I want to try a blaster


Advice


Yes i know that the batman wizard is regarded as a better choice for wizards and i agree with that but i want to try a blaster but i need a little help because i don't think i have considered everything a blaster should consider.

1) Evoker with admixture focused school.
2) 1 level dip crossblooded (maybe tatoo) sorcerer (draconic and primal)
3) Magical lineage (probably fireball) and magical knack traits (yes i know that i can't take both traits)
4) Focus the 2 bloodlines on one or two elements? and which one(s)?
5) Varisan tatoo?
6) Apart from selective spell which other metamagic feats are good for a blaster and which to have in a rod?
7) Elemental focus feats

Did i forget anything and what can you tell me about the above?

The only thing that i am set on is that the character will be an elf and that his arcane bond will be a bastard sword (probably the DM will allow me to bypass the rule that says that if you don't hold your bond you need a check to cast spells since i take the specific item for story reasons).

25 point buy and 11th or 12th level.


Well, Re: bastard sword the rule isn't even that you have to hold the weapon, you actually have to wield it... I would just take a bonded necklace or something and just have a magical bastard sword myself. (I'm sure you could still work into the storyline just the same, but that's just me)

If you took Primal bloodline you wouldn't be able to be tattooed, since both archetypes replace 9th level power (I assume you actually meant one or the other)

I probably wouldn't take the elemental focus feats myself, as part of the advantage of an admixture evoker is being able to pick and choose what element suits the circumstances.

If you do focus on one element and choose cold, Rime Spell is amazing.

Dazing spell will be totally awesome to have on a rod, Piercing Spell can be good depending a bit on the campaign (generally way better than Spell Penetration+Greater, anyway) If you are boosting your CL with lots of stuff Intensify Spell can be great too (especially if you go with Magical Lineage Fireball)


Thank you for bringing the primal+tattooed issue to my notice, no i was thinking of taking them all (crossblooded with draconic and primal bloodlines and using the tattooed sorcerer archetype in addition), i will bring this to the attention of the DM and ask him if i am allowed to do it since we consider the wildblooded "archetype" as more bloodlines pretty much.

I kinda want to stick with the sword since it is a very important piece of the setting (think elric's stormbringer) and was my previous character's (which died too gloriously to raise him) black blade and i want my wizard (who is the magus' father) to also be bonded with the weapon in some way.

Checking the rime spell....
Yes it looks quite good, but if i read it correctly i can't prepare a rime fireball even if i plan to use my admixture's power to change the element but i can use a rod with that metamagic right?

Yes piercing spell is probably a very good thing even for an elf since the game is filled with demons and the next ~3 levels will be filled with drow and demons. But i ask is it better as a rod or as a feat?

Yes i know about the intsify+magical lineage but thank you for reminding me.

Dazing on a rod or as a feat?

Silver Crusade

This may not be pure "blaster" in flavor, since it's more about battlefield control than damage, but someone in another thread suggested adding the Toppling Spell metamagic feat from Ultimate Magic to Magic Missile. Magic Missile is the stereotypical low level blaster spell, so you'll probably have it anyway, so you may as well try this trick out. Especially if you're starting at higher level, you'll get to try and trip 5 guys at once this way, or get multiple attempts against the same guy (I think?).

Actually, this works with any spell with the force descriptor. I haven't looked through wizard/sorc spells much yet, but maybe someone could suggest other spells it might work with. Those types of spells would probably be blaster type spells, anyway.


@Leo: I'm not sure of the timing of admixture/rods for making something cold, but from what I can it seems like it would work, it says it changes the descriptor, and rime spell needs the descriptor.. but I guess talk to your DM.

There isn't a Piercing Rod already in the game, so you would have to make sure your DM is cool with it. I would definitely go with Rod for Dazing though, as +3 spell level is reaaaally painful. (piercing is only +1, and I believe Rime is either +1 or +2)

@Fromper: It is a very cool trick, but there are really not a lot of other Force spells to combine with it as far as fleshing it out more.. although that doesn't mean it isn't still worthwhile for the MM goodness.


The thing about MM is its auto hit and auto damage and inflicts 5 hits. +3 level also so a level 1 spell looks good for all that.


Half-Orc+Draconic makes a lovely fire blaster.

Elemental Spell [fire] makes a 2nd level Magic Missile that does 1d4+1+1+(1/2 Caster Level) Fire damage per missile.

Taking Magical Lineage [Magic Missile] lets a metamagically enhanced Magic Missile be your first level spell.

Taking Toppling Spell (I'm the one who made the Sorc build Fromper referenced) is a good alternate feat, as is Dazing Spell.

Starsoul doesn't increase your damage on an evocation spell - but does give a nice Dazzled effect to everything that fails the saving throw.


Thank you for telling me about the magic missile things but i don't think i want to use them, they don't feel quite right for the character i have in mind.

@Interzone
I don't think my DM will have a problem with a piercing rod since the price for rods is easily determined and the only reason (that we can think of) that paizo didn't include magic items (like rods for the new metamagic feats) to UM was space and wordcount.
Yes rime is +1.

But i am really torn about which element to chose, fire or cold?


Why not Tattooed Dragon Sorc with Eldritch Heritage feats for Primal?


leo1925 wrote:

But i am really torn about which element to chose, fire or cold?

Fire is the most universally resisted element. Cold would be better, acid isn't bad either.

I would also recommend staying with crossblooded sorcerer instead of multiclassing to Wizard. The higher caster level will help at the lower levels. Also, you can qualify for 4 levels of Dragon Disciple which will give you a bonus to Strength. Also, since your bloodline level is higher than your caster level, you end up getting your bloodline spells when you gain a new level so you aren't out that spell after all.

Since a Bastard Sword is not finessable, the strength bonus will give you a bit more ease in using the backstory piece. If you ever plan on using the sword that is. If you don't want to go that way, the Elven Curve blade is a nice alternative, since it can be finessed.

Dark Archive

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Quote:
I want to try a blaster

I've heard that they are clumsy and random.


Even if you aren't proficient with the bastard sword you can probably wield it untrained as the one handed exotic weapon it is with a -4 to hit... oh drat, you have a -4 to something you're not going to do anyway.


Squawk Featherbeak wrote:
Why not Tattooed Dragon Sorc with Eldritch Heritage feats for Primal?

Eldritch heritage doens't give you bloodline arcana.

Oterisk wrote:
leo1925 wrote:

But i am really torn about which element to chose, fire or cold?

Fire is the most universally resisted element. Cold would be better, acid isn't bad either.

I would also recommend staying with crossblooded sorcerer instead of multiclassing to Wizard. The higher caster level will help at the lower levels. Also, you can qualify for 4 levels of Dragon Disciple which will give you a bonus to Strength. Also, since your bloodline level is higher than your caster level, you end up getting your bloodline spells when you gain a new level so you aren't out that spell after all.

Since a Bastard Sword is not finessable, the strength bonus will give you a bit more ease in using the backstory piece. If you ever plan on using the sword that is. If you don't want to go that way, the Elven Curve blade is a nice alternative, since it can be finessed.

From what i have seen acid is the best element to choose but for some i can't a good character going for acid, acid seems a lot more of an element for the evil.

Lower level? This character is going to start as a 11th or a 12th level character.
No i don't plan to play a sorcerer, and that's because i think that non-human sorcerers are 99% of the times weak arcane casters, surely i will dip one level in order to increase my wizard's power but that's it.

Dark Archive

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leo1925 wrote:
From what i have seen acid is the best element to choose but for some i can't a good character going for acid, acid seems a lot more of an element for the evil.

Acid does intuitively feel like it's associated with entropy, decay, even negative energy and corruption / corrosion, but, in 3.X, there was a decision to associate it with the element of earth.

By twisting that around and tapdancing a little bit, it can be conceived as using the power of the solid and stable and reliable element of earth and stone to *tear the solidity* from something. In some metaphorical fantasy trope, each item could be made out of different concentrations of elemental essence, earth, air, water and fire, and that by decreasing the proportions of 'elemental earth' from a solid object, you cause it to become less solid, and more likely to crumble and decay. Visualizing the 'acid' less as a physical liquid glorping around, and more as the elemental essence of earth steaming out of the afflicted materials, causing them to break down, it can seem more elemental and 'philosophik' and alchemical than 'icky rotting entropy death of the universe.'

Instead of leaving behind steaming sludge, the 'earth-deprived' object instead crumbles to dust. Same mechanical effects as 'acid' in all particulars, but a different philosophic approach and a different visual, and it's less 'slime of corrosion' sounding.

I love the visuals of fire and cold, but they are the most common resistances. Lightning's got a nice visual, as well, but many acid spells have the 'no SR' thing going for them, too.

Force is way cool, if you can research force versions of other spells, like a force version of scorching ray...


BigNorseWolf wrote:

Even if you aren't proficient with the bastard sword you can probably wield it untrained as the one handed exotic weapon it is with a -4 to hit... oh drat, you have a -4 to something you're not going to do anyway.

That.

But more probably i am going to take the heirloom trait. (our group uses the old one)

@Set
Nice try on the acid, and i am moved a little but i am still not going for acid.
Yes i also prefer the visual of electricity but since the game is filled with demons that is thrown out of the window.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
leo1925 wrote:


No i don't plan to play a sorcerer, and that's because i think that non-human sorcerers are 99% of the times weak arcane casters, surely i will dip one level in order to increase my wizard's power but that's it.

That's because you like many others are thinking of sorcerers as spontaneous wizards...they're not. The only advantage being Human gives to the sorcerer are a few extra spells known... And that's only an advantage if you can't wrap yourself around the concept that a sorcerer is not a wizard but a focus mage, and can't pick the spells you need to make that focus work. Properly focused, an Elf sorcerer is a more potent caster than his Human counterpart.


Set wrote:


By twisting that around and tapdancing a little bit, it can be conceived as using the power of the solid and stable and reliable element of earth and stone to *tear the solidity* from something. In some metaphorical fantasy trope, each item could be made out of different concentrations of elemental essence, earth, air, water and fire, and that by decreasing the proportions of 'elemental earth' from a solid object, you cause it to become less solid, and more likely to crumble and decay. Visualizing the 'acid' less as a physical liquid glorping around, and more as the elemental essence of earth steaming out of the afflicted materials, causing them to break down, it can seem more elemental and 'philosophik' and alchemical than 'icky rotting entropy death of the universe.'

Instead of leaving behind steaming sludge, the 'earth-deprived' object instead crumbles to dust. Same mechanical effects as 'acid' in all particulars, but a different philosophic approach and a different visual, and it's less 'slime of corrosion' sounding.

Set, i want to thank you from the bottom of my heart. For as long as 3E has been out, I've been trying to reconcile the association between acid and the element Earth, without much success. But Now i finally have a way of visualizing it and not being frustrated.

I'm playing a blaster sorcerer myself, and went with a focus on Cold because, as has been stated, everything is resistant to fire and electricity. That left acid or cold, and I couldn't deal with acid, so I choose cold. i wish you had posted this a few weeks ago.

But again, thanks a bunch. :)


LazarX wrote:
Properly focused, an Elf sorcerer is a more potent caster than his Human counterpart.

And properly focused, a human sorcerer is just as potent, *and* has a few more spells to use for his concept.

Really, almost every race can make a good sorcerer. the trick, like you said, is picking a concept and running with it. But I can't agree with your elf/human comparison, because each race has advantages over the other; I think that they would come out fairly even.


leo1925 wrote:

Thank you for telling me about the magic missile things but i don't think i want to use them, they don't feel quite right for the character i have in mind.

@Interzone
I don't think my DM will have a problem with a piercing rod since the price for rods is easily determined and the only reason (that we can think of) that paizo didn't include magic items (like rods for the new metamagic feats) to UM was space and wordcount.
Yes rime is +1.

But i am really torn about which element to chose, fire or cold?

If you want to focus on one element, and not acid, go with cold +Rime Spell. I wouldn't focus too heavily though, so you can still be versatile with your Admixture school power.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Sayer_of_Nay wrote:
LazarX wrote:
Properly focused, an Elf sorcerer is a more potent caster than his Human counterpart.

And properly focused, a human sorcerer is just as potent, *and* has a few more spells to use for his concept.

Really, almost every race can make a good sorcerer. the trick, like you said, is picking a concept and running with it. But I can't agree with your elf/human comparison, because each race has advantages over the other; I think that they would come out fairly even.

You're sending a mixed message here. One which is my point that elves do have a bonus of their own which is something to consider as an alternative to the human spell knowledge bonus, and Two the canard that the human additional spell knowledge trumps all others. Which are you subscribing to?


LazarX wrote:
Sayer_of_Nay wrote:
LazarX wrote:
Properly focused, an Elf sorcerer is a more potent caster than his Human counterpart.

And properly focused, a human sorcerer is just as potent, *and* has a few more spells to use for his concept.

Really, almost every race can make a good sorcerer. the trick, like you said, is picking a concept and running with it. But I can't agree with your elf/human comparison, because each race has advantages over the other; I think that they would come out fairly even.

You're sending a mixed message here. One which is my point that elves do have a bonus of their own which is something to consider as an alternative to the human spell knowledge bonus, and Two the canard that the human additional spell knowledge trumps all others. Which are you subscribing to?

I was being a tad snarky in the first bit. My apologies. :)

The second bit was my actually point, that being that human and elf pretty much balance themselves out, although I personally favor human.


leo1925 wrote:
Yes i know that the batman wizard is regarded as a better choice for wizards and i agree /snip

What's a batman wizard? Searched the boards, this conversation is the only thing that comes up.

Liberty's Edge

Wow, It seemes that you're literally using a nearly identical build I just started using 4 weeks back for my buddy's Red Hand of Doom Campaign.
My current build (9th level character)
Gnome - Tattooed Sorceror Crossblooded Orc/Red Dragon 1, Evoker Wizard (Admixture School Archtype) 4, Pathfinder Savant 3, Cyphermage 1
Note: I'd probably wouldn't use Cyphermage in a PFS Game, as the main benifit is x2 scribe scroll. This might also free up Cypher Magic Feat.
Hp 73
AC 10 (this does include his +1 size bonus)
Str 8
Dex (it' at least 9, maybe 8)
Con 16
Int 22
Wis (I really don't remember off the top of my head.)
Cha 11
Gnomish Racial Trait - Pyromaniac +1 caster lvl w/fire spells
Trait - Precocius Adept - Choose 1 0 lvl and 1 1st lvl spell - +1 caster level
Trait - Magical Knack - + 2 Caster level in one class, doe not exceed hit die.
Feats
W - Scribe Scroll (In PFS this would be freed up for Spellfocus)
1 - Spell Focus (evocation)
S - Varisian Tatoo
3 - Bloatmage Initiate
5 - Magical Aptitude
7 - Cyphermage (Replace able if not going Cyphermage route)
9 - Intense Spell
Sorceror Spell (1st level Sorceror)
Burning Hands DC 12 (5d4 +12) (4d4+10 if I change the element)
Wizard Spells - Main Choices
Magic Missle. - Use in conjunction with lesser elemental rod (fire) to make half fire half force and add 5 point fire damage (Now considering Toppling spell...)
Burning Hands - (Intensified) 10d4+22 DC 18(higher DC cast as a wizard)
This is almost more useful to me as my touch attack is low so Scorching ray has a good chance of missing, plus AOE.
Fire Ball - 10d6+22 DC 20 Reflex. Fun! (note: Lower damage by 10 if cast as another element.
Fire Ball - (Intensified) 12d6+24 (incase I don't have another 4th level spell I want to toss.
FireFall - Follow up from your fireball, hit with a much larger radius add blind and catch on fire. Bonus if you use a Fire Elemental as the source then change the damage to cold. 5d6+12 (+7 if cold) DC 21. Less damage, but great for taking on that enemy army.
Vampiric Touch - used in conjunction with lesser fire rod to to half fire half untyped 5d6+12

Pathfinder Savant gives abilities where I can ALWAYS take a 10 on Spellcraft, Knowledge Arcane and Use Magic Device. With the take 10 ability I have a 25 which allows me to use most scrolls, staves and wands that I have access to currently.
I also have the ability to cast any scroll I receive at my caster level.
This is increased by 1 level with Cyphermagic. I carry around scrolls of magic missle and Ear piercing Scream and use them like suger-high addled kidnegartener going through halloween candy when his parents aren't looking. I'm traveling with a cleric or Sarenrae that was scribing scrolls of fireball for himself, but now he just hands them to me. He also gave me a scroll of Flame Strike which will act as a 13th level when I do use it (4 levels higher than our party now)

Cypher Mage was only taken for the ability to scribe 2 scrolls per level. They have a couple other useful abilities, but PF Savant out shines them on the ability to use their caster level.

Finally, Estoric Magic from PF Savant allows me to add spells from other classes to my spell list. Currently took Cure Moderate Wounds, to scribe and carry scrolls of these around for back up healing, and Grace, to allow me to move out of a threatend area and avoid attacks of opportunity. Future spells I'll be looking to add are flame blade, so I can have a little melee back if need be, and Flame Strike. Heal as a 7th level spell, might be expensive, but worth it.

The plan for 11th level is to take another level in Wizard to pick up craft Staff and Staff like wand feats.

Only downside is the loss of a full spell level. I'll still gain access to 9th level spell eventuall, just later, but the effectiveness I am currently enjoying more than makes up for the level loss. Sure more spells could be useful, but I go with the policy of why use 2 or more spells to kill the baddy when you could do it in one?


Thank you all for your help.
I decided to go with fire from both bloodlines (but i understood that cold+rime is probably better) since i wanted (for once) to play a napalm wizard.

Mal-Duroth wrote:
leo1925 wrote:
Yes i know that the batman wizard is regarded as a better choice for wizards and i agree /snip
What's a batman wizard? Searched the boards, this conversation is the only thing that comes up.

You may have seen it as god wizard, it is the wizard who focus on space denial, battlefiend control, buff, debuff and maybe save or suck spells.


leo1925 wrote:

Thank you all for your help.

I decided to go with fire from both bloodlines (but i understood that cold+rime is probably better) since i wanted (for once) to play a napalm wizard.

Mal-Duroth wrote:
leo1925 wrote:
Yes i know that the batman wizard is regarded as a better choice for wizards and i agree /snip
What's a batman wizard? Searched the boards, this conversation is the only thing that comes up.
You may have seen it as god wizard, it is the wizard who focus on space denial, battlefiend control, buff, debuff and maybe save or suck spells.

Oh, okay ty.

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