

The choice is yours.ĭelve into long forgotten dungeons to unearth ancient artifacts, but stay watchful of light and darkness: many dangers hide in the dark, but a light can attract monsters. Tailor your squad to your preferred strategy and maximize your party's abilities. Breathe life into your heroes, and see their personalities reflected in their dialogue. You make the choices, dice decide your destiny.ĭiscover the shattered world of Solasta: explore ruins and dungeons for legendary treasures, learn the truth of an age-old cataclysm - and stop it from happening again.Ĭreate your very own party of adventurers with our Character Creation Tool in the classic tabletop RPG tradition. Players will create their heroes just as they would in a pen-and-paper game by choosing their race, class, personality and rolling for their stats. Every hero expresses themselves in the adventure, making each action and dialog choice a dynamic part to the story. In Solasta, you take control of four heroes, each with unique skills that complement one another. Set yourself up for the finishing strike and possibly roll a natural 20 at that key moment of battle.
SOLASTA CROWN OF THE MAGISTER FEATS UPDATE
Green Mage is the exception due to multiple spells specific to them that require it, like Entangle, Barkskin, Hunter's Mark, Summon Animal, plus the above ones I named.Free Content Update with the release of Lost Valley So its of questionable merit for an arcane caster. Neither Grease, nor Mage Armor require it, nor do Burning Hands, Thunderwave, Magic Missile, Fireball, Lightning Bolt, or pretty much the entire spell list. Prior to 7th level though, the only real Wizard spells that could potentially use it would be things like Sleep, Flaming Sphere, Stinking Cloud, or Hypnotic Pattern. Since they don't get their good concentration based spells like Stoneskin, Improved Invisibility, Wall of Fire, Summon Elemental, Black Tentacles, etc until 7th level or higher so they can use their second "Ability/Feat" point gained at 8th on it instead. However post 7th level, many of the good Wizard Spells become concentration based so Wizards really can take the Ability score at 4th and will be better off. Its Clerics that have a ton of Concentration based spells, not Wizard or Sorcerer. Most Wizard spells don't require concentration unless you're playing a Green Mage who has a lot of Concentration based spells. That really only fits the Clerical side not the Wizard side. Generally you'd be using your spell slots on smites where no concentration is needed. For a paladin, though, you have to ask exactly which spell you'd be concentrating *on* that's so valuable you would need this feat.
SOLASTA CROWN OF THE MAGISTER FEATS FULL
Originally posted by jsaving:With nearly any full caster, flawless concentration is a great 4th level choice. They will never lose concentration again. So yes definitely worth the Feat for Cleric. Almost ALL of their spells are concentration based, especially their GOOD 3rd level spells. yes Flawless Concentration is really a BIG one. Plus the Twin Blade Feat gives you basically +3 AC. So instead of doing 1d6 you're doing 1d8 damage. It actually allows you to run a Rapier + Shortsword or two Rapiers. It basically gives you 3 attacks at 5th level.įor Ranger or Rogue, Ambidexterity allowing you to wield non-light weapons is huge. If you're doing Great Sword you will absolutely need Follow Up Strike Feat.

those ones specifically the Feats are better than the ability points. Exception being the Green Mage.įighter/Paladin/Ranger however. In general Wizard doesn't have many concentration based spells until around 7th level. Wizard its not really worth it until later levels when you get your second feat. I like + INT, but maybe concentration feat is worth it?

Originally posted by craig234:Wizard, Paladin, Rogue, Cleric.ĭoing Wizard now.
