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Outsiders mop the floor with spellcasters
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<blockquote data-quote="Rackhir" data-source="post: 2466494" data-attributes="member: 149"><p>Augment summoning is a good feat if you are going this route, since you are getting +4/+4 to Strength and Con for an extra +2 to hit/damage and an extra 2 Hp/HD, which can be especially useful with some of the summonable vermin that have relatively high HD. (Monstrous Spider, Colossal has 32HD). </p><p></p><p>Animal Growth on dire creatures gives a whole bunch of benefits +8 Str, +4 Con, +4 Saves and dr 10/magic.</p><p></p><p>Another of the Archmage High arcana abilities is energy substitution, so you can make that fireball anything you want in terms of energy. The miniatures handbook has feats for specific energy type substitions.</p><p></p><p> Of course there is also greater spell focus and greater spell penetration if you are having a tough time.</p></blockquote><p></p>
[QUOTE="Rackhir, post: 2466494, member: 149"] Augment summoning is a good feat if you are going this route, since you are getting +4/+4 to Strength and Con for an extra +2 to hit/damage and an extra 2 Hp/HD, which can be especially useful with some of the summonable vermin that have relatively high HD. (Monstrous Spider, Colossal has 32HD). Animal Growth on dire creatures gives a whole bunch of benefits +8 Str, +4 Con, +4 Saves and dr 10/magic. Another of the Archmage High arcana abilities is energy substitution, so you can make that fireball anything you want in terms of energy. The miniatures handbook has feats for specific energy type substitions. Of course there is also greater spell focus and greater spell penetration if you are having a tough time. [/QUOTE]
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