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I've got a level 20 build that looks a bit more solid because it has more variety, what with dazing evocations and some really deadly debuff combos thrown in. And doing 6 points of STR damage to a front line character at low levels does hurt their damage.
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And even against Casters STR damage helps if you have a grapple beast or monk in your team. Compared to Sickening, which does nothing on a save, Enfeeblement still does Str damage. And thus all the Necromancer spells outside of Enervation have Fort or Will saves slapped to them having a couple extra points on the DC from SF:N makes my job a bit easier.Īnd of the few early level Necromancy spells Enfeeblement is probably one of the better one simply due to the fact something will always happen. I'm going for a more debuffy necromancer as opposed to minions, as it plays nicer with Good aligned parties that way.
#Colol feats for pathfinder sorcerers for free
So what about you folks? Got anything interesting to share or am I going to have to post my Illusionist and Demonologist builds to get you interested?Īlertness you get for free for having a Familiar and Improved Init is to follow with the Mantra that "When the Spell Caster goes first, the fight is going to be easier" At least in theory.Īs far as mage armor and colour spray, well they are both really solid level 1 spells that you get decent mileage out of. Yes I could take the Sage Bloodline to get INT as a primary casting stat and therefore more skill points but I like the ability to really have an effect outside of combat with all the CHA based skills at my disposal. I think that is probably the biggest detraction to Sorcerers over Wizards is just that if a Sorcerer wants skill points they are treading on serious MAD territory. The reason I went so high in Int is I really want my sorcerer to have some skill points. Aegis of Recovery, Scroll of Obscuring Mists, Scroll of Detect Secret doors, Scroll of Darkness, Potion of False Life, Potion of Cure Light Wounds (x3)
#Colol feats for pathfinder sorcerers cracked
SQ arcane bond (familiar, Green Sting scorpion named Abathur )*, bloodline arcana (+1 DC for metamagic spells that increase spell level), Bloodline power Metamagic Adept: Apply metamagics without increasing the caster time (1/time per day)Ĭombat Gear wand of Magic Missle Other Gear dagger, gauntlet, mithral buckler, Haramaki, master work backpack, masterwork satchel,waterskin, scroll case (x2), Chalk, charcoal, ink, inkpen, parchment (50 sheets), sealing wax, flint and steel, Flask of Acid, Flask of Alchemist Fire, sunrods (3), trail rations (5), bedroll, Wine, Coffee, powdered milk, tin cups, Ioun Torch, Lamp Oil, Holy Water Magical Gear Cracked Dusty Rose Prism, Cloak of Resistance +1. Skills Bluff +9, Escape Artist +6, Intimidate +9, Knowledge Arcana +7, Knowledge Religion +7, Knowledge Planes +3, Knowledge Nature +3, Perception +5, Spell Craft +9 Str 8, Dex 14, Con 12, Int 14, Wis 8, Cha 20įeats Alertness, Eschew Materials, Spell Focus (Necromancy), Toughness, Improved Initiative Without mage armor, The Necromancer's statistics are AC 15, flat-footed 11. AC 19, touch 13, flat-footed 15 (+4 armor, +2 Dex, +2 shield)ġst (8/day)- Identify, Mage Armor, Ray of Enfeeblement (DC 17), Enlarge Person, Colour Spray (DC 16)Ġth (at will)- Read Magic, Detect Magic, Light, Mage Hand, Prestidigitation, Acid Splashīefore Combat The Necromancer casts mage armor on himself.ĭuring Combat, The Necromancer serves as debuffing and buffing support, casting Rays of Enfeeblement and Colour sprays to soften the enemies for the rest of his team.
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