On the other hand, the +4 spell level cost of this feat reserves it for high level play. Quicken Spell : The ability to cast as a swift action is a great, almost necessary, way to boost your action economy. A prime example of o ne of the many thin gs that are fantastic for sorcerers but terrible for wizards. Since you can decide to apply this after you have a guess at whether or not you’re going to have trouble overcoming the target’s spell resistance, it can be handy at higher levels when pretty much everything has spell resistance. Piercing Spell : +5 to defeat spell resistance for only 1 spell level. You can combine the two for devastating save DCs, if you have the feat slots. If you have the arcane bloodline, your bloodline arcana makes this better than Heighten Spell in almost every scenario, otherwise it’s more efficient but less flexible. Treantmonk's Guide to Pathfinder Wizards: Being a GodĬore+ Wizard Guide: An Expansion to Treantmonk's GuideĬompiled Bestiary Statistics (65 % of the time. ![]() (^ I cannot hope to compete with this guide title) The (almost) Complete Guide to Sorcerers: A Minstrel's Take on God's Hot Sister A Guide for Sorcerers - A good resource for blaster sorcerers especially Naturally some are worse than others, but you generally want to avoid these options if you have the chance. Nearly always skippable, these choices should be taken with care. Most characters will probably find some use for them, or characters will find them to be very useful rarely. Green : Good choices that most characters will find useful. They are often good for basing builds on. These options are highly recommended, although I hesitate to call any of them “must-haves”. īlue : Excellent, or possibly overpowered. If I’ve missed anything good or made any mistakes, be sure to let me know here. I assume that the characters get no hero points by default, but can acquire them through the relevant feats. I’m also not evaluating things from the perspective of a gish or sorcerer dip, only a full-classed sorcerer. This guide will cover all of the information currently (as of May 7th, 2012) on the PFSRD, with the exception of any third-party or variant rules. ![]() Plus, in my unbiased opinion, sorcerers are WAY cooler. You can see how either one, from an optimization perspective, is a poor choice, which is why I recommend playing whichever class comes more naturally to you. I, on the other hand, usually end up making wizards who are basically sorcerers who can’t choose their spells on the fly. If you like wizards and you try to make a sorcerer, you might end up making a sorcerer who is basically a wizard with slower spell progression and the inability to swap out spells every day. It really boils down to playstyle, I think. The simple fact remains, sorcerers are great. I’ve heard good arguments as to why wizards are better, and I’ve also heard a lot more bad arguments as to why wizards are better. I greatly admire Treantmonk’s guide making skills, and his wizard guide is the primary inspiration for this guide. Aka “I need an excuse to not dump charisma”
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