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Running a home game and I want to give my level 3-4 guys something nice. Small boost in their power/ effectiveness for the adventure path(something like a belt that gives 1d6 extra healing to channel) we have a cleric(wants to mostly just heal) Magus(Eldritch Archer going for burst damage) druid(summoner, cat only) rogue(knife master/ scout. Focusing on sneak attack/ feint) wizard( utility) and bloodrager( reach build) ![]()
I was told scribe scroll is removed in pfs(obvious reasons) and we receive spell focus as a bonus feat? Can some link me where it actually says that or other corerulebook changes? Also, I know for spontaneous casters using a metamagic feat if a full round and for prepared casters it's a standard, but what happens when you have 2 metamagic? ![]()
Empower spell adds 50% damage or add 50% more dice? Here's the spell and effects and you tell me what empower would do to it. Level 5 sorcerer(crossblooded) with draconic(white dragon) and orc bloodline{+2 damage per die} snowball would be 5d6+10(from bloodlines) do I make it (5d6+10)+50%? Or is it 7d6+15? ![]()
What's "the typical Kali of destruction" build? All the builds I saw were years old. If I go the slam route it doesn't sound like I'm getting much damage :/ the great sword just needs reach which is 1 evo point allowing me to get ability score buffs faster. I was looking at doing emental with the trip(bite) seeing as it starts with reach(bite) and use a longspear to get multiple attacks at range with free trips ![]()
Home game, this archetype is allowed as long as I use unchained summoner as the base. I wasn't really playing when this archetype was legal(pfs) and all the guides are years old and there have been books since then. The DM wants us to be super optimized and will be throwing CR 7-9 at us. Only stipulations are have to be human, start level 2, 28point buy and 1000g ![]()
MeanMutton wrote:
Level 1 spell so 750g ![]()
People probably post/ask about this a bunch, but this is what I got so far, let me know what you think/would change Bard
Feats: lingering performance, flag bearer Traits: two-world magic(disrupt undead) maestro of society Spells: Level 0: Daze, disrupt undead, resistance, mending, detect magic, prestidigitation (+1 spell from human favored class and disrupt undead from trait) Level 1: saving finale, liberating command Items: longspear, chainshirt, Wand of hideous laughter and ioun tourch ![]()
avr wrote:
Oh ok, I was looking at human favored class bonus, but it has to be a lower level spell(0) that would make 3 level 0s and 1 level 1 P.s. rime-blooded bloodline ability slows, rime spell entangles and snowball staggers ![]()
Rolling up a level 1 sorcerer and want to have some control while dealing damage and love the idea of a "frost mage" that thinks he's better then everyone. I know with a little changing I can have the character snowballing for 4d6+8 level 1, but I want more control more often. Sorcerer(cross-blooded)
What this does is allow me to fire off ray of frost with the time spell metamagic every round to deal 1d3 cold + give them the slow condition. Also have the option of touch of fatigue to really stack on the hurt. For level 1 spells I have color spray for mooks, protection evil for well protection and snowball for my 1d6+ staggered + slowed. Let me know what you all think of this cool frost mage idea :) |