| Covent |
Hello everyone!
I am soon going to be getting the rare opportunity to play rather than GM a game.
I think we are going to be playing rise of the runelords.
I would love some advise on a build I am looking at, most of which is based off of the phenomenal guide for the blockbuster wizard made by Brewer.
A human from the Tian area of Minata he was raised in a family of hereditary magical defenders.
Lacking in the defensive and creative magical talents that would allow him to inherit his fathers position he was sent away at his majority to study foreign magic with an old adventuring compatriot of his father's.
Following the wandering path of his father's friend he eventually arrived in Magimar, where his now master decided to settle as he was growing older.
Believing he could now do some good and being officially dubbed a journeyman he set off to Sandpoint as he had heard rumors of a monster haunting the area and wanted to see if he could help the local residents.
Race: Human
Alignment: Neutral Good
Levels 1-5: Wizard, Admixture.
Level 6: Sorcerer, Orc Bloodline
Levels 7-20: Wizard, Admixture.
Stats: (20 PB)
Str: 10 (0 PB)
Dex: 14 (5 PB)
Con: 10 (0 PB)
Wis: 10 (0 PB)
Int: 18 + 2 [racial] (17 PB)
Chr: 8 (+2 PB)
Arcane Bond (Familar): Rabbit (+4 Initiative)
Feats:
Human: Spell Focus (Evocation)
Wizard 1: Scribe Scroll
1: Spell Specialization
3: Varsarian Tattoo (Evocation)
Wizard 5:Empower Spell
5:Spell Penetration
7:Intensified Spell
9: Greater Spell Penetration
Wizard 10 (Character level 11): Dazing Spell
11: Quicken Spell
13:Maximize spell
15: Spell Perfection (Fireball)
Wizard 15: (Character level 16): Fast Study
17: Improved Initiative
19: Spell Focus Greater (Evocation)
Traits
Regional: Wayang Spell Hunter (Fireball)
Magic: Magical Lineage (Fireball)
The basic idea in this build is to use acid splash with intense spells and an alchemical focus component to do 1d3 + 2 at touch AC for the first level while mixing in magic missiles that do 2d4 + 3.
At level three your MM goes to 3d4 + 4, and at level 4 go to 4d4 + 6.
At level 5 and above you switch to fireballs. The admixture school combined with at least 7 skill points per level, should let you know your foes elemental resistances/immunities and switch as needed.
The level 6 sorcerer dip is to get the orc bloodlines + to damage equal to the number of damage dice. Also the darkvision does not hurt.
Beyond that it is all about the metamagic use of fireballs and the use of metamagic rods.
At higher levels the use of Black powder as an alchemical reagent can add a point of damage or two.
1.) A lot of what I have read recommends Burning hands over magic missile, however the extremely close range worries me. What do you think of my substitution of magic missile for the first four levels?
2.) Any ideas for improvements?
3.) I noticed the alchemical reagent Urea and was wondering how worthwhile this would be at lower levels? the extra d4 might convince me to go burning hands.
4.) For this build I thought about getting split slot instead of fast study, what do you think?
| Covent |
| 2 people marked this as a favorite. |
Covent wrote:I don't believe these stack.Regional: Wayang Spell Hunter (Fireball)
Magic: Magical Lineage (Fireball)
They do by RAW and I have cleared it with my GM.
But, thank you for winning me five dollars, as my GM and I bet on whether the first response would be about this. Surprise it was!
Sorry, but I just find it hilarious.
Belafon
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Not going to go crossblooded (Orc/draconic) sorcerer for the extra damage when the fireball really is a fireball?
If your GM interprets that Intensify Spell is a "set numeric bonus" then your fireballs will be fine. Otherwise, ask about retraining out of Varisian tattoo at 13 and Intensify at 15.
Selective spell. You need it. (Rods can get quite expensive.)
| Angry Wizard |
Angry Wizard wrote:Covent wrote:I don't believe these stack.Regional: Wayang Spell Hunter (Fireball)
Magic: Magical Lineage (Fireball)They do by RAW and I have cleared it with my GM.
But, thank you for winning me five dollars, as my GM and I bet on whether the first response would be about this. Surprise it was!
Sorry, but I just find it hilarious.
Always glad to help someone win a bet. Also, Acid Splash is a Conjuration spell, not Evocation. You want Ray of Frost for Evocation, the same initial 1d3+2 damage can still be achieved with Liquid Ice I believe. Also I recommend taking Burning Hands in the early levels to make use of that Spell Focus feat, but once you obtain Fireball, switch them out for Magic Missile and use them to pad out empty LV 1 spell slots not filled with utility. Also, what's the source for bunny familiars? Because that is an awesome familiar buff and way more adorable than a scorpion.
| Covent |
Covent wrote:Always glad to help someone win a bet. Also, Acid Splash is a Conjuration spell, not Evocation. You want Ray of Frost for Evocation, the same initial 1d3+2 damage can still be achieved with Liquid Ice I believe. Also I recommend taking Burning Hands in the early levels to make use of that Spell Focus feat, but once you obtain Fireball, switch them out for Magic Missile and use them to pad out empty LV 1 spell slots not filled with utility. Also, what's the source for bunny familiars? Because that is an awesome familiar buff and way more adorable than a scorpion.Angry Wizard wrote:Covent wrote:I don't believe these stack.Regional: Wayang Spell Hunter (Fireball)
Magic: Magical Lineage (Fireball)They do by RAW and I have cleared it with my GM.
But, thank you for winning me five dollars, as my GM and I bet on whether the first response would be about this. Surprise it was!
Sorry, but I just find it hilarious.
Doh! Yep Ray of frost it is.
I am worried that the close range of burning hands could get me killed, do you really think the extra damage is worth it?
Bunny familiar is from animal archive, such a cool book.
Not going to go crossblooded (Orc/draconic) sorcerer for the extra damage when the fireball really is a fireball?
If your GM interprets that Intensify Spell is a "set numeric bonus" then your fireballs will be fine. Otherwise, ask about retraining out of Varisian tattoo at 13 and Intensify at 15.
Selective spell. You need it. (Rods can get quite expensive.)
I am avoiding cross blooded to avoid the -2 to will save, do you think it is worth it?
I had assumed that spell perfection would allow me to go to 20d6 on fireballs correct, I will ask my GM.
Why would I retrain intensify? It even not doubled takes my fireballs from 10d6 to 15d6.
For tattoo and specialization I wanted to keep them to help penetrate SR, is this a bad idea? I guess I could retrain them at 18 and up.
Thank you both for the responses and the advice.
| Angry Wizard |
I am worried that the close range of burning hands could get me killed, do you really think the extra damage is worth it?
Yes, it's the whole point of the glorious Evocation school. More damage = deader enemies faster. The more quickly they are dispatched (which your bunny familiar helps with) the less damage you will potentially take. At least that's the theory of Evocation anyways. Plus if your BSF isn't protecting you properly get a new one, or maybe just hire a dude with a tower shield who knows how to use the aid another mechanic to cock block those caster targeting jerks.
Fruian Thistlefoot
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The dip into sorcerer just negates the crossblooded -2. If i remember correctly fortitude was the big save for rise of the runelords. The most rolled save. Crossblooded is worth it.
Few things about your build.
Take spell penetration at 9 and greater pen at 17. Move improved initative up to level 5.
Your only going up to level 17. So drop fast study and bump up greater spell focus to 11, quicken to 13 and maximize to 16.
Basically:
Human: spell focus
1: spell specialization
Scribe scroll
3:varisian tattoo
5: empower spell
5: Improved initiative
7: intensify
9: spell penetration
wizard 10: dazing spell
11:greater spell focus
13:quicken spell
15:spell perfection
Wizard 15: maximize spell
17:greater spell penetration
You will come into power more naturally with this build.
My question and advice would be ask your DM about the suggestion in the players guide. It offers alternate option for a free campaign feat. You could convince him to give away tattoo feat.
What about campaign traits?
Lastly yes both wayang and magical stack. Different wording, effect, and type of traits.
Belafon
|
Why would I retrain intensify? It even not doubled takes my fireballs from 10d6 to 15d6.
Meant to say Spell Specialization. Brain slippage. (Subject to the same GM discussion about whether Intensify allows up to 20d6.)
For tattoo and specialization I wanted to keep them to help penetrate SR, is this a bad idea?
Hadn't considered that. You're already rocking Spell Penetration (and Greater) for a total of +8 once you get Spell Perfection. That's pretty healthy, see how often it makes a difference.
Just a Mort
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Maybe you could consider an elf (+2 vs SR that stacks with spell penetration)? Also I think starting with 20 int is too much, you could use the extra points to put into something else, like Con. 10 Con IMO is a tad low. A healthy breeze and you fall over.
Perhaps this stat array (elf racials added):
10 Str 16 Dex, 12 Con, 10 wis, 18 int 10 cha.
Also, you're bringing a cute fluffy bunny into dungeons with big scawy monsters. Where's your conscience :P
Get a Greensting scorpion, they're all rage these days. At least they have a hard exoskeleton to protect them, and can even see in the dark. Same +4 init bonus, and you get it as long as familiar is within 1 mile of the master.
| Jodokai |
Your 5th level feat should absolutely be Preferred Spell: Fireball.
Actually, my real advice is either A) Convince your GM that when you were kicked out, you went to study with the Elves and they taught you to be a Spellbinder (Wizard Archetype). Personally I would drop Human all together and go Elf or maybe Half-Elf.
The beauty of Spellbinder is that you don't have to chose between a Blaster or Utility, you do both. You memorize Utility Spells, but all your bonded spells are blasting spells. Best of both worlds.
If you go Half-Elf when you dip Sorcerer (Crossblooded and Tattoo) you can take the extra zero level spell from the human FCB. You'll also have Skill Focus as a racial, so you take that as a Knowledge (any one you like) and you can pick up Eldritch Heritage: Arcane and get your Familiar back (Tattoo Sorcerer gets a Familiar, Eldritch Heritage levels it up to your character level).
A lot of people on the forums absolutely dread Spell Resistance. I've been playing Wizards for a lot of year, it I have rarely had the problems with it others seem to have had. I do usually play Elves, so I never really go past Spell Focus, and even that I take pretty late in game.
| Glutton |
when you dip Sorcerer (Crossblooded and Tattoo)
This, you get Varisian Tattoo for free. Heck if you wanted to start as sorcerer with Varisian tattoo, spell focus, and spell spec; you can fire off 2 magic missiles at level 1 in one cast, if you want to avoid melee. You can pick up unlimited magic missile and Eschew materials if you really need it with the Staff of Entwined Serpents.
Fruian Thistlefoot
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Its in the PFS FAQ, but for a different archetype:
"Can Wildblooded and Crossblooded archetypes be combined?
These two archetypes cannot be combined."
With wildblooded, you replace an arcana (x= replacement), but with Crossblooded you get both (c = modified). Pretty weak, but there you go.
For PFS, you're stuck with that ruling. The probable reason they made Wildblooded an archetype is so that you cannot take it with Eldrich Heritage.
This applies to all other archetypes; Tattooed Sorc replaces (x) the level 7 bloodline feat (vs crossblooded getting a combined list).
You have to be careful of which Wildblooded you take when combining with other archetypes; for example, Empyreal combines with Seeker, but Anarchic does not (since they both replace the level 3 bloodline power). On the other hand, Anarchic can take Tattooed or False Priest, but Empyreal cannot (all 3 replace level 7 bloodline power).
Ask your GM he could hand wave this for you tho. As home games can choose what rules to follow. The sky is purple and the grass is pink for example.
| Jodokai |
The actual fAQ simply says:
Can Wildblooded and Crossblooded archetypes be combined?
These two archetypes cannot be combined.
It's only for PFS, and there's no reason why they can't be combined. Rules As Written, they can be. Since there is no explanation, there's an argument to be made that Crossblooded and Tattooed can be combined in PFS also, since there really is nothing saying they can't.
Fruian Thistlefoot
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Except This applies to all other archetypes; Tattooed Sorc replaces (x) the level 7 bloodline feat (vs crossblooded getting a combined list).
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as another alternate class feature.
Both ALTER the same same ability. As written they CAN NOT be combined. They absolutely CAN NOT be used together in PFS as I posted the FaQ for PFS on that question. There are the rules that say you can't.
But in Home Games it is up to the DM on what rules they wish to enforce. So just ask the DM of that game.
But again for PFS you CAN NOT use both tattooed sorcerer and Crossblooded since they both ALTER and replace the 1st and 7th level abilities.
| Jayder22 |
Just wanted to mention one thing. If you keep your Spell specialization on Magic Missile at level 4, than you will have to wait till character level 7 to change it to fireball (unless you are using retraining rules)
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.
The next time you get an even level in wizard is wizard 6 (character level 7). It might be worth it to have slightly weaker MM at level 4 to have much stronger fireballs for levels 5 and 6.
edit: I will also add, at lower levels, getting close for burning hands isn't too much of a liability. using Urea and changing to ice, you will have 4d4 +2 chilling hands (avg 12 damage) which is enough to knock unconscious most mooks at level 1-2. You might not want to rush into the bbgg with it, but clearing the way for your front liners is great.
The other great bonus is that is can hit multiple enemies. It won't be uncommon to hit 2 enemies with it, and you might get lucky with 3. avg 24 damage(less on save, but your saves are jacked so high already that will be rare) vs the 8 of magic missile.
| Jodokai |
Except This applies to all other archetypes; Tattooed Sorc replaces (x) the level 7 bloodline feat (vs crossblooded getting a combined list).
Archetype ruling wrote:A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as another alternate class feature.Both ALTER the same same ability. As written they CAN NOT be combined. They absolutely CAN NOT be used together in PFS as I posted the FaQ for PFS on that question. There are the rules that say you can't.
But in Home Games it is up to the DM on what rules they wish to enforce. So just ask the DM of that game.
But again for PFS you CAN NOT use both tattooed sorcerer and Crossblooded since they both ALTER and replace the 1st and 7th level abilities.
By that logic, Qinggong Monk can't be combined with anything, since it alters every monk ability. It has been ruled that as long as you don't change out what gets replaced you can do it. You could apply that to Crossblooded and Tattooed.
Fruian Thistlefoot
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In the many different ruling threads created on this subject Qinggong monk is brought up several times. It really is a bad example since it is an Archetype that does not automatically replace an ability. It gives you the option to choose to replace an ability. If another archetype replaces an ability that Ginggong can replace the other Archetype gets the priority and the ability is changed negating the Qinggong's Choice. It has been FaQed a lot as well. Here is the FaQ on it:
Monk: Can a qinggong monk take a second archetype if the character doesn't swap out abilities the second archetype requires?
Yes. However, the other archetype takes priority over the various abilities granted at each level, and the character can't delay taking an ability that the other archetype replaces—he must allow the second archetype to replace the standard ability at the standard class level.
For example, the monk of the healing hand archetype (APG) replaces
wholeness of body (7th level)
diamond body (11th level)
quivering palm (15th level)
perfect self (20th level).
A qinggong monk who also wants to take the monk of the healing hand archetype has to let the healing hand archetype replace all four of those abilities at those specific class levels. The qinggong monk is still free to replace any standard monk abilities at the other class levels listed in the qinggong monk archetype (slow fall at 4th, high jump at 5th, and so on), so long as selecting those abilities doesn't interfere with acquiring the healing hand abilities at the correct levels.
Note that if the second archetype replaces a standard monk ability, the character cannot select that replaced ability at a later monk level. For example, the qinggong/healing hand monk can never select wholeness of body, even at a level higher than 7th. In effect, the character has selected wholeness of body at 7th and immediately replaced it with a healing hand ability; as the qinggong archetype only lets you select an ability later if the character "selects a different ki power in place of a standard monk ability" (which didn't occur), that option is not available for the character.
Qinggong is worded funny in that it says you CAN choose. Most archetypes do not offer the choice of cherry picking like qinggong does. Most players now assume Qinggong monk is now the better base monk class and less of an archetype.
You could apply that to Crossblooded and Tattooed.
They are slightly different in that the Crossblooded alters the 7th level and Tattoo replaces it all together. Its the difference between can choose to replace verse must choose to replace.
| Renegadeshepherd |
I would lower your starting intelligence to 17(19). The four points would be enough to get you more healthy in con and could increase say wisdom to 12 as well. Blasting DC difference of 1 isn't that much but increasing your health by a minimum of 16% is much better. And the difference in your intelligence can and will be made up by equipment and leveling anyway.
I personally choose to go with 18 post racial just because that represent a 7 point swing. Con or DX can be a 14. So a 10,14,14,16(18),12,8 is my go to. But I'm guessing you want max blasty?
Also I would take dazing spell at level 7. The ability at that level to daze a mob for three rounds is "encounter over". Magic missile is better at low levels but burning hands at higher levels with admix has better value. You could take intensify meta and now its a LV2 that does 10D4 plus +20 or better cone damage. Some creatures are actually immune to magic missile and there are spells that do the same.
At level 5 replace spell penetration with improved initiative. One feat worth tryin to cram in is extra traits. Take reactionary and something else worthwhile to ya just because the initiative is even more important for a blaster than most.
One consideration is taking combat expertise. Since your AC stinks without spells and BAB is useless on the whole to you this is a worthy consideration. Fighting defensively is probably slightly better because it doesn't cost a feat but always remember to allocate spells to defend yourself. Divine blasters don have this problem so it's often overlooked among the arcane casters.
| Covent |
OK so after going over the suggestions here, this is what I have come up with, please feel free to continue to critque.
Race: Human
Alignment: Neutral Good
Levels 1-5: Wizard, Admixture.
Level 6: Tattooed Sorcerer, Orc Bloodline
Levels 7-20: Wizard, Admixture.
Stats: (20 PB)
Str: 10 (0 PB)
Dex: 14 (5 PB)
Con: 14 (5 PB)
Wis: 10 (0 PB)
Int: 16 + 2 [racial] (10 PB)
Chr: 10 (0 PB)
Arcane Bond (Familiar): Rabbit (+4 Initiative)
Feats:
Human: Spell Focus (Evocation)
Wizard 1: Scribe Scroll
1: Spell Specialization
3: Improved Initiative
Wizard 5:Empower Spell
5:Dazing Spell
Sorcerer bonus feat 6: Varsarian Tattoo (Evocation)
7:Intensified Spell
9:Spell Penetration
Wizard 10 (Character level 11): Maximize spell
11: Quicken Spell
13: Greater Spell Penetration
15: Spell Perfection (Fireball)
Wizard 15: (Character level 16): Spell Focus Greater (Evocation)
17: Fast Study
19: Split Slot
Traits
Regional: Wayang Spell Hunter (Fireball)
Magic: Magical Lineage (Fireball)
Going to use burning hands + urea till 5th, changing over specialization at 4th.
Fruian Thistlefoot
|
Again RotRL typically ends at 17. I'd choose better than fast study for 17 myself. But i've never have issue preparing a list and don't need faster fill in speeds.
You could swap Dazing and Intensify on your list of feats.
also For Rise of the Runelords I think just spell penetration is good enough. Grab a few D. Essences and spell perfection you will shred what little SR is in the campaign. You could shred Greater and Fast study and grab Prefered Spell and heighten spell which would require another feat list rework. But having to NEVER prepare a fireball is a nice thing. Allows you to prepare other spells in its place and throw spells away when you don't need them.