Spell Sunder worthwhile in PFS?


Pathfinder Society

Shadow Lodge 4/5

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!

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I haven't seen it in practice, but I do think it'll be pretty good.

  • The odds of breaking a spell with it are higher than for example Dispel Magic, because your CMB will probably outpace straight caster level handily.

  • Out of combat it's basically a 3rd level spell for one round of daily rage. I've been told rage rounds increase at levels faster than you usually need them to, because combats don't really take more rounds at higher level. So that's a good deal.

  • I think the chances that you get an opportunity to use it are high. As a barbarian you'll often be at the front of the party, close to the enemy. Most likely you'll be the first to get into melee contact with any enemy enchantments. So it's safe to assume you'll be in position to use Spell Sunder most of the time, either on your party or your enemy.

    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.

  • In terms of action economy it's also good. If a party member gets hit with Hold Person and you go before he'd waste his turn, you can try to pry off the spell. If the enemy is using a spell to defend against your party's casters, you might be able to remove it, followed by a spell from your ally.

    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.

  • Grand Lodge 2/5 RPG Superstar 2012 Top 32

    It's also neat that Spell Sunder lets you ignore miss chances, so you can be the guy that runs up and gets rid of the BBEG's displacement on round 1.

    1/5

    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.

    Shadow Lodge 4/5

    Hmmm. I'm leaning towards taking it now.

    Leeford:
    Leeford, brother of Ledford
    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

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