| OutsiderSubtype |
Please critique this build. Focus on levels 1 through 11 since all casters get a little nuts after that and don't need that much optimization.
Human
Druid (Menhir Savant)
Wis>Dex>Con>Int>Cha>Str
Traits: Magical Lineage, Some Initiative Booster
For Magical Lineage, I would ask the DM how quickly we will be gaining levels. I would choose Chill Metal if leveling slowly, Flaming Sphere if leveling at moderate rate, and Ball Lightning if leveling quickly.
Feats:
1: Spell Focus (Conjuration), Augment Summoning
3: Rime Spell
5: Natural Spell
7: Dazing Spell
Commentary:
This isn't really about blasting as much as adding control effects to damage spells. Tactics involve adding Rime and Dazing effects to spells like Produce Flame, Chill Metal, Flaming Sphere, Call Lightning, etc.
Why not be a Wiz?
Versatility, flavor, better HD, and Menhir Savant is easy way to get CL buff. I would consider it if I could find an appropriately nature-themed wizard archetype.
Why not be a Sorc or Oracle?
In my experience the delayed spell progression at low levels hurts a lot when you want to use metamagic feats.
Questions:
Domain or animal companion? Concept is definitely more caster but animal companions are nice at low levels. Possible domains are Earth (Cave Subdomain) and Swamp (mainly for the nettle spell at 2nd level, it's a nice blast for that level).
Would some other archetype be better than Menhir Savant?
Would some other feats be better than Spell Focus and Augment Summoning? Summoning rocks later but the duration is awfully low at early levels.
calagnar
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Animal companion get something to ride. So you can be a mounted caster. Using it's movement to keep you out of combat.
My top suggestion is going Sylvan Sorcerer. Even with the delayed progress in spells. There spell list of far better to the Druid spell list for what your trying to do. The extra castings are far more important for blasters then any thing else.
Personally spell casting is the most ineffective way to deal damage in pathfinder. So with out the extra castings from oracle, or sorcerer you will run out of spells fast. I have seen this happen way to many times. Ends the same almost every time. They do well at low level, and after level 5 it's ok. From there it goes down hill. That is just my opinion.
| OutsiderSubtype |
You seem to be missing the point that it's about adding riders to the damage, not about the damage itself.
With Dazing Spell and Rime Spell I can make enemies make saves or suck round after round with Chill Metal, Produce Flame, Call Lightning, etc.
Let me give you an example. Say I choose Magical Lineage (Call Lightning) and Dazing Spell. Now with a level 5 spell slot I can cast a spell that deals a bit of damage and forces an opponent to make a reflex save or be dazed for 3 rounds. And I can do this a number of times equal to my caster level, all without expending any additional spell slots. Compare this to Hold Monster (also a level 5 slot) to realize how good it is.
Or if I did this with Produce Flame, I could be making a ranged touch attack every round for several rounds that deals a bit of damage and forces the opponent to make a will save or be dazed for a round. All with only one level 3 spell slot. And maybe I'm doing the same thing with a Flaming Sphere every round using my move actions.
It's true that I could do much the same thing with a Sorcerer, but there are some disadvantages - delayed spell progression, increased casting time for metamagics, no spontaneous summoning. I think the big disadvantage of the Druid route (which you accurately identify as less casts per day) is made up for by the fact that there are a number of Druid-only spells that affect targets round after round with no additional slots expended.
| Rory |
Animal Companion over domain. A wolf, with readied attack, can be a trip mechanism against anyone that attacks you. Sounds very controlling.
Sickening Spell at level 7 would work well in coordination with your summoned minions. It also comes a level earlier than Dazing Spell.
Aqueous Sphere is fabulous as a control spell (that deals a touch of damage). It goes well with your Spell Focus Conjuration. Consider too that this is a "reflex save" control spell.
Heighten Spell and Preferred Spell means that you can spontaneously cast your Magical Lineage spell. You can place all the meta magic you can on it, never directly memorize it, and sacrifice other spells to cast it. It's a hefty expense in feats, but it can really help your expertise in that control spell you pick.
In order to lengthen summon spells at low level, you could delay augment summoning for Spell Specialization Nature's Summoning I at level 1. That would give you +2 rounds at level 1. You can swap it out to another conjuration spell at later levels. It's not worth it in my opinion, as level 1-2 go by quickly, but it is an option. You can switch it later to spells like Geyser (4th level spell) to add +1d6 damage to it.
Just options... maybe something will be of merit...