MrSandman
2018-08-09, 04:42 AM
I'm creating a character for a Pathfinder game using Spheres of Power. I'm thinking about using Sphere Sorcerer as the main class with some levels of Incanter added into the mix to get some extra talents. We'll be starting at level 6 and using custom-made races (the one I chose gives me 2 extra talents).
The theme I'm thinking about is a mix between power of nature and space-time bending. The main role I want to fulfil is battlefield control and debuffing (with a bit of buffing and utility on the side).
What I've thought so far is this: I'll start with three levels of sorcerer and three levels of incanter. As a sorcerer I'll go with Arial bloodline. I know that Arcane is considered to be about the best one, but it doesn't seem to mesh well with SoP. Arial seems quite alright and goes well with my character's theme, but I'm open to considering other options.
As an incanter, I'll exchange all my bonus feats for specialisations (at this point I'm not sure it's a good idea, but that's the way I'm leaning). This gives me 5 specialisation points. I'll use two of them to stack my incanter levels with sorcerer to determine access and power of bloodline powers. The other three I'll use to get specialised in Warp. That'll give me an extra talent, +1 CL to Warp, and a small increase to teleport distance.
This is how I'm thinking to structure my build:
Level 1: Sorcerer.
Feats: Arcane Empowerment
Talents:
Light (race)
Repelling Light (race)
Weather (sor)
Destruction (Energy Focus: Electricity) (bonus)
Electrical Blast (drawback)
Nature (plantlife)
Level 2: Incanter
Talents:
Warp (specialisation)
Ranged Teleport (inc)
Group Teleport (inc)
Level 3: Sorcerer
Feat: Spellcrafting
Talents:
Wind Lord
Level 4: Incanter
Talents:
Time
Level 5: Incanter
Feat: Counterspell
Talents:
Steal Time
Energy Wall
Level 6: Sorcerer
Talents:
Encompassing Light
The thing is that I feel that my talents are a bit all over the place and that I could be doing better with my selection. I've got three different ways to make enemies lose actions/movement (slow, steal time, entangle), I can create electricity walls, I can make trees hit people, I can create wind, and I can move people around (for the battlefield control and debuffing). I can make allies get an extra attack and deal damage as a greater size (for buffing). I can move people around, make light, and make food grow of plants (for utility). And I can blast electricity (every caster needs at least one blasting trick).
Maybe it's because I'm thinking about what vancian casters can do, but I feel there's a lack in variety and power of the effects my character can create. I don't know if maybe I'm spreading my talents too broadly among different spheres, or because my talent selection is just poor. Or maybe it's just fine and this is how SoP casters are supposed to work.
Can I get some help, thoughts, possible alternatives, etc. with my build (esp. talent selection)?
The theme I'm thinking about is a mix between power of nature and space-time bending. The main role I want to fulfil is battlefield control and debuffing (with a bit of buffing and utility on the side).
What I've thought so far is this: I'll start with three levels of sorcerer and three levels of incanter. As a sorcerer I'll go with Arial bloodline. I know that Arcane is considered to be about the best one, but it doesn't seem to mesh well with SoP. Arial seems quite alright and goes well with my character's theme, but I'm open to considering other options.
As an incanter, I'll exchange all my bonus feats for specialisations (at this point I'm not sure it's a good idea, but that's the way I'm leaning). This gives me 5 specialisation points. I'll use two of them to stack my incanter levels with sorcerer to determine access and power of bloodline powers. The other three I'll use to get specialised in Warp. That'll give me an extra talent, +1 CL to Warp, and a small increase to teleport distance.
This is how I'm thinking to structure my build:
Level 1: Sorcerer.
Feats: Arcane Empowerment
Talents:
Light (race)
Repelling Light (race)
Weather (sor)
Destruction (Energy Focus: Electricity) (bonus)
Electrical Blast (drawback)
Nature (plantlife)
Level 2: Incanter
Talents:
Warp (specialisation)
Ranged Teleport (inc)
Group Teleport (inc)
Level 3: Sorcerer
Feat: Spellcrafting
Talents:
Wind Lord
Level 4: Incanter
Talents:
Time
Level 5: Incanter
Feat: Counterspell
Talents:
Steal Time
Energy Wall
Level 6: Sorcerer
Talents:
Encompassing Light
The thing is that I feel that my talents are a bit all over the place and that I could be doing better with my selection. I've got three different ways to make enemies lose actions/movement (slow, steal time, entangle), I can create electricity walls, I can make trees hit people, I can create wind, and I can move people around (for the battlefield control and debuffing). I can make allies get an extra attack and deal damage as a greater size (for buffing). I can move people around, make light, and make food grow of plants (for utility). And I can blast electricity (every caster needs at least one blasting trick).
Maybe it's because I'm thinking about what vancian casters can do, but I feel there's a lack in variety and power of the effects my character can create. I don't know if maybe I'm spreading my talents too broadly among different spheres, or because my talent selection is just poor. Or maybe it's just fine and this is how SoP casters are supposed to work.
Can I get some help, thoughts, possible alternatives, etc. with my build (esp. talent selection)?