PFS Magic Caster Low LvL Magic Missle Focused Build


Advice

Silver Crusade

Hi,
I want to play a Wizard/Sorcerer or any other Magic Caster with Focus on Magic Missile using Trait/Feats to Buff it and maximize the Number of Times I can use it (This is a priority).
I want a Build that Works on LvL 5 but I start at LvL1.
A high LvL Build is utterly uninteresting.

For futher Spells I wanna use Bull strength and then CC-Spells (need advice for which to choose).

It would be nice if there is a alternate Class that Focuses on en-mass lvl 1 Spell spamming.


DonKalleOne wrote:

Hi,

I want to play a Wizard/Sorcerer or any other Magic Caster with Focus on Magic Missile using Trait/Feats to Buff it and maximize the Number of Times I can use it (This is a priority).
I want a Build that Works on LvL 5 but I start at LvL1.
A high LvL Build is utterly uninteresting.

For futher Spells I wanna use Bull strength and then CC-Spells (need advice for which to choose).

It would be nice if there is a alternate Class that Focuses on en-mass lvl 1 Spell spamming.

If PFS:

Human Wizard Level 1
Traits:
Magical Lineage (Magic Missile)

Feats:
Spell Focus (Evocation) in place of Scribe Scroll (PFS rule)
Spell Specialization (Magic Missile)
Mage's Tattoo (Evocation)

You're now casting Magic Missile at CL 4 at level 1. At 3, you could pick up toppling spell to cast Magic Missile with a trip rider on each missile still as a level 1 slot. When you get the money, invest pearl's of power (1st level, 1000 gp) to up your slots per day and for fun grab a wand of magic missile (CL1) to use as filler. It'll last days for only 750 gold.

If you want more castings per day, you could alternately build as a Sorcerer, but you'll need to wait until level 3 for one of those first three feats and meta-magic might be a little trickier (full-round cast times).


A tattooed sorcerer gains Mage's Tattoo for free, so as a human you can have all the feats you mentioned.


Oterisk wrote:
A tattooed sorcerer gains Mage's Tattoo for free, so as a human you can have all the feats you mentioned.

And there you go! So, Sorcerer for more spells per day and all the goodness of the above.

Silver Crusade

thanks a lot. Really Good advice.

Scarab Sages

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Don't waste your money or PP on a Wand of Magic Missles, one missile is not worth it. Just save up for a Quarterstaff of Entwined Serpents.


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Human Wizard (Evoker Specialist)

S: 8 D: 14 C: 12 I: 19 W: 12 Ch: 10 (20 pt human)

Traits:
Magical Lineage: Magic Missile (-1 metamagic level)
Reactionary (+2 Init)

Feats:
Spell Focus: Evocation (wizard 1 - replaces Scribe Spell)
Spell Specialization: Magic Missile (human)
Toppling Spell (1st)
Empower Spell (3rd)
Heighten Spell (wizard 5)
Preferred Spell (5th)

At 1st level:

4x Toppling Magic Missile (2d4+3, +7 CMB to trip)
7x Force Missile (1d4+1)

At 3rd level:

4x Empowered Magic Missile ([3d4+4]*1.5)
4x Toppling Magic Missile (3d4+4, +9 CMB to trip)
7x Force Missile (1d4+1)

At 4th level: +1 to INT, buy +2 INT headband

6x Empowered Magic Missile ([3d4+3]*1.5+2)
6x Toppling Magic Missile (3d4+5, +12 CMB to trip)
9x Force Missile (1d4+2)

At 5th level:

4x Empowered Toppling Magic Missile ([4d4+4]*1.5+2, +13 to trip)
5x Empowered Magic Missile ([4d4+4]*1.5+2)
6x Toppling Magic Missile (4d4+6, +13 CMB to trip)
9x Force Missile (1d4+2)

At 5th level, you can memorized everything else but Magic Missiles (your Bull's Strengh and CC spells as an example) and spontaneously cast Magic Missiles as you desire.

Silver Crusade

I want to Build the Tattoed Sorcerer one know but cant build it in PC gen.
Any Help?

BTW Rory nice Build.


You really hope no one cast "shield"


Laiho Vanallo wrote:
You really hope no one cast "shield"

No one should be advocating memorizing only Magic Missiles.

You may not be falling into the fallacy, but a LOT of people immediately think a Magic Missile build only memorizes and casts Magic Missiles. That is wrong. They specialize in them, sure, but everyone should prepare other tricks for when their weaknesses come into play.

Example Other Tricks:

- Acid Splash cantrip for the low levels
- Alchemist Fire or Acid Flasks
- Scrolls of This
- Wands of That
- Memorize a few "other" spells until 5th
- Dedicate some slots to Dispel Magic after 4th
etc.

In my example above, the "Magic Missile Wizard" end runs the Shield defense starting at level 5, as it doesn't have a single Magic Missile spell memorized anyways.

Silver Crusade

Human Tattoed Sorcerer 1

Traits: Magical Lineage, Secret of the impossible kingdom(pick a spell +1 CL to that spell)

feats: Mages Tattoo(Varisian Tattoo), Spell Specialization, and either Spontaneous Meta Focus(Standard action to meta a single spell of your choice), OR Toppling Spell.

CL 5th to Magic Missile at level ONE. 3 Missiles for 5-6 times a day. With the potential to trip if you so choose. Ran this build all the way to level 14th! Through Eyes, and Academy Of Secrets. Only took one level of Lore Oracle for the Charisma to AC.
Had tons of fun. Especially after I bought a Dazing Rod. Just pick toppling spell at first. Or Noble Scion(of War) for more Initiative. But it's best to wait to trip your foes till your team gets In their face. You'll have problems tripping certain creatures, Flying, multi-legged, no legged, Shielded(till you dispel it), Juju Zombies, and swimming things. But you still do a bunch of Dmg from 1st to 8th. Afterwards your CL bonus will just be there to make it easier to trip and overcome SR.

Grand Lodge

I would Personally do:

Admixture Evocation Wizard

Magical Lineage- Magic Missile
Reactionary

Feats:
1: Spell Focus- Evocation
1: Spell Specialization- Magic Missile
H: Toppling Spell
3: Mage's Tattoo- Evocation
5: Dazing Spell
5: Empowered Spell
7: Spell Penetration
9: Extra Traits: Wayang Spellhunter- Fireball (Switch Spell Specialization now)and +1 Fortitude.
10: Intensified (For your 19d6 Intensified Empowered Fireball of any element...later to be followed by a quickened+whatever Magic Missile.)
11: Quicken Spell (typically I do not take till 13 but you can make a case for burning down a single target more quickly.)

Your magic missile always has some kind of meta magic tied with it. Starts with Toppling, Creeps into Empowered, and then builds up to Dazing and Quicken.

Empower is always the superior choice over maximized.


Persistent Spell will give Dazing Magic Missile the benefit of forcing a double-save to make up for low DC, though it's level 5 with Magical Lineage.

An Admixture Wizard using Rime Spell with Fireball or other AoE spells is also great crowd-control.


Hello, if you want a pure magic missile, you can do something like that:
Tatooed Sorcerer with Orc bloodline, to get the +1 damage per die on
every spells including magic missile and dark vision.

traits: wayang spellhunter (magic missile) (region)
traits: Magical Lineage (magic missile) (magic)

Familiar instead of first level power (look at familiar archetypes, can be interested), can taken improved familiar later too.

Level 1: Spell focus(evocation)
Level 1: Spells specialization(magic missile)
Level 1: Mage's tatoo (evocation) free

level 3: Empowered Spell
level 5: Dazing spell
level 7: quicken spell + a bloodline feat (toughness/great fortitude?)

At level 1: magic missile(CL4) do : 2D4+4 (as 1st level spell)
At level 2: magic missile(CL5) do : 3D4+6 (as 1st level spell)
At level 3: magic missile(CL6) do : (3D4+6)*1,5 (as 1st level spell)
At level 4: magic missile(CL7) do : (4D4+8)*1,5 (as 1st level spell), you can use second level spells to cast those too
At level 5: magic missile(CL8) do : 4d4+8 + dazes(maximum of 4 target) (as 2nd level spell).
At level 6: magic missile(CL9) do : 5D4+10 (free 3rd level slots to use dazed/empowered versions -> can be used at next level with quicken spell, the feat is missing)
At level 7: magic missile(CL10) do : 5D4+10 can be cast as a swift action (as 3rd level spell)
At level 8: magic missile(CL11)with 4th level slots, you can do empowered + dazing magic missiles, spell spez should be retrained or the spell changed.

Every options available at lv X can be done with higher spell slots if necessary.
You do not need Preferred Spell because you are already a spontaneous caster and you can cast any spell you need. But casting metemagic spells last longer, so maybe get spontaneous-metafocus at any point.

Dont forget to take the favored class bonus as a human to get extra spells known and thus being able to stay versatile. If someone has shield, just throw another blast, you still have +1/die at least or cast some control/summon spells.


Ho and by this way, if you take a one level dip in mesmerist, you can get the painful stare :

Painful stare wrote:

When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1).

The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.

Thus your Magic missile now deal +1D6 for each missile hitting the target. Thus an empowered Magic missile can deal (5D4+10)*1,5 + 5D6 = 22,5 *1,5 + 17.5 = 50,75 as average (for a first level slot) and you can also burst with a quickened as 3rd spell slot adding extra: 5D4+10+5d6 = 22,5+17,5 = 40 average damage.

You also get the hypnotic stare to reduce will save by 2, which can be usefull before using a SoS SoD spell.
Also you can get a trick and I really like Shadow Splinter, which is a kind of offensive version of windy escape but is instead activated by a free action and scales with Cha.

Liberty's Edge

Metux wrote:

Hello, if you want a pure magic missile, you can do something like that:

Tatooed Sorcerer with Orc bloodline, to get the +1 damage per die on
every spells including magic missile and dark vision.

traits: wayang spellhunter (magic missile) (region)
traits: Magical Lineage (magic missile) (magic)

Familiar instead of first level power (look at familiar archetypes, can be interested), can taken improved familiar later too.

Level 1: Spell focus(evocation)
Level 1: Spells specialization(magic missile)
Level 1: Mage's tatoo (evocation) free

level 3: Empowered Spell
level 5: Dazing spell
level 7: quicken spell + a bloodline feat (toughness/great fortitude?)

I have used a similar set up... one thing to note though, with Tattooed Sorcerer you lose you level 7 Bloodline feat.

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