough damage with needing more than +2 to each damage die. Consider a different bloodline to change your elemental damage on the fly (to fire if you prefer) and throw "Flaming Snowballs" or "Acid Arrows of Flame", etc, etc. No spell resistance for them.


@ DeathlessOne

By another Bloodline you mean another dragon one like a white one for cold damge ?

Also

Snowball
ACID ARROW
ICE SPEARS

ANY OTHER REALLY GOOD NO SR DAMGING SPELL OF 3 TO 5 SPELL LEVEL?


Nosta1300 wrote:

@ DeathlessOne

By another Bloodline you mean another dragon one like a white one for cold damge ?

Or one of the Elemental bloodlines (or similar) that let you change the element of any spell to match that bloodlines element.

Quote:

Also

Snowball
ACID ARROW
ICE SPEARS

ANY OTHER REALLY GOOD NO SR DAMGING SPELL OF 3 TO 5 SPELL LEVEL?

I didn't say it was the BEST choice in all circumstances, but if you are going to use Empower Spell, you'll be using those spell slots for casting your 2nd and 3rd levels spells. AND you don't have to worry about spell resistance.


DeathlessOne wrote:
Nosta1300 wrote:

@ DeathlessOne

By another Bloodline you mean another dragon one like a white one for cold damge ?

Or one of the Elemental bloodlines (or similar) that let you change the element of any spell to match that bloodlines element.

Quote:

Also

Snowball
ACID ARROW
ICE SPEARS

ANY OTHER REALLY GOOD NO SR DAMGING SPELL OF 3 TO 5 SPELL LEVEL?

I didn't say it was the BEST choice in all circumstances, but if you are going to use Empower Spell, you'll be using those spell slots for casting your 2nd and 3rd levels spells. AND you don't have to worry about spell resistance.

Ok and back to fire ball

Consecrated Empower or Cluster Bomb Empower
What deals more at my level?


Actually would buying a few Mets magic rod og energy cold acid and shocking be worth it 9000 all together but that be 3 spell each I can change to to that type


I would not do cluster bombs + concentrate, this most likely doesn't work the way some people want, it increases the spells damage by 1d6, not 1d6 for every cluster and trying this will probably have the GM just ban the feat.

I actually played a similar blaster once. Orc Bloodline, bloodline mutation. +2 to every dice will be plenty and then metamagic feats/rods as the game goes on to up the numbers.

I also took the tattoo archetype because it gives you a cool familiar that can transform into a tattoo and the required feat that boosts caster level for one specific school works well with evocation.

Dragons breath is a good spell and a lot of fun at 4th level. Icy prison at 5th is a great control spell that will take advantage of spell focus evocation. Burst of radiance is a great 2nd level evocation blindness spell with added damage against evil


Doompatrol wrote:

I would not do cluster bombs + concentrate, this most likely doesn't work the way some people want, it increases the spells damage by 1d6, not 1d6 for every cluster and trying this will probably have the GM just ban the feat.

I actually played a similar blaster once. Orc Bloodline, bloodline mutation. +2 to every dice will be plenty and then metamagic feats/rods as the game goes on to up the numbers.

I also took the tattoo archetype because it gives you a cool familiar that can transform into a tattoo and the required feat that boosts caster level for one specific school works well with evocation.

Dragons breath is a good spell and a lot of fun at 4th level. Icy prison at 5th is a great control spell that will take advantage of spell focus evocation. Burst of radiance is a great 2nd level evocation blindness spell with added damage against evil

Oh Cluster bombs or concentrate not both at once

Meta gaming a bit know we defeated the white dragon now have the 4 others


Nosta1300 wrote:
Doompatrol wrote:


Meta gaming a bit know we defeated the white dragon now have the 4 others

I'm not sure what you mean by 4 others. Also this is a matter of opinion but I wouldn't worry too much about energy type if you use different spells, if an enemy is immune or highly resistant to fire, just use something else. You don't want to become overly specialized in one spell or it could raise some GM eyebrows of fireball can handle everything, but again that's a matter of opinion, maybe your GM won't mind.

One other point is alchemical reagents. Liquid ice gives a hell of a cheap boost to cone of cold.


I would go Elemental Spell : Cold or Acid maybe.

Why ? With levels, you'll encounter more and more monster that are immune or highly resistant to fire... and then you risk to end up useless in a fight.

Prefer to go deeper in fire ? Elemental Spell : Fire, and then you can fire-up a chain lightning :-)

Sovereign Court RPG Superstar 2009 Top 32

Note that if you have a damage boost (e.g. from Draconic bloodline) then Empower Spell is better than Maximize, and you probably don't want both. I don't think Widen Spell is very good either because adding 3 levels is just too much.

Rather, go for Spell Specialization (+2 dice of damage is great at most levels) and at level 11 either combine with Intensify, or switch your specialty spell to Fire Snake. And you really need Elemental Spell in case you're fighting enemies with fire immunity, such as any devil or red dragon or fire-elemental-type creature.

I recommend against going crossblooded, because the delay in knowing spells really sucks. Besides +2 damage per die should be plenty.

You should really grab Scorching Ray (excellent against anything with a high reflex save and/or evasion), and a fallback like Haste or Dimension Door (for situations where blasting doesn't cut it), and some self-defense spells (like Mirror Image and Defending Bone). And, you can get additional first-level spells for a bargain price of 1000 gp each, so go hog-wild on Pages of Spell Knowledge. HTH!


I personally would go:

1 Spell Focus Evocation
3 Greater Spell Focus Evocation
5 Intensify Spell
7 Empower + Widen Spell (Bloodline)
9 Piercing Spell
11 Persistant Spell
13. Dazing Spell + Toughness (Bloodline)

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