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Gherrick's page
53 posts. No reviews. No lists. No wishlists.
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I'd like to see more diversity in the magus class. A non-elemental archetype, focusing on casting more defensive and/or utility spells instead of offensive ones would be very welcome.
I agree the summoner in general needs to be toned down a notch, and the monk and rogue could use a little bit more love.
Are wrote: Gherrick wrote: I thank Paizo weekly for finally making a true "gish" class (Magus). WotC never made anything like it, and it is very close to the kind of class I longed to play for years. They made a couple that were similar; hexblade (full BAB, 4th-level casting) and duskblade (full BAB, 5th-level casting). I think their spell lists were slightly more limited than that of the magus, but they do have one thing the magus lacks; full BAB :)
Oh, I agree the hexblade and duskblade are similar, but neither had features like arcane pool or magus arcana. I do agree that power-gaming a magus can wreak havoc with a campaign. The kensai archetype has some serious balance issues, and it'd be nice to see a non-elemental focused magus archetype.
I thank Paizo weekly for finally making a true "gish" class (Magus). WotC never made anything like it, and it is very close to the kind of class I longed to play for years. The 4e swordmage is similar, but lacked the option of being non-defendery.
I do wish Paizo would fixed the main problem with the magus: it has very limited variation potential (and still be viable). I would have liked to see a class that specializes in a single school of magic, and not just offensive/elemental magic, or that could use two-handed weapons and use magic (but still balanced somehow).
I'd love to see a supplement book that expands the magus to blend illusion/aburation/necromantic/et al into their martial attacks (as magical effects, not spells). If I could get an arcana that allows me to spend my arcane pool to defend my allies or mitigate damage (like the 4e swordmage), that would damn cool.
Sagotel wrote: Chevalier83 wrote: Mage Armour should do the job better for all Dex based Magi. Could be an option if you want to run your Magus Str based. In that case, I would not built a dervish dancer though ;) Mage Armor is not on the Magus spell list. You could probably find a friendly wizard to cast the spell on you, though - especially if you buy a wand. Get Spell Blending arcana to gain Mage Armor wouldn't be a bad option, although it would probably be better to buy a wand of it.
Not IMO. Kensai already have pretty solid AC in general, especially if the dervish dance build. Plus, can't you already wear darkleaf leather without proficiency and without penalty?
In a Kingmaker campaign, I had a dwarven wizard that had Know(engineering), Prof(engineer), AND Prof(architect). I didn't know at the time how little skills played a part (officially), but the DM did allow me to make prof checks as the magister to get bonus BPs every now and then. I had a dream of dwarven roads connecting the entire empire... The Roman roads can't compare to good old-fashioned dwarvencraft :)
I'm playing CoT, and our archer ranger isn't having too much of an issue. It is true there are a lot of twists and turns in various parts of the adventure, so LoS is a bit of a problem, but it still helps tons to have a capable ranged attacker.
MrSin wrote: Gherrick wrote: The magus is the only incarnation of a martial/arcane hybrid class that actually melds the two parts together with synergy. Why WotC never made something similar is mind-boggling. Duskblade is something similar.. There were quiet a few gish type base classes in 3.5 actually. Several variants that cast and wore armor and had 3/4 bab. Best not to compare to 3.5 on the forums though. That's why I mentioned "with synergy". All other martial/arcane hybrid classes and PrCs allowed either/or casting or weapon attacks, and none added any kind of non-spell self-buffs or special features like the magus does with the magus arcana.
The magus is the only incarnation of a martial/arcane hybrid class that actually melds the two parts together with synergy. Why WotC never made something similar is mind-boggling.
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The exact nature of the spellbook is highly mutable. The suggestion for metal pages works well, as does any waterproof medium. Lots of creative alternatives, such as using wood that has been alchemically treated to resist water damage, or etched crystals that need to have Light cast through them like a projector to see the notes (might be a bit distorted by the water, however)?
Has there been any recent activity for updating KM to factor in skills like knowledge(engineering) and the various applicable professions?
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32AC at level 6!? I'd like to see the build. I can't even begin to think of how that is possible.
Another option is to play a human with the adoptive parentage (dwarf) racial trait (Advanced Race Guide). Trades your human bonus feat for proficiency with (racial) weapons. You gain access to all the dwarven weapons for one feat (plus dwarven language).
I built a Dwarven Dorn Dergar specialist as a human raised by dwarves, and it was crazy fun. I ended up retiring him a few sessions later because I over-optimized him a bit :) Cleaving Finish with a reach weapon is just crazy good...especially when you can cleave and pretty much guarantee a kill every other round as a minimum.
Just keeping to a longsword and heavy shield, you could make a pretty crazy high-AC defender (missile shield is just AWESOME at lower levels).
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I didn't realize how different the reach rules are for PF. Damn, but I prefer the 4e simplicity of concentric circles, and to hell with the diagonal distance issue. It just isn't worth it, IMO.
Roberta Yang wrote: I am hitting my head against a wall. But when I hit my head on the wall, it hurts. Can anyone advise me how to build a new wall that would hurt less when I hit my head against it? Naw, they build walls with padding already. Just talk to your family physician and I am sure (s)he would be willing to issue you a day pass to a local establishment:)
I kinda agree with the "roll back the clock" thought and have you tweak the characters a bit to tone them down. Perhaps make them a little more well-rounded, and not so specialized. Did you use Point Buy, and how much?
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I played a dwarven wizard for a Kingmaker campaign, and he did just fine (never did finish it, though, a real pity). I had more HP than some of the melee characters because I just focused on Con and Int. I also carried a battle axe, heavy pick, and warhammer just for fun (and used it a few times, can't recall if I ever hit, lol).
Point is, Dwarves rock :)
kevin_video wrote: There already is a Shield Mage. Oh, I like this.
Great guide overall!
I have to disagree about the Dwarven Craftsman trait. I'd recommend orange, and here is why. While the practical uses are uncommon, it's a lot better than greed, IMO. Also, I was able to get some circumstance bonuses on occasion for other skill checks because I was trained in related craft/profession skill. This obviously depends on your GM, but it worth considering.
Similarly, if you are playing a dwarven caster, Breadth of Experience feat is just awesome. I'd use a split rating for this one.
I wonder if allowing a full attack for melee as long as the character moves not more than half their movement would be too strong? Considering that ranged rarely have to move each round, it would help to balance things out a little more.
THe part I'm annoyed with about Elemental spell is the lack of a true "earth" substitution. Acid ain't gonna do it for me, I'd rather be able to change the damage type to untyped (physical). A fireball et al becomes essentially a shrapnel grenade.
Just an FYI, but "expanded" should be "expended" in several places in the google doc.
It's interesting that Magus can enchant their weapon, but not their armor. I'm contemplating making a custom archetype that focuses on armor enchantments instead of weapon enchantments. Has anyone tried, and should there be changes to the Magus spell list to include more protective-oriented spells?

I had quite the experience last night playing my Magus. He was facing a summoner, and the guy kept crapping out lemures. OH HOW I HATE THEE!!! If ever there was a monster designed specifically to make Magus characters cry...but I digress. My saving grace was that he was a Kensai, and had a ridiculous AC once I buffed him with Cat's Grace and Shield. They needed to hit him on a 20, so of course they hit him twice in the first round, and on average at least once for the next two rounds until I got off a Glitterdust. Did I mention there were about 12 of these suckers on the field (and half were Hasted)!!! GAH!
Anyway, he ended up winning, amazing everyone including myself. I kept rolling 1s for damage, making the fight drag out until the summons started wearing out. Longest minute of the characters life! He truly won only by out-enduring the summons.
We talked a bit about it afterwards, and it was pretty amazing that he won the fight. I had a different 2H weapon character I was playing for a short bit, and I think he might have done a smidge better against them, but that's due to the overall brokenness of PA/Cleave/Cleaving Finish.
My DD elven Magus has 14 Str, 18 dex, 18 Int (post racials, 25 point buy). Having no strength to carry loot means you have to leave it behind if it's too bulky. The other party members aren't mules, and to expect them to carry your crap/share is fairly insulting.
While Cleaving Finish doesn't specify timing, it makes sense to me that it occurs immediately following the trigger. So, if the first attack of cleave hits and drops the target, you resolve Cleaving Finish first, then continue on with Cleave.
I don't think there has been any official clarification of this interaction.
A swift action is a limited-use free action. You can only use swift actions on your turn, and only once per round.
Belt of Mighty Hurling is neat, although I do wish PF would borrow from 4e and allow "heavy thrown" weapons (spears, hammers, et al) use strength instead of dexterity.
Is there a feat/feature that allows this? I had a fun concept of a two-handed hammer hurling beefy fighter, and I would prefer to not need dex for ranged attacks.
Evil Midnight Lurker wrote: MyTThor wrote: You mean a glass Two-Handed Sword? 3d6 damage baby! A proper Glass Sword does 255 damage and shatters on impact. :D Wow, did no one else get this reference? I loved that weapon in Ultima (was it V or VI?), although it was a touch on the OP side ;)

Kagemusha wrote: Thanks again for the replies everyone
@Gherrick
Although everyone is yelling arcane accuracy is awsome, it gives a small buff for 1 round i dont like it. The only reason i would like it is making a nova build where is just have to kill stuff asap. I agree completly on enchanting the weapon thats a small buff that actually lasts 10 rounds.
Can’t use shocking grasp because the damage is quite high compared to my party.
You won't use shocking grasp every round, and same for arcane accuracy. A +4 to ALL attacks is far from a small bonus. It effectively lets to do spell combat at +2 instead of -2, which can make a huge difference when you are trying to land that big spell (like Intensified Shocking Grasp).
As far as damage goes, I've built a power attacking fighter that can outdamage a magus pretty much without a sweat, especially by level 7. Power Attack, Cleave, Cleaving Finish, Weapon Focus/Specialization. With a starting Strength of 18, he's doing +14 damage with a two-handed weapon at level 4, and gets a free attack if he lands a killing blow (very likely). I don't think having a limited number of Intensified Shocking Grasps is all that overpowered by comparison. As you said, you can save them for the nova round when something needs to die NOW.

Kagemusha wrote: Thanks again for replying
@Gherrick
Ye thats pretty close to my new point buy overview i posted. Also im using defencive spells its just not enough in melee. Ive never found spending 1 arcane pool point worth it to get a 1 round buff, thats mostly because it fits a nova-build (shocking grasp for example that i cant use).
There might be some confusion here. Spending 1 AP at level 7 gives your weapon a +2 enchantment on top of anything else. If you already have a +1 weapon, then it becomes a +3, or a +1 with a +2 enchantment mod on it, etc. It also lasts a full minute, not a single round. That's 10 rounds of combat for 1AP. In addition, you will probably be using Arcane Accuracy after the first round (both are swift actions) so each of your attacks will hit most of the time. You should just about or even more accurate than a fighter. The best part of Arcane Accuracy is that it applies to all your attacks, including iteratives.
Why can't you use shocking grasp? The damage output on that with Intensify spell is rather ridiculous. Was that banned?
For defensive spells, Blur is another good one. It might be only 20% miss chance, but that can neuter even a crit. I also agree with the poster mentioning the mithril full plate. That will be your be-all-end-all armor of choice.
Ugh, 15 point buy really hurts. Here's my revised stats post racial/level:
Str: 16
Dex: 14
Con: 16 (+1 from level) Raise Str from here on out.
Int: 14
Wis: 9
Cha: 5
I realize you are concerned about survivability, but I think you can help that along better through choosing more defensive spells (Shield works wonders), and let your AP be the primary source of your damage (+ shocking grasp on the really tough foes). I now more strongly recommend the waraxe instead of a scimitar. You can eek out more consistent damage just from the +2 AP bonus and being more accurate then a little bit of extra elemental damage or keen. A 4 point difference in weapon damage adds up quickly if you miss a lot less with both attacks :)
I think you are being too harsh on the non-Int races. I made a Dwarven Earth wizard, and I have to say he was very effective. Having free proficiency with a battleaxe was fun in the lower levels when I needed to beat off an offensive goblin and not waste a spell...Getting a free +1/+1 with melee attacks comes in handy.
Also, Stone Call IMO is a solid spell. HUGE radius, and no save.
Yeah, I have to say your concern for defense is getting the better of you. There is no reason you should have less than an 16 Int for a magus, ever. Your math is a little off, since you have 26 points. Did you roll or are you using point buy?
My recommended abilities (after racial and level bumps, 25 point buy):
Str: 17 (19 with belt)
Dex: 14
Con: 14
Int: 16
Wis: 12
Cha: 6
IMO, going crit-heavy can work, but you might get more mileage using a dwarven waraxe. Less crits, but a d10x2 vs d6x2 on most rounds will probably yield more overall damage.
Steel Soul is a solid pick, but I'd probably pick Weapon Focus (scimitar or waraxe) so you can pick up weapon spec later. Power Attack IMO is a trap since magus are a 3/4 BAB class. Even with arcane accuracy, a single miss from the PA penalty negates any benefit it gives you (you want all of your spells to hit). Pick Extra AP at most once. Intensify Spell (for shocking grasp) is a classic choice, especially with a trait to get it for free.
Your wisdom and charisma being a 7 might cause a bit of an issue with your weapon once you get a few levels (IIRC on intelligent weapons). There will probably become a time when the sword is the main character and the magus is its familiar...
Arg. I just noticed I posted this in the wrong forum. The next Mod to see this, please remove this thread
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It would very helpful if the OGC website was updated so either the fighter weapon group lists were updated to include all weapons, or the weapon chart in the equipment section included the weapon group for each entry.
I'd assume the DDD is in the flails group, but it would be nice to have official support for that.
It would very helpful if the OGC website was updated so either the fighter weapon group lists were updated to include all weapons, or the weapon chart in the equipment section included the weapon group for each entry.
I'd assume the DDD is in the flails group, but it would be nice to have official support for that.
Would using Wildblooded/Sage archtype for the sorcerer level be of use to this build, so the sorc spells are using int instead of cha?
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I'd like to get an official ruling on this, with an updated FAQ entry. There are a couple traits that have non-trait-bonus effects that might stack unintentionally.
Looked at the other related threads, but none seem to address this issue:
Does a character get the OC bonus on the extra attack from CF? Would Backswing+CF apply the Backswing bonus on the extra attack?
Similarly, is there a way to get the OC bonus on an AoO?
Unless the other ranger is also going weapon and shield style, I daresay you guys won't look or behave even remotely similar in combat. I'd agree make him a ranger, and just refluff as needed.
Just noticed Spire Defender archtype isn't included in the guide.
Saint Bernard wrote: I am at work and can't access the SRD sites, so I am asking this group. What is a spire defender magus architype? Spire Defenders are primarily elves, and give up armor proficiencies for Combat Expertise and Dodge. They also get an alternate skill boost ability that replaces spell recall.
Dale McCoy Jr wrote: My main design goal when I came up with the expanded version was to maintain compatibility with Paizo's rules. If I end up doing a 2nd edition, there will be significant changes. Things on the drawing board include: country-to-country interactions, the influence of smaller organizations within a country, empires (where person A rules the empire and person B rules a country within the empire), and models of governments where people have much more influence. I could see skills having a much greater impact on these.
Right now, Profession (soldier) is the only skill that is used and that is limited to mass combat.
Yeah, would love to see skill choices have some impact on the kingdom. Maybe even use an average of certain skills instead of stat bonuses. Also, allowing for different ruling styles besides a monarchy would be awesome. Kinda like Civilization, but D&D style :)

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I am looking for additional rules for player skills impacting the kingdom building process. So far it feels like my only contribution to the kingdom building process is my Int mod, and my skills lie wasting away. Do player skills truly play no part in building a kingdom in the core KM rules?
I'm playing a dwarven wizard (earth specialist), who has taken ranks in knowledge (engineering), profession (engineer) and profession (architect). He's a builder in his heart, but the need to learn more about the arcane drove him to the adventuring life (not to mention his family "insisting" he be the one to go on this venture, since having a dwarven wizard at court was a touch embarrassing to his family).
When building this character (knowing next to nothing about the mechanics used for KM), I thought it would be awesome to have a dwarven-crafted city or two with crazy-good defenses (I just got done playing with Dragon Age expansion that allowed for a dwarven-built castle). Talking to my GM, it looks like there aren't any inherent rules for building superior versions of improvements, like a "king's road" that would maybe improve the economy/stability (faster travel etc), or provide faster troop movement (like the Romans). How about superior walls that add additional defense to a city?
My DM has allowed me a Profession skill check to increase the effective city size on the Kingdom Improvements Per Month chart for a single category. Each category had a different base DC, and I essentially got an additional shift for every 5 the result was above the base DC. So far I was able to build a few extra roads or claim extra hexes in a single turn, but all it effectively did was have us burn through our resources that much faster (which is probably why he didn't mind it so much).
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