Is It Possible To Use Spells In Pathfinder?

Spells can not normally result in critical hits, except for spells that require a Touch Attack or Ranged Touch Attack roll. However, any spell with an attack roll can crit, and they always have 20/x2 crit unless stated otherwise in the spell description.

Arcing Weapon allows you to use your weapon’s critical threat range for a spell, but it requires taking a level in Eldritch Knight. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent’s AC against a touch attack does.

The Spellslinger Wizard allows you to shoot certain types of spells from your gun, increasing the spell critical multiplier to x3. If you are casting a spell that requires an attack roll to hit, you can still get a critical hit as though you were wielding a weapon. Any Ability Damage or Ability Drain from the roll can also result in a critical hit.

Critical Hits with spells resolve identically to normal Critical Hits, including the natural 20 rule and the Critical Hit Confirmation roll. If a spell deals Ability Damage, that Ability should be ignored. Spells that require an attack roll can score a critical hit, and when you score a critical hit with an attack for a spell, the target is also affected as if you had cast the selected spell upon it.

If you roll a natural 20 on your spell attack roll, you threaten a critical hit, then roll the attack roll again to confirm the critical. In general, rules say that on critical roll to hit – damage should be double, but there is no damage, just condition, so RAW – such critical should be ignored.

Some spell hits can be critical hits, as long as the spell requires an attack roll (and the caster rolls a natural 20 on that attack roll).


📹 Example on how to scale DPS on a CRIT SPELL build (Penance Brand)

Zizaran explains one example on how to scale damage further on spell builds that use crits. Build showcased in the video: …


Can a spell crit in Pathfinder?

A spell that necessitates an attack roll has the potential to achieve a critical hit, whereas a spell attack that does not require an attack roll is incapable of doing so, with the exception of the Arcane Trickster’s Surprise Spells ability. In the event that a spell inflicts damage or drains resources, the resulting damage or drain is doubled in the case of a critical hit.

Does proficiency apply to spells?

The proficiency bonus is applicable when a character is attempting something they are uniquely good at, such as attack rolls, ability checks, saving throws, or DCs for spells. For example, a character with an athletics proficiency will get a bonus when doing something that requires athletic skill. For example, a lean and agile ranger and a big, hulking barbarian might walk through a forest, but decide to jump across a large pit instead of walking around it. This allows the character to perform unique tasks and gain a proficiency bonus.

What multiplies on a crit Pathfinder?

A critical hit is a damage roll with all usual bonuses, and the threat range is 20. The multiplier is ×2. However, precision damage and additional damage dice from special weapon qualities are not multiplied when a critical hit is scored. The threat range can be increased, meaning a threat can be scored on a lower number, but a roll lower than 20 is not an automatic hit. For example, a weapon can score a threat on a natural roll of 19 or 20 and deal double damage on a critical hit.

What counts as a crit?

Critical hits are a chance that a successful attack will deal more damage than a normal blow in role-playing games and video games. Originating from wargames and role-playing games, they were introduced in video games like Dragon Quest in 1986. Critical hits can be increased by increasing the player character’s level or attack statistic. Some games also use less traditional versions of critical hits, such as using different names, offering different effects, including specific targets or weakpoints, and rarely including critical miss effects. The concept of critical hits originated from wargames and role-playing games to simulate luck.

What is spell strike critical?

Spell critical strike is when a spell or magical effect has an increased effect. Mobs cannot receive critical strikes with spells, but healing potions can sometimes be critical healed for double the usual amount. The chance to critically strike is gained from critical strike rating, intellect, talents, and abilities. The size of spell crits depends on the character’s class, spec, and the spell cast. Mobs are not eligible for critical strikes.

Is Trickster good in critical strike?
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Is Trickster good in critical strike?

Trickster is a powerful character with a unique style that can be played aggressively or defensively. He uses CRT for setups and traps, particularly on Final Strike, where he can spam ATK in all directions for a guaranteed hit. He also uses AB2 to start his cooldown, which allows him to quickly throw out a barrage of 12 knives, dealing great damage.

Trickster is known for his ability to predict enemy movements and despawn stopped knives that score hits. He should not stack up massive waves of knives, as competent opponents may see them coming and jump or sidestep them. However, using AB2 from stealth is risky due to its low range and requires being next to the opponent.

Trickster plays well against tank classes, as their slow health pool allows them to do more damage. He can stack Knife Party and create a wall of knives by spamming ATK and the spacebar. Landing precise shots is better than spamming and missing all of them.

Trickster’s appearance includes a sleeveless oriental top with long hooved sleeves and a glowing pattern on its midsection. He has two butterfly antennas on the back with strips of secondary and weapon color. The knives are replaced with glowing butterflies, but this is purely cosmetic and doesn’t affect gameplay or damage.

Do hexes count as spells Pathfinder?

Focus spells, such as hexes, cost 1 Focus Point and start with a focus pool of 1 Focus Point. They can be regained by spending 10 minutes using the Refocus activity. Focus spells are automatically heightened to half your level and do not require spell slots. Certain feats can increase focus spells and the size of the focus pool, but the pool can never hold more than 3 Focus Points. Most hexes are learned from witch lessons and can be used as a reaction to protect your familiar from harm.

Do spells count as attacks Pathfinder?

It is important to note that spell attacks remain classified as attacks and are thus susceptible to both enhancement and the Multiple Attack Penalty.

Does critical strike work on spells?

The critical strike chance and damage multiplier are calculated separately for each spell and weapon attack. All weapons have a base critical strike chance, which only affects attacks using that weapon. Damage-dealing spells have their own base critical strike chance, independent of the weapon used to cast the spell. The chance to deal a critical strike is taken from the weapon used to perform an attack or attack skill, based on the weapon’s base critical strike plus any local critical strike mods. Each spell has its own critical strike chance, which can be increased by various modifiers, such as BaseCriticalStrikeChance, AdditionalCriticalStrikeChance, and IncreasedCriticalStrikeChance.

How does attacking with spells work?
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How does attacking with spells work?

Spells are discrete magical effects that shape the energies that suffuse the multiverse into a specific, limited expression. They are created by a character carefully plucking at invisible strands of raw magic, pining them in place in a specific pattern, setting them vibrating in a specific way, and then releasing them to unleash the desired effect. The attack bonus with a spell attack equals the spellcasting ability modifier + your proficiency bonus.

Most spells that require attack rolls involve ranged attacks. Spell casting rules vary among character classes and monsters, but they follow the same rules. In most cases, the desired effect is unleashed within seconds.

What are the crit rules in Pathfinder?
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What are the crit rules in Pathfinder?

A critical success is defined as an attack that succeeds with a natural 20 or exceeds the target’s armor class (AC) by 10, resulting in a critical hit. Should the attack be successful at the Strike, the damage inflicted is twice that of the usual amount. In addition, other attacks, spell attack rolls, and certain applications of the Athletics skill yield particular consequences when the result is a critical success.


📹 PF: WOTR – 2H CRIT KING FIGHTER Build: 1.2k+ CRITS and 50-100% CRIT Chance!

Learn how to make a very powerful TRICKSTER 2H Fighter that truly MAXIMIZES Damage and Critical Hits through Trickster …


Is It Possible To Use Spells In Pathfinder?
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11 comments

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  • race: Human bg: pickpocket (+2 Initiative) St 19 (dump points here) De 14 Co 14 In 12 Wi 8 Ch 12 deity any Chaotic skill: Athletics, Persuasion, Use Magic Device weapon: Grave Singer(chapter 3) Wide Sweep(chapter 2) or glaive, bardiche Lv 1: Power attack, Cleave, Cleaving Finish Lv 2: Combat Reflexes Lv 3: Weapon Focus: greataxe Lv 4: Weapon Specialization: greataxe Lv 5: Blind Fight Lv 6: Intimidating Prowess Lv 7: Outflank Lv 8: Improved Critical: greataxe Lv 9: Dazzling Display Lv 10: Shatter Defenses Lv 11: Dreadful Carnage Lv 12: Greater Weapon Specialization: greataxe get perception rank 1 and 2 Mythic tricks from Trickster Lv 13: Improved Improved Critical: greataxe Lv 14: Greater Weapon Focus: great axe Lv 15: Improved Improved Improved Critical: greataxe Greater Power Attack Lv 16: Improved Initiative Lv 17: Improved Improved Improved Critical Improved: greataxe Lv 18: Arcane Strike Lv 19: Metamagic (completely normal spell) Lv 20: Weapon Mastery: greataxe Cornugon Smash Mythic Trickster Close to the Abyss (gore attack) or Instrument of Freedom (buff ally) Last Stand Rank 2: Improved Critical(Mythic): greataxe Rank 3: Ever Ready Knowledge (Arcana) 1 rank Rank 4: Power Attack (Mythic) Mythic 4: Perception rank 1 and 2 Mythic 5: Mythic Charge (If a Skald can provide song) or Unrelending Assault/Thundering Blows Athletic Rank 1 Mythic 6: Mythic weapon specialization: greataxe Infused magic device and Reuse magic device Mythic 7: Elemental Barrage Knowledge (World) 1 rank Use Magic device 3 rank Mythic 8: Weapon Focus (Mythic): greataxe Knowledge (World) 2 rank Mythic 9: any or Archmage Armor Persuasion 1 and 2 then Persuasion 3 at Mythic 10 Lore (Nature) 1 rank Athletics 2 Rank Mythic 10: Improved Initiative (Mythic) or Knowledge (World) rank 3

  • btw, someone casted bardic inspiration on me and i’d like to share my trickster build: half orc ranger that uses orc double axe and gets the two weapon fighting due to the combat styles of the ranger, i much prefer this over slayer or fighter because you get a pet and some spells while maintaining full bab progression

  • Hello great build yet again! I have one question. I am new and i am following your demon Kineticist build. At lvl 2 when you talk about the slick spell i see your akills are at 12 mobility and 14 stealth but the higest i can get those skills is 8 and 9 so i wonder how you got those extra skill points? Thank you have a good day

  • I’m still kind of a noob to Pathfinder but I am loving the Warlord Fighter Archetype from the Prestige Plus mod. This is great when polymorphed cause Dodge Bonuses to AC stack and always apply, even when polymorphed. On demon mythic path and I have fantastic damage in demon forms with multiple natural weapons and a high AC from the stacking dodge bonuses. Warlord Fighter Archetype: Evasive Dueling (Ex): At 1st level, and at every even level thereafter, warlord can add a +1 dodge bonus to his Armor Class instead of taking a bonus feat. The dodge bonus does not apply when wearing any armor, when using a shield, or when carrying a medium or heavier load. This ability modifies bonus feat. Battle Bravado (Ex): At 3rd level. the warlord’s self confidence and force of will make him more difficult to hit. When unarmored and unencumbered. the warlord adds his Charisma bonus(if any)to his AC and his CMD. In addition, the warlord gains a +1 dodge bonus at 7th, 11th, and 15th levels. He loses these bonuses when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This ability replaces armor training. Weapon Training (Ex): A warlord adds the following weapon group to those he can choose from when using weapon training. Sun-Bronzed Skin (Ex):: At 19th level, the warlord gains DR 5/- whenever he is not wearing armor or using a shield. This ability replaces armor mastery.

  • Damn, and I am thinking that my Legend 20 Sword Saint 20 Two handed Fighter is impressive with a 400+ crit and a 15-20 crit range. I am using Elven Curved Blade though so that might be holding me back. Still, I am new to the cRPG field and there is still plenty for me to learn lol. I might try this build after my current run. ^^

  • Thanks for the guide. I’m not new to cRPGs, but I’m new to this game and have beginner-level knowledge. Can you recommend gear for the first and second acts? For example, is there a Greataxe you would consider the best for the first and second acts, or what recommendations can you make for other two-handed weapons?

  • For any trickster with athletics 2 or higher, a bit of fun as a first ascension is effectively +3 on all saves (and if you are using your own intimidate check to proc shattered defences, its +15% chance of success on this too). Given how much weaker your gore attack will be without the massive threat range and multiplier, and given how bad failing a save can be, unless you are mathematically incapable of not saving, I think this is at least worth considering. I would also say skill focus athletics (+6 beyond level 10) is a better feat than several feats you have taken for the same reason. Certainly as soon as any character in melee can buff with frightful aspect, the investment into intimidating prowess and dreadful carnage is rendered moot. I would certainly say its better than any options you can take at level 20 even if you want to keep these feats. Also, mutation warrior might be a better choice overall. There are some useful picks for advanced weapon training, you get the alchemical natural armour bonus, the alchemical dex bonus to initiative, alchemical con bonus for health, 20% higher hit chance, and +4 strength modifier for even better effective saves through athletics, and intimidate chance if this is relevant. Yes, the damage is lower, but with very hefty damage per hit coupled with a 55% threat range and x7 multiplier at endgame, enemies will generally be dying to massive overkill on a crit, rendering the additional damage of the two handed fighter largely moot. +100 AB is with every conceivable buff stacked at the very endgame, and not representative of your hit chance for the great majority of the game, where missing or failing to confirm crits will remain a non trivial issue.

  • I’m not really a fan of this use magic device 3. On paper, a full spell book is very strong but you’re what, level 18 when you get there and are at the end of act 4. Presumably you already had someone doing the core wizard buffs. That ground is covered. Unless you went trickster wizard/sorcerer you don’t have the dc/pen to do offensive casting so you’re just getting the buffs out of it. If you were a trickster arcane caster you might be better served with azata zippy magic and favorable magic unless what we’re going for is the sheer quantity of spell slots. On top of that the first 2 levels of use magic device trick are nothing to write home about. I’ve been loading up some old trickster saves and toyboxing respecs. It feels like the main thing is now you can now drop Nenio/Ember or you’re freeing up more offensive casts for Nenio. I haven’t seen a full 2h fighter build before so respect on that. I prefer the mutation warrior because they’re more of a freakish weirdo. And that’s who I want my player character to be, a guy who grows a mouth on his forearm that bites people when he swings at and then his organs move around inside his body to avoid damage oh and now he’s grown some bat like wings. If you were dying of thirst you wouldn’t drink water this guy offers you.

  • Hey, was wondering if you know that 2h fighter archetype is not working rn, because it gives 1.5 str mod instead of x2 for those attacks. Also wanted to mention that i was talking with one of the devs in discord recently and he said he managed to fix elemental barrage so it won’t proc from anything else except spells like it’s suppose to, when this patch will come out (EE i suppose). Anyway another cool article, keep it up!

  • I love picking mobility trick first for 50% movement speed of acrobatic, and later pick perception for improved improved critical, and then trickery for greater dispel magic, wizzard spell book kinda unnecessary I think, only seamental is very useful, I always have Nenio from the beginning to the end, she can cast all the useful arcane buffs so I never pick that

  • Just started a 2H fighter build and I’m going Tricktser. Was going without the wizard spellbook at first but I changed my mind. More arcane buff is always nice 🙂 Also, do you recommend using a skald or BFT? Think of using Cam (Debuff/DPS), Daeran (Buffbot/Heal), Nenio(CC/DPS/Buff), Seelah(Seelah). Or would you change Nenio for a Skald(Buff/Ranged)/BFT(Buff/?) and use Sosiel instead? EDIT: (Just noticed you’re article going to check it out, might take Archmage armor though :D) What would you take instead of Elemental Barrage since the last update that they fixed the interaction between the feat and elemental damage from weapon attacks?

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