
citricking |

Vlorax |

if i'm reading the chart correctly, apart from not using elemental runes (which would benefit the melee more since it's 2 strikes) you are also not using striking runes (which would again benefit the melee more since it'll be adding an extra 1d12 to 2 strikes vs a extra d8 to 1 strike)
I think the ABP in the OP means Automatic Bonus Progression, and the tool automatically includes striking runes.

citricking |

Striking runes of course. This is with telekinetic projectile. So it's at will. They'll lose out some with elemental runes, but this shows they're definitely viable and a good option.
With spells or focus powers they'd be even better. Looks like a great option for investigator too (better than fighter against their case, that's really impressive!)

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Striking runes of course. This is with telekinetic projectile. So it's at will. They'll lose out some with elemental runes, but this shows they're definitely viable and a good option.
With spells or focus powers they'd be even better. Looks like a great option for investigator too (better than fighter against their case, that's really impressive!)
I've been running some numbers as well (though I don't have to ready to post from my phone right now).
At the moment I'm leaning towards Produce Flame over TK while running it with an Investigator. The functional increase in crit chance means that produce flame edges out TK on damage.

Martialmasters |

citricking wrote:Striking runes of course. This is with telekinetic projectile. So it's at will. They'll lose out some with elemental runes, but this shows they're definitely viable and a good option.
With spells or focus powers they'd be even better. Looks like a great option for investigator too (better than fighter against their case, that's really impressive!)
I've been running some numbers as well (though I don't have to ready to post from my phone right now).
At the moment I'm leaning towards Produce Flame over TK while running it with an Investigator. The functional increase in crit chance means that produce flame edges out TK on damage.
But only if you don't hit resistance. Wich is more common with fire than 3 different forms of physical damage

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Old_Man_Robot wrote:But only if you don't hit resistance. Wich is more common with fire than 3 different forms of physical damagecitricking wrote:Striking runes of course. This is with telekinetic projectile. So it's at will. They'll lose out some with elemental runes, but this shows they're definitely viable and a good option.
With spells or focus powers they'd be even better. Looks like a great option for investigator too (better than fighter against their case, that's really impressive!)
I've been running some numbers as well (though I don't have to ready to post from my phone right now).
At the moment I'm leaning towards Produce Flame over TK while running it with an Investigator. The functional increase in crit chance means that produce flame edges out TK on damage.
Take Strategic Bypass and hope for the best?

Martialmasters |

Martialmasters wrote:Take Strategic Bypass and hope for the best?Old_Man_Robot wrote:But only if you don't hit resistance. Wich is more common with fire than 3 different forms of physical damagecitricking wrote:Striking runes of course. This is with telekinetic projectile. So it's at will. They'll lose out some with elemental runes, but this shows they're definitely viable and a good option.
With spells or focus powers they'd be even better. Looks like a great option for investigator too (better than fighter against their case, that's really impressive!)
I've been running some numbers as well (though I don't have to ready to post from my phone right now).
At the moment I'm leaning towards Produce Flame over TK while running it with an Investigator. The functional increase in crit chance means that produce flame edges out TK on damage.
Or just get multiple cantrips

Vlorax |

Anyone have thoughts on what tradition and spells to select? It seems like other than cantrips, there are very few spells that use the spell attack roll. Even "touch" spells are usually not touch, but save spells (Chill Touch, Touch of Idiocy, Vampiric Touch).
Primal/Arcane both have good options for attack rolls. (Shocking Grasp, Hydraulic Push, Acid Arrow, Disintegrate, Polar Ray)
Divine gets you Heroism and Searing Light, which is really good if fighting fiend/undead. But not much outside of that.
Occult doesn't have much in the way of attack spells.

Gisher |
2 people marked this as a favorite. |

Anyone have thoughts on what tradition and spells to select? It seems like other than cantrips, there are very few spells that use the spell attack roll. Even "touch" spells are usually not touch, but save spells (Chill Touch, Touch of Idiocy, Vampiric Touch).
I've searched the CRB and APG. Here is a list of 1 or 2 action spells which require a spell attack roll.
Cantrips
Acid Splash (Arcane and Primal)
Divine Lance (Divine)
Produce Flame (Arcane and Primal)
Ray of Frost (Arcane and Primal)
Telekinetic Projectile (Arcane and Occult)
Level 1
Hydraulic Push (Arcane and Primal)
Ray of Enfeeblement (Arcane, Divine, and Occult)
Shocking Grasp (Arcane and Primal)
Level 2
Acid Arrow (Arcane and Primal)
Spiritual Weapon (Divine and Occult)
Telekinetic Maneuver (Arcane and Occult)
Level 3
Chilling Darkness (Divine)
Searing Light (Divine and Primal)
Level 5
Spiritual Guardian (Divine)
Level 6
Disintegrate (Arcane)
Level 8
Polar Ray (Arcane and Primal)
I didn't include any Focus Spells.

lemeres |

Old_Man_Robot wrote:Or just get multiple cantripsMartialmasters wrote:Take Strategic Bypass and hope for the best?Old_Man_Robot wrote:But only if you don't hit resistance. Wich is more common with fire than 3 different forms of physical damagecitricking wrote:Striking runes of course. This is with telekinetic projectile. So it's at will. They'll lose out some with elemental runes, but this shows they're definitely viable and a good option.
With spells or focus powers they'd be even better. Looks like a great option for investigator too (better than fighter against their case, that's really impressive!)
I've been running some numbers as well (though I don't have to ready to post from my phone right now).
At the moment I'm leaning towards Produce Flame over TK while running it with an Investigator. The functional increase in crit chance means that produce flame edges out TK on damage.
And if you have multiple cantrips (and thus non-fire options), I feel that the isn't much chance you will 'hit' resistance. There are less blanket resistances in this edition. So often, an element ties to the creature's gimmick.
And fire creatures are not subtle. Fire elementals, red dragons, devils, etc.- pretty much, if you ask your GM if the monster is big, red, and/or flaming, then you can take an educated guess without getting meta.
I once looked through demons to get an idea of how resistances changed. The only fire resist (other than the incorporeal shadow demons) I found? The balor, with it's flaming whip. But acid? I had to look and then have that moment of realization where I said "oh yeah, the babau has an acid gimmick".

Kelseus |

Kelseus wrote:Anyone have thoughts on what tradition and spells to select? It seems like other than cantrips, there are very few spells that use the spell attack roll. Even "touch" spells are usually not touch, but save spells (Chill Touch, Touch of Idiocy, Vampiric Touch).I've searched the CRB and APG. Here is a list of 1 or 2 action spells which require a spell attack roll.
Cantrips
Acid Splash (Arcane and Primal)
Divine Lance (Divine)
Produce Flame (Arcane and Primal)
Ray of Frost (Arcane and Primal)
Telekinetic Projectile (Arcane and Occult)Level 1
Hydraulic Push (Arcane and Primal)
Ray of Enfeeblement (Arcane, Divine, and Occult)
Shocking Grasp (Arcane and Primal)Level 2
Acid Arrow (Arcane and Primal)
Spiritual Weapon (Divine and Occult)
Telekinetic Maneuver (Arcane and Occult)Level 3
Chilling Darkness (Divine)
Searing Light (Divine and Primal)Level 5
Spiritual Guardian (Divine)Level 6
Disintegrate (Arcane)Level 8
Polar Ray (Arcane and Primal)I didn't include any Focus Spells.
So, it looks like Arcane is by far your best best, with Primal a close second. I don't think that Spiritual Weapon/Guardian count. Maybe a very narrow RAW reading, but I don't think it's RAI.
If you could figure out a way to get access to Fire Ray Cleric Focus spell that would be a pretty good spell (baring fire resist)

Vlorax |

Gisher wrote:Kelseus wrote:Anyone have thoughts on what tradition and spells to select? It seems like other than cantrips, there are very few spells that use the spell attack roll. Even "touch" spells are usually not touch, but save spells (Chill Touch, Touch of Idiocy, Vampiric Touch).I've searched the CRB and APG. Here is a list of 1 or 2 action spells which require a spell attack roll.
Cantrips
Acid Splash (Arcane and Primal)
Divine Lance (Divine)
Produce Flame (Arcane and Primal)
Ray of Frost (Arcane and Primal)
Telekinetic Projectile (Arcane and Occult)Level 1
Hydraulic Push (Arcane and Primal)
Ray of Enfeeblement (Arcane, Divine, and Occult)
Shocking Grasp (Arcane and Primal)Level 2
Acid Arrow (Arcane and Primal)
Spiritual Weapon (Divine and Occult)
Telekinetic Maneuver (Arcane and Occult)Level 3
Chilling Darkness (Divine)
Searing Light (Divine and Primal)Level 5
Spiritual Guardian (Divine)Level 6
Disintegrate (Arcane)Level 8
Polar Ray (Arcane and Primal)I didn't include any Focus Spells.
So, it looks like Arcane is by far your best best, with Primal a close second. I don't think that Spiritual Weapon/Guardian count. Maybe a very narrow RAW reading, but I don't think it's RAI.
If you could figure out a way to get access to Fire Ray Cleric Focus spell that would be a pretty good spell (baring fire resist)
You can grab fire ray with dedication + Basic Dogma, there's a good Cold Domain spell as well

lemeres |

What does everyone think of Enchanting Arrow? Would you be better off doing that or Eldritch Shot with a cantrip? What about a spell slot?
The advantage of enchanting arrow seems to be that it is a 2 action attack, compared to the three actions of eldritch shot. So it is something you can use on a turn where you move.
Although just doing your cantrip raw might be better than eldritch shot.

Martialmasters |

Kelseus wrote:What does everyone think of Enchanting Arrow? Would you be better off doing that or Eldritch Shot with a cantrip? What about a spell slot?The advantage of enchanting arrow seems to be that it is a 2 action attack, compared to the three actions of eldritch shot. So it is something you can use on a turn where you move.
Although just doing your cantrip raw might be better than eldritch shot.
only if you are a caster, if your say...a fighter with dedication for spell casting though...

Vlorax |

Kelseus wrote:What does everyone think of Enchanting Arrow? Would you be better off doing that or Eldritch Shot with a cantrip? What about a spell slot?The advantage of enchanting arrow seems to be that it is a 2 action attack, compared to the three actions of eldritch shot. So it is something you can use on a turn where you move.
Although just doing your cantrip raw might be better than eldritch shot.
Enchanting arrow has the stun chance which you can't do with a cantrip, don't think there is an attack spell that can stun.

lemeres |

lemeres wrote:Kelseus wrote:What does everyone think of Enchanting Arrow? Would you be better off doing that or Eldritch Shot with a cantrip? What about a spell slot?The advantage of enchanting arrow seems to be that it is a 2 action attack, compared to the three actions of eldritch shot. So it is something you can use on a turn where you move.
Although just doing your cantrip raw might be better than eldritch shot.
Enchanting arrow has the stun chance which you can't do with a cantrip, don't think there is an attack spell that can stun.
Hmmm... yeah, daze can stun, but it is both terrible and save based.