Sammy T |
As most of my characters are mid-level and beyond, I've started thinking about my next low level character.
While I am set on it being a halfling barbarian (Leeford, brother of Ledford), I'm still torn on whether or not I should pick up Spell Sunder. While the forums are gaga for it in theory, how does it shake out in actual PFS play? I can see the utility of it, but at the same time, I can't shake the feeling that the things it would overcome would have been overcome anyways with proper preparation and that I would be better off with a different rage power.
Stories from the frontlines of GMs and players more than welcome!
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
I haven't seen it in practice, but I do think it'll be pretty good.
So what sort of things might you want to Sunder? Suggestion/Charm/Dominate effects, obviously. Stoneskin's a good one. Blindness is also something you wanna get rid of fast. Spell Sunder seems able to destroy many ongoing spells that normally require a specific spell to un-curse.
The idea here is that you might have a cleric in the party who can deal with the spell, but if that's only one PC, there's an even chance your ally will waste a turn. With you there, his chances improve to about three-quarters.
Jiggy RPG Superstar 2012 Top 32 |
Undone |
Why it's good
1) Dispel magic is one of the best spammable spells.
2) Sunders can replace low BAB iterative hits and still work
3) It lets you interact with things like wall of force.
Why it's bad
1) You really need strength surge to make those complete dispels not suppression.
2) Less damage.
3) Eats two possibly damaging rage power slots (Elemental rage lesser and normal) or beast totem slots exct.
Sammy T |
Hmmm. I'm leaning towards taking it now.
Titan Mauler Barbarian (Halfling)
16 STR, 13 DEX, 16 CON, 8 INT, 10 WIS, 7 CHA
+STR at L4, L8 / +DEX at L12
Racial Traits:
Adaptable Luck (+2 luck bonus to check, attack or save 3/day)
Fleet of Foot (+10' movement)
Traits:
Fate's Favored (to synergize w/ Adaptable Luck)
Destructive Blows (+2 to break items & Sunder)
L1 Power Attack
L2 Rage: Superstition
L3 Raging Vitality
L4 Rage: Witch Hunter
L5 Extra Rage: Strength surge
L6 Rage: Spell sunder
L7 (Reckless Abandon or Risky Striker)
L8 Rage: Beast totem, lesser
L9 Extra Rage: Beast totem
L10 Rage: Beast totem, greater (pounce)
L11 Dazing Assault
L12 Rage: Come and Get Me
L13 Combat Reflexes