Enhancing enervation


Advice


Aside from empowering, and/or maximizing enervation, and shenanigans to increase crit chance, what ways can you make enervation more deadly?

Most ways of increasing spell damage doesn't apply to enervation as it's not hitpoint damage. What do the boards say?


What books are allowed? What class are you? What level? What feats?


It may not necessarily make it more powerful, but Preferred Spell could you let you cast enervation spontaneously, in place of one of your fourth level slots, or you could add metamagic feats and use higher level slots with no penalties for casting spontaneously.

Quickened True Strike always works. Since you're likely using it on a caster, adding Disruptive spell forces a concentration check to cast spells. I don't know how useful that is.


I was thinking of this for a sorcerer (destined) but really anything, and assume everything not third party is allowed


Preferred spell is still handy for sorcerers as the casting time doesn't increase for adding metamagic feats.


Yes, it's useful, but I'm really looking for ways to increase the number of negative levels enervation inflicts.


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Hogeyhead wrote:
Yes, it's useful, but I'm really looking for ways to increase the number of negative levels enervation inflicts.

Other than Echoing Spell to cast the spell again (possibly with a metamagic rod of quicken), about the only way is to gain mythic tiers and cast the mythic version.


Question: if I were to take variant mutliclass fighter, and take ray as my weapon training, would it increase the negative levels?


Are rays a fighter weapon group? Besides that, no, it wouldn't. Enervation doesn't deal damage.


Rays do qualify for weapon focus, I don:'t know if that helps.


MageHunter wrote:
Rays do qualify for weapon focus, I don:'t know if that helps.

It'll help land those rays, but otherwise I think you've got what you've got, empower and maximise.

Hm. Empowered Maximised Enervation would be 9th level, and do 4 + 1d2 negative levels. Energy Drain does 2d4, averaging 5. Save DC doesn't really matter for this purpose. Hm...


Thanatopic Spell seems kinda important.

Sovereign Court

You might get mileage out of Greater Invisibility, for two reasons. One, Enervation tends to make people nervous so they may focus fire on you. Two, you'll be shooting at flat-footed touch AC, which even a sorcerer or wizard should have no trouble hitting.

A metamagic rod of thanatopic spell might be nice.


Spell Perfection lets you apply one metamagic feat for free.

A Spellslinger Wizard can shoot them through his guns getting the enhancement bonus to attack or DCs and a x3 Crit multiplier.

Combine it with a save or suck after draining your oponents saves.

Using the Words of Power System you can turn the Level Drain Word inro an AoE.

Grand Lodge

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Had a player of mine build a character who was a magus with the close range arcana, focusing on Enervation. Empowered 15-20 critical range Enervation can be pretty scary.


There's the close range arcana magus, although I'd couple it up with a Falcata, instead of the scimitar. That way you can do 3d4*1.5 negative levels on crit, averageing a bit over 11 negative levels on a crit range of 17+.

Alternatively, Butterfly Sting + transformative Scimitar/Light pick.

That's probably the most reliable method. Do the standard Scimitar thing (hoping for at least 1 crit with your scimitar attacks), then finish with the close range empowered enervation for 4d4*1.5 negative levels, average of fifteen negative levels.

How you want to get the empower in there is up to you. The least resource intensive way would be ML(Enervation), but you could also do SPerf(Enervation). That way it'd remain a 4th level slot; it's a fifth level slot with magical lineage.


Burnscar wrote:

There's the close range arcana magus, although I'd couple it up with a Falcata, instead of the scimitar. That way you can do 3d4*1.5 negative levels on crit, averageing a bit over 11 negative levels on a crit range of 17+.

Alternatively, Butterfly Sting + transformative Scimitar/Light pick.

That's probably the most reliable method. Do the standard Scimitar thing (hoping for at least 1 crit with your scimitar attacks), then finish with the close range empowered enervation for 4d4*1.5 negative levels, average of fifteen negative levels.

How you want to get the empower in there is up to you. The least resource intensive way would be ML(Enervation), but you could also do SPerf(Enervation). That way it'd remain a 4th level slot; it's a fifth level slot with magical lineage.

Spells can only double on a crit, the scimitar is the best option.

Sovereign Court

Burnscar wrote:

There's the close range arcana magus, although I'd couple it up with a Falcata, instead of the scimitar. That way you can do 3d4*1.5 negative levels on crit, averageing a bit over 11 negative levels on a crit range of 17+.

Alternatively, Butterfly Sting + transformative Scimitar/Light pick.

You overlooked something:

Magus wrote:
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

This is why magi are addicted to scimitars instead of kensai-falcatas.

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