Building a better blaster


Advice


My friends and I recently started a Return of the Runelords campaign and I chose an Evoker (admixture) Wizard. We are currently at 3rd level so the feats and traits I've chosen up tot his point can't be undone but I'm looking for advice going forward.

Randeron the Red:

Randeron "The Red" DuMorne
Male human (Varisian) evoker (admixture[APG]) 3 (Pathfinder RPG Advanced Player's Guide 143)
CN Medium humanoid (human)
Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (3d6+3)
Fort +2, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +0 (1d6-1) or
. . dagger +0 (1d4-1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks intense spells (+1 damage)
Spell-Like Abilities (CL 3rd; concentration +3)
. . 3/day—dancing lights
Evoker Spells Prepared (CL 3rd; concentration +6)
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 9, Dex 14, Con 12, Int 17, Wis 12, Cha 10
Base Atk +1; CMB +0; CMD 12
Feats Alertness, Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magical lineage (burning hands), scion of legend
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (planes) +10, Knowledge (religion) +10, Perception +3, Sense Motive +3, Spellcraft +9
Languages Celestial, Common, Draconic, Thassilonian, Varisian
SQ arcane bond (Nipper, rhamphorhynchus), versatile evocation
Combat Gear potion of cure light wounds, scroll of enlarge person, scroll of grease, scroll of shield, wand of glitterdust (7 charges); Other Gear club, crossbow bolts (20), dagger, light crossbow, backpack, bedroll, belt pouch, mess kit[UE], spell component pouch, trail rations (5), waterskin, wizard starting spellbook, gold bar (worth 200 gp, 4 lb), 49 gp, 7 sp
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Special Abilities
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Admixture Associated School: Evocation
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.
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.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (6/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

--------------------

Nipper CR –
Rhamphorhynchus (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 8 (1d8)
Fort +2, Ref +7, Will +5
Defensive Abilities evasion, improved evasion
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee bite +1 (1d3-2)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 11
Base Atk +1; CMB +2; CMD 10
Feats Lightning Reflexes
Skills Acrobatics +3 (-5 to jump), Fly +11, Perception +6, Spellcraft +1
SQ empathic link
--------------------
Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.

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Feat Progession:
1 Spell Focus (evocation)
HB: Varisian Tattoo (evocation)
3 Spell Perfection
5 Greater Spell Focus (evocation)
WB: Intensify Spell
7 Empower Spell
9 Spell Penetration
WB: Piercing Spell
11 Greater Spell Specialization
13 Greater Spell Penetration
15 Greater Spell Perfection
WB: ???
17 ???
19 ???
WB: ???

So that's my plan. Any advice on things I should pick or rearrange would be appreciated.

The Exchange

1 level dip in sorcerer - crossblooded (orc/draconic) is the traditional blaster.


Burning Hands isn’t a common pick for a go-to evocation spell (offhand, it seems pretty bad). Spell Perfection takes 15th level, and im not aware of a Greater Spell Perfection.


Oops, my notes were a little screwed up.

Feat Progession:
1 Spell Focus (evocation)
HB: Varisian Tattoo (evocation)
3 Spell Specialization
5 Greater Spell Focus (evocation)
WB: Intensify Spell
7 Empower Spell
9 Spell Penetration
WB: Piercing Spell
11 Greater Spell Specialization
13 Greater Spell Penetration
15 Spell Perfection
WB: ???
17 ???
19 ???
WB: ???


Intensify isn't going to be any use at level 5, and not much until after 10.

Greater spell penetration and piercing spell is way overkill. Drop at least one feat there.

Quicken spell is useful.

Greater spell specialization isn't that useful.

There's no particular sign you're doing anything for your defences. Maybe you're using spells well for this, maybe not, but just reminding you to keep an eye on that.


avr wrote:

Intensify isn't going to be any use at level 5, and not much until after 10.

Greater spell penetration and piercing spell is way overkill. Drop at least one feat there.

Quicken spell is useful.

Greater spell specialization isn't that useful.

There's no particular sign you're doing anything for your defences. Maybe you're using spells well for this, maybe not, but just reminding you to keep an eye on that.

intensify will take his 5d4 Burning Hands to 8d4 at level 5 (spell specialization / varisian tattoo).


Lelomenia wrote:
intensify will take his 5d4 Burning Hands to 8d4 at level 5 (spell specialization / varisian tattoo).

At level 5 he'd be better to use 2nd level spell slots on scorching ray than on intensified burning hands. Caster level 7+ gets you 2 4d6 rays (8d6 > 8d4), ranged touch attacks are easier to land than saves in general, and of course the range is absurdly better.

The area of burning hands isn't great enough for multiple targets to be commonly useful so I compare it to single target spells. Fireball would be a different matter of course.


Do you have a familiar? Dropping a couple feats on it to make it a wand wielder and then handing it a wand of Scorching Ray could be handy. The build might include moving Greater Spell Focus to level 7, Empower Spell to level 9, and at level 5 taking Evolved Familiar: Skilled (Use Magic Device) and as your bonus feat at that level taking Craft Wand.

Now make your familiar a cheap wand, make sure to keep it in a form capable of using said wand, and the +8 to Use Magic Device from Evolved Familiar gets it a long way towards success.

I'd also second Quicken Spell. At higher level there's no greater thrill than firing off a Maximized/Empowered Fireball, a Quickened Fireball and having your familiar shoot a Scorching Ray at one of your foes.


This alias is the Evocation (Admixture) Wizard I've played through that AP via play-by-post for the past few years. We're actually at the final boss, right now. The GM is taking a bit of a forced hiatus, though.

The only change I'd make is I'd reconsider using cold ice strike for his Preferred Spell feat. I chose it at the time because I misunderstood how the feat worked. Once I realized my mistake, I didn't feel like changing it up.


One level dip in Crossblooded Sorc gets +3 DMG per die with Fire Evocation spells, and +2 DMG per die with Evocation spells in general.

Greater Spell Focus is nice but I don't think you need it. Likewise, Piercing Spell is overkill with Greater Spell Penetration. You definitely want Quicken Spell with Spell Perfection.

For a fun cheap metamagic, Raging Spell is pretty cool.

Fireball is the bread and butter spell. Burning Hands is too awkward to specialize in so it's often better to use Magical Lineage for that. Not that it's changeable now but for next time. :)

Iron Will and Great Fortitude are also great picks that will save your life.

Sovereign Court

Scavion wrote:
One level dip in Crossblooded Sorc gets +3 DMG per die with Fire Evocation spells, and +2 DMG per die with Evocation spells in general.

No, the prevailing reading of Blood Havoc Bloodline Mutation is that it only increases damage on a Sorcerer spell (ie, spells cast from Sorcerer spell slots), which you would only have a couple(and at a low CL) with a single level dip. You may try pointing to the Bloodline Arcana FAQ, but the difference is that Blood Havoc specifically calls out Sorcerer spells (which is the listed exception to the FAQ), and Bloodline Arcana is simply "spells".

You still can get +2/die from Crossblooded though. Orc for +1/die with no restriction and Draconic(Fire) for +1/die for fire spells (or the Solar bloodline).

If you meant +1/die from Evocation School's Intense Spells... that's not how it works. Its 1/2 level once per cast.

Scavion wrote:
For a fun cheap metamagic, Raging Spell is pretty cool.

I assume you meant Furious Spell.


Yeah Furious Spell is what I was thinking of. Good 1 level adjustment metamagic.

While yes, Blood Havoc only applies to the sorc slots, with Magical Knack trait and Spell Spec, thats still 5d4+15 as your filler in between rounds. That's definitely still worth it for a 1st level power you'll likely never use. Your Charisma is just a 10 so at 4th level, bumping it to 11 so you can have three of those stronk burning hands. Even without Magical Knack they are still 4d4+12.

Extra Traits is a solid feat to consider.


Persistant Spell. Having to save twice does reap benefits especially against mooks.


This is one of the most disgusting blaster builds I've ever seen. I call it the "FACEball build", because it's an acronym and its also in ur face.

It even maximizes your utility because of Preferred Spell at lvl 9. After level 9, you can prepare your entire spells per day as Utility Spells, and at any point in time trash them for Fireball, and pump it full of whatever MM feats you want and then Admixture it to whatever Energy type you want: Fire, Acid, Cold, Elec = FACEball.

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

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

Traits:

Wayang Spellhunter: FACEball
Magical Lineage: FACEball

Feats:

Lvl1 Sorcerer1, Feat: Spell Focus (Evocation), Human Bonus Feat: Spell Specialization (retrained to FACEball at level8)
Lvl2 Arcanist1
Lvl3: WizardX, Feat: Empower Spell, Wizard Bonus Feat: Heighten Spell
Lvl4:
Lvl5: Feat: Widen Spell
Lvl6:
Lvl7: Feat: Magic Trick: FACEball, Wizard Arcane Discovery: Creative Destruction

Lvl8: Switch Spell Spec to FACEball now.
At level 8, this is where this build really starts to take off. We have CL10 with FACEballs right now, and they can be Admixtured 8-10ish times per day, so you can have 5 clusterbombed 10ft wide FACEballs that deal 2d6+6 damage each, and then use concentrated fire to get 5x 5ft wide 3d6+9 FACEballs, so that's 15d6+45 and you can Empower +50% for free. Creative Destruction gives you 15Temp HP whenever you FACEball 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 FACEball twice a round.

Lvl9: Preferred Spell: FACEball (now you can prepare all utility spells and never need to prep FACEball again, and trash any of them for FACEball and pump any MM feats you want into it on the fly)
Lvl10:
Lvl11: Varisian Tattoo (Evocation)
Lvl12: Wizard Bonus Feat: Spell Penetration
Lvl13: Feat: Maximize Spell
Lvl14:
Lvl15: Feat: Spell Perfection(FACEball)
Lvl16:
Lvl17: Feat: Any, Wizard Bonus Feat: Any

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

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 +6CL (spell perfection w/ spell specialization & varisian tattoo) +1 IounStone = 22CL.
22CL = 11 tiny FACEballs 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+6 FACEballs, which are Widened to 11 20ft-wide 2d6+6 FACEballs, and then use Magic Trick: Concentrated Fire down to 5ft-wide 11 seperate 5d6+15 FACEballs, so 55d6+165 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+165 (+50%) for a 3rd level spell slot (avg dmg: 536.25). Now Maximize it for a 6th level spell slot for 742.50 dmg. As Admixture, that FACEball can be fire, cold, acid, or electricity.

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

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

With Beads of Karma, that's another +4 CL 10 mins per day.


That’s pretty nice. I do think that since Magic Trick: Fireball came out, Fireball has definitely been the best blaster spell to specialize in.

Liberty's Edge

Are we going for more AOE Blaster or a Sniper Based Blaster?

Area of Effect
1- Spell Focus (Evocation)
3- Spell Penetration
5- Greater Spell Focus (Evocation)
5- Empower Spell
7- Intensify Spell
9- Spell Specialization
10- Elemental Spell
11- Selective Spell
13- Greater Spell Specialization

This will give you a Wizard/Sorcerer that can cast powerful AOE spells and leave allies unharmed to an extent.

Sniper Build
1- Improved Initiative
3- Weapon Focus {Rays}
5- Spell Penetration
5- Empower Spell
7- Reach Spell
9- Intensify Spell
10- Greater Spell Penetration
11- Spell Specialization
13- Greater Spell Specialization

the Weapon Focus can be easily traded out for toughness without much loss. After Intelligence, Dexterity should be the second highest stat.

Liberty's Edge

Best AOE Blaster Spells by level
1st- Burning Hands
2nd- Flurry Of Snowballs (People of the North)
3rd- Fireball
4th- Greater Invisibility
5th- Cone Of Cold
6th- Chain Lightning
7th- Firebrand (Advanced Players Guide)
8th- Horrid Wilting
9th- Meteor Swarm

Best Sniper Blaster Spells by Level
1st- Magic Missile
2nd- Scorching Ray
3rd- Ray of Exhaustion
4th- Greater Invisibility
5th- Sonic Thrust (Ultimate Magic)
6th- Disintegrate
7th- Finger Of Death
8th- Polar Ray
9th- Energy Drain

Roughly

Grand Lodge

Michael Talley 759 wrote:

Best AOE Blaster Spells by level

1st- Burning Hands
2nd- Flurry Of Snowballs (People of the North)
3rd- Fireball
4th- Greater Invisibility
5th- Cone Of Cold
6th- Chain Lightning
7th- Firebrand (Advanced Players Guide)
8th- Horrid Wilting
9th- Meteor Swarm

Best Sniper Blaster Spells by Level
1st- Magic Missile
2nd- Scorching Ray
3rd- Ray of Exhaustion
4th- Greater Invisibility
5th- Sonic Thrust (Ultimate Magic)
6th- Disintegrate
7th- Finger Of Death
8th- Polar Ray
9th- Energy Drain

Roughly

Greater Invisibility???

Most levels metamagic on lower level spells will overshadow your examples.
Finger of death is pathetic sniping spell both for range and dm.
And you forgot the almighty Battering Blast!!!!


For AoE, i wouldn’t aoe out of 1st level slots, but if i had to Snapdragon Fireworks can be effective. 2nd level, Burning Arc is a really strong spell. 4th, Dragon Breath, 5th, Firesnake (cone of cold is just bad). At high levels, there arent many options and i wouldn’t want to use anything because you can’t fit metamagic.

For sniping, i’d have at least Battering Blast, Enervation, and Hellfire Ray.

Liberty's Edge

*Khan* wrote:


Greater Invisibility???
Most levels metamagic on lower level spells will overshadow your examples.
Finger of death is pathetic sniping spell both for range and dm.
And you forgot the almighty Battering Blast!!!!

yup, Can attack and remain invisible, move, blast, move , blast

as for damage and effects of Finger of Death, it is for the most part single targeting. Not ideal for everyone. If the target makes the fort save it is reduced to 3d6+level, otherwise 10 damage per level with no level cap. Base Fort DC would be 22. Still not fully ideal since most martial villains will make it

Liberty's Edge

Lelomenia wrote:

For AoE, i wouldn’t aoe out of 1st level slots, but if i had to Snapdragon Fireworks can be effective. 2nd level, Burning Arc is a really strong spell. 4th, Dragon Breath, 5th, Firesnake (cone of cold is just bad). At high levels, there arent many options and i wouldn’t want to use anything because you can’t fit metamagic.

For sniping, i’d have at least Battering Blast, Enervation, and Hellfire Ray.

That they can be :3


If it's a max level 20 build, Chain Lightning is king with Magical Lineage. It lets you spell perfection Quicken Chain Lightning.

For someone who isn't that patient, Fireball is probably better to specialize in.

For someone who REALLY isn't patient, take Toppling Spell with Magical Lineage keyed to Magic Missile. Fun right from the getgo. Later still specialize in Fireball, but now you have SUPER Magic Missiles in your back pocket.

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