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| #1CantripNFeb 23, 2009 11:15:45 | It's pretty good, but is it OPTIMAL? I respect my own skill, but I'm but one man, so I'd like your advice. I've been playing this PC for a while, and I'm just now leveling to level 10, and it's probably the last time I can retrain for free. Class Levels: Evoker 5 / Silver Pyromancer 5 / Paragonistic Apostle 1 Race: Fireblood Gold Dwarf (Custom, +2 Con, +2 Int, -2 Dex, -2 Cha, Fire Resistance 5, Typical Dwarf goodies like +2 vs. Spells) Stats: STR 12, DEX 12, CON 18, INT 24, WIS 14, CHA 10 HP: 4+5d4+5d6+44 Saves: +10 Fort, +5 Ref, +15 Will (+4 vs. Fire, +2 vs. Spells, +2 vs. Poison) Initiative: +7 BAB: +4 Fire/Cold Resistance 5 Sacred Flame - Fire damage can be Holy damage, either 1/2 or all of it, as I choose. Purge Undead 1/day - 23d6 (30' Radius, DC 21 Will 1/2) Smiting Spell 3/day (Blinding) - vs. Evil: +2 DC, +4 CL for SR, +50% damage, Save or Blind for a Round. ACFs: Focused Specialist - Lose Enchantment, Abjuration and Necromancy. Familiar - Energy Affinity (Fire) Scribe Scroll - Improved Initiative Spellgifted (Evocation) Hardy (+1 Fort, -1 Ref) Feats: Honorable Challenge - Energy Sub. (Fire) Phantom Spark - Bloodline of Fire 1st - Dragon Prophesier 3rd - Prophecy's Shaper 5th - Turn Undead 1/day (Domain Granted Power, Sun Domain, UA Druid) 6th - Battle Blessing 9th - Draconic Aura: Energy (Fire) Caster Level: 9, 11 for Evocation, 17 for Evocation [Fire] DC: 20 + Spell Level Items: Aureon's Spellshard - 6,250 gp Ring of Mystic Fire - 7,500 gp Headband of Intellect +2 - 4,000 gp Rod of Sculpt Spell (Lesser) - 4,000 gp Gloves of the Starry Sky - 1,100 gp Spellguard Rings - 4,000 gp Silver Flame Holy Symbol - 300 gp (+1 DC for [Fire]) Vest of Resistance +2 - 4,000 gp Dispelling Cord - 1,000 gp Belt of the Wide Earth - 8,000 gp Pectoral of Maneuverability - 12,000 gp Dukar Hand Coral - 1,600 gp Greater Glyph Seal Spells: 1st - Jet of Steam, Divine Favor, Lesser Orb of Acid, Lesser Restoration, Instant Diversion, Benign Transposition, Sense Heretic, Resurgance, 6 More (care to suggest some?) 2nd - Frost Breath, Combust, Scorching Ray, Mark of Doom, Resist Energy, Angelskin, Dragoneye Rune, Mirror Image, Sentinel's Watch, Dimension Leap, Incendiary Slime. 3rd - Ray of the Python, Darklight, Bodyblaze, Arcane Maul, Scintillating Sphere, Heart of Water, Fly, Righteous Fury, Dispel Magic. 4th - Holy Sword, Passage of the Shifting Sands, Venombolt, Parboil, Energy Spheres, Wall of Ice, Assay Spell Resistance, Fire Stride, Dispel Evil, Death Ward, Draconic Might, Greater Mirror Image. 5th - Boreal Wind, Greater Fireburst, Mass Fireshield, Lord of the Sky, Acid Sheath, Draconic Flight. * - All Paladin spells are Quickened. |
| #2carnivoreFeb 23, 2009 11:30:48 | how are you gaining the ability to turn undead? :D |
| #3CantripNFeb 23, 2009 12:55:03 | how are you gaining the ability to turn undead? Domain Granted Power (Wizard 5, CC) - Sun Domain (UA Druid). Convulsed, yes, but legal. |
| #4carnivoreFeb 23, 2009 14:34:52 | Domain Granted Power (Wizard 5, CC) - Sun Domain (UA Druid). Convulsed, yes, but legal. wow... thats neat .... good catch :D |
| #5carnivoreFeb 23, 2009 14:40:42 | im surprised you are not using Fiery Burst (Reserve) ... instead of Battle Blessing :D |
| #6jameswilliamogleFeb 23, 2009 15:51:05 | nm! learn to read, JWO! |
| #7jenosFeb 23, 2009 19:15:36 | I'm still confused as to how you even managed to meet the pre-requisites for Silver Pyromancer. The Sun Domain doesn't actually give you the ability to turn undead, it gives you greater turning in place of your regular turn undead abilities. I'm obviously missing something with the druid added in, what is that? |
| #8CantripNFeb 24, 2009 3:10:33 | It states that instead of Greater Turning, you gets Turn Undead 1/day. |
| #9rasmus_wagnerFeb 24, 2009 4:17:17 | Neat. As a dedicated blaster, I'd consider giving up a level for spellcasting to make everything untyped divine damage, though. |
| #10CantripNFeb 24, 2009 7:25:56 | My PrC already has that... I'm not looking for praise, I'm looking for advice - be it items, future feats, spells or whatever else... |
| #11carnivoreFeb 24, 2009 11:42:20 | question: why these feats: "1st - Dragon Prophesier 3rd - Prophecy's Shaper" ? also i would suggest something to boost Fire Damage : Fiery Burst[Reserve](Complete Mage)Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells. Spell Thematics[General](PGF p44)req:Arcane spellcaster 1st lvl Your spells have a visual theme, such as ‘sphere’ or ‘lightning’. Spells you cast have special effects based on your theme, such as Summon Monster I manifesting as the creature springing from a thrown sphere. 1. Since your spells look different, Spellcraft checks to identify what spell you are casting are at +4 DC. 2. For each of your current and future caster levels, you may designate one spell as a ‘thematic spell’, which is thereafter cast at +1 effective Caster level. Note: you cannot make your spell invisible & the effects of your spells are not changed in any way. Purify Spell[Metamagic](BoED p44)req:Good alignment (+1 spell level) 1. The spell gains the [good] subtype. 2. Neutral creatures take ½ damage. 3. Good creatures take no damage. 4. Evil Outsiders have the die size of the damage dice increased by one category (i.e., 1d6 becomes a 1d8, a 1d8 becomes 2d6, etc.) Blistering Spell[Metamagic](PH2 p91)+1 spell level) May only be applied to a [fire] spell. 1. +2 hp Fire damage per Spell level. 2. Targets that fail their save receive a –2 penalty on attacks & skill checks until the start of the caster’s next round. Fiery Spell[Metamagic](Sandstorm) Benefit: A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. This feat can be applied only to spells with the fire descriptor. For example, if a 9th-level wizard with this feat casts a fiery fireball, the fireball deals 9d6+9 points of damage. A fiery spell uses up a spell slot one level higher than the spell's actual level. Searing Spell[Metamagic](Sandstorm) Benefit: A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spell's actual level. :D |
| #12CantripNFeb 24, 2009 13:36:08 | More CL is a bit of an Overkill, don't you think? 15 is the Max CL for most spells until 6th level spells. Searing Spell is useless to me, Blistering Spell and Purify Spell aren't very good, Fiery Spell is quite good, however, and I'm considering it as my 12th level spell, except that I need Spell Focus for Master Specialist. Fiery Burst - considered it, but why would I want 5d6 at-will when my Scorching Rays do 12d6, and I have Magic Missile essentially at will for 5d4+5? As for Dragon Prophesier and Prophecy's Shaper, do you know what they do? No? They give me +1 Insight to Saves... and the ability to Empower 1 spell for free each round. For ~40 rounds a day. For free, yes. |
| #13carnivoreFeb 24, 2009 14:51:33 | Firey Burst is completely free... and it boosts CL... but mainly it give you an Unlimited resource Purify Spell... is awesome... especially with explosive-runes ... or even something fun like Fire trap... or put Explosive Runes inside a Fire Traped Envelope... the Main Benifit i have found... you can Target your own party In melee with Area Spells and damage enemies without hurting your party(provided they are Good) here is something else to consider: When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. :D |
| #14true_shinkenFeb 24, 2009 15:13:13 | More CL is a bit of an Overkill, don't you think? 15 is the Max CL for most spells until 6th level spells. Searing Spell is useless to me, Blistering Spell and Purify Spell aren't very good, Fiery Spell is quite good, however, and I'm considering it as my 12th level spell, except that I need Spell Focus for Master Specialist. I'm sorry, how is Fiery Spell better than Blistering Spell? By carnivore's post, it seems Blistering Spell does twice what Fiercy Spell does with added affect. Edit: Nevermind, just found it, I read it wrong ^^ |