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I made one that I really enjoyed. Only down side was that I couldn't really be near my comrades, due to negative energy, until I got Selective Channel.
Trait: Sacred Conduit
1. Channel Smite, Imp Channel
Quick Channel is very awesome, even if it is expensive. You can Channel twice in a round if facing multiple enemies, or Channeling before Channel Smiting.
1. Weapon Focus: Lance, Mounted Combat, Combat Casting
I like this for a strong one hit.
Maximized Lance Damage x3, Maximized Empowered Vampiric Touch, +4 Attack and Damage from Death and Glory, +2 Weapon Special, Power Attack, Weapon Enhancements from Spell Pool
Would this feat chain help represent the Izuna Drop, or at least can this feat chain be roleplayed this way?
Human Maneuver Master Monk
1. Imp. Trip, Combat Reflexes, Ki Throw
Feats Considered: Improved Ki Throw, Spinning Throw, Tripping Strike, Dimensional (Agility, Assault, Dervish, Maneuvers)
Oh, I love that trait. I'll have to end up getting that later. It would be great if Enforcer works with Spellstrike. Also its too bad I provoke, but I could still attack.
A melee fighter taking a -5 to attack and a ranged fighter taking -7 to attack. Sick and a spell caster having to take a spell check a DC 15 + spell level. If I switched out the Magus Arcana: Close Ranged to Lingering Pain it would make it much worse. All before level 5.
Human Magus with Magical Lineage for Rime Spell on Frostbite.
1. Rime Spell (UM), Combat Casting (Core)
3. Magus Arcana: Close Range (UM), Imp. Unarmed Strike
5. Enforcer (AP), Extra Arcana: Spell Blending (Touch of Idiocy)(Core)
Spells: Frostbite (Magical Lineage), Frigid Touch, Touch of Idiocy
So this is my progression for my bad touch Magus. The idea is to hit with non-lethal damage using an Unarmed Strike with Frostbite created using Rime Spell. So on a successful hit the target is Fatigued and Entangled; -2 to strength and dex, can't run or charge, plus an additional -2 to attack rolls and -4 to dex. All of that is un-savable but all of that is followed by a free action intimidate that could if successful make the opponent take another –2 penalty on attack rolls, saving throws, skill checks, and ability checks for a total of;
All that just from Frostbite.
What I wanted to know was if I instead switched out Combat Casting for Enforcer, could I, with Frostbite make an unarmed attack (not a touch attack) without incurring an Attack of Opportunity due to not having Imp. Unarmed Strikes? I mean because I have the spell active. So that I can do all of that at level 1 instead of later.
Elf Magus (Myrmidarch)
Trait: Magical Lineage
1. Combat Casting (Core)
3. Magus Arcana: Lingering Pain (UM), Reach Spell (AP)
5. Point Blank Shot (Core), Extra Arcana: Spell Blending (Animate Dead, Lesser)(UM)(Magical Lineage)
1st. Charm Person
2nd. Animate Dead, Lesser (Magical Lineage)
3rd. Vampiric Touch
I'm not sure how many of you are familiar with the Dark Ranger from Warcraft 3, but I thought it would be a a really cool character to play. I've tried to make it here:
Magus Arcana: Lingering Pain (Silence)
Spell Blended (Animate Dead, Lesser) that is a Magical Lineage for Reach Spell to try and satisfy Myrmidarch's Ranged Spell Strike. Whether or not it does, you all can let me know. Also I know that it might have to hit a target that is already dead... Let me know if the arrow strike damage happens before the spell or simultaneusly.
Vampiric Touch (Life Drain)
Charm Person, somewhat weak in comparison to the W3, but it can work.
1. Two-Weapon Fighting, Catch-Off Guard
I was thinking of a character that twirled his daggers and taunted his opponents by switching between the handle and the blade. Eventually I would give the rogue Shatter Defenses.
I don't know about DpS wise, but with the trait Magical Lineage, a Level 1 Magus could use Frostbite in conjunction with the feat Rime Spell and give an opponent -6 to Dex, -2 to Strength, -2 to all attack rolls, they move half speed, and can't run or charge. No save.
I've actually been looking for something that can act like Howling Blast, but the most I've found have been things that last over rounds. Though I did think of using Fireball and adding the Rime Spell Feat and Elemental Spell (APG). Unless they have Imp. Evasion they still become Fatigued. Only real down side is that it then becomes a 5th level spell.
Losing Spell Recall and only being able to use Ice Tomb on an enemy once a day would be an inefficient use of spells. And hitting them really hard isn't the only thing I'd be able to do as a Magus. I still have a variety of spells to choose from.
Thanks! I'm glad you like it. Is there anything else you think that we can add? Its been a while since I've played WoW, also I want him to be affective at higher level.
I was originally making a Frost character that focused on lowering Dex and pretty much incapacitating an enemy when I realized that he reminded me of a Death Knight pre-Pandara (Not played since before that so don't know what it is like now.) So I decided to see if I can make him into one. This character is mostly themed after level 10 because my DM has ADHD and we have never gone past level 10 before switching games, sigh. Anyway this is what I came up with.
Death Knight-Human Magus
Trait: Magical Lineage (Frostbite): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
1. Rime Spell (UM), Combat Casting (Core)
3. Magus Arcana: Arcane Accuracy (UM), Extra Arcana: Close Range (UM)
5. Uncanny Concentration (UM), Spell Penetration (Core)
6. Magus Arcana: Enduring Blade (UC)
7. Spell Focus (Necromancy) (Core)
9. Greater Spell Focus (Necromancy) (Core), Magus Arcana: Lingering Pain (UC)
11. Extra Arcana: Spell Blending (Bestow Curse)(UM), Greater Spell Penetration (Core)
12. Magus Arcana: Maximized Magic (UM)
13. Extra Arcana: Spell Blending (Enervation, Animate Dead) (UM, Core)
15. Undead Master (UM), Magus Arcana: Reflection, (UM)
1st. Frostbite (Magical Lineage), True Strike
2nd. Frigid Touch
3rd. Ray of Exhaustion, Vampiric Touch
4th. Bestow Curse, Animate Dead, Enervation
At level 1 the character can drop an Enemy's Dex by -6 due to an un-savable fatigue with un-savable Entangle, (Frostbite, Rime Spell)
At 3rd you get the Close Range Arcana so that you can focus solely on Strength for hitting things. Plus you can now use Ray of Frost as a spellstrike instead of Arcane Mark if you run out of spells.
At 4th you get Frigid Touch. Stunning.
At 7th level you can give a character -10 to Dex and -6 to Strength no save with two separate attacks. (Frostbite (Rime Spell,) and Ray of Exhaustion as a touch spell.
Level 11, they finally get a save with Bestow Curse. But if they fail that will save, that'll be -16 to Dex
I can't finish this post right now... My girl's calling me to the kitchen... I do want to know what you think so far though. Please Critique.
Human Master of Many Styles (Archetype)/The Gunslinger
Monk 1. Dodge, Mobility, Panther Style
How's about something like this? I'm sure you can find something better but this is my idea; Have your character run through/past a small group of enemy to provoke AoO and use Panther Style to Vital Strike each of them (up to your wisdom modifier) with strong dragon force punches/kicks before making it to the other side of the group and firing a Deadly Vital Shot at one of the targets using touch AC or vice versa.
The channel ability stacks for both classes.
So if you have a 5th level cleric you have a 3d6 channel and a 2d6 channel from the 4th level paladin, when you decide to channel you'll have a 5d6 channel.
If your Cleric/Paladin takes the feat Extra Channel, you'll simply get two additional uses of Channel. If you wanted more of the Lay on Hands ability just grab the feat Extra Lay on Hands.
I have a question now though;
Must a Cleric 5/Paladin 4 still expend Lay on Hands in order to make a 5d6 channel or does he not have to because of the levels in cleric?
If he does have to spend LoHs to channel, can he choose not to and only do a 3d6 channel?
If you are going to do it make a standard Magus 12/ AA 8.
You want magus 12 for the cool arcanas Maximized Magic and Devoted Blade (Holy). I think its a special moment when you can maximize an empowered spell with a multiple elemental bursting holy phasing seeking arrow on the BBEG at a distance.
I wouldn't go myrmidarch because you lose some really good things; spells, spell recall, Imp. spell recall, knowledge pool, magus arcanas
It don't make sense having all these cool abilities if you don't have any spells to use them.
Human MomS 4
1. Imp. Unarmed Strikes, Stunning Fist, Alertness, Crane Style, Skill Focus (Sense Motive)
Sense Motive = Rank +4, Class Skill +3, SF +3, Trait +1, Alertness +2, Snake Style +2 = +15 +D20 Roll for a single AC or Touch AC attack.
With Crane Wing and Snake Style you can avoid two attacks a round. For the rest of the time you can spend a swift action to add +4 dodge bonus through Ki. You can add other classes after. But for the tank I'd get Antagonize and a few other feats like Mobility so that you can move around and provoke enemy attacks of opportunity to allow allies to move around more safely.
I was going to make a Magus that was basically a Fire Bender with this.
Human Magus 1
Trait: Magical Lineage (Shocking Grasp)
1: Imp Unarmed, Elemental Spell
Now Shocking Grasp can become Flaming Grasp or Half shocking half flaming.
First Level Spells: Flaming Grasp, Burning Hands, Flare Burst,
Second Level: Burning Gaze, Elemental Touch, Fire Breath, Flaming Sphere, Scorching Ray, Pyrotechnics
Third Level: Elemental Aura, Fireball, Flame Arrow