
born_of_fire |

So my switch-hitting ranger got stomped into paste by a trio of powerful charging rhino-riders. It was not pretty...
The DM has given me until the next session to make adjustments to my new character even though he was played for a couple of hours last session. My group is composed of light optimizers so I try not too push things too far on the min/max front. It's mostly unnecessary and I don't want to overshadow the rest of the group. With that in mind, here is my exciting new character, a blaster wizard drawn mainly from the blockbuster wizard guide. If anyone has any thoughts or suggestions, I welcome your criticism. (I did get permission to break the WBL rules by using the Craft Wondrous Item feat in case anyone notes the excessive value of my gear. I'm still within the allowed wealth once the fact that I crafted several items is taken into account).
Hayk Crycemar
Male human (taldan) wizard 9
LN Medium humanoid (human)
Init +4; Senses darkvision 60 ft.; Perception +13
Aura elemental manipulation
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Defense
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AC 22, touch 14, flat-footed 19 (+4 armor, +1 deflection, +3 Dex, +1 natural, +3 shield)
hp 79 (9d6+46)
Fort +9 (+5 circumstance bonus vs. cold weather), Ref +9, Will +9
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4/19-20)
Special Attacks intense spells (+4 damage)
Wizard Spells Prepared (CL 9th; concentration +17)
5th—elemental body II, maximized fireball (DC 21), teleport
4th—dimension door, empowered fireball (DC 21), empowered fireball (DC 21), greater invisibility, greater invisibility
3rd—fireball (DC 22), fireball (DC 22), fireball (DC 22), fly, fly, haste
2nd—intensified burning hands (DC 20), darkvision, false life, false life, mirror image, mirror image, mirror image
1st—burning hands (DC 20), grease, hydraulic push{super}APG{/super}, liberating command{super}UC{/super}, mage armor, ray of enfeeblement (DC 19), ray of enfeeblement (DC 19)
0 (at will)—acid splash, disrupt undead, prestidigitation, ray of frost
Opposition Schools Divination, Enchantment
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Statistics
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Str 10, Dex 16, Con 16, Int 26, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 18
Feats Craft Wondrous Item, Empower Spell, Fast Study[UM], Intensified Spell[APG], Maximize Spell, Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits magical lineage, seeker
Skills Disable Device +14, Fly +15, Heal +4, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +14, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +12, Perception +13, Profession (sailor) +4, Sense Motive +9, Spellcraft +20, Stealth +12, Survival +0 (+2 to avoid becoming lost), Swim +9
Languages Common, Dwarven, Elven, Hallit, Infernal, Jistka, Osiriani, Skald, Thassilonian, Varisian
SQ arcane bond (dagger), versatile evocation
Combat Gear potion of cure moderate wounds, potion of displacement (2), sipping jacket, acid, liquid ice; Other Gear +2 mithral buckler, dagger, amulet of natural armor +1, belt of physical perfection +2, bracers of armor +4, cloak of resistance +3, cracked dusty rose prism ioun stone, handy haversack, headband of vast intelligence +4, ring of protection +1, wayfinder, cold weather outfit, masterwork thieves' tools, 278 gp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Bond (Dagger) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Cold weather outfit +5 Fort save vs. cold weather.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination You must spend 2 slots to cast spells from the Divination school.
Elemental Manipulation (9 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
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.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Sipping jacket (1/day) Pour potion into linining, then use it up to 24 hrs later as a swift action.
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 (11/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass.
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Rerednaw |
Seems to follow the guts of a basic evoker build.
My only suggestion build-wise would be to drop Maximize and add Dazing Spell instead. Empower plus Spell Specialization is most likely sufficient damage for a Admixture boom build since you said your party was light optimizers. Dazing Fireballs helps the entire party and expands your options.
Gear-wise pick up Rod of Selective Spell, Lesser for 3k. Now your fireballs won't melt your party members.
Now options:
Reshuffle your feats and fit in Heighten Spell and Preferred Spell. Now you can memorize other spells and spontaneously cast Fireballs, with metamagics, no extra casting time, when needed.
If you want more optimization:
Add Wayang Spellhunter trait and now your Fireballs are -2 for metamagic adjustments (free effective Empower). Yes it stacks with Magical Lineage.
1 level dip into Cross-blooded (Orc/Dragon) Sorcerer. It will turn your 9d6+4 fireball into 8d6+20 fireballs...at the cost of a caster level. Some folks like it, I don't like class dips. On the plus side you get a ton more damage, free Darkvision and Perception as a class skill. But I figure I ought to point this out.
Other gear:
Flavor-wise if you decide to get a familiar, I've enjoyed Lesser Goblin Drums. Move action Perform (by your pet) and add another +1/die (max 10) to your fire spells. 10d6+5 fireballs are now 10d6+15...or 10d6+35 if stacked with the Sorcerer dip.

sunbeam |
Love evocation, even if it is a little sub-par compared to other schools (well unless you count Dazing Spell builds, but any damage spell can use it).
And like Rerednaw said, the dip into cross-blooded sorcerer is well worth it. Kind of cheesy in a way, because the possible penalties you would be paying as a cross-blooded sorcerer go away because they only apply to sorcerer spells, and you are only taking one level of that.
As regards your familiar/focus item I can't tell which you take. Familiar is probably more useful (especially with Improved Familiar).
But I also think the iconic wizard (Ebben?) has a cool focus item, one that will eventually be a rod of thunder and lightning.
There are a ton of feats and builds even for evokers now, so just look on the boards. There are some thing out there now that let you leave slots opens and prep them quickly, or cast any spell from your "school" spontaneously but I haven't really gotten into that since I don't have a lot of the books. (and there are so many feats now it makes my head hurt).

Rerednaw |
Yeah I suppose I should add that if you all-in on the optimization:
Wiz9/Sorc1
Move action by familiar: goblin drums
Quickened Fireball 10d6+35 (avg 70, max 95)
Standard action Empowered Intensified Fireball 11d6+37. (avg 94.75, max 136)
Apply Selective Spell Rod if needed.
Total for 1 round: avg 164.75, max 231. (Reflex half)...and your GM will most likely throw dice at you.

born_of_fire |

I am wary of Dazing Spell. Pretty sure the DM is already going to be unhappy with the raw damage I will be putting out without the added fun of dazing anything I don't kill outright. I kind of don't want to push too far but, if I'm still around for level 11, I may give it more thought. I also think I'm pretty cheesed up without additional cheesy dip (sorc1). The DM is my husband and I wouldn't want to get a divorce over a Wizard hehe.
Familiars and animal companions are a risky proposition as my DM seems to enjoy picking on them. If my Ranger's AC had died, it would not have been a big deal but I do believe there are still mechanical penalties for a Wizard whose familiar dies. I don't want to risk it. One free casting of any spell in my spell book is good enough even though it's not optimal.
Thanks for having a look. I very rarely play arcane casters so any suggestions, even those I discard, are very much appreciated.

kestral287 |
In a group of light optimizers Dazing Spell is the last thing I would take.
I would also honestly avoid the Sorc dip. -2 Will save is not an ignorable penalty. Especially since Wis is only a 10.
I'm not overly sold on Fast Study. I can see the theory, but it seems to me that the character strategy is that if it can't be solved with Fireball it's probably not worth doing quickly. Perhaps Verisian Tattoo? Or Spell Penetration, but I would use the Tattoo-- it's +1D6 damage on Fireballs and +1 vs. SR/dispel attempts, which means it's always going to be useful while there are things without SR.

born_of_fire |

Great suggestion kestral! I swapped the bonus Wizard feat Fast Study for Craft Wondrous Items and used the open general feat slot for Spell Penetration instead.
Varisian Tattoo would be nice but simply does not suit the character in terms of role-play. Same for Wayang Spell Hunter however Hayk is Taldan so I could go with Additional Traits for a feat to get Precocious Apprentice and something else, prolly Reactionary for the initiative boost, if that would be better than Spell Penetration. It would beef up my Burning Hands somewhat. I'm not sure it would be better in the long run since I've mostly moved past its use though...

kestral287 |
Yeah, I wouldn't burn Additional Traits for that. As you've said, you're past Burning Hands.
My general strategy on stuff and flavor has always just been to reflavor whatever isn't suiting. The d20srd is actually really helpful in that regard with its renaming of stuff. The tattoo just turns into a generic Mage's Tattoo, for example. That said, if you (or your husband) don't like that strategy I can certainly understand that.
Quick note on Elemental Body II-- I assume you and the DM have talked about casting while in Elemental form? I've heard contention over that in the past so it's good to be clear about it up front.

Lastoth |

(...) Pretty sure the DM is already going to be unhappy with the raw damage I will be putting out without the added fun of dazing anything I don't kill outright.(...)
Then your DM really wont like a standard barbarian or just about any archer, since they do more damage in a given AP adventuring day. The only thing that makes the evoker so good is the ability to tie control to that limited damage, it makes them really excellent IMO.

born_of_fire |

Then your DM really wont like a standard barbarian or just about any archer, since they do more damage in a given AP adventuring day. The only thing that makes the evoker so good is the ability to tie control to that limited damage, it makes them really excellent IMO.
Funny you should mention that. My last character was a Ranger, another player has an archery focused Fighter and there is an Urban Barbarian in the party too. The Barbarian still has only 2 attacks per round so he's not causing much ire just yet but DM was definitely getting cranky about my Ranger's output and the Fighter will likely continue to cause many scowls. Archery got quite a boost in PF compared to what it was in 3.x!

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kestral287 has it right. I agree with what they said.
Some additional suggestions:
Ditch Intensified Spell for now. It's a great feat, but you can't get much use out of it until after a couple more levels. Really, you're just boosting Burning Hands at this level; why not just drop a Fireball 20' out instead? I recommend taking it at 11th or 13th level.
Trade Intensified out for Greater Spell Specialization as your 9th level feat. Since you're focusing on Fireball, that will give you a ton of flexibility. Prep whatever you want in your 3rd-5th spell slots and blast away as needed.
Make sure you note that you only need to take Greater Spell Specialization once, but you can take regular Spell Specialization several times and have the spontaneous casting apply to all of them. You might want to take it again in the future for something like Dimension Door.
I recommend prepping Resist Energy, Communal every day. Your party will thank you.
Fireball isn't the most optimal choice for Evokers (Fire Snake) so you won't be doing insane damage, just great damage.
Evokers are not suboptimal. They're not meant to do the whole god-wizard routine, so they're not going to be great at that. Some people seem to think that there's only one way to be awesome/have fun. I disagree. Blowing stuff up is optimal if that's what you want to do.
If your GM is frustrated with the damage output from the ranger and the fighter, they would really cry if you were a Transmutation specialist. The GM should thank you for just wanting to toss Fireballs everywhere. Sheesh.
Seeker is a great trait, but I think Reactionary + Improved Initiative is the way to go. Evokers really, really want to go first. Soften up the bad guys, prep the battlefield with wall spells, etc. This is especially true since you don't yet have a way to exclude the rest of the party from your blasts. Recommended: Selective Spell for your 10th level bonus feat.
A lesser rod of Selective Spell is only 3000gp. Totally worth it. Heck, buy two.
If you want to add a debuff to your Fireballs, but Dazing Spell is too powerful, try Flaring Spell. A -1 to hit penalty for 3 rounds isn't bad, especially if you can stack it onto a 3rd level Fireball for free. There's no save and unless the enemy has Evasion, they're taking the penalty.