Just like a Wizard, a Sorcerer’s spells give her a good range of flexibility, allowing the Sorcerer to become what you need her to be at a moment’s notice, though she will never be quite as flexible as her Wizard counterpart can be, since she has a limited number of spells known. A sorcerer can also fulfill the “rogue” party role, using spells to increase her natural Charisma, sweet-talking her way out of difficult situations, or using Stealth to sneak into an enemy’s base and steal an important magic item. She can also make a very good battlefield controller, creating pits or traps in mid-battle to trip up her opponents or direct their movement into the path of a more direct melee ally. She can make a very good blaster, using her raw arcane power to destroy enemies directly. In the Pathfinder RPG, a Sorcerer can fulfill many different roles in a party. A mage that, instead of studying magical lore and theory to gain understanding of its power, is just inherenly born with that power, and may work her entire life to contain and manage it. If I had my way, I'd be playing a witch.The Sorcerer is a concept that has been around for a very long time. I was the last to pick a character, so I got stuck playing a generic wizard. I joined a group playing through one of Paizo's adventure paths that had a strong suggestion that the party include a universalist wizard. Patrons range from healing to hurting and everything in between. Wiches also select a patron which will add certain spells to their spell lists. On the upside, you will have access to all cure and remove spells, and eventually Heal. Adding new spells is much more expensive, as it requires and consumes scrolls. On the downside, the spell list is much more limited than a wizard's. (It doesn't matter what level the victim is, either) The healing hex is an amazing resource that at first level gives you the equivalent of a CLW for every party member, familiar, animal companion, mount, NPC, summoned creature and undead you encounter every day. And then there's that hex that puts people to sleep. One of the nastier hexes forces an opponent to roll two dice for any d20 check and use the lower result. Witch Hexes synergize supremely well with multiple fighters, as you can debuff enemy AC, attack rolls, saving throws, whatever the party needs to get an edge. If you are in a party with 2 fighters, you will find that a Witch is an excellent choice. I have found that my favorite Pathfinder arcane caster is the Witch. items (and if those are useful), whether there are 'magic item shops' available, and how much downtime is available between adventures. (The rogue may not want to do that but you can always just blow him up anyway, yay evasion)Ĭrafting feats may vary a bit in effectiveness depending on how much a GM tends to give out cash treasure vs. Area spells are also where you need to be careful not to blow up your friends - depending on terrain and encounter distance it might be difficult pulling out more than a single area effect per battle unless you can either win initiative (so yes improved initiative is handy) or convince the other PCs to delay. Blasting works especially well against a lot of smaller foes and area effects, but you'll probably want a balance of area and single-target spells. The other thing to consider might be how much the GM likes multiple opponents vs. As long as you're putting in your fair share you're good blasting is good in that at least it synergizes with what the other PCs are doing, unlike say save-or-dies. I wouldn't agree that its a problem that the HP of monsters is greater than spell damage this is what other PCs are for. Your staff giving you an extra spell is your arcane bond, not your arcane school. Wizards using elemental attacks (and you will) need to find a way around this, either by diversifying their spell load or through some kind of trick.ĭiversifying blasty spell load means losing out on that specialisation. Some monsters are immune to some elements. This usually uses the feats Spell Specialisation and Mages Tattoo, combined with the trait Magical Lineage, and metamagic damage-boosting feats.ĭirect damage spells mostly do elemental damage. Solutions to this generally involve specialising in a particular spell, to make that spell more effective. Wizards doing hit point damage need to find some way around this conundrum. Wizards direct-damage spells generally scale at D6/level. Unfortunately it is currently shut down due to high traffic. There is a guide specifically for blast wizards.
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