|Mathwei ap Niall|
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Weirdo wrote:Mathwei ap Niall wrote:
FIRST you don't need natural spellcombat for claws, those are already hand based weapons so automatically work with spellcombat/spellstrike. Natural spellcombat is for natural attacks that aren't hand based (like Bites, Gores, Pincers, etc.) As for it only allowing you 1 natural attack a round, well that's just completely wrong.A magus using spellcombat can attack with ALL their hand based weapons as well as any natural attack they defined with natural spell combat.
Not quite. Spell combat requires that you wield a spell in your off hand, which means you can only use one of your hand based weapons. You can't spell combat with two daggers, you can't spell combat with two claws.Mathwei ap Niall wrote:FOURTH, some of you really need to re-read the rules for touch spells. ANY offensive touch spell allows you to cast then move and attack. Base rules allow you to swap that with a natural attack. Natural Weapon Magi don't even need spellstrike at all as long as they focus on just their natural weapons.
It's my understanding that delivering a touch spell through a natural weapon normally (without spellstrike) requires you to be holding the charge from a previous round, and that the free touch you get in the first round (when you can cast as a standard, move, and deliver as a free action) only works for a touch.
** spoiler omitted **...
Weirdo is right, Mathwei is only spewing half-truths. For spell combat one hand is wielding a weapon the other is wielding a spell. You cannot do claw (main), claw (off), spell + claw (main) in a single turn.
Also, casting a touch spell in combat gives you a free touch attack. You can also deliver touch spells via natural attacks, but casting a touch spell does not give you a free natural attack. The only exception is if you're a magus--then you can use a natural attack. Normally you have to wait til following rounds to deliver spells with natural attacks.
This is even plainly...
OK, I see where the issue is, You haven't kept up with the faq updates on spellcombat and Magi. Lets address the points where you are mistaken.
A). Spellcombat doesn't restrict you to only attacking with your main hand. Spellcombat was errata'd to function as a full attack action here:
Yes (revised 9/9/13) This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by haste). The earlier ruling did not allow the extra attack from haste when using spell combat.
Since it is considered a full attack action you get to make ALL of your legal attacks possible that round as long as the fulfil the requirement of being a hand based attack or have been flagged as one by the natural spellcombat arcana.
B). You do not need to take natural spellcombat for Claws or Slam attacks, ever. Those natural weapons have been officially stated as working with spellcombat normally and don't need any extra rules to channel the spell..
Yes, so long as the weapon is a light or one-handed melee weapon and is associated with that hand. For example, unarmed strikes, claws, and slams are light melee weapons associated with a hand, and therefore are valid for use with spell combat. A tail slap is not associated with a hand, and therefore is not valid for use with spell combat.
C). Using touch spells through natural attacks can be done the same round they are cast. This is addressed in the spellstrike rules you just quoted.
whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell.
See where it says ANY weapon? As the previous faq quote just directly said that all natural attacks are light, 1-handed weapons that makes them a valid choice for spellstrike allowing you to use any of them as a delivery method for that spell.
I have multiple faq posts showing how these rules work. There's also about a dozen direct Developer quotes agreeing with my explanation on how this works as well. Now if you have anything to show that your ideas are correct and mine is wrong I'd be happy to see them.
Before you go much further into building your Magus I'm going to give you some advice that should really hammer home what a Magi is.
"Magi are casters who know how to fight, not fighters who can cast."
Think on that for a bit, Magi can't really wear real armor for most of the game, have rogue Hit Points, Rogue Base attack bonus (but worse since they suffer a -2 to hit on all their best attacks), Cleric saves and Wizard stat requirements. They are not frontline fighters or meatshields. Trying to build a basic magus like a fighter means you are going to be hurting for most of the game.
Int is your most important stat, it controls how powerful ALL of your attacks are (Int gives you spells which is where 80% of all your damage comes from), it controls your defenses (it powers you shield spell, your mirror image, your invisibility, etc.) and if you want it can be the source of all your melee direct damage as well (Hair Hex, Pool Strike, Flamboyant Arcana).
EVERYTHING is secondary to that stat since it powers everything a magi can do.
Just remember, a Magi who tries to fight without spells is just a second rate rogue without sneak attack, and we all know how effective they are.