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Jul 17th, 2018
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  1. 17 base charisma
  2. +2 from a planar bound dominated/charmed succubus
  3. +6 enhancement bonus
  4. +5 inherent bonus
  5. +3 venerable (untyped bonus)
  6. +5 from levels (untyped bonus)
  7. +2 racial (ifrit)
  8. +2 for the purposes of sorcerer abilities (additional ifrit racial ability)
  9. Score of 42 and mod of 16 for the purposes of sorcerer abilities, otherwise a score of 40 and mod of 15.
  10.  
  11.  
  12. Save DCs
  13. Spoiler
  14. Hide
  15. 15 level 5 spell
  16. +2 heighten (untyped bonus)
  17. +16 ability score modifier (untyped bonus)
  18. +2 arcane bloodline level 15 ability (untyped bonus)
  19. +1 arcane bloodline arcana (untyped bonus)
  20. +1 familiar using wand of arcane concordance (enhancement bonus)
  21. +8 elemental focus, greater elemental focus, spell focus, and greater spell focus, doubled by spell perfection (untyped bonuses)
  22. 45 save DC for geyser
  23.  
  24.  
  25. Traits and feats
  26. Spoiler
  27. Hide
  28. Trait: Havoc of the society
  29. Trait: Reactionary
  30. 1: Noble scion
  31. 3: Elemental focus
  32. 5: Greater Elemental focus
  33. 7: Spell focus (bloodline)
  34. 7: Greater spell focus
  35. 9: Heighten spell
  36. 11: Persistent spell
  37. 13: Quicken spell
  38. 13: Improved initiative (bloodline)
  39. 15: Spell perfection
  40. 17: Improved familiar
  41. 19: Extend spell
  42. 19: Empower spell (bloodline)
  43.  
  44.  
  45. Initiative
  46. Spoiler
  47. Hide
  48. 4 improved initiative (untyped bonus)
  49. +4 ifrit alternate racial trait (racial bonus)
  50. +2 reactionary (trait bonus)
  51. +4 dueling gauntlets (enhancement bonus)
  52. +4 banner of the ancient kings (circumstance bonus)
  53. +1 dusty rose ioun stone (cracked) (competence)
  54. +2 runeforge the longspear holding up the banner (insight)
  55. +15 charisma
  56. +5 anticipate peril (lasts for 20 minutes, 40 if extended)
  57. 41 total initiative modifier
  58.  
  59.  
  60. Improved familiar
  61. Spoiler
  62. Hide
  63. Take a small air elemental as your improved familiar, and have it be your UMD wand minion and mount. If you cast permanent reduce person on yourself, cast ant haul on the elemental, and give it muleback cords, it will easily be able to carry you around on its back while using wands in its hands. You'll be able to take advantage of its 100' perfect fly speed, and keep all your actions to yourself while the elemental does all your moving for you, and activates wands too.
  64.  
  65.  
  66. Casting geyser
  67. Spoiler
  68. Hide
  69. Have your familiar activate its wand of arcane concordance (familiars and mounts act on your turn), and have it grant you silent, still, or extend spell for free on all spells that you cast. Cast geyser with heighten spell (something that increases casting time is needed to trigger arcane bloodline ability), making it use a 7th level slot, and add persistent spell via spell perfection, allowing you to limbo spell perfection's 9th level requirement. Then use a dazing rod to add the dazing spell metamagic. At level 20, the geyser will splash a lot of things with its water due to its large area. Because havoc of the society adds 1 force damage, only things immune to force damage (pretty much nothing?) will be able to avoid needing to make dual DC 45 will saves or be dazed for 5 rounds. You can also target a creature's reflex save instead if you make the geyser appear in the same square as they occupy.
  70.  
  71. Assuming they're dazed initially (basically nothing is immune to daze in PF, I think?), the geyser lasts as long as you concentrate, and then rounds per level even after you stop concentrating. So every round they're going to need to make another pair of saves or the daze duration will just reset back to 5 rounds. Thus you can basically keep them locked down while the force damage wears away at them, though it also does fire damage, so anything not immune to fire will go down before long. And of course, your allies are free to shoot up the foes you have trapped in the geyser, too.
  72.  
  73. Assuming no CL boosting, at level 20 geyser has a 50' radius and is SR: no, so you'll be able to hit large swathes of enemies. The geyser will last a minimum of 21 rounds (41 if you chose extend for arcane concordance), so if your enemies are very spread out it's safe to just stop concentrating on the first one and cast geyser again a second time. Assuming 2 geysers are all that's needed to lock everything down, it's a safe bet you'll be able to kill everything in 20 or 40 rounds. Otherwise you'll either need to just cast geyser again if you deem it necessary to keep them locked down.
  74.  
  75. Edit: changed a few things to boost the DC to 45
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