Self-Interested Preface: This build was mostly following Brewer's Guide To The Blockbuster Wizard (hopefully that link continues to work), a character with a class and playstyle I have no experience playing. Honestly, as of the posting of this entry (4.29.16) I've only played four campaigns, one of which (Legacy Of Fire) lasted a single session before everyone left (I played a rogue Knife Master as Disney's Aladdin), another of which petered out when we all took a break (Skulls & Shackles, I played an unoptimized gunslinger who died and then an unoptimized summoner), a third which fell apart after everyone who wasn't me originally playing ended up being replaced by other people (Serpent Skull, I was an semi-optimized War Drummer skald), and the game I'm currently in (played as my optimized Synthesist, then swapped it out for an optimized Monster Tactician Heretic inquisitor). This makes it kind of hard to make decisions regarding automatically learned spells and projected playstyle with classes I've never used. This character'd still be fun to play, though, despite being an aloof asshole (elves are always aloof assholes; you can deny it if you want but you'd be wrong). I'm pretty sure this character's even pretty close to Pathfinder legal if you're into that kind of thing (I don't think I am, it sounds lame), but it was more of an exercise because Brewer's guide was written so well and evocatively.
The concept of the build, as laid out in the guide, is FIREBALL. Fireball every day, all day, unless you need a different spell, in which case you're wasting time. Spell Specialization, Intensified Spell, Heighten Spell, Dazing Spell and Quicken Spell (what the fuck is up with the inconsistency between verbs and adverbs in the metamagic names?) all come into play often, as well as the Admixture school ability to switch out elemental damage types. Preferred Spell (an amazing feat that seems often overlooked to me) allows for the absence of Fireball from the spellbook, making this character into a Wizard who casts Fireball like a Sorcerer who isn't slowed down by applying metamagic to it. That's the most versatile capability this character has- they can memorize and prepare every useful spell they can think of and if there's no call for passwall or whatever then it's suddenly a 5th-level Dazing Fireball.
Heighten Spell is not covered in the guide and is actually sort of warned against by Brewer, but the point of Heighten Spell is not to increase the spell level of a spell to boost its DC, but to bring the spell's DC up to match its spell level. With an Empowered Dazing Fireball, an adjusted-level 7 spell, assuming no magic items and level 13, the save DC against the damage and the daze effect is 10+3(spell level)+1(Spell Focus)+1(Spell Focus)+6(INT)=21. According to a chart I'm looking at right now, a CR 13 monster with a bad Reflex save would have an average of +12 Reflex, which means it'd only have to roll a 9 or higher to take half damage and negate the daze effect, which would only daze it for three rounds if it hit anyway. A Heightened Empowered Dazing Fireball would have a save DC of 25 instead, using the adjusted spell level to calculate DC, and daze for seven rounds on a failed save. It also allows the fireball to get past a lesser globe of invulnerability which would otherwise completely ruin the efficacy of this build (now it'd take Spell Immunity instead! also I'm kidding, fuck you, this build's great).
Tenebrous Spell is obtained at level 17- with Preferred Spell, it can be added to Fireball on the fly, effectively negating its only weakness (difficult to cast and weaker in areas of bright light). A free +1 DC and +1 CL in dim light or darker is the type of weird ability a shitty thematic darkness-casting prestige class would give you. If it looks like the entire campaign's gonna be in a dark place, Tenebrous Spell might be a good thing to obtain earlier. It's DM ruling if Spell Perfection doubles the +1 bonus or not (I would think so, since it's a feat).
Heighten Spell is not covered in the guide and is actually sort of warned against by Brewer, but the point of Heighten Spell is not to increase the spell level of a spell to boost its DC, but to bring the spell's DC up to match its spell level. With an Empowered Dazing Fireball, an adjusted-level 7 spell, assuming no magic items and level 13, the save DC against the damage and the daze effect is 10+3(spell level)+1(Spell Focus)+1(Spell Focus)+6(INT)=21. According to a chart I'm looking at right now, a CR 13 monster with a bad Reflex save would have an average of +12 Reflex, which means it'd only have to roll a 9 or higher to take half damage and negate the daze effect, which would only daze it for three rounds if it hit anyway. A Heightened Empowered Dazing Fireball would have a save DC of 25 instead, using the adjusted spell level to calculate DC, and daze for seven rounds on a failed save. It also allows the fireball to get past a lesser globe of invulnerability which would otherwise completely ruin the efficacy of this build (now it'd take Spell Immunity instead! also I'm kidding, fuck you, this build's great).
Tenebrous Spell is obtained at level 17- with Preferred Spell, it can be added to Fireball on the fly, effectively negating its only weakness (difficult to cast and weaker in areas of bright light). A free +1 DC and +1 CL in dim light or darker is the type of weird ability a shitty thematic darkness-casting prestige class would give you. If it looks like the entire campaign's gonna be in a dark place, Tenebrous Spell might be a good thing to obtain earlier. It's DM ruling if Spell Perfection doubles the +1 bonus or not (I would think so, since it's a feat).
This build was created in November of 2015.
Wizard (Admixture),
Level 20
Race: Elf +2 DEX,
+2 INT, -2 CON [+1 Hit Point/+1 Skill Point/+1/2 uses of a first-level arcane
power]
Racial Traits
Elven Immunities (Immune to magical sleep effects, +2 to
saving throws against Enchantment)
Elven Magic (+2 to caster level checks to overcome spell
resistance)
Fleet-Footed (+2 to Initiative, bonus Run feat)
Sensitivity To Light (dazzled in areas of bright light)
Darkvision 60'
Character Traits/Drawbacks
Drawback: (Detriment, Circumstance)
Combat: Reactionary (+2 to Initiative)
Regional: Wayang Spellhunter: Fireball (Metamagic applied to
Fireball adjusts its final spell level by -1.)
Religion: Affinity For The Elements: Fire (Spells cast with
the Fire descriptor are cast at +1 DC)
Point Buy 20 Racial Lvl. 4 Lvl. 8 Lvl. 12 Lvl.
16 Lvl. 20
STR 8 9
DEX 12 14
CON 14 12
INT 18 20 21 22 23 24
WIS 10
CHA 7
Class Skills: Appraise,
Craft (Any), Fly, Knowledge (Any), Linguistics, Profession (Any), and Spellcraft.
Languages:
Common, Elven, Draconic, Sylvan, +3
1: Wizard 1, +1 Hit Point
BAB: +0
Saves: +1/+2/+2
Feats: Simple Weapon Proficiency, Run, Arcane Bond: Familiar,
Arcane School: Evocation (Admixture), Intense Spells, Versatile Evocation, Scribe
Scroll, [1st Level Feat] Spell Focus: Evocation, [Anti-Hero] Spell Specialization (Burning
Hands)
Skills(7): Knowledge
(Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Planes),
Perception, Spellcraft
Opposition Schools: Enchantment and Necromancy
New Spells: 0th Level- (All
Wizard cantrips)
1st Level- Burning
Hands, Color Spray, Enlarge Person, Floating Disk, Mage Armor, Magic Missile,
Mount, Protection From Evil, Reduce Person
Base Spells Per Day: 3 Lvl. 0, 3 Lvl. 1
+1
spell per level above 0th, which must be an evocation spell.
Familiar: Compsognathus
2: Wizard 2, +1 Hit Point
BAB: +1
Saves: +1/+2/+3
Feats: (none)
Skills(7): Knowledge
(Arcana), Perception, Spellcraft, +4 others (round out Knowledge)
New Spells: 1st
Level- Blood Money, Windy Escape
Base Spells Per Day: 4 Lvl. 0, 4 Lvl. 1
+1
spell per level above 0th, which must be an evocation spell.
3: Wizard 3, +1 Hit Point
BAB: +1
Saves: +2/+3/+3
Feats: [3rd Level Feat] Intensify Spell
Skills(7): Knowledge
(Arcana), Perception, Spellcraft, +4 others
New Spells: 2nd
Level- Darkness, Flaming Sphere
Base Spells Per Day: 4 Lvl. 0, 4 Lvl. 1, 2 Lvl. 2
+1
spell per level above 0th, which must be an evocation spell.
4: Wizard 4, +1 Hit Point
BAB: +2
Ability Score Increase: INT +1 (21)
Saves: +2/+3/+4
Feats: (none)
Skills(7): Knowledge
(Arcana), Perception, Spellcraft, +4 others
New Spells: 2nd
Level- Glitterdust, Levitate
Base Spells Per Day: 4 Lvl. 0, 5 Lvl. 1, 3 Lvl. 2
+1
spell per level above 0th, which must be an evocation spell.
5: Wizard 5, +1 Hit Point
BAB: +2
Saves: +2/+3/+4
Feats: [Wizard 5th] Heighten Spell, [5th
Level Feat] Preferred Spell (Fireball)
Skills(7): Knowledge
(Arcana), Perception, Spellcraft, +4 others
New Spells: 3rd
Level- Fireball, Haste
Base Spells Per Day: 4 Lvl. 0, 5 Lvl. 1, 3 Lvl. 2, 2 Lvl. 3
+1
spell per level above 0th, which must be an evocation spell.
6: Wizard 6, +1 Hit Point
BAB: +3
Saves: +3/+4/+5
Feats: [Respecialize] Spell Specialization (Fireball)
Skills(7): Knowledge
(Arcana), Perception, Spellcraft, +4 others
New Spells: 3rd
Level- Fly, Dispel Magic
Base Spells Per Day: 4 Lvl. 0, 5 Lvl. 1, 4 Lvl. 2, 3 Lvl. 3
+1
spell per level above 0th, which must be an evocation spell.
7: Wizard 7, +1 Hit Point
BAB: +3
Saves: +3/+4/+5
Feats: [7th Level Feat] Greater
Spell Focus: Evocation
Skills(7): Knowledge
(Arcana), Perception, Spellcraft, +4 others
New Spells: 4th
Level- Ball Lightning, Emergency Force Sphere
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 4 Lvl. 2, 3 Lvl. 3, 2 Lvl.
4
+1
spell per level above 0th, which must be an evocation spell.
8: Wizard 8, +1 Hit Point
BAB: +4
Ability Score Increase: INT +1 (22)
Saves: +3/+4/+6
Feats: Elemental Manipulation
Skills(8): Knowledge
(Arcana), Perception, Spellcraft, +5 others
New Spells: 4th
Level- Dragon’s Breath, Touch Of Slime
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 5 Lvl. 2, 4 Lvl. 3, 3 Lvl.
4
+1
spell per level above 0th, which must be an evocation spell.
9: Wizard 9, +1 Hit Point
BAB: +4
Saves: +4/+5/+6
Feats: [9th Level Feat] Dazing Spell
Skills(8): Knowledge
(Arcana), Perception, Spellcraft, +5 others
New Spells: 5th
Level- Overland Flight, Permanency
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 4 Lvl. 3, 3 Lvl.
4, 2 Lvl. 5
+1
spell per level above 0th, which must be an evocation spell.
10: Wizard 10, +1 Hit Point
BAB: +5
Saves: +4/+5/+7
Feats: [Wizard 10th] Quicken Spell
Skills(8): Knowledge
(Arcana), Perception, Spellcraft, +5 others
New Spells: 5th
Level- (as desired)
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 4 Lvl. 3, 4 Lvl.
4, 3 Lvl. 5
+1
spell per level above 0th, which must be an evocation spell.
11: Wizard 11, +1 Hit Point
BAB: +5
Saves: +4/+5/+7
Feats: [11th Level Feat] Spell Penetration
Skills(8): Knowledge
(Arcana), Perception, Spellcraft, +5 others
New Spells: 6th
Level- Contingency, True Seeing
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 4 Lvl.
4, 3 Lvl. 5, 2 Lvl. 6
+1
spell per level above 0th, which must be an evocation spell.
12: Wizard 12, +1 Hit Point
BAB: +6/+1
Ability Score Increase: INT +1 (23)
Saves: +5/+6/+8
Feats: (none)
Skills(8): Knowledge
(Arcana), Perception, Spellcraft, +5 others
New Spells: 6th
Level- Elemental Assessor/Hellfire Ray, Greater Dispel Magic
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 4 Lvl.
4, 4 Lvl. 5, 3 Lvl. 6
+1
spell per level above 0th, which must be an evocation spell.
13: Wizard 13, +1 Hit Point
BAB: +6/+1
Saves: +5/+6/+8
Feats: [13th Level Feat] Greater Spell Penetration
Skills(8): Knowledge
(Arcana), Perception, Spellcraft, +5 others
New Spells: 7th
Level- Limited Wish, (as desired)
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl.
4, 4 Lvl. 5, 3 Lvl. 6, 1 Lvl. 7
+1
spell per level above 0th, which must be an evocation spell.
14: Wizard 14, +1 Hit Point
BAB: +7/+2
Saves: +5/+6/+9
Feats: (none)
Skills(8): Knowledge
(Arcana), Perception, Spellcraft, +5 others
New Spells: 7th
Level- (as desired)
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl.
4, 4 Lvl. 5, 4 Lvl. 6, 2 Lvl. 7
+1
spell per level above 0th, which must be an evocation spell.
15: Wizard 15, +1 Hit Point
BAB: +7/+2
Saves: +6/+7/+9
Feats: [Wizard 15th] Empower Spell, [15th
Level Feat] Spell Perfection (Fireball)
Skills(8): Knowledge
(Arcana), Perception, Spellcraft, +5 others
New Spells: 8th
Level- (as desired)
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl.
4, 5 Lvl. 5, 4 Lvl. 6, 2 Lvl. 7, 1 Lvl. 8
+1
spell per level above 0th, which must be an evocation spell.
16: Wizard 16, +1 Hit Point
BAB: +8/+3
Ability Score Increase: INT +1 (24)
Saves: +6/+7/+10
Feats: (none), (can respecialize if desired- fireball should be able to penetrate most SR)
Skills(9): Knowledge
(Arcana), Perception, Spellcraft, +6 others
New Spells: 8th
Level- (as desired)
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl.
4, 5 Lvl. 5, 4 Lvl. 6, 4 Lvl. 7, 2 Lvl. 8
+1
spell per level above 0th, which must be an evocation spell.
17: Wizard 17, +1 Hit Point
BAB: +8/+3
Saves: +6/+7/+10
Feats: [17th Level Feat] Tenebrous Spell
Skills(9): Knowledge
(Arcana), Perception, Spellcraft, +6 others
New Spells: 9th
Level- Time Stop, Wish
Base Spells Per Day: 4 Lvl. 0, 6
Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 4 Lvl. 7, 2 Lvl. 8, 1
Lvl. 9
+1
spell per level above 0th, which must be an evocation spell.
18: Wizard 18, +1 Hit Point
BAB: +9/+4
Saves: +7/+8/+11
Feats: (none)
Skills(9): Knowledge
(Arcana), Perception, Spellcraft, +6 others
New Spells: 9th
Level- Mage's Disjunction, (as desired)
Base Spells Per Day: 4 Lvl. 0, 6
Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 4 Lvl. 7, 3 Lvl. 8, 2
Lvl. 9
+1
spell per level above 0th, which must be an evocation spell.
19: Wizard 19, +1 Hit Point
BAB: +9/+4
Saves: +7/+8/+11
Feats: [19th Level Feat] Improved Initiative
Skills(9): Knowledge
(Arcana), Perception, Spellcraft, +6 others
New Spells: 9th
Level- (as desired)
Base Spells Per Day: 4 Lvl. 0, 6
Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 5 Lvl. 7, 3 Lvl. 8, 3
Lvl. 9
+1
spell per level above 0th, which must be an evocation spell.
20: Wizard 20, +1 Hit Point
BAB: +10/+5
Ability Score Increase: STR +1 (9)
Saves: +7/+8/+12
Feats: [Wizard 20th] Immortality
Skills(9): Knowledge
(Arcana), Perception, Spellcraft, +6 others
New Spells: 9th
Level- (as desired)
Base Spells Per Day: 4 Lvl. 0, 6
Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 5 Lvl. 7, 4 Lvl. 8, 4
Lvl. 9
+1
spell per level above 0th, which must be an evocation spell.
Base Fireball Caster Level, Damage, and Variables by Level
Lvl.
|
*SR>
|
**DC
|
Base Damage
|
New Online Feats
|
Activatable Feats
|
5
|
+7
|
21
|
5d6+2 fire
|
Affinity For The Elements, Intense Spells, Spell
Focus: Evocation, Preferred Spell (castable spontaneously)
|
Versatile Evocation
|
6
|
+10
|
22
|
8d6+3 fire
|
Spell
Specialization
|
Intensify Spell
|
7
|
+11
|
22
|
9d6+3 fire
|
Greater Spell Focus: Evocation
|
Heighten Spell***
|
8
|
+12
|
23
|
10d6+4 fire
|
Elemental Manipulation
|
|
9
|
+13
|
23
|
10d6+4 fire
|
Dazing Spell
|
|
10
|
+16
|
23
|
10d6+5 fire
|
||
11
|
+19
|
23
|
10d6+5 fire
|
Spell Penetration
|
Quicken Spell
|
12
|
+20
|
23
|
10d6+6 fire
|
||
13
|
+25
|
23
|
10d6+6 fire
|
Greater Spell
Penetration
|
Intensify Spell caps out here at 15d6
|
14
|
+26
|
23
|
10d6+7 fire
|
||
15
|
+29
|
25
|
10d6+7 fire
|
Spell Perfection
| Empower Spell |
16
|
+30
|
26
|
10d6+8 fire
|
||
17
|
+31
|
26
|
10d6+8 fire
|
Tenebrous Spell
|
|
18
|
+32
|
26
|
10d6+9 fire
|
||
19
|
+33
|
26
|
10d6+9 fire
|
||
20
|
+34
|
26
|
10d6+10 fire
|
*SR> - Spell Resistance
piercing bonus, added to d20 roll to overcome spell resistance
+Caster Level
Elven
Magic: +2
Spell
Specialization: +2 (+4 after 15 from spell perfection)
Spell
Penetration: +2 (+4 after 15 from spell perfection)
Greater
Spell Penetration: +2 (+4 after 15 from spell perfection)
Tenebrous Spell: +1 (in areas of dim light or darker; +2 if DM allows)
Tenebrous Spell: +1 (in areas of dim light or darker; +2 if DM allows)
(Material Component) Dweomer’s Essence: +5
(Metamagic Rod) Piercing Spell: +5
(Spell) Sure Casting: +5
**DC – Difficulty Class,
non-20 total reflex save needed to half or avoid damage
Base DC: 10
+Spell
Level (3 until Heighten Spell)
+INT modifier (Level 1-7: +5; Level 8-15: +6; Level 16:
+7)
Affinity For The Elements: +1 if spell has not been
modified by Versatile Evocation
Spell Focus: +1 (+2 after 15 from spell perfection)
Greater Spell Focus: +1 (+2 after 15 from spell perfection)
Tenebrous Spell: +1 (in areas of dim light or darker; +2 if DM allows)
Tenebrous Spell: +1 (in areas of dim light or darker; +2 if DM allows)
***Heighten Spell – If
Fireball is cast as a 4th-level or higher spell, its DC is as the
level of the spell slot used.
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