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Gruzzle
2022-06-22, 02:01 PM
I'm running a RotRL campaign and the 4 man party has expanded to 5 at level 3. New character is wanting to be a Unicorn(edit: the bloodline. Race is possibly half elf, but not set in stone) Sorcerer, very support focused. She's not fully opposed to offense, but mostly doesn't want to be aggressive in character or mechanics. I'd love to advise good traits, feats, spells, etc since the player is new to the system but seems to have a good character concept/personality already. Anything you'd recommend, I'd appreciate!

MaxiDuRaritry
2022-06-22, 02:59 PM
Well, she needs some way to provide the various components her spells will need, else she'll have to remove those components from her spells or choose spells without them. Using her unic-horn as a spell focus in their stead would be quite useful, since it's not something she's likely to be going without any time soon.

Kurald Galain
2022-06-22, 03:31 PM
Are we talking the unicorn race here, or the unicorn bloodline on a humanoid race?

Gruzzle
2022-06-22, 04:39 PM
I'm sorry, valid question! This is the unicorn bloodline for sorcerer, player is leaning half elf, but not married to a race yet.

Kurald Galain
2022-06-22, 05:06 PM
Scarred by War is a good trait here, as is Magambyan arcana (there are some decent cleric spells to pick up, e.g. Archon's Aura), Spell Duel Prodigy, or Lessons of Chaldira.

Good support spells include Feather Fall, Charm Person, Mount, Liberating Command, Minor Image, maybe Grease, Disguise Self, True Skill, Invis, Shared Training, Bear's Endurance, Bone Fists, Pilfering Hand (to harmlessly disarm enemies), Investigative Mind, Resist Energy, Suppress Charms, HASTE, Heroism, Fly, Greater Stunning Barrier, Greater Magic Weapon, and Dimension Door. And obviously you want Mage Armor to protect yourself.

Good sorcerer feats include Noble Scion (war), Steadfast Personality, Divine Defiance, and Improved Counterspell.

For support, it's a pretty good move to take one level of Oracle to pick up Sidestep Secret (lore mystery) and in particular Misfortune (dual-cursed archetype); and spells like Bless and Sanctuary.

That should get you going :smallcool:

vasilidor
2022-06-22, 05:49 PM
I would not really go into Oracle as well unless they want into Mystic Theurge. But that is just me.
As they are starting at level 3, they only have level 1 and level 0 spells at this point. So, I will keep my suggestions to there for now.
for level 0 I recommend Message, Detect Magic, Daze, Light, Spark and Flare. For level 1 I recommend Mage Armor, Sleep, Silent Image, Charm Person, Grease, Identify and Enlarge Person.

Gruzzle
2022-06-23, 08:35 AM
.
For support, it's a pretty good move to take one level of Oracle to pick up Sidestep Secret (lore mystery) and in particular Misfortune (dual-cursed archetype); and spells like Bless and Sanctuary.

That should get you going :smallcool:

Oooohhh I hadn't considered multiclassing. What would the benefit be with taking oracle levels, and when would you say it's best to dip? Especially important if you'd recommend starting as Oracle then going Sorc, since we're trying to be done with character creation by next week 😁

Kurald Galain
2022-06-23, 09:17 AM
Oooohhh I hadn't considered multiclassing. What would the benefit be with taking oracle levels, and when would you say it's best to dip?
I'd say after level 4, so you have your second-level spells covered. Maybe earlier if you're worried about defense.

The benefits are charisma to armor class, an immediate-action ability that forces rerolls on enemies which is great action economy, access to low-level cleric scrolls, and if you want to spend one feat: charisma to knowledge checks.

Faily
2022-06-23, 03:53 PM
I've been playing a Unicorn Sorcerer in Serpent's Skull and have enjoyed it greatly, and the character which I kind of made to be a bit of a derp unexpectedly became an MVP.

Phaendar (the character) is a summoning specialist, and was not really fond of direct damaging spells (until he learned to pick up a few). His magic is still focused on conjuration, abjuration, and protection over all.


At level 12. The stuff here has worked for me, and might give some ideas for you.

Feat choices (with notes)

Acadamae Graduate [11th level] <-- this one the GM let me take even if the character did not meet the requirements, simply because the GM insisted that it was an amazing fit for this character. We're pretty relaxed and don't mind waving some requirements of stuff if it makes sense with our games (so this isn't a default choice). As this was the most recent feat chosen, I still haven't used it much, and I keep forgetting it a lot of the time too, but it's still good to have.
Allied Spellcaster [Teamwork, Campaign] <-- since the theme of the campaign was that we're all playing magical apprentices of the same teacher, the GM gave us this as a bonus feat for the campaign. In a party of arcane spellcasters, it's been really good.
Augment Summoning [5th level]
Expanded Arcana: False Life, See Invisibility [7th level]
Great Fortitude [Bloodline, 7th level]
Planar Mentor: Good [9th level] <-- I was thinking of continuing the Planar Mentor-chain but backed out of it by some point. Still didn't mind this one since the condition is easy to meet as a Unicorn Sorcerer (basically whenever you cast a spell) and it gives a bonus to saves which is always in dire need for squishy spellcasters.
Spell Focus: Conjuration [3rd level]
Summon Good Monster [1st level]


Spells known. Some spells were changed out during levelling up, mostly removing the low-level summon monster spells slowly to make room for other useful spells. Also, we made a change to the Unicorn Bloodline with the Atonement spell (their 5th level Bloodline spell). Atonement is pretty much a spell that will rarely see play (in my almost 20 years of playing, it's only been done for two characters), and even rarer to cast unless members of the party worship the same deity as you *or* you happen to encounter an NPC that needs it. As Phaendar is an elf, it was changed to Ward of the Season (Advanced Race Guide, elf spell) as it felt more in theme with nature and unicorns. You do what works with your group of course, either by the book, or houseruling to work for your playgroup.

0 (Cantrip)
Daze
Detect Fiendish Presence
Detect Magic
Detect Poison
Disrupt Undead
Haunted Fey Aspect
Jolt
Mending
Read Magic

1st level
Bloodline: Cure Light Wounds
Grease
Hydraulic Push
Magic Missile
Protection From Evil
Shield

2nd level
Bloodline: Cure Moderate Wounds
Commune with Birds
False Life
Gird Ally
Glitterdust
Mirror Image
See Invisibility
Web

3rd level
Bloodline: Cure Serious Wounds
Communal Resist Energy
Ice Spears
Fly
Magic Circle against Evil

4th level
Bloodline: Neutralize Poison
Black Tentacles
Ice Storm
Summon Monster IV

5th level
Bloodline: Ward of the Season
Life Bubble
Summon Monster V

6th level
Summon Monster VI


Progression notes. I like to think out spells to pick and future feats, even if I don't always stick to the plan. Sharing here in case you find it helpful.

Level 13 Feat: Expanded Arcana: Dispel Magic, Dimension Door (picking up Dispel Magic, and GDM later since Improved Counterspell is a solid Bloodline Feat)
Level 13 Spells: Heal (Bloodline), Chains of Light, Break Enchantment, Wall of Ice (Chains of Light is Conjuration so bonus there. Break Enchantment fits the Unicorn-theme. Walls are just battlefield control and Phaendar likes cold-spells, which is fine since other party members like other elements)
Level 13 Bloodline Feat: Improved Counterspell
Level 14 Spells: Summon Monster VII
Level 15 Spells. Greater Restoration (Bloodline), Greater Teleport, Undeath To Death, ??? (Undeath to Death just to be anti-undead. No idea for the last spell there)
Level 15 Feat: Merciful Spell (fits Phaendar's personality)
Level 16 Spells: Summon Monster VIII
Level 17 Spells: Mass Cure Critical Wounds (Bloodline), Polar Ray, Spell Turning (unsure on Polar Ray and Spell Turning, but we'll see)
Level 17 Feat: Quicken Spell (probably could take this earlier?)
Level 18 Spells: Summon Monster IX
Level 19 Spells: Mass Heal (Bloodline), ???, Gate (unsure on one spell there. Gate is a no-brainer for someone who likes to call on his buddies to deal with school-yard bullies)
Level 19 Feat: Expanded Arcana: Mind Blank, Greater Dispel Magic (GDM might happen earlier, but this is where it ended up. Look he's a CHA-based caster, not one relying on INT!)
Level 19 Bloodline Feat: Alertness (pretty much the only Bloodline feat left of interest to me there)
Level 20 Spells: Time Stop

Mnemius
2022-06-27, 04:07 AM
Grease has turned into a MVP spell from the beginning to now in the Hell's Rebels campaign I'm in. (Though... just got into 7th level, so maybe it'll start falling off?)

Enemy with big two-hander? Grease! (and failed the save.)

Grease on the floor to make enemies fall.

Friend got grappled? Grease them free!

So yes, highly encouraging grease in spell selection.

Kurald Galain
2022-06-27, 04:09 AM
Grease has turned into a MVP spell from the beginning to now in the Hell's Rebels campaign I'm in. (Though... just got into 7th level, so maybe it'll start falling off?)
Consider Heightened Grease and/or Widened Grease :smallamused: There's even a fifth-level Greater Grease.

vasilidor
2022-06-27, 04:32 AM
If you really want to take advantage of multiclassing, go mystic theurge. at level 9 it will mean being a level 5 caster in sorcerer and oracle, but at level 18 you will be level 14 in both. If, as a spell caster, you focus on boosting your allies, Save DC's will rarely be a concern. Summoning monsters may or may not be an effective strategy, depending on the situation. For levels 19 & 20, go sorcerer. Final build levels would be Sorcerer 6, Oracle 4, Mystic Theurge 10. this caster will have level 8 and 7 spells.

noob
2022-06-27, 04:24 PM
You could make a(in order of template application) young alter ego recycled construct Plane of Faerie Creature(no particular requirement, turns in fey, cr modifier is calculated from base creature and here it is +0) podspawned(cleans up all the inconvenient supernatural abilities, you only keep the ext penalties) unicorn that takes a level as an unicorn bloodline sorcerer(after application of all templates).
This allows to have an unicorn with a valid cr for a starting character.
please note I chose this chain of templates that reduces cr because it is what got the least powerful starting unicorn character I could get with a reasonable amount of templates.
The -4 cha from podspawned helps to not have an overpowered sorcerer.
What is quite special is that it is a plant but it lacks constitution and it gets staggered and malfunctions when hit with a critical strike or precision damage.