![]() ![]() Much better, in my opinion, is to forget realness, and focus entirely on making the saves as hard as possible. If you optimise around both realness and improving the spells save DCs, the resources you are spending on each are counter to each other - if one helps, then the other proved useless. But those spells themselves will have saves etc., so the enemy still needs to fail that save to get your intended effect - you're spending quite a bit to get duplicates of much lower level spells, giving you good flexibility but much weaker effectiveness than just those spells with metamagic applied. Now, if you optimise purely around realness, putting no resources in to increasing the saves, this is passably alright - you've got mostly/fully real duplicates of spells. This means that any resources like spell levels, staff charges or just class features/feat slots are wasted if your spell actually succeeds. Realness, for the most part, only matters when targets beat the will save of the spell. I very much disagree, and I'd like to take a little time to explain why. The most common suggestion I see about shadow spells is to increase the "realness", via methods like the Solid Shadows metamagic, or the Crook of Cidurheen. In my previous posts I discussed the mechanics of the spells themselves - in this one, I'd like to talk more about how to get the most out of them in-game. " Rulings and What Exactly Quasi-Real Means Anyway?" You may be interested in the former posts first. Personal circumstances interrupted me before I finished, and I ended up putting this to the side while I dealt with those. This is my (very belated) final post in a series of posts about the Shadow spells. /r/3d6 - For character creation, advice and sharing (system agnostic)./r/Battlemaps - For your VTT battlemap requirements./r/Tabletop - For your general tabletop gaming shenanigans./r/lfg - Looking For Group, find other players, etc./r/RPG - For general, non-Pathfinder related RPG discussion./r/Starfinder_rpg - For dedicated discussion of Paizo's Science Fantasy system and setting./r/Pathfinder_Kingmaker - To discuss the Owlcat-made computer RPGs. ![]() ![]() /r/Pathfinder2e - For dedicated Second Edition discussion./r/Pathfinder - For Pathfinder Society Organization/Discussion.Other subreddits you might be interested in: Fillable character sheets and intelligent character builders.Some of these tools and resources include the following: We have a Wiki page that includes links for various useful tools and resources, most of which have been provided by the members of this community. Archives of Nethys - Official PF Resource.Official Paizo AMAs on /r/Pathfinder_RPG.Here's what the flairs mean.įor Spoilers: >!This is a spoiler. Please click the rules header above to read a more comprehensive breakdown of our subreddit's rules. Rule 1b: Be reasonable with your language Posts not related to Pathfinder are subject to removal at the mods' discretion. Spell hunters specialize in locking down and then murdering enemy spellcasters.For everything about the Pathfinder Tabletop RPG! (Not administered by or affiliated with Paizo Publishing® in any way). Skills Climb +10, Intimidate +8, Perception +5 (+7 to notice unusual stonework), Survival +10Ĭombat Gear oil of magic weapon (2), potion of aid, potion of bull’s strength, potions of cure moderate wounds (2) Other Gear +1 full plate, masterwork cold iron dwarven waraxe, masterwork light crossbow with 20 bolts, masterwork throwing axe, cloak of resistance +1, 46 gpĬombat Gear +1 frost bolts (8), potion of haste, potion of shield of faith (CL 7th), screaming bolts (2) Other Gear mithral breastplate, masterwork glaive, masterwork light crossbow with 40 bolts, short sword, sunrods (2), 27 gp trip)įeats Blind-Fight, Disruptive, Greater Bull Rush, Improved Bull Rush, Power Attack, Step Up, Weapon Focus ( dwarven waraxe), Weapon Specialization ( dwarven waraxe) Without bull’s strength, the fighter’s statistics are Melee mwk cold iron dwarven waraxe +12/+7 (1d10+6/×3) Ranged mwk throwing axe +11 (1d6+3) Str 15 CMB +9 (+13 bull rush) CMD 21 (27 vs. She uses the combination of Step Up and Disruptive to interrupt spellcasting. Special Attacks +1 on attack rolls against goblinoid and orc humanoids, weapon training (axes +1)īefore Combat The fighter drinks her potion of bull’s strength.ĭuring Combat When fighting with a group, the fighter uses bull rush to grant attacks of opportunity to her allies. Ranged mwk throwing axe +11 (1d6+5) or mwk light crossbow +10 (1d8/19–20) Melee mwk cold iron dwarven waraxe +14/+9 (1d10+9/×3) fearĭefensive Abilities bravery +2, defensive training (+4 dodge bonus to AC vs. poison, spells, and spell-like abilities +2 vs. ![]()
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