Firebug |
Magical Lineage and Wayang Spellhunter(Metamagic Master on d20) to reduce metamagic costs by 2.
I suggest Wizard, but you actually don't memorize Magic Missile after you take Preferred Spell. This allows you to spontaneously cast 1 spell (and you pick Magic Missile) and apply metamagics to it without increasing the cast time by sacrificing a memorized spell. Heighten Spell is required, but you will also want Empowered (+2), Dazing(+3) and Quicken(+4) at least. Toppling(+1), Maximize(+3) if you feel like it. Maybe.
So, your 1st level spell slots can be sacrificed to spontaneously cast Magic Missile with +2 spell level in metamagics, ie Empowered. 2nd level slots can be +3 in metamagics, so Dazing/Maximized makes an appearance. 3rd can be Quickened. 4th you start mixing so Empowered Dazing, etc.
If you feel like adding damage, add in the level dip into (crossblooded) Sorcerer, or Medium(Archmage) if you find you are targeting only missile per target.
yukongil |
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if you're not playing mythic, I don't see much point in maximize or really even empower. You ain't looking at MM for it's damage potential, instead dazing and toppling for crowd control. If you just have to do 25 points of damage, buy a lesser rod, that should do you.
use those feats for Improved Trip and Greater Trip with Toppling Spell and let your party AoO gank foes you trip next to them.
Taja the Barbarian |
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Race: Elf with Overwhelming Magic alternate trait, giving you Spell Focus (Evocation)
Stats: Best Charisma you can get, 14+ Intelligence
Traits: Gifted Adept(Magic Missile), Wayang Spellhunter(Magic Missile)
Class: Tattooed Sorcerer (Orc Bloodline), getting Varisian Tattoo (Evocation)
Level 1 Feat: Spell Specialization (Magic Missile)
You start out a +4 Caster Levels for Magic Missile, which means three missile (each at +1 dmg from your bloodline) per casting at level 1.
You can then multi-class into Arcanist with the Potent Magic exploit at level 2+ to get a couple of +6 level casts per day (mostly, you want the additional set of level 1 spell slots).
Oh, you will gain a remarkable hatred for the Shield spell, whose very existence mocks you...
VoodistMonk |
Race: Elf with Overwhelming Magic alternate trait, giving you Spell Focus (Evocation)
Stats: Best Charisma you can get, 14+ Intelligence
Traits: Gifted Adept(Magic Missile), Wayang Spellhunter(Magic Missile)
Class: Tattooed Sorcerer (Orc Bloodline), getting Varisian Tattoo (Evocation)
Level 1 Feat: Spell Specialization (Magic Missile)You start out a +4 Caster Levels for Magic Missile, which means three missile (each at +1 dmg from your bloodline) per casting at level 1.
You can then multi-class into Arcanist with the Potent Magic exploit at level 2+ to get a couple of +6 level casts per day (mostly, you want the additional set of level 1 spell slots).
Oh, you will gain a remarkable hatred for the Shield spell, whose very existence mocks you...
I'm just going to go ahead and borrow this...
Taja the Barbarian |
1 person marked this as a favorite. |
Taja the Barbarian wrote:I'm just going to go ahead and borrow this...Race: Elf with Overwhelming Magic alternate trait, giving you Spell Focus (Evocation)
Stats: Best Charisma you can get, 14+ Intelligence
Traits: Gifted Adept(Magic Missile), Wayang Spellhunter(Magic Missile)
Class: Tattooed Sorcerer (Orc Bloodline), getting Varisian Tattoo (Evocation)
Level 1 Feat: Spell Specialization (Magic Missile)You start out a +4 Caster Levels for Magic Missile, which means three missile (each at +1 dmg from your bloodline) per casting at level 1.
You can then multi-class into Arcanist with the Potent Magic exploit at level 2+ to get a couple of +6 level casts per day (mostly, you want the additional set of level 1 spell slots).
Oh, you will gain a remarkable hatred for the Shield spell, whose very existence mocks you...
A friend of mine brought this build to a PFS Season 0 campaign (home game using old PFS adventures): It was kinda shocking (and funny) to see how many 'bosses' were somehow immune to Magic Missile in those adventures.
zza ni |
VoodistMonk wrote:A friend of mine brought this build to a PFS Season 0 campaign (home game using old PFS adventures): It was kinda shocking (and funny) to see how many 'bosses' were somehow immune to Magic Missile in those adventures.Taja the Barbarian wrote:I'm just going to go ahead and borrow this...Race: Elf with Overwhelming Magic alternate trait, giving you Spell Focus (Evocation)
Stats: Best Charisma you can get, 14+ Intelligence
Traits: Gifted Adept(Magic Missile), Wayang Spellhunter(Magic Missile)
Class: Tattooed Sorcerer (Orc Bloodline), getting Varisian Tattoo (Evocation)
Level 1 Feat: Spell Specialization (Magic Missile)You start out a +4 Caster Levels for Magic Missile, which means three missile (each at +1 dmg from your bloodline) per casting at level 1.
You can then multi-class into Arcanist with the Potent Magic exploit at level 2+ to get a couple of +6 level casts per day (mostly, you want the additional set of level 1 spell slots).
Oh, you will gain a remarkable hatred for the Shield spell, whose very existence mocks you...
he left out the blood havoc blood mutaion - trade the sorcerr ability to touch some1 and give him a bonus for 1 round into dealing an extra 1 point of damage per dice with his sorcerer spells (should also work with arcanist as he is treating his arcenist class as sorcerer for the bloodline, but if not maybe stay sorcerr)
Taja the Barbarian |
The major hangup with Blood Havoc Mutation is probably that is is not flagged as PFS Legal: Since it's obviously not banned for being item creation related, that's a pretty good indicator it wouldn't be allowed at our table.
On a side note, one of the reasons for multiclassing was our GM didn't want full single-class casters in this particular campaign (I think it was no more than 75% of your levels in a single full caster class), but I think the extra spell slots were worthwhile in any case. The character was Sorcerer 1 / Arcanist 3 when PF2e came out and we dropped this campaign for Age of Ashes.
Meirril |
Let me offer an alternative: Kineticist.
Aether Kineticist means you're doing physical blasts (vs AC) from 1st to 6th level. 7th level you can double down on Aether and start doing Force Blasts (vs touch) as a composite blast.
Though if you want to be mechanically closer you'll choose a different element that lets you do an energy type as your basic blast. Fire or Cold would probably be best. Water/cold has more flexibility to avoid energy resistance. Fire is more focused on doing damage, and Searing Flame will help you overcome fire resistance...but not immunity.
If you mix water and fire you get the best of both worlds. Cold or Fire basic blasts, and you can do steam blast if the creature is immune to both.