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Pathfinder wayang spellhunter
Pathfinder wayang spellhunter















Second fireball is Intensify Spell = 14d6+33 + maximize rod(4 circle spell 54k gold) = 117 + empower = 173 So, the damage at 13th Hit Dice would be: First fireball 10d6+25 quicken rod(6 circle spell 75,5k gold) + maximize = 85 + empower = 125. Intense Spells school power does not increases with Empower Spell And you dont even get 6 circle spell slots at 10 level wizard+ 2 levels of sorcerer (yes, you would have to take 2 levels since those archetypes affect same class features). It's DM ruling if Spell Perfection doubles the +1 bonus or not (I would think so, since it's a feat).You can't add 5d6 to fireball from Intensify Spell unless you actually have enough wizard levels, and that won't happen until 14th hit dice (12 wizard levels + 2 from Spell Specialization + 1 from Mage's Tattoo). If it looks like the entire campaign's gonna be in a dark place, Tenebrous Spell might be a good thing to obtain earlier.

PATHFINDER WAYANG SPELLHUNTER FREE

A free +1 DC and +1 CL in dim light or darker is the type of weird ability a shitty thematic darkness-casting prestige class would give you. Tenebrous Spell is obtained at level 17- with Preferred Spell, it can be added to Fireball on the fly, effectively negating its only weakness (difficult to cast and weaker in areas of bright light). It also allows the fireball to get past a lesser globe of invulnerability which would otherwise completely ruin the efficacy of this build (now it'd take Spell Immunity instead! also I'm kidding, fuck you, this build's great).

pathfinder wayang spellhunter

A Heightened Empowered Dazing Fireball would have a save DC of 25 instead, using the adjusted spell level to calculate DC, and daze for seven rounds on a failed save. According to a chart I'm looking at right now, a CR 13 monster with a bad Reflex save would have an average of +12 Reflex, which means it'd only have to roll a 9 or higher to take half damage and negate the daze effect, which would only daze it for three rounds if it hit anyway. With an Empowered Dazing Fireball, an adjusted-level 7 spell, assuming no magic items and level 13, the save DC against the damage and the daze effect is 10+3(spell level)+1(Spell Focus)+1(Spell Focus)+6(INT)=21. Heighten Spell is not covered in the guide and is actually sort of warned against by Brewer, but the point of Heighten Spell is not to increase the spell level of a spell to boost its DC, but to bring the spell's DC up to match its spell level. That's the most versatile capability this character has- they can memorize and prepare every useful spell they can think of and if there's no call for passwall or whatever then it's suddenly a 5th-level Dazing Fireball. Preferred Spell (an amazing feat that seems often overlooked to me) allows for the absence of Fireball from the spellbook, making this character into a Wizard who casts Fireball like a Sorcerer who isn't slowed down by applying metamagic to it. Spell Specialization, Intensified Spell, Heighten Spell, Dazing Spell and Quicken Spell (what the fuck is up with the inconsistency between verbs and adverbs in the metamagic names?) all come into play often, as well as the Admixture school ability to switch out elemental damage types. Fireball every day, all day, unless you need a different spell, in which case you're wasting time. The concept of the build, as laid out in the guide, is FIREBALL. I'm pretty sure this character's even pretty close to Pathfinder legal if you're into that kind of thing (I don't think I am, it sounds lame), but it was more of an exercise because Brewer's guide was written so well and evocatively. This character'd still be fun to play, though, despite being an aloof asshole (elves are always aloof assholes you can deny it if you want but you'd be wrong). This makes it kind of hard to make decisions regarding automatically learned spells and projected playstyle with classes I've never used. Honestly, as of the posting of this entry (4.29.16) I've only played four campaigns, one of which (Legacy Of Fire) lasted a single session before everyone left (I played a rogue Knife Master as Disney's Aladdin), another of which petered out when we all took a break (Skulls & Shackles, I played an unoptimized gunslinger who died and then an unoptimized summoner), a third which fell apart after everyone who wasn't me originally playing ended up being replaced by other people (Serpent Skull, I was an semi-optimized War Drummer skald), and the game I'm currently in (played as my optimized Synthesist, then swapped it out for an optimized Monster Tactician Heretic inquisitor).

pathfinder wayang spellhunter

Self-Interested Preface: This build was mostly following Brewer's Guide To The Blockbuster Wizard (hopefully that link continues to work), a character with a class and playstyle I have no experience playing.















Pathfinder wayang spellhunter