
Tiny Coffee Golem |

I'm considering options for playing a caster who specializes in combat. Doesn't necessarily have to be a Wizard, but I do prefer arcane casters.
Basically what's the best build to be generally badass as a caster in combat? I know it's a broad question, but that's intentional. Maybe post some of your builds or build advice.
I prefer something that scales well and is effective at the key levels (5, 10, 15, 18).
Thoughts, tips, tricks, considerations?

Chess Pwn |

Bloodrager ;) it's an "arcane caster" that really specializes in combat.
Paladin and ranger are casters that specialized in combat, though they are divine casters.
If you want "useful to you" advice I suggest you give a bit of description of what you're wanting to do in combat. Otherwise Any class with casting can meet your requirements.

Tiny Coffee Golem |

Blockbuster Wizard
This is probably along the lines of what I'm looking for. Possibly the best answer.

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I think when you said "specializing in combat", people thought you meant "attacking with weapons" rather than "the opposite of just being full of utility spells".
Anyway, the strongest spells tend to be action denial and threat neutralization: effectively remove someone from combat, and then the act of actually defeating them becomes a mere formality.
For instance, at 1st level, color spray can drop multiple opponents.
At 2nd, glitterdust and burst of radiance are AoE blinding spells, in a game where blindness is pretty crippling. Create pit can remove one enemy (sometimes more) from the combat long enough for you to deal with the other targets, then everyone can gank the pit-victim when he comes back up alone.
Then you've got your hold person, your blindness, and so forth.

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I'd shy against having Melee be a primary attack. It seems counter intuitive.
Then you worded your request wrong. Essentially you're asking for a caster who "specialises in combat" which most folk took to mean melee.
So basically ALL wizards specialize in combat... You simply have to choose which of two paths you mean.... The god wizard who manipulates the battle field for his party's advantage... or the Blaster who... well... blasts.

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Sorry if I was unclear. Is "Caster who is very good at killing things" clearer?
Since you're not interested in controlling, you're either looking at blasting... straight hit point reduction, or investing heavily in making Save or Die spells with as high a DC as possible.
Again, "Caster who is very good at killing things" isn't exactly a novel path for a mage. Might as well ask for a "fighter who is very good at hitting things".

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It was pretty clear to me what he wanted.
Same, seemed obvious.
On the helpful side, I myself love some metamagic specialization, picking up traits to reduce the metamagic cost of fireball to make it one hell of a blast. Good old one level dip into crossblooded sorcerer to taste, and you've got some nice damage potential even if you're a little one dimensional.
The only issue is with a GM who knowingly uses a lot of fire resistant/immune enemies, but as long as it's not 20+ resistance, you can probably power through it.
Feats for this would be things like:
Spell focus (evocation), and greater
Elemental focus (fire), and greater
Spell specialization (fireball) and greater
Intensify Spell
Empower Spell
Spell Perfection
All these will keep your DCs high enough to make anyone fail their save as well as boosting your caster level.
Traits
Magical Lineage (fireball)
Metamagic master (fireball)
Pretty sure Metamagic master is the SRD name for something else, but whatever, now you can get free empowers, or free intensify and something else, whatever you're looking for, although past 10th level (8th with spell specialization), you'll always need to be intensifying. Sadly, this character doesn't pick up until 5th/6th level (I'd personally suggest taking the crossblood dip at 6th to make sure you hit fireball potential ASAP), which may be a problem.
The blockbuster guide is pretty nice too, I just like fireball optimization.

BadBird |

It's kind of obscure, but the spell Battering Blast is a pretty great beating at higher CL. I've been looking at an Arcanist/EK specialized in Battering Blast - +2CL from Potent Magic and +2CL from Spell Specialization mean that you can start to work Intensified Battering Blast into something brutal reasonably early. By the time you've got a CL15, Intensified Battering Blast is 21d6 force damage + best of 3 d20 +20 Bull Rush plus reflex save or knocked prone. Dazing spell means dazed on the floor. The Arcanist Dimensional Slide ability is really slick with it as well, since you can teleport to whatever angle of attack you want before sending the target flying...

Ravingdork |

My abjurer build, Sela Kurn, eats battle mages for breakfast, lunch, and dinner.
He's pretty good at killing most anything that uses magic in fact. (Which is pretty much everything at high levels.)

Laiho Vanallo |

I'm considering options for playing a caster who specializes in combat. Doesn't necessarily have to be a Wizard, but I do prefer arcane casters.
Basically what's the best build to be generally badass as a caster in combat? I know it's a broad question, but that's intentional. Maybe post some of your builds or build advice.
I prefer something that scales well and is effective at the key levels (5, 10, 15, 18).
Thoughts, tips, tricks, considerations?
"Smart bad ass" divination wizard focused on evocation spells.,, until level 8 ish at what point that person will become the ultimate badass
Go human grab these Traits ->
Magical knack (why you ask because surprise in a few levels)
Reactionary (synergise so well with your magic school)
Skill wise max out use magic device and perception and spellcraft.
the res put point where ever. Chose the arcane bond of your choice (in this specific case I would go with the item.)
Stats wise you need to go:
STR: 15
DEX: 10
CON: 14
INT: 18 (+2 from human here)
WIS: 10
CHA: 8
Level 1 - Spell focus Evocation, Spell specialization: Burning hands, Mage tattoo: Evocation. Enjoy your 4d4 Flamethrower at level 1, should pretty much destroy all goblin and usual encounter at level 1.
level 3 - Pick Magical aptitude as a feat
(I know sounds weird but trust me)
Pick Burning arc as your specialized spell, you now pretty much one shot anything your CR and hurt a lot anything above your CR.
level 4 - Put a point in STR to get a 16
Level 5 - Pick greater spell focus evocation as a feat, switch your specialized spell to fireball and get the toppling spell meta-magic feat, You main combat strategy now is to start to fight (even if you are surprised) by tripping up to 4 creatures with magic missiles and then nuke them with fireball for about 8d6 and very high saving throws. Craft wand is not use-full yet but trust me it's coming up.
Level 6 - Pick your first level of your prestige class: Arcane Savant (pathfinder Savant), still increase your caster level by one thanks to magical knack. You now can use pretty much any wands and most scrolls (you can take 10 on most use magic device checks), bravo sounds stupid but once you take a peek at the cleric spell list this is where your tales of badassdom are beginning.
Level 7 - Pick a second level of Arcane savant and start stealing spells from any caster you wish, I vote to go grab some cleric evocation spells or really powerful paladin/ranger/bloodrager/druid buff spells.
Level 8 - From there the insanity start, pick a level of Urban barbarian. Yup Urban barbarian. BTW you still gain a caster level go figure. Also change your Arcane bond, your new Arcane bond is a now a scimitar.
Level 9 to 17 continue to get urban barbarian levels, you can rage and cast spells and act in any surprise rounds, you can cast level 3 spells.
Make sure to pick the whole beast totem line of rage powers. Go
you don't really care that much about getting new spells because your use magic device is so high you can cast most scrolls using your casting stats. Get items that boost your STR and CON but also your INT. Get scrolls of monstrous physique or other incredible poly morph spells. Get scrolls of fly or overland flight and charge/pounces people mid air. Yeah don't forget to pick power attack along the way. Pick any rage power you like otherwise, you might want to skip superstition however. Super important to grab Intensified spell meta-magic and a spell storing weapon enchantment.
Put 10d6 worth of shocking grasp in your weapon as a little hello bonus for that first fool you strike. Also super important, in your off hand get a rod of quicken magic.
level 18 to 20
Pick all of these level as arcane savant level.
Get any spells you wish (buff spells could be nice) from any spell list you like.
You should be able level 20 be able to do the following:
-Pounce
-Rage and still be able to use magic
-Have close to + 30 in use magic device at all time
-Cast level 5 spells
-you should have around 14 BAB
-Rage powers (POUNCE!!!!)
-Cannot be taken by surprise and can always act in surprise rounds
-Access to a wide selection of some of the best buff spells in the system
-With a rod of quicken buffing become incredibly easy while still fighting (go invisible after pouncing for instance)
-Fight in melee like a MAN and pull it off well.
-Can still nuke people with a wide array of spells and extremely hard to beat saving throws.
I know it's long winded but it's my current vision of the bad ass arcane master murder machine(tm) still a work in progress but I really think it get the best of all worlds.