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IMO spell blending is the best wizard archetype. It improves your action economy. Useful spells usually have a higher level.... and if you want optimize take a spellcasting archetpye and use those slots to fuel spell blending.

Wizards downside is the weak focus spell options. Upside is the large quantity of unrestricted slots per day.

The one thing I hate when I play as a wizard in any edition is spending a fortune on that spellbook.


I want to build a fighter with one handed weapon and i encountered this issue:

If I succeed on combat grab, i have no free hand for snagging strike, combat grab next round. So they enemy automatically escape at the end of my second turn.

Anyone have a good solution to keep enemy grabbed?


My question is do fighters have to select brawling group at lvl 5,13 to increase their unarmed attack profiency? ( Fist headbutt
Claw)

Core rulebook (4th printing):

Choose one weapon group. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.

Core rulebook errata:

Any class feature that improves the proficiency rank or grants the critical specialization effect access for simple weapons or a specific set of weapons, that ability also grants that benefit for unarmed attacks.