Valeros

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So I want to have an "ancient language" in my upcoming game that players can gradually learn. It's a dead language, so I am not going to allow them to choose it as a bonus language or drop a single skill point into it and gain total mastery of it.

Also, since nobody alive understands it, it will not be translatable through standard magical means. (My reasoning being that such spells "borrow" understanding of a given language from someone else, and since nobody else knows it, nobody to borrow from. This allows said spells to still function for all the other languages in the campaign world, just not this one.)

Originally, I'd thought that I would make it a skill. A player would get a single skill point in "Ancient Language" whenever they came across a new sample of the language, rather than by spending skill points. So eventually they would become proficient.

My problem with this solution is that I mean it to represent studying the language, but nothing would prevent *every PC* from claiming to be studying it, just so they could also roll. Our group tends to metagame skill rolls outrageously. i.e. when one person gets the idea to roll to spot something, suddenly everyone wants to roll perception for no reason whatsoever, etc.

So I need some way for a player to choose to focus on this language for my idea to work, or come up with some other way to handle the ancient language altogether.

Thoughts?


Two questions:

1. I've seen this ability mentioned a couple times as being part of a magus archetype. Could somebody please tell me which one?

2. If a non-archetype magus were to want to enchant a ranged weapon to have this ability, what would you say would be a fair price? Bear in mind that ranged combat would never be this magus' main specialty, I'd merely want to beef up his ranged damage on the very rare occasions when it might be needed.


My magus is investing in UMD (despite a modest charisma) but the trouble is that I am hardly an expert on all the various spells in PF. What are some of the most potent spells out there, that a magus might want to keep around, either on scroll or in a wand?

At first glance the paladin spell Eaglesoul seems quite nice, particularly since its long duration means a magus could UMD-cast it just as he's entering the dungeon and have it ready when needed inside.

Could I get a scroll of Summon Monster at the discounted Summoner's spell level?

Are there any witch-only spells I should be looking at? Or for that matter druid or inquisitor?

If you're a spellcaster of any kind, what are those must-have spells on your spell list that really stand out? Inquiring UMD-users want to know. :D


Handle Animal

So I'm toying with the idea of having my magus put points into Handle Animal and start training a falcon as a pet. Nothing magical, not a familiar or animal companion etc. Just a pet falcon.

Since our group's main mode of travel will be via airship, I thought it might also be cool if my pet falcon could serve as a scout, ranging far out and using its superior eyesight to spot other airships, etc. and give me warning of approaching trouble.

Unfortunately, none of the listed tricks seem to, well, do the trick (*wince*). Are there any rules out there to govern this, or would it be purely in the realm of DM fiat? If so, how would you handle it?


Spell Storing Armor:
This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as a swift action if the wearer desires. Once the spell has been cast from the armor, a spellcaster can cast any other targeted touch spell of up to 3rd level into it. The armor magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled suit of spell storing armor has a 50% chance to have a spell stored in it already. Spell storing armor emits a strong aura of the evocation school, plus the aura of the stored spell.

Spell Storing Weapons:
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons.

So the armor version requires a touch spell, the weapon version can store any targetted spell. My question is, what happens when that spell has an effect on the caster? Vampiric Touch for instance? Do the temporary hp go to the armor/weapon? Are they lost? Or is the wielder/wearer considered the "caster" for such things?


Is it possible to...

...cast Contingency on yourself via a scroll? The answer to this seems to obviously be yes, but just checking to get it all straight in my head.

...(assuming you get the Contingency part squared away) can you cast the rider spell from a scroll as well?

I am curious because I'm thinking that a Contingency: Death Ward might be extremely useful, set to go off when the PC says, "Balls, energy drain!" :p


At level 10, a magus gains Fighter Training (Ex) allowing him to treat half his class levels as fighter levels for the purposes of taking fighter feats.

What exactly is the best use of this ability?

Fighter Feats a Magus can take:
At level 10: Martial Versatility, Shield Specialization, Weapon Specialization
At level 12: Disrupting Shot, Disruptive
At level 16: Greater Shield Focus, Greater Weapon Focus.

Looking over the list of potential feats given access by Fighter Training, it seems only 4 of them are even applicable to a magus, who can't use a shield and will rarely use a ranged weapon.

How good are Weapon Specialization and Greater Weapon Focus for a magus?

Of all of them, Martial Versatility seems the most interesting, since it appears that it would allow a dervish dance magus to apply his dex bonus to damage with any one-handed melee weapon.


Is there a Beastiary 4, and if so is it included in the pfogc doc?

I ask because I noticed a post in the products forum asking about a wishlist for a "Beastiary 5"...


So at level 19, a magus gains access to 2 spells of each level, 0-6, from the sor/wiz spell list.

What spells are still pretty useful at those levels, by level 19? Currently these are the spells that have caught my eye. Am I missing any gems that would still be useful so late in the game?

0th-level: Message, Resistance
1st-level: Protection from Evil, Comprehend Languages
2nd-level: Resist Energy, Knock
3rd-level: Call the Void, Spiked Pit, Twilight Knife, Diamond Spray
4th-level: Arcane Eye, Aura of the Unremarkable, Emergency Force Sphere
5th-level: Feeblemind, Hold Monster, Permanency
6th-level: Contingency

Edit to add: Obviously I've omitted spells that also appear on the magus spell list. :p


Could someone show me--or provide a link to--the math that suppports Frostbite doing better dps than Shocking Grasp for magi at high levels?

I understand the basic concepts well enough, where a strength-based magus would use a Monstrous Physique with a lot of natural attacks to deliver a lot of frostbite touch attacks with a full attack, whereas the dex-based magus would use his weapon to instead deliver shocking grasp damage.

I've read several times on these boards folks claiming that at higher levels, frostbite wins out on overall damage, but I have a hard time seeing it, as not only are you unable to use your weapon with natural attacks without a crippling -5 penalty to all your natural attacks, but if you don't use a manufactured weapon to avoid the -5, you're essentially giving up one of the core magus abilities (the ability to put +5 worth of enchantments on your weapon), and losing the increased crit range of your weapon on your spell damage.

I'm just not seeing it.

Edit to add: A previous post of mine addressed some of the math for frostbite, but did not take into account the issue of manufactured weaponry, the penalty for using them with natural attacks, or the increased critical threat range you gain by using one.


Could someone give me the basics of "masterwork tools" and perhaps point me to where in the pfsrd I might find the rules regarding them? There are some non-class skills, such as Perception, that I'd love to get a bonus on...


Raith Shadar wrote:
From what I understand from other players posting on this forum a dedicated combat healer is usually not a priority.

Is this true? In all my time in 3.0, 3.5, and now Pathfinder, our group has never gone without a dedicated combat healer. Now, this doesn't mean said healer is twiddling their thumbs unless someone needs healing, or healing unnecessarily...but should a PC start to falter after a particularly nasty full attack by the dire tiger, it's the healer's job to keep them up. etc. etc.

Is this unusual? Do groups play without anyone at all responsible for keeping people up?


So looking over my planned progression for my magus, I not entirely happy with 17th-level. At that level I gain 2 feats, which I have tentatively slotted with Weapon Focus and Greater Weapon Focus. Extra hit bonus is never bad.

But for 17th level, a +2 to hit isn't particularly sexy.

Does anyone know of any good 2-feat combos that might pack more punch?

Notes:
By 17th-level he'll have Fighter Training so he'll count as an 8th-level fighter for feats which require fighter levels.

He has a 13 strength now, though by then I expect that will be higher via magic item.

He's Dex-based so he already qualifies for anything requiring a high dexterity.

He has a high Int as well, so Int prereqs are no problem.


At the start of the campaign, our group came into the possession of a broken-down airship which we have steadily been working to repair. It is currently seaworthy and, possibly as soon as next level, will be ready to take to the sky again.

Unfortunately, our group is not without enemies of some means, and just last session we encountered a foe in what can only be described as a gunship. Luckily the encounter did not involve a ship-to-ship battle, since our poor airship would have been dreadfully outgunned.

Which leads to the point of this post. What sorts of weapons and defenses might we put on our airship? Currently we have an idea of installing a lightning net (like the one from Stardust) to power lightning cannons as an offense, but that still leaves our mostly wooden ship rather vulnerable.

The only idea I've come up with so far is to perhaps have one of our clerics eventually cast Hallow on the ship. I'm thinking Protection from Energy (Fire) would be a good rider spell, but how would that work, with a limited amount of points it could absorb? Would it vanish after 120 points? And could the effect be placed on the ship itself, rather than individuals on the ship?

One of our party members (my fellow engineer,) is an alchemist. Are there rules for some kind of alchemical solution that one could treat our wooden ship with, to make it fire resistant?

And aside from fire there's the matter of cannonfire. The gunship I mentioned had a lot of cannons. Even assuming we can make our ship fire-resistant, how do we make the ship "explosion-resistant"?

This is the first time I've ever had an airship, and I'm really excited about it. But at the same time I have no experience with defending structures, and what might be available/involved.

I'd love to hear your experiences, advice, etc. It doesn't have to be about a ship specifically, since I imagine there are defensive tactics for strongholds/castles that could work just as well for ships.


From the Fly skill:
You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).
and
From the Headband of Vast Intelligence:
A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice.

So, a 4th-level magus puts on a +2 headband of vast intelligence with Fly as its associated skill. He has no means of daily flight (yet).

Does he get the skill ranks?


Is this from a Paizo product, or third party?

If it's from a Paizo product, would someone mind posting its description? I can't find it in the pfsrd. :(


Is there a way to gain a sorcerer's bloodline ability without a dip into sorcerer?


So, thinking ahead on how to enchant my magus' sword. Presently I'm thinking:

For the actual weapon enchantments:

+3 enhancement bonus (+3) With a 3/4 BAB to-hit bonuses are golden.
Spell storing (+1) For that extra 15d6 added to your nova on the big bad.
Keen (+1) Because crits.

From the arcane pool:

+2 enhancement bonus (+2) With a 3/4 BAB to-hit bonuses are golden.
Bane or Elemental damage(+1) Bane is a fantastic enchantment, especially given the fact that a magus can tailor the enchantment to be active every encounter. An elemental damage enchantment until the Bane Blade arcana is available.
Elemental damage (+1) Tailored to avoid resistances.
Elemental damage (+1) Tailored to avoid resistances.

So eventually he'll be wielding a +5 keen spell storing fiery frost bane gunblade.

Does anyone have any suggestions on what might be more effective? I'm not entirely happy with the elemental enchants, but can't find anything that would be more effective for a magus. Impact has great flavor, but mathematically it seems like bumping a 1d6 to a 1d8 would be significantly weaker, unfortunately.

I suppose I could go with Holy instead of the two elementals, though that also seems like a downgrade, trading 2d6 all the time (save versus resistant foes) to 2d6 sometimes (only versus Evil).

I'd love to slap Duelling on it as well, but unfortunately a scimitar (the gunblade's mechanical classification) cannot be finessed, so it doesn't qualify, even though Weapon Finesse is a prereq of Dervish Dance.


Spell Storing

A magus wields a spell storing scimitar (threat range: 18-20 x2) containing an intensified shocking grasp.

The weapon crits on a roll of 19, and casts the intensified shocking grasp inside. Is the spell a crit as well?

The weapon crits on a roll of 20, and casts the intensified shocking grasp inside. Is the spell a crit as well?

The question comes from the fact that the ability states that the weapon casts the spell, not the wielder. Therefore I am wondering if it still gains the critical threat range of the weapon, which is a magus ability gained when using spellstrike, or only uses a spell's innate ability to crit, which would only be on a 20.


I'd just like to verify some metamagic stacking before it comes up in our game.

An intensified, empowered, maximized shocking grasp would deal (at CL 10+):

60 (10d6 maximized) +5d6 (from Empower Spell).

And should that spell crit, we'd be looking at:

120 (10d6 maximized, x2) +(5d6 from Empower Spell, x2).

Correct?


My current pc is a magus, so naturally he specializes in melee combat and spellslinging. However, his preferred weapon is a self-built gunblade.

Exellion, the gunblade, has two barrels. The first is attached to a six-bullet revolver-type cartridge. The second barrel is attached to its own single-round chamber.

My plan is to fill the six-chamber cartridge with "normal" bullets. This will be his go-to ranged weapon as needed.

Where I need advice is what to load into the second, single-shell chamber. I'm thinking of something situational but very useful when that situation comes up.

I know very little about pathfinder ammunition, so any advice would be welcome.

Incidentally, although my pc will not be picking up any ranged combat feats, he *can* use his arcane pool to enchant the firearm portion of his weapon if he needs to go ranged, so his hit chance should be fairly decent.


RAW, magi that use spell combat do not get an extra attack from haste even though any other two-weapon fighter does. Let's set aside for the moment whether this was an intentional omission or the unintentional result of making spell combat its own full round action.

Let's say a magus discovers a version of haste that also grants the magus an extra attack when using spell combat.

Would this be overpowered? If so, why?


From my magus thread:

Spoiler:
Kudaku wrote:


Personally I find Magical Lineage and/or Wayang Spell Hunter a little tiring specifically because they're traits instead of feats - not because they change gameplay but because of their impact on roleplaying.

Traits are meant to be minor bonuses that reflect your upbringing and previous life, and encourage building a story character background. For instance if your character used to be a sailor then it makes sense to take traits that improve swimming, profession: sailor, and so on.

However if one trait is overwhelmingly better than others for a specific class then that actually stifles story background diversity instead of encouraging it, since the player more than likely bends over backwards to make the trait fit his story.

For instance more or less every single magus out there has a parent 'who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two' - the description for Magical Lineage.
This is a problem if the character's original story was that his parents were farmers.

This is however a problem with traits in general, not just these two traits. The traits that allow Perception and Use Magic Device as class skills are also very, very popular. And it's always interesting to see an anti-paladin who spent some time in the city guard or a superstitious barbarian who kept sneaking into his dad's laboratory to tinker with spell components...

Of course you can ignore the description of the trait and/or house-rule this however you want, but I still find it a little jarring.

All that said, this is probably not the place to discuss the perceived shortcomings of the trait system - consider my side rant over and please continue discussing the magus :)

Kudaku's objection to super-good traits marring RP got me to thinking. I have very little attachment to the game's fluff, both as a player and as a DM. As a player my magus took Dervish Dance and his fighting style is nothing like a whirling dervish. I took the feat for the mechanics, and create my own fluff as I see fit.

As a DM I almost never use monsters as written. I take the stats and come up with something I like to fit them, or often the reverse, I'll come up with a monster concept and then flip through the monster manuals looking for stats that fit it. (My favorite example of this is when I used stirges to stat out some very sinister animate dolls in a haunted house.)

So, how important is the fluff to you? Do you see it as something solid that should be adhered to? If so, why? If not, why not?

For myself, I think the reason I don't see the fluff as concrete is because it would greatly hinder my own imagination, and coming up with imagery that I (or my players) would think is awesome is a large part of the fun of the game for me.


Since most abilities that can be taken repeatedly specifically say so, often specifying how repeated selections "stack" or not, I am presuming no, but I'd like to know for certain.


A wizard picks up Spell Perfection (Fireball). Does he actually have to prepare the spell with the free metamagic attached, or can he spontaneously add any one metamagic feat he knows at the time of casting?


At 7th level a magus can use Knowledge Pool to prepare any spell on the magus spell list as if it were in his spellbook.

Is there anything preventing him from turning right around and scribing said spell into his spellbook?


A 5th-level magus has a non-magical sword. He intends to improve it via his arcane pool, and at level 5 has 2 "plusses" he can use. Does one of those plusses have to be a +1 enhancement bonus, before he can add additional non-enhancement properties, or could he, for instance, add keen and flaming?


A 7th-level magus uses Monstrous Physique to transform into a popobala.

The popobala has five natural attacks, all of which the magus gains access to via the spell. One bite, 2 talons, 2 wings. He has one scimitar attack for his +5 bab.

Looking at the wording of Spell Combat, it would appear that he cannot use it in the same round as he uses the natural attacks. However, he *could* cast a touch spell and move in one round, and still use spellstrike to deliver the touch attack as a melee attack, while at the same time using all five natural attacks the next round? Does that sound right?


The forums are a great place to learn the little cracks in the game rules that allow for unbridled mayhem. Simulacrum silliness, for instance, along with various other tidbits.

It's made me wonder. In the games I've played, I've yet to encounter someone intentionally attempting to break the game. Even if a player might have enough rules mastery to do so, they tend to be more interested in having fun--both in and out of combat--rather than creating a scenario wherein the game breaks down.

Is it different for others, or are we all just spinning our wheels over extremely rare hypotheticals? :p


If spell combat is not a full attack action and haste only grants an extra attack to a full-attack action, does that mean a magus does not gain an attack from either haste or the speed weapon enchant, when using spell combat?

And if so, why is haste on his spell list? Moreover, why would speed ever be something he wanted to use arcane pool points to put on his weapon? :o


From the Pathfinder OGC: bane and bane blade.

So a 15th-level magus uses his arcane pool to enhance his +1 fiery, acidic, electric, icy scimitar to +5 (the weapon's inherent +1, and all four of the plusses available to a 15th-level magus), then spends an additional pool point using the bane blade magus arcana to give it the bane quality.

Bane is an ability worth +1, so the total enchantment on the weapon is +10 (+5 enhancement, 4xelemental addition, bane), the maximum any non-artifact weapon can have through any means including character abilities.

The magus then takes a swing at his foe, which matches the bane he chose.

I am presuming based on the specific wording of the bane ability that the to-hit and damage bonus versus this foe would be +7.

Does this all check out?


A magus uses Preferred spell to sacrifice his Fly spell for an Empowered Shocking Grasp.

After the battle, he wants to use Spell Recall on that spell slot. What comes back, and how many points from his Arcane Pool does it cost?

1. Empowered Shocking Grasp comes back and it costs 1 point from his arcane pool, because Shocking Grasp is a level 1 spell.

2. Fly comes back, and it costs 3 points from his arcane pool because Fly is a 3rd-level spell.

3. Other, explain.


I'd written off this spell, but a recent thread in the Advice forum has gotten me thinking about it again. A few questions:

1. If you cast Monstrous Physique to change into a monstrous humanoid, does your gear remain active? I know in 3.5 it would if the new form was able to wear such gear, but not sure about Pathfinder.

2. Monstrous Physique I allows you to gain Fly 30ft. (Average). If the form you assume has a better fly speed, do you gain Fly 30ft. (Average)...or nothing at all?


I'm currently playing a magus (straight up, no kensai or bladebound). He's level 3 and I've played him through about 12 sessions so far.

Present thoughts:

* The beginning levels really hurt. I didn't get dervish dance until level 3, and won't get spell recall until level 4, leaving me woefully underwhelming compared to the strength-based, massive-reach-built monk in the party. Things will definitely improve next level when I can start burning my arcane pool for extra shocking grasps, but it's been a bit painful to rarely measure up to the rest of the group at this point.

* That said, I don't feel completely useless. My AC has been good up to this point (extremely good when I cast Shield), and Color Spray is an amazing spell if you can get a few folks in position for it without your party messing things up. :p

Future thoughts:

* Spell Recall is a huge boost in effectiveness. Currently I wind up wasting 3-4 arcane pool points each day by not spending them. I suppose I could be burning them on Arcane Accuracy, but thus far, having 2 clerics (for Bless) and a bard in the group, we haven't encountered anything with such a high AC that it's felt necessary. Once I can burn these points on recalling Shocking Grasps, I should be able to dish out a couple of rounds of serious pain.

* Reading through some old magus threads, I came across mention of a magus using the Flame Blade druid 2 spell (via UMD). This seems...impressively strong. Also cinematically neat (and I'm a nerd for cinematic imagery.) Does this fly, rules-wise? If so, how would DMs feel about a magus asking to research/invent the same spell on the magus spell list?

* Regarding gear I first considered shooting for a Ring of Wizardry I but the more I think of it, the more it seems to me a waste of gold compared to a handful of pearls. Whereas higher Rings of Wizardry may be worthwhile at mid- to high-levels.

* I currently have plans to grab Lunge at 9th-level, but I am starting to reconsider, namely because by that point I'll automatically succeed on any concentration check to cast Shocking Grasp regardless of how much metamagic I put on it (since it's always considered a 1st-level spell), and that is almost always going to be the spell I need to cast in melee range. Is the ability to occasionally attack with reach worth the feat? I suppose part of this will depend on how often we encounter large creatures with reach of their own...

* I've got Arcane Strike earmarked for level 11, which allows me to add +3 to weapon damage rolls by expending a swift action. The question then becomes how often I'll have my swift action free. Given that by this point I'll have a fair number of arcane pool points, and often want to be recalling a shocking grasp with my swift action, I'm not sure how useful this will wind up being. On the flipside, I haven't been able to find a lot of good feat options at these levels for a magus. As someone once pointed out (blackbloodtroll?) a magus' key means of dealing damage is through shocking grasp, and by this point I'll have taken (or have plans to take as soon as I qualify for) most of the feats that boost spell damage/utility.

I suppose I could move up Weapon Focus, which I hadn't planned on taking until 17th level. It feels like a weak option, but +1 to hit is never a bad thing, I figure, so I had it (and Greater Weapon Focus) earmarked as fillers after I couldn't think of anything else more effective.

* Greater Spell Access comes so late in the campaign that I haven't given it a lot of thought. Are there any spells I should make note of to definitely take? No need for full lists, but spells folks found particularly useful at 19th level would be nice. :)

As always, any thoughts on magus play (preferably from personal experience or observation) much appreciated! :)


Spell Recall:
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Preferred Spell:
Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

A 13th-level magus uses Preferred spell (Shocking Grasp) to convert a Wall of Force into a Quickened Shocking Grasp.

He then uses Spell Recall to fill the spell slot he just expended.

1. How many arcane pool points does it cost? 1, because he cast a 1st-level spell (Shocking Grasp), or 5, because Wall of Force is a 5th-level spell.

2. What spell now occupies that spell slot? Wall of Force or Quickened Shocking Grasp? Or can the magus choose?


An archer bard wants to Inspire Courage. Ordinarily, he'd use Perform: Sing and fire arrows at the same time. This doesn't seem improbable in the least.

Now let's say the same bard enters combat, but is attempting not to make too much noise, so as not to alert other groups of enemies nearby.

Am I correct in assuming he could use Perform: Dance and still fire arrows at the same time, improbable as that seems to me?


Pathfinder OGC wrote:
Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the bane special ability to the weapon.

So I use the standard 1 point to enhance my weapon via my Arcane Pool, and with this magus arcana I can spend an additional point to also add Bane to my weapon, along with the ordinary enhancement.

The fact that it says bane is added to the weapon, rather than to the list of available weapon enhancements (compared the wording to the magus arcana Ghost Blade ("Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options,") leads me to conclude that it's meant to be an additional property, rather than an additional option.

Does this sound right?


Casting on the Defensive wrote:
Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a concentration check (DC 15 + double the spell's level) to successfully cast the spell. Failure means that you lose the spell.

So casting a level 1 Shocking Grasp requires a Concentration check, DC 17 (15 + 2x1).

What about an Empowered Shocking Grasp? DC 17 since it's still a level 1 spell, or DC 21 because it takes up a third level slot?

I'm thinking by the wording it's still DC 17 but would like to be sure.


So I'm looking to create a spell (currently 4th-level) that would temporarily turn a non-ranged focused PC into a decent ranged combatant. I'm not interested in providing a weapon, but rather the feats/abilities that are necessary to not suck at ranged combat.

So far what I've got are:

Precise Shot
Rapid Shot
Shot on the Run
*ability to ignore cover/concealment less than 100%.

Is there anything else that I'm missing that you think a ranged combatant *must* have to be decent?


I seem to recall in 3.5 that if you disarmed someone and had a free hand, you'd wind up with the weapon yourself.

Is this not the case in Pathfinder?

Disarm text:
You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.

If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.


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There are no dragons on the Summon Monster lists. Is this an intentional omission based on balance, or is it more a matter of flavor?

If the latter, what CR of dragon would folks say is appropriate for Summon Monster VII, VIII, and IX?

What about Gate? >.>


You are a magus. At some point late in your career, you will gain access to 7th- 8th- and 9th-level spells, potentially from any class. Ideally these spells would be both useful, and thematically compatible with a magus (so healing/resurrection spells are unlikely).

What spells do you pick?


So, there are plenty of threads talking about 3/4 BAB classes and skyrocketing ACs as PF campaigns rise in levels, which got me to thinking...

The current campaign I am playing (just started, we're level 1) has the following classes:

2 clerics
1 magus (me)
1 monk
1 rogue
1 bard
1 alchemist

That's right folks, ZERO full BAB classes. Though at the very least, we do have a bard.

Are we going to run into trouble actually hitting anything as time goes on? >.>


So. In a just recently started campaign, I am playing a magus with an engineering background. He will soon be piloting an airship in an homebrew game that isn't Eberron but strongly influenced by it (so the DM can use their adventures).

Part of his progression will be building, maintaining, and upgrading his weapon, a gunblade. Originally, I had planned on him eventually inventing his own metal, an alloy of adamantine and mithril, which he'd use to forge a stronger, more durable blade. It would function as normal steel for the most part, but would inherit the DR penetration of both original metals.

Then I discovered what Pathfinder's done with DR. Turns out that my magus will be able to penetrate DR fairly quickly due to his arcane pool enhancement.

Which leaves me still wanting to invent my own metal alloy, because I think that's cool, but not having an idea for what property or properties it may have.

At the moment the best I've got is to give it a "virtual" +1 enhancement bonus when figuring DR penetration, which would fit with the original bonus of the metal (improved DR) and work with the new system, but I'm not entirely happy with that.

Any ideas come to mind? I'm not looking for something OP, but definitely not something useless either. In-line in power with the original benefit, ideally.

I imagine that developing this metal may take a while, so I may be 8-10th level by the time I've perfected the process. No idea how much it may wind up costing me to develop it either, though I doubt it will be entirely free.


Am I missing something, or is Bladed Dash just much better than Force Hook Charge?

The only benefit to FHC seems to be that it can double as a grappling hook....