Tuesday, February 17, 2015

Build Notes and Thoughts: Building a metamagic specialist (Part 1)

The neatest thing that came of of the arrival of D&D 3.5 was the concept of metamagic, the addition of 'modifiers' to spells. I liked the concept from the very first time I read of them in the 3e Player's Handbook.

The trick is fitting in the right metamagic feats to fit into a character to do the things you want to do with your spells. In Pathfinder, the feats are still there and still as useful. In the right situation.

Class: The big classes for metamagic seem to be the arcane side of things. The Wizard is clearly a big one; you get a bonus feat every 5 levels in addition to the normal 'every odd level' feat everyone gets. Another good choice is the Magus, which gains a lot from strategic use of feats with their spells but doesn't really have the spell slots to really thrive as a metamagic master..though they can mimic some metamagic via their arcana class feature. The Sorcerer is another one, though handicapped by the expanded casting time of spontaneously adding feats to their spells. The counter side of that is that you can literally tailor a spell on the fly; which means a sorcerer can pick the right metamagic feats and vastly expand their flexibility of their limited spell pool. Mixing the bloodline powers of a sorcerer and metamagic feats can make for a powerful combination. The newcomer to the optimum classes pool is the Arcanist, courtesy of the Advanced Class Guide; a mix of the sorcerer and wizard that has the ability to mix and match the way they use metamagic spells. They can memorize a spell with one feat like a wizard, then using their class abilities, spin in another like a sorcerer with the added time to casting.

Goal: For the specialist I'm looking for either a LOT of metamagic options or a way to enhance the use of metamagic feats.  Additionally, using a variety of magic items,  look for synergy between feats and the items picked out.

Options: Metamagic feats each effect a spell in a different but useful manner. I see two basic benefit types.
-Shaping Enhancements: Metamagic can shape, arrange, extend the area of effect. Some of these effect include things like Enlarge, Extend, and Widen Spell (just from the core book); others include things like Selective Spell lets you exclude folks from the area of effect.
-Damage Enhancement: It adds something mechanically to the spell. It can be as simple as adding to the dice cap like Intensify Spell, or changing the damage delivered like Empower and Maximize Spell.
-Affected Enhancement: This can be something like the change of the damage type (Elemental Spell) or enhance the way it effects target (Ectoplasmic Spell) or the type of creature affected (Thantropic Spell)
 -Status Enhancement: These add an effect to the spell (Dazing, Toppling, Sickening Spells for example). They add to the effect. Other potential metamagic in this category are Elemental Spells. Fun note: Elemental (X) Blasty Spell can be 50%/50% of the damage type and you can use the spell as BOTH types of elemental spells. So you can do a 50/50 Fire/Ice Spell and add in a metamagic rod of Burning/Rime Spells.  So you can switch the condition as needed.
-DC/SR Enhancement: These feats make it easier to hurt a foe (Piercing Spell) or simply ramp up the DC of the spell (Heighten Spell) or redeploy to other targets (Bouncing Spell)

Gear: There are a LOT of options out there to help a metamagic specialist.
-Rods of Metamagic: There are a LOT of very interesting rods that help a specialist on that moment when their spell isn't 'just right' for an effect. The Lesser Rods are fairly inexpensive options if you have a few key spells you like using in specific ways. (For example, if you have a few spells you like to extend in the 1-3 range,  a lesser extend rod is very helpful and keeps higher slots free). The higher level rods make for even more awesome effects. A Metamagic Rod of Reach turns Breath of Life from a mad dash to the fallen to a 'pull the rod and touch the target from way back here where I'm NOT open to an AOO for helping Tanky McTankyGuy'
-Metamagic Gems: A nice little bit of things from the PF Rival Guide, these are like one shot metamagic rods. At first the cost looks a bit steep but remember..these cover ALL levels of spells. You might not be able to afford the crippling high cost of a greater meta magic rod for one or two specific occasions
-Metamagic Items: They are out there but have conditions to them. For example in one particular PFS scenario there is a specific item that grants the effect of a lesser empower rod to only evocation spells as well a casting rage once a day. A very nice little item for a magus or bloodrager for example.
-Alchemical Components: Little 'extras' you can add to casting spells like additional material components or as a focus. For example: using a vial of alchemist fire to the cast of scorching ray to set your target on fire OR add a +1 to hit.

Specific Combos Most Folks Don't Consider: A few idea of how a good metamagic feat/item can really really make for interesting effects.
-Selective + On Going Spell Effects: Most of the time I hear about 'Selective Fireball/'Some other burst spell'. I don't hear much about things like 'Selective Silence' where the caster puts it on his nice beatstick/tank and they dash in to fight the casters while the combat casters on OUR side can still cast a spell or two. Other fun ideas are things like Selective Obscuring Mist/Stinking Cloud/Cloudkill among a few options.
-Heighten + 'Save or Suck': There are some truly epically evil spells that are only restricted by their low level derived DC for spells like Ray of Enfeeblement, Lipstitch (PFS Field Guide) and such. Heighten the spell to 3rd or 4th level and toss in a Evil Eye Hex/Mindfog and you can lock down a caster.
-Eldritch Channel + LOTS of Spells: While not exactly a metamagic spell, you can literally drop a spell thru a target ally who is willing to glow a little. There are a LOT of cone spells I don't like to do personally due to closeness, but would be NICE to do with Tanky McTankyGuy as the point of origin. You've removed yourself from the reach of said 'cone spell' recipients and can soften up someone for to do a massive full attack action after giving their target a faceful of 'nasty spell cone effect'.

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