A Convoluted Concept Involving Necromancy and Enchantment


Advice


So, with Strange Aeons coming out, I'm looking to do something bizarre. What I have is a Wizard (Diviner)/Rogue (Bandit)/Arcane Trickster.

The obvious benefit is that bandits, when they can act in the surprise round, get a full action instead of a standard or move. Diviners always act in the surprise round. And, because I have a diviner, I have an extra slot of divination spells every level, which means I'll have all sorts of tricks up my sleeve like True Strike and Arcane Eye.

Here's where I start getting into unexplored waters. I'm thinking about making this character a debuff caster, giving him largely enchantment and necromancy spells. Most of which, as far as I can tell, care more about the save DC than about what caster level I have (Even with things like magical knack and Varisian Tattoo, I'm falling a bit behind).

So, here's my question. Which spells from those schools do you consider a necessity for debuffing foes? Preference is for spells that have some effect, even on a successful save. What ways besides the typical route of Spell Focus and Greater Spell Focus, as well as buffing your intelligence score, is there to increase your save DCs for those schools?

Thanks in advance, all!


Persistent Spell is the obvious way of trying to make debuffs stick. If you're worried about saves though then you may want to look at spells with touch attacks, these tend to have no save (touch of idiocy), partial effect on a save (ray of exhaustion), or at least allow multiple attempts (touch of blindness).

If you're just looking at the best spells which allow saves then sleep, hideous laughter, blindness/deafness are the obvious place to start.

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