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Fire Mage


Advice


Hey guys I am trying to figure out a mage optimization for a friend, in a homebrew campaign. He wanted an Ice or Fire mage. I figure sorcerer is the way to go for this, but I couldn't really find a way to max a cold sorcerer without cross blooded boreal/elemental (cold) Crossblooded, and rime spell. So I am trying to figure out a fire spell.

This is kind of what I came up with.

Oracle of Flames 1/Crossblooded and Tattoo Sorcerer (Primal [maybe Elemental]/Draconic) 19

What I have come up with to optimize:

Feats:
Oracle 1: Human: Spell Focus (Evocation)
1. Greater Spell Focus (Evocation)
Sorcerer 1: Bonus: Varisian Tattoo, Tattoo Familiar
3. Elemental Focus (Fire)
5. Greater Elemental Focus (Fire)
7. Craft Wondrous Item/Leadership/Extra Revelation/Improved Familiar (could use some suggestions here)
9. Dazing Spell
10. Bonus: Enhanced Varisian Tattoo (Fireball)
11. Spell Speciialization (Fireball)
13. Maximize Spell
15. Spell Perfection (Fireball)
17. Special Penetration
19. Greater Spell Penetration

Level 1 Revelation: Cinder Dancer

Curse: Tongues (Ignan)

Bloodline Feats:
7. (None ~ Tattoo Sorcerer)
13. Quicken Spell
19. Toughness

Bloodline Powers: (Adjusted for level of Oracle)
2. None (Tattoo abilities - Varisian Tattoo/Tattoo Familiar)
4. Dragon Resistances
10. None (enhanced varisian tattoo)
16. Fire Movement
21. Elemental Body/Power of the Wyrm

Traits: Magical Knack/Magical Lineage Fireball)

Items I was considering: Headband of Charisma, Robe of Arcane Heritage,
Belt of Dex/Con, Glove of Storing (for potential Persistent, Intensify Wands), Boots of Striding and Springing, Ring of Revelation.

With Cinder Dancer Boots of Striding and Springing, and the Fire Movement, the character would move at like 80 feet (lawl).

Thoughts? I want to help him make a awesome fire mage, and I think I am well on the way to it. Open to any and all suggestions for the character. Also if you have a way to make it an ice version, that would be cool too.

Qadira

Strait Oracle could be an awesome choice. Tongues is flavorful, but so is Haunted. You also get some really cool spell choices for it.

Wizard with the Fire school type might be a great choice as well.

Depending on what your friend means by Fire Mage or Ice Mage, then other options are available. I mean, look at Dragon Deciple. You are technically a mage, and you use fire/ice, but you focus on the dragon part of the concept.

A cool(But not strong/optimal choice) would be a Mystical Theurge, where one class is the origin of Fire, and the other is the origin of Ice. Cleric/Oracle make great options for both, and Wizard/Sorcerer can do both as well. The probelm is that if the player is new to PF/Table top games in general, then it probably isn't a good idea to do this.

Good luck finding what you want!


Azelyan wrote:

Hey guys I am trying to figure out a mage optimization for a friend, in a homebrew campaign. He wanted an Ice or Fire mage. I figure sorcerer is the way to go for this, but I couldn't really find a way to max a cold sorcerer without cross blooded boreal/elemental (cold) Crossblooded, and rime spell. So I am trying to figure out a fire spell.

I'd go with full sorc levels and not the oracle level at all. You already are behind the curve, losing a caster level doesn't seem right.

Are you the DM for this or is someone else?

What sources? How fast will advancement be? What level ranges will be played? What is the rest of the party looking to be?

-James


Oh, grab the fire mephit as a familiar.

I played as an elementalist sorcerer, and I found that my wall of charcoal ( substituted wall of ice) was FAR better than wall of fire. Didn't need concentration, and slowed down even the most powerful of creatures, who had to at least stop, and break through the wall.

A determined enemy will move through the wall of fire, and eat you.

If it's allowed, searing spell 3.5 is a must have, from Sandstorm. +1 level to overcome fire resistance.

You could also see what's possible with a straight flames oracle, and the Eldritch Heritage feats...


All Sources (Core/pathfinder compatible pdfs), I am not the GM. It is a medium advancement. I was going to make a time thief myself. We will probably have some sort of fighter and a cleric.

I was trying to figure out a way to do a similar build for a sorcerer but making it ice using irrisen icemage, but nothing really seemed to work/look as good as fire. But potentially using a merfolk as the class for the icemage.

So we think it would be more advantageous to go straight sorcerer then?

I was planning on using Eldritch Heritage but i dont need a familiar with Tattoo sorcerer, and the only really benefit is the +2 CL with greater eldritch heritage, and for 4 feats, it doesnt really seem worth it over getting the likes of spell focus/elemental focuses/spell penetrations.

Any thoughts on the level 7 feat?


Ask the GM before you take Leadership, not everyone is a fan.

Osirion

Azelyan wrote:

Traits: Magical Knack/Magical Lineage Fireball)

Thoughts?

You're only allowed 1 magical trait.


I'd rather go either for a full sorcerer or full oracle.

I'd consider playing a half-orc with Fire God's Blessing and for Flame oracle I would probably want to take Glorious Heat feat. Blast enemies with fire and provide small healing and attack bonus to allies at the same time.


You're probably better off utilizing the Crossblooded Sorc (Draconic/Orc) 1 / Admixture Wizard 19 setup for this. In your current line-up, the character doesn't get 2nd level spells until level 6. I'm not sure about the legality of Tattoo + Crossblooded (if your GM allows, great, but they appear to both modify/replace a bloodline power). If fire was my goal, here's where this build would start. I play PFS, so one specific exception happens at level 1 (free Spell Focus).

Traits: Magical Knack (Wizard),

Level 1: Wizard - Spell Focus Evocation, Spell Specialization (Burning Hands)
2: Sorc - probably grab the Claws power
3: Wizard - Intensify Spell or Toughness (Intensified can't be used until 4th level, but it's an investment choice)
4: Wizard - (optional shift of Spec to Scorching Ray, giving you 2 rays per cast, though this negates Intensified at level 3)
5: Wizard - Elemental Focus: Fire
6: Wizard - Fast Study, swap Spec to Fireball
7: Wizard - Greater Elemental Focus: Fire

You can pretty much just move along from there in any direction you choose. You'll probably want Selective Spell at 11, possibly with Quicken on the side (you can pick up both at that level due to the Wiz bonus feat).


Artanthos wrote:
Azelyan wrote:

Traits: Magical Knack/Magical Lineage Fireball)

Thoughts?

You're only allowed 1 magical trait.

its a homebrew game i can take any 2 traits i want :P


If you want to go fire, then a half orc sorceror with a bloodline that boosts fire damage is pretty solid. The half orcs ratial favored class bonus is a significant addition over time to your fire spells. By 6th level its like adding a whole caster level. You could also crossblood that with the orc bloodline to tripple up on damage boosts (and boost non fire spells as well).

Shadow Lodge

Check out the Fire Blaster and Admixture Blaster here: Guide to the Builds


Try Aasimar and get Consecrated Spell instead of maximized spell.


He doesn't want to play a wizard, he likes the flavor of a sorcerer. He prefers to be a spontaneous spell caster. I play a witch, and I have to agree that I would much rather pull whatever spell I wanted any time out, rather then have to prepare them at the start of the day.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Perhaps this will help provide inspiration?


Should look at the Advanced Races guide. There is an ability in there if you create your own race that gives you +1 caster level to all fire spells, produce flame 1/day, prestidigitation 1/day and i belive light 1/day for 3RP. I am at work currently and cannot remember the name of it sorry. Just know we are going through Carion Crown AP and I made a fire wizard with this trait. Works out nice.


Can I suggest instead of spell focus evocation you go spell focus Fire? There are elemental schools in Ultimate Magic, I beleive, and since your going Fire Sorc anyways why not get yoru Spell Focus on nearly every spell you cast?

Since you can turn any element into fire as the Sorc ability you Spell Focus Fire school and turn all your non fire spells to fire and get the boost.


thats what elemental focus is for. And I like that character Ravingdork. But I think he wants to play a human.


Azelyan wrote:
He doesn't want to play a wizard, he likes the flavor of a sorcerer. He prefers to be a spontaneous spell caster. I play a witch, and I have to agree that I would much rather pull whatever spell I wanted any time out, rather then have to prepare them at the start of the day.

There are a couple approaches to consider if prepared casting is not what you want to do. In any case, progressing as a Crossblooded Sorcerer is out of the question in any kind of optimization discussion; your casting progression will be WAY too far behind (and even more so with an oracle dip). Crossblooded is a great dip for a blaster, but is basically non-playable as the main class IMO. Anyway, you CAN add some good spontaneous casting options to the wizard class (using the crossblooded dip for the damage boost or not).

The first way is through Preferred Spell, which will let you spontaneously convert any memorized spell into your spell of choice and apply metamagic on the fly without increasing cast time. This is huge, as you'll never have to actually memorize the blast spell you spam. You can also add additional preferred spells for the cost of a single feat each. Greater Spell Specialization does a worse version of the same thing (in that it increases cast time to add metamagic, and costs too many feats to get more than one spontaneous option, plus you need to be higher level) so I generally like Preferred Spell better, but to each their own.

Alternatively (or additionally), the Elven Racial Spellbinder Archetype gives up arcane bond to be able to spontaneously swap prepared spells for his bonded spells, and they get another bonded spell every odd level up to 17th (max 9). Clearly, this provides a lot of versatility as far as what you prepare vs. what you're able to end up casting, but due to the action economy (full round action to switch spells), this works sort of like the Preferred Spell trick in reverse. With Preferred Spell, you're better off memorizing situational/utility spells and spontaneously casting your bread and butter spell. With Spell Bond, you're better off memorizing your combat spells and using situational/utility spells as your bonded spells since you'll be better able to spare the action to switch to them outside of combat.

Finally, there are items which can help provide even more spontaneous casting from a Wizard chassis. Transmutation specialists can use Annihilation Spectacles to convert ANY prepared Transmutation spell into any other transmutation spell. Necromancers can do the equivalent for Necromancy spells using a Necromancer's Athame. Pretty juicy, those items, if you can use 'em, and neither is particularly expensive for what they can do.

If none of that floats your boat and/or you just don't want to play a wizard for reasons beyond spontaneous access to spells, I'd seriously consider going straight Oracle of Flames (perhaps with a dip into Crossblooded Sorcerer), or just a straight single-bloodline Sorcerer.

In ANY build, you'll definitely want some type of Admixture ability, whether through the Evocation Specialist Wizard school, a non-primal Elemental Sorcerer Bloodline, or just making sure you've got the Elemental Spell feat or appropriate Metamagic rods on hand. Dazing Spell and/or Rime spell (if you've got the ability to admixture to cold) are both going to be good/vital to have. Caster Level Boosts from Varisian Tattoo and Spell Specialization (and CL boosting items like the ioun stone later on) are also going to be vital, both for seriously boosting your damage potential and for piercing SR. Intensify Spell and Empower Spell are both going to be very good to have for once again boosting damage. Maximize as well, but I prefer to stick to rods for that one. Obviously Spell Perfection is a must (and might as well couple it with Magical Lineage), and everyone wants Quicken Spell too.

As an aside, if you're able to take Leadership in your game, you can have the cohort take all the crafting feats you want, so your character doesn't have to. And while you're at it, give them a bunch of wands/scrolls to use. Leadership is Improved Familiar on steroids (and I suppose you could have both if you wanted).

Happy Hunting!


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Azelyan wrote:
And I like that character Ravingdork. But I think he wants to play a human.

I said it was for inspiration, not copying. He can take what he wants from it.


Ravingdork wrote:
Azelyan wrote:
And I like that character Ravingdork. But I think he wants to play a human.
I said it was for inspiration, not copying. He can take what he wants from it.

I would also like to say I am a big fan of your thread, and the characters in it. So much creativity. I especially liked your Ice casting Aasimar.

If you want to model a character for me personally. I am trying to develop a quarterstaff wielding wood oracle. I am playing one (currently level 2 in a game), and am in the process of trying to to build the character.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Thank you for saying so, Azaelyan. Tell your friends about it.

Azelyan wrote:
If you want to model a character for me personally.

I don't.


:( well then xD


Azelyan wrote:
Hey guys I am trying to figure out a mage optimization for a friend, in a homebrew campaign. He wanted an Ice or Fire mage.

Human Red Dragon/Orc Sorcerer with the Razimirian archetype.

Traits:
Magical lineage (fireball), Wayang Spellhunter (fireball)

Feats:
Spell Focus: Evocation
Spell Specialization: Burning hands (change to fireball later)
Intensify Spell
Empower Spell
Quicken Spell
Searing Spell (sandstorm 3.5)
Dazing Spell
Spell Penetration
Greater Spell Penetration
Toughness or Improved Initiative
Spell Perfection: Fireball

You don't want to delay quicken to as late as 13th level, though I understand why you want to do so.

Bloodline abilities: 1st & 3rd go to Orc, the later go to Dragon.

Think this can work for you. What point buy are you working with? (You will need a 13+ Int for Spell Specialization and skills, and don't want to dump WIS for Ranger and Druid scrolls).

-James

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