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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Best higher level duskblade spells?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4947113" data-attributes="member: 35909"><p>All of the 5th level spells look good, honestly. ...Except for Slashing Dispel, which appears to cap at CL 10 for a bonus, making it suck.</p><p></p><p>Clenched Fist: If you expect the fight to last a long time, the free damage each round could add up to a lot. If you expect a quick shoot-out, less useful. The bull rush mod is also high, if there's any dangerous precipices nearby.</p><p>Chain Lightning: Reliable ranged damage to the entire party.</p><p>Disintegrate: Probably not a good choice, most people jack up the fort save, so it's likely to only do 5d6.</p><p>Hold Monster: Taking someone out of the fight...heck, leaving them open to coup de grace is just plain awesome. Obviously less useful if the PC cleric has scrolls of remove paralysis. Best/most evil use: ready action to disrupt a PC's attack. Both to deny the action and because after the initial save, the victim gets one at the start of each turn. By using it in the middle of the turn, he has to wait a full combat cycle for that 2nd save.</p><p>Polar Ray: Actually not that bad as a damage option from range.</p><p>Waves of Fatigue: If it affects the entire party, someone will surely end up fatigued. It'd be nice if any charge-based PC were to get fatigued...</p><p>Sonic Shield: Kinda low damage, more useful for the pushback if wading into melee.</p><p></p><p>I'd go with...Hold Monster and Chain Lightning. Waves of Fatigue and Clenched Fist also being good options.</p><p></p><p>And yeah, the Vampiric Touch synergy is crazy.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4947113, member: 35909"] All of the 5th level spells look good, honestly. ...Except for Slashing Dispel, which appears to cap at CL 10 for a bonus, making it suck. Clenched Fist: If you expect the fight to last a long time, the free damage each round could add up to a lot. If you expect a quick shoot-out, less useful. The bull rush mod is also high, if there's any dangerous precipices nearby. Chain Lightning: Reliable ranged damage to the entire party. Disintegrate: Probably not a good choice, most people jack up the fort save, so it's likely to only do 5d6. Hold Monster: Taking someone out of the fight...heck, leaving them open to coup de grace is just plain awesome. Obviously less useful if the PC cleric has scrolls of remove paralysis. Best/most evil use: ready action to disrupt a PC's attack. Both to deny the action and because after the initial save, the victim gets one at the start of each turn. By using it in the middle of the turn, he has to wait a full combat cycle for that 2nd save. Polar Ray: Actually not that bad as a damage option from range. Waves of Fatigue: If it affects the entire party, someone will surely end up fatigued. It'd be nice if any charge-based PC were to get fatigued... Sonic Shield: Kinda low damage, more useful for the pushback if wading into melee. I'd go with...Hold Monster and Chain Lightning. Waves of Fatigue and Clenched Fist also being good options. And yeah, the Vampiric Touch synergy is crazy. [/QUOTE]
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Best higher level duskblade spells?
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