Note: This build assumes that a Sorcerer can be both Tattooed and Crossblooded. There is extensive debate on this, so ask your GM. If only one is allowed, then choose Varisian Tattoo and damage drops slightly.
Updated April 20th, 2016
Updated April 20th, 2016
Human Sorcerer 1 (Gold Dragon/Orc Bloodline;Tattooed/Crossblooded) / Admixture Wizard 19
Okay, so you are playing a wizard so you can blow things up. That's fine, I get it. This guy should do the trick. It's hard for a wizard to do more damage than this. You are going to be rocking encounters like no other. You are dipping one level into Sorcerer to get some cool bloodline bonuses, and then it's straight wizard all the way. The best part is, even though you are specializing, you can deal damage with a variety of energy types, thanks to your admixture specialization.
Tattooed Sorcerer allows you to get Varisian Tattoo for free! It also allows you to specialize in specific spells (fireball).
As your opposition schools, choose Necromancy and Abjuration, unless you feel strongly otherwise.
Take the sorcerer level at level 6, after you have gotten fireball.
1: Spell Focus - Evocation, Greater Spell Focus - Evocation, Scribe Scroll (Wizard), Arcane Bond: Familiar: Greensting Scorpion for +4 Init.
3: Spell Specialization: Fireball
5: Additional Traits: Metamagic Master & Magical Lineage (Fireball), Bonus Feat: Metamagic Empower Spell
6: Tattooed Sorcerer: Varisian Tattoo: Evocation
7: Metamagic Maximize Spell
9: Spell Penetration
11: Greater Spell Specialization: Fireball, Bonus feat: Metamagic Intensified Spell
13: Selective Spell
15: Spell Perfection
16: Bonus Feat: Dazing Spell
17: Greater Spell Penetration
19: Improved Initiative
Intelligence > Constitution > Wisdom/Dexterity > Charisma/Strength. Make sure, however, that Charisma is at least 11, such that you can cast your level 1 sorcerer spells. They will be useful, don't ignore them.
15 Point Buy
Int: 19 (17+2)
20 Point Buy
Int: 20 (18+2)
25 Point Buy
Int: 20 (18+2)
Spellcraft, use Magic Device, Perception, and Fly are all must have. Besides that, it's your call, though you might as well pump the skills related to intelligence, given your modifier
Adopted -> Grounded: for +1 on Reflex and a +2 to some Acrobatics checks
Reactionary: +2 to initiative
If you tend to forget about your familiar and are just looking for a nice bonus, try out the Greensting Scorpion. +4 to initiative checks is nothing to sneeze at. Otherwise, just have fun with it!
Sorcerer Spells: These should be utility spells that you can cast on the fly.
Shield (because it is an abjuration spell, and thus the wizard part of you doesn't like it)
Level 0: Take your pick.
Burning Hands - Now we have some fire damage. Not great, but it will do for now.
Comprehend Languages - Useful
Hydraulic Push - Got a Cliff?
Charm Person - Always useful
Mage Armor - Just in Case
Summon Monster I - There are plenty of creative uses for this.
Detect Charm/ See Alignment - Any number of these detective work spells are useful.
Summon Monster II
Blood Transcription (if you think it will be useful)
Fireball - Here it is, your bread and butter. Specialize, all that good stuff, this one will last you a while.
Fly - Just cuz it's great
Hydraulic Torrent - If you like moving people around, here is a good one.
Haste - A great buff! Something else to do besides shooting fireballs!
Charm Monster - Because it's always nice to have a giant on your side
Fire Snake, All the way
Hellfire - It's a little unclear what half fire, half unholy power means in terms of your buffs. Best case scenario, your buffs activated and it still deals half damage against fire immune creatures.
Rod of Maximize, Lesser (14,000).
Rod of Quicken Spell, Lesser (35,000p). At higher levels, grab a few handfuls of these. Get your first one at around 11th level, then just keep grabbing them.
Headband of Intelligence +X.
How it all works in Tandem: The Ultimate Fireball
1st Level: Spell Focus Evocation and Greater Spell Focus Evocation increase the DC by +1 each, for +2 total.
1st Level: Evocation School gives you +1/2 wizard level to damage (not enhanced by Empower or anything else)
1st Level: Admixture School allows you to change your damage type from fire to any other energy type.
3rd Level: Spell Specialization increases the CL of fireball by +2.
5th Level: Metamagic Master and Magical Lineage combine to allow you to use up a spell slot 2 lower than you normally would when applying metamagic to fireball, down to a minimum of 3rd level. That means you can empower for free.
6th Level: The Gold Dragon Bloodline allows you to deal an additional 1 damage on fire attacks for each die rolled. The Orc Bloodline allows you to deal an additional 1 damage for each die rolled. Together, that's +2 damage for every die rolled.
6th Level: Varisian Tattoo increases the CL of fireball by +1.
9th Level: Spell penetration gives you a +2 bonus to overcome SR.
11th Level: Greater Spell Specialization allows you to cast fireball spontaneously.
13th Level: Spell Perfection allows you to ignore the slot increase of a metamagic feat such as Maximize.
17th Level: Spell penetration gives you a +2 bonus to overcome SR.
5th Level: Empower Spell increases damage of Fireball effects by +50% (+2 slot)
7th Level: Maximize Spells allows you to treat all of those d6's as straight 6's (+3 slot)
11th Level: Intensified Spell raises the roof on Fireball to a maximum of 15d6 (+1 slot)
16th Level: Dazing Spell causes creatures who fail their saves to become dazed.
What he Looks like...
Level 12: 20 point buy, Rod of Quicken Spell Lesser, Headband of Vast Intelligence +4. Let's cast a fireball. We have at least two 6th level slots, three 5th level slots, four 4th level slots and five 3rd level slots.
We don't need to prepare fireball, because we can spontaneously cast it due to the Greater Spell Specialization feat.
We can have it deal any energy damage we choose.
Our CL is 14 for fireball (11 Wizard Levels, +2 from Spell Specialization + 1 from Varisian Tattoo).
Without any Metamagic, this is 10d6 (fireball) + 20 (Sorcerer bonuses) + 5 (Evocation Spell School) = 60 average damage with a DC of 22 (10 + 3 from Spell Level + 8 from 26 Intelligence + 2 from Spell Focuse & Greater). 3rd level spell slot
Our DC is 23.
With Intensified, this is 13d6 + 24 + 5 = Average 74.5. 3rd level slot with traits.
With Empowered, this is (10d6 + 20)x 1.5 + 5 = Average 87. 3rd level slot with traits
With Intensified and Empowered, this is (13d6 + 24)x 1.5 + 5 = average 109.25. 4th level slot with Traits.
With Intensified and Maximized, this is 78 + 24 + 5 = average 107. 5th Level slot with traits (strictly worse than Intensified/Empowered).
With Maximized and Empowered, this is (60 + 24)x1.5 + 5 = average 131. 6th Level slot with Traits.
We can quicken this spell up to three times per day with out metamagic rod, lesser. An example day looks like this:
Round 1: Quickened Maximized Empowered (131) then Maximized Empowered (131): 261 damage, two level 6 spell slots.
Rounds 2 & 3: Quickened Intensified Empowered (109) then Intensified Empowered (109): 218 damage, two level 4 slots.
Rounds 4, 5 & 6: Intensified Empowered (109): 109 Damage. Level 4 Slot
Rounds 7, 8, 9, 10 & 11: Empowered (87): 87 Damage, Level 3 slot.