Which caster?


Advice


So it comes to me yet again to build the party arcane user(I actually enjoy it so it works) and I have been tasked with an Int based caster for carrion crown(I have already played this through with another group and the GM is aware of this). The last time I used a master summoner. Anyway this time I want a versatile blaster and was leaning toward sage blooded sorcerer with the varisian tattoo variant, any suggestions? I am trying to avoid witch and wizard, they are too easy and I also just played a necromancer to level 16 in a legacy of fire campaign.


Maybe seeking more feat ideas and spell suggestions? I have read the guides, looking for more tips and tricks.


Have you thought about mindchemist... not really a caster but they are alot of fun


If your going the evoker route metamagic, raising DCs/CL, and reducing the cost of metamagic can be a pretty powerful boon. Evokers can devastate the field and their foes with abilities such as Rime or Dazing.

Edit: Also, don't forget you can still take a few spells outside of your school for variety. Controlling the battlefield and buffing allies is always appreciated.


at some point, i plan on writing a "the myth about evokers: they dont really suck" article soonish, but personally i really like playing evoker wizards

build usually looks something like:

Admixture Subschool
traits: magical lineage(evocation spell of choice, usually fireball), something that gives +2 inititative

stats: max INT, do what you can with DEX, make sure CON ends up a 12 or better, ignore all else if need be

feats:
1) Improved Initiative; Scribe Scroll
3) Spell Focus(Evocation)
5) Spell Specialization(fireball); Rime Spell
7) Spell Penetration
9) Greater Spell Specialization
10) Dazing Spell
11) Greater Spell Focus
13) Intensified Spell
15) Spell Perfection(fireball); Quicken Spell
17) Greater Spell Penetration
19) Feat
20) Immortality

the build starts out at early levels utilizing Rime Spell as a curtain opener to hit the big group of enemies with a frozen AoE (usually an admixed firball) that freezes them in place and buys the team 3 turns to position themselves, get early shots in, or buff

you absolutely need to invest in a metamagic rod of rime spell for this to work 100% legally, otherwise there is a legal case below on preparing it:

Spoiler:

the books give examples of 'pointlessly' preparing spells with metamagic feats that would not normally affect them. the one that i can think of is preparing a maximized divine favor, and the book saying that it can be done, but maximizing will not have any effect on the divine favor spell itself, even though you raised its spell level.

using that as precedent, it can be inferred that one could prepare a fireball with Rime Spell on it, even though it would not be affected, once you use the admixture school power to change the descriptor and energy type, it will become legal for rime's effect to work. this has shaky logic behind it, i have yet to have a DM tell me no, but that's just my personal experience, and i would not bank on it working for something like PFS.

the other way is to spontaneously apply your school power AND apply your metamagic rod of Rime Spell at the same time, this is 100% legal and can be used in PFS

after you get the main fireball out of the way, do all your summoning, greasing, and pit creating that you would normally do as a god wizard

you're still a wizard, and you job is not, and never was, to kill things
your job is to make it easier for your party to kill things, and nothing makes that easier than making everything out there one-shotable by throwing an AoE at them first

naturally you can do this with something other than fireball, its just a classic

best races are elf, emberkin aasimar, human, samsaran, and ratfolk

you will want a compsognathus familiar for the added initiative, and if you are an elf, give up weapon familiarity and take the fleet-footed variant that gives another bonus to initiative

as an evoker, you can easily ahve a +15 initiative at lvl 1

Grand Lodge

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Sage Sorcerer.

Where is the restriction coming from that you must be intelligence based, and an Arcane caster?

Is it from you?

Is it from others?

Why?


blackbloodtroll wrote:

Sage Sorcerer.

Where is the restriction coming from that you must be intelligence based, and an Arcane caster?

Is it from you?

Is it from others?

Why?

I had an alchemist that "died"(actually we used the harrow deck and I drew 5 really good cards and way broke my character, to where I don't want to play him, not a big deal I have character ADD) anyway, we have an oracle and a monk with obscene wisdom. I was asked to make an Int based arcane caster.


Admixture evoker 3/dual blooded sorc1(orc and dragon)/dual cursed winter oracle(you can take a variety of curses haunted and legalistic work well)

Take magic knack wayang spellcastor burning hands as traits

Spell Specialization burning hands
rhime spell
extra reveletion misfortune
wand of intensify

Admixture your burning hands to cold to cast a rhimed burning hands that does 7d4 +15 damage that entangles, and if they fail the save slows as well.

So wham 15 foot cone you fail your save you get one action and a movement of like 5 feet(which you can misfortune to make them try it twice). Plus the next one you hit them with their save is 3 less(2 less if they make the first).

Plus the damage is nice too.

You could also just intensify the burning hands instead too. You have an extra feat i fyou play human.

As an orc bloodline you get darkvision.

Here you do not need a great iniative since they have to come to you.


Yeah I have seen the hop around build, while optimal I would rather a full sorcerer or wizard build.

Lantern Lodge

Sadly the only Option for what u want from OP is Sage Wildblood. If ur gonna go Wizard take a look at the Shadowcaster Archetype.


If you want an interesting combo try envious-urge followed by Vengeful outrage

Grand Lodge

Yes.

I get that you were asked.

My question, is why it must be arcane, and why it must be intelligence based?


If your GM lets you, play the spellslinger wizard. I know you didnt want to play a wizard, but I figured it was differnt enough, that it could still be fun.


Oh and for a sage blaster go human for the bonus spells known then here's some feat suggestions
H: Elemental Focus (Fire)
1: Greater elemental Focus (Fire)
3: Spell penetration
5: Maximize spell metamagic
7: Elemental Spell Ice metamagic
7B: Spell Focus (Evocation)
9: Greater Spell Focus (Evocation)
11: Greater Spell penetration
13: Quicken Spell metamagic
13B: Improved initiative
15: Spell perfection (Sirocco)
17: Spell perfection (Fireball)
19: feat
19B: feat
20: feat

Now you have Sirocco for fort saves and Fireball for reflex saves, with Spell perfection doubling the bonuses given by feats you have +16 to the DC of both spells and +8 on caster level checks for spell resistance, plus a further +2 to the DC from your level 15 bloodline ability, you can quicken fireball for free and still maximize it if you want, then you can maximize sirocco for free in the same turn.

There are enough fire spells out there you don’t need elemental spell fire metamagic, much better to get something else (like ice) so if you run into something immune to fire you can still take advantage of the spell perfections on sirocco and fireball while dealing ice damage.

Note: Spell focus specifically says it doesn’t stack with spell focus and elemental focus specifically says it doesn’t stack with elemental focus, but both are unnamed bonuses so as they don't say otherwise, they do stack with each other


So as far as items go, I was thinking of a few metamagic rods of element(electricity and cold), stunning, empower, maximize and quicken if I can get a hold of them.


blackbloodtroll wrote:

Yes.

I get that you were asked.

My question, is why it must be arcane, and why it must be intelligence based?

If I had no confinements what would be your suggestion?


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Play a halfling detective bard.


Lots of options to blast if you're willing to give up the constraints.

Water elemental sorcerer to get lots of rime metamagic carriers

Weather or fire domain druid

Flame oracle


What kind of blasting can a druid do? I think Wisdom based may fly, I also have some obscene stats(we rolled with pretty favorable rules) so I do have a saurian/menhir savant I made that seems pretty cool.


DRedSand wrote:

Oh and for a sage blaster go human for the bonus spells known then here's some feat suggestions

H: Elemental Focus (Fire)
1: Greater elemental Focus (Fire)
3: Spell penetration
5: Maximize spell metamagic
7: Elemental Spell Ice metamagic
7B: Spell Focus (Evocation)
9: Greater Spell Focus (Evocation)
11: Greater Spell penetration
13: Quicken Spell metamagic
13B: Improved initiative
15: Spell perfection (Sirocco)
17: Spell perfection (Fireball)
19: feat
19B: feat
20: feat

Now you have Sirocco for fort saves and Fireball for reflex saves, with Spell perfection doubling the bonuses given by feats you have +16 to the DC of both spells and +8 on caster level checks for spell resistance, plus a further +2 to the DC from your level 15 bloodline ability, you can quicken fireball for free and still maximize it if you want, then you can maximize sirocco for free in the same turn.

There are enough fire spells out there you don’t need elemental spell fire metamagic, much better to get something else (like ice) so if you run into something immune to fire you can still take advantage of the spell perfections on sirocco and fireball while dealing ice damage.

Note: Spell focus specifically says it doesn’t stack with spell focus and elemental focus specifically says it doesn’t stack with elemental focus, but both are unnamed bonuses so as they don't say otherwise, they do stack with each other

EDIT: +8 to DC with perfect spell


Choant wrote:
So it comes to me yet again to build the party arcane user(I actually enjoy it so it works) and I have been tasked with an Int based caster for carrion crown(I have already played this through with another group and the GM is aware of this). The last time I used a master summoner. Anyway this time I want a versatile blaster and was leaning toward sage blooded sorcerer with the varisian tattoo variant, any suggestions? I am trying to avoid witch and wizard, they are too easy and I also just played a necromancer to level 16 in a legacy of fire campaign.

The only 'versatile blaster' character I play is one equally capable in melee and with ranged/AoE spells, a carefully crafted Draconic Sorcerer/Dragon Disciple, but he isn't Intelligence based. Mind if I ask why that's a requirement, especially considering that you're avoiding both the Witch and the Wizard?

FWIW, the only full casters I would play are the above mentioned Dragon Disciple (Human), a Kitsune Sylvan Bloodline Sorcerer and an Elven Void Mage & Spellbinder which is absolutely stupendous when built properly. If you're interested in any of those builds let me know.


Choant wrote:
What kind of blasting can a druid do? I think Wisdom based may fly, I also have some obscene stats(we rolled with pretty favorable rules) so I do have a saurian/menhir savant I made that seems pretty cool.

The druid is heavy on duration blasts especially at lower levels. Starting at 4th level they start picking up wizard style area blasts, including several directly off the wizard list. The druid list is also loaded with blast/control hybrids. Until the high level instantaneous blasts come in druids will do damage more slowly than wizards, but use fewer spells for the same amount of damage.

Frostbite is a magus favorite that is also on the druid list: nonlethal 1d6+1/level+fatigue touch attack that you can apply once per level. Since you can apply touch spells with unarmed and natural attacks this one can be applied far faster by a wildshape capable druid than by a magus or witch.

Spoiler:
for example a level 6 druid can wildshape into a pouncing cat, hit someone with this spell three times for 3d6+18 nonlethal damage plus fatigue, and then repeat the process on someone else the next round. The normal damage cap for level one spells is 5 dice, usually d6s for touch spells and this is equivalent to 8d6. Not bad for a first level slot with a fatigue rider.

Produce Flame is another 1d6+1/level, this time with a cap of 1d6+5, but you can cast it once and throw it as a ranged touch for your level in rounds or you can keep it in hand as a melee touch attack for a minute per level. Very economical for a first level blast.

Flaming Sphere is 3d6/round for a round per level using your move actions, but reflex negates.

Summon Swarm is technically not a blast, but since swarms auto-hit it may as well be one. 1d6/round for concentration+2. Second is kind of a weak level for the blasting druid.

Call Lightning is 3d6/bolt for a bolt/level to a maximum of 10, then at level 10 you can wildshape as a large air elemental and use whirlwind form to reliably get the stormy weather bonus to make that 3d10/bolt.

Ice Spears fires a spear per 4 levels, each doing 4d6 damage reflex for half. That's 1d6/level with no cap. With a trip attempt if they fail to save. And unlike other maneuver spells you can stack CMB by multi-hitting large or larger creatures.

Ball Lightning at fourth level does 3d6 per ball per round for a ball per 4 levels beyond 7. At level 11 that's enough to do as much as a traditional arcane 3d6/level blast in two rounds. Again you move them around with move actions.

Also at fourth level is Flamestrike for 1d6/level reflex half area damage with a 15 die cap. According to UM multitarget arcane spells aren't supposed to get a 15 die cap until level 5.

Call Lightning Storm is like Call Lightning except it does 5d6 (5d10 with a storm, which you can provide one level after getting access) and caps at 15 bolts.

Fire Snake is a popular shapeable 1d6/level 15d6 cap reflex half blast right off the wizard list.

Fire Storm is a traditional 1d6/level blast directly in line with the UM guidelines for multi-target arcane blasts. And it's shapeable.

Stormbolts are a 1d8/level area blast with a fortitude save instead of reflex. Of course a druid is a lot more comfortable with the short rang on this than a wizard or witch using the same spell.

Wall of Lava allows you to use move actions to kick out 10d6 single target damage for an average of one use per 2.5 caster levels.

And in their ninth level slots they a lot of the same blasts as everyone else. Stuff like clashing rocks, polar midnight, and storm of vengeance.

There are also a lot of damaging battlefield control spells like frost fall, stone call, spike growth, arboreal hammer, ice storm, obsidian flow, spike stones, volcanic storm, transmute rock to mud, wall of fire, sirocco, tar pool,

The fire domain adds such wizard classics as burning hands, fireball, incendiary cloud, and in the ash subdomain disintegrate. Remember, you can prefer domain spells. The weather domain and its subdomains just add extra castings of more of the same druid spells.

Saurian Shaman, though, won't make a good blaster. It doesn't have the right domains and while you can generally get by with fewer spells cast than a wizard it still hurts getting stuck with bad domain spells.


blaster wizards shouldnt just focus on blasting

they should worry about creating scenarios that make everything easier to kill

you dont have to multiclass to sorcerer to get some niche extra damage ability

DPR is not the wizards job, if you think so, enjoy dying

that said, rime spell is the most useful low level metamagic feat i have ever seen, i had a player lock down an entire group of enemies for several turns, had they actually had a fighter who could whackem, they would have stood no chance


Story Archer wrote:

The only 'versatile blaster' character I play is one equally capable in melee and with ranged/AoE spells, a carefully crafted Draconic Sorcerer/Dragon Disciple, but he isn't Intelligence based. Mind if I ask why that's a requirement, especially considering that you're avoiding both the Witch and the Wizard?

FWIW, the only full casters I would play are the above mentioned Dragon Disciple (Human), a Kitsune Sylvan Bloodline Sorcerer and an Elven Void Mage & Spellbinder which is absolutely stupendous when built properly. If you're interested in any of those builds let me know.

I'd love to see your builds!


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Choant wrote:
I'd love to see your builds!

Short versions:

.
Human 12th level Sorcerer (Draconic - Red Dragon) / 8th level Dragon Disciple
Focused Study, Human favored option for Sorcerers

Attributes: (20 point build)
STR - 14 (+2 @7th, 9th, 11th, 15th and 17th)
DEX - 14
CON - 14 (+2 @ 11th)
INT - 12 (+2 @ 13th)
WIS - 8
CHA - 14 (+2 racial bonus, +1 @4th, 8th, 12th, 16th & 20th)

Traits:
Reactionary
Magical Knack

Feats:
1st - Spell Focus: Evocation
1st - Skill Focus: Survival
3rd - Greater Spell Focus: Evocation
5th - Arcane Strike
7th - Eldritch Heritage: Orc Bloodline (Touch of Rage)
7th - Improved Initiative *
8th - Skill Focus: Intimidate
9th - Intensify Spell
10th - Toughness *
11th - Improved Eldritch Heritage: Orc Bloodline (Strength of the Beast)
13th - Dazing Spell
13th - Power Attack *
15th - Spell Perfection: Firesnake
15th - Quicken Spell *
16th - Skill Focus: Fly
17th - Greater Eldritch Heritage: Orc Bloodline (Power of Giants)
19th - Quicken SLA or Maximize Spell
* Bloodline Spell

The 17th and 19th level feats can be played around with - The Power of Giants bloodline power might seem superfulous with Form of the Dragon and Transformation available to you though I've found it useful. Quicken SLA for either Touch of Rage (meaning it can be self-applied) or Power of Giants is a great option, but only if your GM allows for it - I've heard excellent arguments on both sides. The character is desgined primarily as a blaster that doesn't need to hide behind a meatshield and, when spells aren't ideal, can mix it up in melee with tremendous potency.

~ * ~

Kitsune 20th level Sorcerer (Fey - Sylvan)
Kitsune favored option for Sorcerers

Attributes: (20 point build)
STR - 10 (-2 racial penalty)
DEX - 12 (+2 racial penalty)
CON - 14
INT - 12
WIS - 8
CHA - 17 (+2 racial bonus, +1 @4th, 8th, 12th, 16th & 20th)

Traits:
Reactionary
Focused Mind

Feats:
1st - Boon Companion
3rd - Spell Focus: Enchantment
5th - Greater Spell Focus: Enchantment
7th - Silent Spell
7th - Skill Focus: Knowledge - Nature *
9th - Eldritch Heritage - Arcane Bloodline (Arcane Bond)
11th - Improved Eldritch Heritage - Arcane Bloodline (New Arcana)
13th - Still Spell
13th - Quicken Spell *
15th - Spell Perfection: Hold Monster
17th - Greater Eldritch Heritage - Arcane Bloodline (School Power: Enchantment)
19th - Heighten Spell
19th - Improved Initiative *

This character serves two primary roles: Locking down foes through various enchantment spells and buffing allies. Getting an Animal Companion right off helps a lot - in truth, my actual build takes a 1 level dip in Oracle (Nature, Haunted curse) to gain the Mystery Friend to the Animals, but I made the build 'pure' for your purposes. You'll notice that in neither of the above builds have I take Spell Pentration feats - in our game Spell Resistance seems both cumbersome and unnecessary, so we've simply replaced it with an across the board +4 to save vs. spells for any creature who has it. It's worked out great so far.

By going Sylvan you lose the +2 DC bonus to compulsion spells, but with all of the other bonuses you'll get to enchantments, you'll never miss it. Having an Animal Companion (and a familiar if you go that route) make a huge difference when it comes to survivability. Consider the bodyguard option for animal companions as well as the Kitsune racial feat Realistic Likeness which will pretty much let you assume the form of any human you've met.

~ * ~

Elven 20th level Wizard & Spellbinder
Elven favored class options for Wizards

Attributes: (20 point build)
STR - 10
DEX - 12 (+2 racial penalty)
CON - 14 (-2 racial penalty)
INT - 17 (+2 racial penalty, +1 @4th, 8th, 12th, 16th & 20th)
WIS - 12
CHA - 8

Traits:
Reactionary
Magical Lineage (Magic Missile)

Feats:
1st - Scribe Scroll
1st - Toppling Spell
3rd - Spell Focus: Necromancy
5th - Greater Spell Focus: Necromancy
5th - Improved Initiative
7th - Combat Casting
9th - Silent Spell
10th - Still Spell
11th - Quicken Spell
13th - Spell Focus: Conjuration
15th - Spell Mastery
15th - Spell Perfection: Suffocation
17th - Augmented Summoning
19th - Superior Summoning
20th - Arcane Discovery: Immortality

Again, Spell Penetration was not taken for the reasons outlined above. It could easily be substituted for the Conjuration feats which were chosen to enhance the effectiveness of Pit Spells and later to make Summoning a viable option at high levels.

Void Mages are unbelievable in my opinion even though their spell list needs to be reworked. Void Awareness is nice, but Reveal Weakness and Aura of Prescience are crazy good, and your Elven favored class option basically gives you unlimited uses of Reveal Weakness. Use it in tandem with other spellcasters or with your own Quickened spells for maximum effect. Another nice thing about this build is that between Spell Mastery and being a Spellbinder, you have a tremendous amount of flexibility in your casting abilities even when bereft of a spellbook.

You can see that I've taken some Necromancy Focuses, but this character is in no way a Necromancer - rather, I'm sticking with the theme of the character and focusing on some of those great Necromancy spells that suit the Void - Blindness/Deafness, Suffocation, etc. Obviously spells like False Life and Vampiric Touch are still great regardless. At low levels he leans on the Toppling Missle trick and later uses the Pit spells to great effect before finally wielding Suffocation with devastating power to kill almost anything in the game.

~ * ~

Anyway, those are three builds in short form using 20 point builds - superior rolls are obviously going to benefit them even moreso. I don't consider any of these builds 'optimized' as they don't sacrifice theme or concept in order to increase power or potency. I do consider them very solid builds based on a character idea which remains consistent throughout. Let me know if you have any questions about any of them.

Sczarni

I'm gonna go off the board and say Magus. It's got plenty of blast capability, so you can take metamagic feats and unleash an obscene amount of spell damage, and it's decent in melee so you can still contribute after you run out of spells per day.


The spellbinder wizard spends a full round action to change a spell and then another standard action to cast it, is that what I am reading? I do like the void domain however, in another setting I will definitely be using that for sure. Having already played CC, I will avoid enchantment and illusion spells, some necromancy will be good, I mean how can you not take enervation!?
The magus was a thought I had as well, but it seems predicated on crits, which a lot of the monsters will be immune to. Is there a way to do good damage without crits?


Choant wrote:

The spellbinder wizard spends a full round action to change a spell and then another standard action to cast it, is that what I am reading? I do like the void domain however, in another setting I will definitely be using that for sure. Having already played CC, I will avoid enchantment and illusion spells, some necromancy will be good, I mean how can you not take enervation!?

The magus was a thought I had as well, but it seems predicated on crits, which a lot of the monsters will be immune to. Is there a way to do good damage without crits?

Spells chosen by the spellbinder usually aren't combat spells but rather useful things you know you're going to need eventually but don't want to burn prepared slots for - like Teleport or Tongues.

Digital Products Assistant

Removed a line from the original post. Please do not use the word "rape" in this way.


(sorry my intention was not to offend anyone)The spellbinder is versatile I am just not seeing a way to exploit the spell swap ability, load up on blasts and swap out for...?

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