| Karma Police |
Since everyone was so helpful with my current character in another thread of mine I thought I'd ask everyone for some advice with how I can get some battlefield controlling elements into blasting in a new character. I know blasting is frowned upon because you are God and is below you, but entertain me.
The goal is to make a playable blaster from 1-20 who not does not sacrifice damage for battlefield control because he doesn't have to. I looked over psionic hamster's missile mage and other's suggestions and this is what I got so far:
Human Wizard(PFS Variant, Admixture Specialist Variant)[traits: Magical Lineage (Magic Missile), Precocious Spellcaster (Magic Missile)]
Familiar (Greensting Scorpion)
forbidden schools: Necromancy,Divination
Feats:
1.)Toppling Spell
Wiz) Spell Focus(Evocation)
Human)Varisian Tattoo (Evocation)
3.)Spell Specialization (Magic Missile)
5.)PBS, GSF(Evo) or Spell Penetration
Wiz)Rime Spell
7.)GSF(Evo), Spell Pen, Selective Spell, or Greater Spell Pen
Notes:
At level 1, you are casting Toppling Magic Missiles that can trip 2 targets (at 3+INT) for fun. Of course you also have color spray, grease and sleep if you wanted to do something other than what your magical lineage dictates.
At level 3 you are casting your Toppling Magic Missiles at CL-7 (4 bolts!)
At level 4 you switch your spell specialization to Scorching Ray. This kicks your Glorious trip rockets down to CL-6 (3 missiles :< ) but you gain a dual-ray scorching ray. Being able to do 8d6 at level 4 in whatever type of elemental damage you want is pretty impressive.
At level 5 you gain rime spell. Now you are doing 4d6 damage and entangle for 2 rounds. You also have 4 trip rockets. Your feats open up here letting you get what your DM is throwing at you. Need higher DCs? GSF. Spell Resistance? Spell Pen. and of course... PBS for scorching ray fun.
At level 6 you switch your spell specialization to (?????)
Note: In my original plan I was going with the 3.5 spell Manyjaws (and eventually toppling manyjaws) Anyone have any thoughts what I should replace it with? I suppose Fireball could work as a place holder. (9d6 in any element of your choice).
At level 7 you have Entangling Cold Fireballs in addition to all 4th level fun spells.
I have no idea what else I can put into this later on from level 7.
I think it is important to stress that this guys is basically has all the abilities of a controller but also happens to hit pretty darn hard.
Thoughts? Comments? Concerns?
| Cheapy |
I tried pointing out something similar with the sorcerer in this thread.
The Rime-blood arcana gives Slow to one creature per ice spell.
UM gave quite a few options for evokers and blasters.
ZomB
|
Feats:
1.)Toppling Spell
Wiz) Spell Focus(Evocation)
Human)Varisian Tattoo (Evocation)
3.)Spell Specialization (Magic Missile)
5.)PBS, GSF(Evo) or Spell Penetration
Wiz)Rime Spell
7.)GSF(Evo), Spell Pen, Selective Spell, or Greater Spell Pen
A toppling spell uses a spell slot one level higher so you can't use it until you are 3rd level and have 2nd level spell slots (and varisian tattoo doesn't let you get around that)
According to the PRD Spell Specialization is a 3rd party feat that has a prereq of weapon focus (ray), and it can only be used on spells that require a touch attack - so not on magic missile.
Selective spell has a prereq of 10 ranks in spellcraft, so at least level 10.
Varisian tattoo increases the caster level effects for spells so you are casting level 2 magic missiles at wizard level one - that is still only one missile.
Edgar Lamoureux
|
Karma Police wrote:
Feats:
1.)Toppling Spell
Wiz) Spell Focus(Evocation)
Human)Varisian Tattoo (Evocation)
3.)Spell Specialization (Magic Missile)
5.)PBS, GSF(Evo) or Spell Penetration
Wiz)Rime Spell
7.)GSF(Evo), Spell Pen, Selective Spell, or Greater Spell Pen
A toppling spell uses a spell slot one level higher so you can't use it until you are 3rd level and have 2nd level spell slots (and varisian tattoo doesn't let you get around that)
According to the PRD Spell Specialization is a 3rd party feat that has a prereq of weapon focus (ray), and it can only be used on spells that require a touch attack - so not on magic missile.
Selective spell has a prereq of 10 ranks in spellcraft, so at least level 10.
Varisian tattoo increases the caster level effects for spells so you are casting level 2 magic missiles at wizard level one - that is still only one missile.
Spell Specialization is a feat in Ultimate Magic that lets you cast a single spell at CL+2.
| Karma Police |
Magical Lineage Reduces the Metamagic "level" of one spell by 1 thus a toppling magic missile's spell level is: 1 + 1 (Toppling) - 1(Magical Lineage) = 1.
At level 1, my caster level for magic missile is 3.
1(base) + 1(talent) + 1(tattoo)
At level 3, spell specialization comes into play making my CL 5 (aka 3 missiles).
Perhaps I should quote the sources I am using. Maybe that will help clarify. It seemed others have been throwing these feats and stuff around in other threads I didn't have to.
Spell Specialization
Select one spell. You cast that spell with greater than normal power.
Prerequisites: Int 13, Spell Focus.
Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.
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.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
| Karma Police |
Dazing spell would be excellent for the trip missiles! Good call.
Feats:
1.)Toppling Spell
Wiz) Spell Focus(Evocation)
Human)Varisian Tattoo (Evocation)
3.)Spell Specialization (Magic Missile)
5.)Dazing spell
Wiz)Rime Spell
6.)Spell Specialization Change to [Manyjaws/Fireball]
7.)Improved Initiative
8.)Spell Specialization Change to [????]
9) Spell Penetration or GSF(Evo)
10.)Wiz)Selective Spell, Quicken Spell, burning spell
11.) GSF(Evo), Spell Pen, or Greater Spell Pen
What should I change my spell specialization to at levels 6 and 8?
If you are allowed Manyjaws from the spell compendium I would definitely take that at as your specialization at level 6. 9d6 for 3 rounds divided on your enemies as you see fit.
If you are not allowed to take Manyjaws, then I suggest you specialize in fireball. Remaining specialized in scorching ray will get you no benefit. Your caster level at level 6 would be 9 which is not enough to get you your third ray. Specializing in fireball at least will grant you an extra 2d6 in damage. Your regular trip rockets, dazing trip rockets, entangling frost rays, and admixtured fireballs (not to mention buff/utility/control spells like haste and summon monster) will leave you with plenty of options when combat happens.
At level 7 you have toppling manyjaws which basically means you have 10d6 force damage for 3 rounds that you can divy up on a wide number of foes or just focus on a single foe.
At level 8 you could re-specialize in scorching ray netting you a third entangling ray or if you want to continue with force spells, resilient sphere.
At level 10 you can have quickened toppling missiles, selective entangling fireballs, burning acid fireballs or entangling ball lightning in addition to your default control/summon spells.
| Adam Ormond |
This is pretty cool -- Tripping Magic Missiles are very nice in the 1st level slot. You might want to pick up Experimental Spellcaster to get Force Blast around level 11 for a level 6 Toppling Boost Burst Force Blast that can deal 10d6 damage to all creatures in a 40' radius and trip them. Reflex for half.
Pick up another two words, like Burning Flash and Shock Arc, and you can deal up to 10d6+10d4 with both Rime and Toppling applied in a 40' radius as an 8th level spell.
Or cast Dazing Toppling Boost Burst Force Blast for a 10d6 damaging spell with a 40' radius that can trip and then daze targets for 5 rounds in the 8th level slot.
Dazing at level 5 seems a bit early for it, though. Other than Magic Missile and cantrips, can you use it on anything else? And is a Dazing Magic Missile, which only dazes a target for one round, really worth a 3rd level slot?
| HansiIsMyGod |
Burning Spell ? That's a useless feat if ever there was one, even when used on damage over rounds spell. Toppling missiles are nice though.
Still, I am under the impression that you are trying hard to create under powered controller. If you look at it all of your nice effects have nothing to do with damage. :)
The concept is nice and can work to some extent but overuse of metamagic feats will make your dcs too low.
Dazing spell is good but it works best on damage over rounds spells. Dazing toppling magic missile is 4 th level right ? With a dc of 11(12) + casting modifier. At that point you are obviously much better casting Confusion or Fear as attack spells, but I am digressing too much. :)
I'd prefer if you kept old 3.5 material out of your build because it won't do any justice to making a Pathfinder optimized blaster.
How are you planning to make your blasts effective at levels 10+ ? Do you consider using metamagic rods or not ? There is a big difference.
The good thing with this build is that I see magic missiles somewhat usable even at higher levels.
| Adam Ormond |
Good points
The problem with meta-magic in general is that the price paid in increase spell level far outstrips the benefits. Other than Toppling, and perhaps Rime, all the other meta-magics should be applied via rod. If your GM doesn't allow rods, or make them readily available by mid-level, this concept won't be that effective.
That said, if you can get a Dazing, Empower, or Maximize rod, and pick up a couple Words of Power to let you build more damaging high level spells with boosted DCs, I think this concept could be competitive.
| Cheapy |
Burning Spell ? That's a useless feat if ever there was one, even when used on damage over rounds spell. Toppling missiles are nice though.
Still, I am under the impression that you are trying hard to create under powered controller. If you look at it all of your nice effects have nothing to do with damage. :)
The concept is nice and can work to some extent but overuse of metamagic feats will make your dcs too low.
Dazing spell is good but it works best on damage over rounds spells. Dazing toppling magic missile is 4 th level right ? With a dc of 11(12) + casting modifier. At that point you are obviously much better casting Confusion or Fear as attack spells, but I am digressing too much. :)
I'd prefer if you kept old 3.5 material out of your build because it won't do any justice to making a Pathfinder optimized blaster.
How are you planning to make your blasts effective at levels 10+ ? Do you consider using metamagic rods or not ? There is a big difference.
The good thing with this build is that I see magic missiles somewhat usable even at higher levels.
I think the general idea here is to make the blaster *viable*. Blasters are fun. I point at an enemy and they go boom? Awesome! This just makes them a 2nd rate controller too, so they can be effective.
| meabolex |
Dazing spell is good but it works best on damage over rounds spells. Dazing toppling magic missile is 4 th level right ? With a dc of 11(12) + casting modifier. At that point you are obviously much better casting Confusion or Fear as attack spells, but I am digressing too much. :)
Don't forget dazing spell works on creatures immune to fear and immune to mind influencing effects. I think that's BS, but it's true.
Magic missile also has a long range -- and pick specific targets in that range. Confusion and Fear do not.
The DCs are low, but sometimes DCs don't matter -- particularly if you're doing will saves that don't count as mind influencing effects.
| Karma Police |
I am essentially making a blaster wizard who's blasts sacrifice as little effectiveness as possible to gain battlefield controlling aspects.
I will keep this build as pure pathfinder as possible and I also must admit I am unfamiliar with the intricacies of higher level pathfinder play. What I am familiar with is the early level difficulties of a wizard. I planned this build so far to make him as effective as possible as he blossoms into arcane domination later on in his career.
As long as you are capable of reducing a metamagic cost to 0, the traint, Magical lineage[Magic Missile], is keeping your toppling magic missles at level 1 (+1(toppling)-1(Lineage)=0). Thus a dazing toppling magic missile would be a 2nd level spell (1+1-1=1).
We have lots of options for your 5th level feat. (Your wizard bonus feat is spoken for, however). In my first post I talked about how you can use this spot to fit the campaign you are in and your DMs style. Things you are fighting have spell resistance? Take spell penetration. Need higher DCs? Take Greater Spell Focus. Tired of going 2nd? Take Improved Initiative. And so on. This also means that your feats at higher levels are also more flexible.
This flexibility would lead perfectly into words of power-infused force fun like Adam suggests. I haven't put enough time into learning the words of power parts of UM but if you can combine force + energy attacks to let you trip and entangle.. well that is just awesome!
Metamagic rods are definitely an option. Focused Metamagic Rods and Disruptive Metamagic Rods both would be effective tools in your arsenal.
I was hoping the people here who are more knowledgeable than me will hear my ideas and see the nuggets of win burried in my posts and help turn this ok-controller and blaster into a powerhouse.
| The Chort |
Dazing Spell isn't that effective with Magic Missile. It adds 3 levels, so a Dazing Toppling Magic Missile, even with Magical Lineage, would be a 4th level spell. Dazing Spell dazes all targets for a number of rounds equal to the spells level, thus a Magic Missile would daze enemies for 1 round, while a Fireball would daze them for 3 rounds. Still, dazing enemies for 1 round is nice, just perhaps not worth the +3 increase. (Also it's a fairly low DC compared to other spells you could be casting.)
| Adam Ormond |
As long as you are capable of reducing a metamagic cost to 0, the traint, Magical lineage[Magic Missile], is keeping your toppling magic missles at level 1 (+1(toppling)-1(Lineage)=0). Thus a dazing toppling magic missile would be a 2nd level spell (1+1-1=1).
Dazing adds 3 levels, not 1. Dazing Toppling Magic Missile normally is: 1 + 3 + 1 = 5. With Magical Lineage, you get it in a 4th level slot.
Dazing is amazing, but it's also very expensive. And since the DC is based off the spell's original level, it needs to be applied to a high level spell to have a chance of succeeding.
| HansiIsMyGod |
I was hoping the people here who are more knowledgeable than me will hear my ideas and see the nuggets of win burried in my posts and help turn this ok-controller and blaster into a powerhouse.
You have some good ideas and you've definitely improved on classic blasters but I don't see nuggets of win because blasters are just not winners. Actually I am not sure whether you can turn any sort of a blaster into a powerhouse, but I might be wrong. Winning in something non-blaster casters do. :)
The problem is partially enhanced by typical blaster feats being usually underpowered or feats that work both ways are usually better suited for controllers.
Empower Spell, Maximize Spell, Widen Spell are all questionable assets at best for your wizard, while the newest pure blast UM addition, Burning Spell, is so ridiculously weak it's not even worth considering. There is not much love for blasters unfortunately.
It's kinda obvious where the love goes, intentionally or unintentionally.
That said you should play what you enjoy the most. If that is a blaster so be it and I hope you can make something out of it. I've given up some time ago.
If you want to create the most effective blaster there is you are doing pretty good actually. Just don't be sad if he's not as effective as a God wizard or whatever we call it now and don't expect him to be a powerhouse.
psionichamster
|
Obviously I like the tripping missile trick.
Combining entangle, knockdown, and possibly slow on several targets at once is nice.
Adding HP damage on top is just icing on the cupcake.
I second the various pit spells. Combine with a monk, fighter, or other movement controller character for fun. For extra points, toss the baddies into a pit, then seal ghetto top with metal/stone/what have you. Jar I'll critter.