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Pcgen wayang spellhunter
Pcgen wayang spellhunter






pcgen wayang spellhunter

Even if you're not playing a Magus, you're still playing an arcane melee character meaning the lists of feats, spells, and items in that handbook would be useful for you.Vote. cast Shield as a swift action, helping your action economy.Īnother decent one is a level of snakebite Brawler + Accomplished Sneak Attacker, to add +2d6 damage to all your attacks.Īt higher level, you basically want Heroism and/or Greater Invis as often as possible, to compensate for your lower BAB.Īnd check out the Magus handbook. And that means increasing your strength at the expense of intelligence, because 18 str lets you hit and damage things much better, and since you're not focusing on save DC you can get away with lower int.Ī decent combo is taking Wayang Spellhunter + Magical Lineage + Quicken Spell, so you can e.g. That does mean that your main spells are going to be self-buffs or utility magic, and your main attack is going to be your claws. Turns out this is an entirely viable build. 5 points higher, which should help your hits connect better.Ī pretty good stat arrangement- 14 STR, 14 DEX, 15 Con, 18 INT, 11 WIS, 14 CHAGreat, so you want to play a melee wizard. This will give you 14 BAB at level 18 instead of 9 BAB, i.e. I would consider going for Eldritch Knight once you get your last school power at 8th level. Speaking of BAB, while you don't need it to get a bunch of attacks if you're using natural weapons, 1/2 BAB still sucks for actually hitting things. Remember that if all your natural attacks are primary, you don't need Multiattack, you can attack with all of them on a full-attack with no penalty. I'd go with the Shapechange subschool of Transmutation, which lets you get another natural weapon or two. But if it's too late to change your opposition schools, don't sweat it, the more conventional ways of getting up close like flight work fine. I personally wouldn't have barred conjuration - teleportation is in there, and with it, several solid ways of closing with distant foes since you want to melee. You shouldn't worry too much - you're a wizard with 18 Int, going from a bad character to a godly one is as simple as changing your spells overnight. What feats should I get from here and what is going to be really important me? I'm really excited to get into pathfinder, and would be really appreciative if you could help me out with this one! So, what do you think and how do you think I should level up. I know that later on I'll get ploymorph abilities, so it'll get better, but I feel like I'm already ****ing it up and making a waste of space character who is only good for the roleplay value. I really like the concept, but I have no idea what to do from here on the mechanics side and want to know if it's viable.

pcgen wayang spellhunter

I decided since I'm going to take a more direct approach enchantment and conjuration are less good for me, however I have no idea what they get at higher levels. This means at level one I have: 10 HP, 4 natural attacks one of which has an enhancement bonus, a whole lot of skills, and a surprising amount of AC for a wizard. For my starting feat, I decided to take "Aspect of the Beast" and chose the claw attacks. Combining that and shield/gives me a respectable 19/20 AC for most combats. As for equipment, the haramaki and armored kilt, as well as my dex ended up giving me a 15 AC/16 if I'm shifted. I've decided to put the +1 from the transmutation thing into con for now, bringing it up to a 16 and since my racial class thing isn't very great for now I took an extra HP. We rolled for stats and I got what i think is a pretty good stat arrangement- 14 STR, 14 DEX, 15 Con, 18 INT, 11 WIS, 14 CHA We were given 3 limitations: no multiclassing, no druids, and no races with more than 13RP. That in combination with the bloodmarked skinwalker (which also caught my eye) looked like it would be a cool combo, and also a neat character concept (running from the monster I've become/trying to change myself both mentally and physically). The transmutation school just spoke to me but in this edition it seems a whoooole lot better. I've played casters in 5e so the spells and how they work make sense to me, but something caught my eye. I've played a few times before in a one shots, but I recently got an invitation to play again (in an actual campaign this time) and decided to make a caster this time around. So, I've been interested in pathfinder for a while now, but never really got a chance to do a deep dive.








Pcgen wayang spellhunter