wraithstrike wrote:
Spells and slots remain but if your new caster level isn't high enough to cast that spell, you cannot cast it. For example: a lvl 5 wizard with prepared Fireball cannot cast it if affected by 1 or more negative levels but once the negative levels expire/are removed he can cast Fireball as if nothing happened). Post by James to confirm that:
This FAQ is BS! It's confusing and it will require 5 more FAQs to get it all done instead of a simple errata. Also, this taking so long makes this FAQ look like it has a secret agenda and we're all sheep buying into it. I don't believe it took you 2 years to realize the Paragon Surge abuse. Something's up and we'll probably find out what it is when Pathfinder Unchained comes.
So, he's been working on a blaster Sorcerer/Wizard multiclass (idea came from link post 6) but I got a few questions because we aren't all too well familiar with certain rules. Is it legal for Sorcerer to take crossblooded, tattoed sorcerer and wildblood (primal) archetypes? also, if he multiclasses Sorcerer (first level only) with Wizard can he use Charisma modifier instead of Intellect modifier to increase spells DC for spells which he casts as Wizard or it doesn't matter because you cast spells as Sorcerer/wizard instead of just wizard?
As the tittle says I'm looking for some advice for our 6th and last player. We currently have:
The player doesn't have a lot of preferences but he'd like to bring something new to the group (if possible) and potentially be a party face. Everything is allowed, even 3pp. Edit: don't know what campaign we'll play but it's not going to be a specific one (such as urban setting, all undead, on the water, etc...)
Thanks for the advice guys. Some thoughts here:
From what I've read most people agree that a Familiar is better than bonded object but I just don't like it. Dimensional Agility supposedly doesn't work with Shift (?) When looking realistically we probably won't get to high enough level anyway to pull off Preferred Spell + Spell Perfection. Spoiler:
1a. Scribe Scroll
1b. Spell Focus (Conjuration) 1c. Improved Initiative 3. Augment Summoning 5a. Craft Wondrous Item 5b. Superior Summoning 7. Spell Specialization 9. Greater Spell Specialization 10. Extend Spell 11. Spell Penetration 13. Reach Spell 15a. Quicken Spell 15b. Spell Perfection At lower levels I'd use rods for Extend and Reach and I'd get the feats themselves at higher levels when it gets a bit more expensive although both of these are the cheapest ones.
So I've been thinking about maybe playing a human and long story short I really like Enervation with Preferred Spell and Spell Perfection so I came with these feats: Spoiler:
1a. Scribe Scroll 1b. Spell Focus (Conjuration) 1c. Improved Initiative 3. Augment Summoning 5a. Craft Wondrous Item 5b. Heighten Spell 7. Maximize Spell 9. Spell Penetration 10.Opposition Research (Necromancy) 11. Empower Spell 13. Preferred Spell (Enervation) 15a. Quicken Spell 15b. Spell Perfection (Enervation with Empower Spell and Maximize Spell) 17. Greater Spell Penetration 19. Preferred Spell 20. Immortality since my understanding of Meta Feats ain't great I'm not even sure it would be legal so if there are some obvious flaws please say. My plan at high levels would still be to summon monsters (unless both me, party and DM get sick of all the micromanaging that they require), buffs, debuffs and battlefield control but I feel this way I'd have an extra option. Thoughts?
Nope, I have no clue what story and which classes we'll have but I'm somewhat confident that as a conjurer I can always provide good things to the party no matter what. @tonyz I expressed myself a bit wrong on that part. What I meant is that when looking at feats and traits taken only thing that could improve my survivability is a bit higher HP, AC and a random save (I'd probably take something for fortitude one). I see your point but I probably won't take stuff like Toughness, Combat Casting, etc.. unless while playing I realize I would have great benefit from it. Thanks for the advice on Superior Summoning. EDIT: @Rerednaw From what I've read Dimensional Agility doesn't work with Shift, or does it start working when you acquire D-Door? I'll ask my DM and if he allows it I'll most likely take it. I'll have all my spell descriptions as well as monster descriptions, I'm one of those guys that doesn't want to be caught unprepared :)
woah, that was faster than expected, cheers! As for guide I've heard Treantmonk's guide was a bit out of date so I mostly focused on Professor Q's guide which seems up to date and people generally approve of it. Defenses wise I really haven't taken anything to improve it because I feel that at the end of the day wizard has to rely on his spells to survive and not his AC and HP. I'm maybe completely off point here? Any thoughts on Superior Summoning? I feel kinda bad taking 3 feats just for summons which I love but don't really want to put a LOT of focus on it, I rather go with a summoner at that point if I'm honest.
Hello, I'm new to the community so sorry if this is in the wrong section. Anyhow, I don't really have a lot of experience with d20 based games (casually played D&D 2nd edition for ~2years)and I plan on starting Pathfinder with some friends (DM + 6 players) so looking to make a good, well rounded Elf Wizard Conjurer (teleportation)(enchantment and necromancy opp. schools)with bonded ring and would be great if you could provide some help. :D While I'm not really sure which spells I'll take considering I don't even know yet what other classes there will be I certainly plan focusing on battlefield control (clouds, pits, summon monsters), buffs and obligatory defense (invisibility, teleport, mirror image, etc...) so I guess in that part I'll kinda have to figure it out by myself. What I really need help with is Feats. My current plan looks something like this: Spoiler:
1a. Scribe Scroll
1b. Spell Focus (conjuration) 3. Augment Summoning 5a. Improved Initiative 5b. Craft Wondrous Item 7. Spell Specialization 9. Greater Spell Specialization 10. Spell Penetration Haven't gone past that since I'm not sure we'll get to or past level 10 although I'm 90% sure I'd take Quicken Spell at 15th) If DM allows I plan on taking Fleet Footed (elf alternate racial) for +2 initiative aswell as traits Warriors of Old/Reactionary for +2 trait initiative and Focused Mind(+2 concentration) as my 2nd trait. The thing that troubles me about Feats is Augment Summoning and I'm not sure how good would Greater Spell Specialization be with Spell Focus (conjuration) so my question is how good is augment summoning and summoning in general at higher levels (specifically SM V and higher) and any advice on which conjuration spell to use for Spell Specialization and is it even worth it without different spell focus? Also, I didn't go with Metamagic feats because outside of Quicken spell I don't find then very useful and those that can really be handy (daze, reach, extend) I feel I could get away with just having respective rods and learning them past level 10 where I guess most of them shine since low level wizard doesnt really have many spare high level spell slots. Hope I didn't confuse you much, any and all help is very much appreciated. :) |