Mega Blaster Wizard


Advice


I'm looking to play a Wizard that is a blaster. A super blaster, A super mega huge blaster.

Starting at level 1 I have a point buy so assume an 18 for int. How would go about making a super blaster.

Thanks


Well ebing an Elf would be a good start. Choose Evocation: Admixture for your school. Make sure to get the Spell Focus: Evocation and Spell Penetration feats. Then stock up on metamagics like intensified, maxmized, empowered(one of those are probably better as a rod), get dazing spell, quicken spell, heck dont forget spell specialization and spell perfection.


you can also take one level of sorcerer and be crossblooded orc/draconic

Silver Crusade

This is my uber blaster in PFS.


Brewer's guide is amazing.https://onedrive.live.com/view.aspx?resid=CF830C0FA4CEE8DE!207& ithint=file%2c.pdf&app=WordPdf&authkey=!AMjZjzJxXVztFVU


Mega blaster implies that you are attempting to optimize damage. While often this is considered to be very poor as far as play styles go there are a lot of different ways to circumvent its overall ineffectiveness. After all, dead enemies cause less problems than live ones.

When you claim that you want to make a mega blaster, my first instinct is to tell you not to bother with the level dips into crossblooded sorcerer.

Admixture wizard is definitely the way to go. Often builds will pick a single spell upon which to super specialize to really maximize the damage potential. For most evokers, this is Fireball because it has the best damage (5-10d6) and the most area (20ft. radius) simultaneously that other spells don't cover. The admixture school helps when an opponent is not hit by fire and a different element is required. (That little factor there makes the draconic bloodline dip pretty null and void should you make a habit of switching energy descriptors.)

What feats are effective often depend on your game style and the DM. Spell availability and spellbook utility are sometimes defining factors in the effectiveness of a wizard, or the DM hand waves it and the wizard gets to play god. Remember the wizard has to spend money on his spellbook just as much as a martial character has to buy weapons and armor. In a game where resources are crucial, the feat Cypher Script is an absolute necessity. In games where the DM basically ignores book keeping, it's absolutely pointless.

Spell Focus and its Greater for the Evocation school are the most important feats to pick up because your DCs are what make your character. Your DCs are never high enough, remember that. Spell Penetration can wait until after about level 7 because before then you really won't encounter many things with spell resistance.

Going first in combat is very important for a caster type for two reasons: 1) prevents you, an armorless squishy guy, from being caught flat footed and dying on the first turn with no AC; and 2) because you want to be able to cast either your buffs and/or area spells before your teammates are already in the middle of the fray. Selecting a familiar at first level to gain a +4 on your Initiative modifer (compsognathus, dodo, greensting scorpion, or hummingbird); a trait that gives you a +2 bonus on Initiative (Reactionary, Paragon of Speed, Warrior of Old, Elven Reflexes); and taking the Improved Initiative feat all get rid of that weakness pretty well. It is especially important at low levels while your AC and HP are at the minimum, you don't have enough spells or a high enough CL to cast an effective mage armor without wasting a spell or scroll, and your initiative depends more on the die roll than at any other time. For that reason it is a really good idea to take Improved Initiative as your 1st level feat.

Typically, focusing on Fireball means you have to worry about what metamagic feats are the most effective to use. You want to worry about damage, but you don't want to waste your precious high level spells on just burst damage that doesn't kill anything. Best bets are to apply devastating effects that debuff your enemies while you damage them into ranges where your BDF friends can take the enemies down in one or two less turns. Rime Spell and Dazing Spell accomplish that beautifully. Not that damage doesn't matter, so be sure to also worry about picking up feats like Empowered Spell and Intensified Spell. Do not worry about Maximize Spell as statistics point at Empowered Spell being more effective for upping your damage output. When it comes to applying metamagic feats, the Traits Magical Lineage and Wayang Spell Hunter allow you to prepare one spell one level lower than its final adjusted level when applying metamagic feats.

Last thing to look at is worrying about spontaneous casting. Your spells are important, and your utility is as well. Preparing a spell with a bunch of metamagics on it, only to realize it is worthless later and having no way to swap it out can be very frustrating. Likewise, not preparing a utility spell because you needed an extra memorization of your specialized spell can cost lives. The best way around this is to make sure your focused spell of choice is one that you can cast spontaneously. This allows you to prepare random utility spells, or situational blasts, then if and when you realize you don't need them you can convert those spells into your main spell on the fly. There are two ways to do this, the first is better at earlier levels in taking Spell Specialization. This is a fantastic feat at earlier levels before your damage on your evocation spells caps out. Greater Spell Specialization lets you cast any spell you have with Spell Specialization spontaneously, with a catch. If you apply metamagic feats to it, the casting time increases to a full round action instead of a standard action, which overall doesn't really affect much. The second way is to take the metamagic feat Heighten Spell, and then taking a feat called Preferred Spell which allows for the same thing, but does not include longer casting times. While the first way has it's advantages in that your CL is considered higher for reasons like damage dice and overcoming SR, the letter way offers more flexibility and a way to improve your DCs if you have higher level spell slots to burn through.

Back to the level dipping thing: your CL affects everything you do. Having a bunch of additional 1st level spells in a day is only so useful and it will become annoying to you later in the mid levels when you really want a higher CL. There is still a way to make your blaster and getting your sorcerer bloodline arcanas to go along with your admixture school powers. Skip out on both the wizard and the sorcerer and take a few levels in Arcanist from the ACG Playtest. It has abilities that allow it to take a school specialization and a bloodline arcana power which means you can get both without having to multiclass and lose out on CL.


Thanks, quite a bit to go over and plan for. This should be interesting thanks.

Hope to hear some suggestion. :)

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