LOOKING TO build versatile (Blaster)


Advice


I want to play a blaster who

A: Has various Damage types at his disposal and can Deal reliable Damage
B: Have various Blast shapes among his Arsenal
C: Be able to attach various effects to the spells
D: be able to increase the potency of the spells by either class features or feats
E: Have a good amount of feats/bonus feats for being things like Meta/Magic feats

I am planning human for the Bonus feat and the free +2 to my casting stat
But what class? My first thought is Arcanist but I am unsure as we have one in the party although is role is to mostly be a healer (white-mage) and Party Buffer

Another thought is between rasing my spell save DC or My CL what should I prioritize

My party is

Myself a Halfling Rogue (I am using are groups allotted 1 session to switch my character as I do exactly enjoy my character

A gnoll Babarian a some what new player She has played 5E mostly but never pathfinder
A White Mage Arcanist who Has never played a mage before
A Tengu Dragon Sklad who seems more intent on being a melee combatant than using her Skald verdict like abilities
And a Path of the war stalker who focuses on Range Combat Manuvers via the tempest gale path

I want my blaster to do what I list and serve my party well

For character I am picturing average height male with Short Curly Pitch Black
Bright orange eyes with one being covered by an eye patch
He dose not have a beard but has a stubble / unshaven look
He has a light but stronger Bronze look to his skin

He for now will Cary a Quarter staff (Mostly for flavor till I can gain a magical staff
On his person I plan to have him carry two spring loaded WRIST cheat each of which will carry a utility want and once I can get one or 2 he will carry strap to his back his meta-magic rods

His clothing will be candles a all most Classic Arabian like attire such as the clothes seen in the Anime Magi I do not plan to have him bear chested thought he will wear a Black Vest over a white shirt I plan to have him wear a cape embroider with Mark of his master who taught him magic.

I want him to be a character who is tactical who access a A situation and dose his best to use the most effective spells for the job


Crossblooded Sorcerer (Orc & Solar) 1/Exploiter Pact Wizard X

With Bloodline Development, and School Understanding (Evocation) Exploits

And the Elements Witch Patron for Spontaneous Casting

Feats:

Spell Focus (Evocation)
Mage's Tattoo (Evocation)


An admixture subschool wizard gets to pick the element used by their spells on the fly. If you prefer arcanists then the school development exploit exists.

A 7th level human wizard (the crossblooded sorc dip is legal but often though of as cheesy; plus it'd stop you having 4th level spells already) has the human feat, four feats by level, and one from the class plus scribe scroll. If you get spell focus, mage's/varisian tattoo and spell penetration that leaves 3 for your extra effects.

Some useful extra effects: rime spell (cold spells only) makes damaged targets entangled, blissful spell gives a minor buff or debuff for 1 round, burning amplification (fire spells) sets enemies on fire, tumultuous spell bounces your targets in a random direction, dazing spell (noted cheese) stunlocks enemies and toppling spell (force spells) can trip enemies.


Is your Rogue supposed to be the Blaster, or are you asking us about your next character?


Oh yeah, what's the issue with the rogue? Why is that rogue not to your taste?


Sounds like you want to be a kineticist tbh

Air wood and Aether would probably suit you, with air being on the blastier side wood solidly between and aether being a lot of versatility.


I would do it like

Level 1 - Pact Exploiter (Elements Patron) with Spell Focus (Evocation), Mages Tattoo, and School Understanding (Admixture) Exploit

Level 2 - Crossblooded Sorcerer (Orc&Solar)

Level 3 - Pact Exploiter with Bloodline Development Exploit

Level 4 onwards Pact Exploiter, picking up Potent Magic at level six


I'm actually going to suggest a one-trick pony that can do 4 of the 5 things the OP asks for, with one spell.

The Character is a Sorcerer with the Orc Bloodline. Blood mutation Blood Havoc for the beautiful extra +1 damage per dice which stacks with the Orc arcana to +2 per dice. You can take the other 2 blood mutations if you like, but make sure you keep Fearless so you can get rid of your light sensitivity.

Make sure you pick up the traits Magical Lineage and Wayang Spellhunter and choose Fireball for both. Now you can get 2 levels worth of metamagic reduction on Fireball and its going to be your go to spell.

Now you want multiple shapes for your blasts? No problem. Take the feat Magic Trick: Fireball. Orc Bloodline already has Widen on its list of bonus feats, and Spellcraft is a core skill for all casters. It is your option if you want to pick up Alchemy, Reach Spell and Selective spell to open the rest of the tricks.

You definitely want Intensify Spell, and probably Empower Spell. With the +2 damage per dice from your bloodline abilities Empower Spell will actually give you more damage than Maxamize Spell would.

I would recommend spending 2 feats on Preferred Spell: Fireball. While you can already spontaneously cast and metamagic Fireball casting as a full round action is painful. Casting your go-to spell as a standard action is worth the extra 2 feats.

Talking about being worth it, do not learn Elemental Spell. Depend on Lesser Rods of Elemental Spell instead to change your fireball into cold/acid/electricity as needed. I'd also recommend you depend on items to help you achieve spell penetration to overcome SR. Also pick up a lot of other Lesser Meta Magic rods, since your main spell is 3rd level rods are inexpensive enough for you to get a wide variety of the +1 and +2.

Eventually you'll want to work towards getting Quicken Spell, Dazing Spell, and Spell Perfection. If you make it to 15th level you want to be a double casting fireball chucking machine that uses Magic Trick to shape your fireball to suit your needs.


Nosta1300 wrote:

I want to play a blaster who

A: Has various Damage types at his disposal and can Deal reliable Damage
B: Have various Blast shapes among his Arsenal
C: Be able to attach various effects to the spells
D: be able to increase the potency of the spells by either class features or feats

You've very precisely described a Kineticist to the point where I'm not sure if you didn't decide to make this thread just to see people suggest Kineticist to you.

Ditch the staff, wands, and metamagic feats (obviously) and go with Fire/Earth/Fire, Earth/Fire/Earth, Air/Air/(Aether, Earth, Fire, or Water), or Air/(Aether, Fire, or Water)/Air. You'll have multiple damage types, plenty of blast shapes and extra rider effects, and multiple utility abilities. Just stay far away from archetypes and multiclassing; the only Kineticist archetype worth a damn (Kinetic Knight) doesn't fit your concept and is redundant with your party composition, and Kineticist multiclasses well with nothing. Ever.


This is one of the most disgusting blaster builds I've ever seen. It even maximizes your utility because of Preferred Spell at lvl 9.

Crossblooded Sorc (Orc and Draconic-Fire) 1 / Admixture Wizard X

School: Evocation (Admixture)
Opp Schools: Enchantment, Necromancy

Traits:

Wayang Spellhunter: Fireball
Magical Lineage: Fireball

Feats:

Lvl1Sorc: Feat: Spell Focus (Evocation), Human Bonus Feat: Spell Specialization (retrained to Fireball at level6)
Lvl2 Wizard Bonus Feat: Heighten Spell
Lvl3: Feat: Empower Spell
Lvl4:
Lvl5: Feat: Widen Spell
Lvl6: Wizard Arcane Discovery: Creative Destruction, Switch Spell Spec to Fireball now.
Lvl7: Feat: Magic Trick: Fireball

Lvl8:
At level 8, this is where your build really starts to take off. You have CL10 with Fireballs right now, and they can be any damage type probably 8-10ish times per day, so you can have 5 clusterbombed 10ft wide fireballs that deal 2d6+4 damage each, and then use concentrated fire to get 5x 5ft wide 3d6+6 fireballs, so that's 15d6+30 and you can Empower +50% for free. Creative Destruction gives you 15Temp HP whenever you Fireball at this point. And next level we get Preferred Spell. This is when you can really get flexible with wanting to cause massive dmg to a single target, or less dmg but to a wider area. Try to get a MM Rod of Quicken Spell lvl 1-3 soon so you can do this Fireball twice a round.

Lvl9: Preferred Spell: Fireball (now you can prepare all utility spells and never need to prep Fireball again, and trash any of them for Fireball and pump any MM feats you want into it on the fly without increasing your casting time)
Lvl10:
Lvl11: Varisian Tattoo (Evocation), Wizard Bonus Feat: Greater Spell Focus or Spell Penetration (or whatever you want, this isn't build-critical)
Lvl12:
Lvl13: Feat: Maximize Spell
Lvl14:
Lvl15: Feat: Spell Perfection(Fireball)
Lvl16: Wizard Bonus Feat

==================

At level 15, this is what we're building towards:

With an Orange Prism ioun stone, we're looking at a CL of 15 from level + 6 (spell perfection w/ spell specialization & varisian tattoo) + 1 IounStone = 22CL.
22CL = 11 tiny fireballs from Magic Trick: Clusterbomb.

With 1 free MM from Spell Perfection, that's always going to be Widen. So we're looking at 11 tiny 10ft-wide 2d6+4 Fireballs, which are Widened to 11 20ft-wide 2d6+4 Fireballs, and then use Magic Trick: Concentrated Fire down to 5ft-wide 11 seperate 5d6+10 Fireballs, so 55d6+110 damage. That's still just a 3rd level spell slot. With Wayang Spellhunter and Magical Lineage, we can Empower it for free, so now we're talking 55d6+110 (+50%) for a 3rd level spell slot. As Admixture, that Fireball can be fire, cold, acid, or electricity.

With Creative Destruction, that's 55 Temp HP every time you Fireball.

Get a Rod of Quicken Spell for levels 1-3, 4-6, and 7-9 so you can Heighten/Maximize/Quicken the Fireball to whatever level you want on the fly.

You'll be killing Deities in no time.


1 person marked this as FAQ candidate.
Ryze Kuja wrote:

At level 15, this is what we're building towards:

With an Orange Prism ioun stone, we're looking at a CL of 15 from level + 6 (spell perfection w/ spell specialization & varisian tattoo) + 1 IounStone = 22CL.
22CL = 11 tiny fireballs from Magic Trick: Clusterbomb.

With 1 free MM from Spell Perfection, that's always going to be Widen. So we're looking at 11 tiny 10ft-wide 2d6+4 Fireballs, which are Widened to 11 20ft-wide 2d6+4 Fireballs, and then use Magic Trick: Concentrated Fire down to 5ft-wide 11 seperate 5d6+10 Fireballs, so 55d6+110 damage. That's still just a 3rd level spell slot. With Wayang Spellhunter and Magical Lineage, we can Empower it for free, so now we're talking 55d6+110 (+50%) for a 3rd level spell slot. As Admixture, that Fireball can be fire, cold, acid, or electricity.

The way magic trick works is...not really defined. How magic trick interacts with both metamagic and other magic tricks is also undefined. As such, its going to come down to GM interpretation. For what it is worth, I think that metamagic needs to be applied before the magic trick(s).

Claim: Metamagic gets applied to the Fireball before magic trick.
Argument: Metamagic adjusts the outcome of a spell and the costs in spell resources. For preparation casters this needs to be done when the spells are prepared.

Magic Trick is totally optional. You don't need to apply them, you don't need to decide to apply them when the spell is prepared, only when cast. It doesn't act like metamagic at all.

Taking all of that into account, you should be able to write down exactly what the metamagic'ed fireball will do before you cast it, which leads me to believe you should apply all of the metamagic operations before you apply your magic trick. And the magic trick doesn't care what metamagic you've applied to the fireball, it does what it says.

I can't say this is the only way the rules can be interpreted, but it makes more sense than saying some of the metamagic rules get applied before the magic trick, and others afterward. Like why would you apply Quickened first, but then wait to apply magic trick and then expect to widen and empower the mini-fireballs instead of the base fireball? If you do that, shouldn't you be able to intensify all of the mini-fireballs...for no effect? Or you could Blood Intensify them to add your Cha Mod in d6 to each mini-fireball?!?

And then there is stacking two or more magic tricks on a single spell. There is no guideline to permit or deny it, but making a bunch of little fireballs and then shrinking them all to stack them which acts just like a more efficient version of the concentrate trick seems too good to be true. And if it is, then it probably shouldn't be allowed. Especially considering that the Cluster Bomb trick gives you the equivalent of an improved Intensify Spell for free.


I’m not an expert on the magic trick rules at all, I’m just going on what others have posted. But as much as I’ve read, I haven’t found anything that says Magic Trick is applied before or after other MM feats.

This would be a good FAQ candidate, but fat chance of getting a developer to set it straight /shrug


Sounds like you want to play as a Sorcerer or a Kineticist. Most feats that boost spell damage or improve metamagic only apply to a single spell, meaning blasters usually need to pick one spell as their main specialization to get it up to good levels of damage. Sorcerers, however, have access to a number of options that can boost all their damaging spells making them far more flexible as blasters. The big one are bloodline arcanas (Orc, Primal Elemental, and Solar stand out. Draconic is also an option) as well as the Blood Havoc bloodline mutation. Combine this with a selection of metamagic feats and you'll have a competent blaster. As a human you have access to a favored class bonus that increases your number of spells known, allowing you to have a broad selection of battlefield control, support, and utility in addition to your blasting.

Kineticists play by their own rules and it's an apples to oranges comparison with a blasting sorcerer. In general a kineticist is going to have more staying power throughout the day, whereas the Sorcerer is going to hit a lot harder when he brings out the big spell slots and will still be able to keep pace with a kineticist using his mid-range slots. However, as mentioned it's really apples to oranges and they'll play in a very distinct manner.

I'm not a huge fan of crossblooded. The one-level dip crossblooded builds have lost a lot of their luster since the arrival of bloodline mutations, which only work for Sorcerer spells and thus are useless to dip builds. They already had a severe tradeoff due to the lost caster level, and being locked out of bloodline mutations means I feel you're usually better off just going single-class Sorcerer with one bloodline unless you really have your heart set on Wizard or Arcanist. Single-class crossblooded still has a niche of being the single biggest damage blaster on the block, but it's well past the point of diminishing returns and not worth the serious loss on flexibility from reduced spells known.


To me the most versatile blaster would be a blood arcanist. You pick one of the damage boosting bloodlines and you still get arcane pool and exploits plus you have hot swap able blast spells. This leaves you able to pick up utility spells and buffs that you can swap in as needed.

Edit: Another benefit is the way arcanists use metamagic. You have the option to prepare spells with metamagic and cast with normal casting time, you also have the option to throw it on as a spontaneous caster as needed.


Dasrak wrote:


Kineticists play by their own rules and it's an apples to oranges comparison with a blasting sorcerer. In general a kineticist is going to have more staying power throughout the day, whereas the Sorcerer is going to hit a lot harder when he brings out the big spell slots and will still be able to keep pace with a kineticist using his mid-range slots. However, as mentioned it's really apples to oranges and they'll play in a very distinct manner.

Kineticists can get some basically at will things that are mediocre when limited by spell slots or gold (wand charges) and are just absolutely outstanding at will.

Ex:
Gaseous form at will (0 burn cost) at level 8 for air kineticists

Reverse gravity at will in any direction (0 burn cost) at level 18 for void

Stone shape is incredibly useful at will.


I personally enjoy Occultist as a versatile blaster. They can use any of the 4 basic elements with their Energy Blast focus ability, and have a focus on INT which helps with identifying enemy weaknesses.

The main downside to this is that the damage doesn't scale as well as other options, but I've found it to be more than decent enough for my needs. If you want more bang for your buck, you could even take feats like Maximize Spell-like ability or Empower Spell-like ability.

The best part about this is that it doesn't take a whole build. You only really spend 1 implement on Evocation and 1 focus power on Energy Blast. The rest of your spells and abilities can go into utility. Even your evocation spells can be spent on utility over damage.


Ok bit of an update

One of my friends wants to start a new campaign
And one of the stipulation is no typical races

Human 100 % out
Elf / Half-eklf out
Half - orc out
Gnome out
Halting out
And even Aasmir & telfing are out

And if I understand him right well have up to 30 race points to spend

I am planning an Arcanist so what would be a good race?


Nosta1300 wrote:

Ok bit of an update

One of my friends wants to start a new campaign
And one of the stipulation is no typical races

Human 100 % out
Elf / Half-eklf out
Half - orc out
Gnome out
Halting out
And even Aasmir & telfing are out

And if I understand him right well have up to 30 race points to spend

I am planning an Arcanist so what would be a good race?

peri-blooded aasimar


Ryan Freire wrote:
Nosta1300 wrote:

Ok bit of an update

One of my friends wants to start a new campaign
And one of the stipulation is no typical races

Human 100 % out
Elf / Half-eklf out
Half - orc out
Gnome out
Halting out
And even Aasmir & telfing are out

And if I understand him right well have up to 30 race points to spend

I am planning an Arcanist so what would be a good race?

peri-blooded aasimar

If Aasimar wasn't ruled out, this was my first thought too. Lavasoul Ifrit could be fun, or a Witchborn Changeling if you want +2 to your two important stats


Wayang is a great race for an int based full caster


Winter-born or witchborn changelings have +2 Int/Cha. Shame about the -2 Con. Werebat-kin skinwalkers are less fragile and less charismatic, and can get the ability to turn into a bat without a spell.


If you can be evil, or the gm will let you get away with CN Drow occultist arcanist with the blasphemous covenant alternate race trait.

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