(another) Blaster advice thread...


Advice


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Hi,

So I need some advice on a blaster.

I am currently playing in a game and my summoner (and horde) is just is not cutting it. This is due to some odd campaign rules the GM is using. These are…

1) Natural Armour counts as Damage Reduction, stacking with it normal DR ie so a troll with +5 Natural Armour means it also has 5/- Damage reduction as well. With no loss in AC either. The PC’s also gain this advantage (which I have used on my Eidolon) and normal armour counts for about half it’s AC bonus as DR.
2) BAB acts as a deflection bonus to AC, you lose it for any reason that you lose you DEX bonus.

So between the really high AC’s (when you include the BAB bonus) and the Damage reduction, these two rules are making it REALLY hard for anyone to do any melee damage. So even buffing up (Haste, Enlarge, etc) the Eidolon, the damage that gets through is poor to say the least.

The party includes,

Spoiler:
• a healing spec’ed pacifist cleric (first timer as a spell user and is adamant not to use ANY damage spells or even weapons)
• a Sorcerer that is doing the dragon disciple route
• a witch, with spec in the sleep and charm hex, currently our BF controller.
• A ranger using firearms…. Using a blunderbuss, 1 shot every two rounds doing D12 damage… not useful in combat.

Normal combat is :witch crowd controls, eidolon and dragon disciple melee engage, cleric heals and buffs, ranger hides and I (Summoner) buffs.
It is getting boring. So I have decided to re-roll.
I need a blaster spec’ed arcanist, wizard,sorcerer or other I don’t care. If I stick to one elemental type the GM will screw me over, so at least the ability to switch out to at least one other elemental type would be good.

Books allowed Core, APG, UM and UC.
We wont be going past 8th (currently 7th) before stop playing. We may end up fighting a lich as the BBEG.
I was thinking half-orc for the bonus to fire-damage, not set in stone.
Stats : don’t worry, INT or CHA base will be 18 before race/feat/level.

So I was thinking feats
1: School focus (evo)(for the DC)
3: Greater School focus (evo)(for the DC)
5: Maximise Spell (got some spell levels to play with now)
7: maybe imp familiar (for an extra wand-user)

Spells : fireball :), since I am going straight to 7th, I dont have to worry about low level fire ones).

Traits: ???, what should I be looking at…

Liberty's Edge

I'd take empower at 5 instead of maximize. If you're not going past level 8, then the most usage you're looking at out of maximized is a maximized magic missile or shocking grasp without using traits. Plus, Empower Spell multiplies bloodline damage bonuses, whereas maximize does not interact with them at all.


First of all i have a question about the game:
How do you end combats? with those house rules it is both very hard to hit anything and do damage and be hit and suffer damage.

Suggestion:
Tell the player playing the pacifist cleric to either change his character or make a new one, it seems very odd that a group of professional killers (adventurers) take a pacifist with them.

Now about the blaster:
First of all you have to ask your DM if there is going to be a kind of enemy that would appear A LOT in the game and would affect your spell selection (for example once i have played in a game that was filled with demons, that meant no electricity spells for my wizard).

After that the best way in my opinion is to go evoker wizard (admixture subschool) and take one level of crossblooded tattoed sorcerer (the two bloodlines are usually orc/draconic or draconic/primal* or orc/primal*), if you go with draconic primal and fear that the DM will be screwing you a lot with your chosen element then pick two different elements (for example fire, acid). Now the admixture's ability will allow you to get your sorcerer bonus on nearly every blasting spell you cast.

If you want to focus on one element i suggest either cold (check the rime spell feat) or acid (most unusual resistance/immunity from what i have seen both in bestiaries and in game).

If you think that the admixturer's change element abilities are too few then you can go elf and trate some of your favorite class bonus points for some extra uses of that ability.

tactic:

The elemental aura of the evoker can be used offensively (in fact using it for defense is very clanky and doesn't work most of the times), for example you have focued on fire (both bloodlines give bonus to fire spells) and then you find yourself inside a dungeon filled with devils, now you activate the aura and have fire change to acid, then use the change element ability of the admixturer to to change chain lightning from electricity to fire (changing the descriptor of the spell and thus gaining the sorcerer bloodlines bonus) and then cast the spell and see it oblitarate the devils (remember the aura doesn't change the descriptor of the spell thus you don't lose the bloodlines' bonuses).
Remember though the restrictions of the aura, standard action to activate, wizard level rounds per day, 30 feet radius iirc.

If your group uses traits be sure to pick the magical lineage trait and pick a spell of no higher level than 4th (i reccomend either fireball or fire snake).

*The primal bloodline being a wildblooded bloodline may or may not work with the crossblooded archetype (we still don't have any answer), also the primal bloodline may or may not stack with the tattoed sorcerer archetype (again debated).


Wizard - Evocation Specialist (Admixture)

Feats:

Level 1: Improved Initiative
Level 3: Meta: Heighten Spell
Wizard 5: Meta: Empower Spell
Level 5: Preferred Spell - Magic Missile
Level 7: Preferred Spell - Fireball

Since things are going to have MEGA touch AC, I'd just about forego Scorching Ray completely.

Level 8 Single Target: 18 to 25 (empowered)
Level 8 Multiple Target: 32 (save for half)

You'll be able to hit every energy type you want via the Admixture school.

You'll be able to hit those annoyingly high ACs with every spell.

You can memorize the full gambit of control spells and still have a full array of damage spells you can spontaneously cast.


@Rory
Why heighten?

@OP
Also don't forget the dazing spell feat, i wouldn't recommend taking it but you might want to consider buying a rod.


2 best methods?

Half orc straight sorc(fire damage alt favored bonus) with draconic bloodline (gold dragon)
This gets you +2 damage per die on fire spells (fire resistance sucks but not too nad at level 7 and below. Higher levels damn near everything has it). Take Tattooed Sorcerer varient will get you a tattoo familiar.
Magical Lineage (Fireball) is your best trait.
Along with Loreseeker campaign trait.from rise of the runelords (pick 3 spells and get +1 to dcand caster level)
Also need the Spell specialisation feat (fireball)

Gets level 3 spells at 6.

Or (My preffered option)
As mentioned before
Human Wiz (evoker-admixture) with a single level dip in Crossblooded (best is Orc/Draconic but since you can't go orc, take primal/draconic and focus on Acid)
This also gets you +2 damage per dice on acid spells.
Admixture lets you change any spell to acid on the fly.
Gets level 3 spells at 6.

Both builds need spell specialisation, loreseeker, magical lineage, empower.

Why the +2 per die is so important is it gets multiplied when you empower.

So at level 7 you cast fireball (or acidball with build 2) for 10d6+20 damage. (Ave 55 damage) Rather than a normal wiz or sorc who didn't focus on blasting for 7d6 (ave 23 damage)

See the difference. It gets even better when you can cast it as a 4th level spell.
Because of Magical lineage an EMPOWERED FIREBALL is a 4th level spell. Doing 10d6+20x 1.5 (ave 83 damage).

Compare that to a normal wiz/sorc casting dragons breath for 8d6.

Hope that helped.

I could elaborate for higher levels but you said stopping at 8.


If you go the sorc/wizard route dont forget to include the bonus to damage from intense spell too.. the example above of the sorc 1/wiz 6 would a 10d6+23 damage and as a 4th level spell would be 10d6+20x1.5+3 for 86 average... With all the damage pluses its easy to forget the 1/2 ur level evocation plus..


Yep. Pretty much THE best blaster build. I'm getting to play thisin A Kaer Maga game. Awesome.


STR's right though, human xblood orc/draconic(green or copper),tattooed sorc 1/wizard admixture xlevels is the hardest hitting blaster you can build. Theres a thread or 2 going in depth with the build. Im currently playin it in a runelords camp and at 13th level hes a beast. The only one in the party that consistantly outdamages me is the pally/sorc/dd and he just started doing that within the last few levels. For mutiple targets there is no substitute...


Be aware that the sorc 1/wizard x is a very powerful build after a few levels you might end up overshadowing everyone not having a powerful build himself. In a campaign i played that blaster (after 11th level) the only ones who were really contributing were my blaster and the two handed paladin, everyone else was just there pretty much for the ride, the only time me and the paladin needed help it was in a dungeon full of golems (ancient, abandonded underground dwarven city). My point is that at the end the DM asked both of us to retire our characters and make other characters because we were both overshadowing the other characters and because we were making his life a lot harder.


To be honest, seeing as how natural armor class escalates, I'm tempted to suggest not going out of the way to be more effective. At the rate things are going, there should be a TPK fairly soon, and from what would otherwise be an easy encounter. That might convinvce him the house rules aren't working as intended.


leo1925 wrote:

@Rory

Why heighten?

It's a "Feat Tax" of the Preferred Spell feat.

The Preferred Spell feat gives versatility, which I consider a hefty boon. The last thing I would want is to have to memorize all blasting spells as a wizard "blaster". That seems to cripple the wizard's class feature of enormous spell selection.

But that's just me...


Rory wrote:
leo1925 wrote:

@Rory

Why heighten?

It's a "Feat Tax" of the Preferred Spell feat.

The Preferred Spell feat gives versatility, which I consider a hefty boon. The last thing I would want is to have to memorize all blasting spells as a wizard "blaster". That seems to cripple the wizard's class feature of enormous spell selection.

But that's just me...

Why not use greater spell specialization, since both spell focus evocation and spell specialization are good feats?


+1 to leo, g.spell spec fireball will allow u too memorize all utility and spont oonvert to fireballs as needed..


my blaster toon has the following feats and it working out nicely
H- spell focus- evo
1st- greater spell focus- evo
3rd- spell specialization
5th- intensify spell
6th- spell penetration
7th- greater spell pen.
9th- empower spell
11th- greater spell spec.
11th- quicken spell
13th- improved familiar

planned feats

15th- spell perfection
16th- dazing spell
17th- ?
19th- ?

his traits are magical lineage (fireball)
and loreseeker picking fireball, firesnake, and chain lting

i plan to respecialize into firesnake at 16th level

Dark Archive

Question, if my DM doesn't want me to go sorc into wizard is crossblooded still worth it as a blaster sorc?


@ leo/werepox:

Greater Spell Specialization requires 5th level spells. I think the op is looking for a build with a max. level of 8.


i would say no, yes u still get the 2extra damage per dice, but u also loose 1 spell know per level so it puts u even farther behind than a norm sorc.. how bad would it suck to hit forth level and realize u have togo to 5th level before u know any 2nd levels, unless u take the feat to know extra ones... xblood is great for a 1 level dip because u get 2 spells know to start, so who cares if u loose 1...


leo1925 wrote:
Why not use greater spell specialization, since both spell focus evocation and spell specialization are good feats?

- OP said 8th level tops. Greater Spell Specialization requires 5th level spells, or 9th level.

- Preferred Spell does not increase casting time of spontaneously cast meta magic spells.

- Preferred Spell can be achieved at level 5, which is 4 levels faster boostrap to versatility.

- Preferred Spell costs 1 feat for a second spontaneous spell vs. 2 (or 3) feats for the Greater Spell Specialization route.

In theory, I think you can have Evocation as an opposition school and still cast Fireballs spontaneously at a cost of a single slot with Preferred Spell. I can't confirm that, but the wording on Preferred Spell doesn't seem to preclude it. This would be a good case for the board to confirm or dismiss though.

This doesn't mean Preferred Spell is better in all cases. GSS has its own set of advantages. You can't beat Spell Specialization if all you are after is boosting raw power for instance.


yea i forgot he was talking abt 8th level cap... then if he wanted versatility then preferred spell would be the way togo.. Honestly though if he at 8th level unless his int is super high he doesnt have alot of spells per day to play with anyways and if he wants tobe a blaster i would just memorize afew utility and the rest blast anyways and go a diff feat route..

i think for a 8th level cap i would do

H- spell focus- evo
1st- g. spell focus- evo
3rd- spell spec.
5th- emp. spell
6th- spell pen.
7th- imp. familiar


WerePox47 wrote:
i would say no, yes u still get the 2extra damage per dice, but u also loose 1 spell know per level so it puts u even farther behind than a norm sorc.. how bad would it suck to hit forth level and realize u have togo to 5th level before u know any 2nd levels, unless u take the feat to know extra ones... xblood is great for a 1 level dip because u get 2 spells know to start, so who cares if u loose 1...

I agree that it would "suck", but there is a way to mitigate it if a person did want to go that route.

You can gain pseudo higher spell levels by picking up a meta magic feat or two. You won't have nearly the new spell versatility, but you can have spells to cast at that level.

Empowered Scorching Ray or Persistent Glitterdust make excellent 4th level spells to cast as an 8th level sorcerer.

If you were building a blaster sorcerer, you really don't need new 4th or higher level spells when you initially get those spell slots as your damage spells will get boosted due to meta magic using those slots.

Dark Archive

Something else just occurred to me, is there a way to avoid fire resistance as a blaster sorc like and admixture wizard can or do you just kinda have to hope and have a plan B?


SaddestPanda wrote:
Something else just occurred to me, is there a way to avoid fire resistance as a blaster sorc like and admixture wizard can or do you just kinda have to hope and have a plan B?

There is a feat to swap energy types for spells, but that will nix a lot of the bonus damage from energy type. Wizards with cross-blooded sorcerer have this problem too when they admixture the spell to a different energy type.

You can attempt to blow past it. Unless a creature has fire immunity, you can crank up the damage to beat a lot of fire resistance.

You can prepare an alternate attack method:

- Magic Missile hits nigh all. You can add some neat feats to it too.
- Conjuration spells are great at negating Spell Resistance.
- Control spells may work well against those "fire immune" mobs.
- Or you can fall back to buffing the party to slay that type.


Admixturers have a solution, open my spoiler named tactic in my first post in this thread.


Remember too unless ur fighting above apl critters ur not likely to see to extreme of resistances before 10th level. and with a 20-22 int, which he should have by 8th, he can admixture to change types 5-6times a day...


Leo are u saying in your tactics thing that elemental manipulation can change a creatures resistance type from one to another..


also the versatile is 3+int mod per day, so at least base 8 by 8th level...


WerePox47 wrote:
Leo are u saying in your tactics thing that elemental manipulation can change a creatures resistance type from one to another..

No, you just use the admixturer's aura in order to change the element of your spells without changing the spell's descriptor and by doing so you don't forgo the bonus you have from the bloodlines' arcana.


ah i see well that just gives you even more options to get ur max damage..


as long as your fireballing within 30feet of u lol... deff a backup to versatile evocation...


I said that it isn't easy to use, but there is a good option to have.


Straight sorc is the half-orc with +1fire damage favored and the gold dragon bloodline.
Gets you +2per die But you run into the fire resist issue. But not a huge deal below level8.

You should pick up energy sub so you can make non-fire spells into fire spells to get your damage. Also use it to turn your fire spells into non-fire when you encounter resitance.

Shadow Lodge

Using the advice on this and other threads, I've made this guy. He seems to be pretty well optimized, though he doesn't have an easy way of getting around fire resistance.

He's a Half-Orc Sorcerer (Gold Dragon/Orc Bloodline; Tattooed/Crossblooded Archetypes)

Something that this thread hasn't discussed is grabbing both the Tattooed Sorcerer and the Crossblooded Archetype. Getting Varisian tattoo speaks for itself. With Crossblooded, you can pick up the Orc Bloodline, netting another +1 on each damage die rolled.

This is a straight Sorcerer build, mainly because I like sorcerers more than wizards. I'll concede that the 1 sorc/19 wiz is possibly better, but we're already getting fairly complex, so I will keep my straight sorcerer for now.

Here he is, in text:

Fire Blaster - Half-Orc Sorcerer (Gold Dragon/Orc Bloodline; Tattooed/Crossblooded Sorcerer)

Feats
1 Spell Focus - Evocation
1 (From Tattooed Sorcerer) Varisian Tattoo: Evocation
3 Greater Spell Focus - Evocation
5 Spell Specialization
7 Intensify Spell
9 Empower Spell
11 Greater Spell Specialization
13 Spell Penetration Bloodline Feat: Quicken
15 Spell Perfection
17 Greater Spell Penetration
19 Dazing Spell Bloodline Feat: Improved Initiative

Take the Half-Orc preferred class bonus for Sorcerers at every level. That's going to be +1/2 damage per level for fire spells.

The Gold Dragon Bloodline allows you to deal an additional 1 damage on fire attacks for each die rolled. That's great!

The Orc Bloodline allows you to deal an additional 1 damage for each die rolled. That's also great! It also provides a litany of neat bonuses, and gives you better bloodline spells than Draconic bloodline.

Tattooed Sorcerer allows you to get Varisian Tattoo for free! It also allows you to specialize in specific spells (fireball)

Attributes
Charisma > Constitution > Intelligence/Wisdom/Dexterity > Strength. As long as you buff up Charisma and keep constitution fine, you should be fine. Get intelligence high if you want skills, it's just a matter of preference.
I would suggest this with a 20 point buy, putting the Half-Orc bonus into Charisma.

Str: 8

Dex: 14

Con: 14

Int: 9

Wis: 10

Cha: 19

It's relatively balanced, focusing on dexterity for ranged, AC and reflex, and constitution for HP and fort saves. You can, of course, get charisma all the way up to 20 instead, but just pump charisma every level and you should be fine.

Traits[b]
Magical Lineage: FIreball
Anything else

[b]Spells
Level 0: Take your pick. None of these are necessary, but use what you will.
Detect Magic
Read Magic
Spark - Not really necessary, but it fits.
Ray of Frost
Flare
Ghost sound
Mage Hand
Message
Prestidigitation

Level 1:
Burning Hands - Finally, we have some fire damage. Not great, but it will do for now.
Magic Missile - Here is something to fall back on if you are up against someone with fire immunity.
Color Spray - Always a favorite.
Charm Person - Always useful
Mage Armor - Just in Case
Shield - Just in case.
Flare Burst
Cause Fear

Level 2:
Scorching Ray:
Burning Arc:
Flaming Sphere:
Protection from Evil/Good/Order/Chaos:
Summon Monster II

Level 3:
Fireball - Here it is, your bread and butter. Specialize, greater specialize, all that good stuff.

Level 4:
???

Level 5:
Fire Snake, All the way

Level 6:
Hellfire - It's a little unclear what half fire, half unholy power means in terms of your buffs. Best case scenario, your buffs activated and it still deals half damage against fire immune creatures.

Level 7:
???

Level 8:
????

Level 9:
????

I will do the math out some other time, but I'm having a tough time getting any more optimization out of this guy. Suggestions are welcome.


Remember that you have to wait till level 7 to get fireball as a cross blooded sorc.

Scarab Sages

A great trait to take as well, especially if level capped at 8...

your 3 bread and butter spells get +1 CL...spiffy!

Shadow Lodge

Rashiakas: Why would you have to wait until level 7 to get fireball as a cross blooded sorcerer? The drawback of Crossblooded is:

A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
And a -2 to will saves.

Granted, these two drawbacks are pretty harsh, but why would they prevent you from learning a 3rd level spell at 6th level, like any other sorcerer?


Broken Zenith wrote:

Rashiakas: Why would you have to wait until level 7 to get fireball as a cross blooded sorcerer? The drawback of Crossblooded is:

A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
And a -2 to will saves.

Granted, these two drawbacks are pretty harsh, but why would they prevent you from learning a 3rd level spell at 6th level, like any other sorcerer?

Because at 6th level you get 1 spell of level 3 as a sorcerer, but since you get one less, you end up with nothing (1-1=0), the archetype needs an errata adding the phrase "minimum 1" to ease it a bit, the drawbacks of being half-blooded are waaaaaaaay too harsh considering the paltry benefits...

Another way to ease the pain is being human for the extra spells known (1 less than the highest spell level)


Hit the nail on the head.

Waiting till level.7 for 3rd level spells sux.
Non-crossblooded sorc gets it at 6.
Wiz gets it at 5.

Our multiclass Sorc1/Wiz 19 gets it at 6.
And he gets energy sub for Free (versatile evocation)

Also Preffered Spell with Preq hieghten is better (even for a sorc) than Gtr Spell spl.
Heighten is great for buffing saves on all spells. Not just your 1 special blast.
Preffered is nice for a sorc (since metamagic is a full round) and ESSENTIAL for the wizard, since it means you can load up on utility spells and spont metamagic your blast.

Edit- without a doubt the 3 best traits are-
Magical Lineage (magic)
Wayang Spellhunter (regional)
Lorekeeper (campaign)

Dark Archive

It looks like I'm kinda out of luck on playing a blaster sorc as my DM doesn't like the sorcerer/wizard multiclass and using fire would be a bad idea as we will be doing S&S and fire on ships is bad. :/


Man, that seems really harsh. Nat armor to DR and BAB to dex ac and you're not allowed to take a level of sorc? I mean, my DM usually lets me play what I want (barring complete gamebreaking insanity), but i understand most rulings to ban classes that I hear about. Just seems like fun-sucking. Maybe it's just me.


Broken Zenith: You lack the prereqs for some of those feats, e.g. Spell Specialization requires Int 13.


I've got a sorcerer who just reached level 11, and I'd like some input on feat progression here. She specializes in direct-damage, with spells like Fireball and Dragon's Breath being her bread-and-butter. Feats are currently:

1: Free Spirit
1H: Alertness
1B: Eschew Materials
3: Spell Focus (Evocation)
5: Extend Spell
7: Spell Penetration
7B: Iron Will
9: Peristent Spell

The character is Arcane bloodline, and possesses a Rod of Empower Spell. Additionally, she's gotten a couple of campaign perks, such as gaining one extra spell known per level by dint of extensive practice and research via her membership in the local mage's college, and the ability, granted to her as a boon for helping a deity, to recall a certain number of spell slots per day two levels lower than the maximum level she can cast.

I intend to take Spell Perfection as soon as she reaches 15th level, but the question is whether the spell in question should be Fireball (which she uses in virtually every fight, space allowing) or Dragon's Breath (significantly more versatile, but relatively short-ranged), as well as which feats to take and in what order. The GM has stated that 3.5 material will be permitted on a case-by-case basis. Ideas?


There are quite a few good suggestions above, but what will happen when the GM decides that everyone get +bab or level to reflex saves or that everyone get evasion and improved evasion, or SR equal to level? Because you would be lucky to not see that happen in the first half of the first session with a wizard so optimized.

I think you should talk to your GM and explain why what he is doing is killing the game. You seem to have a good understanding of the rules: explain him why the game is not supposed to work that way.
Before that, be sure you got why he is doing that in the first place. I'm guessing that there are huge differences in PCs' power: you were probably the cause for this ridiculous reaction. If so, you may approach him and discuss with him your expectations about the game and you could rebuild your character to be less disruptive. You could also help your fellow players to make their PCs more effective.

I've nothing to add in the way of blasting tips but, if you were set to go into an arms race with your GM, you should at least consider an oath of vengeance paladin or an archer with clustered shot.

Shadow Lodge

Alright, I created the admixture 1 sorc/X wizard version of the blaster. Here is what I got .

Please tell me what you think, and what it is missing.

Admixture Blaster - 1 Human Sorcerer (Gold Dragon/Orc Bloodline; Tattooed/Crossblooded Archetypes)/ X Wizard (Admixture School)

Feats
1 Spell Focus - Evocation
Human: Greater Spell Focus - Evocation
(From Tattooed Sorcerer): Varisian Tattoo: Evocation
3 Spell Specialization: Fireball
5 Heighten Spell
6 Bonus Feat: Improved Initiative
7 Preferred Spell: Fireball
9 Spell Penetration
11 Greater Spell Specialization: Fireball
Bonus Feat: Improved Spell Penetration
13 Quicken Spell
15 Spell Perfection
16 Bonus Feat: Dazing Spell
17 Maximize Spell
19 Improved Familiar

The Gold Dragon Bloodline allows you to deal an additional 1 damage on fire attacks for each die rolled. That's great! (As the first level bloodline power, you may as well take claws. It's very marginally more useful than the Orc bloodline first power)
The Orc Bloodline allows you to deal an additional 1 damage for each die rolled. That's also great!
Tattooed Sorcerer allows you to get Varisian Tattoo for free! It also allows you to specialize in specific spells (fireball)
As your opposition schools, choose Necromancy and Abjuration, unless you feel strongly otherwise.
Empower, Quicken, and Dazing can all by activated using metamagic rods. These are very important and useful, and this build assumes that you have access to them. If you don't, then fit those feats in somewhere, preffering Heighten to Quicken to Dazing.

Attributes
I would suggest this with a 20 point buy, putting the human bonus into Intelligence.

Str: 7
Dex: 12
Con: 14
Int: 20
Wis: 10
Cha: 10

If you don't want to dump strength that much (due to roleplaying encumbrance, try this:

Str: 8
Dex: 13
Con: 14
Int: 19
Wis: 11
Cha: 10

Traits
Magical Lineage: FIreball
Anything else

Familiar

If you tend to forget about your familiar and are just looking for a nice bonus, try out the Greensting Scorpion. +4 to initiative checks is nothing to sneeze at. Otherwise, just have fun with it!

Spells:

Sorcerer Spells: These should be utility spells that you can cast on the fly.
Level 0:
Detect Magic
Mage Hand
Prestidigitation

Level 1:
Shield (because it is an abjuration spell, and thus the wizard part of you doesn't like it)

Wizard:
Level 0: Take your pick.

Level 1:
Burning Hands - Now we have some fire damage. Not great, but it will do for now.
Comprehend Languages - Useful
Hydraulic Push - Got a Cliff?
Charm Person - Always useful
Mage Armor - Just in Case
Summon Monster I - There are plenty of creative uses for this.
Detect Charm/ See Alignment - Any number of these detective work spells are useful.

Level 2:
Scorching Ray:
Create Pit
Summon Monster II
Blood Transcription (if you think it will be useful)

Level 3:

Fireball - Here it is, your bread and butter. Specialize, all that good stuff, this one will last you a while.
Fly - Just cuz it's great
Hydraulic Torrent - If you like moving people around, here is a good one.
Haste - A great buff! Something else to do besides shooting fireballs!

Level 4:
Black Tentacles -
Charm Monster - Because it's always nice to have a giant on your side

Level 5:
Fire Snake, All the way

At Level 8:Let's cast a fireball
We have 2 3rd level slots, and one 4th level slot to play with. We don't need to prepare it, because we can spontaneously cast it due to the preferred spell feat. We heighten it to level 4, then use our rod of empowerment to empower it. It takes up a 4th level slot. Before empowering, it deals 10d6+23 damage, with an average of 55 damage. After empowering, it is 82.5. It has a reflex saving throw of 22. Nice for an area attack, right? How did we get to CL 10, you ask? 7 from wizard levels, 2 from spell specialization, and1 from Varisian Tatto, The 23 damage is: 20 from the Orc and Draconic bloodlines (2 extra damage per die), and 3 from the evocation school. The saving throw is 10 + 4 (level of spell with heighten) + 6 (intelligence modifier) + 2 (Spell focus and greater spell focus).

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