Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. These guys, if played with skill, can easily break a campaign and can be very hard to challenge without extreme DM fiat or plenty of house rules, especially if Tier 3s and below are in the party. Has world changing powers at high levels. Often capable of solving encounters with a single mechanical ability and little thought from the player. ![]() Why did the friend that drank more drinks survive?"Ĭapable of doing absolutely everything, often better than classes that specialize in that thing. Friend who drank one died while the other survived. One friend drank them very fast and drank five of them in the time it took the other to drink one. It was a hot night so both ordered chilled drinks along with their venison. "Riddle me this traveler," she says "And you may pass unharmed: Two friends ate dinner together. Today's Topic: A sphinx stops your current character in the desert, in a small mountain pass to the only source of water for miles around. The general is dead, long live the new general. But it does so to multiple opponents.Pathfinder, it's the healthy choice. The DC for each spell would be 15+int mod, so this damage could potentially be halved. Total damage for our 4th lvl spell slot intensified and empowered fireball (maximized with rod) = 144 damage.įor our entire round we have dished out a total of 256 damage. The Maximized, empowered and intensified fireball would do the following in damage at character level 12 (CL lvl 13 assuming tattooed sorcerer doesn't stack with crossblooded): Total damage for our 6th lvl spell slot maximized empowered fireball (quickened with rod) is 112 damage. (this feature mentions not being affected by metamagic feats or CL) ![]() Now we add the "Intense spell" evocer feature for an extra 5 damage. (remember that empower also multiplies static bonuses to those dice) I assume from your use that this is what is really meant.įifth thing: The math on the damage is wrong. There is a trait called "Wayang spellhunter" that was renamed "Metamagic Master" on d20pfsrd that lowers spell level. I suggest removing "Preferred spell" as it also removes the need for "heighten spell"įourth thing: "Metamagic Master" is a non-existing feat. One of them should be removed from the build. Third thing: "Preferred spell" and "Greater spell specialization" are redundant. Second thing: "Preferred spell" is taken without first having heighten spell feat. Reply Deleteįirst Thing: is that Tattooed and crossblooded archetypes likely wont be allowed to stack. And he will kill you for certain if you make him calculate all these numbers. You spend 130k of gold at 13th (thats all the money you are supposed to have, so you have to already start at 13th level).Īt 13th level the DM is already trying to kill party so the game won't become ridiculous with all half an hour turns, unbalanced spells and, well, you know. Put together = 298 three times per day (6th circle slots), 125 once (6th circle slot), 120,5 eleven times (5th and 4th circle), 82 seven times (3rd circle), if you pick Sin Magic Specialist (you still keep school powers). ![]() ![]() Second fireball is Intensify Spell = 14d6+33 + maximize rod(4 circle spell 54k gold) = 117 + empower = 173 So, the damage at 13th Hit Dice would be: First fireball 10d6+25 quicken rod(6 circle spell 75,5k gold) + maximize = 85 + empower = 125. Intense Spells school power does not increases with Empower Spell And you dont even get 6 circle spell slots at 10 level wizard+ 2 levels of sorcerer (yes, you would have to take 2 levels since those archetypes affect same class features). You can't add 5d6 to fireball from Intensify Spell unless you actually have enough wizard levels, and that won't happen until 14th hit dice (12 wizard levels + 2 from Spell Specialization + 1 from Mage's Tattoo).
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