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Majuba wrote:
PF Beta, pg 396 wrote:
Spellcasters do not lose any prepared spells or slots as a result of negative levels.
It's all pretty much been set since then.

It's clear the caster does not lose his prepared spells and slots, what isn't clear is whether he loses the ability to cast those spells and use those slots. Atleast that's the way I see it.

FAQ would really be great to resolve the whole "level dependent variables" line because there's a lot of questions and not many clear answers


wraithstrike wrote:
Belafon wrote:
wraithstrike wrote:
You may also lose access to certain spell slots depending on what your caster level drops to.

That's specifically called out as something that does NOT happen.

PRD wrote:
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.
I did not now they had changed it. I remember a dev said this happened, and another poster was saying it was unfair.

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:

Link


Reverse Gravity.

Depends on what kind of a spell you're looking for though.


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.


Imbicatus wrote:
Protection from Evil is pretty critical if you are around a gate spell.

Does Protection from Evil work vs Gate since gated creatures are called rather than summoned?

edit: on topic, I second Dispel Magic, great offensive and defensive spell


DC for Acadamae Graduate is actually 15 + spell level, at level 11 you'd be casting SM IV which would have a DC 21. With +11 Fort you are at 50% (?) chance, not bad but not great either.

EDIT: The feat is from an AP so a GM might not even allow it.


I'd say yes because since the spell is saying "5th level or lower" it cannot be about "at which level wizard / sorcerer uses it?" since there are spells that a wizard / sorcerer can't cast at all


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:
Paladin - melee damage
Sniper Rogue
Cleric - typical cleric with focus on healing, dispelling, buffing
Fighter
"god" conjuration Wizard (me)

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:
I only took Heighten Spell because it's a prerequisite for Preferred Spell.

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?


I think even with my summons I'm still going to be one of the fastest guys because while we are all inexperienced I atleast put a lot of effort in research and try to depend on rules info from DM as little as possible.

Edit: I'll definitely consider this and talk to my party to see what's best.


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. :)