Fiery Burst is already in the build - game starts at 3rd so I don't need to burn a feat on PA to early-get it. Energy Sub is also already in the mix. My formatting looks difficult to read.
If I go spontaneous caster, Elemental Adept 1 is a definite go, but as a prepared caster where is the value? I mean, I just prepare the spells using Energy Sub, right?
I'm not sure if Dragon Mag is in, if so I'll take a look at that stuff. For sure all 3.5 books are in.
Calisham Elementalist and Bloodline of Fire are the kinds of things I was really hoping to see ... I can find Bloodline of Fire, but the other I can't seem to locate. Feat Index says it's in Races of FR, but I don't have that book.
For those who weren't following, here's how the trick works. It's basically less abusive than the RKV Nova a few of us were throwing around on 339.
It has energy sub (fire), so all things become fire (that's the 6th level feat).
It has sanctified one of kord, so all things fire become divine.
It has feats and such that boost CL, DC, etc. of fire.
It's a specialist wizard (likely banning necromancy, enchantment and either illusion or abjuration haven't decided on the last one yet - both are defensive) but has the utility options of the other schools (transmutation, conjuration, divination)
Here's the build now:
Flaw Eschew Materials
Flaw Combat Casting
Human Bloodline of Fire (+2 CL fire, +4 to my saves v fire)
1 Evoker 1 Weapon Focus (ray), Counterfire, Focused Specialist Spell Focus (Evocation)
2 Evoker 2
3 Evoker 3 Fiery Burst (+1 CL fire)
4 Master Specialist 1 focus (spellcraft)
5 Master Specialist 2 Expanded Spellbook
6 Sanctified One 1 Holy Fire (fire spells do divine damage) Fell Weaken (need a metamagic feat as pre-req to energy sub)
7 Paragnostic Disciple 1 Energy supremacy (CL +1 fire)
8 War Mage 1 aegis (1 ally), +1/die
9 War Mage 2 bonus metamagic (empower), ASF 5% Energy Sub (fire)
10 War Mage 3 aegis (2 ally), +2/die
11 War Mage 4 bonus metamagic (widen), ASF 10%
12 War Mage 5 aegis (3 ally), +3/die Metamagic School Focus (evocation)
13 Holy Scourge 1 righteous evocation +1/spell level, +1 CL good spells
14 Holy Scourge 2 arcane smite 1/day
15 Holy Scourge 3 devoted arcanist (+class to CL for spell penatration) Sculpt Spell or Extraordinary Spell Aim or Draconic Aura (fire DC boost)
16 Holy Scourge 4 arcane smite 2/day
17 Holy Scourge 5 righteous evocation +2/extra damage
Then probably cap with some combination like this:
Master Specialist 3 greater spell focus (evocation) Practiced Spellcaster? Spell Penetration? Arcane Thesis? More Metamagic Spell Focus? Metamagic Vigor?
Paragnostic Disciple 2 Penetrating Insight (+1 CL on SR)
Paragnostic Disciple 3 Accurate Retort (+1 on rays vs things with NA)
Some sort of free metamagic would be good too.
I kinda expect the game to cap in the high-teens, so I'm not to hung up on those last levels. If it does, Practiced Spellcaster looks fun.
Silverbrow would let me up the DC.
At 3rd level the CL of fire spells is 6 thanks to my +3 fire CL boost.
At 6th level fire spells are now doing divine damage. Fireball is cast at 8th (I lose a CL but my fire boost is now +4) level so that is 8d6 divine with a DC boost from spell focus. Can do fell-weaken too, so that's fun.
At 9th level CL of fire spells is 12 I think ... and all energy spells can be prepped as fire spells. They also do an extra point of damage per die thanks to War Mage.
At 12th level the CL is 15 for fire (and really, all energy spells since they are all fire now). They do 3 extra points of damage per die thanks to War Mage and I've got some metamagic hijinks that are really developing nicely. Oh and I can wear armor without ASF. Bonus.
At 15th level we drop another CL, so CL is only 17 for fire. I'm only on 7th level spells (boo!) but at this point they do +1/spell level to everyone in the area and +3/die and my basic CL for spell penetration is ... 20-ish.
At 18th the CL base is 20 for damage, area, etc. ... 25 for SR. All spells are doing +2/spell level extra damage in the area and +3/die ... and it's all divine.
For the spellbook I'd have a generalist mix in just in case. For damaging spells (because this is dude is a cannon) I'd stick to big and flashy elemental spells, but pick and choose a combination of rays, orbs, reflex-attacking (most AoEs), fort-attacking (sonic, some cold, etc.) for versatility.