I have a horrible confession, I am in love with the Force Missile Mage. "What's that?" you ask. Well my good friend, it's this nifty little prestige class found in the Dragon Compendium on page 78. I'll give you a minute to look it over. Now, hopefully most of you took one look at the entry for this class and immediately went "This class is sucksville." Then I hope you read over it more fully looking for that one super ability it must have to warrant a handbook and then when you didn't find it (because it's not there) I hope you went "Yes this class is totally sucksville." Mainly I hope you say that so I'm not the only person that says sucksville, but also because you would definitely be correct! From an optimization standpoint this class is laughably bad, trade a spellcasting level for making a first level spell, much less one of the worse ones, marginally better? awful. But! From an AWESOMization standpoint this class is laughably good. Who doesn't want to play a mage so obsessed and addicted to the iconic spell magic missile that he fills every single one of his spell slots with it? (Probably everyone but me!) Plus then combat is a cinch! Round one: Whatcha gonna do John? Magic missile. Okay it's round two John what have you got in store this time? Mmmmmmmagic missile. Okay it's round threMAGIC MISSILE!!!
I'll mark the best/my favorite stuff in blue or something.
So uh anyways, below here I'm gonna go over the benefits this class gives you and other stuff you can do to make your force missile mage as awesomized as possible. Hope at least one single person besides me is glad that I did this. Then maybe I won't feel so empty inside anymore hahahaha
The Class Abilities:
- Some hit points and skill points and stuff and who cares? this isn't magic missile
- Bonus Missile: For just one level of FMM you get a whole nother freaking missile every time you cast Magic Missile. This can specifically break the limit on the spell so yay you. At fifth level you get another bonus missile! Your life is gonna be great!
- Still Missile: Auto still all your magic missiles for no cost! got grappled? no sweat missile the F*CK outa that dude
- Energy Missile: Need to kill a troll? and worried you might have to have an acid splash ready? No way bro magic missile can do acid and fire damage now. Or whatever other energy type you need. Make sure to have the high knowledge skills to know what your foes are weak to and hit em where it hurts!
- Overpowering Missile: get a bonus to beat spell resistance and the ability to bypass shield immunity to your favorite spell! Ain't nothing gonna stop you and your missiles hoss!
- Some stuff with shield thats not magic missile upgrades but is still good in case some funny guy tries to use your own tool against you. He won't be able to. Groovy.
That is all. So how many levels should you take? All five dingus. You're trying to become the magic missile master. Plus there's no real penalty to not taking all five since the only lost caster level is at level one anyways! (yeah yeah opportunity cost of not taking something better and blah blah blah MAGIC MISSILE)
So now that you have all five levels of Force Missile Mage in every single character you ever make ever again for the rest of your life and in the void thereafter, how else can we improve our magic missiles? Well let's find out together.
Feats for the aspiring Missile Artist:
- Arcane Thesis (Magic Missile): um yes definitely can't wait to have all the meta magics on my missiles.
- Reserves of Strength: Heck yes I would like another missile or forty thank you.
- Fell Drain: Auto-hit negative levels are good. Hit everyone to spread the love.
- Quicken Spell: Fire off some more volleys per turn.
- Twin Spell: Fire off even MORE volleys per turn.
- Repeat Spell: Just have all the volleys. Every single one.
- Residual Magic: Get more use out of your spell slots for more awesome missiles.
- Empower Spell: Mhmm yep. Makes each missile do {3,4,6,7} damage.
- Maximize Spell: Also yes. Makes each missile do 5 damage. Empower is better in this case. Use both.
- Signature Spell: You could take this and then fill all your spell slots with not magic missile so you're more useful or whatever but that's heresy.
Maybe you want some extra boosts to your magic missile because yeah, you do, you read this far you want to know. Well read through these threads and they will teach you lots of cool tricks:
So now we're cooking with flashy force gas. But what's that? You're playing pathfinder or 3.P? congrats you get the toppling spell (
http://www.d20pfsrd.com/feats/metamagic-feats/toppling-spell-metamagic) and echoing spell (
http://www.d20pfsrd.com/feats/metamagic-feats/echoing-spell-metamagic) feats, and the magical lineage (
http://www.d20pfsrd.com/traits/magic-traits/magical-lineage) trait (Hint: choose magic missile). Yay you rock harder.
Wait is your DM a crazy person? Did you show him the third party feat Stack Metamagic (
http://www.d20pfsrd.com/feats/3rd-party-feats/rogue-genius-games/general-feats/stack-metamagic) and clearly help him understand how silly it is but he let you use it anyways? Congratulations you lost D&D.
This is still a rough draft and is posted mainly to organize my thoughts, but hopefully it helps someone somewhere or makes somebody chuckle I dunno get off my back man. Here is the discussion thread:
http://www.minmaxboards.com/index.php?topic=16019.new#new