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View Full Version : [PF]I'm sorcerer, and i'm only full-time caster. help!



isildur
2013-06-02, 09:56 AM
:10lv sorcerer, arcane bloodline

spells per day 8/8/7/6/4
spellsknown 9/5+1/4+2/3+3/2+3/1
0:detect magic, read magic, light, ghost sound, prestidigitation, mage hand, message, mending, resistance
1:ray of enfeeblement, magic missle, protection from evil, obscuring mist, mage armor, grease(favored class), identify(bloodline)
2:web, scorching ray, glitter dust, mirror image, burning arc(favored class), hideus laughter(favored class), invisibility(bloodline)
3:FIRE BALL, haste, fly, stinkin cloud(favored class), greater magic weapon(favored class). dispel magic(bloodline)
4:charm monster , confusion, enervation(new arcana). invisibility, greater(favored class), dimension door(bloodline)
5:wall of force

new arcana:enervation

human alternate favored class bonus:5lv-grease 6lv-burning arc, 7lv-hideus laughter, 8lv-stinkin cloud, 9lv-greater magic weapon, 10lv- invisibility, greater

feat

1. spell focus(evocation)
1.(human)self delusion
1.(sorcerer)eschew materials
3.great fortitiude
5. empower spell
7. toughness
7.(bloodline)improved initiative
9. quicken spell

skill point 54(40+10(human)+4(favored class)

perception 10(-1) =9
knowledge(arcana) 1(+3+2)=6
diplomacy 10(+6)=16
spellcraft 10(+3+2)=15
fly 4(+3+2+5)=15
intimidate 4(+6)=16
sense motive 5(-1)=4
UMD 10(+3+6)=19

gear(start with 8000gold)
light cross bow (75gold)
headband of alluring charisma +2(4000gold)
+1 mithral buckler (2005gold)
+1 cloak of resistance (1000gold)
siken ceremonial armor (30gold)
cure light wounds
wand(50, 750gold)
100gold

fellow: fighter(two handed weapon), fighter(two weapon), ninja(throw specialist), magus, sorcerer(me)

Well, now i need UMD, and 5/per day greater magic weapon(because of low average wealth)

Can you give me some advices?

Raven777
2013-06-02, 11:20 AM
The key to a sorcerer's success is versatility.

From your Spell Focus (Evocation), I gather you want to be blasting? This is good. Because of their number of spells per days and because they can whip up Metamagic on the fly, Sorcerers make good blasters. However, do not get carried away with that role : it would be easy to pick several redundant blasting spells, which is bad. Ultimately, you do not need a dozen different spells to deal damage. Only a couple with different energy types and saving throws. You seem to have that covered rather well for now, though I question the choice of having both Scorching Ray AND Burning Arc. Scorching Ray does not scale that well. You should trade it away when you can, since Burning Arc can do the same job on more targets. On the other hand, you should take Dragon Breath as a 4th level blast. Dragon breath allows you to pick an energy type and wether it is cone or line shaped, which is great blasting versatility. Enervation is also a great choice for combined single target damage and debuffing. Your fighters will love you for Enervating their targets. Finally, try to get the Dazing Spell (http://www.d20pfsrd.com/feats/metamagic-feats/dazing-spell-metamagic) Matamagic. Fireballs that also daze your opponents are pretty boss.

Next level (11th), you will get Overland Flight. This will be, defensively, awesome, as it will allow you to fly pretty much all day long. You will also get to pick new 2nd, 3rd, 4th and 5th level spells. For 3rd, might I suggest Fractions of Heal and Harm (http://www.d20pfsrd.com/magic/all-spells/f/fractions-of-heal-and-harm)? This will allow you to patch yourself up while throwing Fireballs. For versatility, you might also like to make your 4th level spell choice Shadow Conjuration. The things you can do with it are pretty cool (https://docs.google.com/file/d/0B5kvBvq2DEHjR1dOeEVkRUU4WlU/edit?pli=1). Shadow Evocation as the 5th level choice would also be pretty solid (https://docs.google.com/file/d/0B5kvBvq2DEHjTVF4NEY4SXpSTUU/edit?pli=1), and you can even use it as a backup blast (my own sorcerer's build actually uses it as my main blast).

Finally, for further guidance, you might like this guide (https://docs.google.com/document/d/17S3pYy0wk8uUTJ3RFaIDk5vz29WYmOXuhWiOKHO2E_M/edit?pli=1). It details the best spell choices for a Sorcerer, with details and justifications. It is a bit outdated and therefore misses some newer gems, but it would say it cover 99% of what you might ever need.

Katana1515
2013-06-02, 11:48 AM
You look pretty solid so far but you may want to go over some of your feat selections one more time. Self delusion is third party so double check with your DM first before you take it (though id say its a solid choice if he says ok). Great fortitude is kind of a meh choice and feats are a precious resource, maybe consider spell penetration ( a must for blasting at higher levels) or maybe energy substitution to make sure your spells stick (unfortunately the pathfinder version is plus one spell level rather than none so perhaps a lesser metamagic rod might be a better choice). Also Raven777 is right in pointing out that Dazing Fireballs are awesome :)

On spell selection have you considered summoning? the various summon monster spells can add a lot of flexibility to the sorcerer. if so dont forget to pick up augment summoning! that feat is pure gold (and considering spells like stinking cloud exist spell focus conjuration is not too bad a price to pay!)

isildur
2013-06-02, 01:03 PM
thanks for advice. maybe take both Scorching Ray and Burning Arc is quite waste fo resorce.

dazing spell looks like solid, but dazing fireball use 6th level spell slot. maybe i can take it later

isildur
2013-06-02, 01:08 PM
He confirms using self delusion. but thanks for check.

spell penetration or spell focus, conjuration maybe nice. i wonder which one is better for me.

well, about summong, yes it's a great spell. but i don't like summong. It takes fighter's place and make battle boring.

Katana1515
2013-06-02, 01:17 PM
Almost certainly spell penetration, at level 10 you're gonna see a lot of guys with SR start to turn up and their is nothing more annoying than seeing repeated blasts bounce off their target. similarly equipment wise (unless my math is off) a lesser energy substitution rod only costs 3000. if you cant find room for it off the bat make getting one a priority. you will not regret it the first time you run into a pack of (fire immune) devils.
either that or pick up dragon breath as has already been suggested :) (though i would probably pick up both eventually)

CosmicOccurence
2013-06-02, 01:22 PM
A lot of what was said before is good. Limit blasting so as not to be redundant.

On summoning, SMI is really good for the monkeys you can get. They're great for triggering traps that a party rouge can't bypass.

isildur
2013-06-02, 01:33 PM
What about Battering Blast? there's no force immune devil(or there is?).

Raven777
2013-06-02, 03:06 PM
SpellResistance applies to any magical force, whatever the type. What you should look for to screw with SR is Conjuration [Creation] effects, like Snowball (http://www.d20pfsrd.com/magic/all-spells/s/snowball) or Acid Arrow (http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow). These summon a "real" non magical snowball or acid arrow, which is why they can go through SR.

Fire Balls are not real fire, you ask? Apparently not, respond the designers.

But do not worry to much about SR and Resistances. On encounters where your spells are not suited for damage, the other characters can handle that part while you buff them with haste and shoot Enervates at the bad guys. And you can always Conjure a spiked pit or black tentacles under a demon's feet. Let's see him resist that!

isildur
2013-06-03, 12:39 AM
right. but flexibility is always good.

Psyren
2013-06-03, 05:01 AM
Fire Balls are not real fire, you ask? Apparently not, respond the designers.

It's not that the fire is or isn't real - it's that the fire is being actively sustained by magic. An AMF it flies through instantly suppresses that magic and causes the fire depending on it to wink out; similarly, SR interacts with the magic underneath rather than the fire itself.