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2) You roll spell penetration vs monsters with spell resistance (D20+Castlevel vs their SR) Fail and the spell does nothing to them. Penetration adds a +2 bonus to the roll.
Generally you'll only need this later in the game, and only if your build is gonna cast alot of spells directed at the enemies.
3) Channeling does not provoke any AOO. You should only consider combat casting for a cleric if you're planning on casting many spells in combat while in melee range of enemies.
1. Initiative checks apply dex bonuses yes. Some class features apply additional bonuses (for example inquisitors get wis bonuses to dex as well).
Improved initiative gives you an additional +4 bonus.
Having a higher initiative is seldom bad but its best for characters who really want to get their standard actions off first. This applies most often to casters/buffers. For example, if you have one character who regularly applies the haste spell having that character with a higher initiative means he has a better chance of buffing your other characters before they act.
2. As above. Spell penetration only helps to pierce spell resistance it doesn't affect the DC of any spells. If an enemy has no spell resistance then spell penetration does nothing. Thus you can basically ignore spell penetration til you hit lvl 10 or so. It becomes increasingly important as you go higher.
3. The way its done in game (which is a bit different than PnP) is that you automatically make a concentration check when you cast a spell while in melee range. If you pass the check the spell goes of as normal. If you fail the check the spell still goes off but you provoke an AOO from any enemies in reach.
Combat casting gives you +4 to these kind of concentration checks.
As to channel energy, it should not (according to PnP rules) require a concentration check or provoke an AOO because its a supernatural ability. BUT certain people do seem to have reported that channeling does provoke an AOO. Assuming this is true (I haven't witnessed it myself) then it is probably a bug they will fix at some point.
Combat casting is not that big a deal if you stay ranged.
Improved Initiative is useful and nice to have but you may be feat-starved...I take it as a dragon disciple "bonus" feat though.
Anyways Spell focus in the school you want to cast most spells in is the most important one.
Combat casting must have for all kind of casters who cast in melee range of enemies, probably can do without on classic ranged casters, just maintain good position. Channeling doesnt provoke aops
It's definetely FAR from most usefull, since creatures with actual SR are few. But feat definetely counts in fights against them. Its absolutely useless untill levels 8-10 and even after you wont encounter them too often.
Getting caught flat footed on your tank for too long = dead tank in 1 round.
Some tanks (like default Valery) will get Uncanny Dodge.
1-giving a toon with a 12 dex imp int wont do much...u wont really notice it but it will allow u to win init more (duh) but not enough to do it every time...hitting an inq or duelist or mage with a hare familiar (or all the above) will basically mean u win almost everytime...its a +4 buff on a d20 roll meaning u up'd ur chances from an average of 11 to an average roll of 15....with an inq (say 14dex 18wis) u go from a 17 average to a 21...
2-spell pen is something i dont often take...its a bonus feat thing for me...+2 just doesnt have that much umph when compared to other feats (though if i have free space ill pick it up)
3-combat casting is a must have...stacking as much concentration check buffs means u can have ur clerics melee and still chuck heals...or ur mages still throw spells in the face of getting mobbed....so CC and teamwork feats are almost a must for any toon that will be a frontline combatant and want to throw spells
Healing in a combat useless (you have pots and wasting cleric time for anything but Heal is ridiculous). Plus you can bear some Reach rods in case of emergency.
But, sometimes, it's worth to cast offensive spells by clerics in combat.