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Saturday, May 2, 2026

PF familiars

 Fairy dragon has sleep poison… 10 foot Reach how?? https://www.reddit.com/r/Pathfinder_RPG/comments/2hf8zi/familiars_scaling_with_hd_a_brief_guide_to/

Gotta be CL level 7, get feat of imprv familiar then  can ….https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-faerie/

Faerie dragons sometimes ally with spellcasters, serving as curious, occasionally reckless, but always true familiars. An arcane spellcaster of at least 7th level with an alignment within 1 step of chaotic goodwho has the Improved Familiar feat may select a faerie dragon as a familiar.




Improved familiar. 

Evolved familiar. 

Which familiar did you, or will you, choose? A pseudodragonwith the Evolved Familiar trait would have a 10ft reach poison attack and, at 7th level, would be DC 19 before buffs (10 + 1Con + 2/(Wiz7+CL7-2)). With Boon Companion you could get the DC to 20 and with a Bear's Endurance spell or similar buff that could be quite a reliable way to take enemies out of a fight, as well as an effective way to deliver touch spells. Of course, it's not the strongest build out there but the idea is kinda fun


Your familiar which has half your health with you having a d6 HD (assuming its not a tumor familiar)? Is typically a tiny creature so it has to enter someones square to attack them provoking attacks? and its poison is too OP? and then take away its ability to assist?

But seriously why take away its ability to assist? there is literally a familiar archetype designed purely for assisting.

http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes/valet-familiar-archetype




PF staff - arcane spell focus OR item creation

 Best info says Familiar is better… for xyz, but Focus Object better for raw power (spells and gold)… but if i can have a familiar improved with wand casting… i would pixk that https://www.reddit.com/r/Pathfinder_RPG/comments/owcce4/familiar_vs_bonded_item/

  • I'm gonna promote the less popular opinion and say that primarily, because I play Evoker blasters a lot when I play mages, I choose the Bonded Item.
  • Familiar’s SLAs (aspell like abilities) suck after level 5

Blaster mage Bonded object guy says - tl;dr if you dig the versatility of the Bonded Item, I think it's a good choice. If you value having a Wand/Scroll monkey after Level 7 or so, the Familiar's going to be a good choice with plenty of other benefits on top.

Familiars are better unless you are weird like my groups where crafting is banned, Except for on bonded objects.

  • Crafting is silly, but being able to craft 1 single object the way you want it really elevates the class feature.



    It would depend on the type of wizard you are looking for. Deliver touch spells can be very effective with the right build. Some familiar archetypes radically change how you handle your familiar. Om the other hand, the bonded item is mostly just raw power (spells=power, money=power)



  • If you get an improved familiar, can have them use wands or scrolls for even better action economy



  • https://www.reddit.com/r/Pathfinder_RPG/comments/17c4pxq/magic_item_crafting_optimization/?solution=fcbd8f6bd2a8d518fcbd8f6bd2a8d518&js_challenge=1&token=bbbe4bf1c9a2b5160829c4be34da58613c735024909be1c882e9668de837664c&jsc_orig_r=

    Dude above curs in half cost of a golem staff. Like 300k gold to 155k gp. 


    This steam discussion has points about real PF also … like ppl love familiars https://steamcommunity.com/app/640820/discussions/0/3335371283881286814/


    This talks about Optional Retraining for arcane bond err familiar. Saying the PF makers realized maybe was too stringent https://rpg.stackexchange.com/questions/121795/why-must-the-choice-of-an-arcane-bond-be-permanent

    Talks about familiar being better because super csting penalty if lose bonded object https://paizo.com/threads/rzs2ubh1

    • Bonded Object …
      • Pro is - Something to keep in mind is that a bonded object can be a free magic item at low levels. You also always count as having the relevant Item Creation Feat for enhancing your bonded object.

    Familiar is stronger. Bonded item is much easier to use. 

    •  

      Familiar
      -2 feat equivalent abilities
      -extra set of actions per round
      -roll 2x on many skill checks

      Item bond
      -1 spell per day
      -money from saved enchanting costs
      -dont have to keep leveling a critter

      I would also note that losing a bonded object isn't that big of an issue for several reasons
      1. Concentration checks are fairly easy to make at mid-high level
      2. Rings, the best option, are really really hard to break or lose

      3. You are already having to defend a book. That is a bigger, more vulnerable, and more valuable target. Who cares to hit my ring which may or may not affect me when you have a spell book to burn/steal. 



    The extra spell from your bonded object can be anything in your spell book - that flexibility is very powerful. But familiars, and especially wand-wielding Improved Familiars with powerful abilities, add a great deal. I've played with both, and I would be happy to do so with either option again - it really depends more on my concept of who the caster is.




    All closed content is legal and RAW for game usage, but cannot be published legally by Paizo (or anybody else). That's how the OGL works.
    Just use the spells as they are unless you need to make a conversion to Pathfinder specifically.

    Debby

    All closed content is legal and RAW for game usage, but cannot be published legally by Paizo (or anybody else). That's how the OGL works.
    Just use the spells as they are unless you need to make a conversion to Pathfinder specifically.

    Debby


    Varag is a good name for dnd

     Varag. Add this to the name list. 

    Pronounced by spellslinger, it is (var  rag). Short ‘A’ sound both syllables… 

    Near the end here, he mentions.. https://www.youtube.com/watch?v=6arfhSny8fM 

    PF - My Character Build Options- keep track of actual build.

     Updated 5-2-26

    PF - Character Build Options- keep track of actual build. 

    BACKGROUND

    • = Mountain child thing. 
      • Gives Stealth = class skill. 
      • Gives +1 on stealth check always, gives +2 on stealth if Rocky area or Hills. 


    RACETRAIT  THING SWAP

    • =Fey Magic = racetrait-traded with human skillful racetrait.
      • Got 3 druid cantrip, 1 druid level 1 spell... can use em all once a day IF in favored terrain, which I'll pick Mountain. 
    • (not related to pick 2 traits standard, so doesn't count against picking 2 traits in our campaign)


    TRAIT TRAITS Taken:

    • =Magical Lineage(pick fireball probly), metamagic cost 1+, reduce spell_lvl_slot cost by 1. 
    • =Reactionary gives +2 init.
    • =Elemental Pupil ,gives  +1 Dmg on spells of one Element type (Pick Fire, eh?). 


    DRAWBACK taken is:

    • =Provincial
      • You have only one way of looking at things: the right way.
      • Effect(s) You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.
    • (if do 2 traits, dont need drawback. If do 3 traits, then need a drawback). 

    Thursday, April 30, 2026

    Acronymns and weird old schoolInfo

     https://m.youtube.com/watch?v=PHO2NHiXfiA&t=326s&pp=0gcJCd4KAYcqIYzv


    Like usually old Hitdice were d8 dice. 

    OSR 

    OSG = old school gaming



    PF - To Get / To Do stuff Sorc/Wiz Mage

    https://pathcompanion.com/ is AWESOME for keeping track. 

    Traits / Focus_vs._Familiar / Feats

    • Staff or wand Spell Focus   (sorry not Familiar later - get the tiny dino)
    • Traits, 3rd one (will need a drawback)  
      • ***TAKE BACK Dimdweller cuz got OrcBloodline with darkvision, meaning... ... either get 90ft up from 60 ft, or can get my skillpts back as human. 
        • Replace with
          • Fey Magic (also gets Fey Thoughts) = druid spells IF CHA=11 and in Favored Terrain. 
          • Cold (ice, glaciers, snow, and tundra)
            Desert (sand and wastelands)
            Forest (coniferous and deciduous)
            Jungle
            Mountain (including hills)
            Plains
            Planes (pick one, other than Material Plane)
            Swamp
            Underground (caves and dungeons)
            Urban (buildings, streets, and sewers)
            Water (above and below the surface)
            SPELLS good, level 1 listed mostly
            • Produce FLame (keep attacking for like 1 minute)
            • Snowball = 1d6 per caster level (only one throw)
            • Burning Disarm - semi guaranteed 1d4 up to 5d4 if CL.level 5. 
            • Entangle - has to use local plants
            • Frostbite
            • goodberries
            • Summon Nature I
              • Mite - magic!
              • Eagle - 3 attacks!
            • CANTRIPS

      • potion write to spellbook if wiz (regional trai), https://www.d20pfsrd.com/traits/regional-traits/alchemists-apprentice/
      • The Storypath adventure trait - id super items
      • init+2 trait (Combat) Reactionary Trait +2 (Combat Trait)     
      • Magical Lineage = metamagic up 1+, down 1
      • Darkvision??? = Dimdweller,  humans can take IN PLACE OF skilled racetrait (not the "pick a trait type trait, my DM confirmed). 
        • REMOVED Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
      • Elemental Pupil (regional) - +1 dmg on spells of that element. https://www.d20pfsrd.com/traits/regional-traits/elemental-pupil-regional-qadira/
      • FEAT BloatMage = cast at +1 caster, stacks with spell focus feat, but is gross, slows speed 10ft, AC -3. https://www.reddit.com/r/Pathfinder_RPG/comments/m7p42h/build_advice_phoenixsorcerer_crossblooded_or_not/
      • also thinking of taking spell specialisation with a few spells. which in total would give me a +4 on caster level while casting that spell.
        and later taking metamagic intensified spell to raise the damage caps on spells, and magic tricks fireball for fireball stuff.     
      • Magic Tricks Fireball! - after get many prereq feats, can have more options with it. 

    • DRAWBACK
      • Provincial
      • You have only one way of looking at things: the right way.
      • Effect(s) You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.
    • Familiar - Get the little dino, +4 init. https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Compsognathus
      • OR
      • Get Spell Focus Staff so you can always put good spells in it. Or maybe Wand... they say Wands are for low level spells, staves for hi lvl spells. Why? 
        • Doesn't cost any(?) gold or way way way cheap to recharge spells this way. Seems worth it to get rid of familiar to have more spells!!!
    • Eldritch Researcher (create own spell DC+1, metamagic -1 cost, nice) really needs to me acknowledged, as does Mage's (Varisian) Tattoo.

    • trait "Havoc of the Society" trait (magic) lets  you add 1 force dmg to all dmg spells! Oh, not per dice or whatever, just per spell. Well, it's nice at level 1-2 I guess. Stick with Magical Lineage magic trait for the dmg build. 
      • Category Basic (Magic trait)
      • Requirement(s) Sorcerer, Pathfinder Society
      • I did have another (Magic trait) category trait, so I can only have one. Gotta pick. 
      • Oh yeah, the other trait is way better. Magical Lineage (Magic Trait), if metamagic makes spell up 1+ levels, it brings it down 1 level. That's critical. 

    GET MORE AC (prices might be from D&D)


    Get Haramaki - +1 AC, no arcane fail, 5gp

    Get Mithral Buckler 

     
    mage armor, +4 AC, 1st level spell slot [Remember that the Bracers won't stack with Mage Armor, and the Buckler won't stack with Shield...]
    shield, +4 AC, 1st level spell slot [Buckler wont stack with shield]
    Dodge feat, +1 AC, feat slot

    1,000 gp Bracers of Armor +1 AC
    1,015 gp Mithral Buckler +1 AC
    1,000 gp upgrade mithral buckler +1 enhancement bonus
    2,000 gp Ring of Protection +1 AC
    2,000 gp Amulet of Natural Armor +1 AC
    3,000 gp upgrade bucker to +2
    3,000 gp upgrade bracers to +2
    4,000 gp Gloves of Dexterity +1 AC
    5,000 gp dusty rose Ioun stone +1 AC
    5,000 gp upgrade buckler to +3
    5,000 gp upgrade bracers to +3
    6,000 gp upgrade ring to +2
    6,000 gp upgrade amulet to +2
    7,000 gp upgrade buckler to +4
    7,000 gp upgrade bracers to +4
    9,000 gp upgrade buckler to +5
    9,000 gp upgrade bracers to +5
    10,000 gp upgrade ring to +3
    10,000 gp upgrade amulet to +3
    10,000 gp upgrade gloves to +4 DEX (+2 AC)
    11,000 gp upgrade bracers to +6
    12,000 gp boots of speed
    13,000 gp monk's belt
    13,000 gp upgrade bracers to +7
    14,000 gp upgrade ring to +4
    14,000 gp upgrade amulet to +4
    15,000 gp upgrade bracers to +8
    18,000 gp upgrade ring to +5
    18,000 gp upgrade amulet to +5
    20,000 gp upgrade gloves to +6 (+3 AC)

    ...and that is the path of fastest AC improvement for your money over the career of your character. That's 30 points of AC from items.





    Eldritch Researcher (Story) OK, Eldrich Researcher is a Feat. It's cool and good. 

    Prereq: You must have created a new spell, or have The Way Things Work background.

    Benefit: When casting a spell you’ve created, add 1 to your caster level. In addition, you gain a +2 bonus on Spellcraft checks. If you have 10 or more ranks in Spellcraft, this bonus increases to +4 .

    Goal: Create a new spell of at least 6th level.

    Completion Benefit: The save DCs for any spells you create increase by 1 when you cast them. In addition, when applying metamagic feats to self-created spells, reduce the total level adjustment by 1. You can’t reduce metamagic costs to lower than the spell’s original level in this manner.

    Special: For a self-created spell to benefit from this feat, it must be a truly novel spell. Spells slightly altered from the original (for example, delayed blast fireball as compared to fireball) gain no benefit. Alchemists can benefit from this feat as though their formulae and extracts were spells.

      • ***IDEA - make a spell that is 1/3 fire, 1/3 concussive, and 1/3 force [maybe too good or... is it?]. OR just 1/2 acid and half concussive (or force). If I go acid dragonbloodline, then acid makes most sense... it'd be my specialty. Actually that'd raise the spell level too much to make it 2 or 3 things. Just make it pure acid then
        • DC = ? 
        • Spell Level = ? 
        • A way to shape it like fire snake... similar dmg... guess that'd make it level 5. 
        • A way to shape it using the Magic Tricks, which affects fireball, would put it at level 3. 
        • Spell components = an acrid leaf from a plant. 
        • Desc: blue-green energy appears and instantly slams into various foes, exploding into acid.  

    Wednesday, April 29, 2026

    Art from album, very fantasy surreal

    https://www.youtube.com/watch?v=LHHHePJtK40


    Eloy is apparently a German prog-rock 1970s band that has albums through probably the 1990s. 


    More Blaster Research, let's see

    https://www.reddit.com/r/Pathfinder_RPG/comments/pwhxrw/unlimited_mageworks_iluzrys_guide_to_the_pf1e/

     Astral bloodline arcana is a little better than you think, it applies to spells cast later the same turn, so it'll basically always apply to that free quickened spell and is generally useful with normal quickened spells.

    I think you might overrate the constant fly speed bloodline powers, they're nice but sorcerer is a class that can just cast overland flight, particularly when djinni gets overland flight as a bloodline spell.

    Fey bloodline is even better than you think because woodland stride is actually pretty useful, with a ring of sacred mistletoe you get to be unhindered by magically created or manipulated plants, like that entangle spell you get.

    Crossblooded is powerful used right, a crossblooded fey+impossible/undead/verdant combo can be a nigh unstoppable save or lose machine. Since Threnodic spell exists I'd grab impossible.
    The classic orc+solar+bloodline feat for blood intensity combo can one shot basically anything and is arguably one of the strongest combat characters in the game once you get choral support online.     

    • My comment: Good Lord, Choral Support is goofy af, and requires another player to take it. https://www.d20pfsrd.com/feats/teamwork-feats/choral-support-teamwork/  -- but it is super good. I HATE when they do this... they make the good options goofy or unflavorful. Sick of buggin the DM to reflavor everything... where is Bilbroms when you need him. 
    • This orc+solar+bloodline feat for blood intensity combo seems the same as the Orc + dragon bloodline.  Solar is just a healer, while dragon lets you turn into dragons. Hmmm. 


     BROKEN RACES app;arently:

    I have to ask, why did you include races like drow noble, or Deep-One Hybrid, that GM's never allow 90% of the time in your guide? It feels like making a guide about Barbarian and then including Trox as the best race because they're large size and get +6 str. It's true that they're good, but you'll almost never see one in play.     

    • DeepONe Hybrid
      • +1 AC, ... +6 STR, +6CON ... oh my. 
    • Drow noble is silly. +4 dex, +2 int, wis, cha, -2 CON. 
      • Spell resist, jeez.
      • ~6 free spells. 
    • Is Svifneblin broken, cuz our guy is using that race. O_o
      •  +1 AC, +1 att, -1 to hit (CMB, CMD), +4 on stealth. SPeed 20. 

     

    PF Spell Resistance sucks, so how?

    After level 11 or so, most, creatures have SR... a problematically high amount. 


    Some spells can get around it, but most require the roll. 

    if spell says “Spell Resistance: Yes”, gotta roll a d20+your caster level. If you get a number below the creatures SR, ZERO effect. Like they don't even have to bother with the save roll at this point, just zero dmg, zero effect. WTF. 

    There are a couple of things that give like a +1 to overcome it or something, but not much. 


    https://www.reddit.com/r/Pathfinder_RPG/comments/4o2y31/spells_with_no_spell_resistance/


    Options to avoid:

    • wall spells
    • conjure monsters

    Via Building God’s Grimoire:Iluzry’s Guide to Sorcerer Spells & Spellcasting

         Rule 5.B - Boost SR Checks

         The second strategy is just to make sure you can pass your SR checks when they come up! You’ll probably want to do both of these if I’m honest, but like I said, boosting this isn’t the easiest thing in the world! So what’s a good way to make sure you can break that check?

         Feats

         Knowledgeable Spellcaster: Okay so this one is hilariously powerful because in exchange for a knowledge roll, you can get +3 to overcoming SR and then when you have 10 ranks, its +5. That beasts out and stacks with spell penetration and all you have to do is be decent at knowing things. 1000% worth it.

         Spell Penetration and Greater Spell Penetration: Super duper boring and eat up a good part of your build but...they give you +2 to spell penetration each for a total of +4 on all SR checks.

         Piercing Spell: Treats their opponent’s SR as 5 lower when applied! This is really helpful so long as you do not forget Rule 3.

         Varisian Tattoo: +1 vs. SR (for a single school)

         Bloodmage Initiate: +1 vs. SR (for a single school)

         Spell Specialization: +2 vs. SR (single spell only)

         Race

         Elves get a natural +2 to all SR checks via Keen Magic

         Half Elves can take the Elven Spirit to also have +2 to all SR checks

         Items

         Dweomer's Essence: +5 vs. SR (once)

         Orange Prism Ioun Stone: +1 vs. SR

         Robe of the Archmagi: +2 vs. SR (arcane casters only)

         Pipes of Dissolution: +2 vs. SR (requires Perform skill)

         Class Features:

         Seeker Archetype: Gives bloodline spells +4 to SR checks.

         Blood Piercing (9th Level Bloodline Mutation): Once per day, when you cast a damaging spell, you can add your charisma to your SR check. Get another use for ever 5 levels beyond 3rd level.

         Fey Magic (15th Level Fey Bloodline Power): Lets you reroll any SR check once before results are revealed by the DM.

         Spells:

         Sure Casting (1st Level): +5 to to the next spell you cast before the end of the following round. Very good for quickened spell.

         Ally Across Time (1st Level) /Army Across Time (5th Level): Boost your caster level into the stratosphere and then just...roll SR with impunity.


    PF compare ... pure +3ish dice all Sorc vs. the optimal dip sorc all wiz thing

     

    I guess something like:

    Half-orc (reskin) +1/2?? FIRE ONLY? Sorcerer: Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.

    Sorc Bloodline, ~double blood +2 on dice. 


    But then after level 10 is it worse than the super 1 level dip sorc then all wizard levels (Wizard/Evoker -Admixture Specialist)? 



    Tuesday, April 28, 2026

    PF 2025 Blaster Caster, great pt.sand hopefully new stuff

    Esoteric evocation feat +1 caster lvl  60GP per cast, hmm  https://www.aonprd.com/FeatDisplay.aspx?ItemName=Esoteric%20Evocation

    Half-Orcs only add fire dmg to fire spells, so I guess changing the spell via that wizard subclass wouldn't work with it? 


    https://paizo.com/threads/rzs2pwg7&page=1

    • Where is the BLOCKBUSTER WIZARD guide? It's hard to find. 
      • Claims he forgot orc bloodline
      • Claims optimized fireball is better than firesnake from CasterLeve ~6 - 19. 
      • He's obviously not totally up on things but, this next point matters
      • fire-immune foes - all their traits/feats that apply to a single spell don't work, and the only bloodline they've got working for them is the Orc bloodline [[[aka, the fire dragon wouldnt work, so yeah, I NEED TO CONSIDER ACID DRAGON and the 1 dip sorc wiz build in order to keep doing +2 per dice teh whole time]]] 
      • AND half-orc or orc race does give 1/2pt of dmg per dice every level. Basically, they're going to have to use a bad blast with suboptimal damage when that happens.
      • Eldritch Researcher really needs to me acknowledged, as does Mage's (Varisian) Tattoo.


    https://www.reddit.com/r/Pathfinder_RPG/comments/b2ltab/is_it_possible_to_build_a_blaster_type_wizard/

    • Makes a good point to WIZARD instagib bosses with a tport to elemental plane of fire or turn into stone. I guess you can still do that in pathfinder, even tho they took it away in 5e DnD. 
      • COUNTER POINT The problem is ending encounters like that is just boring... The fighter might be itching for battle but suddenly the bbeg is instagibbed and there's no challenge for anyone. Alternatively the bbeg makes his saves and the wizard spends the battle being basically useless while the fighters and rangers are doing all the work, wondering why their magical demigod can't get it up today. At least blasting spells usually do half on save. That's something at least.



     https://paizo.com/threads/rzs2tt9f?Blow-them-to-smithereens-AKA-There-WAS-a-Boss

    (is it 1e, i think hope so). 

    Good points like

    • ??? Was there a way to get +3 dmg per dice??? Thought I read that somewhere. 
    • Maybe ELF instead of human, to get +2 DC whole game. A lot of these builds are level 20 endgame builds only. 
    • Sorcerers can get +3 damage per dice, which is insane. (It's also why I originally argued for Bloodline Mutations to apply to Blood Arcanists.) But, as I've described in the very beginning, it fails against Resistant/Immune enemies, [[[But ISNT There a feat to change it to another Energy? I think metamagic to make it one higher, but doesnt the other thing counter that???]]]

      For Elf, the +2 Spell Penetration becomes wasted by the endgame, and you'll have more than enough with the likes of Spell Specialization and Mage's Tattoo adding +3 to your caster level, which applies to SR checks, and the eventual Spell Penetration feats. In fact, by the endgame, you bypass all Spell Resistance checks (except for 1s, which I believe are auto-fails).

    • I have to say that when my lvl 8 fire kineticist had a crit and solo'd the black dragon that the GM seemed to think was too hard as it was CR 11, it was a little bit fun.

      And the sorceress does far too much damage against almost everyone, even though she has all of the "mandatory" utility spells. This is especially the case because so many guides say blasting is misguided, when that is clearly not the case.

    • Some argue wizard, incl bcuz They’ll also have more skill points for Knowledges, so you’ll know what enemies are vulnerable to which element the most.


    Monday, April 27, 2026

    PF Full Spell List CSV/Excel; PF fireball "magic trick" feat is great

     Full community spell list, etc: https://www.pathfindercommunity.net/home/databases/spells

    Regarding this Magic Trick, it is good:

    • https://www.aonprd.com/FeatDisplay.aspx?ItemName=Magic%20Trick
    • https://www.reddit.com/r/Pathfinder_RPG/comments/ouuf6e/is_crossblooded_ever_worth_it_for_single_class/
    • https://docs.google.com/spreadsheets/d/1JcQLSzb84B0B_I0jKV87zWcHpcW8lREam8gJup1xaEY/edit?gid=146374033#gid=146374033

    (he had it in there... the Cluster Bomb Magic Trick will do 20d6, without any funny business)


    Fireball

    Source Chronicle of Legends pg. 16
    Vincent the Pyroclastic is a destructive force in the Society. He has caused permanent damage to and condemnation of more buildings in the Inner Sea region than any other agent. For him, incineration became an art. In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (fireball) feat to use the trick.

    Alchemist’s Inferno (Craft [alchemy] 9 ranks, Spellcraft 9 ranks): Using alchemist’s fire as a material component, your fireball sets everything it touches ablaze. The initial blast deals half as much damage, but targets that fail their Reflex saves also catch fire. A creature that catches fire in this way must attempt a Reflex save against the DC of the fireball spell to stop burning instead of the typical DC. Unattended objects automatically catch fire, though nonflammable objects burn for only 1 additional round.
    Cluster Bomb (Spellcraft 6 ranks): You are able to throw multiple small explosions with a single spell instead of the normal effect. For every 2 caster levels, you toss a miniature fireball with a 10-foot radius that deals 2d6 points of fire damage. The grid intersection of all blasts must be within 30 feet of each other. If a creature is in the area of multiple blasts, it attempts a single Reflex save against the combined damage.
    Concentrated Fire (Selective Spell or Widen Spell, Spellcraft 6 ranks): You can reduce the radius of your fireball by increments of 5 feet, to a minimum of a 5-foot radius. For each 5-foot increment you reduce the spell, you increase the spell’s damage by 1d6. This additional damage can exceed the spell’s maximum damage.
    Sculpt Flames (Reach Spell, Selective Spell): You can alter the shape of your fireball to send its fire along the path you desire. When casting the spell, you can change the area to one 5-foot square per caster level. The spell’s area must be continuous and unbroken when cast. If its blocked or otherwise interrupted by a 5-foot wide or larger environmental feature like a wall, the spell fails. A creature only takes damage once from a fireball cast in this way, even if the spell’s area intersects with the creature multiple times.
    Where There’s Smoke (Craft [alchemy] 6 ranks, Spellcraft 6 ranks): Using a smokestick as a material component, you make your fireball leave behind a thick cloud of smoke in the spell’s area for 1 minute. A moderate or stronger wind dissipates the smoke in 1 round as a smokestick. When using a smokestick in this way, your fireball deals only 1d6 points of damage per 2 caster levels (maximum 5d6).

    Fire sorc 1 lvl, then 19 wiz lvl = Blaster Caster Supreme

     via https://paizo.com/threads/rzs2nyxp?Fire-themed-mage

    =====THIS is 2025: https://paizo.com/threads/rzs2tt9f?Blow-them-to-smithereens-AKA-There-WAS-a-Boss

    ====2015 still loving this build: https://paizo.com/threads/rzs2s7l0

    ========Also, this agrees: https://rpg.stackexchange.com/questions/41778/how-to-build-a-blaster-damage-wizard-or-sorcerer-in-pathfinder

    =================https://paizo.com/threads/rzs2rphv

    you can also add stuff like :

    • -taking a gnome with the alt racial trait "Pyromaniac" to increase all fire spells caster level by 1 (if you pick a draconic related to fire)
    • - take the trait "Havoc of the Society" let you add 1 force damage to all damage dealing spells

    ====================

    Maybe FB instead of Firesnake... instead of waiting so long.Comment says:

    Don't get me wrong. I like Sorcerers a lot.

    But...why is your save DC higher with a 3rd level spell than an Admixture Wizard's with a 5th level spell? Presumably, he's taking feats to boost his DCs...Spell Focus(Evocation) at least, and possibly GSF, and Fire Snake is a 5th level spell.

    By the way, I agree on Dazing Spell being awesome sauce. I'd work it into an Admixture Wizard build.

    I also prefer the build with Magical Lineage (Fireball) instead of Fire Snake, but then our group generally only plays until 13th to 15th level. It seems a waste to nerf myself a bit for most of his career just so he can be deadlier in the last few play sessions. Plus, I like the range on Fireball, and the fact that I can spam it more since it's a lower level slot.

    One other thing, at 15th level, a Sorcerer 1 / Admixture Wizard 14 gets an extra 7 points of damage with all evocation spells that deal hit point damage (admittedly, this is a minor point).

    There's no reason he couldn't cast an Empowered, Intensified, and Dazing Fireball with a 5th level slot. He'd be doing (15d6+37)x 1.5 = 133 points of damage on average before the save. And he'd be dazing anyone that failed for 3 rounds.


    ===============


    RPG Superstar 2012 Top 16

    3 people marked this as a favorite.
           https://paizo.com/threads/rzs2nyxp?Fire-themed-mage

    Reposting: 

    Paizo BLASTER CASTER build:
    Goal: Pile on the hurty-hurt with direct damage spells. You don't need battlefield control if the enemy is dead.

    Level 1: Take Sorceror: Crossblooded Orc/Draconic, Human, take Varisian Tattoo, take Trait: magical Lineage (pick spell), Reactionary (+2 Init)

    Then take Wizard/Evoker -Admixture Specialist for your remaining levels. Why Admixture? Because you can change the element of any of your blasting spells on the fly to get around elemental resistances/immunities.

    If you want to superspecialize outside of Evoker, take Sin Magic, lose two schools (Conjuration/Abjuration), gain yet another spell slot per level of raw power.

    Key Feats: Intensify Spell, Empower Spell, Quicken Spell, Spell Perfection, Spell Penetration, Spell Specialization, Greater Spell Specialization.

    End result: Crossblooded sorc orc/dragon bloodline 1, Wiz/19, Admixture Evocation specialist.
    Note: Can use Sin Magic for more slots. Sorcerer level allows use of spell devices from denied schools (Conj/Abjuration).
    Magical Lineage Trait allows Intensify for free on chosen spell.
    Spell Perfection allows free Quicken at higher levels.

    ===============================================
    Play Hints:

    Take Burning Hands or Magic Missile as a Specialized Spell early. Burning Hands will deal more damage, Magic Missile has better long-term utility and keeps you out of danger. Every other level, you can change your specialized spell.

    Add Greater Spell Specialization at level 7 or 9. Why? You can then memorize utility spells, and trash them for your blaster spell.

    Change your specialized spell up to Scorching Ray or Fireball when you can, depending on campaign, typically at 5 or 7.

    At level 12 or higher, change it to Fire Snake.
    Use Admixture specializing to change the element on the fly.

    Use Fire Snake until higher levels. Why? High damage base and level 5 spell still leaves room for metamagic, esp Quicken.

    Mechanics behind Choices: Orc blooded, Draconic: +1 to all damage spells, +1 to element of choice, retasked by Admixture = +2 dmg/die on blasting spells.

    FEATS
    Intensify Spell: Increases caster level damage cap +5 to apply to a specific spell. Burning hands goes up to 10d4+20. Magic Missile goes to 7d4+7. Fireball to 15d6, Fire Snake to 20d6+40.

    Empower Spell: Increase dmg by 50%.

    Quicken Spell: Hit enemy with two spells/rd.

    Spell Specialization: +2 to caster level with a specific spell. Helps bring the damage earlier and faster.

    Varisian Tattoo: +1 to Caster level with a specific school (Evo). This buys off your sorc level.

    Greater Spell Specialization: Sacrifice spells to power your chosen blaster spell. Means you can memorize utility spells freely.

    Spell Perfection: Doubles fixed feat bonuses, apply one metamagic for free. An Empowered/Intensified spell with Magical Lineage is still its original spell slot. SPell Penetration doubles to +4. Varisian Tattoo to +2. Spell Specialization to +4. Effectively, you've got +10 on Spell Resistance rolls, and are casting at 5 levels higher then your own.

    Top End Damage: 30d6 +60 from Fire Snake, empowered, Intensified, average 165 dmg, save 1/2, level 5 slot.
    Quicken for another hit, 5th level slot, 20d6 + 40dmg, avg 165.
    = 330 blasting dmg in one round, save for 1/2. If you've a Rod of Maximize, you can lift this to 215 base damage.

    Base level 5 spell slot is 20d6+40 dmg, 165 dmg.

    BY LEVEL

    At level 1, your Burning Hands should be 2d4+4 (avg 9)

    At level 2, its unchanged.

    At level 3, Spell Specialization kicks in. 5d4+10 (22.5). This tops it unless you Intensify it.

    At 4th, 6d4+12 (27), Intensified BH.

    At 5th, Intensified BH, 7d4+14 (31.5).

    At 6th, you can shift Spec to Scorching Ray. 2x 4d6+8 (44). Your Fireball is 5d6+10 as well, or 7d6+14 if specced.

    At 7th, 6d6+12 fireball, or 8d6+18 if spec. An Empowered, Intensified Burning Hands, if still the spec spell, is 13.5d4+27 (about 60).

    8th - Empowered Scorching Ray, 2 x 6d6+12. E/I BH is 15d6+30 (74, max)

    9th - Intensified, Specialized Fireball is 11d6+22 (51).

    10th - Firesnake. E/Spec Fireball is 15d6+30 (74). Emp Scorching Rays are 3 x 6d6+12, or 18d6+36 (99 dmg). You can now Quicken a Burning Hands or Magic Missile as kicker damage in a round, although you've few slots.

    12th - E/I/Spec Fireball is 21d6+42 (115) damage. You can now Quicken a 12d6+24 Scorching Ray.

    14th level - A Specialized Firesnake now exceeds/equals an intensified Fireball. Fireball caps at 22.5d6+ 45 (123~) damage. An Empowered Firesnake is 24d6+48 (132) damage. You can now Quicken a 10d6+20 Fireball. Intensified, Empowered Scorching Ray tops out at 24d6+48 (132 dmg)

    15th level - Spell Perfection. You can now add a Meta for Free. This will be Quicken or Empower. Intensified might be free if Magical Lineage applies to it. Caster level buffs for spec spell exceed +5, so top out at 20d6 dmg at 15th level. You will miss Spell Resistance rolls against CR appropriate enemies on a 1.
    Assuming Firesnake, you can now cast a Quickened Intensified Firesnake for 20d6+40 (110) damage out of a 5th level slot, and an Empowered Firesnake out of the same slot for 30d6+60 (165) damage. Using a 7th level slot, you can Empower both.

    16th+ - Damage remains the same, higher level spell slots are open for use of other Metas or control spells.

    Conceivably you could use Disintegrate to get a higher damage total, but the delay isn't worth it, and you'd lose the Varisian tattoo bonus.

    If your DM allows you Twin Spell from 3.5, you can very, very easily clock in at 495 raw dmg/round. IF he allows Arcane Thesis, god help your enemies.

    ==+Aelryinth


    Elemental Bloodline (Fire) Gnome Sorcerer with Pyromaniac Racial Trait would be my first opinion. The ability to turn Cone of Cold and Chain Lightning into fire spells means as you get spell levels you are really collecting different shapes to do different amounts of d6 per caster level (+1 extra d6 due to pyromaiac) to (also once Fireball caps actually still be doing d6 per caster level (+1 extra d6) with the higher level spells.) Pick up Spell Focus, Greater Spell Focus, Elemental Focus and Greater Elemental Focus along with Spell Penetration and Greater Spell Penetration and you'll be lighting people on fire all over the place.

    Also a Sorcerer who runs into a Fire Elemental can always cast Cone of Cold as cold damage, whereas a Wizard who has prepared a Fireball with Metamagic can't.