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Tuesday, September 22, 2026

PF1e Blaster Build, the newest info to consider

 https://paizo.com/threads/rzs2razr?Blaster-Wizard-build



Hey guys, I have a bunch of D6s, and I want to roll as many of them at once... So I'm making a Fireball speced blaster wizard for PFS. Am I doing this right?

Race:Elf (Arcane Focus)

Stats:
Str:7
Dex:16
Con:12
Int:20
Wis:11
Chr:7

Level 1-5: Admixture Wizard, Dodo Familiar (+4 to init)
Level 6: Tattoed, Duel blooded (Orc/Draconic (fire)) Sorcerer (I know I can't cast socrcerer spells here, but it seems worth it to not have the -2 to will?)
Level 7-12:Admixture Wizard

Traits:Magical Heritage(Fireball), Metamagic Mastery(Fireball)

Feats:

Level 1: Spell focus(Evocation), Spell Specialization (Burning hands)
Level 3: Improved Initiative <- (Is this a good feat to take here? I could get metamagic or greater spell focus instead)
Level 5: Empower Spell, Heighten Spell
Level 6: Tattoo (Evocation)
Level 7: Prefered Spell(Fireball)
Level 9: Spell Penetration
Level 11: Intense Spell, Selective Spell

Rough gear selection:

Level 3: Toppling rod
Level 4: Cloak of resistance, Pearl of power
Level 5: Selective rod
Level 6: Rime rod, Int +2 headband
Level 7-12:?

Am I missing anything obvious? Is the loss of sorcerer spells for the +2 to perception and Will saves worth it? I feel like I am low on metamagic feats, but going first and being able to memorize lots of utility spells with prefered spell seem worth it, right?

Thanks guys!

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I'm halfway agreeing with him (Fruian Thistlefoot) below, like see the response. I do think I want the ability to change spells, so I probably like that feat, etc. 

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 Fruian Thistlefoot says:

Quote:
As I understand the feat, Intensify Spell does nothing under level 11,

I believe your understanding needs some math behind it.

If he held off on the intensify he will cap his Fireball at level 7 with 10d6 and will be riding Empower spell for 8 more levels till 15 under your suggestion. So his fireball on average till level 15 would be 10d6+20*.50 average 75. For 8 levels this damage wont increase.

Intensified spell does wonders on shocking grasp, burning hands, and fireball. With spell Specialization and the tattoo your looking at +3 CL and will cap out your spells faster which means intensified should be looked at by level 8. Then your set to have Empowered+ Intensified Fireball for 11d6+22*.50%...roughly 82 average damage. and GROWING. Not bad at level 8 for a 4th level spell.

with intensified taken early enough-
@ level 5 your looking at 8d4+16 burning hands with intensified spell as a 2nd level spell. That is actually really good numbers for Burning hands.

Intensify is a +1 metamagic meant to get more damage out of spells that cap in damage early. This is why it is rushed in most blaster builds and the Magus Shocking grasp build. Because it adds such significant damage.

Quote:

He needs Heighten Spell eventually, so maybe:

13: heighten spell
15: intensify spell, quicken spell

NO he doesn't NEED heighten spell...that is for a save or die caster. Evocations target reflex which is the lowest of the saves.

By level 15 he needs spell perfection Fireball so he can throw out QUickened, Intensified, Empowered Fireball as a 4th level spell.

Level 1: Spell focus(Evocation), Spell Specialization (Burning hands)
Level 3: Improved Initiative
Level 5: Empower Spell, Intensify Spell
Level 6: Tattoo (Evocation)
Level 7: Preferred Spell(Fireball)
Level 9: Spell Penetration
Level 11: Dazing Spell, Greater Spell Focus
Level 13: Quicken spell
Level 15: Spell perfection- Fireball
Level 16 (free Wizard feat): Greater Spell Penetration

Spell perfection adds: +2 more to DC, add a metamagic for FREE, +2 more to overcome spell resistance. It is your premium feat...the one you have drooled over since level 1 and wished you could take it before 15...damn pre-reqs.


-=-=-=-=-


I think it needs to be reiterated that this is a PFS character who is unlikely to see play past 11th level.

Also, Heighten Spell is required for Preferred Spell.

Grand Lodge

Even still I stand by my Intensified pick sooner then level 11.

Quote:

I think it needs to be reiterated that this is a PFS character who is unlikely to see play past 11th level.

Also, Heighten Spell is required for Preferred Spell.

I think Preferred spell is not even worth it. Because Heighten is not worth it for a blaster. As a Wizard you know your going to be casting a few fireballs a day...just prepare them and free up 2 feats for better selections.

If you really want that Sorcerer feel then roll sorcerer.

Sunday, September 20, 2026

Prehistoric art in ink - B&W fantasy art, so good. Comic.

FOUND where to buy it i think: https://linktr.ee/LukeInk , goes to Etsy https://www.etsy.com/shop/LukeInkArt

 Super good teaching but also just looks great https://m.youtube.com/watch?v=sQYpfGWjsZ4

And many of his vids. Comicbook about mammoths but also fantasy. 

Sample of his art book and/or comic... man, it is so darn good, gotta buy some - https://www.youtube.com/shorts/WxQIvhuEgzg - 











Shadowdark coolies

 https://m.youtube.com/watch?v=EauWs_1-fMA&t=1136s


19:00 time, points of interest. Suoer cool. Like unique area things like special encounters. 

Anime infl Metroid and maybe Bionic Commando

 https://m.youtube.com/shorts/6etau2yhq8Y

1982, Crystal Bowie, Space Adventure Cobra  

They say influenced Metroid. Arm gun etc. 

When was Bionic Commando… having a grapple arm claw seems identical. 

Saturday, September 19, 2026

Draw Steel and old D&D

 https://m.youtube.com/watch?v=UTbeWhngiZQ&ra=m

Commentor andrewsnee6452 says - sounds like old school dnd. Look at module b2, or g1 to g3 or D series to see Gygax put in hordes of monsters. Younger OSR crowd ppl retconned that into being “avoid combat”. But true 1980s players would get super magic items to bexome superhero powered up. Power gaming was the most common approach. - - he was DM in 1980s and thinks Drawsteel kinda can play that way, even those okd TSR adventures. 

Names for dnd

 Garl - from garlic

Gravit - from gravity

Ormhall - from wormhole



These ideas are just random from me based on sounds alone, not meaning per se. BUT, maybe Ormhall is from another plane via a wormhole. 


Halfling’s Blackflame super item

 The Halfling Blackflame is very interesting. Just the details get the juices flowing… cold damage, can light but not burn a normal torch, does burn unburnable items, unburns ashes back into the original components. Man there is so much a DM can do with that. I’m thinking of ashes in a holy container, that when restored, gives you an ancient map to something major.

https://m.youtube.com/watch?v=7NKLNw_wU48&t=1293s&pp=2AGNCpACAQ%3D%3D&ra=m

Time 22:00ish

NEXT TIME - art and aging the PCs

 Print out stuff from the Companion book of BECMI. . The dragon, huge head by tree dude. 

Use portraits for my FRIDAY game shadowdark. 


OUR CAMPAIGN 

Age players from an undead or whatever. 

Quest to get potion of longevity (youth) to go back 10 years. Could also use WISH spell for same. 

Wizards Guild - protected. Magic item sales.

 

https://m.youtube.com/watch?v=PGy8XI9ALM8&t=787s&pp=2AGTBpACAQ%3D%3D&ra=m

0 seconds ago

NEXT TIME Beholder - from BECMI

Beholder - hides 120 ft behind blast spore(s)… then leaves and comes back in 24 hours???? Or just fights maybe. 

Blast spore  - could it be charmed or telekinesised by the behilder as a trick!?!? Looks like beholder. Very dangerous if dont have cure disease, 24 hours insta kill players. 


 From the Companion set (3rd book, the C in BECMI). 

https://m.youtube.com/watch?v=GZJ8HisJWrA&t=236s

BEHOLDER

Time 12:00 explains the weird 0/2/7 AC thngies. One AC for body, central eye, eyestalk. 

Diff HP for each, also  . If kill all stalks, body totally fine. 

*it turns off magic on magic weapons!!!

*it is a hi lvl party killer, well kinda

*we will say, a beholder has been watching them via crystal ball, once kill dragon, he comes becuz greeedy! Like immediately… had a plan the whole time.