I’m still stunned that we got through that with no deaths (and that only because Rando dropped the poison fangs thing). It really seemed to turn around when he focused his attacks on Valk, which makes me wish for some mechanism of properly drawing enemy attention. A spell or focus spell that forces all enemies within a certain range to make a Will save or be unable to attack any of my allies as long as I’m conscious or something like that.
@ocelot
The APG coming in July is supposed to have an Eldritch Archer archetype, so if you wanted to make a spell archer sort of character, it would be possible to retrain some feats into that archetype once it releases (and maybe a kind GM would let you swap the feats out without even needing the retraining period).
I really don’t think your current character is bad at all. Might want to swap out a couple spells and/or discuss tactics with the party (something I was planning to do in-character after this book), but that’s easy enough to do. The Arcane list has issues I won’t belabor, but it’s strength is having both a wide array of damage spells and a lot of debuffs targeting all three saves. Both of those will be helpful in their own ways as you get access to more spells. I’m sure missing that guy’s ridiculous AC over and over didn’t feel very useful, but that was more the dice screwing you rather than a build issue.
I will note that your claws thing (and I know it’s just something you get automatically) is probably more useful for the energy resistance and triggering the AC bonus than for the claws themselves: Sorcerers just don’t get the proficiency or ability scores to give weapon attacks a decent hit chance, and the damage scaling on them is abysmal (basically equal to a Shortsword used by a Rogue who can’t Sneak Attack). Cantrips will almost always do better for you as a basic attack option. Also, just to make sure it wasn’t overlooked, the AC bonus is only for 1 round; the energy resistance lasts the full minute though.
Side note on PF2e battle tactics: Debuffs really are critical to fights like that. Enemies in general have higher base numbers than PCs, and being at lv+3 ramps that up like crazy. Debuffs seem like the key to pulling the enemy’s stats back down to be manageable. I was thinking that Fear’s decent chance of inflicting -2 to everything for a round, even though it ticks down, is still potentially quite useful for setting up another, longer, debuff like Sickened, Enfeebled, or Stupified since that the enemy would be saving against the second debuff with that -2 penalty. As we advance, putting Heroism on Huulm and Valk (or whatever martials we end up with) will become important, too.
Another aside: I’ve noticed now in three different games that levels 3-4 seem prone to unusually dangerous encounters. I think the reason is because a creature two or three levels above you at those levels crosses the lv5 boundary where martials all get Expert in their weapons (and possibly the lv7 one where casters get Expert in their traditions), so the creature’s stats are actually even higher than just the level difference would normally suggest, to keep pace with the expected PC improvements. If so, I imagine we’ll see a similar effect around levels 11-12 with the lv13 boundary for martials getting Master, though it might be less pronounced since weapon and armor runes both upgrade around 10-11.
In short, at 4th level, a lv+3 enemy actually ends up with stats that make it seem more like a lv+4 or lv+4.5 enemy in all aspects except HP, and a lv+4 enemy is probably borderline impossible.