https://pathcompanion.com/ is AWESOME for keeping track.
Traits / Focus_vs._Familiar / Feats
- Note, color of green means picked and done.
- ***Blood Havoc*** -
Blood Havoc
Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
This ability replaces the sorcerer’s 1st-level bloodline power (((the claws, heck yeah replace that))) or the bloodrager’s 4th-level bloodline power.
- Cast spells at +1 caster level using Esoteric Evocation - gotta get special components. Hmmm... might be a hard sell to DM?
- https://www.aonprd.com/FeatDisplay.aspx?ItemName=Esoteric%20Evocation and
- https://www.aonprd.com/Rules.aspx?ID=1947
- Staff or wand Bonded Object Or Get Familiar then Imprvd (feat oh) - get the tiny dino, Compsognathus, then lvl 7+ get Faery Dragon.
- Traits, 3rd one (will need a drawback)
- ***Undo taking Dimdweller cuz got OrcBloodline with darkvision, meaning... ... either get 90ft up from 60 ft, or can get my skillpts back as human.
- Replaced with
- Fey Magic (also gets Fey Thoughts) = druid spells IF CHA=11 and in Favored Terrain.
Cold (ice, glaciers, snow, and tundra) Desert (sand and wastelands) Forest (coniferous and deciduous) Jungle Mountain (including hills for sure, and probably-maybe very Rocky areas) Plains Planes (pick one, other than Material Plane) Swamp Underground (caves and dungeons) Urban (buildings, streets, and sewers) Water (above and below the surface)
SPELLS good, level 1 listed mostly- Produce FLame (keep attacking for like 1 minute)
- Snowball = 1d6 per caster level (only one throw)
- Burning Disarm - semi guaranteed 1d4 up to 5d4 if CL.level 5.
- Entangle - has to use local plants
- Frostbite
- Goodberries
- Summon Nature I
- Mite - magic!
- Eagle - 3 attacks!
- CANTRIPS
- 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 racetrait (not the "pick a trait type trait, my DM confirmed).
- 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/
- FEAT BloatMage = cast at +1 caster, stacks with spell focus feat, but is gross, slows speed 10ft, AC -3. https://www.reddit.com/r/Pathfinder_RPG/comments/m7p42h/build_advice_phoenixsorcerer_crossblooded_or_not/
- also thinking of taking spell specialisation with a few spells. which in
total would give me a +4 on caster level while casting that spell.
and later taking metamagic intensified spell to raise the damage caps on spells, and magic tricks fireball for fireball stuff. - Magic Tricks Fireball! - after get many prereq feats, can have more options with it.
- 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
- OR
- Get Spell Focus Staff so you can always put good spells in it. Or maybe Wand... they say Wands are for low level spells, staves for hi lvl spells. Why?
- Doesn't cost any(?) gold or way way way cheap to recharge spells this way. Seems worth it to get rid of familiar to have more spells!!!
- Eldritch Researcher (create own spell DC+1, metamagic -1 cost, nice) 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 trait, 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.
GET MORE AC (prices might be from D&D)
Get Haramaki - +1 AC, no arcane fail, 5gp
Get Mithral Buckler
mage armor, +4 AC, 1st level spell slot [Remember that the Bracers won't stack with Mage Armor, and the Buckler won't stack with Shield...]shield, +4 AC, 1st level spell slot [Buckler wont stack with shield]Dodge feat, +1 AC, feat slot1,000 gp Bracers of Armor +1 AC1,015 gp Mithral Buckler +1 AC1,000 gp upgrade mithral buckler +1 enhancement bonus2,000 gp Ring of Protection +1 AC2,000 gp Amulet of Natural Armor +1 AC3,000 gp upgrade bucker to +23,000 gp upgrade bracers to +24,000 gp Gloves of Dexterity +1 AC5,000 gp dusty rose Ioun stone +1 AC5,000 gp upgrade buckler to +35,000 gp upgrade bracers to +36,000 gp upgrade ring to +26,000 gp upgrade amulet to +27,000 gp upgrade buckler to +47,000 gp upgrade bracers to +49,000 gp upgrade buckler to +59,000 gp upgrade bracers to +510,000 gp upgrade ring to +310,000 gp upgrade amulet to +310,000 gp upgrade gloves to +4 DEX (+2 AC)11,000 gp upgrade bracers to +612,000 gp boots of speed13,000 gp monk's belt13,000 gp upgrade bracers to +714,000 gp upgrade ring to +414,000 gp upgrade amulet to +415,000 gp upgrade bracers to +818,000 gp upgrade ring to +518,000 gp upgrade amulet to +520,000 gp upgrade gloves to +6 (+3 AC)...and that is the path of fastest AC improvement for your money over the career of your character. That's 30 points of AC from items.
Eldritch Researcher (Story) OK, Eldrich Researcher is a Feat. It's cool and good.
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.
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