Battering blast Arcanist


Advice


Any suggestions on how to build the best potential battering blast arcanist? I'm fine with not PFS Legal, but still paizo only, as well as PFS society variants. Any must have traits/feats etc people think are neccessary. Just curious what one would like as I have heard great things.


I detailed a battering blast exploiter wizard for someone here. There's a bit of campaign specific/specific to that player stuff but you could still lift bits out easily enough. An exploiter wizard is obviously a lot like an arcanist.

The only stuff I'd consider essential is PBS/precise shot and intensify spell. Getting the best possible caster level will help of course.


My suggestion would be to take the Blood Arcanist archetype and pick the Orc Bloodline, replacing your 1st level Bloodline Power with Blood Havoc and your 9th level bloodline power with blood intensity. This does mean that you need to bury yourself into Int and Cha and some into Dex.

For feats you'll want to do anything you can to boost Battering Blast. You especially want more caster levels so you can get both more orbs per spell, and more damage per orb. So after 10th level you'll need Intensify Spell metamagic. Unfortunately Intensify Spell only lets you add 5 CL to Battering Blast's limit, and at CL 15 that is only 7d6. Blood Intensity is superior in that it adds your Cha mod in dice instead of levels. Empower Spell should be something you pick up as early as possible. If you choose the two traits that reduce a spell's metamagic cost you'll be able to Empower every battering blast, and thanks to the +2 damage bonus from Orc and Blood Havoc the effect of Empower is fantastic.

You might consider spending a feat to pick up 2 additional traits that boost the CL of Battering Blast. You'll want to use an exploit and a greater exploit to pick up 2 metamagic feats. The greater exploit can be traded out every day for a different metamagic feat so if you can afford 4 metamagic feats before 15th level that would be great.

15th level you want Spell Perfection. Combined with Spell Specialization and the 2 talents to boost CL you'd be at Cl +6. +8 if you can fit in Varisian Tatoo, but you're probably really tight on feats.

Your CL goals are all over the place. Every 5 levels you get another orb. Cl 25 is not difficult to reach depending on what level the campaign ends at. Intensifty Spell will max out at CL 14 at 7d6. Blood Intensity will max out at cha mod x 2 +10. If you start at Cha 16 you could end the campaign with a +6 enhancement bonus and a +5 inherent bonus for an end mod of +8, so a goal of CL 26. At CL 26 you'd be blood intensifying 5 orbs at 13d6+26 each, empowered to 19d6+38. If you had a bag full of Lesser Metmagic Rods of Intensify you could memorize an Empowered Quickened Battering Blast (9th level spell equivalent) and cast it from a 3rd level slot. Without the rod or your Blood Intensify ability it only does 5 orbs at 7d6+14 damage. With a rod it would do 5 orbs at 10d6+20.

Or you could pack multiple versions of Battering Blast on your daily preped spells list. Make sure you prep metamagiced versions so you can cast as a standard.

Also don't forget to pick up the Potent Magic exploit. Being able to add 4 CL by burning reserve points will help a lot with reaching the next goal a little early. Using that you might even throw 6 orbs at a time.


Which traits are the ones you are referring to?

I was tinkering with one of these a few days ago, and i did discover the orc bloodline. I knew/know about intensify and empower, but yes this is exactly the kind of thing i was thinking about. I will use these notes with hwat I have for now, and see what I can do, though the names of those traits would be super handy...

Sovereign Court

The the ones that reduce the metamagic costs are Wayang Spellhunter(Metamagic Master on d20pfsrd) and Magical Lineage. Spellhunter is a regional trait, and Lineage is a magic trait.
The ones to increase the caster level are most likely Gifted Adept(magic) and Secret of the Impossibile Kingdom(Signature Spell on d20, region). Since you can only have 1 trait of each type, you cannot have both metamagic reducers and these two. Unless Meirril had two other traits(that aren't regional/magic) in mind to increase the CL, they might have forgotten the 1/category restriction.
Campaign traits are a bit more restricted, sometimes GMs only allow them if you are actually playing that adventure path. Outlander(Loreseeker)(campaign) will increase 3 spells by +1 DC and +1 CL.


I use to have a whole list of the traits that raised a spell by +1 CL. Doing a quick search on Nethys displays a small selection of campaign traits that would work and the traits Firebug listed.

Outlander is the best of those campaign traits, and is also listed in a generic source so its deemed appropriate for campaigns that don't have their own list of traits.

There are quite a few more traits that boost transmutation and even one for illusions and 'good'. Those boost an entire school of magic. Too bad there isn't one for evocation.

Personally I like the idea of taking a campaign trait that raises CL +1 and then another trait to help your character out. Not a magic or regional trait. Then take the feat 'extra traits' and apply that to Wayang Spellhunter and Magical Lineage. Normally you aren't able to retrain traits. But since you picked up the 2 traits with a feat you can retrain the feat to re-select which spell they apply to. it gets expensive, but if you change your mind about which spell you want to focus on...

Like at lower levels Fireball probably works better than Battering Blast. When you start to notice that every monster saves vs your fireball you could spend some time and gold to change your feats from being fireball focused to battering blast focus.

Sovereign Court

Outlander is "generic" because it comes from the Advanced Players Guide. In that section it says the following are a sample of what your GM can come up with and these were created for JJ's 'Shadows Under Sandpoint' which as far as I am aware has never actually been released as a product. Basically, GM fiat if you can take it or not.
In general, Campaign traits can be much more powerful than standard traits. If a normal trait is about half a feat (reactionary vs improved initiative), a campaign trait can be more like a full feat to a feat and a half. In the Lorekeeper/Missionary example, you get a class skill and +1 to it (a normal trait worth), and Gifted Adept x3, and probably 1 feats worth of effect for the +1 DC to 3 spells(similar enough to Spell Focus, but not requiring a specific school). So roughly 3 feats worth of benefit.


Blood havoc doesn’t blend with an Arcanist

It only boosts bloodrager and sorcerer spells.


Chromantic Durgon <3 wrote:

Blood havoc doesn’t blend with an Arcanist

It only boosts bloodrager and sorcerer spells.

In addition to this correction, Potent Magic can only increase the caster level by 2. There is no greater version to make it more.

You can get an orange ioun stone to increase caster level by one more

Also, you will need the metamixing exploit in order to add a metamagic feat on the fly to a spell that is already enhanced by a metamagic feat when memorized (placed in a slot, however you want to word this), but it still costs the increase in spell slot and cannot be done if you are out of slots for the day at that level or do not have access to the spell level yet. You could also, or instead, use a metamagic rod, but only one rod per spell and it does not change the spell slot used.


Spell specialisation and varisian tattoo work too.

It’s a bit tricky to get +10CL but +5 is easy enough the highest I can think is as follows.

1 ioun stone, 1 varisian tattoo, 2 Spell specialisation, 2 potent magic, 3 perfect spell for 9CL.

Prayer beads of karma can provide a further 4 to make 13.


Chromantic Durgon <3 wrote:

Spell specialisation and varisian tattoo work too.

It’s a bit tricky to get +10CL but +5 is easy enough the highest I can think is as follows.

1 ioun stone, 1 varisian tattoo, 2 Spell specialisation, 2 potent magic, 3 perfect spell for 9CL.

Prayer beads of karma can provide a further 4 to make 13.

To use Prayer beads of Karma you need to be able to cast a divine spell. To do that...you need a class that gives you a divine spell casting class feature. If you as an Arcanist learn a spell off of a divine casting list, it is still an arcane spell when you cast it. So it is possible, but it requires a dip, or really strange circumstances.


Chromantic Durgon <3 wrote:

Blood havoc doesn’t blend with an Arcanist

It only boosts bloodrager and sorcerer spells.

Technically correct, but since its from an archetype that says treat your arcanist levels as sorcerer levels I'd allow it in my game. So I think it is worth asking the GM if it would be allowed.


Meirril wrote:
Chromantic Durgon <3 wrote:

Spell specialisation and varisian tattoo work too.

It’s a bit tricky to get +10CL but +5 is easy enough the highest I can think is as follows.

1 ioun stone, 1 varisian tattoo, 2 Spell specialisation, 2 potent magic, 3 perfect spell for 9CL.

Prayer beads of karma can provide a further 4 to make 13.

To use Prayer beads of Karma you need to be able to cast a divine spell. To do that...you need a class that gives you a divine spell casting class feature. If you as an Arcanist learn a spell off of a divine casting list, it is still an arcane spell when you cast it. So it is possible, but it requires a dip, or really strange circumstances.

DC 20 UMD check to replicate a class feature...

Never tried UMD?

Meirril wrote:
Chromantic Durgon <3 wrote:

Blood havoc doesn’t blend with an Arcanist

It only boosts bloodrager and sorcerer spells.

Technically correct, but since its from an archetype that says treat your arcanist levels as sorcerer levels I'd allow it in my game. So I think it is worth asking the GM if it would be allowed.

Treating your arcanist level as your sorc level does not mean treating your Arcanist spells as Sorc Spells.

They're entirely different things.

If you allow it at you table thats fine but I'd call it a house rule. And a pretty huge buff to blood Arcanists.


Chromantic Durgon <3 wrote:
Meirril wrote:
Chromantic Durgon <3 wrote:

Spell specialisation and varisian tattoo work too.

It’s a bit tricky to get +10CL but +5 is easy enough the highest I can think is as follows.

1 ioun stone, 1 varisian tattoo, 2 Spell specialisation, 2 potent magic, 3 perfect spell for 9CL.

Prayer beads of karma can provide a further 4 to make 13.

To use Prayer beads of Karma you need to be able to cast a divine spell. To do that...you need a class that gives you a divine spell casting class feature. If you as an Arcanist learn a spell off of a divine casting list, it is still an arcane spell when you cast it. So it is possible, but it requires a dip, or really strange circumstances.

DC 20 UMD check to replicate a class feature...

Never tried UMD?

Meirril wrote:
Chromantic Durgon <3 wrote:

Blood havoc doesn’t blend with an Arcanist

It only boosts bloodrager and sorcerer spells.

Technically correct, but since its from an archetype that says treat your arcanist levels as sorcerer levels I'd allow it in my game. So I think it is worth asking the GM if it would be allowed.

Treating your arcanist level as your sorc level does not mean treating your Arcanist spells as Sorc Spells.

They're entirely different things.

If you allow it at you table thats fine but I'd call it a house rule. And a pretty huge buff to blood Arcanists.

Honestly never occurred to me to use UMD for Prayer Beads.

And if you wern't allowed to use Blood Havoc for your Blood Arcanist I'd actually kick out of the idea of an arcanist and go sorcerer. The +1 to damage per dice actually makes that much of a difference. Also at that point Preferred Spell becomes attractive.


Well yeah I honestly find Arcanist probably the least attractive caster class to play.

With Sorc Spell progression speed and wizard spell slots they just seem so painful to play and I think that blasting is probably the way to most easily display that problem. They’re more spell slot poor than any other full caster. Blasting is generally more spell slot hungry.

+you can take orc bloodline for more fun :) or + havoc on a Sorc is how I’d make a battering blaster caster.

Human

1st feats Spell focus and spell specialisation (magic missile)

From first level you can do 2d4+6 with magic missile,

You don’t need to pump charisma crazy high cause magic missile into Battering blast doesn’t require spell saves

So from there you build into point blank and precise shot, pick up spell pen and build towards perfect spell.


I think a wizard is a reasonable answer too. An arcanist is a Swiss army knife, a wizard is a toolbox, a sorcerer is a hammer; they all have uses. The sorcerer is probably the best at smashing faces but you can do it with any of them.


I have an enchantment based Arcanist i fell in love with, never really cared for many of the other spell casters. I liked that they get a large selection like wizards, but werent stuck with wha5t they had to prepare. The use of arcane points to stride away or swap a spell were awesome, which is why i tried one of those. I will try the build on a sorc too, but i always feel so limited by them...


Sorcerer is very limited. If you want a little (actually quite a lot) variety on a sorcerer get a mnemonic vestment and collect spellbooks and scrolls. That lets you cast like a wizard once a day...per vestment. At low levels I'd only get one vestment. But once you get to the point that 5k isn't a lot of money I'd buy a few more vestments so you can use the trick when you need to.

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