- Traits, 3rd one (will need a drawback)
- potion write to spellbook if wiz (regional trai), https://www.d20pfsrd.com/traits/regional-traits/alchemists-apprentice/
- The Storypath adventure trait - id super items
- init+2 trait (Combat) Reactionary Trait +2 (Combat Trait)
- Magical Lineage = metamagic up 1+, down 1
- Darkvision??? = Dimdweller, humans can take IN PLACE OF skilled trait.
- REMOVED Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
- Elemental Pupil (regional) - +1 dmg on spells of that element. https://www.d20pfsrd.com/traits/regional-traits/elemental-pupil-regional-qadira/
- DRAWBACK
- Provincial
- You have only one way of looking at things: the right way.
- Effect(s) You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.
- Familiar - Get the little dino, +4 init. https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Compsognathus
- Eldritch Researcher really needs to me acknowledged, as does Mage's (Varisian) Tattoo.
- trait "Havoc of the Society" trait (magic) lets you add 1 force dmg to all dmg spells! Oh, not per dice or whatever, just per spell. Well, it's nice at level 1-2 I guess. Stick with Magical Lineage magic trait for the dmg build.
- Category Basic (Magic trait)
- Requirement(s) Sorcerer, Pathfinder Society
- I did have another (Magic trait) category feat, so I can only have one. Gotta pick.
- Oh yeah, the other trait is way better. Magical Lineage (Magic Trait), if metamagic makes spell up 1+ levels, it brings it down 1 level. That's critical.
Eldritch Researcher (Story)
Prereq: You must have created a new spell, or have The Way Things Work background.
Benefit: When casting a spell you’ve created, add 1 to your caster level. In addition, you gain a +2 bonus on Spellcraft checks. If you have 10 or more ranks in Spellcraft, this bonus increases to +4 .
Goal: Create a new spell of at least 6th level.
Completion Benefit: The save DCs for any spells you create increase by 1 when you cast them. In addition, when applying metamagic feats to self-created spells, reduce the total level adjustment by 1. You can’t reduce metamagic costs to lower than the spell’s original level in this manner.
Special: For a self-created spell to benefit from this feat, it must be a truly novel spell. Spells slightly altered from the original (for example, delayed blast fireball as compared to fireball) gain no benefit. Alchemists can benefit from this feat as though their formulae and extracts were spells.
- ***IDEA - make a spell that is 1/3 fire, 1/3 concussive, and 1/3 force [maybe too good or... is it?]. OR just 1/2 acid and half concussive (or force). If I go acid dragonbloodline, then acid makes most sense... it'd be my specialty. Actually that'd raise the spell level too much to make it 2 or 3 things. Just make it pure acid then?
- DC = ?
- Spell Level = ?
- A way to shape it like fire snake... similar dmg... guess that'd make it level 5.
- A way to shape it using the Magic Tricks, which affects fireball, would put it at level 3.
- Spell components = an acrid leaf from a plant.
- Desc: blue-green energy appears and instantly slams into various foes, exploding into acid.