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Help me with a sorcerer build!
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<blockquote data-quote="Jürgen Hubert" data-source="post: 6087092" data-attributes="member: 7177"><p>Whenever I visit my parents, I try to game with my old gaming group from my hometown. This means I tend to play "guest star" characters which will only appear sporadically in the campaign.</p><p></p><p>One of these is a Sorcerer in a Pathfinder wilderness campaign (the "Kingmaker" series, I believe it it is called...). He is best described as a "hippie" - the other PCs were stumbling across him when he was searching for "magic mushrooms".</p><p></p><p>He has the Fey Bloodline (seemed appropriate), and the last time I played him he was at level 2. Now the PCs have progressed to level 6, and it's time to update him.</p><p></p><p>At level 2, he had the feats: Skill Focus (Prof: Herbalist), Eschew Materials, and Spell Focus (Enchantment). He had the following spells:</p><p></p><p>0: Dancing Lights</p><p>0: Daze</p><p>0: Detect Magic</p><p>0: Message</p><p>0: Ray of Frost</p><p></p><p>1: Hypnotism</p><p>1: Summon Monster I</p><p></p><p>Now, while these spells seemed thematically appropriate, I feel like I made a mistake with the 1st-level spells - they do not scale well at higher levels. So now I want to pick spells for his new level that scale better - preferably some compulsion spells (thanks to his massive DC bonus to them), but since not all monsters will be susceptible to compulsion spells he needs some other spells that will make him effective in combat without resorting to these.</p><p></p><p>Any suggestions for what spells to pick - and what spell to replace at 4th and 6th level? And what feats would be useful? Assume anything from the Core and the Advanced Player's Guide is fair game.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 6087092, member: 7177"] Whenever I visit my parents, I try to game with my old gaming group from my hometown. This means I tend to play "guest star" characters which will only appear sporadically in the campaign. One of these is a Sorcerer in a Pathfinder wilderness campaign (the "Kingmaker" series, I believe it it is called...). He is best described as a "hippie" - the other PCs were stumbling across him when he was searching for "magic mushrooms". He has the Fey Bloodline (seemed appropriate), and the last time I played him he was at level 2. Now the PCs have progressed to level 6, and it's time to update him. At level 2, he had the feats: Skill Focus (Prof: Herbalist), Eschew Materials, and Spell Focus (Enchantment). He had the following spells: 0: Dancing Lights 0: Daze 0: Detect Magic 0: Message 0: Ray of Frost 1: Hypnotism 1: Summon Monster I Now, while these spells seemed thematically appropriate, I feel like I made a mistake with the 1st-level spells - they do not scale well at higher levels. So now I want to pick spells for his new level that scale better - preferably some compulsion spells (thanks to his massive DC bonus to them), but since not all monsters will be susceptible to compulsion spells he needs some other spells that will make him effective in combat without resorting to these. Any suggestions for what spells to pick - and what spell to replace at 4th and 6th level? And what feats would be useful? Assume anything from the Core and the Advanced Player's Guide is fair game. [/QUOTE]
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