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Sunday, May 3, 2026

Spells I wanna try. And link to a useful Pathfinder spell and dmg site, math .edu

Useful search for any spell with criteria, and has a dmg calc:

 https://people.math.wisc.edu/~jheim/Pathfinder/


This smooth, lusterless gray ring is crafted of dark glass and has the image of a body carved into its band. Once per day, the wearer of this ring can perform a complex mental and verbal ritual, repeatedly whispering the ring’s command word, while touching any humanoid corpse that has been dead for less than 1 week. The creature must have had 7 Hit Dice or fewer in life. This ritual can be as short as 1 round or could last up to 24 hours. It requires both total focus and constant contact between the ring, the wearer, and the target corpse. Interruption of any kind spoils the ritual, requiring the wearer to begin anew. The wearer of the ring chooses how long this ritual will last, but that decision must be made before she begins the ritual.

On the ritual’s completion, an illusory duplicate of the creature touched—partially real and formed of animate ice cloaked in magical shadow—springs into existence. This functions as lesser simulacrum in all ways unless stated otherwise. The wearer of this ring gains a +10 bonus on the Disguise check when performing this ritual. The shadow creature appears in all ways to be hearty and full of life, equipped with all of the gear and clothing that was carried or worn by the corpse throughout the ritual. At the same moment the shadow creature is completed, the targeted corpse and all of its attendant equipment vanishes, melting away like snow.

The false creature brought into existence by the ring of the shadow victim has the same base ability scores, type, and subtype as the targeted corpse. It appears in all ways to be the same individual as the corpse touched, and it retains the general personality, attitude, abilities, and intellect of that creature.

However, this duplicate doesn’t possess any memories that the wearer of the ring doesn’t also possess, has no spell-like or supernatural abilities, can’t use activated extraordinary abilities, can’t gain the benefits of healing, can’t gain levels or increase its abilities, and can’t have more than 3 Hit Dice.

This false creature behaves much like the target did in life, except it has a starting attitude of helpful toward the ring’s wearer and is generally willing to assist the wearer in any endeavor. The shadow creature will take nearly any action to aid the wearer of the ring, including dangerous, foolish or suicidal actions. This semi-illusory creature remains in existence for a duration equal to 7 × the length of the initial ritual that created it, until the wearer removes the ring of the shadow victim, until the wearer activates the ring again, or until the creature is destroyed by violence, whichever comes first. At that time, the duplicate vanishes and the original corpse, unchanged from when the initial ritual was completed, appears in its place.


 

Bonded Items - let's compare.

 Bonded Items, let's straight compare them. 

https://www.d20pfsrd.com/magic-items/


Recharging Charged Magic Items

The standard rules don’t allow item creation feats to recharge charged items such as wands. This is because wands are the most cost-effective form of expendable spellcasting in the game (the minimum price is 15 gp per charge, as compared to a minimum price of 25 gp per use for a scroll or 50 gp per use for a potion). Allowing wand recharging devalues scrolls and potions in the game, especially as using a wand does not provoke attacks of opportunity. A wand‘s lower price increment would also mean that partially recharging the wand is easily done with a short downtime period (10 charges per day for a 2nd-level wand, 4 per day for a 3rd-level wand, and 2 per day for a 4th-level wand), making the wand even more useful and cost-effective.

A GM who wants to allow wand recharging can require a minimum of 25 charges added to the item to help offset this advantage, as it forces you to spend a larger amount of gold at once instead of smaller amounts more frequently.


RINGS

  • Ring of Spell Knowlege - Can store 1 spell, up to level 4 if it is the best one: https://www.d20pfsrd.com/magic-items/rings/ring-of-spell-knowledge
    • the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.
    • the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.
  • Ring of Protection... +1,+2, etc.
  • Ring of the Troglodyte!  -- the kid said combo with an imp. YES, an inviz all day imp using this would be incredible! I think they'd stay inviz, b/c no actual Attack!!
  • Ring of energy resist - different levels of
  • Ring of Wizardry - This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
    • $100K for the best one
  • Ring of 3 wishes (Level20 only)- https://www.d20pfsrd.com/magic-items/rings/ring-of-three-wishes
  • Ring of spell storing MAJOR, CL 17 (Char. Level 17) required, holds up to 10 levels of spells. - https://www.d20pfsrd.com/magic-items/rings/ring-of-spell-storing-major
  • Ring of Shooting Starts CL 12, (Indoors/cave weaker, outdoors incredible - Ball Lightning, then semi fireballs, 3 per week) - can trick enemy with dancing lights which look just like ball lightning. Shooting stars are INCREDIBLE...   https://www.d20pfsrd.com/magic-items/rings/ring-of-shooting-stars/
  • Ring of the Elemental - CL 15.
Amulet
  • CL 7 -Spell Cunning = up to 3 levels of spells 
  • CL 11 - Spell Mastery = up to 6 levels of spells
Wand - Normally, charged items have 50 charges at most (10 for staves).
  • Magic missiles
  • fireball
Staff - CL 11 to start? - Normally, charged items have 50 charges at most (10 for staves).
  • combo stuff right like:

PF - not enuf Feats. (Oops is enuf - see My trilo Google Spreadsheet)

 Can u trade them out… retrain for gp?? Yes  

Omg, woke up from nap, realized i never chexked nonbonus feats  … u totally get a lot - a feat every odd level so 10 feats or 11 feats for humans by level 19!!! https://www.d20pfsrd.com/classes/character-advancement/

Btw, 3400 ish feats total https://www.reddit.com/r/Pathfinder_RPG/comments/12e4aqf/how_many_feats_total/

Btw, weird options with Wood and Metal schools 

 http://legacy.aonprd.com/ultimateMagic/spellcastingClassOptions/wizard.html#_arcane-discoveries


Pathfinder

Shit. Need 8 feats, only get 5 feats by lvl 19.  So what to pick. Isnt Varisian tatoo a feat (that requires spell focus feat)? So he skips Varisian.  He talks about Varisian later, but doesn’t list as main feats. What?? Retrain feats is a thing, gp and 1 week and trainer. 


  • Key Feats: Intensify Spell, Empower Spell, Quicken Spell, Spell Perfection, Spell Penetration, Spell Specialization, Greater Spell Specialization(xhange util spells to Evoc spell)
  • But i only get 5 total feats w the build, 1 lvl in sorc and 19 in wiz. Can u trade feats later???????
  • Human Favored class, Wizard: Add one spell from the wizard spell list to the wizard’sspellbook. This spell must be at least one level below the highest spell level the wizard can cast.

  • Feats

  • RETRAINING FEATS IS A THING. Gp, one week of time, trainer. As often as u like. 
  • Varisian - evoc all 1 CL higher (take this early if wanna split buff between BOTH Burning hands and Magic Missile.)
  • Spell focus - prereq for some. Dc+1. 
  • Intensify
  • Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.
  • Empower - 50% more
  • Quicken
  • Spell perfectionPrerequisitesSpellcraft 15 ranks, at least three metamagic feats.
  • Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell FocusSpell PenetrationWeapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell. 
  • Spwll penetration
  • Spell SpecializationPrerequisitesInt 13, Spell Focus.
  • Benefit: Select one spell of a school for which you have taken the Spell Focusfeat. Treat your caster level as being two higher for all level-variable effects of the spell.
  • Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
  • Greater Spell Specialization(xhange util spells to Evoc spell) You can sacrifice a prepared spell in order to spontaneously cast your specialized spell. You may add a metamagic feat to the spell by increasing the spell slot and casting time,



3 people marked this as a favorite.

Faction-varisian.jpg

       https://paizo.com/threads/rzs2nyxp?Fire-themed-mage

Reposting: 

Paizo BLASTER CASTER build: 
Goal: Pile on the hurty-hurt with direct damage spells. You don't need battlefield control if the enemy is dead.

Level 1: Take Sorceror: Crossblooded Orc/Draconic, Human, take Varisian Tattoo, take Trait: magical Lineage (pick spell), Reactionary (+2 Init)

Then take Wizard/Evoker -Admixture Specialist for your remaining levels. Why Admixture? Because you can change the element of any of your blasting spells on the fly to get around elemental resistances/immunities.

If you want to superspecialize outside of Evoker, take Sin Magic, lose two schools (Conjuration/Abjuration), gain yet another spell slot per level of raw power.

Key Feats: Intensify Spell, Empower Spell, Quicken Spell, Spell Perfection, Spell Penetration, Spell Specialization, Greater Spell Specialization.

End result: Crossblooded sorc orc/dragon bloodline 1, Wiz/19, Admixture Evocation specialist. 
Note: Can use Sin Magic for more slots. Sorcerer level allows use of spell devices from denied schools (Conj/Abjuration). 
Magical Lineage Trait allows Intensify for free on chosen spell. 
Spell Perfection allows free Quicken at higher levels.

=============================================== 
Play Hints:

Take Burning Hands or Magic Missile as a Specialized Spell early. Burning Hands will deal more damage, Magic Missile has better long-term utility and keeps you out of danger. Every other level, you can change your specialized spell.

Add Greater Spell Specialization at level 7 or 9. Why? You can then memorize utility spells, and trash them for your blaster spell.

Change your specialized spell up to Scorching Ray or Fireball when you can, depending on campaign, typically at 5 or 7.

At level 12 or higher, change it to Fire Snake. 
Use Admixture specializing to change the element on the fly.

Use Fire Snake until higher levels. Why? High damage base and level 5 spell still leaves room for metamagic, esp Quicken.

Mechanics behind Choices: Orc blooded, Draconic: +1 to all damage spells, +1 to element of choice, retasked by Admixture = +2 dmg/die on blasting spells.

FEATS 
Intensify Spell: Increases caster level damage cap +5 to apply to a specific spell. Burning hands goes up to 10d4+20. Magic Missile goes to 7d4+7. Fireball to 15d6, Fire Snake to 20d6+40.

Empower Spell: Increase dmg by 50%.

Quicken Spell: Hit enemy with two spells/rd.

Spell Specialization: +2 to caster level with a specific spell. Helps bring the damage earlier and faster.

Varisian Tattoo: +1 to Caster level with a specific school (Evo). This buys off your sorc level.

Greater Spell Specialization: Sacrifice spells to power your chosen blaster spell. Means you can memorize utility spells freely.

Spell Perfection: Doubles fixed feat bonuses, apply one metamagic for free. An Empowered/Intensified spell with Magical Lineage is still its original spell slot. SPell Penetration doubles to +4. Varisian Tattoo to +2. Spell Specialization to +4. Effectively, you've got +10 on Spell Resistance rolls, and are casting at 5 levels higher then your own.

Top End Damage: 30d6 +60 from Fire Snake, empowered, Intensified, average 165 dmg, save 1/2, level 5 slot. 
Quicken for another hit, 5th level slot, 20d6 + 40dmg, avg 165. 
= 330 blasting dmg in one round, save for 1/2. If you've a Rod of Maximize, you can lift this to 215 base damage.

Base level 5 spell slot is 20d6+40 dmg, 165 dmg.

BY LEVEL

At level 1, your Burning Hands should be 2d4+4 (avg 9)

At level 2, its unchanged.

At level 3, Spell Specialization kicks in. 5d4+10 (22.5). This tops it unless you Intensify it.

At 4th, 6d4+12 (27), Intensified BH.

At 5th, Intensified BH, 7d4+14 (31.5).

At 6th, you can shift Spec to Scorching Ray. 2x 4d6+8 (44). Your Fireball is 5d6+10 as well, or 7d6+14 if specced.

At 7th, 6d6+12 fireball, or 8d6+18 if spec. An Empowered, Intensified Burning Hands, if still the spec spell, is 13.5d4+27 (about 60).

8th - Empowered Scorching Ray, 2 x 6d6+12. E/I BH is 15d6+30 (74, max)

9th - Intensified, Specialized Fireball is 11d6+22 (51).

10th - Firesnake. E/Spec Fireball is 15d6+30 (74). Emp Scorching Rays are 3 x 6d6+12, or 18d6+36 (99 dmg). You can now Quicken a Burning Hands or Magic Missile as kicker damage in a round, although you've few slots.

12th - E/I/Spec Fireball is 21d6+42 (115) damage. You can now Quicken a 12d6+24 Scorching Ray.

14th level - A Specialized Firesnake now exceeds/equals an intensified Fireball. Fireball caps at 22.5d6+ 45 (123~) damage. An Empowered Firesnake is 24d6+48 (132) damage. You can now Quicken a 10d6+20 Fireball. Intensified, Empowered Scorching Ray tops out at 24d6+48 (132 dmg)

15th level - Spell Perfection. You can now add a Meta for Free. This will be Quicken or Empower. Intensified might be free if Magical Lineage applies to it. Caster level buffs for spec spell exceed +5, so top out at 20d6 dmg at 15th level. You will miss Spell Resistance rolls against CR appropriate enemies on a 1. 
Assuming Firesnake, you can now cast a Quickened Intensified Firesnake for 20d6+40 (110) damage out of a 5th level slot, and an Empowered Firesnake out of the same slot for 30d6+60 (165) damage. Using a 7th level slot, you can Empower both.

16th+ - Damage remains the same, higher level spell slots are open for use of other Metas or control spells.

Conceivably you could use Disintegrate to get a higher damage total, but the delay isn't worth it, and you'd lose the Varisian tattoo bonus.

If your DM allows you Twin Spell from 3.5, you can very, very easily clock in at 495 raw dmg/round. IF he allows Arcane Thesis, god help your enemies.

==+Aelryinth

Eideann

Apr 18, 2012, 09:59 pm

Elemental Bloodline (Fire) Gnome Sorcerer with Pyromaniac Racial Trait would be my first opinion. The ability to turn Cone of Cold and Chain Lightning into fire spells means as you get spell levels you are really collecting different shapes to do different amounts of d6 per caster level (+1 extra d6 due to pyromaiac) to (also once Fireball caps actually still be doing d6 per caster level (+1 extra d6) with the higher level spells.) Pick up Spell Focus, Greater Spell Focus, Elemental Focus and Greater Elemental Focus along with Spell Penetration and Greater Spell Penetration and you'll be lighting people on fire all over the place.

Also a Sorcerer who runs into a Fire Elemental can always cast Cone of Cold as cold damage, whereas a Wizard who has

PF2e sorc buffed, wiz nerfed kinda

 https://paizo.com/threads/rzs5sc7l?Turning-the-wizard-into-the-fighter-of-arcane

2e pathfinder 

Saturday, May 2, 2026

PF familiars

 Fairy dragon has sleep poison… 10 foot Reach how?? https://www.reddit.com/r/Pathfinder_RPG/comments/2hf8zi/familiars_scaling_with_hd_a_brief_guide_to/

Gotta be CL level 7, get feat of imprv familiar then  can ….https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-faerie/

Faerie dragons sometimes ally with spellcasters, serving as curious, occasionally reckless, but always true familiars. An arcane spellcaster of at least 7th level with an alignment within 1 step of chaotic goodwho has the Improved Familiar feat may select a faerie dragon as a familiar.




Improved familiar. 

Evolved familiar. 

Which familiar did you, or will you, choose? A pseudodragonwith the Evolved Familiar trait would have a 10ft reach poison attack and, at 7th level, would be DC 19 before buffs (10 + 1Con + 2/(Wiz7+CL7-2)). With Boon Companion you could get the DC to 20 and with a Bear's Endurance spell or similar buff that could be quite a reliable way to take enemies out of a fight, as well as an effective way to deliver touch spells. Of course, it's not the strongest build out there but the idea is kinda fun


Your familiar which has half your health with you having a d6 HD (assuming its not a tumor familiar)? Is typically a tiny creature so it has to enter someones square to attack them provoking attacks? and its poison is too OP? and then take away its ability to assist?

But seriously why take away its ability to assist? there is literally a familiar archetype designed purely for assisting.

http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes/valet-familiar-archetype




PF staff - arcane spell focus OR item creation

Bonded Item Ideas https://www.reddit.com/r/Pathfinder_RPG/comments/4c6gnh/bonded_item_options/


https://paizo.com/threads/rzs2q1ef


Only get 3 more feats as wizard, ever thru lvl 19 wiz, so… probably can’t do imprvd familiar anyway. 

  • Amulet. Then at lev 7 get 3 spell levels err slots  and level 11ish get 6 slots  ( means a lev 1 and lev5 = 6 spell levels)
  • Check out Amulet of Spell Cunning/Amulet of Spell Mastery.
    Remember, since it is a bonded object, you don't need any item creation feats to upgrade it yourself.
  • Wand  - can u chng to staff ever?
  • Staff - any use early?
  • Ring - safest if DM tough. Can cast spells. Does take up a ring slot, guess u get two ring slots??
  • What about an intelligent wand? Can it cast it's self? (Regarding making an item intelligent with tport so it can always come back to u)

That means you can only craft the wand and weapon at 5th level, the staff 11th (as a magical staff that can fire off spells), the ring at 7th, and the amulet at 3rd. I would like to use staves earlier than that, but that would increase the number of spells any mage could fire off to a point that almost no one would like.

  • I mean there's no feats to expand the power of the bonded item probably because it's going to be carefully controlled in a way that just resembles an extra spell or 'free' magic item.

    The fact that people are talking about intelligent items though opens up the possibility of opening up an avenue in the action economy that I've never heard about exploiting. Generally, it's seen that familiars are the power-gaming go-to because you can eventually get them to start using wands or scrolls. Or to take a specific type of familiar (bodyguard, sage, and I forgot the others) to expand it.

————

Best info says Familiar is better… for xyz, but Focus Object better for raw power (spells and gold)… but if i can have a familiar improved with wand casting… i would pixk that https://www.reddit.com/r/Pathfinder_RPG/comments/owcce4/familiar_vs_bonded_item/

  • I'm gonna promote the less popular opinion and say that primarily, because I play Evoker blasters a lot when I play mages, I choose the Bonded Item.
  • Familiar’s SLAs (aspell like abilities) suck after level 5

Blaster mage Bonded object guy says - tl;dr if you dig the versatility of the Bonded Item, I think it's a good choice. If you value having a Wand/Scroll monkey after Level 7 or so, the Familiar's going to be a good choice with plenty of other benefits on top.

Familiars are better unless you are weird like my groups where crafting is banned, Except for on bonded objects.

  • Crafting is silly, but being able to craft 1 single object the way you want it really elevates the class feature.



    It would depend on the type of wizard you are looking for. Deliver touch spells can be very effective with the right build. Some familiar archetypes radically change how you handle your familiar. Om the other hand, the bonded item is mostly just raw power (spells=power, money=power)



  • If you get an improved familiar, can have them use wands or scrolls for even better action economy



  • https://www.reddit.com/r/Pathfinder_RPG/comments/17c4pxq/magic_item_crafting_optimization/?solution=fcbd8f6bd2a8d518fcbd8f6bd2a8d518&js_challenge=1&token=bbbe4bf1c9a2b5160829c4be34da58613c735024909be1c882e9668de837664c&jsc_orig_r=

    Dude above curs in half cost of a golem staff. Like 300k gold to 155k gp. 


    This steam discussion has points about real PF also … like ppl love familiars https://steamcommunity.com/app/640820/discussions/0/3335371283881286814/


    This talks about Optional Retraining for arcane bond err familiar. Saying the PF makers realized maybe was too stringent https://rpg.stackexchange.com/questions/121795/why-must-the-choice-of-an-arcane-bond-be-permanent

    Talks about familiar being better because super csting penalty if lose bonded object https://paizo.com/threads/rzs2ubh1

    • Bonded Object …
      • Pro is - Something to keep in mind is that a bonded object can be a free magic item at low levels. You also always count as having the relevant Item Creation Feat for enhancing your bonded object.

    Familiar is stronger. Bonded item is much easier to use. 

    •  

      Familiar
      -2 feat equivalent abilities
      -extra set of actions per round
      -roll 2x on many skill checks

      Item bond
      -1 spell per day
      -money from saved enchanting costs
      -dont have to keep leveling a critter

      I would also note that losing a bonded object isn't that big of an issue for several reasons
      1. Concentration checks are fairly easy to make at mid-high level
      2. Rings, the best option, are really really hard to break or lose

      3. You are already having to defend a book. That is a bigger, more vulnerable, and more valuable target. Who cares to hit my ring which may or may not affect me when you have a spell book to burn/steal. 



    The extra spell from your bonded object can be anything in your spell book - that flexibility is very powerful. But familiars, and especially wand-wielding Improved Familiars with powerful abilities, add a great deal. I've played with both, and I would be happy to do so with either option again - it really depends more on my concept of who the caster is.




    All closed content is legal and RAW for game usage, but cannot be published legally by Paizo (or anybody else). That's how the OGL works.
    Just use the spells as they are unless you need to make a conversion to Pathfinder specifically.

    Debby

    All closed content is legal and RAW for game usage, but cannot be published legally by Paizo (or anybody else). That's how the OGL works.
    Just use the spells as they are unless you need to make a conversion to Pathfinder specifically.

    Debby


    Varag is a good name for dnd

     Varag. Add this to the name list. 

    Pronounced by spellslinger, it is (var  rag). Short ‘A’ sound both syllables… 

    Near the end here, he mentions.. https://www.youtube.com/watch?v=6arfhSny8fM 

    PF - My Character Build Options- keep track of actual build.

     Updated 5-2-26

    PF - Character Build Options- keep track of actual build. 

    BACKGROUND

    • = Mountain child thing. 
      • Gives Stealth = class skill. 
      • Gives +1 on stealth check always, gives +2 on stealth if Rocky area or Hills. 


    RACETRAIT  THING SWAP

    • =Fey Magic = racetrait-traded with human skillful racetrait.
      • Got 3 druid cantrip, 1 druid level 1 spell... can use em all once a day IF in favored terrain, which I'll pick Mountain. 
    • (not related to pick 2 traits standard, so doesn't count against picking 2 traits in our campaign)


    TRAIT TRAITS Taken:

    • =Magical Lineage(pick fireball probly), metamagic cost 1+, reduce spell_lvl_slot cost by 1. 
    • =Reactionary gives +2 init.
    • =Elemental Pupil ,gives  +1 Dmg on spells of one Element type (Pick Fire, eh?). 


    DRAWBACK taken is:

    • =Provincial
      • You have only one way of looking at things: the right way.
      • Effect(s) You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.
    • (if do 2 traits, dont need drawback. If do 3 traits, then need a drawback). 

    Thursday, April 30, 2026

    Acronymns and weird old schoolInfo

     https://m.youtube.com/watch?v=PHO2NHiXfiA&t=326s&pp=0gcJCd4KAYcqIYzv


    Like usually old Hitdice were d8 dice. 

    OSR 

    OSG = old school gaming



    PF - To Get / To Do stuff Sorc/Wiz Mage

    https://pathcompanion.com/ is AWESOME for keeping track. 

    Traits / Focus_vs._Familiar / Feats

    • Staff or wand Spell Focus   (sorry not Familiar later - get the tiny dino)
    • Traits, 3rd one (will need a drawback)  
      • ***TAKE BACK Dimdweller cuz got OrcBloodline with darkvision, meaning... ... either get 90ft up from 60 ft, or can get my skillpts back as human. 
        • Replace with
          • Fey Magic (also gets Fey Thoughts) = druid spells IF CHA=11 and in Favored Terrain. 
          • Cold (ice, glaciers, snow, and tundra)
            Desert (sand and wastelands)
            Forest (coniferous and deciduous)
            Jungle
            Mountain (including hills)
            Plains
            Planes (pick one, other than Material Plane)
            Swamp
            Underground (caves and dungeons)
            Urban (buildings, streets, and sewers)
            Water (above and below the surface)
            SPELLS good, level 1 listed mostly
            • Produce FLame (keep attacking for like 1 minute)
            • Snowball = 1d6 per caster level (only one throw)
            • Burning Disarm - semi guaranteed 1d4 up to 5d4 if CL.level 5. 
            • Entangle - has to use local plants
            • Frostbite
            • goodberries
            • Summon Nature I
              • Mite - magic!
              • Eagle - 3 attacks!
            • CANTRIPS

      • potion write to spellbook if wiz (regional trai), https://www.d20pfsrd.com/traits/regional-traits/alchemists-apprentice/
      • The Storypath adventure trait - id super items
      • init+2 trait (Combat) Reactionary Trait +2 (Combat Trait)     
      • Magical Lineage = metamagic up 1+, down 1
      • Darkvision??? = Dimdweller,  humans can take IN PLACE OF skilled racetrait (not the "pick a trait type trait, my DM confirmed). 
        • REMOVED Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
      • Elemental Pupil (regional) - +1 dmg on spells of that element. https://www.d20pfsrd.com/traits/regional-traits/elemental-pupil-regional-qadira/
      • FEAT BloatMage = cast at +1 caster, stacks with spell focus feat, but is gross, slows speed 10ft, AC -3. https://www.reddit.com/r/Pathfinder_RPG/comments/m7p42h/build_advice_phoenixsorcerer_crossblooded_or_not/
      • also thinking of taking spell specialisation with a few spells. which in total would give me a +4 on caster level while casting that spell.
        and later taking metamagic intensified spell to raise the damage caps on spells, and magic tricks fireball for fireball stuff.     
      • Magic Tricks Fireball! - after get many prereq feats, can have more options with it. 

    • DRAWBACK
      • Provincial
      • You have only one way of looking at things: the right way.
      • Effect(s) You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.
    • Familiar - Get the little dino, +4 init. https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Compsognathus
      • OR
      • Get Spell Focus Staff so you can always put good spells in it. Or maybe Wand... they say Wands are for low level spells, staves for hi lvl spells. Why? 
        • Doesn't cost any(?) gold or way way way cheap to recharge spells this way. Seems worth it to get rid of familiar to have more spells!!!
    • Eldritch Researcher (create own spell DC+1, metamagic -1 cost, nice) really needs to me acknowledged, as does Mage's (Varisian) Tattoo.

    • trait "Havoc of the Society" trait (magic) lets  you add 1 force dmg to all dmg spells! Oh, not per dice or whatever, just per spell. Well, it's nice at level 1-2 I guess. Stick with Magical Lineage magic trait for the dmg build. 
      • Category Basic (Magic trait)
      • Requirement(s) Sorcerer, Pathfinder Society
      • I did have another (Magic trait) category trait, so I can only have one. Gotta pick. 
      • Oh yeah, the other trait is way better. Magical Lineage (Magic Trait), if metamagic makes spell up 1+ levels, it brings it down 1 level. That's critical. 

    GET MORE AC (prices might be from D&D)


    Get Haramaki - +1 AC, no arcane fail, 5gp

    Get Mithral Buckler 

     
    mage armor, +4 AC, 1st level spell slot [Remember that the Bracers won't stack with Mage Armor, and the Buckler won't stack with Shield...]
    shield, +4 AC, 1st level spell slot [Buckler wont stack with shield]
    Dodge feat, +1 AC, feat slot

    1,000 gp Bracers of Armor +1 AC
    1,015 gp Mithral Buckler +1 AC
    1,000 gp upgrade mithral buckler +1 enhancement bonus
    2,000 gp Ring of Protection +1 AC
    2,000 gp Amulet of Natural Armor +1 AC
    3,000 gp upgrade bucker to +2
    3,000 gp upgrade bracers to +2
    4,000 gp Gloves of Dexterity +1 AC
    5,000 gp dusty rose Ioun stone +1 AC
    5,000 gp upgrade buckler to +3
    5,000 gp upgrade bracers to +3
    6,000 gp upgrade ring to +2
    6,000 gp upgrade amulet to +2
    7,000 gp upgrade buckler to +4
    7,000 gp upgrade bracers to +4
    9,000 gp upgrade buckler to +5
    9,000 gp upgrade bracers to +5
    10,000 gp upgrade ring to +3
    10,000 gp upgrade amulet to +3
    10,000 gp upgrade gloves to +4 DEX (+2 AC)
    11,000 gp upgrade bracers to +6
    12,000 gp boots of speed
    13,000 gp monk's belt
    13,000 gp upgrade bracers to +7
    14,000 gp upgrade ring to +4
    14,000 gp upgrade amulet to +4
    15,000 gp upgrade bracers to +8
    18,000 gp upgrade ring to +5
    18,000 gp upgrade amulet to +5
    20,000 gp upgrade gloves to +6 (+3 AC)

    ...and that is the path of fastest AC improvement for your money over the career of your character. That's 30 points of AC from items.





    Eldritch Researcher (Story) OK, Eldrich Researcher is a Feat. It's cool and good. 

    Prereq: You must have created a new spell, or have The Way Things Work background.

    Benefit: When casting a spell you’ve created, add 1 to your caster level. In addition, you gain a +2 bonus on Spellcraft checks. If you have 10 or more ranks in Spellcraft, this bonus increases to +4 .

    Goal: Create a new spell of at least 6th level.

    Completion Benefit: The save DCs for any spells you create increase by 1 when you cast them. In addition, when applying metamagic feats to self-created spells, reduce the total level adjustment by 1. You can’t reduce metamagic costs to lower than the spell’s original level in this manner.

    Special: For a self-created spell to benefit from this feat, it must be a truly novel spell. Spells slightly altered from the original (for example, delayed blast fireball as compared to fireball) gain no benefit. Alchemists can benefit from this feat as though their formulae and extracts were spells.

      • ***IDEA - make a spell that is 1/3 fire, 1/3 concussive, and 1/3 force [maybe too good or... is it?]. OR just 1/2 acid and half concussive (or force). If I go acid dragonbloodline, then acid makes most sense... it'd be my specialty. Actually that'd raise the spell level too much to make it 2 or 3 things. Just make it pure acid then
        • DC = ? 
        • Spell Level = ? 
        • A way to shape it like fire snake... similar dmg... guess that'd make it level 5. 
        • A way to shape it using the Magic Tricks, which affects fireball, would put it at level 3. 
        • Spell components = an acrid leaf from a plant. 
        • Desc: blue-green energy appears and instantly slams into various foes, exploding into acid.