creating a range lvl 6 caster


Advice


so i have never made a range caster before(my magic experience comes from paladins and magus)

My group is melee heavy and we have a summoner who can buff the party so i was thinking of making a magic DPS or a debuffer who can do damage. What class should i go? Casters are new to me. I was originally leaning towards physic or a phycic sorcerer, sense no one is an occult class.

any help pointing me in the right direction would help. I know from past experience i dont like playing healers or buffer characters so i want to be able to do some damage.

I was looking at samsaran physic with the Mystic Past Life to get access to some Occultist damage spells.

Thanks in advance for any help
will also be willing to multiclass for something cool

No 3rd party
races must be from the races of the inner sea book

Grand Lodge

I don't know much about the Occult books as I refuse them. (Personal choice)

But you want ranged damage and "control" I can help you.

First you want to be a Wizard. Specialty is up to you...I favor Necromancer, Conjuration, and Transmutation wizards. (Gluttony is my favorite archetype) But Adamixture is good if you want to be a blaster. I barely screw with blasting anymore and prefer to control the field. It can be done with blasting like below but requires tons of focus on using blasts with Rime or Dazing tagged on. Which doesn't come online till Mid-later game.

Next you want Magical Lineage trait attuned to Magic Missile.

Next you want the Daze Meta magic and Toppling (preferred on a lesser rod for 3,000gp)

Enjoy casting Dazing Magic Missiles with 100% accuracy and from 160ft away. You can also do Toppling but run the risk of harder to trip foes with 4 legs, no legs or they are flying. This is why I suggest the rod as when facing a human who can't fly it is Great. But sometimes your unsure about everything your fighting. At least Daze works on a Lot more enemies.


Kinetics would be pretty good.


My Self wrote:
Kinetics would be pretty good.

my character im replacing was a kineticist. so i dont want to make the same class again in the same campaign.


May I present "Bigggg Ba-Da-Boom"!

:
Ba-Da-Boom, Bigggg
Female human sorcerer (crossblooded) 1/wizard 5 (Pathfinder RPG Ultimate Magic 69)
N Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 40 (6d6+17)
Fort +5, Ref +4, Will +6
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed
Special Attacks intense spells (+2 damage)
Spell-Like Abilities (CL 6th; concentration +4)
. . 3/day—dancing lights
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration -1)
Wizard Spells Prepared (CL 5th; concentration +11)
. . 3rd—fireball (DC 20), fireball (DC 20), fireball (DC 20)
. . 2nd—create pit[APG] (DC 18), glitterdust (DC 18), glitterdust (DC 18), invisibility, scorching ray
. . 1st—grease, infernal healing[ISWG], magic missile, obscuring mist, protection from evil, snapdragon fireworks[UM] (DC 17)
. . 0 (at will)—detect magic, light, mage hand, ray of frost
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 23, Wis 10, Cha 7
Base Atk +2; CMB +2; CMD 13
Feats Craft Wondrous Item, Empower Spell, Eschew Materials, Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magical lineage, wayang spell hunter
Skills Fly +4, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (planes) +15, Knowledge (religion) +15, Perception +9, Spellcraft +15
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal
SQ arcane bond (familiar), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), touch of rage, versatile evocation
Other Gear cloak of resistance +2, headband of vast intelligence +2, 8,000 gp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
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.
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.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
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.
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
Touch of Rage +1 (1/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster 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.
Wayang Spell Hunter (Fireball) Reduce spell level increase from metamagic for chosen spell by 1.

Due to Wayang Spell Hunter + Magical Lineage all of your fireballs are empowered for free.

Due to Spell specialization (Fireball) and Varsarian Tattoo (Evocation) you cast fireball at caster level 8.

So your fireballs are (8d6 + 8 (orc bloodline) + 8 (Draconic bloodline) + 2 (Intense spells))*1.5= 69 average damage at DC 20.

If the foe is fire resistant or immune you can use Versatile Evocation and change the damage type of your fireballs. This would mean your damage would drop to (8d6 + 8 (orc bloodline) + 2 (Intense spells))*1.5= 57 average damage at DC 20.

You also have spells such as create pit and glitterdust to make encounters into walk overs that your melee can clean up.

At 7th pick up dazing spell for a feat and you can have dazing fireballs from 4th level slots and at 9th pick up intensify spell.

You are heading for spell perfection (fireball).

You have only spent 8,000 gp of the average 16,000 gp a 6th level character has. Use the rest for ring of sustenance, handy haversack, scrolls, and extra spells for your spell book.

You do have craft wondrous item by the way so if you get any downtime you can craft for yourself.

Hope this helps and good luck.


for this Build Up there that mr Covent post
take this funny item Goblin Fire Drum +1 point of fire damage per die

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / creating a range lvl 6 caster All Messageboards

Want to post a reply? Sign in.