| Ellington |
Just creating a place to drop some mechanically interesting or powerful character builds. No fluff, just crunch, so if you're looking for a place to get your backstory evaluated, this ain't it. If you've got some DPR monster or bizarre one trick ponies, bring em on! I'll start things off with something I've been working on.
The Pyromancer
Before we begin, yes, this build will get screwed over by things with fire immunity. If that's a dealbreaker for you, too bad. Anyways, let's get down to business.
Here's what's necessary for the build to work:
Crossblooded archetype (Ultimate Magic)
Wildblooded archetype (Ultimate Magic)
Primal Bloodline (Ultimate Magic)
Draconic Bloodline (any fire) Ultimate Magic
This will give you two arcanas that gives you +1 damage per die rolled when casting fire spells. That means a fireball that normally deals 10d6 damage will deal 10d6+20 damage, or a 40% damage increase without having to resort to metamagic. Pretty impressive. If you add Intensify Spell from the Advanced Player's Guide, you'll be dealing 15d6+30 damage with your fireballs for a 4th level slot, or 82,5 damage on average. Even targets that resist or make their saves against that are gonna get hurt. Not too shabby for area damage.
But what about single target damage? Well, that's even better! A single scorching ray with point blank shot, will deal 4d6+9 damage, or 23 damage on average, before any metamagic. At 11th level, you can cast up to 6 rays a round with quicken spell, or up to around 138 damage a round if you hit with them all. If you empower one of them, that goes up to 159 damage. For an 11th level character, that's a LOT of damage. Sure, some of them could miss, but some of them could be critical hits, too!
Feats that work well with this build are of course metamagic feats, like Empower spell, Intensify spell and Quicken spell. Point Blank Shot and Precise Shot are vital for the ranged touch attacks you'll be using.
The build suffers a bit in utility since crossblooded sorcerers learn one spell less each level, but it makes up for that in pure power. Just don't try it if your GM is going to be having an adventure in the elemental plane of fire.
| Brambleman |
Just creating a place to drop some mechanically interesting or powerful character builds. No fluff, just crunch, so if you're looking for a place to get your backstory evaluated, this ain't it. If you've got some DPR monster or bizarre one trick ponies, bring em on! I'll start things off with something I've been working on.
The Pyromancer
Before we begin, yes, this build will get screwed over by things with fire immunity. If that's a dealbreaker for you, too bad. Anyways, let's get down to business.
Here's what's necessary for the build to work:
Crossblooded archetype (Ultimate Magic)
Wildblooded archetype (Ultimate Magic)
Primal Bloodline (Ultimate Magic)
Draconic Bloodline (any fire) Ultimate MagicThis will give you two arcanas that gives you +1 damage per die rolled when casting fire spells. That means a fireball that normally deals 10d6 damage will deal 10d6+20 damage, or a 40% damage increase without having to resort to metamagic. Pretty impressive. If you add Intensify Spell from the Advanced Player's Guide, you'll be dealing 15d6+30 damage with your fireballs for a 4th level slot, or 82,5 damage on average. Even targets that resist or make their saves against that are gonna get hurt. Not too shabby for area damage.
But what about single target damage? Well, that's even better! A single scorching ray with point blank shot, will deal 4d6+9 damage, or 23 damage on average, before any metamagic. At 11th level, you can cast up to 6 rays a round with quicken spell, or up to around 138 damage a round if you hit with them all. If you empower one of them, that goes up to 159 damage. For an 11th level character, that's a LOT of damage. Sure, some of them could miss, but some of them could be critical hits, too!
Feats that work well with this build are of course metamagic feats, like Empower spell, Intensify spell and Quicken spell. Point Blank Shot and Precise Shot are vital for the ranged touch attacks you'll be...
Won't elemental spell or switching the dragon type give some options or versatility?
| Riku Riekkinen |
Hey, was just the other day thinking this kind of build. Seems you forgot to mention gnomes Pyromaniac Trait, witch gives +1 Caster level
So when normal 6th level wizard does 6d6 with fireball, this kind of specialist does 7d6+14. Also 2d4+4 with Burning hands at the first level would make it viable option as it would actually kill mooks that level.
| Riku Riekkinen |
Oh yeah... thought about fire resistance / immunities also. I don't think switching energy type is a good answer as it costs feat & 1 spell level or bloodline (witch is equally bad. Also chancing the energy type loses the fire bonuses. So my answer would just have support spells in addition to fire spells. When enemies are immune to fire, just bite the bullet and do a bit of support. You won't be as useless as rogue against enemies immune to sneak attack or even paladin against Chaotic Neutral warlord.
| Ellington |
Hey, was just the other day thinking this kind of build. Seems you forgot to mention gnomes Pyromaniac Trait, witch gives +1 Caster level
** spoiler omitted **
So when normal 6th level wizard does 6d6 with fireball, this kind of specialist does 7d6+14. Also 2d4+4 with Burning hands at the first level would make it viable option as it would actually kill mooks that level.
Good catch! Dealing 9 damage in a cone on a failed save is pretty damn impressive at first level.
| meabolex |
Hey, this is my upcoming character! Well, close. I haven't done the whole crossblooded thing. I don't think I'm going to get away with that one. . . maybe (:
When enemies are immune to fire, just bite the bullet and do a bit of support.
Amen.
*CRITICAL* for this build: **Spell Specialization**
1 - Spell Focus
3 - Spell Specialization
4th level -> Draconic bloodline + Pyromaniac + Spell Specialization + Scorching Ray -- 2 4d6+4 rays (spell is treated as caster level 7 for level dependent effects) -- 36 avg. damage
5 - Spell Penetration
6th level -> Fireball -- 9d6 + 9 -- 40.5 avg. damage, 20.25 on a failed save (a normal fireball at this level does 21 avg. damage *on a failed save*.)
7 - Greater Spell Focus
8th level -> Dragon Breath -- 11d6 + 11 = 49.5
9th level -> Craft Rod! focus on getting Rod of Maximize Spell. . .
11th level -> Get Elemental Spell (cold). . .Maximize Rod + Fire Snake -- 84 + 14 = 98
12th level -> Rod of Maximize Spell + Contagious Flame (24 + 4) * 4 = 112
13th level -> Get Quicken Spell through Draconic Bloodline. . . get Intensify Spell. Rod of Maximize Spell + Contagious Flame + (Quicken Spell/Scorching Ray) (24 + 4) * 4 + (4d6 + 4) * 3 = 112 + 54 = 166.
15th level -> Spell Perfection -> Delayed Blast Fireball + (Spell Specialization * 2) + (Quicken Spell/Intensify Spell/Scorching Ray/Maximize Rod) = (20d6 + 20) + (24 + 4) * 4 rays = 90 + 112 = 202 avg. damage
17th level, 19th level -> (Greater) Elemental Focus, get a greater maximize rod.
20th level -> free Intensify Spell + Greater Maximize Rod + (Quicken Spell/Intensify Spell/Dragon Breath) = 150 + 25 + 17d6 + 17 = 251.5 avg damage.