Suggestions for spells to deal with Demons (Pathfinder Society game)


Advice

Silver Crusade

Tomorrow I may be playing in a PFS game, Scenario #02-8 the Sarkorian Prophesy.

Spoiler:
From the blurb posted on the PFS NYC message board it mentions an expedition into the World Wound. If my memory serves me well, this means demons, big demons, little demons, demons with big sharp pointy teeth, lots of demons.

I was wondering if you could suggest some spells that might be useful in dealing with Demons. I have an character who is a 3rd level Cleric of Pharasma / a 3rd level Wizard (Necromancer)/ 5 level Mystic Theurge, (level 11)

I am sure as you all know, it can become quite complicated when picking the spells to prepare ahead of time when you have a higher level character, who has a wide range of spells to choose from. I would like to show up to the game with a prepared spell list. Any suggestions you have would be a great help.

detailed character info

Spoiler:
Ability scores: Int: 18 Wis: 20 Cha: 16 (+2 head band for all 3 stats)

Feats: Wizard: Spell focus Necromancy, Necromancer: Command Undead
Leveling: Extra Channeling, Selective Channeling, Turn Undead, Spell focus: Conjuration, Augment Summoning, Spell penetration. Greater Spell Penetration

Traits: Sacred Conduit: +1 DC of saves VS channel energy checks,
Caretaker: +1 trait bonus to heal checks

Special Abilities
Wizard
Arcane bond- amulet- 1/day cast any spell known from spell book.
Augmented to act as Amulet of spell cunning

Necromancy
Command undead feat
Uses per day= 3+intelligence modifier= 7
DC for save: 1/2 Caster level plus charisma mod= 16

Forbidden schools: conjuration and transmutation

Grave touch: Melee touch, opponent shaken, second touch, frightened. Uses 7x day

Domains: Healing, Repose
Healing: Rebuke Death: Touch heal for 1d4+1 for every 2 levels of cleric, Times per day 3+wis modifier=8. Can only be used on people below 0 health.

Gentle Rest: touch fills creature with lethargy. He becomes staggered for 1 round. This ability requires a melee touch attack. If you touch a staggered living creature it falls asleep for 1 round. Number of uses: 3+ wisdom modifier= 8
Undead are staggered for a number of rounds equal to your wisdom modifier 5 rounds

Channel Energy: Will save: DC 10+1/2 cleric level+Cha Mod + 1 trait bonus= 15. Uses per day: 3+charisma modifier, +extra channel= 8 Damage 2d6

Caster Level 8
Concentration check: 1d20+caster level+ ability modifier=
Cleric: +13
Wizard:+12

Overcoming Spell Resistance: 1d20+caster level + spell penetration+ greater spell penetration= +12

Clerical spells Prepared

0) Spells per day 4 Save DC 15
Stabilize, Light, Detect magic, mend

1) Spells per day 4 Domain spell 1 Save DC 16
Bless, Bless, Bless,Protection from evil, Domain spell: Death watch

2) Spells per day 4 Domain spell 1 Save DC 17
Bull Strength, Hold Person, Summon Monster II, Summon Monster II Domain: Gentle Repose

3) Spells per day 4 Domain spell 1 Save DC 18
Invisibility Purge, Prayer, Dispel Magic, Bestow Curse, Domain Spell: Speak with Dead

4) Spells per day 3 Domain Spell 1 Save DC 19
Summon Monster IV, Dimensional Anchor Restoration Domain spell: Death Ward

Wizard spells typically memorized
Forbidden Schools: Conjouration and Transmutation

0) Spells per day 4 Save DC 14/15
Read magic, Disrupt undead, Ray of frost, Prestidigitation

1) Spells per day 4 School 1 Spell Save DC 15/16
True strike, Magic Missile, Magic Missile, Magic Missle, Necromancy slot: Ray of Enfeeblement

2) Spells per day 4 School spell spell 1 Save DC 16/17
Mirror Image, Flaming sphere, Scare N, Spectral Hand N, Necromancy Slot: Spectral Hand

3) Spells per day 4 School spell 1 Save DC 17/18
Heroism, Major image, Vampiric touch, Necromancy Slot: Halt Undead

4) spells per day 3 School spell 1 DC 18/19
Arcane Eye, Otiluke's Resillaant Sphere, Shadow Conjuration,, School: Enervation.

Spell book: all 0 level spells,
Level 1 spells :
Alarm, Burning Hands, Cause fear N, Charm Person, Chill Touch N, Color Spray, Comprehend Languages, Enlarge person T, Expeditious Retreat T, Feather Fall T, Grease C, Hold Portal, Identify Mage Armor C, Magic Missile, Protection from Evil, Protection from Good, Ray of Enfeeblement N, Shield, SHocking Grasp, SIlent Image, Sleep, Summon Monster I C, Tenser's Floating Disc, True Strike, Unseen Servant C, Ventriloquism.

Level 2 Spells:
Arcane Lock, Flaming Sphere, Mirror Image, Invisibility, Scorching Ray, See Invisibility, Scare N, Spectral Hand N

3rd level spells
Fire ball, Fly T, Halt Undead N,Heroism, Major Image, Lightning bolt, Vampiric touch N, Haste, Daylight

4th level spells
Enervation N, Shadow Conjuration, Arcane Eye, Otiluke's Resilliant Sphere, Mordenkainen Mnemonic enhancer, Ice storm, Fire Shield, Wall of Fire, Summon Monster IV

Gear: Belt pouch, Bed roll, Flint + steel, Silk rope 50’, Grappling hook, Trail rations 10 days, Water skinn, Whetsstone, Travelers outfit, Cleric’s vestiments,Holy Symbol, Healers Kit, spell component pouch, bonded amulet, Spell book, Crossbow light, 20 Quarrels, 2 Daggers, Long spear, Morning star mirror, Alchemsit fire 5,

Magical gear:Bonded amulet: Amulet of spell cunning, Pearl of Power 1, Pearl of Power 4 Heward's Handy Haversack, Headband of mental Superiority+2 (bonus to Intelegence, Wisdom, Charisma. And +9 ranks to Knowledge Planes) 1 wand of mage armor 15 charges left, 1 wand of shield 12 charges left, 1 wand of cure light wounds 32 charges left, 1 Wand of Grease 37 charges left, 1 wand of magic missiles (CL 3) 8 charges left, 1 wand of magic missles 3rd level 50 charges, 1 wand of water breathing 1 charge, Wayfinder, 1 potion of cure moderate wounds, 1 scroll of darkvision, 1 scroll of see invisibility, 1 scroll of teleport.

Any suggestions on possible spells to use against Demons would be great, it would help a great deal while I’m putting together a spell list before I go to the game. Putting together the spell list a caster who has the spell casting of an 8th level cleric, and an 8th level wizard will be both fun, and challenging. Again thank you for any suggestions.


Maximized Hightened Disintegrate


You're a mystic theurge---essentially the ultimate support character. My suggestion for the best demon slayer around--Haste and slow (which isn't in your book). Prayer and some of the clerical buff spells are pretty nice also. Being 3 levels in casting ability under the rest of your party means that you really need to focus on battlefield control and buffs, because you're going to have greater difficulty sticking spells that give saves (or God forbid, blasting) than are normal casters. On your build, I think your prohibited schools probably ought to have been divination and necromancy (since your clerical side does those quite well). Conjuration as a prohibited school can hurt pretty bad.


ElyasRavenwood wrote:

Tomorrow I may be playing in a PFS game, Scenario #02-8 the Sarkorian Prophesy.

** spoiler omitted **

I was wondering if you could suggest some spells that might be useful in dealing with Demons. I have an character who is a 3rd level Cleric of Pharasma / a 3rd level Wizard (Necromancer)/ 5 level Mystic Theurge, (level 11)

I am sure as you all know, it can become quite complicated when picking the spells to prepare ahead of time when you have a higher level character, who has a wide range of spells to choose from. I would like to show up to the game with a prepared spell list. Any suggestions you have would be a great help.

detailed character info

** spoiler omitted **...

So you cast as an 8th level cleric and wizard. The demons will probably range from CR 9-13. Beating their SR will be an issue. I have noticed the MT's are not too good at spells applied directly to enemies because they are behind the power curve by character level. Buffing spells, and other support spells are where they earn their gold

I would use the cleric side for healing spells, such as remove disease, remove curse, remove deafness/blindness, and so on with the occasional buff such as bless or align weapon thrown in. Silence is also a good spell to help the scout if you have one.

The wizard would be buffing, and battle field control.
Haste is a good spell. The summon spells are also useful. I think the first spell(Dimensional Anchor?) that blocks dimensional travel should be available. That stops them from teleporting directly to you, or leaving the battlefield if they start losing a fight.

Silver Crusade

thank you both for your suggestions


You mean deal as in contracts or y'know, killing them?

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