Male Human Fighter (Weapon Master)/1 - HP: 11, AC: 18, Touch: 9, Flat-Footed: 19, Fort: 3/8* (+5 to not die) Ref: -1 Will: 3/4* (*vs enchantment spells/effects)
Boolar - Not that I'm fussed, but isn't your caster level capped by your character level? Most of the things I've seen will allow you to cast at a caster level provided it meets your character level, so if you go two levels Fighter, 2 levels Sorcerer and take the Magical Knack trait for Sorcerer, you don't lose your caster levels for multi-classing as you'd be CL 4th Sorcerer at Character Level 4.
If you can up your caster level to that of 4th at level 1, then that opens up a whole new path of options when I make spellcasters.
Animal Deinonychus 3 | AC 21 | T 15 | FF 17 | HP: 25/25 | CMD 16 | Fort +6 | Ref +7ev | Will +2* | Perception +5 scent|
Male Human Druid (Saurian Shaman) 3 | AC 15 | T 11 | FF 14 | HP: 27/27 | CMD 17 | Fort +6 | Ref +2 | Will +6 | Init +4 | Perception +8 | Totem Transformation 3/3
The only cap like that in PFS is your animal companion can not be more then 1 hit die higher then your combined levels in classes that have animal companions. So for example a starting animal companion has 2 hit dice but while there are ways to increase it at first level you can't due to PFS's hard cap.
You can absolutely bump your caster level for spells but everything is a trade off. Most of the best spells are save or suck and your level doesn't matter much with those. Evocation is one of the main exceptions and there are multiple guides on Blaster Wizards who use some of what I used for Boolar.
Male Human Fighter (Weapon Master)/1 - HP: 11, AC: 18, Touch: 9, Flat-Footed: 19, Fort: 3/8* (+5 to not die) Ref: -1 Will: 3/4* (*vs enchantment spells/effects)
Ah ok, well that's pretty cool then. Those spells still have their caps, so it just means you're a more powerful caster of that spell at level 1, essentially meaning you reach your full potential with a particular spell earlier than others.
Animal Deinonychus 3 | AC 21 | T 15 | FF 17 | HP: 25/25 | CMD 16 | Fort +6 | Ref +7ev | Will +2* | Perception +5 scent|
Male Human Druid (Saurian Shaman) 3 | AC 15 | T 11 | FF 14 | HP: 27/27 | CMD 17 | Fort +6 | Ref +2 | Will +6 | Init +4 | Perception +8 | Totem Transformation 3/3
Right. Magic Missile is hard capped at 5 missiles because of the wording of the spell. Fireball and some other spells max out at caster level 10 or 15 but the cap can be increased by the Intensified Spell metamagic feat. There are power components that can effect spell level as well.
Chronicles are here, links should work, I recommend saving them to your computer in case the links die out in the future or printing them out or both. Let me know if anything is amiss.
You should be able to see the link without an account. You should be able to download it to your computer directly. If that doesn't work, I can do it by email.
HP 36/36; AC 20, t 14, ff 17; f 5, r 4, w 2; bab 4, melee +5, ranged +7; cmb 5, cmd 18; init +3; wand clw 38 | ratfolk cavalier/4 | -20 *
skills:
acro 9, bluff 2, diplo 7, handle animal 9+2+2 (+4 with rodents), intim 9, know local 8, know nature 6, perc 2, perform: oratory 8, ride 10+1, survival 5
made me sign in with my google acct to view and then told me because I only have a basic account, I can't view... so it's not open to outside viewing. Please email mine to simi4games@roadrunner.com thanks
Also, saw some of you guys are participating in a Confirmation game. I'm considering the idea of throwing my hat in the ring as well. I heard that that scenario is a tad longer compared to other scenarios. Is that true?