After level 11 or so, most, creatures have SR... a problematically high amount.
Some spells can get around it, but most require the roll.
if spell says “Spell Resistance: Yes”, gotta roll a d20+your caster level. If you get a number below the creatures SR, ZERO effect. Like they don't even have to bother with the save roll at this point, just zero dmg, zero effect. WTF.
There are a couple of things that give like a +1 to overcome it or something, but not much.
https://www.reddit.com/r/Pathfinder_RPG/comments/4o2y31/spells_with_no_spell_resistance/
Options to avoid:
- wall spells
- conjure monsters
Via Building God’s Grimoire:Iluzry’s Guide to Sorcerer Spells & Spellcasting
● Rule 5.B - Boost SR Checks
○
The second
strategy is just to make sure you can pass your SR checks when they come up!
You’ll probably want to do both of these if I’m honest, but like I said,
boosting this isn’t the easiest thing in the world! So what’s a good way to
make sure you can break that check?
■ Feats
●
Knowledgeable Spellcaster: Okay
so this one is hilariously powerful because in exchange for a knowledge roll,
you can get +3 to overcoming SR and then when you have 10 ranks, its +5. That
beasts out and stacks with spell penetration and all you have to do is be
decent at knowing things. 1000% worth it.
●
Spell Penetration and Greater Spell Penetration: Super duper
boring and eat up a good part of your build but...they give you +2 to spell
penetration each for a total of +4 on all SR checks.
●
Piercing Spell: Treats their opponent’s
SR as 5 lower when applied! This is really helpful so long as you do not forget
Rule 3.
●
Varisian Tattoo: +1 vs. SR (for
a single school)
●
Bloodmage Initiate: +1 vs. SR
(for a single school)
●
Spell Specialization: +2 vs. SR
(single spell only)
■ Race
●
Elves get a natural +2 to all SR checks
via Keen Magic
●
Half Elves can take the Elven
Spirit to also have +2 to all SR checks
■ Items
●
Dweomer's Essence: +5 vs. SR
(once)
●
Orange Prism Ioun Stone: +1 vs.
SR
●
Robe of the Archmagi: +2 vs. SR
(arcane casters only)
●
Pipes of Dissolution: +2 vs. SR
(requires Perform skill)
■ Class Features:
●
Seeker Archetype: Gives
bloodline spells +4 to SR checks.
●
Blood Piercing (9th Level Bloodline Mutation):
Once per day, when you cast a damaging spell, you can add your charisma to
your SR check. Get another use for ever 5 levels beyond 3rd level.
●
Fey Magic (15th Level Fey Bloodline Power):
Lets you reroll any SR check once before results are revealed by the DM.
■ Spells:
●
Sure Casting (1st Level): +5 to
to the next spell you cast before the end of the following round. Very good for
quickened spell.
● Ally Across Time (1st Level) /Army Across Time (5th Level): Boost
your caster level into the stratosphere and then just...roll SR with impunity.
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