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If you cause enemies to form a rough line you can use line/cone spells after moving to the side and "aim".
That is easier with Turn Based mode on of course. Since the "Selective Spell" feat is not in game, you might have to look for a mod that offers that feat.
Basically, if you have no experience with Pathfinder whatsoever, steer clear of spellcasters for your first try. There are so many feats and spells that sound good but are crap that you might end up frustrated. Spell casting rules and building spellcasters is easier to screw up than running a barbarian, fighter or rogue.
Read the in game encyclopedia and try running a main fighter character and let the game decide the leveling of the others.
Alternatively, search for the build recommendations and pinned "beginner" threads in the guide forum.
For example Grease and Web is easy to use while your melee have Freedom of Movement.
Just move properly and rather not hit every possible enemy and you will be fine. I sometimes hit my party too, but that is what protection spells are for. :)
Principle stays the same though. Movement until you can safely cast it, cast it. Fear and Cone of Cold alone are staple spells that get used a lot by my wizards, especially DC based ones.
Especially Spells like "Fear" that make short work of enemy rogues/fighters. And I have yet to see enemies cast remove fear.
Delay Poison, Communal (3rd-level) makes your party immune to things like Stinking Cloud and Cloudkill.
You can cast Remove Fear on party members to give them a bonus to saves against fear, then cast a fear spell. Other spells like Heroism also give an across-the-board bonus to saving throws.
Basically, this game is all about buffing your party for success. :)
All other things Isengrym said are true. Never do the fear thing though. Never. Your characters can fail the save even with +4 (bad will save classes will be screwed, especially if you have a decent DC on the spell).
In the worst case, all your enemies are shaken for a round while the party members run away.
If you have the undead chick in your party, you can do that if it only hits her. She is immune to fear.
In general, debuff/debilitating spells that are impossible to be immune against as a normal humanoid (things like fear) should never be cast with "collateral damage" in mind. Damage spells, it depends. Poison, as mentioned...easy peasy.
Until you get Stormbolts. Stormbolts is broke as hell.
(debuffs from them like fear or knockdown will though, and AoE buffs won't help them)
So summon stuff ahead of you to bait enemies into them, then nuke or something...
Grease, Glitterdust, Stinking Cloud, (Phantasmal) Web, Sirocco, Fireball, Chain Lightning, Stormbolts, and other ground-targeted and/or friendly AoE spells are more than enough to get you through the game and are easier to use. In comparison, the cone/line/castercentered non-friendly AoE spells are generally less powerful and more difficult to use: not worth the hassle with maybe one or two exceptions (Waves of Exhaustion in particular, as I already mentioned).