Tweaking Spells with Metamagic Master / Magical Lineage


Advice


So we have a game starting up soon, and I am putting together an arcanist with tons of metamagic. I'll be taking Additional Traits to grab Metamagic Master and Magical Lineage. I'll be starting with Outlander for the increase to caster level for 3 spells.

Little Information about the character:

He'll be a Half-Elf Brown-Fur Transmuter, and I'll be also focusing on raising my caster level for dispel purposes via the Counterspell Exploit. Since I won't be using Dispel Magic terribly often, I'm not 100% sure if I should make Dispel Magic or Greater Dispel Magic one or two of the spells I raise with Outlander.

So lots of counterspelling and ally buffing.

My question is in 3 parts:

What other spells to choose for Outlander? Any particular buff spells that jump out as benefitting more from an extra caster level? My initial thought is of course spells that have a duration counted in rounds.

Secondly, what spells should I work reduce the metamagic costs on with Metamagic Master and Magical Lineage? Please keep in mind I'm not thinking blasty spells or metamagic feats.

Lastly, what metamagic feats should I actually take, and what feats to acquire via metamagic rods?

Here is Metamagic Master: Choose a spell of 3rd level or below. When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

And Magical Lineage: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Lastly, Outlander: You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

I will taking Craft Wondrous Item to grab the Kimono too, not to worry there.

So, what input can you offer? I'm liking the idea of the Extend Spell and Spell Tinker combination to ensure that my buffs last forever, but otherwise I'm drawing a blank.

Sovereign Court RPG Superstar 2009 Top 32

Although +1 caster level gives you an extra round, this is only really relevant at very low levels. Three rounds instead of two is good, nine rounds instead of eight doesn't matter. So your best bet is either your favorite damage spell (+1d6 forever, basically), or Dispel Magic. Or both, of course.

For meta-reducing, Bouncing Spell is a good start. A few levels later, Dazing Spell is extremely powerful. Toppling Spell is fun on magic missile.


Persistent Spell is good.


Reach spell is amazing for the various communal touch-range buffs (communal resist energy, protection from evil, etc.)

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