So, in any case where you get the Misfortune effect to the Slumber Save, you could have just put the creature sleep one round earlier. OTOH, to get Misfortune to apply, it already has to have failed the same save. Sure, if you get Misfortune & Evil Eye on the creature, it's got a real good chance of failing the save. Which also means you have to use Cackle to be able to apply Misfortune to your Slumber Hex. Granted, its one turn later, but by the sencond round (if evil eye and misforune stuck) the target is vulnerable TO ALL PARTY MEMBERS because "Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result" and has -2 on top of that.ĭoes Cackle extend Evil eye even if the target saved against it? Slumber is a one chance hex, so I would cast it only once it has the best odds of sticking. Yes, but if you use Slumber after Evil eye + Misfortune, the target is going to be saving against slumber with the lowest of 2d20 -2. Why not just drop Slumber right away and not waste two rounds?Įvil Eye always works at least once and you can extend it so you've got the bonus for Slumber. Right, but they have to fail a save to get Misfortune to work. Misfortune increases the chance enemies will fail against Slumber. Is this silly? Should I have a more active familiar? What use would an alternative like the Compsognathus be of?ģ) The patron is compatible with debuffing and Enchantment, again. I chose it for the initiative and I DON'T WANT TO LOOSE IT, so I plan on keeping it on myself ALWAYS and maybe "ready an action" to sting if I get grappled. I´ve read the optimization guides out there for a debuffing build, which is what I want, but I´d like to know if there is something you would recommend not doing or changing specially in theses areas:ġ) I've chosen mainly Enchantment school spells to benefit as much as possible form Spell focus feat in the future.Ģ) The familiar is my main concern. Spells 1: Ear piercing scream Ill Omen Burning handsįamiliar: Greensting scorpion (+4 initiative to master) Patron: Insanity: 2nd-memory lapse, 4th-hideous laughter, 6th-distracting cacophony. Trait 2: Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you. Trait 1: Tomb Raider: You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills your choice) becomes a class skill for you Its also my first time playing a magic using character. Objects automatically succeed on their Will saves against this spell.I´m making a witch for PFS for the first time. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are just one-fifth as large. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. It deals normal damage and has all normal abilities and weaknesses. Against disbelievers, they are 20% likely to work.Ī shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). Shadow objects or substances have normal effects except against those who disbelieve them. In addition, any effect created by shadow conjuration allows Spell Resistance, even if the spell it is simulating does not. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration‘s level (4th) rather than the spell’s normal level. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Each disbelieving creature takes only one-fifth (20%) damage from the attack. Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Any creature that interacts with the spell can make a Will save to recognize its true nature. Shadow conjurations are only one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower. You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Saving Throw Will disbelief (if interacted with) varies see text Spell Resistance yes see text School illusion (shadow) Level bard 4, sorcerer/wizard 4 Domain darkness 4 Bloodline harrow 4
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