As a blaster caster you probably will have a variety of energy types in spells, but it's a good pick for energy substitution/admixture. The Orb spells are great at single target direct damage and ignore SR.Īcid is generally the best energy type if you have to choose only one. That will let fireball go up to 15d6 damage, instead of being limited to 10d6. The Spell Specialization feat to bump caster levels for your favorite blast, and the Intensified Spell metamagic feat to increase the dice cap. The traits Magical Lineage and Wayang Spellhunter, which lower the metamagic cost for a chosen spell. Taking Elf as your race can get you bonuses to spell penetration, which never hurts. Levels in Wizard with the Evocation Admixture subschool, which lets you swap the element of evocation spells several time a day, to get around damage resistance. Orc Bloodline gives +1 damage per dice to all damaging spells, and Draconic does the same for spells of one element, so you can easily have your fireballs doing 1d6+2 damage per caster level. A one level dip in crossblooded sorcerer to gain the Orc and Draconic bloodline powers. The general approach for Pathfinder blasting includes most of these elements (and you can check out Brewer's Guide to the Blockbuster Wizard for more detail): For combat based "caster", wilder is my favourite option. Once you get to mid levels you can diversify a bit, or add battle field control to your blasting or maybe start dimension dooring around the battlefield. you will be pumping out tons of damage, and be fairly hard to kill (Good AC and a lot of phantom hitpoints - easily refreshed for each battle if need be.) But after a few extra levels, and a few elemental damage enhancing feats later. So during the first few levels a wilder would not contribute much more to the party than not dying easily. I prefer to first take abilities that enhance my survival, like AC boosting stuff and the one that gives you phantom hitpoints. Since Wilders have a fairly limited number of starting abilities, they tend to not accomplish all that much during the first few levels. Especially if you are going to start with level three characters. If you want to prioritize the ability to pump out as much damage as possible and not worry too much about being useful on the utility end of things, then I'd suggest going with a Wilder. I just kinda need some explodeymages for a setting, rather than the normal Sleep/Color Spray/Bigby's Hand types. ![]() If the core games don't have anything, are there any good third-party solutions?Īlso, any suggestions on GMing a character like that?ĮDIT: Common houserules are also fine, if there's no rules-legal solution. Is Empower Spell worthwhile? Is Maximize Spell really as terrible as it seems? What else is viable? I know blaster mages are pretty weaksauce in general, because monster hitpoints doubled or more while mage damage didn't increase, but I imagine there must be something to make them more efficient. ![]() I preferred the warlock, but warlocks seem kinda weaksauce, especially on damage. She just has to stack up to fighters and the like and be not-useless.ĭ&D 3.5 and Pathfinder options are both fine, and I have most of the 3.5 Complete books on my shelf, but never messed with the full casters much. The mage doesn't have to stack up to other mages. More like Diabo or Final Fantasy mages, less Gygaxian weirdness like Flaming Sphere. Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.So, if I wanted to make a simple mage-type character relying mostly on direct damage spells, starting at 3rd level and remaining more or less viable through 12th or so, how would I do it? Preferably energy spells that look cool and aren't really complicated or tedious to use. ![]() Id Insinuation I: Confuse one creature for the duration of your concentration + 1 round. Telempathic Projection: Alter the target's attitude or give bonuses to those interacting with the target.Īversion: Cause the target to avoid an object or location.ĭemand Offering: Make a creature give you an object it's holding. It is thematic for a Wayang, and it give you access to a lot of spells.ĭaze (Lvl 0) Bungle (Lvl 1) Charm Person (Lvl 1) Delusional Pride (Lvl 1) Hypnotism (Lvl 1) Keep Watch (Lvl 1) Lock Gaze (Lvl 1) Memorize Page (Lvl 1) Memory Lapse (Lvl 1) Moment of Greatness (Lvl 1) Sleep (Lvl 1) Sow Thought (Lvl 1) Unprepared Combatant (Lvl 1) Bestow Insight (Lvl 2*) Bestow Weapon Proficiency (Lvl 2) Compassionate Ally (Lvl 2) Daze Monster (Lvl 2*) Delay Pain (Lvl 2) Hideous Laughter (Lvl 2*) Investigative Mind (Lvl 2) Oppressive Boredom (Lvl 2) Qualm (Lvl 2) Seducer's Eyes (Lvl 2) Seducer's Eyes (Lvl 2) Tactical Acumen (Lvl 2*) Touch of Idiocy (Lvl 2) Touch Of Mercy (Lvl 2) Unnatural Lust (Lvl 2*)ĭeja Vu: Make a creature repeat its actions.
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