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This lets you sneak attack a target without being hidden or having a flanking partner. Spells like Hold Person and Overwhelming Grief are particularly noteworthy because they deny the target its Dex bonus. You also have a number of spells that can make enemies easier to hit if they fail to save, such as Blindness/Deafness, Ray of Exhaustion, Slow, and Web. True Strike basically guarantees that you'll hit, though it only affects a single attack roll. Casting Reduce Person on yourself increases your Dex and gives you a size bonus on attack rolls. Cat's Grace gives you a +4 enhancement bonus to Dex, for another +2 to hit. Haste provides is a full-party buff that provides both an extra attack and a +1 on attack rolls. Heroism is a nice, long-lasting buff that provides a +2 on many rolls, include attacks. Since opponents who can't see you are denied their Dex bonus, that further reduces the AC target you need to hit. If not, you'll need to be unseen to deal sneak attack damage for an Arcane Trickster, the obvious solutions are spells like Greater Invisibility ( Darkness can also work if you have darkvision). If you plan on flanking in melee, you'll get a bonus from that. For many enemies touch AC is much lower than their regular AC, so that helps a lot. Even low-level spells like Acid Splash and Snowball allow this. Sure, you need to be hitting to deal sneak attack damage, but as an Arcane Trickster you'll often be able to target touch AC. For anyone not aware, Mystic Past Life is an alternate racial ability for Samsarans.I'm not sure that you need that high of an attack bonus.
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You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past. We will also establish one rule: if a spell is on multiple class lists on your type, you get it at the highest level (so you couldn't grab Overwhelming Presence at 6th level as a witch, since it's on the 9th level Wizard list. If it wasn't on the wizard list, you'd be okay to grab it). This is actually allowed by RAW, I'm shocked.
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The thing I've seen a few times when discussing this is getting Holy Sword at fourth level for a full caster which is clearly absurd, but what else can we do?īy casting Heighten (Communal) Mount, and then using Alter Summoned Monster on the Horse, you get 2Hour/Level summons from a Summon Monster spell with the same spell level as the Heightened Mount.Īs a Samsaran with Mystic Past Life, you get Summon Monster 5/7/8 from the Summoner as spell level 4/5/6.ĭepending on how your GM rules the interaction between Heighten and Metamagic reducers (no official info either way, but IMO it should work), the traits Magical Lineage + Metamagic Master on Communal Mount reduces that to spell slot level 2/3/4.Įither Wizard or Witch will get you the fastest spell progression. Wizard is probably better, since you get a bonus spell slot from your school - Conjuration->Teleportion is best here.
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This only needs 1 feat and 2 traits, so feel free to tack on anything else you want - Sacred Geometry, Leadership, etc. Or SF:Conj into Augment Summoning for another +4 Str and +4 Con for your summons. Crafting feats might be good, since you definitely want some Wands of ASM.
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Your ability to alter your spell of choice is greater than expected.
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Summoning a CR6 Celestial Dire Lion for 6 hours for 2 second level slots is totally balanced at level 3. Benefit: When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would. So are CR10 Celestial Tyrannosaurs for 10 hours at level 5 for a second and a third level spell slot.
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