Toughness vs Combat Casting


Advice


If you had to choose between them, which would be better in the long run to take for a wizard? Toughness or Combat Casting?


Do you expect to be anywhere near the front row? What is your int and level? What is your con? And what do you spend your favored class on?


Toughness can save you from that derpy situation where you get ambushed and spend the first round in reach of an enemy. Combat Casting is nullified by the 5-foot step.

The few times I've played a d6 caster, Toughness has always been my first feat.


Combat casting can only be replaced by a 5 foot step if you play easy mode. If there are several baddies, difficult terrain, bod guys with reach, step up or a myriad of other things combat casting is still good if you plan on casting your highest level spells in situations like that.

Liberty's Edge

Toughness is probably a higher priority than Combat Casting, those extra 3 HP at low levels can be lifesavers, and you can still cast defensively, it's just a little harder to pull off. However you're going to want Combat Casting eventually for those few times an enemy gets to you and you can't get away, or when creatures have the Grab special ability. The extra 4 to casting is incredibly useful for the dimensional door from a monsters mouth to 400 feet away.


Combat casting can be useful in a wider variety of situations; oh you got hit by a curse which deals damage everytime you cast? Got set on fire, or are bleeding? Toughness will keep you alive longer (maybe), but combat casting will get the spell off.


It depends on what level you will be going to. Combat Casting starts out OK when you need to make concentration checks but will fall off pretty quickly if you make sure to keep your casting stat boosted as you will reach a point where you automatically pass any defensive casting check.

The bonus to grappled concentration checks is worthless as you wont be making those even with combat casting.

Dark Archive

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

tribal scars trumps toughness at lower levels 6 Hp a plus bonus to 2 skills or saves vs 3 HP +1 HP per level after 3rd.


andreww wrote:
It depends on what level you will be going to. Combat Casting starts out OK when you need to make concentration checks but will fall off pretty quickly if you make sure to keep your casting stat boosted as you will reach a point where you automatically pass any defensive casting check.

Is that true? I'm playing a level 8 Sorcerer. The Casting Defensively DC for level 4 spells is 23. My concentration check is d20 + 8 + stat bonus. To automatically pass I'd need a Charisma of 40. Even with Combat Casting, I'd need a Charisma of 32. With a 'normal' Charisma of 22 and no Combat Casting, I'd have only a 60% chance of success.


Matthew Downie wrote:
andreww wrote:
It depends on what level you will be going to. Combat Casting starts out OK when you need to make concentration checks but will fall off pretty quickly if you make sure to keep your casting stat boosted as you will reach a point where you automatically pass any defensive casting check.
Is that true? I'm playing a level 8 Sorcerer. The Casting Defensively DC for level 4 spells is 23. My concentration check is d20 + 8 + stat bonus. To automatically pass I'd need a Charisma of 40. Even with Combat Casting, I'd need a Charisma of 32. With a 'normal' Charisma of 22 and no Combat Casting, I'd have only a 60% chance of success.

I would expect a level 8 sorcerer to be kicking a charisma of 26, maybe higher if they were also crafting. You are now at a 70% chance of success for your highest level spells. Gloves of Elvenkind would take it to 95%. Tunic of Careful Casting or Spellguard Bracers would take it to 80%. Gold is significantly more plentiful than feats are.

This also assumes you want to be casting your highest level spell. A squishy caster finding themselves stuck in melee is quite possibly better off dropping a lower level defensive spell like Mirror Image or Vanish and getting the hell out of melee.


I would say combat casting so you can get the spell off. It also stays useful longer. Taking a 5 foot step is not always an option, and people that I see die normally do so by enough hit points that toughness would not have saved them, but others could have a different experience.

As for the DC of the spells it gets a little easier, but it takes a long time to get into auto-make territory if you are using your highest level spells.

Example:
13th level wizard/cleric 7th levels

DC = 15 + (2x7)=29

Caster level (13) + casting mod(+8) = 21

You need a 8 which is a 40% chance of failure. While you have a high chance to make it, those are dangerous odds if you are in a position where you can't step away or where you are already at the range of a short range spell so you cant step away and keep the spell useful.

Combat Casting would drop it down to a 20% failure chance, which is a lot more manageable.

There are probably more feats and maybe some magic items, but unless you really push it that auto-make it not all that automatic.

PS: If your GM does not normally put caster in very tough situations where taking a 5 foot step is not an option then you might want to go with toughness.


Matthew Downie wrote:
andreww wrote:
It depends on what level you will be going to. Combat Casting starts out OK when you need to make concentration checks but will fall off pretty quickly if you make sure to keep your casting stat boosted as you will reach a point where you automatically pass any defensive casting check.
Is that true? I'm playing a level 8 Sorcerer. The Casting Defensively DC for level 4 spells is 23. My concentration check is d20 + 8 + stat bonus. To automatically pass I'd need a Charisma of 40. Even with Combat Casting, I'd need a Charisma of 32. With a 'normal' Charisma of 22 and no Combat Casting, I'd have only a 60% chance of success.

22 seems a bit low. Starting 18 after racials, +2 from levels, I'd figure on a +4 headband by level 8, that would get you 24. I'm assuming you haven't had the opportunity to upgrade your headband yet?

That said, 4th level spells are your highest ones. Look at your 4th level spells: do you have any that are worth being your go-to panic button over something like Mirror Images or Vanish (or any other good 1st or 2nd level "screw you I'm out of here" spells; there are a fair few)?

Because even where you are now, dropping down to Mirror Images makes it DC19. D20+8+6, you need to roll a 5. 80% chance of success. 90% for Vanish.


My Charisma actually is 20. (Base: 15. +2 racial. +1 at level 4. +2 for headband.) I'm in a campaign with limited access to magic items. I didn't take +1 Cha at level 8 because there's no point in an odd-numbered stat when I'm not expecting the campaign to reach level 12. And I avoided maxing out initial charisma because I was the most experienced player in a group of newbies and I didn't want to out-optimize them.

(Seriously, the game is more fun when Save or Suck spells incapacitate half the enemies instead of all of them.)


Matthew Downie wrote:
andreww wrote:
It depends on what level you will be going to. Combat Casting starts out OK when you need to make concentration checks but will fall off pretty quickly if you make sure to keep your casting stat boosted as you will reach a point where you automatically pass any defensive casting check.
Is that true? I'm playing a level 8 Sorcerer. The Casting Defensively DC for level 4 spells is 23. My concentration check is d20 + 8 + stat bonus. To automatically pass I'd need a Charisma of 40. Even with Combat Casting, I'd need a Charisma of 32. With a 'normal' Charisma of 22 and no Combat Casting, I'd have only a 60% chance of success.

It is not true for full casters but. But if you cast spells that is not in your highest 2 levels it Will often be true. If your sorcerer cast invisibility instead of dimension door for example.


Matthew Downie wrote:

My Charisma actually is 20. (Base: 15. +2 racial. +1 at level 4. +2 for headband.) I'm in a campaign with limited access to magic items. I didn't take +1 Cha at level 8 because there's no point in an odd-numbered stat when I'm not expecting the campaign to reach level 12. And I avoided maxing out initial charisma because I was the most experienced player in a group of newbies and I didn't want to out-optimize them.

(Seriously, the game is more fun when Save or Suck spells incapacitate half the enemies instead of all of them.)

Kind of weakens your character as an example, but even with that low-end Cha on a full caster, you're still in a really great place-- 80% on your panic-button spell. Any kind of item support would bring that up to "yes".

20 in a casting stat at 8th is more what I'd figure from a 6th level caster like the Bard or Magus. But their highest spell level is 3rd, not 4th, which knocks two off their DC.


I think the Bard in my game had his Charisma reduced to 14 in a Reincarnation accident...

Possibly more relevant to the original subject - with my Sorcerer I've hardly ever been in a situation where I wanted to cast defensively (in a campaign with lots of PCs, so I'm rarely adjacent to an enemy if I don't want to be). But there was a time when a vampire with Greater Invisibility hit us with a fireball in a surprise round, then won initiative and hit us with a second one. At times like that, Toughness can be a lifesaver.


Combat Casting should be avoided in favor of Skill Focus (Concentration). Skill focus does start out at 1 point less, but doubles to +6 later.

Combat casting only applies when casting defensively or in a grapple. IT does not help if you just take damage, or in any other situation that requires concentration. Skill Focus applies always - you will always get the bonus on Concentration checks.

Edit: Forgot the stupid Pathfinder change where Concentration isn't a skill.


Jeraa wrote:
Combat Casting should be avoided in favor of Skill Focus (Concentration).

Concentration is not a skill in Pathfinder...


Matthew Downie wrote:
Jeraa wrote:
Combat Casting should be avoided in favor of Skill Focus (Concentration).
Concentration is not a skill in Pathfinder...

Right. I forgot that. Another stupid Pathfinder change.


Matthew Downie wrote:

I think the Bard in my game had his Charisma reduced to 14 in a Reincarnation accident...

So how does that happen?

Mental stats stay the same with reincarnation (unless you are using house rules).


Accidental house rules. GM's interpretation of the phrase "First eliminate the subject's racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores."

Followed by the player just setting his race to Goblin in HeroLab and it changing all his stats automatically.

Actually I think he wound up with a Charisma of 12.


The other benefit for Charisma based casters is that the Circlet of Command adds to their concentration checks as well so for 4500gp you are getting +3 to all of your charisma skills and concentration. If you are using Noble Scion of War you also get it to Initiative. If you are a Lore/Lunar Oracle you can also get it to Reflex saves.


In almost all cases I would rather have combat casting than toughness. There are ways to get more hit points and temporary hit points, but when you are a full caster, sometimes you really NEED a spell, and nothing else will substitute.

Plus, wizards already seem to me to be full of hit points in Pathfinder. Real Wizards got by on a d4 hit points and no favored class bonus.

Grand Lodge

Diefic Obediance for Nethys gives you a +4 sacred/profane bonus to concentration checks, not just casting defensibly.

On top of that, it has better benefits in later levels, such as Mage Armor constantly without spending actual spells.


Dafydd wrote:

Diefic Obediance for Nethys gives you a +4 sacred/profane bonus to concentration checks, not just casting defensibly.

On top of that, it has better benefits in later levels, such as Mage Armor constantly without spending actual spells.

But deific obedience (by itself) only gives you access to the exalted boon spells, which are magic aura 3/day, misdirection 2/day, or arcane sight 1/day. It's the evangelist boons that provide mage armor 3/day.

Grand Lodge

Angry Wizard wrote:
Dafydd wrote:

Diefic Obediance for Nethys gives you a +4 sacred/profane bonus to concentration checks, not just casting defensibly.

On top of that, it has better benefits in later levels, such as Mage Armor constantly without spending actual spells.

But deific obedience (by itself) only gives you access to the exalted boon spells, which are magic aura 3/day, misdirection 2/day, or arcane sight 1/day. It's the evangelist boons that provide mage armor 3/day.

Hmm, misread that as evangelist not exalted. Still, taking levels of Evangelist would just be -1 caster level and put off spell levels by 1. In return, you shore up reflex saves, get more HP and Skill Points, protective grace, and the boons sooner then without it.

Also, the Caster level is cover able via Magical Knack.


Loosing a caster progression level is a Big deal. And magic knack only give caster level not spells pr Day.

Sovereign Court

Toughness is always more valuable in my books, simply because of how pathfinder works. You can have 1 hp or 100 hp, you can still use a full round worth of actions.


Toughness is replaces by a 4000 gp magic item combat casting is not.
But i stand by my questions. How good is con and all that? And since 1 HP =100 for effectivity then toughness is not always Best:)


For a pure caster, I'd grab combat casting because spells are usually my best option. For a hybrid caster (like a melee eldritch knight), I'd choose toughness because my PC is likely throwing himself into the fray.

Grand Lodge

Cap. Darling wrote:

Loosing a caster progression level is a Big deal. And magic knack only give caster level not spells pr Day.

Most prestige classes that still advance spells will cost you at least 1 level of progression, often more. They also will not advance your other class abilities.

Additionally, in the case of wizards, witches and others with a d6 HD, you end up gaining 1 HP more then you had been. Additionally, never scoff at an additional 4 skill points per level, or making many skills class skills.

It is not always the best option, but Diefic Obedience of Nethys is strictly better then Combat Casting, and if you are still worried, they do stack together.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Jeraa wrote:
Matthew Downie wrote:
Jeraa wrote:
Combat Casting should be avoided in favor of Skill Focus (Concentration).
Concentration is not a skill in Pathfinder...
Right. I forgot that. Another stupid Pathfinder change.

Not stupid, means Concentration doesn't become meaningless at high levels. Under the old rules between Combat Casting, Skill Focus (Concentration) and the half dozen or so other synergies and boosts, Concentration checks would basically become impossible to fail.

Under Pathfinder even high level casters gotta watch out for heavy hitters.


Most prestige classes are no good for casters. If the Daily extra hour is nothing then it is better yes. Skills are all good and well but spells trumpf skills in most cases.


Cap. Darling wrote:
Toughness is replaces by a 4000 gp magic item combat casting is not.

Combat Casting can be 'replaced' by getting Gloves of Elvenkind for 7500gp, which also boosts your spellcraft. (The 4000gp belt also boosts your Fortitude save.)

But since both feats stack with both items, it really depends on what your character needs.


Matthew Downie wrote:
Cap. Darling wrote:
Toughness is replaces by a 4000 gp magic item combat casting is not.

Combat Casting can be 'replaced' by getting Gloves of Elvenkind for 7500gp, which also boosts your spellcraft. (The 4000gp belt also boosts your Fortitude save.)

But since both feats stack with both items, it really depends on what your character needs.

Hehe if they are available then never look at combat casting again:)


It will depend on your game more than anything else.

In my experience, Toughness is overvalued. In 15 characters, I've only taken Toughness once: on a 9th level frontliner who had a 10 Con (she had only been knocked out twice in her entire career). I've also only had one character death, on a 3rd level 14 Con character who got crit in the surprise round by an empowered shocking grasp with sneak attack, and the GM rolled near max damage: she went from full health to well beyond dead, and 3 more hit points would not have helped.

For a caster, I'd probably go with Combat Casting, because if you don't provoke from that casting, you won't get hit that round. With Toughness, you might not go unconscious from the AoO, but you can easily lose the spell, which hurts you twice.

But again, it all depends on your game.

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