Oddly enough, some of my failed castings were while the bad guy was under Misfortune. We do have a Witch as another PC, but Misfortune isn't one of their common tactics. I was thinking of picking up more spells that still have partial success even on a save and/or some rays (Enfeeblement, specifically). Grease is already in the repertoire, but so far has been more to help escape grapples than anything else. Sounds like consensus is to push through it and not to multiclass. I appreciate the input; Paizo has a pretty awesome community.
She's definitely not a rookie, she's been gaming for a couple of decades, usually DM'ing, and she's good at it. Very creative, comes up with her own quests pretty quickly and with a lot of detail. I think it's more bad luck on my part that anything else, as she has said a few times "18 on the die" or "their base save is +2". I trust her, so I'm pretty sure that she's not fudging the numbers, but don't know for absolute certain. Persistent Spell was on my list for down the road, but maybe I'll bump it up to sooner rather than later. Do you know what the tattoo feat is? I saw Mage's Tattoo, but it only increases CL, not Save DCs. I believe I'm doing a pretty good job of picking the right saves, but maybe I'm not. I'll look into that more too. Thanks again.
Need some help with my Arcanist (Occultist). My current setup is: STR 16, DEX 20, CON 16, INT 22 (Headband +1), WIS 12, CHA 18 (We rolled as a group picking best of 5 rolls for each stat, generous DM). Race is homebrewed, loosely based on Catfolk. Feats: Spell Focus (Conj) as a racial trait, Augment and Superior Summoning, Extra Reservoir. Exploits: Conjurer's Focus, Dimension Slide, Quick Study. Problem: I'm only succeeding at about 15% of my spells that allow a save. Succeeded at 1 / 7 Color Sprays, 0 / 4 Glitterdusts, and 1 / 3 Webs, with save DCs near 20 (10 + 6 Int + 1 Arcane Reservoir + 1 Spell Focus + Spell Level) . I do plan on taking Potent Magic as an Exploit, and keep my Headband upgraded as much as I can. Is there anything else I can do to boost my save DCs? I'm getting extremely frustrated, as I spend a turn casting a spell only to have it fail, wait until my next turn, rinse and repeat. Blasters don't appeal much to me and I prefer to save the summoning unless really needed, since it slows down gameplay so much. It's getting bad enough that I'm considering dipping into Swashbuckler and going Eldritch Knight just so I can take offensive actions that actually make me feel that I'm contributing. What are my options? Thank you in advance.
I was wondering the exact same thing. I was leaning toward no, based on the Mindchemist text stating that "This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery)." To me, it's similar to all the Fighter Archetypes replacing Weapon Training and expecting that Gloves of Dueling will improve their damage.
Neutralize Poison is a Mystery Spell, so I'm unfortunately stuck with it. Silence on the summon or cohort sounds like a good plan, I'll implement that at my spell switch (c-ya Spiritual Weapon). Our wizard does cast Haste with regularity, so I'm not sure how much use Blessing of Fervor will bring. Summon I is pretty much just getting a free scout for a cheap spell at this point. And Doom is indeed worthless, but what 1st level spells aren't at this stage?
3rd: Neutralize Poison, Cure Serious, Bestow Curse, Dispel Magic, Blindness/Deafness, Borrow Fortune 4th: Poison, Restoration, Cure Critical, Death Ward, Fleshworm Infestation, and likely Terrible Remorse as my new 4th at 13th level. 5th: Breath of Life, Mass Cure Light, Spell Resistance, SM V, and most likely Flame Strike for my new 5th at 13th level. 6th: Mass Cure Moderate, Heal, SM VI, Harm. How effective is Silence really? We're playing Kingmaker, so enemy spellcasters are few and they have plenty of room to move around. Targeting them directly is a Will save that they're easily going to make. Is there a strategy I'm not aware of?
james maissen wrote:
I am limited to Core, UM, and APG, just as you listed. Spell Penetration would help with some of my more fun spells: Fleshworm Infestation, Harm, Terrible Remorse, Hold Person, Poison, Bestow Curse, Blindness/Deafness.
Thanks for the input guys. So, it looks like the general consensus is that the Eldritch Heritage line is not worth the investment. I can pick up Quicken Spell, but not sure that any of my spells known are really worth a 6th level spell slot to quicken. 2nd Known: Lesser Restoration, Resist Energy, Hold Person, Cure Moderate, Shatter, Ghostbane Dirge, Spiritual Weapon. 1st Known: Summon I, Cure Light, Obscuring Mist, Shield of Faith, Detect Undead (mystery spell, can't switch out), Doom, Sanctuary. I can see a Quickened Sanctuary, Shield of Faith, Resist Energy, or perhaps Hold Person, but are they worth losing a Heal, Harm, or Celestial Dire Tiger for? I love Reach Spell, but I have been granted Gloves of Spectral Hand, so my touch spells are cake already. And for Selective Spell, I agree that my Channels (especially with the Phylactery of Positive Channeling) are already selective (with the feat) for mass curing.
Need advice concerning the rest of my feats as an Oracle of Life. She's primarily a healer/Summon Monster character. Current feats are: Spell Focus (Conjuration)
I was thinking that I'd pursue the Eldritch Heritage line, but wanted input as to whether it's worthwhile. Specifically I'm considering the Abyssal line for the added creature(only for fiendish or demon summons), the Air Primal Wildblood line (ray attack, extra summon damage, and potentially flight), Sage Wildblood line (ray attack, arcane spells known). Are any of these paths worthwhile, or should I look more at, say Spell Penetration feats? Thanks in advance for any help!
Eric Hinkle wrote:
Additional question on Superior Summons: The text states that your summon spell needs to conjure more than one creature in order for the feat to take effect. So, if I use Summon Monster V to get me a pack of d3 Fiendish Bison, but get a 1 on my d3 roll, how many Bison show up? Second question on Versatile Channeler: Text states "neutral cleric" among the choices. In various places through the book, references are made to "Cleric" when it really means "Cleric/Oracle." If my character is a Neutral Life Oracle with the Channel Revelation (and she is), does she qualify for this feat?
First question is on Superior Summoning: The text states that your summon spell needs to conjure more than one creature in order for the feat to take effect. So, if I use Summon Monster V to get me a pack of d3 Fiendish Bison, but get a 1 on my d3 roll, how many Bison show up? Second question on Versatile Channeler: Text states "neutral cleric" among the choices. In various places through the book, references are made to "Cleric" when it really means "Cleric/Oracle." If my character is a Neutral Life Oracle with the Channel Revelation (and she is), does she qualify for this feat?
seekerofshadowlight wrote:
That part makes sense. But being able to cast Summon Monster VII before you can cast Summon Monster IV doesn't.
Looking over the Summoner spell list p 64, and wondering how much of it is intentional and how much of it is going to end up in Errata? e.g. Greater Invisibility as 3rd level spell, Teleport as 4th and Greater Teleport as 5th. Those I can see as being modified specifically for the Summoner. However, Summon Monster 7 is listed as a 5th level spell and Summon monster 4 as a 6th level spell. Is the 6th level spell supposed to be 9 (IX instead of IV)? |