Quickened True Strike does not care bout somatic components and gives a +20 to one attack (specifically the secondary/tertiary one) with the books youre using, I think Arcane Armor Training is not a bad idea. Simply because you can't rely on dervish dance, and still spell sets you back in spells. Also, remember you're going to be behind on BAB. Consider this: Fighter 1/Wizard 5/EK 9 (level 15 because that was the cap expectation) Stats: Same as above Level 1: Fighter: 3 feats (Additional Traits:Reactionary, Magical Knack, Weapon Focus (Falchion), Power Attack) Level 2: Wizard 1, get the familiar (Compsognatus, if that's not available, Get something that flies like a raven), transmutation school, barring necromancy and enchantment (You lose out on Heroism and a couple spells though. Probably just prepare true strike and something with either a long duration, OR true strike. Alternatively, cast Mage Armor, and prepare whatever spell you want. Level 3: Wiz 2, Toughness Level 5: Wiz 4, Arcane Armor Training. At this point you should have enough gold to buy yourself a mithril chain shirt, possibly +1 (it's only 2100 with the enhancement). Your bonus feat can be a metamagic feat. Level 6: Wiz 5, consider reach spell, piercing spell, or Heighten Spell Level 7: EK1, you get 2 feats: with a BAB of 4, Power attack just scaled up. So get Furious Focus. For your second feat, Take Extend Spell (doubling the duration for the low investment of +1 spell level is pretty awesome, hell by this point Shield lasts for 14 minutes. You can cast it before you enter a dungeon) Level 9: EK3, Take Improved Familiar Level 11: EK 5, Take Weapon Specialization (Falchion), Also take Intensified Spell, use it for shocking grasp and the occasional blast spell. Level 13: EK7 Take Quicken Spell. Level 15: EK9 Take Spell Perfection (true strike). At this point you should be near the end of the campaign. You have a BAB of 12/7/2, but you can make the third attack of the turn a +20, before adding any bonuses due to stats, Greater Magic Weapon, whatever. Also, when you hit your opponent, you can choose to discarge your intensified Shocking Grasp for 10d6 extra damage. Also, take Greater Weapon Focus. Level 16: Eldritch Knight 10. At this point You can do your first 2 attacks (at +14/9), then if you crit, use spell critical to use a power word (which cost 2 spell slots, but can end the fight), OR cast a perfect quickened true strike (costing you only a level 1 spell slot) and guarantee a hit. This is off the top of my head. This is for a more balanced gish. Personally, I'd do away with weapon spec and weapon focus spells, but I know that missing is very very bad
So I'm planning on creating a Half Elf Oracle that focuses on using Paragon Surge to be a sort of "toolbox"...I'm mostly doing because we need a healer (let's not argue about the roles of a healer in combat here), and because I want to test out paragon surge So I'm going half elf oracle dual cursed (because part of my character's backstory involves the spirits following him around and altering the outcome of events around him, mechanically being done by the Misfortune mystery) Now, The build I'm thinking on relies on getting access to paragon surge at level 6, and then taking the appropriate feats with expanded arcana and improved eldritch heritage to have access to any spell. Eventually at level 15, he will select is as his spell perfection spell and gain any spell or feat for the situation at level 15 as a swift action (thanks to quicken spell). Also, I don't want to JUST rely on spells. I'm not sure how the campaign is going to go, but I'm not baking on the assumption of 15 minute work days. so we're using a 15 point build. I want to have high charisma, high con. I'm not sure how to stat the other abilities. I'm thinking moderate str so I can be somewhat useful in combat. Here is the build I have sketched out in my head so far: Molvario, the Ill-fated
Lv1: Revelation: Channel. Feats: Skill focus (Knowledge Religion), Selective Channeling. bonus spells: Mage hand, ghost sound
the last few levels don't matter much for now Also, I'm going to be using the favored class option to get spells...So I'm thinking on trying to cram toughness there somewhere. I like piercing spell for spontaneous casters since it's better than spell penetration + GSP, at the cost of a +1 feat adjustment. also, what are some good debuff/curse spells to add? I'm thinking on picking up blindness and maybe replacing piercing spell with Heighten spell
My advice comes from personal experience playing a PF Arcane Trickster all the way to level 15. I dont have the exact build, but it was a pyromaniac Gnome Rogue 3/Elemental (Fire Primal) Sorcerer 7/AT 5 I used my Rogue talent to get a bonus combat Feat, Precise Shot (After having PBS one of my regular feats) I know I could have gone into AT at level 7, but I waited until level 10 to take advantage of getting Scorching Ray for free, along with Protection from Energy, and Improved Initiative. Yes, I understand that lv10 is kind of late to get that feat, but between the +2 initiative trait and a high dex, it was just adding insult to the injury and pretty much guaranteeing me going before opposing monsters. I also took Spell Penetration, its greater version, AND Piercing Spell. I laughed in the face of Spell Resistance monsters. Additionally, I carried a rod of empower spell in my glove of storing. As a free action, I could call upon the rod from my glove, and use it to empower my rays. When I got quicken spell, I learned the value of quickened true strike for bosses with really high touch AC's, and quickened vanish to get away when things turned sour. My armor was a haramki +5, and I had a wand of shield. My AC was not high at all, but I was usually invisible anyway. And when scouting, could jack up my stealth check to the high 70's, making me undetectable. +5 Shadow Haramaki + Size bonus to stealth, + maxed ranks + dex + invisibility makes for a very sneaky rogue. Coupled with my high perception, I was both a scout AND stealth bomber. Also, quickened Empowered Scorching Ray followed by Empowered Scorching Ray all with sneak attack can put a huge dent on monsters.
My issue with Arcane Strike is that it eats up the swift action, which at low levels does not matter, but then Quicken Spell happens. Gish characters can use it, although then there's a clash with the Eldritch Knight capstone ability or Dimensional Dervish. But you can add Arcane Strike to ray spells (at least AFAIK) so there's that
bfobar wrote:
d20pfsrd gives us the following description: Intensified Spell (Metamagic)
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.) The damage cap is increased by 5 levels, but you *must* have sufficient levels for the cap If your level 11 wizard casts intensified fireball, you'd deal 11d6 damage, increasing by 1d6 until level 15. An Intensified fireball at level 16 would still hit for 15d6.
I believe so When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. You roll an attack roll for CMB, so I could see True Strike working
take either the elemental (Primal) Or the Draconic bloodlines and choose an energy type. Every time you cast a spell of that energy type, you add 1 point of damage per damage die Incidentally, if you pick elemental, you get scorching ray as a bonus spell at lv5, and that ray is ALWAYS your energy type. You can select electricity for instance, and make it an electric scorching ray. For levels 3 to 5, you get Burning hands (Electric) so you can deal 5d4+5 Reflex for Half. You can make out your Dex and Cha, and use Weapon Finesse if you plan on doing touch spells (Mostly for Shocking Grasp, so idk if it's worth it) Anyway, you're going to be spamming that (Electric) Scorching Ray and capping its damage at level 12 dealing 12d6+12 damage. You can also get Lightning bolt as your level 3 spell for a line attack of 10d6+10 Reflex half (DC of 13+CHA for half) For your level 4 spell, you can take Dragon's breath, which works a lot like the bolt, except now you can also do a cone...and since you get to choose the energy type, just stick to electric Also, get a rod of empower spell at some point so you can make Scorching Ray 18d6+18. Yay! And of course, Fly and Overland Flight (when you get around to it) Feats? probably toughness, combat casting, if you plan on using a lot of save or half spells take spell focus (Evocation), Greater Spell Focus (Evocation) and maybe Elemental and Greater Elemental Focus...Idk if it's worth all those feats, but giving your save DC a +4 against evocations is pretty interesting. (Assuming 18 cha, your lightning bolt has a DC of 10+4+4+4 = 22 reflex) |