Rise of the Runelords Character Help.


Advice

Owner - October Country Comics, LLC.

Hello experts of advice.

Why i'm here:

I come to you, once again probably...i can't really remember anymore, for advice on a character build. Recently my Elf Teleportation Wizard perished, due to my own personal tactical issues, with a little or very little help depending on whose perspective the story comes from.

So now i need a new PC. I was really enjoying being a full-caster (Wizard) so i'd like to do that again. Our party isn't very well built but there is not much i can do about this. It consists of a Dwarf Cleric with no real focus on anything, a Human Greatsword/Ranseur Lore-Warden Fighter equally unfocused outside PA/Cleave/Greater Cleave and finally an Aasimar Paladin/Lore-acle of Iomedae(not much wrong with this build). But i digress.


Particulars:

4th level.
6000gp to spend on all equipment.
HUMAN for backstory reasons, not the DM's but my own. Outside the one Aasimar PC he wants to stick with the Core races only. The Dm prefers we use only stuff that we own that can be referenced either PDFs or Book. I won't list everything but take it case by case.

Things i'd like:

1. A party scout and trapfinder. Now i know it has been said that there isn't a lot of traps in this Adventure and it could be handled through other means i just decided i would like trapfinding(special ability). Thankfully my DM gave me the go ahead to use the Trapfinder Trait that will be in Mummy Mask/People of the Sands. I'll be getting this as a book and for Hero Labs.

2. Human.

3. Skills/Knowledges.I'm leaning towards Seeker Sorc w/Sage Bloodline. This saves me a Trait which i can use for Knowledge: Whatever i'm lacking. We have a few covered.

4. Spell suggestions.This always gets me. I want them all. Always and at all times. I like the idea of Spont Casting i just want what i need when i need it. Oh, i do want to actually contribute damage once in a while and not just wield the Party beat stick.

5. Gear thoughts.


Okay, this is getting long so i'll go and see what happens.


If you have UE, a ring of spell knowledge might help you with your problem of wanting them all.


Half elf for paragon surge will get you all the spells.


Master of the Dark Triad wrote:
Half elf for paragon surge will get you all the spells.

May i ask how? The text of the spell indicates a +2 to dex and int plus the use of one feat. What am I missing, please?


Why Sorceror if you want all the spells? Without spoiling anything for you, there are quite a few spellbooks floating around in Rise of the Runelords. So I would've thought a Wizard would be the better option.

Shadow Lodge

born_of_fire wrote:
May i ask how? The text of the spell indicates a +2 to dex and int plus the use of one feat. What am I missing, please?

Yes, yes you are. Of course, since the OP is human, it doesn't help much. Perhaps you could ask your GM if he would allow you to take it, or take Racial Heritage[Half-Elf] to get it.


ArmouredMonk13 wrote:
born_of_fire wrote:
May i ask how? The text of the spell indicates a +2 to dex and int plus the use of one feat. What am I missing, please?
Yes, yes you are. Of course, since the OP is human, it doesn't help much. Perhaps you could ask your GM if he would allow you to take it, or take Racial Heritage[Half-Elf] to get it.

Thanks much! Sorry for the derail, ezrider23.

Owner - October Country Comics, LLC.

Shiftybob wrote:
Why Sorceror if you want all the spells? Without spoiling anything for you, there are quite a few spellbooks floating around in Rise of the Runelords. So I would've thought a Wizard would be the better option.

This is one of the major reasons i keep going back to Wizard. The Srcerer idea was just to switch up from my last Wizard. Everything i read keeps saying that Wizzies can make great use of all the spellbooks they'll come across and the AP just seems tailored to having one. So this leads me to the single level dip of Rogue.

What would be the best school.
Divination/Foresight?
Transmutation?
What about going for Ray (Admixture School) Blasting mixed with control? I like the idea of Ray blasting and Force spells adding in things like Rime and Toppling and SA. Just seems a tad sub-par and i'm not so sure i would go for Arcane Trickster, but maybe.

Silver Crusade

my personal favorite wizard is the blast wizard (with control added in on the side) IE- fireball+daze/rime


nice as it is to be able to burn a spell and suddenly know any spell ever I can say table variation has a high chance of nixing that trick the first time you pull it.
If you are having trouble deciding on what spells you would like to try and enjoy spontaneous caters I would suggest getting your GM to swing for an Arcanist from the ACG playtest, learn like a wizard and cast like a Sorc.
ACG playtest
frankly sounds like the best option for your desires.

generic spells
Color spray, sleep, magic missile
Glitterdust, invisibility

As for gear,
featherstep slippers difficult terrain double sucks for a caster.
If blasting is something you want to do getting a Book of Harms and its (mostly)free 1/day maximize spell would be a great idea.
Wand of infernal healing for when the healy folks get knocked out first.


Arcanist rocks.

Do not dip rogue, if you are inclined to do so play a seeker oracle with the sage bloodline. Anyone that suggests wizard assumes that you will not dip out of the class left and right. If a single classed seeker oracle suits your needs, it is a better choice than rogue 1 / wizard 19.

RPG Superstar 2012 Top 32

this may not be the most optimal build (though it sounds like it definitely won't be the worst in the party), but if you want all the spells you could consider:

sorc [any bloodline you like, but something nature-y works best story-wise] 3/seeker oracle [wood] 1

i know that seems like a weird dip (especially the mystery) but here's the deal- 1 level of seeker oracle gets you trapfinder without costing you eschew materials (which applies to both classes) or your 3rd level bloodline power, and the Bend the Grain revelation (from wood mystery) is a 2nd level divine SLA... so from here you take 1 more sorc level and starting at 6th you level as a Mystic Theurge. your casting is only 1 level behind a normal sorc (1 spell level behind a wiz), but you gain a ton of extra spells from oracle casting (both spells known and spells/day). in addition to that, if you switch to half-elf (or take racial heritage) you can take paragon surge (as previously mentioned) and use its bonus feat for expanded arcana (which grants you a spell known of any spell level you can cast, and can be used for a sorc or oracle spell... so you'll literally have access to almost every spell in the game).

just a thought.


Pathfinder Adventure Path Subscriber

Sorry to hear your wiz ascended a bit earlier then planned. :(

I feel very strongly about this when playing a full caster.
Do *not* dip. Losing a level from going spontaneous is bad enough, losing 2 from a dip really stings, especially when you may be facing full progression spellcasters above your level. 3 if you go cross-blooded sorcerer.

If you are facing a 9th level caster with 5th level spells...do you want to be firing off 2nd level spells as your highest slot? Well that's EL+4 for a 5th level party with a sorc4/x1. This is compounded when playing in a party that is not focused.

I do recommend the arcanist from the Advanced Class Guide playtest if you want both wizard and sorceror style casting earlier. Both regular wizards and sorcs have access to the other's class ability later but the arcanist gives that out of the gate, albeit at a cost.

As a solid second (in my book, first) choice, the Evoker (Admixture subschool wizard, refer to Brewer's Guide for a good build) is tons of fun. See if you can ask your GM to swap out Scribe Scroll for Spell Focus (as in Society Play).

Another option is the Diviner wizard. Not as much bang or boom...*but* you get one of the nicest school features. Stack it with a compsagnathus or greensting scorpion familiar and improved initiative and you'll be going first just about every time. And always acting in the surprise round and get +1/2 wizard class to init to boot. For example at level 4:

Human
Feats: Improved Initiatve.
Trait: Reactionary
Familiar Compsagnathus.
Dex: 15.
Init: +2(dx)+2(wizard/2)+4(feat)+2(trait)+4(familiar)=+14 init plus always go in surprise round. Not too shabby.

Very helpful to get that <insert OMG control spell> in early.

Owner - October Country Comics, LLC.

Thanks for all the posts and advice.

1st. Sorry for being indecisive.
2nd. Sorry for being stubborn.

With that out of the way i've decided to *Dip* for one level anyways. It is just something i've decided and settled on. I know it'll slow some progression but i'm okay with that.

Idea so far.
1st- Wizard (Admixture Evoker/Rime Spell and later Dazing)
2nd- Ranger (Trapper/Freebooter) Solid saves/skills(Perception and Stealth)/trapfinding/team bennies(Freebooter's Bane gives a +1 att/dmg for my allies).
The rest of my progression goes into Wizard.

Traits.
1. Scholar of the Ancients(RotRL-campaign, wish we got this free but alas.)
2. Wayang Spell Hunter (or Magical Knack-I would then Drop Additional Traits and Move everything else up.)

Feats.
W. Scribe Scroll(Free- Why would i want to switch this out for Focus? I'll be using scrolls a bit so wouldn't scribe scroll be beneficial?)
H. Spell Focus (Evocation).
1. Spell Specialization(Burning Hands) or Varisian Tattoo.
3. Rime Spell
5. Additional Traits (Reactionary/Magical Knack).
6. 5th Wizard level Bonus MM- ?
Toughness and Improved Initiative would be nice to fit in at some point.

This could probably use some adjusting but i'm set on the Ranger(1)/Evoker Wizard combo.

No go on the playtest stuff.


you could be a summoner. build the eidolon to be the scouty, making him small and boosting his sneak and perception, and you being the blaster ( or buffer, your choice)


Pathfinder Adventure Path Subscriber
ezrider23 wrote:

Thanks for all the posts and advice.

1st. Sorry for being indecisive.
2nd. Sorry for being stubborn.

With that out of the way i've decided to *Dip* for one level anyways. It is just something i've decided and settled on. I know it'll slow some progression but i'm okay with that.

Idea so far.
1st- Wizard (Admixture Evoker/Rime Spell and later Dazing)
2nd- Ranger (Trapper/Freebooter) Solid saves/skills(Perception and Stealth)/trapfinding/team bennies(Freebooter's Bane gives a +1 att/dmg for my allies).
The rest of my progression goes into Wizard.

Traits.
1. Scholar of the Ancients(RotRL-campaign, wish we got this free but alas.)
2. Wayang Spell Hunter (or Magical Knack-I would then Drop Additional Traits and Move everything else up.)

Feats.
W. Scribe Scroll(Free- Why would i want to switch this out for Focus? I'll be using scrolls a bit so wouldn't scribe scroll be beneficial?)
H. Spell Focus (Evocation).
1. Spell Specialization(Burning Hands) or Varisian Tattoo.
3. Rime Spell
5. Additional Traits (Reactionary/Magical Knack).
6. 5th Wizard level Bonus MM- ?
Toughness and Improved Initiative would be nice to fit in at some point.

This could probably use some adjusting but i'm set on the Ranger(1)/Evoker Wizard combo.

No go on the playtest stuff.

If you like your concept...play it. This is your character after all :)

A lot of the builds (including mine) are focused on big numbers.
For example a 9th level admixture build (Wayang+Magical Lineage double stacking traits, plus Spell Spec, plus Varisian Tattoo) would open with Quickened Fireball (plus metamagiced Empower rod if allowed.) Not sure Paizo if has officially stated the interaction, previous rulings were for Pearls of Power. And then followed up by a Empowered (rod) Maximized Intensified Fireball.

For a measly 10d6+4 x 1.5 (if empower rod) plus 72+4+6d6(again 6d6 from if rod allowed) reflex half. For round 1, that usually gets your foes' attention if it doesn't turn into charcoal briquettes. Oh and acid, electrical, cold or fire on the fly. Other options including casting that fireball spontaneously as a wizard so you can have other spells memorized.

Big explosions are fun for some, but may not be what you're looking for. This is perfectly cool.

Sorceror equivalents are close but don't have the advantage of learning from spellbooks...and they are a full level behind when it comes to gaining that higher spell slot.

So roll with what you want.

For your 5th MM feat, if wealth is an issue, I'd suggest a damage booster such as Empower.

Swapping out Scribe Scroll advances your feat progression. Scrolls are the most expensive 'any spell in an item' option you have. If default item crafting is allowed, you get more mileage out of Craft Wondrous. Even Craft Magical Arms/Armor may be better. Wasn't sure about if the GM/campaign rules allowed crafting. Again if you want to keep it, by all means.

Owner - October Country Comics, LLC.

Yeah, i'm pretty sure the DM won't go for the Spell Focus/Scribe Scroll swap but i'll ask. I'd just need to adjust my feats some.

I do want to blow stuff up but i also want some versatility. My numbers for big kersplosions will be behind if i were to just focus into it but i like and we need the other stuff that the MC brings. I'll try as hard as possible to catch up in the long run.

Thanks for the feat thoughts.
Wealth has felt wonky at times so i need to think along the lines of the DM being stingy and be happy when we get more loot.

The build so far. Need to select spells and finish up my gear. I don't know how to get the Outlander Trait to interact with the spells i choose in Hero Labs so i'll need to do it by hand i guess.

Character:

Jeremiah Quink
Male Human (Varisian) Ranger (Freebooter, Trapper) 1/Wizard 3
N Medium humanoid (human)
Init +6; Senses Perception +10
Aura freebooter's bane (1 ft.)
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 29 (1d10+3d6+9)
Fort +6, Ref +6, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +3 (1d3+1/×2)
Wizard Spells Prepared (CL 4th; concentration +9):
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 21, Wis 12, Cha 7
Base Atk +2; CMB +3; CMD 14
Feats Rime Spell, Scribe Scroll, Spell Focus (evocation), Spell Specialization
Traits magical knack, outlander - lore seeker
Skills Climb +4, Disable Device +8, Handle Animal +3, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (local) +9, Knowledge (nature) +10, Knowledge (planes) +12, Knowledge (religion) +9, Linguistics +12, Perception +10 (+11 to locate traps), Sense Motive +3, Spellcraft +12, Stealth +9, Swim +4
Languages Abyssal, Celestial, Common, Daemonic, Dwarven, Giant, Goblin, Infernal, Shoanti, Thassilonian, Varisian
SQ arcane bonds (arcane familiar, scorpion, greensting), intense spells, opposition schools (enchantment, necromancy), specialized schools (admixture), track, trapfinding +1, versatile evocation, wild empathy
Other Gear Cloak of resistance +1, Feather step slippers, Handy haversack (empty), Ioun stone (dull grey), Wayfinder (1 @ 0 lbs), 475 GP
--------------------
TRACKED RESOURCES
--------------------
Read Magic (10 minutes) (1/day) - 0/1
Versatile Evocation (8/day) (Su) - 0/8
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Ioun stone (dull grey) These are ioun stones that have been burned out or otherwise rendered all but powerless. They retain the ability to float and orbit, and are useful as the target of spells such as continual flame, daylight, and silence, allowing you to keep your hands free. They may be any shape (cabochon, disk, ellipsoid, and so on) or any condition (cracked, flawed, or whole).

Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Resonant Power:
Read magic 1/day for 10 minutes.

Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 12 gp, 5 sp
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Outlander - Lore Seeker +1 Knowledge (Arcana), it is a class skill. Three selected spells gain +1 CL and DC.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Spell selection advice needed.
Want versatility as far as Explosions/Control/Utility/Buffing in that order.
Any other advice welcome,
Thanks.

RPG Superstar Season 9 Top 32

Are you related to Brodert Quink, the scholar who hangs out at the Curious Goblin?

Owner - October Country Comics, LLC.

Khazrandir wrote:
Are you related to Brodert Quink, the scholar who hangs out at the Curious Goblin?

Off topic:

Yes. I'm taking some creative liberties as far as NPC's and the story is concerned. I've not read the Backstory of the AP too much so as not to spoil anything but i don't remember it being mentioned that Brodert did or did not have family.

I did read something about him being from outside or having recently taken up residence in Sandpoint in order to study the Tower/Lighthouse.

In our campaign our DM has Brodert being an "strange old coot, obsessed with all things Thassilonian living in a once nice manor house that has fallen into disrepair. Brodert has tons of cats and tomes/scrolls/books about Thassilon and has all but moved into a crammed and quite dangerous study surrounded by his research. So far he is my favorite NPC and my last Wizard had been corresponding with him and was going to help him prove his theories about ancient Thassilon.

I decided to do something with this new PC that ties him to Sandpoint as well as who he is and why he is in his current location/predicament.

Jeremiah Quink is Brodert's nephew. He and his family have been living in Magnimar and haven't really kept in touch with him. During Jeremiah's childhood he spent a lot of time with Brodert completely fascinated with his stories of ancient Thassilon. Over time Quink's obsession started to take hold of him and Jeremiah went off to "Wizarding College". After graduating Jeremiah took up work on varying sea vessels in-order to see the world and experience different cultures along with the life of adventure. During his travels Jeremiah came in contact with a Pathfinder Agent who convinced him to join up. After completing his trials for the Society Jeremiah was then shipped off on numerous missions. His most recent being the investigation into the doings in Varisia and Sandpoint in general. The Society figuring that Jeremiah's ties to Quink and Local knowledge could help him/them in their goals.

Find out who/what is going on at Thistle Top.
Make Sure no artifacts fall into the wrong hands.(Aspis Consortium and others)
Report any findings as well as ship back anything i can to help out the society.

I just thought this would all be a fun way to have my new PC interact with the locals as well as give him a reason to be a part of the adventure. It also gives me an in, cheesy as it may be, for why i'm already at Thistle Top. I was already on site following some leads that something was going down. I went in to check it out and stop it if i could and BAM, taken captive by Nualia.

Owner - October Country Comics, LLC.

So i updated the build.

Jeremiah Quink:

Jeremiah Quink
Male Human (Varisian) Ranger (Freebooter, Trapper) 1/Wizard 3
N Medium humanoid (human)
Init +6; Senses Perception +10
Aura freebooter's bane (1 ft.)
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 29 (1d10+3d6+9)
Fort +6, Ref +6, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +2 (1d6/×2) and
. . dagger +2 (1d4/19-20/×2) and
. . unarmed strike +2 (1d3/×2)
Wizard Spells Prepared (CL 3rd; concentration +8):
2nd (2/day)—glitterdust (DC 17), scorching ray, scorching ray
1st (4/day)—color spray (DC 16), burning hands (DC 17), burning hands (DC 17), grease (DC 16), snowball (DC 16)
0 (at will)—acid splash, detect magic, mending, message
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 21, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 14
Feats Rime Spell, Scribe Scroll, Spell Focus (evocation), Spell Specialization
Traits scholar of the ancients, wayang spell hunter
Skills Climb +4, Disable Device +12, Handle Animal +3, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (local) +9, Knowledge (nature) +10, Knowledge (planes) +12, Knowledge (religion) +9, Linguistics +12, Perception +10 (+11 to locate traps), Sense Motive +3, Spellcraft +12, Stealth +9, Swim +4
Languages Abyssal, Celestial, Common, Daemonic, Dwarven, Elven, Giant, Goblin, Infernal, Shoanti, Thassilonian, Varisian
SQ arcane bonds (arcane familiar, scorpion, greensting), intense spells, opposition schools (enchantment, necromancy), specialized schools (admixture), track, trapfinding +1, versatile evocation, wild empathy
Combat Gear Scroll of Mage Armor, Mage Armor, Wand of magic missile, Sunrod (3); Other Gear Silken ceremonial armor, Club, Dagger, Cloak of resistance +1, Feather step slippers, Handy haversack (11 @ 24.5 lbs), Ioun torch, Adventurer's sash (2 @ 2.5 lbs), Bedroll, Belt pouch (empty), Flint and steel, Grooming kit, Ink, black, Inkpen, Journal, Mess kit, Sack (empty), Scroll box (empty), Signet ring, Spell component pouch (2), Spellbook, Thieves' tools, masterwork, Tindertwig (5), Trail rations (3), Travelling spellbook, Waterproof bag (7 @ 5 lbs), Waterskin, Wrist sheath, spring loaded (1 @ 0 lbs), 11 GP, 5 SP
--------------------
TRACKED RESOURCES
--------------------
Club - 0/1
Dagger - 0/1
Sunrod - 0/3
Tindertwig - 0/5
Trail rations - 0/3
Versatile Evocation (8/day) (Su) - 0/8
Wand of magic missile - 0/50
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Scroll of Mage Armor, Mage Armor Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayang Spell Hunter (Burning Hands) Reduce spell level increase from metamagic for chosen spell by 1.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I'm wondering if i should be looking at taking Wayang Spellhunter and Fireball and then switching @6th level to Fireball as my specialized spell.

RPG Superstar Season 9 Top 32

I don't really have an answer to your specific question regarding your build, but I do think it looks decent, and fun!

Thanks for sharing your backstory. It sounds awesome, and I can imagine having a lot of fun playing that character.

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