+4 to Perception or Wayang Spellhunter? Magical Lineage x2?


Advice


I'm creating a Blaster Wizard using this guide Brewer's Guide to the Blockbuster Wizard but the guide makes no mention of the Wayang Spellhunter trait. It is Magical Lineage but as a Social trait so it stacks. But if I take it I lose out on the Observant trait effectively losing +4 to my Perception. And I'm not sure if the second metamagic reduction is worth it.

The guide is a little confusing to me. As I understand it the Magical Lineage trait reduces a spell's slot by 1 when metamagic is applied but not below it's lowest level. He gives a snapshot of the build at 12th level and it has Intensified Empowered Fireball as a 5th level spell. That makes sense. (Fireball 3 Intensified +1 Empowered +2 - Magical Lineage -1 =5) But it also has Intensified Fireball as a 4th level spell and that doesn't make sense. (Fireball 3 Intensified +1 Magical Lineage -1 =3) Am I missing something?

Perception is a big deal in PFS but being able to use my 3rd level slot to cast Empowered Fireball is pretty sweet as well. Especially since that keeps it in range of a lesser Selective rod.

Is the tradeoff worth it?


You want the reduction in metamagic. It is too good to pass up period. When you get to level 5 and your casting as a level 3 spell an empowered fireball with spell specialization for 10D6 you will not be missing that +4 perception. If you can, think about getting extra traits feat so you can get both and another trait (magical knack is most likely).

Add on: the two traits would reduce the total spell increase by 2. So empower (2) reduced by 2 makes it stay a level 3 spell because 2-2=0 increase. Btw: if you want to blast theologian clerics and sorcerers are good as well though sorcerer gets his fireball at level 6.


I like metamagic reduction for a blaster, since your control is based so much on metamagic. But ultimately the +4 to perception is critical. Because you're a wizard, however, you should have a nice number of skills. If you can max perception you can live with out making it a class skill, but it remains the most critical skill in the game.


Are you going be human? I did the math and a human could get spell focus, spell spec, extra traits, and empower spell at level 5 for fireball. In other words you can have everything you want at the right timing if your willing to be this race.

Grand Lodge

So let's look at where each of your traits will come from, to make sure that you can take them all:

Observant -- Grand Lodge Faction Trait (Campaign)
Wayang Spell Hunter -- Regional
Magical Lineage -- Magic
Reactionary (+2 to initiative) -- Combat

All of these could work for a human who takes the alternate traits feat. And you didn't mention the last one, but hey... Everyone needs a better initiative.

Hmm

Silver Crusade

Uber Blaster

Grand Lodge

BTW, whenever I take a regional trait, it greatly affects the background I give my character. So think about what you were doing in Minata -- it will really enrich your character concept.

Hmm


I'm partial to the extra reduction in metamagic cost. Not so much because it's super powerful, but because it lets you start blasting really effectively a couple levels earlier. Less time with a concept that's dead in the water is a good thing, in my opinion.


Elf gets the +2 to beat SR, +2 to Dex, and +2 to Perception. I can also take the alternate racial trait that grants +2 to defensive casting so even with the -2 to Con dropping me to 12 it is still a real contender.

You can be an Elf who was born in a Human Region right?


You'd trade out a feat for those benefits. You'd also be less hearty enough that you might need to consider taking toughness. This would make for a powerful blaster, but you'd need to play well defensively. Since you're going evoker penetrating SR will be important. As long you mirror image yourself before combat you should be fine.


Renegadeshepherd wrote:
Are you going be human? I did the math and a human could get spell focus, spell spec, extra traits, and empower spell at level 5 for fireball. In other words you can have everything you want at the right timing if your willing to be this race.

Well the guide specifies Elf and chooses Spell Specialization Burning Hands at first level and picks Intensify Spell at 3rd so that they can put Burning Hands as Second level spells. I could try this.

Elf Wizard born and raised in Minata traveled to Absalom and chose to support the Grand Lodge as a Pathfinder. Evocation Specialization Admixture school. Greensting Scorpion familiar.

Level 1 traits Observant and Gifted Adept (Burning Hands) Switching to Reactionary before my first Lvl 2 adventure. Feats Spell Focus (Free) and Specialization Burning Hand 4D4+2 dmg for Burning Hands

Level 2 Still 4D4+2 Dmg on Burning Hands but now Init is +10 (+4 Dex, +4 Scorpion, +2 Reactionary)

Level 3 Intensified Spell feat using my level 2 slot for a few extra Burning Hands though they won't do any extra damage until 4th level.

Level 5 regular feat Additional Traits (Wayang Spell Hunter) & (Magical Lineage) both for Fireball. Bonus Wizard feat Empower metamagic. Switch Spell Specialization to Fireball. Buy a Lesser Selective metamagic rod.

Level 7 Maybe Improved Familiar feat Mephit. I can get max ranks of UMD with my Headband of Intellect but 7 ranks +2 Chr isn't going to work very often. Or I can stick with the Scorpion and take the Improved Initiative feat instead. Level 4 spell slots are now Intensified Empowered Fireball even though the Intensified doesn't do anything yet. 13D6+4 dmg Fireballs are better then most other level 4 options. Level 1 and 2 slots are a couple of Burning Hands and some utility spells.

I'm kind of sad that there are no Archetypes to help me and Loremaster would require at least 1 feat I cant spare.


the only thing I see that was really worthwhile about being an elf was the immunities and perception bonus. beating SR at levels 5-12 isn't that hard honestly. at level 12 you should have 11 levels of wizard and +2 more for spell spec. even the average CR 13-14 creature is merely a 24 so your already at 50% without anything else to boost it. at lesser level there are much more creatures with no SR at all and practically none of them will ever have better than 50% of resisting your fireball.

If you want to be an elf then go with it but I think a tiefling's survivability would match better with his natural armor and not having a -2 CON.


I don't have access to Tiefling. And a 50% chance of ignoring 45+ dmg can be a big deal. Don't forget the extra Dex adds +1 to my AC and the alternate racial trait of +2 to cast defensively can matter.


You don't need metamagic to prepare a spell in a higher level slot, or to use a higher level slot to cast a lower level spell if you're spontaneous. It's usually a good idea, since otherwise you're just burning power, but intensifying a CL 5 Burning Hands is pretty pointless. By 3rd level you probably don't want to be getting that close to your opponents anyway.


So I could put Fireball in a 4th level slot and it would count as a 3rd level spell? I'll want Intensify at some point, May as well get it early for extra Burning Hands use. Though I confess getting Improved Init at 4th level instead of 7th would be sweet.

Silver Crusade

Just to note, you switch your spell for Spell Specialization at even levels, not odd levels. I am playing this exact character, as an elf, right now and just got to level 6. I can't wait to start throwing out 12d6+3 fireballs the next time I get to play the character.


Don't forget to take your sorcerer dip soon.

RPG Superstar 2012 Top 16

You want Empower before Intensify.

Intensify is only useful if your caster level is above 5 for 1st level spells, or 10 for 2nd+ level spells.

At level 3, with metamagic reduction, you can cast in your 2nd level slots an EMPOWERED Burning Hands spell. If you took Evo spec for the caster level bonuses, you are casting at CL 5, meaning you are doing 7d6+7 damage.

At level 3.

Take intensified at 5th. At which point, with both metamagics, you're doing Empowered Burning Hands for 7d6+7 out of your 1st level slots, and Empowered Intensified Burning Hands out of your 2nd level slots for 10d6+10 damage.

If you switch to fireball with your feats/traits, you can cast an empowered Fireball out of your 3rd level slots for 10d6+10 damage instead. You can leave Intensified Burning Hands in your 2nd level slots, or use them for defenses.

At level 7, you can cast a Maximized Fireball out a 4th level slot for 63 damage.

At level 10, an Intensified Empowered Fireball out of a 4th level slot is 18d6+18 damage (with only a +2 caster level increase, mind you).

==Aelryinth

Silver Crusade

Aelryinth, where are you getting the bonus damage on the spells from? Are you assuming a single-level dip in draconic bloodline sorcerer, or am I missing something?

RPG Superstar 2012 Top 16

I'm assuming he's taking the school ability that provides +1/die of something to something. Bloodline would do it. I think the evoker path is +1/spell level, however.

Without bonus damage, being a blaster really lags hard. He said he's following a blaster guide, so I'm assuming at least a little sorc splash.

==Aelryinth


Burning Hands is D4 not D6. The guide doesn't recommend the dip but yest I am doing Crossblooded Draconic/Orc dip ay 6th level. Empower adds to the total not the # of dice so even if I decided to focus on Burning Hands instead of Fireball at 3rd level and took the 2 metamagic traits at first level I could use a first or second level slot for Empowered Burning Hands dealing 5D4 * 1.5 +2.

Silver Crusade

Aelryinth wrote:

I'm assuming he's taking the school ability that provides +1/die of something to something. Bloodline would do it. I think the evoker path is +1/spell level, however.

Without bonus damage, being a blaster really lags hard. He said he's following a blaster guide, so I'm assuming at least a little sorc splash.

==Aelryinth

Intense Spells, the admixture school level 1 power adds 1 point of bonus damage per 2 levels. As far as I know, there isn't any way to get exactly 1 point of bonus damage per die if you're an admixture wizard.

That's what threw me off.

In PFS, Empower Spell leads to more dice, not 1.5x the amount you roll without Empower.

RPG Superstar 2012 Top 16

The bonus damage is considered part of the rolled dice and is multiplied along with it.

it has never NOT been done that way. Seriously.

All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.

and 6d6 +50% is 9d6 when shorthanded and much easier to figure.

So 5d4+5 is effectively 7d4ish+7 which is much nicer then (5d4+5) *1.5 when it's time to type it out.

I suppose I could use only even levels...

==Aelryinth

Silver Crusade

Right what I was saying is you get bonus dice, not that you roll 5d4 and then multiply that by 1.5.


The bonus dice rule isn't clear though. Shortcuts are fine but this is a PFS character and has to go by RAW.

An Empowered fireball from level 6 caster method #1 6D6 average 21 multiplied by 1.5 rounded down 31 + 12 dmg multiplied by 1.5 18dmg + 3 from Intense Spells = 52

Method #2 multiplying dice 9D6 = 31.5 + 18 then multiply by 1.5 +3 = Just under 78. Big difference.

Silver Crusade

That is the RAW for PFS. And if you add the extra dice, you don't then multiply your roll by 1.5.

If you do a CL 6 empowered fireball, you roll 9d6 and add your static damage. Based on how Empower Spell reads, I wouldn't multiply the bonus damage by 1.5 because it's a set amount, not a variable effect of the spell.

RPG Superstar 2012 Top 16

Then you're not reading Empower Spell. Look at my post above.

All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.

So I don't want to be blunt, but you're flat out wrong.

Intense spells is also a bonus to those die rolls, tacked on at the end (it's not per die, its a bonus to your die roll the same way your str bonus is a bonus to your weapon die roll).

So the CL 6 Empowered Fireball would properly be (6d6+15) x 1.5. Which is thematically saying 9d6+22, since you round down.

BGIB, I think you were confusing my level 6 spellcaster throwing a level 9 fireball...+1 to Evocation spells from Varisian Tattoo and spell specialization is +3 to caster level.

So at level 5, you can cast a fireball at level 8, so 8d6+16 dmg if using the crossblooded thing. IF you're crossblooded, you're probably using Admixture instead of Evoker, so you can swap the element.

If you have both metamagic reducers, you can throw an Empowered Fireball out of that level 3 slot. Damage will be 12d6+24, or (8d6+16)*1.5 if you like to write things out longhand (I always preferred to do the math in my head and skip to the answer).

You don't actually need Intensify Spell unless your caster level exceeds the dice limit. So, CL 5 for Burning Hands, CL 10 for fireball. You don't bother with Intensified Fireballs until level 8 if you have a +3 caster level bonus.

==Aelryinth


Intense Spells explicitly says it is not increased via Empower btw. And Admixture replaces the Force Missile ability. You keep Intense Spells.
I won't have Varisian Tattoo so at 5th level my 3rd level slot will be Empowered Fireball for 7d6 * 1.5 +3 and at 6th level when I dip into Sorcerer they will still be 7D6 * 1.5 But then I'll add 21 and finally 3.

RPG Superstar 2012 Top 16

I stand ye corrected by fine points of a class ability!...which doesn't change the general rule, but that's okay.

==Aelryinth


Quick question: why are you dipping into sorcerer?


Crossblooded Sorcerer Draconic (Gold) +1 damage per die rolled on Fire spells, Orc +1 damage per die rolled on evocation spells. Focusing heavily on Fireball means I'm dealing +2 dmg per die on each cast.


Ah, okay

Silver Crusade

I'm not even worried about the bonus damage getting multiplied. What I'm saying is, when you Empower a spell, you add more dice, instead of rolling the normal amount of dice and multiplying the result by 1.5.

For the bonus damage you obviously just multiply that by 1.5 and round down.

My admixture wizard is level 6 now and I'm still trying to decide if I should take the sorcerer dip or not. I took additional traits at 5 to get Wayang Spellhunter and the Osirion trait to make Perception a class skill. Already had Magical Lineage and Reactionary. I have Spell Focus and Greater Spell Focus (evocation), Spell Specialization (fireball), and Empower Spell.

My level 7 feat will be Varisian Tattoo (evocation). At 9 I'll take Intensify Spell and Opposition Research (necromancy). Of course, if I decide to take a level of sorcerer, the Opposition Research will get pushed back a level.

RPG Superstar 2012 Top 16

If you're doing evocation, a crossblooded sorcerer dip is a straight up +50% to your damage...and +200% to your minimum damage, because of that fixed per die damage.

Without spending feats.

yeah, it's that good. Take the dip, and your 7d6 is now 7d6+14, going from 24 to 38 average damage instantly, even if your caster level hasn't increased.

But then, you've got the caster level buff from spell spec, so you're going to be tossing out a base 9d6+18.

if you have both metamagic traits, you get Empower for free. Intensify costs one slot.

You'll have tons of room to throw on other metamagic, or you'll find your level 3-4 spells are going to be useful for a long, long time.

==Aelryinth


I would say that in PFS level 3 spells never go out of use. Especially when metamagic is in play. In fact I think only a gnome can reach the caster level 15 for fireball by level 12 (PFS limit) when dipping into sorcerer. And yes I agree you be dipping into sorcerer.

Edit: btw I advocate you taking elemental bloodline over dragon. Yeah you lose damage but you also gain the ability to at will change the element (acid is safest) unlimited times.

Silver Crusade

Yeah, I think I'm gonna do it at level 7. The only problem with the sorcerer dip is I only get 1 pt per die bonus on any spell I admix, since it changes the actual spell descriptor.

I realized I leveled up after last scenario, so I changed my 6th level to sorcerer. What do you guys think?

stat block:
Rai'el
Female elf sorcerer (crossblooded) 1/wizard 5 (Pathfinder RPG Ultimate Magic 69)
CN Medium humanoid (elf, orc)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +12
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 dexterity)
hp 37 (6d6+11)
Fort +4, Ref +5, Will +7; +2 vs. enchantments
Immune sleep
Weakness light sensitivity
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Offense
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Speed 30 ft.
Ranged light crossbow +4 (1d8/19-20)
Special Attacks claws, intense spells (+2 damage)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration -1)
Wizard Spells Prepared (CL 5th; concentration +11)
3rd—empow fireball (DC 20), empow fireball (DC 20), haste
2nd—mirror image, resist energy, scorching ray, scorching ray, see invisibility
1st—burning hands (DC 19), burning hands (DC 19), burning hands (DC 19), burning hands (DC 19), burning hands (DC 19), mage armor
0 (at will)—detect magic, prestidigitation, ray of frost, read magic
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 23, Wis 12, Cha 7
Base Atk +2; CMB +1; CMD 13
Feats Additional Traits, Empower Spell, Eschew Materials, Greater Spell Focus (evocation), Spell Focus (evocation), Spell Specialization[UM]
Traits magical lineage, reactionary, tomb raider, wayang spell hunter
Skills Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +13, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +13, Knowledge (religion) +12, Linguistics +15, Perception +12, Sense Motive +3, Spellcraft +15 (+17 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Draconic, Elven, Goblin, Infernal, Kelish, Osiriani, Osiriani, Ancient, Sphinx, Sylvan, Thassilonian, Varisian
SQ arcane bond (the icon, scorpion, greensting), bloodline arcana (draconic), elven magic, opposition school (enchantment, necromancy), versatile evocation
Combat Gear pearl of power (1st level), pearl of power (1st level), scroll of expeditious retreat, scroll of unseen servant, selective metamagic rod (lesser), wand of infernal healing (50 charges), wand of shield (50 charges), liquid ice; Other Gear crossbow bolts (20), light crossbow, cloak of resistance +2, headband of vast intelligence +2, ioun torch ioun stone, backpack, masterwork, spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 4,261 gp, 5 sp
--------------------
Special Abilities
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Admixture Associated School: Evocation
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (3 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Scroll of expeditious retreat Add this item to create a scroll with spells on it.
Scroll of unseen servant Add this item to create a scroll with spells on it.
Selective metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Selective Spell; Cost 1,500 gp
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wand of infernal healing (50 charges) Add this item to create a wand of a chosen spell.
Wand of shield (50 charges) Add this item to create a wand of a chosen spell.
Wayang Spell Hunter (Fireball) Reduce spell level increase from metamagic for chosen spell by 1.
--------------------
Scribed 4 1st level spells, 9 2nd level spells, and 3 3rd level spells.

RPG Superstar 2012 Top 16

admixture wizard would let you switch the elemental descript on the fly...that's why no one picks elemental as an evoc wizard.

Mage needs Con, but looks good.

I'm honestly surprised you're using SPell Focus instead of feats which increase your caster level. I can see you want to up their saves...but which is more valuable, +2 CL that helps punch spell resistance and ups the damage of your spells by 2d6+4, 3d6+6 for fireballs, or +2 to the enemy Reflex save?

For evocs, caster level to accelerate damage is EVERYTHING. I'd swap the spell focus for Caster level boosts ASAP.

==Aelryinth

Silver Crusade

Well Spell Focus is a free replacement feat for Scribe Scroll that you get in PFS since there are no crafting feats, so I cannot swap that one out. Greater Spell Focus I took because I forgot about the Varisian Tattoo feat. What other feats are there to up the caster level on my fireballs? I was going to take Varisian Tattoo at level 7, and then Intensify Spell at 9. I'm not sure what to take at 11. Another metamagic would be ok, as long as it doesn't add more than 2 spell levels, since an intensified empowered fireball is a 4th-level spell for me.

And my other wizard bonus feat will be Opposition Research (necromancy) so I can prepare greater false life as a buff every day without wasting two 2nd-level spell slots. There are enough good 2nd-level buff spells that I don't want to waste slots. Also, scorching ray at level 11 gets three rays, so it's a decent single target damage spell, which the average blaster is missing.

Also, I have a boon that will either allow me to create a character of a normally forbidden race, or do a full rebuild of a single character. Do you think it's worth using it to rebuild this character to get 10 Cha and an extra set of cantrips?


Just to weigh in on the SpellHunter+lineage vs. one less plus perception:

If your party has weak perception, take the perception.

Otherwise, take the MM reductions. I recently helped a player do the reductions on a Druid for flaming sphere and I love how it works so far.

Silver Crusade

He's building for PFS, so it won't be a static party. Although, in my experience, there's always somebody who built their character to excel at perception in every group.

RPG Superstar 2012 Top 16

Well, if you're doing a rebuild, you probably want to rebuild to human, in all honesty.

You'd pick up a bonus feat and +2 Con. That's like getting Toughness and Varisian Tattoo for free. But if you like being an Elf, that's fine.

The metamagic you want to take a look at is dazing spell - if they fail their save, they do nothing for a round. Denying a round of actions on the enemy is awesome, and its hitting their Reflex, not their Will saves.

The other option is, of course, Maximize Spell. Tossing out a 12d6+24 fireball that resolves as 96 Hit points damage should turn some heads, from a 5th level slot.

I don't think you need just more cantrips, so what you really want is at least Cha 11 if you want to cast ANY spells as a sorcerer. You'll get some extra 1st level spells - Prot/Evil, True Strike, maybe Floating Disk, etc make good spells to take there and never need to memorize again (in addition to those extra cantrips). Since I doubt you're springing for a +4 Cha booster at your level...yeah, you probably want to get to Cha 9, and buy a +2 Cha booster, or get to Cha 11.

You can probably do the stat change by going to human and not touch your other stats, but I could be wrong. Still, that Con penalty for being an elf is ouch! Up Con bonus a point and you know, you won't need Greater False Life.

==Aelryinth


Blaster Wizard Human vs Elf

Human
+2 Con -2 Dex Extra HP is sweet but since your Wizard will be at range you should be making more Ref saves then Fort saves. The extra Health is probably slightly better then the +1 AC, CMD, and Init bonus.

1 extra skill. Wizards get plenty of skill points due to high Int.

1 extra feat. The main reason people play Human. For the sake of argument let's say this feat is Varisian Tattoo for an extra caster level on your Evocation spells. That is usually 1D6 +2.5 for 6 Extra damage every Fireball counting Intense Spells.

Elf
Low Light vision Comes up sometimes in larger rooms with no light or vs enemies that use Darkness but not a big factor.

+2 to cast defensively traded for weapon familiarity. Comes up sometimes but you are trying to avoid melee.

+2 to Perception. Getting to act round 1 is huge. But you don't always have to roll Perception and +2 won't always matter when you do.

+2 to Identify Items with Spellcraft. Depends on your GM but very useful ability.

+2 to Spell Penetration Probably useless until high levels.

+2 to Enchantment spells and Immune to Sleep. Comes up rarely but you'll be glad you have it when it does. Especially if you dip into Crossblooded Sorcerer and cancel out that Sorcerer's +2 to Will with Crossblooded's -2 to it.

So Elf gets a lot of situational benefit's vs the Human's extra feat. I honestly feel that the bonuses are worth the 6 extra damage.

RPG Superstar 2012 Top 16

Not having to grab Cross School for Necromancy and instead grabbing Toughness is an option (and honestly what I would do in this situation). +2 per die for going human, instead of having to cast Greater False Life (and still having that option if you need to), would be worth it.

The Will save IS a bummer. It's good that you can buy it off with a wayfinder and clear spindle ioun stone just like the Melees can.

SPell Penetration you are taking care of with caster level buffs. When you finally get Spell Perfection, watch out!

It's a toss-up. You can get permanent low light or darkvision for money, too.

But, Player's choice. It would be nice to have Cha high enough to actually make use of Sorcery, however.

==Aelryinth


Everyone keeps saying varisian tattoo as their arguement for human, this is all wrong. Spell spec earlier is the reason to play it. Plus unless your getting metamagic feats for free you won't have time for varisian.

By level 7 ur onthe edge of being maxed out on fireball without intensify, so you have to dip just to slow it a bit. At 7 take dazing, and at 9 you have to take intensify. Empower was at 5. So where did you have room for varisian?


1st Spell Focus Evocation (bonus) Spell Specialization Burning Hands
3rd Improved Initiative
4th Switch SS Burning Hands to Fireball
5th Empower Metamagic (bonus) Additional Traits Magical Lineage and Wayang Hunter both for Fireball
7th Dazing Metamagic
9th Intensify metemagic

That is the feat progression for my Evoker that dips sorcerer at 6th. In theory Improved Init could be switched out for varisian tattoo.


Bigguyinblack wrote:

1st Spell Focus Evocation (bonus) Spell Specialization Burning Hands

3rd Improved Initiative
4th Switch SS Burning Hands to Fireball
5th Empower Metamagic (bonus) Additional Traits Magical Lineage and Wayang Hunter both for Fireball
7th Dazing Metamagic
9th Intensify metemagic

That is the feat progression for my Evoker that dips sorcerer at 6th. In theory Improved Init could be switched out for varisian tattoo.

Yeah but trading in improved initiative, a 20% improvement of going first before opponents, versus a DC+1 is no comparison. Especially when you get dazing you need to shoot and first so that the chance of your enemies never fighting back is attainable. Not saying varisian is t good, its just that there are higher priorities until you hit very high levels that are beyond PFS boundaries.


Some additional points on the elf vs. human debate. The thing I haven't seen mentioned is the alternate racial ability Fleet-Footed. Another +2 to initiative can be the difference between life and death. I'm also not sure why you are going for intensified empowered fireballs instead of dazing fireballs. An Elf has less feats to work with and dazing is roughly on the level of intensified empowered, though they will both wreck encounters with regularity.


Gregory Connolly wrote:
Some additional points on the elf vs. human debate. The thing I haven't seen mentioned is the alternate racial ability Fleet-Footed. Another +2 to initiative can be the difference between life and death. I'm also not sure why you are going for intensified empowered fireballs instead of dazing fireballs. An Elf has less feats to work with and dazing is roughly on the level of intensified empowered, though they will both wreck encounters with regularity.

I cant speak for the OP but I would NEVER go intensified empowered fireballs over dazing until I had spell perfection OR I was capped at damage. Both scenarios require level 12+ which is beyond PFS.

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Well, the reason you go with Intensified Empowered Fireballs is that if they fail the save, you likely just ended the entire fight in an explosion of volcanic fury. If they didn't fail the save, they're half dead.

If you go dazing, you brought yourself a round of time and did light damage if they fail the save. If they make the save, you did almost nothing.

Really, if you're going to focus on an AoE save build, you're not going to be a blaster, so why would you go crossblooded, etc? You'd just keep the Spell Focus and Elemental Spell Focus feats climbing into the stratosphere.

==Aelryinth

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