Blaster Wizards (Evokers) & Sorcerers?


Advice

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I've been reading various guides, like Treantmonk's. It seems that Pathfinder encourages players to play control/buff/summoning wizards. I also saw a poll where Evocation was the least favorite specialization by far. I really want to create an Evoker who is mostly a magical blaster. Is this just an exercise in futility? How about a sorcerer blaster? Is a magical blaster of any sort viable as a party's ranged "striker"?

Sczarni

From my experience, it can be if you pick right choices.

Dark Archive

It's a completely doable thing, but you have to be stingy with your big hitters, and your damage spells aren't really nearly as effective at taking scary badguys out of the picture as other kinds of Wizards/Sorcerers can be.

But if anyone tells you that you can't play an Evoker/Blaster Sorcerer, you tell them to deal with it. Play what you think is fun.

Dark Archive

Malag wrote:
From my experience, it can be if you pick right choices.

So what are the right choices?


carmachu wrote:
Malag wrote:
From my experience, it can be if you pick right choices.
So what are the right choices?

Dazin spell

Anyone who sais evocation or blasting is bad since this feat was introduced in pathfinder has no idea.

If you just want pure dmg though crossblooded sorcerer is the way to go.

Sczarni

carmachu wrote:
Malag wrote:
From my experience, it can be if you pick right choices.
So what are the right choices?

High DC

Lots of +1 to caster level
Versatility such as that from Admixture Wizard.

I am not sure how it works on higher levels, but it can definitely reduce Spell Resistance to dust I believe.


For a magical blaster, I recommend this:

Human Wizard (Evocation [Admixture]) with a single level in Tattooed Crossblooded Sorcerer [Draconic [White]/Orc]

Level 1 feats are:
Spell Focus ([Evocation]—Replacing Scribe Scroll)
Verisian Tattoo ([Evocation] — Tattooed Sorcerer Feat)
Arcane Bond (Wizard starting Feat and Tattooed Sorcerer ability, but they stack)
Spell Specialization ([Burning Hands]—Level 1 Feat)
Alertness (Familiar)

I went with a human for an extra feat and took Irrisian Ice Mage so my damage would be a D4+2 or a D6+2 higher for appropriate spells.

At level 1 with Burning Hands you do 4D4+9 damage, and your damage only becomes better, especially if you start working with Intensify Spell and the Traits Magical Lineage and Spellhunter.

Although you lose a level of spell progression, at character level 6, you'll get access to Fireballs that will be doing 8D6+20 (you've changed Fireball to your Spell Specialization spell at this point). And more if you take Feats like Irrisian Ice Mage and Bloat Mage.


Is it the 'best' choice? No. You cant do as much damage as the big fighter with the big sword. Your area spells can be brutal but it can be a pain to keep from blasting said fighter also. BUT, it is fun to blast. And its not bad per say, just not your best option. For the most part though I'd recommend sorceror over wizard. Take the Crossblood Orc bloodline with one of the draconic bloodlines, and be a half orc. Suddenly your damage spells seem rather brutal.

But your problem will always be longevity. In the end to defeat a days encounters, you have to do X damage if you are focused on damage. A caster has only Y chances (your spell slots for your higher level spells) to do that damage. Most of the time in a 4 or more encounter day, the best designed blaster cannot do X damage. So you still need the fighter type in there to do the rest. Where as with support, the fighter CAN do X damage over the course of the day. He doesnt have Y attempts, he has as many attempts as he can survive.

Thats why control casters are favored in guides. Because if you are just doing damage, even if you succeed, you probably didnt overcome your foes, you just moved them closer to being overcome. Where as if a controller/buffer 'succeeds' chances are it takes just a spell or two to put the party in position to overcome the encounter.


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I made a one-shot sorcerer blaster specializing in evocation and electrical elemental energy. He was scary powerful, able to cast maximized electrical fireballs with a crazy high DC.

Blasting things was pretty much all he did, but he did it so well that I decided to put him out to pasture since the other players felt sort of useless.

In one encounter the rest of the party panicked and ran away. He was the last to leave the room, at a walk, and fired a maximized empowered electrified fireball in the room and killed all but one of the baddies.

"Hey, it's cool. You can come back now."


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Battlefield control is very powerful, but in the end, in most encounters, someone has to kill the monsters.

Pretty much, I find Treatmonk to be incorrect on tactics, he hies back to 3.5 too much. He thinks in-combat healing is always a bad move, he believes in a super min/max builds, etc. (But he writes very well).

I’d say a blaster build is fine, but it is at it’s best if there’s another Spellcaster that then does the control/buffing spells.


Dubious By Name wrote:

Spell Focus ([Evocation]—Replacing Scribe Scroll)

Is there something rule-wise that allows this? I see it done in a fair number of builds.


BuzzardB wrote:
Dubious By Name wrote:

Spell Focus ([Evocation]—Replacing Scribe Scroll)

Is there something rule-wise that allows this? I see it done in a fair number of builds.

In PFS crafting isn't allowed. So a wizard replaces scribe spell with spell focus. And if it's not PFS, it would be a house rule.


Some Random Dood wrote:
BuzzardB wrote:
Dubious By Name wrote:

Spell Focus ([Evocation]—Replacing Scribe Scroll)

Is there something rule-wise that allows this? I see it done in a fair number of builds.
In PFS crafting isn't allowed. So a wizard replaces scribe spell with spell focus. And if it's not PFS, it would be a house rule.

Well there you go, mystery solved. Thanks mate.


The guide for Sorcerers, found here, has plenty of ways to make blasting fun.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
VerdantSF wrote:
I've been reading various guides, like Treantmonk's. It seems that Pathfinder encourages players to play control/buff/summoning wizards. I also saw a poll where Evocation was the least favorite specialization by far. I really want to create an Evoker who is mostly a magical blaster. Is this just an exercise in futility? How about a sorcerer blaster? Is a magical blaster of any sort viable as a party's ranged "striker"?

It may not fit someone's definition of optimal. But it doesn't mean that it can't be fun to play or pull it's weight. As long as you accept that some choices close off others.

Silver Crusade

Taking one level of Crossblooded Sorcerer (Draconic, Orc) and grabbing the trait Havoc of the Society will net you a +3 on all damage types of your chosen (single) element. It makes a huge difference.


Agree with what's above but I would add that at some levels the communal spells are going to be better than almost any blaster. As such I personally advocate keeping one that is keyed to what u expect to face around for emergencies. And don't forget, u can do damage without spells so don't feel u need to spend a spell on someone near dead.

Silver Crusade

Check out brewers guide to the blockbuster wizard.
I am playing a 1 level crossblooded green dragon/orc and 13 levels of admixture wizard and am having a great time.

Traits magical lineage(fireball), varasian tattoo(fireball)

feats

S1 eschew materials, improved initiative
W1 Spell focus(evo)
W2 Varaisian tattoo(evocation)
W4 Heighten spell
W5 Empowered spell
W6 Intensified Spell
W8 Maximize Spell
W10 Spell Penetration, Quicken Spell
W12 Greater Spell Penetration
W14 Spell Perfection(fireball), Penetrating Spell
W15 Greater Spell Focus

Have Fun!


So, I like to make blasters that specialize on something like, fireball.

Wizards I tend to go Admixture so I can add things like Rime Spell to my fireball.

On Sorcerers, I prefer to Take Elemental Focus since it stacks with Spell Focus, and get even higher DCs. Elemental Spell lets you change the energy type, without changing the descriptor, which means you can keep your higher DCs and don't have to worry about pesky immunities and resistances.


In my opinion there are 2 ways to do a blaster wizard/sorcerer.

1. AOE blaster: Pump your DC through the roof and nuke things with spells like Fireball, Chain Lightning, Delayed Blast Fireball and such.

2. Targeted Blaster: Throw Spells with no save, so who cares what the DC is, you can also throw spells that ignore Spell Resistance. Or as I like to call it. "Do not give the DM a chance to lie about dice rolls."

I personally like the targeted blaster to eliminate the opponent getting a roll.


My blaster:

Human Draconic(fire) Tattooed Sorcerer
Cha:20
Int:13
Str:7
Dex, Con, Wis: balanced for saves with leftover points
Traits: Magical Lineage: Fireball, one other. (Diplomacy is nice)
Preferred Class: +2 hp, then all spells
Human Feat: Spell Focus Evocation
Tatooed Feat: Magical Tattoo (Evocation)
1st: Spell Specialization (Burning hands, switch to fireball at lvl6)
3rd: Greater Spell focus (Evocation)
5th: (Intensify Spell)
7th: Spell penetration
9th: Dazing Spell
11th: Empower spell
Bloodline 13th: Quicken spell
13th: Greater Spell penetration
15th: Spell perfection (Fireball)

Hilights: At level 1, burning hands does 4d4+4 at DC 17 and kills everything
At level 5, Burning hands does 8d4+8 at DC 18 when intensified and you have a load of other spells to use. I like Enlarge, Frost fall, and mount a lot.
At level 10,fireball can daze at DC 21 with +15 to penetrating spell resistance or intensify to 13d6+13
At level 15, use spell perfection to toss an empowered intensified dazing fireball for 22d6+22. Use a maxamize rod for laughs. Then follow up with a quickened one.
Metamagic rods to get are selective, elemental(ice), and maximize.

I'm playing exactly this build, just found a lesser rod of quicken at level 8, and am going to break the entire next module of our AP.
Draconic bloodline gives you some nice utility abilities, and the tattooed archtype gets you a familiar and a few extra spells per day.
If you meet a fire immune enemy at level 10, you have 32 spells besides fireball and burning hands to hit them with.


I agree with a great deal withbfobar, but I would reccomend a two level dip into diabolist (you need to be ln, and have summoned a feind with a scroll) do this asap then you get hellfire bypass fire immunity/resistance cha mod times per day! the main drawback for being a blaster is gone! Also you don't have to be draconic, the extra damage is nice, but not absolutely nessesary.

I don't know if diabolist is pfs legal, you would have to check

[edit] I looked it up, it's legal


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Brewer's Guide to the Blockbuster Wizard is a nice guide to building blasters.


These days you can even play a blaster cleric, thanks to the Theologian archetype. Take Arson Domain, now you can prepare Burning Hands, Flaming Sphere, Fireball, etc..

Go human, take Spell Focus-Evocation, Spell Specialization-Burning Hands, and the Gifted Adept trait. 4d4 burning hands at first level, and you've got Cleric AC and hit points to actually survive casting that close up.


Focus on Ice, take rime spell, dip crossblooded sorc and take marid or rime-blooded - a little less damage but you gain more controll what is just great or you can cold-blast all day. Add dazing sometime and also pick snowball for single-target-stuff. You will have good damage and good controll. Add some of those cool ice spells, dazing spell of course and take all those 4 DC-increasing fetas.

a really, really "cool" and versatile blaster build!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

There's an arson domain!? ❂.❂


It's a Fire subdomain that a single goblin deity grants.

Tin Foil Yamakah wrote:

I am playing a 1 level crossblooded green dragon/orc and 13 levels of admixture wizard and am having a great time.

Traits magical lineage(fireball), varasian tattoo(fireball)

Tin Foil Yamakah, can you point me at that varisian tattoo trait? I'm only aware of the varisian tattoo feat.

Silver Crusade

The spirit of the game is play what you enjoy. If you want to blow things up, do it! As Treatmonk says, sure Haste deals more damage over time, but you know what else does? Your enemies! Blow them to smithereens first. Plus, you chose this RPG because some small part of you loves the roll of dice. The pitter-patter of ten d6s dropping to the tabletop is much more satisfying than handing another player a condition card.

I'm GMing a campaign with an 8th level evoker, and he's been solid. The players adapt to one another's combat styles, and they know he's their go-to man for pesky fliers, incorporeal attackers, and mass of minions who hit hard but die easy. With the greensting scorpion, he's generally a lock to go first and set the stage.

Since 3rd edition and Pathfinder, he's the first Evoker I've gamed with, and it's refreshing and nostalgic (referring to 2nd edition wizardry).


Also, if you want to cast haste, you can get it on a wand and it is probably just as good as casting it yourself. Hell, have your familiar use the haste wand while you do something useful like blow up all the mooks.

Silver Crusade

This is totally the guide to start with, if you want to create a blaster caster:

demontroll wrote:
Brewer's Guide to the Blockbuster Wizard is a nice guide to building blasters.


VerdantSF wrote:
I've been reading various guides, like Treantmonk's. It seems that Pathfinder encourages players to play control/buff/summoning wizards. I also saw a poll where Evocation was the least favorite specialization by far. I really want to create an Evoker who is mostly a magical blaster. Is this just an exercise in futility? How about a sorcerer blaster? Is a magical blaster of any sort viable as a party's ranged "striker"?

Clerics make the best blasters!

Check 'divine scion' prestige class!!


bfobar wrote:

My blaster:

Human Draconic(fire) Tattooed Sorcerer
Cha:20
Int:13
Str:7
Dex, Con, Wis: balanced for saves with leftover points
Traits: Magical Lineage: Fireball, one other. (Diplomacy is nice)
Preferred Class: +2 hp, then all spells
Human Feat: Spell Focus Evocation
Tatooed Feat: Magical Tattoo (Evocation)
1st: Spell Specialization (Burning hands, switch to fireball at lvl6)
3rd: Greater Spell focus (Evocation)
5th: (Intensify Spell)
7th: Spell penetration
9th: Dazing Spell
11th: Empower spell
Bloodline 13th: Quicken spell
13th: Greater Spell penetration
15th: Spell perfection (Fireball)

Hilights: At level 1, burning hands does 4d4+4 at DC 17 and kills everything
At level 5, Burning hands does 8d4+8 at DC 18 when intensified and you have a load of other spells to use. I like Enlarge, Frost fall, and mount a lot.
At level 10,fireball can daze at DC 21 with +15 to penetrating spell resistance or intensify to 13d6+13
At level 15, use spell perfection to toss an empowered intensified dazing fireball for 22d6+22. Use a maxamize rod for laughs. Then follow up with a quickened one.
Metamagic rods to get are selective, elemental(ice), and maximize.

I'm playing exactly this build, just found a lesser rod of quicken at level 8, and am going to break the entire next module of our AP.
Draconic bloodline gives you some nice utility abilities, and the tattooed archtype gets you a familiar and a few extra spells per day.
If you meet a fire immune enemy at level 10, you have 32 spells besides fireball and burning hands to hit them with.

Slight amendment - Burning Hands does 4d4+1 at 1st level as spell specialisation only increases the variable aspects of the spell (i.e. the dice). Reduce the other level variable stuff accordingly.


Dubious By Name wrote:

For a magical blaster, I recommend this:

Human Wizard (Evocation [Admixture]) with a single level in Tattooed Crossblooded Sorcerer [Draconic [White]/Orc]

Level 1 feats are:
Spell Focus ([Evocation]—Replacing Scribe Scroll)
Verisian Tattoo ([Evocation] — Tattooed Sorcerer Feat)
Arcane Bond (Wizard starting Feat and Tattooed Sorcerer ability, but they stack)
Spell Specialization ([Burning Hands]—Level 1 Feat)
Alertness (Familiar)

I went with a human for an extra feat and took Irrisian Ice Mage so my damage would be a D4+2 or a D6+2 higher for appropriate spells.

At level 1 with Burning Hands you do 4D4+9 damage, and your damage only becomes better, especially if you start working with Intensify Spell and the Traits Magical Lineage and Spellhunter.

Although you lose a level of spell progression, at character level 6, you'll get access to Fireballs that will be doing 8D6+20 (you've changed Fireball to your Spell Specialization spell at this point). And more if you take Feats like Irrisian Ice Mage and Bloat Mage.

I am confused by your level 1 calculation. it looks like you are getting 2 levels at level 1?

Also some DMs may look down on this kind of Powergaming even if it can be fun.
So to the OP findout what kind of Optimisation level your GM expects and use your own good sense and pehaps somthing like Brewers guide in the link above to start you off.


Crossblooded and tattooed sorcere.r do not stack (per both modifying bloodline powers at level 1). I have a mystic theurge specialized in conjuration and I'm looking forward to my evoker.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
insaneogeddon wrote:

Clerics make the best blasters!

Check 'divine scion' prestige class!!

Just looked at it. What's so great about it exactly?

It certainly makes for a strong blaster, but I fail to see how it makes "the best" blaster.


Pathfinder Adventure Path Subscriber
Ravingdork wrote:
insaneogeddon wrote:

Clerics make the best blasters!

Check 'divine scion' prestige class!!

Just looked at it. What's so great about it exactly?

It certainly makes for a strong blaster, but I fail to see how it makes "the best" blaster.

Not sure. Clerics have more inherent survivability (armor, healing, hit points) perhaps? channeling builds can be quite powerful as channeling being a (Su) bypasses many issues such as Silence, Spell Resistance and so forth. There are also a few elemental divine builds...not sure what the poster meant without specifics.

As for the sorcdip/wiz builds...they work if you aren't starting at level 1...but I find I like getting spell access sooner. I'd rather be casting an Empowered Fireball (wiz5, magical lineage+wayang spellhunter, spell specialization) at level 5, then a pumped up Burning Hands (src1/wizx). And against the pure sorc, the wizard has elemental(any) substitution on the fly and possibly a higher caster level for bypassing SR because the wiz has more feats to work with. YMMV of course.

RPG Superstar 2012 Top 16

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Blasters are 'not good' because, unlike a controller build, you MUST have the requisite build in place.

Let me put it this way: ANYONE can be a buffer/controller. Buffers and controllers frequently don't have to mess with Spell Resistance, Elemental Resistance/Immunity, or even saving throws. They drop in creatures, walls, cast buffs, move stuff here and there.

Their power is in the SPELLS. A 'God' Wizard needs only the right spells and playstyle, and literally can have NO FEATS and do his job just dandy.

a Blaster MUST have the right feats. You simply can't make direct damage work without increases in damage, increases in caster level, and the ability to switch elements.

BFOBAR: Metamagic'd spells are considered spells of the higher level when using Rods. So you can't use an Intensified Empowered Fireball with a lesser quicken Rod, it's considered a 6th level spell (you have to use the slot it's cast from as the qualifier for the Rod). This was a new FAQ ruling to cut down on Metamagic abuse.

Blasters are HARD TO BUILD - they eat every precious feat that you have.

But guess what?

A blaster wizard can turn around and change his load out, and guess what? He can play 'god'. All he needs is the spells to play god.

No God Wizard can turn around and be an effective blaster. They don't have the build to do it.

And you know something? The best way to control a battlefield is to make all the enemy suddenly and abruptly dead. And the Blaster is definitely the wizard for that.

==Aelryinth


Wasum wrote that there were 4 dc increasing feats, I know spell focus, what are the other 3?

Liberty's Edge

Greater spell focus, elemental focus, greater elemental. Then there bloat Mage initiate, perfect spell doubles it all for +10 DC of a spell


Ravingdork wrote:
insaneogeddon wrote:

Clerics make the best blasters!

Check 'divine scion' prestige class!!

Just looked at it. What's so great about it exactly?

It certainly makes for a strong blaster, but I fail to see how it makes "the best" blaster.

To me, it looks like wasting two feats to get the +1 damage / die against one alignment subtype. I guess it might be worthwhile for a Fire Domain Theologian in a worldwound campaign, but generally I just don't see a blasting focused cleric having the feats to spare; especially Iron Will.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Aelryinth wrote:

Blasters are 'not good' because, unlike a controller build, you MUST have the requisite build in place.

Let me put it this way: ANYONE can be a buffer/controller. Buffers and controllers frequently don't have to mess with Spell Resistance, Elemental Resistance/Immunity, or even saving throws. They drop in creatures, walls, cast buffs, move stuff here and there.

Their power is in the SPELLS. A 'God' Wizard needs only the right spells and playstyle, and literally can have NO FEATS and do his job just dandy.

a Blaster MUST have the right feats. You simply can't make direct damage work without increases in damage, increases in caster level, and the ability to switch elements.

BFOBAR: Metamagic'd spells are considered spells of the higher level when using Rods. So you can't use an Intensified Empowered Fireball with a lesser quicken Rod, it's considered a 6th level spell (you have to use the slot it's cast from as the qualifier for the Rod). This was a new FAQ ruling to cut down on Metamagic abuse.

Blasters are HARD TO BUILD - they eat every precious feat that you have.

But guess what?

A blaster wizard can turn around and change his load out, and guess what? He can play 'god'. All he needs is the spells to play god.

No God Wizard can turn around and be an effective blaster. They don't have the build to do it.

And you know something? The best way to control a battlefield is to make all the enemy suddenly and abruptly dead. And the Blaster is definitely the wizard for that.

==Aelryinth

I was about to respond with "Blasters can be effective controllers, but the reverse isn't true"--then I read the second half of your post... :P


Ravingdork wrote:
Aelryinth wrote:

Blasters are 'not good' because, unlike a controller build, you MUST have the requisite build in place.

Let me put it this way: ANYONE can be a buffer/controller. Buffers and controllers frequently don't have to mess with Spell Resistance, Elemental Resistance/Immunity, or even saving throws. They drop in creatures, walls, cast buffs, move stuff here and there.

Their power is in the SPELLS. A 'God' Wizard needs only the right spells and playstyle, and literally can have NO FEATS and do his job just dandy.

a Blaster MUST have the right feats. You simply can't make direct damage work without increases in damage, increases in caster level, and the ability to switch elements.

BFOBAR: Metamagic'd spells are considered spells of the higher level when using Rods. So you can't use an Intensified Empowered Fireball with a lesser quicken Rod, it's considered a 6th level spell (you have to use the slot it's cast from as the qualifier for the Rod). This was a new FAQ ruling to cut down on Metamagic abuse.

Blasters are HARD TO BUILD - they eat every precious feat that you have.

But guess what?

A blaster wizard can turn around and change his load out, and guess what? He can play 'god'. All he needs is the spells to play god.

No God Wizard can turn around and be an effective blaster. They don't have the build to do it.

And you know something? The best way to control a battlefield is to make all the enemy suddenly and abruptly dead. And the Blaster is definitely the wizard for that.

==Aelryinth

I was about to respond with "Blasters can be effective controllers, but the reverse isn't true"--then I read the second half of your post... :P

And I do have a soft spot for Lingering Spell...


strayshift wrote:
bfobar wrote:

My blaster:

Human Draconic(fire) Tattooed Sorcerer
Cha:20
Int:13
Str:7
Dex, Con, Wis: balanced for saves with leftover points
Traits: Magical Lineage: Fireball, one other. (Diplomacy is nice)
Preferred Class: +2 hp, then all spells
Human Feat: Spell Focus Evocation
Tatooed Feat: Magical Tattoo (Evocation)
1st: Spell Specialization (Burning hands, switch to fireball at lvl6)
3rd: Greater Spell focus (Evocation)
5th: (Intensify Spell)
7th: Spell penetration
9th: Dazing Spell
11th: Empower spell
Bloodline 13th: Quicken spell
13th: Greater Spell penetration
15th: Spell perfection (Fireball)

Hilights: At level 1, burning hands does 4d4+4 at DC 17 and kills everything
At level 5, Burning hands does 8d4+8 at DC 18 when intensified and you have a load of other spells to use. I like Enlarge, Frost fall, and mount a lot.
At level 10,fireball can daze at DC 21 with +15 to penetrating spell resistance or intensify to 13d6+13
At level 15, use spell perfection to toss an empowered intensified dazing fireball for 22d6+22. Use a maxamize rod for laughs. Then follow up with a quickened one.
Metamagic rods to get are selective, elemental(ice), and maximize.

I'm playing exactly this build, just found a lesser rod of quicken at level 8, and am going to break the entire next module of our AP.
Draconic bloodline gives you some nice utility abilities, and the tattooed archtype gets you a familiar and a few extra spells per day.
If you meet a fire immune enemy at level 10, you have 32 spells besides fireball and burning hands to hit them with.

Slight amendment - Burning Hands does 4d4+1 at 1st level as spell specialisation only increases the variable aspects of the spell (i.e. the dice). Reduce the other level variable stuff accordingly.

nope. Draconic bloodline adds +1 damage per dice. 4d4 means +4

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Spell Specialization: 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.

Burning hands: Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).


Aelryinth wrote:

Blasters are 'not good' because, unlike a controller build, you MUST have the requisite build in place.

Let me put it this way: ANYONE can be a buffer/controller. Buffers and controllers frequently don't have to mess with Spell Resistance, Elemental Resistance/Immunity, or even saving throws. They drop in creatures, walls, cast buffs, move stuff here and there.

Their power is in the SPELLS. A 'God' Wizard needs only the right spells and playstyle, and literally can have NO FEATS and do his job just dandy.

a Blaster MUST have the right feats. You simply can't make direct damage work without increases in damage, increases in caster level, and the ability to switch elements.

BFOBAR: Metamagic'd spells are considered spells of the higher level when using Rods. So you can't use an Intensified Empowered Fireball with a lesser quicken Rod, it's considered a 6th level spell (you have to use the slot it's cast from as the qualifier for the Rod). This was a new FAQ ruling to cut down on Metamagic abuse.

Blasters are HARD TO BUILD - they eat every precious feat that you have.

But guess what?

A blaster wizard can turn around and change his load out, and guess what? He can play 'god'. All he needs is the spells to play god.

No God Wizard can turn around and be an effective blaster. They don't have the build to do it.

And you know something? The best way to control a battlefield is to make all the enemy suddenly and abruptly dead. And the Blaster is definitely the wizard for that.

==Aelryinth

Good to know about the faq. I guess I'll just have to drop other quickened spells. :-)

Also, I agree with your view that a blaster can also cast the god spells. I think the big tradeoff is that the treantmonk god wizard will have solid defenses from the extra feats to burn while the blaster is very glass cannon.
I don't think mine has ever made a saving throw, and she takes a hit about as well as a wet paper bag. My biggest drop in combat effectiveness is having to frequently use the withdraw action and leave the fight for a round while self buffing, healing, or just getting out of the melee.


Note: looking at it, with magical lineage's -1 level adjustment, intensified empowered fireballs would only be level 5. Intensified only fireballs would still be level 3. I can still quicken those. Boomtime is still an option!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Could you give me a direct link to that FAQ please?


Pathfinder Adventure Path Subscriber
bfobar wrote:
Note: looking at it, with magical lineage's -1 level adjustment, intensified empowered fireballs would only be level 5. Intensified only fireballs would still be level 3. I can still quicken those. Boomtime is still an option!

That FAQ ruling I could not find by the way. Unless it was an extension of a ruling regarding Pearls of Power which refers to effective slot to cast with as the level determiner for concentration checks, PoP, etc? If that is the case, you may opt to double up on traits.

With Magical Lineage and Wayang Spellhunter still stacking a Wiz 5 can cast Empowered Fireballs. So go ahead and slap on a lesser metamagic rod for now...


Blasters are fun to play but they really depend on GM playstyle. If your GM plays with a ton of mooks that can be fried with various blast effects they do pretty well but if you GM uses a small number of really tough monster with lots of defenses and HPs then blasters tend to struggle because they simply have a hard time keeping up with the high single-target DPR that high-end martial types can do.

The optimal encounter design seems to be a mix of weaker mobs that go down quick to AoE spells anchored by a limited number of high HP, high defense monsters that Fighters and Single-target casters excel at handling.

RPG Superstar 2012 Top 16

It came second hand, I don't reference the FAQ much, but it caused much moaning from those of us that thought it was mega cool to Meta a FIreball to the moon and then use a Lesser Rod to maximize or Quicken it...

Anyone have a link to it?

===Aelryinth

RPG Superstar 2012 Top 16

http://paizo.com/threads/rzs2nn33&page=3?Evocation-optimization#144

Here's the link to the "Blaster Mage" build worked out by the boards, which I keep handy for just these circumstances.

Just favorite it and refer back to it for build clues.

==Aelryinth

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