![]() ![]() ![]() Other ways this build has a great trick at level 2 to mess with enemies, and has all the level 1 Touch spells that are on the magus list and arcane mark is one of them.īut wait, you say, the spell-casting start is slower than a magus. ![]() Get darkvision until level 2, so won't be using it much).Īn umbral arcane mark is permanent "darkness in a 10-foot radius reducing illumination similar That level 2 trick is using trait shenanigans toĬast “Umbral Arcane Mark” as a level 1 spell (actually, you can do that at level 1 – but you don't Spells of a level 1 magus and a level 1 sorcerer. The extra feat is nice, and you're getting darkvision as an To the effects of the darkness spell" around the hapless foe on whom you cast arcane mark thereĪll things considered, not terribly powerful – few melee sorcerers are. Skills: Really up to you, but I like to max out Bluff, Intimidate, Perception, Spellcraft, and/or Str 14 Dex 12 Con 14/16 (counting your +2 human bonus) Int 13 Wis 8 Cha 14 Orc-blooded sorcerer, so don't bother actually making him as a half-orc. You are not maximizing your spell-casting attribute but that's because you need to be a meleeįighter first and foremost. Your best fighting spells won't have saving throws anyway. Tenebrous spells (cast with a full-round action) will be cast at +1 caster level (which is good,īecause you are losing one sorcerer caster level at level 1, and another at level 8) and a +1 to theĭC (also good, because as noted your main spellcasting attribute is not great. However, since the d20pfsrd has already included the pseudo-errata, and doing so is clearly the dev's intention, that's not something that I'd expect to be usable in anything but the most strictly-RAW campaign.You, because you still cannot see in the dark but soon you will keep yourself shrouded in What you can do at level 1: You can add any metamagic feat to Arcane Mark (a level 0 spell),Īnd reduce the final spell level by 1 (not below the original spell level). Re: Arcane Concordance - The Ring of Continuation was never technically errata'd (to add the 10 minutes/level restriction), a dev just said they were going to errata it and then never did. As an added benefit, you can potentially qualify for "must be able to cast Xth level spells" things eight levels early. If you really want to be cheesy, take both of those traits, and be able to apply two levels of free metamagic on all your spells, or four levels on the spell that you picked for them. Which means you can apply Silent to all your spells (except the 9th level ones, when you get that high buy a rod for those I guess). So with that alone, you could apply Silent Spell to everything except your highest level slots.īut wait, there's more! If you also take the Heighten Spell (separately, not as one of the Sacred Geometry feats) and the Wayang Spellhunter (aka Metamagic Master) or Magical Lineage trait, then "the maximum level spell you can cast" is one level higher. At low levels, it's unreliable, but once you get 11-12 dice or so, it becomes impossible to fail (someone mathematically proved this, I believe). The feat Sacred Geometry lets you apply metamagic without using higher-level slots, assuming you can do some dice math. This way could be seen as somewhat cheesy, but. Maybe it could also get Merciful Metamagic for free (what kind of evil armored Overlord doesn't neglect to kill the protagonist the first time around ), which it could use spontaneously with a slight damage bonus for encouragement (possibly +INT modifier to damage, later levels multiplying the bonus?).Īrchetypes could be a Wizard-esque one which trades some Hexes for bonus metamagic feats or arcane discoveries, a Sorc-esque one which trades some hexes and the familiar for bloodline powers and the bloodline spells as spontaneous options ala Cleric Cure/Inflict spontaneity, a less control-oriented archetype which trades the passive control ability for something like a Paladin auras, a Crafting-focused variant which gets free crafting feats as well as bonuses (maybe reduced crafting times) in exchange for some of the armor training stuff, and a Psychic archetype because why not.ĭo you think something like that would work? Probably a Witch/Fighter hybrid which takes Witch Hexes and the Familiar along with the Fighter Armor Training (with features to remove Spell Failure chance at a faster rate than the Magus) plus some extra features to help boost tanking potential (cast touch spell in place of an AoO, doesn't work with Combat Reflexes, maybe later upgrade it to single-target ranged touch attacks and eventually single-target save spells or even hexes), or maybe even a control ability (passive difficult terrain within certain radius?). But with this still bopping around my head, I had an idea about making a 6th-level caster class centered around the idea. ![]()
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