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Organized Play Member. 24 posts (28 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.




Intensified Spell (Metamagic)
Your spells can go beyond several normal limitations.

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.

Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.)
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Spell Specialization
Select one spell. You cast that spell with greater than normal power.

Prerequisites: Int 13, Spell Focus.

Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
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I just wanted to post the components above so it's easier for everyone to see what I'm talking about. So my question is do those two abilities stack as in, would a fourth level wizard with spell specilization and intensified spell do 6d4 damage on a burning hands?


Hi, just a quick overview. I'm playing in a skulls and shackles adventure path we just finished the final encounter of the first book. This bumped us up two levels which was nice. The downside was a party member died during the final fight, leaving my orc fighter as the only front line warrior. I'm not particularly used to pathfinder but I played alot of 4e and my knee jerk reaction to being the only melle target is to shore up my offenses so I'm the most tempting target. To do that I was debating dipping into barbarian. I'm a Two-Handed fighter so this seemed to have alot of synergy. But I can't decide if the barbarian thing should be a one level dip or if I should keep on going down that path. The barbarian rage powers are very nice but the issue is I'm already two levels into fighter some part of me thinks using the extra feats for additional rage rounds per day, and getting some duelists gloves to stack with my furious weapon would keep my damage relevant.

Currently the party consists of five level four members
A bard (disruptive spellcasting and singing)
An alchemist (Vanilla but I think he's going to specialize in bombs)
A sea witch (From what I understand she'll be buffing and hitting with save or sucks)
A musketeer gunslinger (amazing damage in about a level)
And me Fighter 3 Barbarian 1

My stat blocks included thanks for giving this the once over.
Unnamed Hero
Male Orc Barbarian 1 Fighter (Two-Handed Fighter) 3
CN Medium Humanoid (orc)
Init +2; Senses darkvision; Perception +4
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 42 (1d12+3d10+12)
Fort +8, Ref +3, Will +1
Defensive Abilities ferocity
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee Dagger +9 (1d4+5/19-20/x2) and
Masterwork Falchion +11 (2d4+7/18-20/x2)
Ranged Shortbow, Comp. (Str +0) +6 (1d6/x3)
Special Attacks overhand chop, rage (7 rounds/day), shattering strike +1
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Statistics
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Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +4; CMB +9 (+10 Sundering); CMD 21 (22 vs. Sunder)
Feats Cleave, Furious Focus, Power Attack -2/+4, Weapon Focus (Falchion)
Traits Buccaneer's Blood
Skills Acrobatics -2, Climb +9, Escape Artist -2, Fly -2, Intimidate +7, Perception +4, Profession (sailor)
+7, Ride -2, Stealth -2, Swim +5
Languages Common, Orc
SQ fast movement +10
Other Gear Agile breastplate, Armored coat, Dagger, Masterwork Falchion, Shortbow, Comp. (Str +0),
Weapon cord, 152 PP, 2 GP, 9 SP
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each
turn.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Weapon cord Attached weapon can be recovered as a swift action.