Raising spell DCs, plus miscellanous blaster optimization


Advice


I'm going to be a sorcerer starting at level 16. If anything I've got so far looks dubious by RAW please say so. Otherwise, I'm looking for additional things that could boost save DCs. Persistent spell is already in use (with magical lineage).

First, raising charisma:
18 base
2 racial (ifrit)
2 fire elemental bloodline (effectively)
6 enhancement
4 leveling (starting at 16)
3 venerable
2 succubus
5 inherent
42, modifier of 16

For save DCs:
13 base for a level 3 spell
16 ability mod
1 familiar activating wand of arcane concordance
4 spell focus and greater with spell perfection
2 arcane bloodline (crossblooded with elemental)
2 heighten (unable to go further due to spell perfection wording)
1 trait (outlander, lore seeker)
39 save DC

The spell I'm upping the DC for is pellet blast. This is because there's very few (or none?) things outright immune to piercing damage, and thus they'll be subject to the effects of dazing spell. I'd be willing to switch to a different spell that offered no SR and has a wide area if it could have elemental focus (and greater) applied to it, and reliably affect anything, whether by doing 1 point of damage or succumbing to something else to trigger dazing spell. Reflex save based spells are preferable, that seems to be the most common weak save. The spell must be 5th level or below, due to dazing and persistent causing spell perfection to chafe at the level 9 cap.

However, the metamagic master trait is being used for intensify spell, to ensure the spell does enough damage to break through DR. I don't like taking this feat, however. Is there another way to reliably make sure the spell will punch through DR, or otherwise always make victims subject to daze? I would love to drop intensify spell and replace it with something else, and also reassign metamagic master.

Geyser is a spell I'd consider replacing pellet blast with, for instance, but it does piddly damage, so I'm not sure how I'd make it so that it could affect creatures with even meager amounts of elemental resistance. Something like the havoc of the society trait would work, though I can't take it with magical lineage, as they're in the same trait category.


Consider switching to Geyser, switching magical lineage for havoc of the society, and being an Aquatic Bloodline Seeker Archetype.
You will lose 4 charisma and +2 save DC from your arcane bloodline.
Geyser is a fire spell, which means you benefit from elemental focus and greater elemental focus, which thanks to spell perfection provide +4 to your DC, bringing you back to where you started.

But the kicker is that Seeker's 15th level ability reduces the cost of metamagic by 1 when you apply them to your bloodline powers, and Geyser is a bloodline power. In fact you get it as a 4th level spell, just like a druid.

If you add Focused Spell you'll get another +4 DC against one target for +0 spell level.
You can add Persistent Spell for 2 rolls-per-damage for +1 spell level.
You can add Burning Spell for double the damage opportunities (and thus double the rolls) for +1 spell level.
Dazing only costs you +2 spell level now.
Finally, you can Heighten spell for +2, at the cost of +1 spell level.
Geyser 4 + Dazing 2 + Persistent 1 + Burning 1 + Heighten 1 + Focused 0 = Level 9 spell that costs a level 7 slot.

The DC for this spell is now 45 for one target, and 41 for all others.
Using the highest Paizo-printed reflex save of +23, the focused target (who by the way can be anyone, not just the person in the 5ft square) has a 5% chance to save, and everyone else has a 15% chance to save.
Each target must save twice whenever they take damage, which is once on the first round and twice at the start of every subsequent round (due to geyser's ongoing damage and burning spell). That means .05^6 and .15^6 chance to save, respectively. And your daze lasts 6 rounds.

True, geyser does have limits on its 50ft radius potential. But a wand of widen spell means that you'll have 5ft radius for every 5ft of ceiling. You'll almost always have at least 10ft of clearance when fighting anything larger than medium, which means at least a 10ft radius, more than enough to cover any doors.
Oh, and you can take Selective Spell (again at +0 cost!) to keep 14 of your closest friends safe from your stun.

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