Pathfinder: Wrath of the Righteous: Difference between revisions

no edit summary
(Created page with "== TL;DR == * The difficulty mode ranges from story to unfair, and there are custom options, sliders, and drop down menus to adjust the difficulty parameters individually * Th...")
 
No edit summary
 
Line 32: Line 32:
* Long term, casters need: spell penetration feats, ascendant elements if doing elemental damage, anything that increases CL of their primary spells, and feats that boost ray abilities
* Long term, casters need: spell penetration feats, ascendant elements if doing elemental damage, anything that increases CL of their primary spells, and feats that boost ray abilities
* Depending on your build, some spells become more or less important. Someone who does not bother to take relevant feats has no use for rays, spells from your prohibited school as a wizard are likely not worth two slots. An arcane bloodline/sage sorcerer who focuses on Illusion can make Phantasmal killer/Weird work consistently on harder difficulties. Play to the characters strengths.
* Depending on your build, some spells become more or less important. Someone who does not bother to take relevant feats has no use for rays, spells from your prohibited school as a wizard are likely not worth two slots. An arcane bloodline/sage sorcerer who focuses on Illusion can make Phantasmal killer/Weird work consistently on harder difficulties. Play to the characters strengths.
* A list of suggested spells
https://docs.google.com/document/d/e/2PACX-1vQ9E5MuuAAfqO8Ncfkq4wQnQYx5-_8EpHUDpgL-Qz1Dhe5FAFeAOFi9EFxc-3001V2F7U93vNexhEmO/pub
* Melee/Ranged need weapon focus/specialization and the equivalent mythic ranks to boost attack
* Melee/Ranged need weapon focus/specialization and the equivalent mythic ranks to boost attack