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looking the best trait for damage (wizard)


Advice


I am kinda new to this. I play several session and my character almost died. now I want to utilize traits fully.

I don't want my wizard become useless again, also traits are something hard to find that totally usefull

any help will appreciated :)

note 1 : item are welcomed too.

note 2 : AC traits are good, but primary traits I want to have is offensive.

current level : 5


What are your restrictions?

Do you have no traits at all? What traits do you have if you have any? And can you change the traits you have if you have any?

How many traits are you allowed to take? Are you allowed to take a drawback?

Are you allowed to take campaign traits?


Magical Lineage with a spell that you will specialize in as your main damage dealer, e.g. Fireball. It makes many useful metamagics free (Intensify, Elemental, Selective) and helps lower the cost of more expensive ones (Empowered, Persistent, Dazing, Quicken).


To add to my previous post:
If you can take two traits, take Magical Lineage and Wayang Spellhunter (aka Metamagic Master on d20pfsrd). The second trait does the same thing and stacks with the first. If you do plan to specialize in a spell, and you only get one trait normally, it may be worthwhile to take a Drawback (Power Hungry is a fun one for Wizards) or even an Additional Traits feat.


Reactionary.

Acting first lets you get your spells off before anybody else can act and basically shape how the battle will go. That translates into more damage in the long run.


The three gents above me have basically handed to you the top 3 choices. There is not a clear winner among the three bu they are ALWaYs solid.


I second reactionary or any other trait that adds initiative- as a caster you want to go first


Magical knack This lets you retain up to two caster levels when you dip.

For raw damage on a wziard dipping dual blooded sorcerer, orc and dragon.

Orc add 1 dmg per die you roll

Dragon adds 1 dmg per die roll of a specific energy type.

The feats spell specialization and varissian tattoos add to caster level so more dice per spell.

Then the trait wayang spell hunter is awesome. It is like magical linage but regional.

My 9th level wizard was blasting (13d6 + 29)*1.5 damage icy fireballs that also slows.


Oh thanks :D at least I can get nice info


i vote with Athaleon, i have a burning hands cleric that can empower at lvl 1. Its also very nice when added to a duel orc and dragon blooded sorcerer for +2 dmg per dice.


Try have spell sage build with ioun stone.

We got early monster ;)

(Want familiar back because the arcane bond locked. Take iron will familiar bind and improved familiar bond. Viola familiar with dage bonus. Since wizard have lots of feat. Its ok)

.... I think I am too greedy with damage.


It's Magical Lineage. Blowing stuff up requires metamagic, hence, trait to reduce metamagic costs.

Here's a handy guide that you might want to save locally.


Depends on level. Either Magical Lineage, Wayang Spellhunter, at the higher levels, or something like Gifted Adept at low levels.


If you really wanna utilize the Magical Lineage/Wayang Spellhunter combo, then take them with the "Additional Traits" feat, and retrain the feat when your chosen spell becomes obsolete.

I mean, if you're gonna choose traits for power, then you might as well go the extra mile.

Grand Lodge

Pathfinder Tales Subscriber

There's a trait, Volatile Conduit that allows you to once-a-day increase the damage of any elemental spell by 1d4.

it's not much, not very often, but it's a free damage boost.


I only allowed take 1 magic traits. So I must chiose carefully.

I think I take magic lineage.


The best way to do damage is to be alive, aware and alert. As a result, I would argue that the best traits are those that:

* Boost Initiative
* Give Perception as a class skill
* Improve your Fortitude save. Reflex is less important, and Will is already a good save.


The moment that enemy use empower fireball while my HP are 25. And need reflex saves.....


Reflex saves are the least likely to save you from death, and the most likely to save you from some scrapes. Frankly, many reflex saves can be handled with good positioning.

Admittedly, I wouldn't start a wizard with less than Con 14, unless I knew that we had a party that could cover battlefield control to such an extend that I wouldn't be in much danger. Even then, Con 12 would be the bare minimum.

By level 5, you can expect 27 hp, with Con 12 and no favourite class bonus spent on hit points, or 32 if you do spend them on it. Before level 5, it's not going to be common to run into big aoe's that require them (and even then positioning should help). If you're really worried, take Toughness. It's a perfectly fine Wizard feat.

Frankly, going first (good initiative and Perception, to avoid surprise) so you can get a Mirror Image in play, or an Invisibility, or a Wall type spell, or a movement action to a better location, is a better defence that Reflex saves will ever be.

The Exchange

Better init. Ready a magic missle/burst of radiance(if those creatures are using shield) to disrupt spellcasting. Problem is when people have been rolling for hp, get nothing but low rolls. FCB into hp, 12 con minimum.


i dont get it.

why people favor magic missile instead of mage armor (give AC +4) and vanish (self invis) ?


Veilgn wrote:

i dont get it.

why people favor magic missile instead of mage armor (give AC +4) and vanish (self invis) ?

Because the best way to protect yourself from an enemy or remain undetected by an enemy is to kill that enemy.


Gisher wrote:
Veilgn wrote:

i dont get it.

why people favor magic missile instead of mage armor (give AC +4) and vanish (self invis) ?

Because the best way to protect yourself from an enemy or remain undetected by an enemy is to kill that enemy.

though something defeated by a simple shield spell....


Kennypngn wrote:
Gisher wrote:
Veilgn wrote:

i dont get it.

why people favor magic missile instead of mage armor (give AC +4) and vanish (self invis) ?

Because the best way to protect yourself from an enemy or remain undetected by an enemy is to kill that enemy.
though something defeated by a simple shield spell....

Well the trick is many enemies don't have that spell.

Best trait for damage is definitely magical lineage, if you want to do damage with magic that means metamagic and magical lineage is amazing for that, I'd probably put it on fireball, metamagic fireball is probably the best blast in the game (assuming you have a way around half the enemies in the game being fireproof).


Veilgn wrote:

i dont get it.

why people favor magic missile instead of mage armor (give AC +4) and vanish (self invis) ?

Personally, I love both magic missile and mage armor. They're the two first spells I always take with an arcane caster. Mage armor is great because you can cast it early and it lasts all day - even at level one, it's good for an hour which you can get most adventuring done in.

Magic Missile is awesome because there's no to-hit roll, no save, no nothing and the damage is force damage. This means it does full damage against incorporeal creatures and it bypasses energy resistance.


So, to summarize some of the awesome advice above:

Traits: Wayung Spellhunter, Magical Knack, or Reactionary

Class: Take a single level of Crossblooded Sorcerer (you only need an 11 charisma) with the Orc and one of the Draconic bloodlines.

Feats: Extra Traits, Spell Specialization, Varissian Tattoo, metamagic feats like Empower Spell, Intensify Spell, Maximize Spell

Lots of people dislike blaster wizards but honestly they can be a TON of fun. Keep your spellcasting attribute up so you have good save DCs, too.


Dont forget magical lineage. Since my DM prohibit wayang spellhunter

The Exchange

If you're in a position where your AC matters, you're probably doing something wrong. There's nothimg wrong with dropping prone when archers volley fire. Invis is all well and good, but unless your schtick is summoning, anything you do will break it, and if you spend your time doing nothing, then you're not contributing.

If you're the flood battlefield with minions sort, then by all means use vanish, sit in, summon a ton of earth elementals.

Since you were talking about fireball defence, AC makes no difference and a fireball can hit you, invis or not, as long as you're in the area. If you happen to be knocked out by one while invis, it gets even worse as your party can't find you to heal you as you're invisible.

Another decent interrupt spell is burning arc, but unless a reach rod is used, it's really waaay too short ranged for my taste.

Also, how are you facing empowered fireballs at level 5? Do enemy casters have lesser rods of empower, or are they using magical lineage, because empower is a +2 metamagic, so it takes a 9th level caster to pull it off, assuming no special tricks are used. A 9th level caster will do 13d6(avg 39)on a empowered fireball, which on failed save is likely instant death on a 5th level wizard.

If a 7th lv caster is used, after magical lineage then its 10d6, avg 30 dmg on failed save. Which will burn his 4th level slot - he's realistically only got 2 of them, so any interruptions of those spells means it limits what he has to throw at you.

There's a reason why APL+4 is called challenging, and if your GM does it too often, I suggest you find a new GM. If he's using metamagic rods, beat those casters up, grab those rods for yourself.


Lets take the wrost possible solution pal.

The Exchange

If he's using 9th level casters against you all the time, I suggest you find a new GM. Parties were not meant to do APL+4 all day long, and you cant win an arms race against the GM.

Blastong gets very inefficient the more hp monsters have to you, and if you're fighting APL+4 the bests blasts won't do anything to their hp.


As reminder. This is not about APL. But wizard traits for damage

Also its not my gm want to have big apl.

But I must prepare the worst.

RPG Superstar 2012 Top 16

Just a Mort wrote:

If he's using 9th level casters against you all the time, I suggest you find a new GM. Parties were not meant to do APL+4 all day long, and you cant win an arms race against the GM.

Blastong gets very inefficient the more hp monsters have to you, and if you're fighting APL+4 the bests blasts won't do anything to their hp.

Not 'quite' true. Only at the very highest levels. If you have devoted blaster caster build, blasting is extremely lethal and powerful up through about level 15, at which point it shifts from potential one round kills to potential two round kills. Save or dies get more attention because they tend to stay as one round potential kills.

Advantage of a blaster caster? Your square peg blasts out a LOT of round holes. Blasting is useful against a LOT of stuff. Save or dies tend to be much more individually targeted.

==Aelryinth


However they must be catrfull of friendly fire.

High level spell tend to area effect.


Veilgn wrote:

However they must be catrfull of friendly fire.

High level spell tend to area effect.

There's a Metamagic for that: Selective Spell


Finlanderboy wrote:

Magical knack This lets you retain up to two caster levels when you dip.

For raw damage on a wziard dipping dual blooded sorcerer, orc and dragon.

Orc add 1 dmg per die you roll

Dragon adds 1 dmg per die roll of a specific energy type.

The feats spell specialization and varissian tattoos add to caster level so more dice per spell.

Then the trait wayang spell hunter is awesome. It is like magical linage but regional.

My 9th level wizard was blasting (13d6 + 29)*1.5 damage icy fireballs that also slows.

And beat me to the punch.


MKtheDM wrote:
Finlanderboy wrote:

Magical knack This lets you retain up to two caster levels when you dip.

For raw damage on a wziard dipping dual blooded sorcerer, orc and dragon.

Orc add 1 dmg per die you roll

Dragon adds 1 dmg per die roll of a specific energy type.

The feats spell specialization and varissian tattoos add to caster level so more dice per spell.

Then the trait wayang spell hunter is awesome. It is like magical linage but regional.

My 9th level wizard was blasting (13d6 + 29)*1.5 damage icy fireballs that also slows.

And beat me to the punch.

By a couple of months.


Athaleon wrote:
MKtheDM wrote:
Finlanderboy wrote:

Magical knack This lets you retain up to two caster levels when you dip.

For raw damage on a wziard dipping dual blooded sorcerer, orc and dragon.

Orc add 1 dmg per die you roll

Dragon adds 1 dmg per die roll of a specific energy type.

The feats spell specialization and varissian tattoos add to caster level so more dice per spell.

Then the trait wayang spell hunter is awesome. It is like magical linage but regional.

My 9th level wizard was blasting (13d6 + 29)*1.5 damage icy fireballs that also slows.

And beat me to the punch.
By a couple of months.

Yeah...yeah...

Silver Crusade

Veilgn wrote:

Try have spell sage build with ioun stone.

We got early monster ;)

(Want familiar back because the arcane bond locked. Take iron will familiar bind and improved familiar bond. Viola familiar with dage bonus. Since wizard have lots of feat. Its ok)

.... I think I am too greedy with damage.

What's a Viola familiar? I'm searching this but can't find it.


MKtheDM wrote:
Athaleon wrote:
MKtheDM wrote:
Finlanderboy wrote:

Magical knack This lets you retain up to two caster levels when you dip.

For raw damage on a wziard dipping dual blooded sorcerer, orc and dragon.

Orc add 1 dmg per die you roll

Dragon adds 1 dmg per die roll of a specific energy type.

The feats spell specialization and varissian tattoos add to caster level so more dice per spell.

Then the trait wayang spell hunter is awesome. It is like magical linage but regional.

My 9th level wizard was blasting (13d6 + 29)*1.5 damage icy fireballs that also slows.

And beat me to the punch.
By a couple of months.
Yeah...yeah...

Hey I appreciate the mention!

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