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What do you think or what can you improved on my blasteret admixture wizard
1) GM don't allow sorcerer dip
2) Iron god trait must be used
Local Tie - Disable device
Student of philosophy
Feat
1- Scribe scroll / Spell focus - Evocation
3- Spell specialisation : Burning arc
5- Heighten spell / Preferred spell Burning arc
7- Additional trait: Magical Lineage - fireball and Wayfang spell hunter - Fireball
9- Switch prefered spell to Fireball / Empower spell
10- Quickened spell
11 - Greater spell focus Evocation
13 - Intensified spell
15 - Maximize spell / Spell perfection Fireball
Elf evoker (admixture[APG]) 5 (Pathfinder RPG Advanced Player's Guide 143)
Medium humanoid (elf)
Hero Points 1
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 36 (5d6+10)
Fort +2, Ref +4, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Special Attacks intense spells (+2 damage)
Evoker Spells Prepared (CL 5th; concentration +9)
. . 3rd—heightened burning arc (DC 18), fireball (DC 18)
. . 2nd—burning arc (DC 17), burning arc (DC 17)
. . 1st—burning hands (DC 16)
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 16, Con 12, Int 19, Wis 12, Cha 10
Base Atk +2; CMB +1; CMD 14
Feats Heighten Spell, Preferred Spell (burning arc)[APG], Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits local ties, student of philosophy
Skills Bluff +0 (+4 to lie (as a result of using Int instead of Cha)), Diplomacy +0 (+4 to persuade others but not to gather information (as a result of using Int instead of Cha)), Knowledge (arcana) +12, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +12, Knowledge (religion) +8, Linguistics +8, Perception +6, Spellcraft +12 (+14 to identify magic item properties), Stealth +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ arcane bond (Arcane Familiar, greensting scorpion), arcane focus[ARG], elven magic, hero points, versatile evocation
Other Gear wizard starting spellbook
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Special Abilities
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Admixture Associated School: Evocation
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Heighten Spell Increases spell level to effective level desired.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Preferred Spell (Burning Arc) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
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 (Burning Arc) Pick one spell and cast it as if you were higher level
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Elf evoker (admixture[APG]) 10 (Pathfinder RPG Advanced Player's Guide 143)
Medium humanoid (elf)
Hero Points 1
Init +3; Senses low-light vision; Perception +13
Aura elemental manipulation (30 ft.)
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 61 (10d6+10)
Fort +4, Ref +6, Will +8; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Special Attacks intense spells (+5 damage)
Evoker Spells Prepared (CL 10th; concentration +15)
. . 5th—quickened fireball (DC 19)
. . 4th—empowered heightened fireball (DC 20)
. . 3rd—heightened burning arc (DC 19), fireball (DC 19)
. . 2nd—burning arc (DC 18), burning arc (DC 18)
. . 1st—burning hands (DC 17)
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 16, Con 12, Int 20, Wis 12, Cha 10
Base Atk +5; CMB +4; CMD 17
Feats Additional Traits, Empower Spell, Heighten Spell, Preferred Spell (fireball)[APG], Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits local ties, magical lineage, student of philosophy, wayang spell hunter
Skills Bluff +5 (+10 to lie (as a result of using Int instead of Cha)), Diplomacy +5 (+10 to persuade others but not to gather information (as a result of using Int instead of Cha)), Fly +10, Knowledge (arcana) +18, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +18, Knowledge (religion) +11, Linguistics +9, Perception +13, Sense Motive +5, Spellcraft +18 (+20 to identify magic item properties), Stealth +8; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ arcane bond (Arcane Familiar, greensting scorpion), arcane focus[ARG], elven magic, hero points, versatile evocation
Other Gear wizard starting spellbook
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Special Abilities
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Admixture Associated School: Evocation
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Manipulation (10 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
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.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Heighten Spell Increases spell level to effective level desired.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells (+5 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Preferred Spell (Fireball) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
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
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Elf evoker (admixture[APG]) 15 (Pathfinder RPG Advanced Player's Guide 143)
Medium humanoid (elf)
Hero Points 1
Init +3; Senses low-light vision; Perception +13
Aura elemental manipulation (30 ft.)
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 90 (15d6+15)
Fort +6, Ref +8, Will +10; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Special Attacks intense spells (+7 damage)
Evoker Spells Prepared (CL 15th; concentration +20)
. . 8th—empowered heightened intensified maximized quickened fireball (DC 23)
. . 7th—forcecage (DC 24)
. . 6th—contingency
. . 5th—icy prison[UM] (DC 22)
. . 4th—ball lightning[APG] (DC 21)
. . 3rd—heightened burning arc (DC 20), draconic reservoir[APG] (DC 20)
. . 2nd—burning arc (DC 19), burning arc (DC 19)
. . 1st—burning hands (DC 18)
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 16, Con 12, Int 21, Wis 12, Cha 10
Base Atk +7; CMB +6; CMD 19
Feats Additional Traits, Empower Spell, Greater Spell Focus (evocation), Heighten Spell, Intensified Spell[APG], Maximize Spell, Preferred Spell (fireball)[APG], Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Perfection (fireball)[APG], Spell Specialization[UM]
Traits local ties, magical lineage, student of philosophy, wayang spell hunter
Skills Bluff +10 (+15 to lie (as a result of using Int instead of Cha)), Diplomacy +10 (+15 to persuade others but not to gather information (as a result of using Int instead of Cha)), Knowledge (arcana) +23, Knowledge (dungeoneering) +12, Knowledge (engineering) +15, Knowledge (geography) +9, Knowledge (history) +14, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +9, Knowledge (planes) +23, Knowledge (religion) +13, Linguistics +9, Perception +13, Spellcraft +23 (+25 to identify magic item properties), Stealth +13; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ arcane bond (Arcane Familiar, greensting scorpion), arcane focus[ARG], elven magic, hero points, versatile evocation
Other Gear wizard starting spellbook
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Special Abilities
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Admixture Associated School: Evocation
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Manipulation (15 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
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.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells (+7 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).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Preferred Spell (Fireball) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
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 Perfection (Fireball) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Meirril |
Switch Quickened and Intensified spell. It will be much more tempting to throw an Intensified Empowered Fireball (20d6) as a 4th level than throwing a Quickened Fireball (10d6) as a 5th.
See if your GM will allow you to retrain Scribe Scroll for Craft: Wonderous Items at 3rd level, and again retrain Wonderous Items for Rod as soon as you qualify. If your GM won't go for that, then use your 10th level feat to pick up a crafting feat and get as much crafting done as you can before you hit 15th level. You'll need to retrain it to a metamagic feat to support your build but missing a really expensive metamagic before you hit spell perfection won't hurt you.
Save yourself a few days of retraining and start specializing in Fireball at 5th level. You'll still use burning arc occasionally, but fireball is going to be your main stay. Even at 7th level switching to Fireball means using Heighten to raise the DC by 1 until you get Empower.
Consider changing one of your starting traits into one that gives you +1 CL for fireball. Outsider(lore seeker) is really powerful for this, but you need an Iron Gods campaign trait so its not available. Still check if the GM is ok with you taking a Campaign(Any) trait instead of the Iron Gods' one.
Grab items that support your ability to fireball. If you can manage it, ring of Wizardry 3 will be huge. Also items that increase your CL like Orange Ioun Stone are good when your lower level. But by the time you can afford it...probably not worth getting.
Lesser Rods of Metamagic are your best friend. A cheap Lesser Rod of Intensify will be huge by the time you can craft it. Silence is just too good of an idea to ignore. The big money Quicken and Maximize are going to get full effect, but you'd probably be better off spending on lesser metamagics you can't do but will occasionally want.

avr |

Burning arc is human (Keleshite) only, you're an elf and the wayang spellhunter trait says you're from Minata. It's not an option - twice over!
Just about everything you've got there depends on a reflex save. Some enemies have good reflex saves and evasion, or even improved evasion. You might want to think about having a few attacks which target Will or something else.
Identifying enemies so that you know which element to use is going to be important to you. You might want items which give bonuses to your lower knowledge skills eventually.

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Burning arc is human (Keleshite) only, you're an elf and the wayang spellhunter trait says you're from Minata. It's not an option - twice over!
I don't know of other trait that give that option. Probably better to stay humain then.
Just about everything you've got there depends on a reflex save. Some enemies have good reflex saves and evasion, or even improved evasion. You might want to think about having a few attacks which target Will or something else.
I don't know of blast spell that are not save against Reflex. I didn't select other than evocation spell for the exercise.
Identifying enemies so that you know which element to use is going to be important to you. You might want items which give bonuses to your lower knowledge skills eventually.
I assume I will have access to some Headband to raise the intelligence

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Switch Quickened and Intensified spell. It will be much more tempting to throw an Intensified Empowered Fireball (20d6) as a 4th level than throwing a Quickened Fireball (10d6) as a 5th.
Nice
See if your GM will allow you to retrain Scribe Scroll for Craft: Wonderous Items at 3rd level, and again retrain Wonderous Items for Rod as soon as you qualify. If your GM won't go for that, then use your 10th level feat to pick up a crafting feat and get as much crafting done as you can before you hit 15th level. You'll need to retrain it to a metamagic feat to support your build but missing a really expensive metamagic before you hit spell perfection won't hurt you.
I'm not quite sure my DM is open with Retraining.
Save yourself a few days of retraining and start specializing in Fireball at 5th level. You'll still use burning arc occasionally, but fireball is going to be your main stay. Even at 7th level switching to Fireball means using Heighten to raise the DC by 1 until you get Empower.
I don't understand your point, at uneven level, the prefered spell can be change without retraining.
Consider changing one of your starting traits into one that gives you +1 CL for fireball. Outsider(lore seeker) is really powerful for this, but you need an Iron Gods campaign trait so its not available. Still check if the GM is ok with you taking a Campaign(Any) trait instead of the Iron Gods' one.
The DM insist on that one.
Grab items that support your ability to fireball. If you can manage it, ring of Wizardry 3 will be huge. Also items that increase your CL like Orange Ioun Stone are good when your lower level. But by the time you can afford it...probably not worth getting.
That will be gane dependant... It seem that we never have tyme to craft in Adventure path...
Lesser Rods of Metamagic are your best friend. A cheap Lesser Rod of Intensify will be huge by the time you can craft it. Silence is just too good of an idea to ignore. The big money Quicken and Maximize are going to get full effect, but you'd probably be better off spending on lesser metamagics you can't do but will occasionally want.
That will be game dependant.

avr |

To get burning arc you need both of human and Keleshite. Choosing to be a human rather than an elf satisfies one but not on its own the other - if you have the wayang spellhunter trait you aren't Keleshite, you're from Minata instead. You need another spell. Scorching ray is an evocation spell which has no particular requirements. Also it doesn't target reflex, it's a touch attack; similar creatures will have good defences against it but not exactly the same ones.
You will probably need some non-evocation spells to vary your attacks substantially, which is the point I was making.
There are various minor magic items like some ioun stones which can give skill bonuses directly. A headband is great as far as it goes, but don't forget those others.

Meirril |
Meirril wrote:Grab items that support your ability to fireball. If you can manage it, ring of Wizardry 3 will be huge. Also items that increase your CL like Orange Ioun Stone are good when your lower level. But by the time you can afford it...probably not worth getting.That will be gane dependant... It seem that we never have tyme to craft in Adventure path...
Going to spoiler you a bit so
Even if you want to skip the spoiler I'll say you'll never be given enough metamagic rods, or the headband of intellect you want, or the ring of wizardry 3, or as many pearls of power as you want. Only by crafting them will you get the support items to get the character you want. Depending on the campaign to provide them is foolish in any AP.

Meirril |
To get burning arc you need both of human and Keleshite. Choosing to be a human rather than an elf satisfies one but not on its own the other - if you have the wayang spellhunter trait you aren't Keleshite, you're from Minata instead. You need another spell. Scorching ray is an evocation spell which has no particular requirements. Also it doesn't target reflex, it's a touch attack; similar creatures will have good defences against it but not exactly the same ones.
You will probably need some non-evocation spells to vary your attacks substantially, which is the point I was making.
There are various minor magic items like some ioun stones which can give skill bonuses directly. A headband is great as far as it goes, but don't forget those others.
Just going to point out that OPs build should never memorize Fireball since he can just sacrifice a spell to cast Fireball. Instead load up on utility spells and non-reflex save and single target spells. Probably different evocations too. By not memorizing Fireball you should be able to freely metamagic them when you convert a slot.
I'd also suggest staying Elf. Being able to change the element of Fireball more than 3 times a day is worth giving up Burning Arc. Make sure you stock up on knowledge skills to identify monsters. I'm not really here nor there on using items to push the KS skills. With a +6 headband you're skill should be high enough.

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To get burning arc you need both of human and Keleshite.
I don't think this is true. The Additional Resources document for PFS states:
Alternate racial traits, racial feats, and racial spells are only available for characters of the associated race or human ethnicity. Racial magic items can be purchased and used by any race.
...but this is true only for PFS, otherwise this would have been stated directly in Inner Sea Races or errata'd. Just because some spells have been researched by a specific race first, it doesn't mean they are the only ones who can use them, unless the spell says so, for example Paragon Surge:
Range personal (half-elf only)
In other words, unless you are playing using PFS rules, any race is allowed to cast any spell. And since I have named the spell Paragon Surge, you may want to consider Half-Elf, since they can still access to Elf FCB.
if you have the wayang spellhunter trait you aren't Keleshite, you're from Minata instead
This is also wrong, as the in the Regional Traits section it is stated;
Regional traits are keyed to specific regions, be they large (such as a nation or geographic region) or small (such as a city or a specific mountain). In order to select a regional trait, your PC must have spent at least a year living in that region.
Having lived for one year (or more) in a certain region has nothing to do with one character's ethnicity. It's like saying a Chinese person living in London for his undergrad not being Chinese anymore.

Lelomenia |
I would also vote human. There’s lots of ways to overcome spell resistance, few ways to get extra general feats. The best archetypes are Pact Wizard and Pact Wizard. Not a typo. Preferred spell can’t be switched (unless retraining allowed) assume you meant greater spell specialization. Preferred spell has the Heighten Spell prereq, which is bad.

Meirril |
I would also vote human. There’s lots of ways to overcome spell resistance, few ways to get extra general feats. The best archetypes are Pact Wizard and Pact Wizard. Not a typo. Preferred spell can’t be switched (unless retraining allowed) assume you meant greater spell specialization. Preferred spell has the Heighten Spell prereq, which is bad.
What is worth more, 1 extra feat or expanding the 3 times per day Admixture ability to 3 + 1/2 times per day? I think the extra uses of admixture is worth as much as 3 feats.
Also Preferred Spell gives this wizard utility. Without it he has to memorize Fireball which would ironically take away his utility.

Halinn |

One option to consider is the Choral Support teamwork feat with a Valet familiar. Sonic damage is the least resistant damage type, after all.

Lelomenia |
What is worth more, 1 extra feat or expanding the 3 times per day Admixture ability to 3 + 1/2 times per day? I think the extra uses of admixture is worth as much as 3 feats.
Also Preferred Spell gives this wizard utility. Without it he has to memorize Fireball which would ironically take away his utility.
i love admixture, but it’s 3+int times a day and I don’t think I’ve used up all my uses in a day yet. I have gotten knocked down to single digit life total before, and was glad I FCB’ed for the hp when it happened. If you plan to spend a lot of time in the high teen levels with the character (or campaign in the elemental plane of fire) that might change things.
For the most part Greater Spell Specialization does exactly what you want out of Preferred Spell (including the ability to switch applicable spell, which preferred can’t) and you are taking the prereqs anyway. It requires level 9 though, so that’s a legit issue.

Darigaaz the Igniter |

Meirril wrote:What is worth more, 1 extra feat or expanding the 3 times per day Admixture ability to 3 + 1/2 times per day? I think the extra uses of admixture is worth as much as 3 feats.
Also Preferred Spell gives this wizard utility. Without it he has to memorize Fireball which would ironically take away his utility.
i love admixture, but it’s 3+int times a day and I don’t think I’ve used up all my uses in a day yet. I have gotten knocked down to single digit life total before, and was glad I FCB’ed for the hp when it happened. If you plan to spend a lot of time in the high teen levels with the character (or campaign in the elemental plane of fire) that might change things.
For the most part Greater Spell Specialization does exactly what you want out of Preferred Spell (including the ability to switch applicable spell, which preferred can’t) and you are taking the prereqs anyway. It requires level 9 though, so that’s a legit issue.
Preferred spell also has the advantage of allowing metamagic without increasing casting time, whereas greater spell specialization increases casting time if you add metamagic.

Ryze Kuja |

Fireball always causes damage even on a save, so if you're going to be pumping MM feats with Preferred Spell, then I'd recommend getting Dazing Spell somewhere in that build. 3 round AoE Daze is nothing to sneeze at. And they're not going to be moving for a while, so pile on that hurty-hurt for another 3 rounds while they can't use any Moves or Standards.