jaybird
2011-06-22, 02:35 PM
Hey guys, playing a level 3 Human Wizard (Admixture specialization) in Pathfinder right now, and I want him to be walking arcane artillery. I know it's not optimal, but it's not that sort of a game (lot of newbies plus a shared interest in RPing and storyline), so I just want him to be able to make the biggest explosion possible.
Plan: Wizard 5, then go to War Mage (PrC from AoM). Arcane Thesis Fireball, and maybe Scorching Ray later. My DM is willing to use the +0 metamagic becomes -1 metamagic reading for AT as long as it's only applied to blast spells, and with Admixture specialist, I'll be able to switch between fire, cold, acid, and electric damage at will 8 times per day (3+int mod, int 20 by level 4). With Fiery Spell and Scorching Spell I do +4 damage per dice for a total of +1 to spell level, add on Energy Substitution to bring that back down to +0, and Battle Magic (from War Mage) at level 10 gives me another +3 per dice, making it +7 damage/dice. Empower Spell and Invisible Spell (both at level 7 thanks to War Mage) keeps the spell at spell slot 3. At level 9, I get Maximize and either Arcane Thesis Scorching Ray or Searing Spell (for if I manage to run out of my 8 energy switches).
At level 10, my Fireballs are spell slot 3 for 15d6+70, and my Scorching Rays are spell slot 2 for 3x(6d6+32) (Arcane Thesis gives +2 CL). I plan on taking the third-party Pyromancer PrC after that, which gives me no level cap on fire spells by level 15. Thoughts? Thanks.
Plan: Wizard 5, then go to War Mage (PrC from AoM). Arcane Thesis Fireball, and maybe Scorching Ray later. My DM is willing to use the +0 metamagic becomes -1 metamagic reading for AT as long as it's only applied to blast spells, and with Admixture specialist, I'll be able to switch between fire, cold, acid, and electric damage at will 8 times per day (3+int mod, int 20 by level 4). With Fiery Spell and Scorching Spell I do +4 damage per dice for a total of +1 to spell level, add on Energy Substitution to bring that back down to +0, and Battle Magic (from War Mage) at level 10 gives me another +3 per dice, making it +7 damage/dice. Empower Spell and Invisible Spell (both at level 7 thanks to War Mage) keeps the spell at spell slot 3. At level 9, I get Maximize and either Arcane Thesis Scorching Ray or Searing Spell (for if I manage to run out of my 8 energy switches).
At level 10, my Fireballs are spell slot 3 for 15d6+70, and my Scorching Rays are spell slot 2 for 3x(6d6+32) (Arcane Thesis gives +2 CL). I plan on taking the third-party Pyromancer PrC after that, which gives me no level cap on fire spells by level 15. Thoughts? Thanks.