My First Blaster Caster (PFS), did I do this right?


Advice

Vigilant Seal

After taking in all of the discussion on Spellcaster balance, I've decided to finally take a step and create my very first Spellcaster, no less a blaster! For Pathfinder 2e, although I am limited to Pathfinder Society, and therefore cannot take such things as Sudden Bolt.

Nanapo Tiefling Gnome Imperial Bloodline Sorcerer (Magical Misfit Background) PFS
1 (A) Nimble Hooves, Stats: Str 8, Con 12, Dex 16, Int 12, Wis 12, Cha 18
2 (Sorc) Dangerous Sorcery, (S) Intimidating Glare
3 (G) Fleet, Expert Intimidation
4 (Sorc) Arcane Evolution [Skill:Crafting], (S) Multilingual
5 (A) Fiendish Resistance, Expert Arcana, Boost: Dex, Wis, Int, Cha, [Skill: Deception]
6 (Sorc) Bard Dedication [Enigma Muse], (S) Magical Shorthand
7 (G) Toughness, Master Intimidation
8 (Sorc) Basic Bardic Spellcasting, (S) Assurance [Arcana]
9 (A) Gnome Polyglot, Master Arcana
10 (Sorc) Signature Spell Expansion, (S) Automatic Knowledge [Arcana], Stats: Con, Dex, Wis, Cha
11 (G) Incredible Initiative, Expert Occultism
12 (Sorc) Occult Breadth, (S) Battle Cry
13 (A) Fiend's Door, Master Occultism
14 (Sorc) Expert Bardic Spellcasting, (S) Automatic Knowledge [Occult]
15(G) Canny Acumen [Perception], Legendary Intimidation, Stats: Dex, Int, Wis, Cha, [Skill: Religion]
16(Sorc) Greater Mental Evolution, (S) Scare to Death
17(A) Final Form, Legendary Occultism
18 (Sorc) Master Bardic Spellcasting, (S) Multilingual
19 (G) Incredible Investiture, Legendary Arcana
20 (Sorc) Bloodline Perfection, (S) Unified Theory, Stats: Str, Con, Int, Cha

In the following spell list GME will stand for Greater Mental Evolution and SSE is Signature Spell Expansion. I tried to go for a Black Mage themed list from Final Fantasy, therefore focusing on Fire, Thunder and Ice damage as well as debuffs, like Befuddle, Paralyze, Confusion, etc. I looked at the history of Black Mages and found appropriate spells within my tradition. I tried to make a list, after taking the advice, that could target every type of save to be a blaster.

Nanapo Lalimo Tiefling Gnome Imperial Sorcerer
Cantrips: Electric Arc, Ray of Frost, Produce Flame, Shield, [Bloodline] Detect Magic
1st level Befuddle, Burning Hands (Signature), True Strike, [Bloodline] Magic Missile, [GME] Grim Tendrils
2nd level Chilling Spray [H+1], Horizon Thunder Sphere [H+1] (Signature), Scorching Ray, [Bloodline] Dispel Magic, [GME] Flaming Sphere
3rd level Fireball (Signature), Lightning Bolt (Signature [SSE]), Slow, [Bloodline] Haste (Signature[SSE]), [GME] Fear [H+2]
4th level Sleep [H+3], Confusion, Ice Storm (Signature), [Bloodline] Dimension Door, [GME] Fire Shield
5th level Blazing Fissure (Signature), Cone of Cold, Dimension Door [H+1], [Bloodline] Prying Eye, [GME] Black Tentacles
6th level Chain Lightning, Flame Vortex, Cast Into Time, [Bloodline] Disintigrate (Signature), [GME] Slow [H+3]
7th level Haste [H+4], True Target, Eclipse Burst (Signature), [Bloodline] Prismatic Spray, [GME] Frigid Flurry
8th level Blood Boil (Signature), Chain Lightning [H+2], Polar Ray, [Bloodline] Maze, [GME] Burning Blossoms
9th level Massacre (Signature), Weird, Meteor Swarm, [Bloodline] Prismatic Sphere, [GME] Foresight
10th Level Time Stop, Cataclysm (Signature), [GME] Wish

I tried to stay on theme with the bardic spells too:

Nanapo Lalimo Tiefling Gnome Imperial Sorcerer [Bardic Dedication Spells]
Cantrips: Prestidigitation, Time Sense
1st level True Strike, Fear (Signature Basic)
2nd level Blur, Grim Tendrils [H+1]
3rd level Heroism (Signature Expert), Slow
4th level Confusion, Enervation
5th level Shadow Blast (Signature Master), Synesthesia
6th level Cast Into Time, Phantasmal Calamity
7th level True Target
8th level Synesthesia [H+3]


My instinct i to not include many blasts (besides sig spells) in slots below 6, the damage is just not gonna be that worthwhile, 1-5 I’d try to keep mostly utility


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Don’t use your MC (multi-class) for blast spells and only stick to your main class slots for that. Occult has plenty of spells for buffing and utility that don’t require any rolls. Also, any damage spell not cast at your two highest level slots will be too far behind output to justify the use. Train them out, signature them, or learn them at higher level rather than taking up a repertoire spot for them. Anything below your two highest spell levels should be used for utility, control, or buffing.

Vigilant Seal

Lucerious wrote:
Don’t use your MC (multi-class) for blast spells and only stick to your main class slots for that. Occult has plenty of spells for buffing and utility that don’t require any rolls. Also, any damage spell not cast at your two highest level slots will be too far behind output to justify the use. Train them out, signature them, or learn them at higher level rather than taking up a repertoire spot for them. Anything below your two highest spell levels should be used for utility, control, or buffing.

Ah very interesting. I like this idea. Means eventually I could probably untrain and unsignature Burning Hands and take up Fear and make that Signature and things like that. Slow apparently at 6th level goes AOE, which is dope.

To be fair I considered just not taking Bardic at all, and instead getting Crossblooded Evolution, because the only thing I *Really* wanted was Synesthesia, but alas it's level 5 and at level 8 your can only get 4th level and below spells. I think you might have to wait until level 9 or 10 and to add it, or wait all the way until 18 for Great Cross Blooded Evolution to pick it :/ However! The other thought was "I'm just going to use all my bard spell slots for True Strike or the occaisional debuff and spam attack spells lul"


Slow is a great example of a spell that can remain at 3rd level and still be just as good from character level 5 to 20. Knowing it as a 6th level spell for an AoE is great as well. Know you can know a spell at higher level and downcast it to a lower level (minimum level it could be cast) if you signature it. Fear also applies and is still an incredibly effective spell to know at 1st level.

When you first take Crossblood Evolution, you are limited to any spell level you can currently cast. That doesn’t prevent you from retraining that spell to a higher level one once you gain access to the new spell.

The only major issue I can see possibly existing with doing MC bard is that you may find the action economy hard to juggle with all the cantrips, spell slot buffs, related skills, and the blasts you still want to do. It definitely is doable, but also could be overwhelming for some.

Vigilant Seal

It's an interesting issue for sure. I might just go the cross-blooded evolution route because it's comes online a little earlier than bard MC, I think. Also I've heard between scrolls and Staves, eventually you no longer lack for Spell Slots, so I could just have a Staff of True Strike or something, and a bunch of scrolls of Fear, Befuddle, Confusion etc.

Also it's Pathfinder Society (I spent 80 AcP on my heritage ;-;) so reaching level 8/9/10 is forever away and also apparently nearly impossible without getting invited to an Adventure Path so seems unlikely for me to reach anyway :) Best I can hope for is to enjoy 3rd through 6thish level.


Trixleby wrote:

It's an interesting issue for sure. I might just go the cross-blooded evolution route because it's comes online a little earlier than bard MC, I think. Also I've heard between scrolls and Staves, eventually you no longer lack for Spell Slots, so I could just have a Staff of True Strike or something, and a bunch of scrolls of Fear, Befuddle, Confusion etc.

Also it's Pathfinder Society (I spent 80 AcP on my heritage ;-;) so reaching level 8/9/10 is forever away and also apparently nearly impossible without getting invited to an Adventure Path so seems unlikely for me to reach anyway :) Best I can hope for is to enjoy 3rd through 6thish level.

Scrolls are a good way to add spells to your adventuring day. They have a few complications for those focused on sorcerer blasting; Dangerous Sorcery as well as blood magic effects don’t trigger from them, and unless one is in hand already require an interact action to access.

Staves also don’t get the benefit of triggering Dangerous Sorcery or blood magic effects, but one usually already has the staff held so no loss of actions there.

Regarding PFS play and rules, I am clueless beyond what I pick up reading from the occasional post in this forum. I didn’t even know until a couple days ago that anything with the Uncommon trait wasn’t available to players unless it is specific to the AP being played. It make sense but golly….it does add to making the idea of PFS play for me just unappealing.


Lucerious wrote:
Regarding PFS play and rules, I am clueless beyond what I pick up reading from the occasional post in this forum. I didn’t even know until a couple days ago that anything with the Uncommon trait wasn’t available to players unless it is specific to the AP being played. It make sense but golly….it does add to making the idea of PFS play for me just unappealing.

The point of PFS play isn't that it's ideal. It's that it's available.


Sanityfaerie wrote:

The point of PFS play isn't that it's ideal. It's that it's available.

Oh, no doubt. I get why people play PFS as one doesn’t always have other options.

For a period of time, I did play with a group I found via Reddit that used a combination of Discord with VTTs to play. This allowed for a PFS like setting in regards to having a large pool of people playing at various levels, without the same strict rules PFS has. I don’t know how great an option that is for everyone, but I would recommend that over the above alternative if possible.


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Imperial Bloodline not the best for blasting, but I understand you're going for a theme. Best blasting bloodline is elemental. Shadow is a good damage bloodline, but less pure blasting and more some sustain damage spells.

As far as non-sorcerers, Storm Druid and Psychic are good blasters. Wizard Universalist dipping Multiclass Sorcerer for dangerous sorcery can do the job too if you focus heavily on prepared blasting slots.

That being said the difference between optimal blaster and good enough blaster pretty small. So you should be ok with an Imperial Bloodline Sorcerer.

I would definitely pick up Cross-blooded evolution in my feats. Grab synesthesia at some point unless you have an occult caster in the group. Clumsy or Frightened affects Reflex saves. You like to see people using abilities that reduce saves against your spells.

1st level Befuddle, Burning Hands, True Strike, [Bloodline] Magic Missile (make this signature), [GME] Grim Tendrils
2nd level Chilling Spray [H+1], Horizon Thunder Sphere [H+1] (Signature), Scorching Ray, [Bloodline] Dispel Magic, [GME] Flaming Sphere
3rd level Fireball (Signature), Lightning Bolt (Signature [SSE]), Slow, [Bloodline] Haste (Signature[SSE]), [GME] Fear [H+2]
4th level Sleep (Incap spells no good unless heightened) [H+3], Confusion, Ice Storm (Signature), [Bloodline] Dimension Door, [GME] Fire Shield (Phantasmal Killer a great 4th level spell)
5th level Blazing Fissure (Signature), Cone of Cold, Dimension Door [H+1], [Bloodline] Prying Eye, [GME] Black Tentacles (Pick up Synesthesia from Occult list; you want it at max casting ability)
6th level Chain Lightning, Flame Vortex, Cast Into Time, [Bloodline] Disintigrate (Signature), [GME] Slow [H+3]
7th level Haste [H+4], True Target, Eclipse Burst (Signature), [Bloodline] Prismatic Spray, [GME] Frigid Flurry
8th level Blood Boil (Signature), Chain Lightning [H+2], Polar Ray, [Bloodline] Maze, [GME] Burning Blossoms
9th level Massacre (Signature), Weird, Meteor Swarm, [Bloodline] Prismatic Sphere, [GME] Foresight
10th Level Time Stop, Cataclysm (Signature), [GME] Wish

I would pick up a weapon with an ancestry feat at low level, preferably a bow. It's a nice third action option for damage. But it isn't required.

Reach Spell is a nice metamagic feat to pick up. It's using one action to extend spell range so you can cast without having to move. You might want to grab it if you have some feat you're not sure about.

Magic items are great for extending casting. Pick as much extra blasting power as you can with magic items.

Just remember low level feels pretty weak. Around 5th level it gets a little better and around 7th when your Spellcasting Ability boosts up it gets even better. Caster progression is slower than martial, but has higher highs like previous editions. Hopefully you get a chance to see what you can do at high level. It can get really sick.

Grand Archive

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As for society, the max level that one can reach without AP credit is 10 (or just barely 11).

Scatter Scree or Spout are useful cantrips as they are AoE.


After seeing the spell lists put forward in this thread. None of them are pure blasters. They all have a reasonable mix of other spells. Which makes me wonder if people talking about blasters are even talking about the same thing.


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To me synesthesia sets up blasting. If you land one, the clumsy reduces reflex saves by 3 for up to a minute. This lowers AC and Reflex saves, two of the factors in blasting. If someone else is able to land synesthesia, then let them do it and blast away.

Phantasmal Killer is an excellent single target blast spell with a rider that helps your other blast spells. It does good damage with an additional effect.

I would think a class called a Black Mage would have something to use fear as a powerful weapon to destroy things.

Vigilant Seal

Deriven Firelion wrote:

To me synesthesia sets up blasting. If you land one, the clumsy reduces reflex saves by 3 for up to a minute. This lowers AC and Reflex saves, two of the factors in blasting. If someone else is able to land synesthesia, then let them do it and blast away.

Phantasmal Killer is an excellent single target blast spell with a rider that helps your other blast spells. It does good damage with an additional effect.

I would think a class called a Black Mage would have something to use fear as a powerful weapon to destroy things.

It's the plan! Also, yeah I looked at all the threads discussing casters, I read all the guides about casters, I actually read Gortle's guide to Sorcerer and I think I will end up changing some of my feats as recommended, because I am not 100% sure if I am getting value out of Bard and I think I would get Synesthesia a bit earlier than going around Murphy's Barn with Bard Dedication as late as 8 (only cantrips) and 14 (Expert).

I also saw that you apparently want to be able to target Fortitude, Reflex, and Will, (as well as AC), so I pick so direct attack spells (Horizon Thunder Sphere, Scorching Ray, Polar Ray, Frost Bolt, Produce Flame, and so forth) I picked some Reflex Saves one (Fireball, Cone of Cold, Thunderbolt, the usual suspects for damage) and then I picked Will Effects that were in line with Traditional Black Mage spells from 1-15 which include things like Bio (Poison, although apparently poison is evil in PFS so banned, I think), Hold (Paralyze), Blind (Blindness), Confusion, a lot of outright kill spells (power Word Kill), stunning effects, etc..

So things like Befuddle, Fear, Confusion, etc emulate this. In practical play I have found just damage gets by on mooks. Combats are really fast and I have found I can almost never set myself up for the "next" turn to take advantage of my own debuffs, so I just use cantrips and Magic Missile or Burning Hands. I've found Magic Missile to be invaluable, as well as Burning Hands. Produce Flame has been a workhorse, and so has Frost Ray against flying far away monsters.

So I think I've built a successfully themed, well rounded, Blaster but, as people have pointed out, actually probably don't fill your ranks with all damage spells. Then I used Gortle's Guide to pick all 3 Star (Green) or better spells, but sticking to theme, so sometimes I ignored a 5 star (purple) spell like Wall of Stone because Stone spells are a White Mage magic.

Vigilant Seal

Deriven Firelion wrote:

Imperial Bloodline not the best for blasting, but I understand you're going for a theme. Best blasting bloodline is elemental. Shadow is a good damage bloodline, but less pure blasting and more some sustain damage spells.

As far as non-sorcerers, Storm Druid and Psychic are good blasters. Wizard Universalist dipping Multiclass Sorcerer for dangerous sorcery can do the job too if you focus heavily on prepared blasting slots.

That being said the difference between optimal blaster and good enough blaster pretty small. So you should be ok with an Imperial Bloodline Sorcerer.

I would definitely pick up Cross-blooded evolution in my feats. Grab synesthesia at some point unless you have an occult caster in the group. Clumsy or Frightened affects Reflex saves. You like to see people using abilities that reduce saves against your spells.

1st level Befuddle, Burning Hands, True Strike, [Bloodline] Magic Missile (make this signature), [GME] Grim Tendrils
2nd level Chilling Spray [H+1], Horizon Thunder Sphere [H+1] (Signature), Scorching Ray, [Bloodline] Dispel Magic, [GME] Flaming Sphere
3rd level Fireball (Signature), Lightning Bolt (Signature [SSE]), Slow, [Bloodline] Haste (Signature[SSE]), [GME] Fear [H+2]
4th level Sleep (Incap spells no good unless heightened) [H+3], Confusion, Ice Storm (Signature), [Bloodline] Dimension Door, [GME] Fire Shield (Phantasmal Killer a great 4th level spell)
5th level Blazing Fissure (Signature), Cone of Cold, Dimension Door [H+1], [Bloodline] Prying Eye, [GME] Black Tentacles (Pick up Synesthesia from Occult list; you want it at max casting ability)
6th level Chain Lightning, Flame Vortex, Cast Into Time, [Bloodline] Disintigrate (Signature), [GME] Slow [H+3]
7th level Haste [H+4], True Target, Eclipse Burst (Signature), [Bloodline] Prismatic Spray, [GME] Frigid Flurry
8th level Blood Boil (Signature), Chain Lightning [H+2], Polar Ray, [Bloodline] Maze, [GME] Burning Blossoms
9th level Massacre (Signature), Weird, Meteor Swarm, [Bloodline] Prismatic Sphere,...

I really wanted to be Elemental but I felt like I had no spells to target Will Saves. No debuffs hardly, it just felt too narrow. It's like a tiny bit of buff, a tiny bit of support (heal and such) and then just damage. I don't even think they get fear. No Confusion. No Befuddle. MAYBE Slow if I'm lucky.

Oh yeah, and most importantly, NO TRUE STRIKE D: How can I do spell attack rolls without that!? I plan to get Scorching Ray and Horizon Thunder Sphere at 2, but do I do it without True Strike and Hero Points?


Trixleby wrote:
Oh yeah, and most importantly, NO TRUE STRIKE D: How can I do spell attack rolls without that!? I plan to get Scorching Ray and Horizon Thunder Sphere at 2, but do I do it without True Strike and Hero Points?

You can archetype into another class for it. True Strike is notable for not caring about your casting proficiency and also not caring about your spell level. Two feats into a class capable of casting either arcane or occult will get you access to a spell list that contains it and a few slots you can cast it with, and you can get the rest of them with staff/wand/scroll.

That's not to say that the path you chose here was wrong - just that it is possible to get True Strike in other ways. Heck - you're taking Basic Bardic Spellcasting already. So what's the problem? How many times per day do you actually intend to throw out the kind of Big Damage vs-AC spell that True Strike is built for?

Vigilant Seal

Sanityfaerie wrote:
Trixleby wrote:
Oh yeah, and most importantly, NO TRUE STRIKE D: How can I do spell attack rolls without that!? I plan to get Scorching Ray and Horizon Thunder Sphere at 2, but do I do it without True Strike and Hero Points?

You can archetype into another class for it. True Strike is notable for not caring about your casting proficiency and also not caring about your spell level. Two feats into a class capable of casting either arcane or occult will get you access to a spell list that contains it and a few slots you can cast it with, and you can get the rest of them with staff/wand/scroll.

That's not to say that the path you chose here was wrong - just that it is possible to get True Strike in other ways. Heck - you're taking Basic Bardic Spellcasting already. So what's the problem? How many times per day do you actually intend to throw out the kind of Big Damage vs-AC spell that True Strike is built for?

All my spells slots if I can help it. That's kind of a joke, but not exactly. Against an actual boss I would spend the first round doing Recall Knowledge to know the monster's biggest weakness, then use Fear/Befuddle to weaken it.

Then use all 1st level spell slots to True Strike and all 2nd level for Scorching Ray or Horizon Thunder Sphere. Think I gotta wait til third level though. At first I might be using True Strike and Produce Flame. Although so far I've had good success without learning it yet. One time I got knocked prone by Gust of Wind, but instead of standing up, I just cast magic missile 3 actions like a Spirit Gun between my legs on my back at the creature.

Vigilant Seal

Deriven Firelion wrote:
Imperial Bloodline not the best for blasting, but I understand you're going for a theme. Best blasting bloodline is elemental.

If I were to try to rebuild the character using the suggestions presented as an Elemental Build I end up with something like the following:

Nanapo Tiefling Gnome Elemental (fire) Bloodline Sorcerer (Magical Misfit Background) PFS
(A) Nimble Hooves, Stats: Str 8, Con 12, Dex 14, Int 14, Wis 12, Cha 18
(Sorc) Dangerous Sorcery, (S) Intimidating Glare
(G) Fleet, Expert Intimidation
(Sorc) Wizard Dedication (universalist) [Skill:Society], (S) Multilingual
(A) Fiendish Resistance, Expert Arcana, Boost: Dex, Wis, Int, Cha, [Skill: Occultism]
(Sorc) Basic Wizard Spellcasting, (S) Magical Shorthand
(G) Toughness, Master Intimidation
(Sorc) Crossblooded Evolution, (S) Assurance [Arcana]
(A) Gnome Polyglot, Master Arcana
(Sorc) Signature Spell Expansion, (S) Automatic Knowledge [Arcana], Stats: Con, Dex, Wis, Cha
(G) Incredible Initiative, Expert Occultism
(Sorc) Expert Wizard Spellcasting, (S) Battle Cry
(A) Fiend's Door, Master Occultism
(Sorc) Arcane Breadth, (S) Automatic Knowledge [Occult]
(G) Canny Acumen [Perception], Legendary Intimidation, Stats: Dex, Int, Wis, Cha, [Skill: Religion]
(Sorc) Quickened Spellcasting, (S) Scare to Death
(A) Final Form, Legendary Arcana
(Sorc) Master Wizard Spellcasting, (S) Multilingual
(G) Incredible Investiture, Legendary Occultism
(Sorc) Bloodline Perfection, (S) Unified Theory, Stats: Str, Con, Dex, Cha

Nanapo Lalimo Tiefling Gnome Elemental [Fire] Sorcerer
Cantrips: Electric Arc, Ray of Frost, Guidance, Detect Magic, [Bloodline] Produce Flame
1st level Chilling Spray, Horizon Thunder Sphere (signature), Fear, [Bloodline] Burning Hands
2nd level Dispel Magic, Blur, Scorching Ray (Signature), [Bloodline] Resist Energy
3rd level Haste (Signature[SSE]), Lightning Bolt (Signature [SSE]), Slow, [Bloodline] Fireball (Signature)
4th level Wall of Fire, Searing Light [H+1], Ice Storm (Signature), [Bloodline] Freedom of Movement
5th level Blazing Fissure (Signature), Cone of Cold, Synesthesia [CBE], [Bloodline] Elemental Form
6th level Chain Lightning (Signature), Flame Vortex, Wall of Fire (H+2), [Bloodline] Repulsion
7th level Haste [H+4], Sunburst, Eclipse Burst (Signature), [Bloodline] Energy Aegis
8th level Blood Boil (Signature), Chain Lightning [H+2], Polar Ray, [Bloodline] Prismatic Wall
9th level Massacre (Signature), Implosion, Meteor Swarm, [Bloodline] Storm of Vengeance
10th Level Fated Confrontation, Cataclysm (Signature)

Nanapo Lalimo Tiefling Gnome Elemental [fire] Sorcerer [Wizard Dedication Spells]
Cantrips: Prestidigitation, Shield
1st level True Strike, True Strike (Signature Basic)
2nd level Befuddle, True Strike [H+1]
3rd level True Strike [H+2], True Strike [H+2]
4th level Confusion, Dimension Door
5th level Fear [H+4], Dimension Door
6th level Disintigrate, Disintigrate (or more True Strike)
7th level True Target
8th level True Target


Gortle wrote:
After seeing the spell lists put forward in this thread. None of them are pure blasters. They all have a reasonable mix of other spells. Which makes me wonder if people talking about blasters are even talking about the same thing.

I don’t believe that is a fair assessment. It is one thing to say what is wanted as a blaster versus what is currently available. It is pointless in this system to have a plethora of blast spells throughout one’s spell levels as only the top two spell levels are viable for blasting. The system by its very design forces a caster to know non-blast spells for most of the character’s known spells.

Wayfinders Contributor

For PFS builds I tend to only plan up through Levels 6-8, and most of the time I discover new things that I want to do with my character as I'm playing it. So I write up a plan, toss it out, and then write another plan.

Vigilant Seal

Apparently one of the core tenents of being a good blaster is having the ability to target every save effectively. Ac, Reflex, Fortitude, Will.

How do you make an effective Primal Blaster? They seem almost exclusively able to deal damage via Reflex and AC, with no Disintigrate or anything for Fort, and no debuffs like Confusion, Befuddle or even damage like Phantasmal Calamity, Weird, or Agonizing Despair.

The same could be said of Divine, which barely gets any reflex saving throw attacks. Not even cantrips! Does it come down to multiclassing, or simply making due with what you've got?

I've seen it said Druid is an amazing blaster, but it's Primal, so how do you diversify your attack patterns?

Then there's Magic Sword's guide about small ball...and it relies basically exclusively on Magic Missile...so how does everyone who isn't Arcane cope?


There are some very good fort based spells in Primal spell list. But they are 5th level and superior like Blister (5), Necrotize(6), Finger of Death(7), Boil Blood(8), Horrid Wilting(8 and the most larger AoE spell of the game), Implosion(9), Massacre(9).

The main advantage of being an Elemental Bloodline Sorcerer is that you add 2 per spell level of additional damage to a selected target due Blood Magic + Dangerous Sorcery when using your Granted or Bloodline spells. It's basically the same benefit of Psychic's Unleash but restricted to these spells and only one target but without being Stupefied 2 rounds after.

Divine tradition is just bad as Blast DD vs non-evil. It focus is more in healing and support spells.

Druid isn't that amazing blaster due damage but due it's chassis + focus spells that allows him to be less dependent from spell slots.


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Fortitude saves are generally the worst to target being often the strongest save, and will saves (that do damage) generally do it with mental damage which is also the worst damage type. Blasters are stuck doing reflex save spells or AC target spells.


The general rule about use of save is:

Your opponent is big or use a medium/heavy armor?
- Avoid Fort saves
Your opponent is medium or small or uses light armor and don't cast spells?
- Avoid Refl saves
Your opponent cast spells?
- Avoid Will saves

To the weakest save you probably will need a RK or some weakness detector feat.


Lucerious wrote:
Fortitude saves are generally the worst to target being often the strongest save, and will saves (that do damage) generally do it with mental damage which is also the worst damage type. Blasters are stuck doing reflex save spells or AC target spells.

There are some weak Fort save creatures, but not as plentiful. If a creatures has a particular good Reflex saves, you have a chance that either Fort or Will will be weak. Probably a recall knowledge roll figures it out, but you could test a Fort save spell out too.


Trixleby wrote:
Deriven Firelion wrote:
Imperial Bloodline not the best for blasting, but I understand you're going for a theme. Best blasting bloodline is elemental.

If I were to try to rebuild the character using the suggestions presented as an Elemental Build I end up with something like the following:

Nanapo Tiefling Gnome Elemental (fire) Bloodline Sorcerer (Magical Misfit Background) PFS
(A) Nimble Hooves, Stats: Str 8, Con 12, Dex 14, Int 14, Wis 12, Cha 18
(Sorc) Dangerous Sorcery, (S) Intimidating Glare
(G) Fleet, Expert Intimidation
(Sorc) Wizard Dedication (universalist) [Skill:Society], (S) Multilingual
(A) Fiendish Resistance, Expert Arcana, Boost: Dex, Wis, Int, Cha, [Skill: Occultism]
(Sorc) Basic Wizard Spellcasting, (S) Magical Shorthand
(G) Toughness, Master Intimidation
(Sorc) Crossblooded Evolution, (S) Assurance [Arcana]
(A) Gnome Polyglot, Master Arcana
(Sorc) Signature Spell Expansion, (S) Automatic Knowledge [Arcana], Stats: Con, Dex, Wis, Cha
(G) Incredible Initiative, Expert Occultism
(Sorc) Expert Wizard Spellcasting, (S) Battle Cry
(A) Fiend's Door, Master Occultism
(Sorc) Arcane Breadth, (S) Automatic Knowledge [Occult]
(G) Canny Acumen [Perception], Legendary Intimidation, Stats: Dex, Int, Wis, Cha, [Skill: Religion]
(Sorc) Quickened Spellcasting, (S) Scare to Death
(A) Final Form, Legendary Arcana
(Sorc) Master Wizard Spellcasting, (S) Multilingual
(G) Incredible Investiture, Legendary Occultism
(Sorc) Bloodline Perfection, (S) Unified Theory, Stats: Str, Con, Dex, Cha

Nanapo Lalimo Tiefling Gnome Elemental [Fire] Sorcerer
Cantrips: Electric Arc, Ray of Frost, Guidance, Detect Magic, [Bloodline] Produce Flame
1st level Chilling Spray, Horizon Thunder Sphere (signature), Fear, [Bloodline] Burning Hands
2nd level Dispel Magic, Blur, Scorching Ray (Signature), [Bloodline] Resist Energy
3rd level Haste (Signature[SSE]), Lightning Bolt (Signature [SSE]), Slow, [Bloodline] Fireball (Signature)
4th level Wall of Fire, Searing Light [H+1], Ice Storm...

By M quick count you’ve got 13 blasts below level 8 on your list.

That seems a bit excessive to me, versatility of blasts is great of course, but you don’t need that many, and below level 8 the only blasts worth having will be signature spells, and you maybe don’t want to give over all your sig spells to blasting.

I think you’re sacrificing a fair chunk of versatility for a dedication to blasting at every level when really you probably won’t use any of your lower level slots for blasting.

Of course as you go you’ll have blasts at lower levels but you’ll probably retrain most of them as you level up.

Vigilant Seal

I’m open to the idea of doing a primal sorcerer I just got worried I wouldn’t have magic missile and true strike (until maybe 8th level cross blooded or via a multiclass).

Can you make it work up til then?

Vigilant Seal

Chromantic Durgon <3 wrote:
Trixleby wrote:
Deriven Firelion wrote:
Imperial Bloodline not the best for blasting, but I understand you're going for a theme. Best blasting bloodline is elemental.

If I were to try to rebuild the character using the suggestions presented as an Elemental Build I end up with something like the following:

Nanapo Tiefling Gnome Elemental (fire) Bloodline Sorcerer (Magical Misfit Background) PFS
(A) Nimble Hooves, Stats: Str 8, Con 12, Dex 14, Int 14, Wis 12, Cha 18
(Sorc) Dangerous Sorcery, (S) Intimidating Glare
(G) Fleet, Expert Intimidation
(Sorc) Wizard Dedication (universalist) [Skill:Society], (S) Multilingual
(A) Fiendish Resistance, Expert Arcana, Boost: Dex, Wis, Int, Cha, [Skill: Occultism]
(Sorc) Basic Wizard Spellcasting, (S) Magical Shorthand
(G) Toughness, Master Intimidation
(Sorc) Crossblooded Evolution, (S) Assurance [Arcana]
(A) Gnome Polyglot, Master Arcana
(Sorc) Signature Spell Expansion, (S) Automatic Knowledge [Arcana], Stats: Con, Dex, Wis, Cha
(G) Incredible Initiative, Expert Occultism
(Sorc) Expert Wizard Spellcasting, (S) Battle Cry
(A) Fiend's Door, Master Occultism
(Sorc) Arcane Breadth, (S) Automatic Knowledge [Occult]
(G) Canny Acumen [Perception], Legendary Intimidation, Stats: Dex, Int, Wis, Cha, [Skill: Religion]
(Sorc) Quickened Spellcasting, (S) Scare to Death
(A) Final Form, Legendary Arcana
(Sorc) Master Wizard Spellcasting, (S) Multilingual
(G) Incredible Investiture, Legendary Occultism
(Sorc) Bloodline Perfection, (S) Unified Theory, Stats: Str, Con, Dex, Cha

Nanapo Lalimo Tiefling Gnome Elemental [Fire] Sorcerer
Cantrips: Electric Arc, Ray of Frost, Guidance, Detect Magic, [Bloodline] Produce Flame
1st level Chilling Spray, Horizon Thunder Sphere (signature), Fear, [Bloodline] Burning Hands
2nd level Dispel Magic, Blur, Scorching Ray (Signature), [Bloodline] Resist Energy
3rd level Haste (Signature[SSE]), Lightning Bolt (Signature [SSE]), Slow, [Bloodline] Fireball (Signature)
4th level Wall of Fire, Searing

...

Well the reason I made my spell list like that is because I plan for level 2, then what I would pick at 2, etc. I would unlearn blasts or just use all my level 1 slots for utility etc. if I were level 3 for instance I would use level 3 and 2 slots for blasting and level 1 for utility spells. I just didn’t have retrained values input because it would be a bloated pre-planned list haha


Fair enough :)

Vigilant Seal

Chromantic Durgon <3 wrote:
Fair enough :)

Especially at low levels it’s entirely possible as an Arcane Sorcerer I would signature spell True Strike and use like 1st through third slots at day level 10 purely for True Strike. I think at lvl 4 or 5 Fear becomes Multitarget. Confusion becomes available. Also I would need to do a big dive into it but I should look at how many spells actually target AC to see if my “omg I need true strike” the s psychologically overblown

Vigilant Seal

After reviewing I believe there are 10 attack roll spells that target AC and I would reasonably only take about 5 due to constraints on theme as well as.. well Gortle rates, Snowball, for instance as a 1 (red) Star spell, and at the same level Chilling Spray is cold (therefore on theme) and also green (3 stars).

I would use: Scorching Ray, Horizon Thunder Sphere, Polar Ray, Produce Flame and Ray of Frost, 1 of which is level 1, 1 of which is level 2, and 1 of which is level 8.

I don’t think breaking my back for 5 spells and only 3 of which cost a spell slot is worth it for True Strike, but I do feel like I may be opening a vulnerability is my blaster build giving up things like Confusion, and Befuddle although I would get to keep Fear at least. I think debuffs that weaken saves, such as a negative to Fortitude, Reflex, or even Will not only set up my party if it affects their AC like Frightened, or makes them Flat-Footed or whatever, it also helps set me up in subsequent rounds to boost my chance at actually landing a full damage spell. I’m not sure that Primal has access to that either, but I do like the Fire Elemental Primal Sorcerer a lot.


True Strike won’t work for Scorching Ray except for the first attack (or a single action cast). Horizon Thunder Sphere is not worth the space on your repertoire or even a spot in a spellbook. Polar Ray and Disintegrate work very well with True Strike and are worth adding to your repertoire.

Vigilant Seal

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Lucerious wrote:
True Strike won’t work for Scorching Ray except for the first attack (or a single action cast). Horizon Thunder Sphere is not worth the space on your repertoire or even a spot in a spellbook. Polar Ray and Disintegrate work very well with True Strike and are worth adding to your repertoire.

Oh wow I did not know that about Scorching Ray, which upon closer reading is more of an AoE spell. I didn’t realize Horizon Thunder Sphere was so bad, reading it on paper it looks pretty alright. So I guess realistically I would have about 14 or so levels, probably 16 to worry about how to get True Strike, and if I went Elemental I wouldn’t get Disintigrate anyway. Unless I Cross Blooded Evolution obtained it. I think going multiclass wizard as a Primal may work to pick up some level 1-3 slots for True Strike as it were and maybe some debuffs assuming it’s worth a cast from an archetype to do something like Confusion/Feat etc, otherwise might not even bother.

Vigilant Seal

10 Spells that would cause a Will Save, 3 would be on Primal, 8 Would be on Arcane, and 2 are on Occult with I think all but 9 on Arcane/Occult with 1 (Synesthesia) being exclusively Occult. (Confusion, Befuddle, Fear, Sleep, Repulsion via Bloodline [Elemental], Burning Blossoms, Weird)

7 would Target Fortitude, with 1 crappy spell being exclusive to Primal (Storm of Vengeance I get it for free via bloodline), and 1 very good spell being exclusive Arcane (Disintigrate). (Slow, Enervation, Disintigrate, Blood Boil, Massacre, Implosion, Storm of Vengeance)

16 Target Reflex and I believe all but 1 isn't on Arcane (Sunburst) the rest are Arcane/Primal so exact same almost. (All the usuals, Chain Lighting, Lightning Bolt, Fire Ball, Cone of Cold, etc.)

6 Target AC, 2 of which are Cantrips, and the rest share Arcane/Primal except Searing Light which is Divine/Primal. (Produce Flame, Ray of Frost, Horizon Thunder Sphere, Scorching Ray, Searing Light, Polar Ray)

Then there's the utility which seems to be full Arcane/Occult with a dab of DIvine

True Strike, Blur, Dispel Magic (Primal woo), Haste (Primal woo!), Dimension Door, True Target, Energy Aegis (Elemental Bloodline at least), Foresight, Time Step, Wish..

In conclusion, I have no idea if it's worth the swap to Primal [Elemental] Sorcerer in order to build a blaster, but those focus spells look pretty good and it seems reasonable with even a dip into Bard I could pick up access to Scroll/Staves with True Strike if I really need it. I don't know how much value Befuddle/Confusion/Will Save stuff brings since no bosses ever seem to last long enough for the whole "Turn 1 I set up with Debuff, Turn 2 I get to take advantage of their -2 Reflex save to chuck a high damage spell" however for right now I exclusively play Pathfinder 2E Society and I am not even sure if they do the whole Level +2 Boss thing so many AP's are renown for, and I have never gotten the chance to play in an AP.


Just for grins I put this guy into Herolab to see what that app would say. Here's the validation report at first level:

Errors
You must enter a Player ID for your character on the Factions & Society tab.

Warnings
Regional Language: Resource Underspent: 0 of 1
Pathfinder Training: Resource Underspent: 0 of 1
Factions: Resource Underspent: 0 of 1
Languages: Resource Underspent: 0 of 1
Magical Misfit: Skills may still be made trained: 0 of 1.
Sorcerer: Skills may still be made trained: 0 of 3.

Hints
Championing a faction allows you to earn reputation with that faction

GM Permissions
Tiefling: This is not a common selection, so a boon is required to select it.

And the stat block:

Nanapo Lalimo
Gnome tiefling sorcerer 1 (Advanced Player's Guide, Lost Omens Gods & Magic)
N, Small, Gnome, Humanoid, Tiefling
Heritage tiefling
Background magical misfit
Perception +4; darkvision, low-light vision
Languages Common, Gnomish, Sylvan
Skills Arcana +4, Society +4, Underworld Lore +4
Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Items purse (15 gp)
--------------------
AC 16; Fort +4; Ref +6; Will +6
HP 15
--------------------
Speed 30 feet
Arcane Sorcerer Spellcasting DC 17, attack +7; 1st (3 slots) befuddle[LOGM], burning hands, magic missile Cantrips (1st) detect magic, electric arc, produce flame, ray of frost, shield
Focus Spells 1 Focus Point, DC 17; 1st Ancestral Memories
Ancestry Feats Nimble Hooves[APG]
Skill Feats Trick Magic Item
Other Abilities blood magic (imperial), bloodline, component substitution, imperial, sorcerer spellcasting

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Most of the missing stuff isn't relevant to the blaster caster part of this, but I'm not sure how/where you get a boon for your tiefling heritage.

I'll come back to this later to look at the progression to 20 and the revisions I see you've made, but right now I need sleep. :-)

Vigilant Seal

Ed Reppert wrote:

Just for grins I put this guy into Herolab to see what that app would say. Here's the validation report at first level:

Errors
You must enter a Player ID for your character on the Factions & Society tab.

Warnings
Regional Language: Resource Underspent: 0 of 1
Pathfinder Training: Resource Underspent: 0 of 1
Factions: Resource Underspent: 0 of 1
Languages: Resource Underspent: 0 of 1
Magical Misfit: Skills may still be made trained: 0 of 1.
Sorcerer: Skills may still be made trained: 0 of 3.

Hints
Championing a faction allows you to earn reputation with that faction

GM Permissions
Tiefling: This is not a common selection, so a boon is required to select it.

And the stat block:

Nanapo Lalimo
Gnome tiefling sorcerer 1 (Advanced Player's Guide, Lost Omens Gods & Magic)
N, Small, Gnome, Humanoid, Tiefling
Heritage tiefling
Background magical misfit
Perception +4; darkvision, low-light vision
Languages Common, Gnomish, Sylvan
Skills Arcana +4, Society +4, Underworld Lore +4
Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Items purse (15 gp)
--------------------
AC 16; Fort +4; Ref +6; Will +6
HP 15
--------------------
Speed 30 feet
Arcane Sorcerer Spellcasting DC 17, attack +7; 1st (3 slots) befuddle[LOGM], burning hands, magic missile Cantrips (1st) detect magic, electric arc, produce flame, ray of frost, shield
Focus Spells 1 Focus Point, DC 17; 1st Ancestral Memories
Ancestry Feats Nimble Hooves[APG]
Skill Feats Trick Magic Item
Other Abilities blood magic (imperial), bloodline, component substitution, imperial, sorcerer spellcasting

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are...

I paid 80 points to unlock Tiefling and I mostly did it for Nimbe Hooves lol. Also he’s in the Grand Archive faction and I believe it may be relevant from a CharOp perspective my skills may be relevant. They are +5 Acrobatics, +5 Arcana, +5 Crafting, +7 Intimidation, +5 Lore: Underworld, +4 Nature and +5 Stealth. Whenever I would gain Bardic Dedication I would learn I guess Performance and Occultism and level Occultism, Arcana and Intimidation. As an Imperial Arcane user I can also use my bloodline focus spell to gain Religion on the fly for the purposes of Recall Knowledge to check for an enemies weakness.


Trixleby wrote:


Oh wow I did not know that about Scorching Ray, which upon closer reading is more of an AoE spell. I didn’t realize Horizon Thunder Sphere was so bad, reading it on paper it looks pretty alright. So I guess realistically I would have about 14 or so levels, probably 16 to worry about how to get True Strike, and if I went Elemental I wouldn’t get Disintigrate anyway. Unless I Cross Blooded Evolution obtained it. I think going multiclass wizard as a Primal may work to pick up some level 1-3 slots for True Strike as it were and maybe some debuffs assuming it’s worth a cast from an archetype to do something like Confusion/Feat etc, otherwise might not even bother.

HTS seems good on paper, but in practice it doesn’t usually pan out well beyond 1st level. It is only 1d6 in damage over your bloodline spell Burning Hands without the bonus damage from your bloodline magic (to a single target). Having an attack roll to it and some action variable is nice, and if you can get the critical for the dazzled even better, but the scaling is poor dropping it off in value quickly. I also have yet to see anyone benefit from the two round cast.

Hydraulic Push has a similar problem of damage scaling and sometimes the forced movement ends up more a problem than a solution. That said, it is still decent for the right circumstances. Also note that the spell doesn’t do the standard double damage on a critical and appears to only ever do 3d6 extra damage when it crits.

Stay away from any attack roll or save spells from a multi-class and stick to spells that buff or provide utility. Keep anything that requires a roll on your main class list as the system math expects the attack/DC to be maxed for level. MC spells will never be max for level and are far more likely to fail when used.


Expensive Heritage. :-)

You get Arcana and Society from your bloodline, Underworld Lore from your background, and 2 skills plus your int modifier from your class. Your int modifier is +1, so you have one too many skills there (you'll be able to pick it up later, since you're boosting your int at level 5. Oh, I see, you pick up Crafting from Arcane Evolution at level 4. Cool.

Herolab gives different numbers for the skills (see the stat block below).

Nanapo Lalimo
Gnome tiefling sorcerer 1 (Advanced Player's Guide, Lost Omens Gods & Magic)
N, Small, Gnome, Humanoid, Tiefling
Heritage tiefling
Background magical misfit
Perception +4; darkvision, low-light vision
Languages Common, Gnomish, Sylvan
Skills Acrobatics +6, Arcana +4, Intimidation +7, Nature +4, Society +4, Stealth +6, Underworld Lore +4
Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Items purse (15 gp)
--------------------
AC 16; Fort +4; Ref +6; Will +6
HP 15
--------------------
Speed 30 feet
Arcane Sorcerer Spellcasting DC 17, attack +7; 1st (3 slots) befuddle[LOGM], burning hands, magic missile Cantrips (1st) detect magic, electric arc, produce flame, ray of frost, shield
Focus Spells 1 Focus Point, DC 17; 1st Ancestral Memories
Ancestry Feats Nimble Hooves[APG]
Skill Feats Trick Magic Item
Other Abilities blood magic (imperial), bloodline, component substitution, imperial, sorcerer spellcasting

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

I put in a fake PFS number just to get rid of that error message (whatever's your number is none of my business. :-)) Here's the rest of the validation report:

Warnings
Regional Language: Resource Underspent: 0 of 1
Pathfinder Training: Resource Underspent: 0 of 1
Languages: Resource Underspent: 0 of 1

As I went through the levels I noticed you end up with a lot of languages (nine, I think). Useful with your intimidation skill, although Intimidating Glare will eliminate the need for languages for that purpose. Useful in general too, I suppose.

What resistance did you choose for Fiendish Resistance (Level 5 Ancestry feat)?

You get another skill at level 5 (from the int boost).

Others have commented on the "blaster" aspects of the build, so all I'll say is that Elemental is a better base than Imperial. And please don't let my OCD fixating on the minor details of the build annoy you. :-)

I'll post the level 20 stat block later. Right now I'm hungry. :-)

Vigilant Seal

Lucerious wrote:
Trixleby wrote:


Oh wow I did not know that about Scorching Ray, which upon closer reading is more of an AoE spell. I didn’t realize Horizon Thunder Sphere was so bad, reading it on paper it looks pretty alright. So I guess realistically I would have about 14 or so levels, probably 16 to worry about how to get True Strike, and if I went Elemental I wouldn’t get Disintigrate anyway. Unless I Cross Blooded Evolution obtained it. I think going multiclass wizard as a Primal may work to pick up some level 1-3 slots for True Strike as it were and maybe some debuffs assuming it’s worth a cast from an archetype to do something like Confusion/Feat etc, otherwise might not even bother.

HTS seems good on paper, but in practice it doesn’t usually pan out well beyond 1st level. It is only 1d6 in damage over your bloodline spell Burning Hands without the bonus damage from your bloodline magic (to a single target). Having an attack roll to it and some action variable is nice, and if you can get the critical for the dazzled even better, but the scaling is poor dropping it off in value quickly. I also have yet to see anyone benefit from the two round cast.

Hydraulic Push has a similar problem of damage scaling and sometimes the forced movement ends up more a problem than a solution. That said, it is still decent for the right circumstances. Also note that the spell doesn’t do the standard double damage on a critical and appears to only ever do 3d6 extra damage when it crits.

Stay away from any attack roll or save spells from a multi-class and stick to spells that buff or provide utility. Keep anything that requires a roll on your main class list as the system math expects the attack/DC to be maxed for level. MC spells will never be max for level and are far more likely to fail when used.

Ah interesting it is very tempting to end up going Elemental (fire) over Arcane. I’m not sure how much value I would be getting out of the said Will Saves and Utility Spells I’ve already lined out and at least I could get at least 1 thing to 3 possible things from either Crossblooded Evolution or Evolved (advanced) Cross Blooded Evolution, although not really because I have little hope of getting beyond level 12 :/

Vigilant Seal

@ed my stat spread as a Primal Elemental (fire) Sorcerer would be: strength 8, Con 12, Dex 14, Int 14, Wis 12, Cha 18

Ending in an AC of 15. Starting skills would be: Acrobatics (chosen), Arcana (background), Crafting (chosen), Intimidation (bloodline), Lore: Underworld (background), Nature (Bloodline), Society (chosen), Stealth (Chosen).

I could actually drop crafting. I don’t need it and I could bump my Dex to 16, because I only chose crafting because I thought it would help me use my spell book and Learn a Spell and all that from Arcane Evolution and all the spellbook shenanigans with that.

Level 4 would be Bard Dedication giving me Performance and Occultism, the level 5 Intelligence bump I would choose Deception.

I also panic bumped my int because I thought I needed to in order to get Society to qualify for Multilingual. Also for Fiendish Resistance I think I was just going to pick Fire.

Think the build would look like this: https://pathbuilder2e.com/launch.html?build=364654


1 person marked this as a favorite.

Ha! I kind of suspected you might be using pathbuilder from the way you first laid out your character. :-) It's actually better for this kind of planning than Herolab -- where you make the first level character, duplicate the file, rename it, and then update the new file to second level, and so on. Painful. I should have started with pathbuilder myself. Oh, well. Here's your original imperial bloodline guy at 20th level:

Nanapo Lalimo
Gnome tiefling sorcerer 20 (Advanced Player's Guide, Dark Archive, Lost Omens Ancestry Guide, Lost Omens Character Guide, Lost Omens Gods & Magic, Secrets of Magic)
N, Small, Gnome, Humanoid, Tiefling
Heritage tiefling
Background magical misfit
Perception +30; darkvision, low-light vision
Languages Common, Draconic, Gnomish, Sylvan
Skills Acrobatics +27, Arcana +32 (Take only 1 minute per spell level to learn a spell. In addition, use downtime to learn and inscribe new spells.), Crafting +26, Deception +28, Intimidation +34, Nature +26, Occultism +32 (Take only 1 minute per spell level to learn a spell. In addition, use downtime to learn and inscribe new spells.), Performance +28, Religion +26, Society +26, Stealth +27, Underworld Lore +26
Str 10 (+0), Dex 20 (+5), Con 16 (+3), Int 18 (+4), Wis 18 (+4), Cha 22 (+6)
Items purse (15 gp)
--------------------
AC 39; Fort +27; Ref +29; Will +30 (Successes are crit successes instead.)
HP 208; Resistances fire 5
--------------------
Speed 35 feet
Occult Bard Spells DC 42, attack +32; 8th (1 slots) synesthesia 7th (1 slots) true target 6th (2 slots) cast into time[SoM], phantasmal calamity 5th (2 slots) shadow blast, synesthesia 4th (2 slots) confusion, enervation[APG] 3rd (2 slots) heroism, slow 2nd (2 slots) blur, grim tendrils 1st (2 slots) fear, true strike Cantrips (10th) prestidigitation, time sense[DA]
Arcane Sorcerer Spellcasting DC 44, attack +34; 10th (2 slots) cataclysm, time stop 9th (4 slots) foresight, massacre, meteor swarm, prismatic sphere, weird 8th (4 slots) boil blood[SoM], burning blossoms[SoM], chain lightning, maze, polar ray 7th (4 slots) eclipse burst, frigid flurry[SoM], haste, prismatic spray, true target 6th (4 slots) cast into time[SoM], chain lightning, disintegrate, flame vortex[SoM], slow 5th (4 slots) black tentacles, blazing fissure[SoM], cone of cold, dimension door, prying eye 4th (4 slots) confusion, dimension door, fire shield, ice storm[APG], sleep 3rd (4 slots) fear, fireball, haste, lightning bolt, slow 2nd (4 slots) chilling spray[APG], dispel magic, flaming sphere, horizon thunder sphere[SoM], scorching ray[SoM] 1st (4 slots) befuddle[LOGM], burning hands, grim tendrils, magic missile, true strike Cantrips (10th) detect magic, electric arc, produce flame, ray of frost, shield
Focus Spells 1 Focus Point, DC 44; 10th Ancestral Memories
Resolve You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Ancestry Feats Fiend's Door[APG], Fiendish Resistance[APG], Final Form[LOAG], Gnome Polyglot[LOCG], Nimble Hooves[APG]
Class Feats Arcane Evolution, Bloodline Perfection, Dangerous Sorcery, Greater Mental Evolution, Signature Spell Expansion[APG]
General Feats Canny Acumen, Fleet, Incredible Initiative, Incredible Investiture, Toughness
Skill Feats Assurance, Assurance, Automatic Knowledge, Battle Cry, Intimidating Glare, Magical Shorthand, Multilingual, Scare To Death, Trick Magic Item, Unified Theory
Other Abilities blood magic (imperial), bloodline, bloodline paragon, component substitution, component substitution, enigma, expert spellcaster, imperial, legendary spellcaster, master spellcaster, muse, signature spells, signature spells, signature spells, sorcerer spellcasting, weapon specialization

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

I gave him fire resistance and draconic but he's still missing 1 skill (from his lvl 20 int boost), 1 bard cantrip, 1 sorcerer cantrip, 1 pathfinder training option and 14(!) languages. Plus he doesn't have any gear. :-)

Hm. I wonder if there's any way to improve his fire resistance. And what impact doing that would have on everything else.

Vigilant Seal

The arcane version does seem a little bit more versatile right? I guess it comes down to: does the bloodline bonus and 2 focus spells really add *that* much more damage? I wish I could sim it out and compare the builds at like 1, 5, 10, 15 and 20 and see if the little bonus damage from elemental or being able to use a 2 action spell then toss in “elemental toss” is such a massive DPS increase or if it’s like 1.5 higher or less than 10% or something


Hm. I suppose you could put both builds at those levels in foundry and run a fight with some appropriate monsters. Lotta work though. :-)

Vigilant Seal

https://imgur.com/9LTEnIN

I used CitricKing’s Tool to run this test. If I actually did it right it would appear my answer have been made for me.

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