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View Full Version : Pathfinder Iron Gods Blockbuster Arcanist - Smoothing out Feats



Adam500
2014-12-22, 03:34 AM
So our party has been playing the Iron Gods adventure path and due to poor communication during character creation we wound up with a rather awkward party composition. We ran with it though, but towards the end of the first adventure we were thoroughly unprepared for the BBEG to show up looking for us (because of plot spoilers). So a TPK behind us we agree as a group to try again from level 1 with a bit more communication between us as to whats being built. The rest of the party is an Urban Ranger (fufilling our skill needs), a Heavens Shaman (healer and divine caster), a Trip build with an unspecified class (Tank/BFC), and me playing an Arcanist as our primary Arcane caster.

I tend to create character builds out to an end-game plan before I sit down to play; So bear with me.

I've been toying for a while now with the idea of building a 'Blockbuster Wizard' and I've been wanting to try the Arcanist class out as well. Since it gets most of the Wizard tool-kit Blockbuster needs through School Savant and has it's own toys besides it seemed like a perfect fit.

My main issue is in smoothing out feat progression at later levels. I took Technologist so I could succeed later on Knowledge checks to identify both items (though the Technomancy spell should cover me early on) and creatures. I'm wondering if I would be better served taking it earlier.
I'm also not entirely sure which feat to take with my Greater Metamagic Knowledge. I have it set on Quicken right now, but before that I had Dazing and Quicken in the opposite spots. Since this slot can be shifted day to day I'm not sure which one I would feel safest losing on a given day for something situational.

Lastyly I need to pick a feat for 13th level and while there are some pretty obvious choices (Gr Spell Focus, another Metamagic like Selective, etc) I've been considering Skill Focus Knowledge Engineering to qualify me for Technomancer. I've shied away from comitting to this for several reasons (firstly, I'm not a crafter. Secondly, it competes with Spell Consumption for my spell slots) but I'm wondering if its still a strong choice for an endgame (mind you, only 7 levels worth) or if I should just stick out Arcanist. I lean toward the latter.

Finally here is the full build as it stands now, I appreciate any help you guys can offer, and maybe this can help someone else out down the line.

Arcanist (Admixture School Savant)
Human 8/14/14/18+2/10/14 (30pt buy)
Traits: Magical Lineage (Fireball), Numerian Archaeologist
1 Arcanist - Spell Focus (Evocation), Spell Specialization
2 Arcanist -
3 Arcanist - Additional Traits(Metagamic Master, Clever Wordplay/Reactionary)
4 Arcanist -
-END ADVENTURE 1-
5 Arcanist - Extra Exploit (Metamagic Knowledge), Empower Spell(B), Potent Magic(ex)
6 Arcanist -
7 Arcanist - Intensify Spell
-END ADVENTURE 2-
8 Arcanist -
9 Arcanist - Technologist?, Quick Study(ex)
10 Arcanist -
-END ADVENTURE 3-
11 Arcanist - Dazing Spell, Metamixing(ex)
12 Arcanist -
13 Arcanist - FEAT, Greater Metamagic Knowledge(ex), Quicken Spell(B)
-END ADVENTURE 4?-
14 Arcanist -
15 Arcanist - Spell Perfection, gr exploit
16 Arcanist -
-END ADVENTURE 5?-
17 Arcanist - FEAT, gr exploit
18 Arcanist -
19 Arcanist - FEAT, gr exploit
20 Arcanist -
-END ADVENTURE 6?-
Specialist: Evocation (Admixture); Opposed: Enchantment, Illusion