A nuclear arcanist


Advice


Alright, I'm having a go at an arcanist build focused around evocation. I believe that the arcanist may be the best blaster out there with the ability to mix sorcerer and wizard abilities. I haven't been a player in a long time, usually I DM, so my knowledge on optimizing a blaster is limited.

Also, I am aware that battlefield control is superior. Luckily as an arcanist you can still learn those spells and throw them on your prepared list in case you need it. I just want to have the chance to blow stuff up, but I want to do it right.

Here is what I have so far.

Class: Arcanist (Blood Arcanist Archetype [Orc])
Race: Human
Trait: Magical Lineage (Fire Snake)
Str: 12
Dex: 14
Con: 15
Int: 19
Wis: 12
Cha: 16

Feats:
Bonus: Spell Focus (Evocation)
1: Mage's Tattoo (Evocation)
3: Spell Specialization (Burning Hands, Fireball, Fire Snake)
5: Extra Arcanist Exploit (Metamagic Knowledge) Intensified Spell
7: Empower Spell
9: Rime Spell
11: Greater Spell Focus
13: Extra Arcanist Exploit (Metamixing)
15: Spell Perfection (Fire Snake)
17: Maximize Spell
19: Quicken Spell

Stat Increases: All go into intelligence...duh?

Exploits:
1: N/A
3: N/A
5: School Understanding (Admixture)
7: Quick Study
9: N/A
11: Greater Metamagic Knowledge (Dazing)
13: Potent Magic
15: N/A
17: Swift Consume
19: Suffering Knowledge

Damage Bonuses:
Orc Bloodline: +1 per die
Admixture to overcome resistances/immunities

After Level 11 you can trade out Dazing Spell for any other metamagic for fun and need

I'm debating dropping the tattoo feat and being an elf to overcome SR. Thoughts? The feats are definitely the area I'm truly not sure on.

I'd appreciate any feedback and advice.

Sovereign Court

With their flexible casting and access to both bloodlines and arcane schools, Arcanists definitely have the potential to be the best blasters out there.

Your build looks very solid to me. Picking Fire Snake as your Magical Lineage spell will mean you won't really get into top form until you're in the teen levels, but I can definitely understand wanting to pick something other than Fireball.

If I were you, I might trade out Rime Spell or one of the DC-boosters for Improved Initiative, or maybe Extra Exploit: Familiar (and pick an initiative-granting critter). It's really nice to be able to get blasts off while the enemies are still all clustered together, and before your teammates go charging in to beat them with sticks. The Reactionary trait helps with that, too. Your current +2 is pretty paltry.

I wouldn't worry too much about getting Spell Penetration - just use your Greater Metamagic Knowledge to grab Piercing if you're expecting foes with that oh-so-irksome spell resistance, and always have a no-SR spell or two in your back pocket.

I'm curious what the story behind this guy is. :p


Spell resistance, once an important part of the game, is now *gigglesnort* territory. I wouldn't worry about it.

This is why.

Sovereign Court

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Thelemic_Noun wrote:

Spell resistance, once an important part of the game, is now *gigglesnort* territory. I wouldn't worry about it.

This is why.

Well, that is 500gp a pop... The thing is, though, blasting is best done on a crowd, and I find it's pretty rare that you fight A WHOLE BUNCH of dudes with Spell Resistance. Usually it's just the one dragon or something, and you're often better off buffing your friends anyway because the enemy's saves are monstrously high.


Reynard_the_fox wrote:

With their flexible casting and access to both bloodlines and arcane schools, Arcanists definitely have the potential to be the best blasters out there.

Your build looks very solid to me. Picking Fire Snake as your Magical Lineage spell will mean you won't really get into top form until you're in the teen levels, but I can definitely understand wanting to pick something other than Fireball.

If I were you, I might trade out Rime Spell or one of the DC-boosters for Improved Initiative, or maybe Extra Exploit: Familiar (and pick an initiative-granting critter). It's really nice to be able to get blasts off while the enemies are still all clustered together, and before your teammates go charging in to beat them with sticks. The Reactionary trait helps with that, too. Your current +2 is pretty paltry.

I wouldn't worry too much about getting Spell Penetration - just use your Greater Metamagic Knowledge to grab Piercing if you're expecting foes with that oh-so-irksome spell resistance, and always have a no-SR spell or two in your back pocket.

I'm curious what the story behind this guy is. :p

Well the story is that he has grown up learning about the various forms of magic, but because of his slight orc ancestry he tends toward more violent spells. So he'll use any spell, but when something makes him angry, he's all about the explosions.

He currently traveling with a group of mercenaries preparing to take a job.

I may keep in mind changing Rime Spell later. This is the GM's first game, so I'm not sure what type of monsters he'll be using. Plus, Improved Initiative is nice to have.

Scarab Sages

What about traits? Do you play with traits?

I would suggest:

Outlander: Lore Seeker (Fireball, Flame Snake, Chain Lightning) Magical Heritage(Fireball), Metamagic Mastery(Fireball)

Then take one flaw (to pay for the extra trait)

I was looking at this build as well - I'm not sure that 3 exploits before 10th level is worth +1/die of damage.

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