Author Topic: Force Missile Mage is the Magic Missile Master: My secret Magic Missile Fetish Magic Missile  (Read 10147 times)

Offline Vampireshado

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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
« Last Edit: July 03, 2015, 09:40:50 PM by Vampireshado »
Auruggh something witty! (nailed it)

Offline Vampireshado

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So how crazy can our metamagiced missile get?

Well if we are a kobewrought cheesebold who somehow has all the feats he wants (DCFS and/or bloodlines) we can use snowcasting, frozen magic, cold spell mastery, signature spell, and reserves of strength to cast an invisible city blistering deafening flash frost fiery forceful repeated (easy and practical) intensified (easy and practical) quickened (easy and practical) twin (easy and practical) magic missile in a fifth level slot. With specific class levels you can get the spell slot lower, but this gives us a spell that does: (9 force + 1 fire + 1 cold per missile (with 3 missiles + 1 per [(CL - 1)/2]) + 2 fire damage per spell level and + 2 cold damage per spell level) x2 because of twin and cartable twice per round because of quicken and recasts itself on the next round because of repeat (Which is probably a complete waste because everything will already be dead) and half of the damage becomes city damage if you're in a city. It also stuns, knocks prone, and deafens.

With CL looping this gets pretty off the wall, easily killing everything in a room that isn't immune to damage.

With arcane fusion (which we can definitely get to cast our super crazy magic missile if playing 3.P) this gets even crazier.
« Last Edit: July 06, 2015, 11:43:37 AM by Vampireshado »
Auruggh something witty! (nailed it)

Offline Vampireshado

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Quote from: Solo
Metamagic Specialist Sorcerer 6/Force Missile Mage 5/Argent Savant 5/Abjurant Champion 4

You have MAGIC MISSILE. You have SHIELD FOR DAYS. You have MAGE ARMOR, at least until you swap it out for GREATER LUMINOUS ARMOR! Congratulations! You are a force to be reckoned with!

But wait, there's more!

When someone thinks that they've got a shot at you, you can flash your WINGS OF Cover! If you're surrounded, unleash WINGS OF FUCKING FLURRY! Confound your enemies by PREPARING EXPLOSIVE RUNES TODAY! When someone with SR comes along, you can go bowling with ORB OF FORCE! Tell melee brutes to take a hike with Forcewave! Take a bite out of crime with MANYJAWS! Floor your enemies with HOWLING CHAIN! Engulf your foes with MAW OF CHAOS! Unleash a MACROSS MISSILE MASSACRE with your GREATER ARCANE FUSION ARCANE FUSION SPELLSURGE OF MAGICAL MISSILY DEATH.

You can even go RECURSIVE on that BITCH with ARCANE FUSIONS IN ARCANE FUSIONS. DON'T BELIEVE ME?

Quote from: TOB Errata
Quote
Page 96 – Arcane Fusion [Addition] Include clause, “If applying a metamagic feat to a spell, use the adjusted spell level and casting time for purposes of determining eligibility for Arcane Fusion.”

Yo dawg. I heard you liked MAGIC MISSILE, so I put some MAGIC MISSILE in your MAGIC MISSILE so you could MAGIC MISSILE while you MAGIC MISSILE. Step aside, TWIN and REPEAT SPELL! SANCTUM SPELL for ALL OF THE MAGIC MISSILES!

Magic Missile. For when you absolutely, positively got to kill every motherfucker in the room, accept no substitutes.
« Last Edit: July 14, 2015, 10:52:56 PM by Vampireshado »
Auruggh something witty! (nailed it)