MrSandman
2018-07-05, 12:32 PM
Hi all,
I'm preparing this character for a Pathfinder campaign. I want to play a Pixie Sorcerer who specialises in weather control, but also has some magic that can help the other players such as buffs or battlefield control.
We're using Spheres of Power for the magic system, so I'm using the archetype class that appears in SoP for the sorcerer. He's got a base 16 Cha, which turns into 22 with his racial modifier. This his how I've thought that the build might play out:
Level 1 Sorcerer (Sor 1)
Feat: Still Spell
Talents (1+2+focus+drawback): Weather (focus talent), Severe weather, Destruction (only electric blasts), Electric blast, Mind
Special stuff: Focus sphere: Weather (+1 CL) Bloodline(Stormborn)
He starts with a fairly broad number of magical talents. He's got weather as a focus sphere and gets severe weather to be able to affect weather up to category 4 from the beginning. He could wait to get that until later, but why so? Let's start rocking. He's also got destruction only with electric blasts. He may use a talent later on to pay off the drawback, but for now one blast is more than enough. I'm thinking about changing it to the thunder one (because sound resistance is less common) or the rock one (because it negates all sorts of resistance), but I kinda like lightning. Mind sphere is not going to be a lot of use at this level, as it'll only work an fairies, but we'll solve that in level two.
So, what does the powerful sorcerer do? Several things. He can use the weather sphere to create fog that effectively blinds both enemies and allies, but this can give his group time to set some sort of ambush. He can also send lightning blasts to fry enemies, and get wind/rain up to -4 against ranged weapon attacks. Given enough time, he can even create a storm, but that's not much use yet.
Level 2 Incanter (Sor 1/Inc 1)
Talents: Wind lord (specialisation), Rain lord, Expanded charm
Special stuff: Sphere specialisation: Weather (+1 CL), Bloodline, Untouched, Windservant
Now the build starts taking shape. One level of incanter means less spell points, but the pixie sorcerer has a lot of spell points from high Cha, three general drawbacks, and sorcerer as his main class, so not a problem, and it gives him some extra talents. Since his focus sphere as sorcerer and his specialisation as incanter are both weather, he now casts weather spells at CL 4. Moreover, he treats all weather effects as one step lower. He'll also get the option to stack his incanter levels with his sorcerer levels to calculate bloodline powers, just in case he decides to get more incanter levels in the future. So, basically he's traded 1 SP and delaying his bloodline feats one level for 2 extra magic talents and +1 CL on weather effects.
Now he can charm anything that has a mind. So he can use the tactic of getting close to an enemy while invisible, create fog, and suggest to one enemy that they should keep going forward (or go back, or something that sounds reasonable) in order to lead them exactly where the party wants them, which could be a trap or a cliff that the enemy doesn't know is there.
Moreover, the charm sphere now is usable in a plethora of new situations, thus giving him some more versatility for social encounters.
Level 3 Sorcerer (Sor 2/Inc 1)
Feat: Empower Spell
Talent: Greater weather
Special stuff: Stormchild
The pixie sorcerer can now affect two weather variables at once, so it's a lot easier to create a storm. Moreover, the ability stormchild gives him resistance 5 to electricity and sound, and has him treat wind effects as one step less severe (piled with untouched, that's two steps, which is really nice for a small flying creature).
Level 4 Sorcerer (Sor 3/Inc 1)
Talent: Focused weather
Level 5 Sorcerer (Sor 4/Inc 1)
Feat: Quicken Spell
Talent: Group charm
At level 5, the pixie sorcerer's CL for weather effects is 7, which means that he can create wind, rain, and storms effects of severity 6. Also, he can now use his tactic of creating fog and leading an enemy party towards a specific direction to affect the whole enemy group with his suggestion.
From here, the pixie sorcerer will take Greater size to pave the road for Climate. He'll also take Storm lord twice to get to control one lighting each round in his storms. Probably two or three extra charms and then he'll delve into another sphere, maybe warp or light.
I'd really appreciate if someone could look over the build and see if my choices are sound. Especially I'd like to know if I'm making huge mistakes with the feats or is there something that could work better. Also, if anyone could help me think through creating and using storms in combat in such a way that helps my team rather than hinder everybody, that'd be amazing.
I'm preparing this character for a Pathfinder campaign. I want to play a Pixie Sorcerer who specialises in weather control, but also has some magic that can help the other players such as buffs or battlefield control.
We're using Spheres of Power for the magic system, so I'm using the archetype class that appears in SoP for the sorcerer. He's got a base 16 Cha, which turns into 22 with his racial modifier. This his how I've thought that the build might play out:
Level 1 Sorcerer (Sor 1)
Feat: Still Spell
Talents (1+2+focus+drawback): Weather (focus talent), Severe weather, Destruction (only electric blasts), Electric blast, Mind
Special stuff: Focus sphere: Weather (+1 CL) Bloodline(Stormborn)
He starts with a fairly broad number of magical talents. He's got weather as a focus sphere and gets severe weather to be able to affect weather up to category 4 from the beginning. He could wait to get that until later, but why so? Let's start rocking. He's also got destruction only with electric blasts. He may use a talent later on to pay off the drawback, but for now one blast is more than enough. I'm thinking about changing it to the thunder one (because sound resistance is less common) or the rock one (because it negates all sorts of resistance), but I kinda like lightning. Mind sphere is not going to be a lot of use at this level, as it'll only work an fairies, but we'll solve that in level two.
So, what does the powerful sorcerer do? Several things. He can use the weather sphere to create fog that effectively blinds both enemies and allies, but this can give his group time to set some sort of ambush. He can also send lightning blasts to fry enemies, and get wind/rain up to -4 against ranged weapon attacks. Given enough time, he can even create a storm, but that's not much use yet.
Level 2 Incanter (Sor 1/Inc 1)
Talents: Wind lord (specialisation), Rain lord, Expanded charm
Special stuff: Sphere specialisation: Weather (+1 CL), Bloodline, Untouched, Windservant
Now the build starts taking shape. One level of incanter means less spell points, but the pixie sorcerer has a lot of spell points from high Cha, three general drawbacks, and sorcerer as his main class, so not a problem, and it gives him some extra talents. Since his focus sphere as sorcerer and his specialisation as incanter are both weather, he now casts weather spells at CL 4. Moreover, he treats all weather effects as one step lower. He'll also get the option to stack his incanter levels with his sorcerer levels to calculate bloodline powers, just in case he decides to get more incanter levels in the future. So, basically he's traded 1 SP and delaying his bloodline feats one level for 2 extra magic talents and +1 CL on weather effects.
Now he can charm anything that has a mind. So he can use the tactic of getting close to an enemy while invisible, create fog, and suggest to one enemy that they should keep going forward (or go back, or something that sounds reasonable) in order to lead them exactly where the party wants them, which could be a trap or a cliff that the enemy doesn't know is there.
Moreover, the charm sphere now is usable in a plethora of new situations, thus giving him some more versatility for social encounters.
Level 3 Sorcerer (Sor 2/Inc 1)
Feat: Empower Spell
Talent: Greater weather
Special stuff: Stormchild
The pixie sorcerer can now affect two weather variables at once, so it's a lot easier to create a storm. Moreover, the ability stormchild gives him resistance 5 to electricity and sound, and has him treat wind effects as one step less severe (piled with untouched, that's two steps, which is really nice for a small flying creature).
Level 4 Sorcerer (Sor 3/Inc 1)
Talent: Focused weather
Level 5 Sorcerer (Sor 4/Inc 1)
Feat: Quicken Spell
Talent: Group charm
At level 5, the pixie sorcerer's CL for weather effects is 7, which means that he can create wind, rain, and storms effects of severity 6. Also, he can now use his tactic of creating fog and leading an enemy party towards a specific direction to affect the whole enemy group with his suggestion.
From here, the pixie sorcerer will take Greater size to pave the road for Climate. He'll also take Storm lord twice to get to control one lighting each round in his storms. Probably two or three extra charms and then he'll delve into another sphere, maybe warp or light.
I'd really appreciate if someone could look over the build and see if my choices are sound. Especially I'd like to know if I'm making huge mistakes with the feats or is there something that could work better. Also, if anyone could help me think through creating and using storms in combat in such a way that helps my team rather than hinder everybody, that'd be amazing.