Cult of the Fun Sub-Opt: Preferred / Selective / Lingering Fireball


Advice


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Hail!

Time is of the essence for soon the Joy Day will be upon us!

Aye, your humble, all powerful leader, request a sample of your collective brain energies.

To business!

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Long Story Shot

-- I have a wannabe Bloatmage for PFS

-- I'm choosing feats

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State of Play

-- Planned Feat Progression so far:

1st: Toughness, Spell Focus
3rd: Bloatmage Initiate
5th: Heightened Spell
6th: Preferred Spell:Fire Ball
9th: Selective Spell
12th Lingering Spell

-- I'm considering taking the Magical Lineage feat: Fireball

So yes, it's hardly optimal but it promises to be fun. The idea is make liberal use of fireball to take out critters/weaken groups of enemies etc. With Bloatmage and Preferred Spell the wizard could gain 2-3 extra Fireballs a day at around 7th/8th, on demand without having to prepare more than one Fireball spell at the most.

Around 9th the wizard can start dropping said fireballs at his feat/into the melee madness to add additional damage. Yes yes, a single powerful SoS spell may be more effective but hey, real men/women/misc play with explosions.

Come 12th, granted the final days of the character, the wizard can now, with the Bloatmage PrC and Preferred Spell: Fireball drop 12-13 lingering, selective fireballs at his/her/it's feet (yes yes, shortly before they're grappled and eaten by the monk-demon monsters..)

The lingering fireballs will linger for 1 round, providing 20% concealment beyond 5ft and 50% concealment beyond 20ft.

12-13 times a day, at point blank range, with no risk of hurting team mates.

-- The wizard also has Versatile Evocation:

Quote:
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

..so there's so the fireballs can be iceballs/electricityballs, acid balls, which should add some versatility.

-- Finally, the wizard doesn't *have* to do this - they still have the versatility of selecting spells/day and can mix up Lingering Spell, Selective Spell with their other spells and make use of the Bloatmage Bloat/Blood Pool powers to cast, say, 1-2 extra 6th level spells, 2-4 extra 3rd level spells, or, for kicks, 7-14 more magic missiles/misc 1st level spells - determined by Bloat rolls. [These numbers will be lower if one or both metamagic feats are used.]

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So, yes, what do you think?

Thank you for your time.

*shakes fist*


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Bloatmage Prestige Class

Lingering Spell

Selective Spell [/url

[url=http://www.d20pfsrd.com/traits/magic-traits/magical-lineage] Magical Lineage

[url=http://paizo.com/people/AlzirTheMerciful]Character Sheet for Reference

...ok, after a quick re-read it would seem you'd need to swap Selective (needs 10 ranks in Spellcraft) around with Lingering - so, more tactical/area denial less friendly to.. friends...

Hmmm..

*shakes fist*


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Bloatmage Prestige Class

Lingering Spell

Selective Spell

Magical Lineage

Character Sheet for Reference

...ok, after a quick re-read it would seem you'd need to swap Selective (needs 10 ranks in Spellcraft) around with Lingering - so, more tactical/area denial less friendly to.. friends...

Also: The spells(fireballs) per day are (conservative) estimates.

Yes yes, but it's HALLOWEEN! :D

Hmmm..

*shakes fist*

RPG Superstar 2012 Top 32

Does PFS use the Pathfinder rules for feat progression? Because if so, you may have an extra feat or two to work with by 12th.

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1. Human
1. Scribe Scroll
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5.
5. Bonus Wizard
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10. Bonus Wizard (sorry, I haven't read the bloatmage stuff yet, so you might not get this if you are in a PrC by now!)
11.


SmiloDan wrote:

Does PFS use the Pathfinder rules for feat progression? Because if so, you may have an extra feat or two to work with by 12th.

1.
1. Human
1. Scribe Scroll
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5.
5. Bonus Wizard
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10. Bonus Wizard (sorry, I haven't read the bloatmage stuff yet, so you might not get this if you are in a PrC by now!)
11.

Hail Mr SmiloDan!

Yes it does. However, as you guessed, after 5th level of wizard the character will be into Bloatmage where they will continue until 12th.

A summary of the key features/skills can be found at the end of this post.

I have more than 10mins to post and realised a few things on my way home:

-- Magical Lineage is not PF core and probably not legal for PFS

-- The character will enter the Bloatmage PrC at 5th level (Final character will be Wizard 5/Bloatmage 7)

-- A few spells/day are lost by dropping wizard as the character is no longer a Specialist Wizard.

-- ..but the character would still gain one bonus 3rd level Evocation spell from being a 5th level Specialist Wizard.

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Still, Bloatmage does allow the caster to make up for these lost spells through it's Blood Pool mechanic.

(Note: I've trimmed the rules to focus on spell casting for ease of reading.)

Quote:

Blood Pool

At 1st level, a bloatmage gains a pool of blood points, representing an overload of her system with excess blood to extend her arcane abilities beyond their normal level. A bloatmage’s normal pool of blood points is equal to her bloatmage level. Blood points can be spent at the time of casting to cast a spell without using that spell’s spell slot. The spell slot remains unused (for spontaneous casters), or the spell is recalled as if it had not been cast (for spellcasters who prepare spells). Retaining a spell or spell slot in this manner costs a number of blood points equal to the spell’s level, and these points must be spent at the time of casting. Blood points do not give spellcasters access to spells they don’t already know or have prepared.

..so, 1 level in Bloatmage allows you to cast an extra 1st level spell, 2 levels an extra 2 1st level spells or an extra 2nd level spell, 3 levels in Bloatmage allows you to cast 3 extra 1st or 1 extra 2nd level spell and a first or 1 extra 3rd level spell and so on...

Quote:
In addition, the bloatmage may push herself via her bloat ability in order to gain a number of extra blood points, but such exertion is a dangerous gamble. If the bloatmage’s current number of blood points is greater than her class level but less than or equal to twice her class level, she gains the sickened condition. If her exertions push her beyond twice her normal blood point level, she immediately flies into a homicidal rage, striking out randomly with her most damaging attacks and abilities at friends and foes alike for 1d6 rounds or until her blood pool is reduced to 0 (whichever comes first). At the end of the rage, her blood points drop to 0, her hit points drop to –1, and she begins dying.

...at first level the Bloatmage can Bloat 1/day for 1d4 extra blood points, at 4th they can Bloat 2/day for 1d8 blood points (and at 8th they can Bloat 3/day for 1d12 points - however this character can only reach 7th level in Bloatmage due to PFS's level cap being 12th.

So, by 9th level, the wizard can gain, minimum, 2 extra 3rd level spells or any combination of spell levels that amount to 6 Blood Points eg: 6 1st level spells, 3 2nd level spells, 4 1st level and a 2nd level spell a day etc

However, since I'm gunning for fireballs, I'll express the bonus spells in Fireballs/day.

On average, at 9th, using just the Blood Pool/Bloat mechanic gained from 4 levels in Bloatmage, the wizard can cast an extra 4 Fireballs/Day.

However - there's a good chance they'll roll gain *too many* Blood Points and become sickened . If the character tries this trick at 8th level theres a small chance they'll flip out and try and kill everyone before falling dropping and beginning to bleed to death -which, honestly, could be kinda fun. THE FIRST TIME.

At 9th, assuming lucky maximum rolls, the wizard could gain an extra 6 Fireballs/Day and have 2 Blood Points left to spend on 1st/2nd level spell(s)

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Now, Preferred Spell can add, at 9th character level (wizard 5/bloatmage4) another 7 Fireballs a day.

If the wizard uses Heightened/Intensify/Selective in any combination then the bonus number of spells obviously drops as higher spell slots ar used.

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So, assuming mundane 3rd level Fireballs, at 9th level, the wizard could, if needs required, unleash 9 Fireballs/day (minimum., 11 Fireballs a day (on average) and 13 Fireballs/day (maximum).

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Summary

A 'low-brow' sub-optimal 'I wanna blow things up but still wanna have utility/control' wizard could prepare a conjuration/summoning/battlefield control/buff spell list and still have access to.. at 9th level, 9-13 fireballs/day.

At 12 level (Pathfinder Society Maximum Level) they'd have access to 20-24 Fireballs/day.

Note: None* of these Fireballs would take up any spell slots, so the wizard could still take as many other, varied, spells as they like/would normally do.

*ok, the bonus fireball gained from being a 5th level wizard takes a specialist bonus slot...

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Spoiler:

For kicks, assuming they had a good reason for relying soley on 3rd level, un-buffed fireball spells (goblin genocide?), the character at 20th (Wizard 10/Bloatmage 10) could access...

...37-43 Fireballs.

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Finally, by using just Lingering Spell the wizard with that many fireballs could get very creative regarding area denial.

Spoiler:
Of course, it doesn't have to be Fireball spells. It could be Blind/Deafness, Magic Missile (24-42 casting/day which is 120-210 individual missiles..), Misc. Summoning Spell etc etc. More spells/day if lower level, less if higher, naturally.

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So, yes, if the above is accurate (big *if*) then.. I think I've found my favourite caster setup so far - all the spell variety and utility of a wizard with a pocket full of blast for those special occasions.

(Like when you're relaxing in the city gardens, enjoying a cold beer and suddenly a rat pops into view..)

Edit: Not including bonus spells from high Int. However, I'll leave it as it stands because I'm interested in 'flexible' fireballs - i.e fireballs that don't take up spell slots but are there if my character needs them.

*shakes flaming fist*


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..or, at 9th level, have 9-13 flexible Haste spells ready -assuming you take Preferred Spell Feat:Haste.

For a total of 81-117 rounds/day.

If you needed them..

Or, with Preferred Spell:Gaseous Form, go gaseous for 2hour 42minutes - 3hours 54minutes a day, split over 9-13 casting.

Just in case.

*shakes fist*


Out of curiousity, why Heighten Spell? I'm not immediately seeing the angle for that.

I read somewhere here that Selective Spell is/will be errata'd to affecting Instantaneous spells only, so after that I'm not sure if you'll actually be able to stack it with Lingering Spell.

Otherwise, that looks pretty unique and probably fun.


Dire Mongoose wrote:

Out of curiousity, why Heighten Spell? I'm not immediately seeing the angle for that.

I read somewhere here that Selective Spell is/will be errata'd to affecting Instantaneous spells only, so after that I'm not sure if you'll actually be able to stack it with Lingering Spell.

Otherwise, that looks pretty unique and probably fun.

Heightened is part of the Pre-req's for Preferred Spell (Spellcraft 5 ranks, Heightened Spell).

It's not ideal but it does allow for some increased DC blasting if needs be..

Hmm.. it would make sense (no Lingering/Selective) so.. I'd either drop Lingering for Sickening spell (+2 spell level, Fort save or suffer -2 attack, checks, saves for spell level=rounds) or..

..something else.

Thanks for reading Dire Mongoose - I realise it's a bit.. long! :)

*shakes fist*


Dire Mongoose wrote:

Out of curiousity, why Heighten Spell? I'm not immediately seeing the angle for that.

I read somewhere here that Selective Spell is/will be errata'd to affecting Instantaneous spells only, so after that I'm not sure if you'll actually be able to stack it with Lingering Spell.

Otherwise, that looks pretty unique and probably fun.

I am guessing that heighten spell is allow fireballs to scale, since its the character's preferred spell. While technically suboptimal (straight damage doesn't generally compare to what 7th level spells do), it certainly allows the character's fireballs a better chance at hurting higher level foes. With Magical Lineage, that's an auto +1, free of charge.

What about Greater Spell focus? Every +1 counts to your DC counts. Spell DC's are also one of the mechanics that tends to be starved of bonuses, for good reason, but hey you gotta make it work somehow.

The interesting thing about playing this character is going to be how different GMs play those fireballs. Some GMs are pretty strict about consequences of doing a bunch of elemental damage to everything in entire area. But it can also cut both ways. Throw enough fireballs at the interior of a bar, and you should probably expect the wooden beams to start giving out.

Hats of to you BF, for a very memorable character :D

edit- you might also look at the metamagic Elemental Spell, so that you don't end up being gimped against fights where fire is not damaging, especially since it costs you no spell levels with magical lineage.


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Thank you Mr Anburaid, may you mechno-parts remain rust free.

Regarding Greater Spell Focus:

I'd probably drop Selective Spell for it.. for a total of +3 Save DC from feats.

Hmm.. or swap out Lingering (though I do love that feat at the moment) and replace with Greater Spell Focus and then take Sickening Spell at 12th...

One of those Sickening Fireballs is going to stick.. someone.. hopefully many someones, will be receiving a -2 to attacks/checks/saves for 3+ rounds..

...so, a total DC mod of +5, (+3 feats, -2 saves) not including stat bonuses.

Not bad.. A witch could do something similar but to less targets and at the cost of more actions.

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So, assuming we have a wizard that can.. prepare a 'standard' smart spell selection (control, debuff, buff, summoning etc) but also tap into a pocket-full of blast, how does this effect the feat setup?

Originally Selective and Lingering were chosen because I felt Lingering added some tactical options while Selective would stop the party crying from repeated burnt eyebrows.

However, as you suggested Mr Aburaid, Greater Spell Focus could work well - perhaps Spell Penetration as well.. or some other metamagic feats..

Hmm.. I do like the level cap in PFS - forces some tough, interesting choices.

*shakes fist*


Actually I was going to suggest the Energy Substitution feat from the old Deities and Demigods book which is also in the Divine SRD. Like class feature you can replace energy types without taking up spell levels. It's yet another tool to get your "Ball" to do more then damage.

Wasn't there a feat that let's you change area types of spells? Lines to cones or radius spells?


Dorje Sylas wrote:

Actually I was going to suggest the Energy Substitution feat from the old Deities and Demigods book which is also in the Divine SRD. Like class feature you can replace energy types without taking up spell levels. It's yet another tool to get your "Ball" to do more then damage.

Wasn't there a feat that let's you change area types of spells? Lines to cones or radius spells?

I believe it was called 'Shape Spell'.. hmm

-- Thank you for the heads up Mr Dorje. While I can't use Energy Substitution in PFS I can sure (maybe o_O DM willing..) use it in our homebrew!

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Mr D wrote:
It's yet another tool to get your "Ball" to do more then damage.

Yes, that is better focus for advice!

Q: How to get more use - be it utility, damage or.. something else.. out of the characters 'ball'.

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Sleep for me, tis 01:33am in Taiwan o_o

*shakes sleep-time fist*


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Hmm.. Lingering Spell (Fireball last's one round) + Extend Spell:

Fireballs/misc elemental ball now lasts two rounds, creating an annoying obstacle for enemies to deal with.

What's more, you could cast the Ling/Exten Fireball (5th level spell) one round, cast another spell the next, then cast another Ling/Exten the next round and so on..

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Or, Enlarge Spell (once again, only +1 spell level) to cast fireballs from up too 1,600ft away at 10th level.

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Personally tho, to get the most out of the ball o' fire I'm dropping Selective Spell and picking up Elemental Spell. Beware the ball o' misc elemental energy..

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*shakes flaming fist*


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Lingerin spell is awesome if you have a strong member of the party who is good at bull rushing. Hit the enemy for lots of damage, then when he moves out of the area to a location where he can see and fight effectively, push him back into the area for a double whammy!


Ravingdork wrote:
Lingerin spell is awesome if you have a strong member of the party who is good at bull rushing. Hit the enemy for lots of damage, then when he moves out of the area to a location where he can see and fight effectively, push him back into the area for a double whammy!

Aye! I read your account of your game and when I reached the part about how the Gnolls were bullrushing most of the party into the maelstrom of Lingering Fireballs as they tried to escape!

I was hoping a single caster could Fireball one or more targets, cast Create Pit or another pit-esque spell - causing the target/s to fall out of the areo o' effect - and then end the pit early, causing the targets to rise back into the flames..

..but it seems that it's a standard action to end a spell. :'(

Ah well! Two casters - or as you suggest, someone who's good at bull rushing.

Wait, I guess you could use Forceful Hand... it's a hefty 6th level slot but.. heeey, ya know? :)

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It'd be nice to have more pushy/pully/pokey spells - as it stands, we can permanently blind someone as a 3rd/4th level caster but to really pushme-pullyou a target we have to wait until Telekinesis (5th level).

(Yes yes, we can make our own but ya know, PFS? Ya knoooow? :))

Ah well!

*shakes forceful fist*

Dark Archive

Per the Archives of Nethys,

Magical Lineage IS PFS legal,

Rejoice!


Solarious wrote:

Per the Archives of Nethys,

Magical Lineage IS PFS legal,

Rejoice!

*DONS HAPPY PANTS OF DANCING +6*

Thank you for the info Mr Solarious!

*shakes happy flaming fist*


Pathfinder Lost Omens, Rulebook Subscriber
BenignFacist wrote:


Wait, I guess you could use Forceful Hand... it's a hefty 6th level slot but.. heeey, ya know? :)

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It'd be nice to have more pushy/pully/pokey spells - as it stands, we can permanently blind someone as a 3rd/4th level caster but to really pushme-pullyou a target we have to wait until Telekinesis (5th level).

(Yes yes, we can make our own but ya know, PFS? Ya knoooow? :))

Ah well!

*shakes forceful fist*

Take a look a Hydraulic Push in the APG?


Raelynn wrote:
BenignFacist wrote:


Wait, I guess you could use Forceful Hand... it's a hefty 6th level slot but.. heeey, ya know? :)

::

It'd be nice to have more pushy/pully/pokey spells - as it stands, we can permanently blind someone as a 3rd/4th level caster but to really pushme-pullyou a target we have to wait until Telekinesis (5th level).

(Yes yes, we can make our own but ya know, PFS? Ya knoooow? :))

Ah well!

*shakes forceful fist*

Take a look a Hydraulic Push in the APG?

..awesome. Thank you Raelynn.

Hydraulic Push, Torrent and River of Wind could all be used to push a foe/s around.

Hmm.. however, Lingering Fireballs end at the start of your turn.

Anyone know if Extend + Lingering can be combined?

If so, 2 round Fireballs.

FIREBALL *BURN*

PUSH

FIREBALL *BURN*

..or you could just FIREBALL 'em twice?

Hmm.. but this way they're kept at range..

..and other targets are forced to choose moving around the blast and taking time or moving through and taking damage.

Hmm..

*shakes fist*


I think the trick here is to force them to stay put. Use transmute rock to mud, or a similar "stay put" spell and THEN hit them with the lingering fireball. Hell, if you have druid in the party have them cast spike stones for an awesome "damned if you do, damned if you don't" situation >:D


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Anburaid wrote:
I think the trick here is to force them to stay put. Use transmute rock to mud, or a similar "stay put" spell and THEN hit them with the lingering fireball. Hell, if you have druid in the party have them cast spike stones for an awesome "damned if you do, damned if you don't" situation >:D

A person who stays in the area won't take damage more than once. You need to get them out, then get them to re-enter it again for lingering spell to be effective. Otherwise, all it's good for is blocking vision, and possibly pushing people in who weren't in the area initially.

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