Prior to 10th level there's only 1 way to resolve that.
First is you buy a Cackling Hag's Blouse.
After 10th level you get split hex and scar hex and a bag of flying critters you can control (Homonculi are great for this). Give each critter a scar and send them flying out over the battlefield and watch them. When they spot the target the fly within 30 feet of it and then you hit that critter with a hex and bounce it off them to the bad guy. This way you don't care about range, anything within a mile is fair game.
Also a good idea is to give each party member a scarred turtle to hang from their backpack so that if they get jumped by a bad guy you can bounce a good hex on them or a bad hex onto the bad guy.
Before that you just have to stay close to your target.
nate lange wrote:
you need Net Adept to use a net with spellstrike; you need quickdraw to use the shield (or any other weapon) with a blinkback belt (and will not be able to use spellstrike when you throw it, and can never use it with ranged spellstrike since its a throwable melee weapon). if you're willing to spend the feats (and sacrifice spellstrike most of the time) that's a pretty solid build (and one i probably wouldn't have thought of).
Not really correct here, spellstrike has no limits on which weapon it can be used with. It specifies ANY weapon, period. Net adept just reduces the penalties but since it's a touch attack the penalties are nothing especially if the magus burns a swift action to use arcane accuracy.
Quickdraw is a requirement for any throwing build so is not an issue and as we've already stated spellstrike doesn't care what weapon you use. Spell combat though DOES require you to wield a light or one handed weapon but DOES NOT require you to use it as the weapon during spell combat. I recommend a spiked gauntlet myself, it lets you use spellcombat to cast your spells at the beginning of your turn then you quickdraw your shield from your belt and throw it with ranged spellstrike to do your combat maneuver (trip), it returns to your belt instantly, you re-draw it (free action) and throw it again. Repeat until you are out of attacks.
Legal, efficient, powerful and fun to play.
You can easily have both, simply combine both effects into one, it'll increase the cost a bit.
As for the weapon of choice for the Myrmidach you use the NET as your primary opening weapon and add a Throwing shield with shield spike at 11th level.
This combo hits the big bad with entangle + prone + spell damage while hitting several of his mooks with with spell damage + prone every round. Good for the magus, good for the party and cheapish to do.
Ok, well your problem isn't the Synthesist it's your encounter design. Well beyond the 1 big monster flaw is the fact that your players have shown you that they all build themselves to excel vs. melee bruiser bad guys and you keep giving them those to fight. Change that, exploit that weakness they have all chosen and take your game in a whole new and broader direction.
My recommendation is to start using SWARMS and Summoned critters against your players for awhile.
These are all major challenges for the entire party while exploiting the weaknesses the Synthesist archetype has.
Here is an example for you of a 3 session encounter that will challenge your entire party.
Location: Gold rush town on the coast within an old growth swamp.
The slog through the swamp puts the terrain as a environmental hazard that really changes how each fight goes and forces them to make significant changes to how they expect each encounter to go.
The change in opponent types pushes the Cleric into a primary role (giving them a chance to develop their character more) and forces the summoner to change tactics from melee powerhouse to secondary caster. The Monk gets vaulted to the point guard position since his AC and abilities make him harder to hit kill then any of the others (while letting you help him fix his character).
Finally the BBEG is a super unique type of opponent who can easily handle being focus fired by the party but will always have allies around to make the fight more interesting.
Do something like this for the next few sessions and see how it goes. If the synthesist lives you will have more tricks up your sleeve to handle it and your party will start building more rounded less one-trick pony characters. At the very least the change in player focus should put most of your players back on a more even level.
You could even use this as a campaign ending scenario and reboot it with all new characters to give you a chance to start fresh with a better understanding of what is in store for you as a GM of these players.
I like to keep it simple, the one I'd like to see pop back up is Alarka.
The fire Oracle from Rebels Ransom she was perfect. Well built stat-wise, effective, ruthless and has made enough PC's take a dirtnap to warm even my jaded heart.
I'd love her to come back and just start robbing everyone while torching the city around her.
Sean K Reynolds wrote:
Thank you for that explanation and it does make things clearer for the basic use of spellcombat + claw attacks. However our main question was regarding any/all of the other natural attacks available (a bite, or tail slap or wing buffett, etc) and how Magi without claws or slams function.
For example take the Naga, that ruling completely removes the option of ever having a Naga magus. They can be wizards, sorcerers, clerics or oracles and function perfectly fine but can never use the magus class ability because they lack a hand. Or a Lizardfolk Magus, the only have 1 claw attack do they have to give it up completely just to use spellcombat? With the introduction of the Race guide these became available but this ruling shuts them out of the class.
Ignoring the corner race case lets examine the other side of the table and those Magi who like to shapechange (nearly all of the polymorph spells are on their spell list). Many Magi liked to cast Monstrous Physique to become a (harpy, popobala or Gargoyle) when in combat to shore up their physical weaknesses and avoid the cookie cutter shocking grasp builds, or the occasional Beast shape users who would use silent spell to try something different. This prevents them from ever using their signature class ability for what appears to be an arbitrary reason.
Everyone complained with the previous ruling that Haste didn't work with spellcombat but many of the Magi abilities actually gave you Haste and now it's being changed back. That leaves us with the same issue but worse, spellcombat doesn't work with most natural attacks (but it's unclear which ones though, ie. what about pincers?) even though your main class ability gives you all of the natural attacks in the game (spellcasting with most of the polymorph spells), your archetype ability gives you others (hexcrafters get Prehensile Hair, etc), and some of the dedicated Magus spells actually require you to use a non-hand related natural weapon as part of casting a spell (Vanara: Prehensile Pilfer). The class appears to be designed to add natural attacks to itself.
Basically our question is what is it about the Spellcombat ability that requires a user to give up it's innate abilities to use it?
And before you forget please remember the hex only prevents the target from needing to eat or breath it doesn't protect them from needing to drink.
thirst rules wrote:
The average creature can survive about 2-3 days before dying of thirst while frozen. Don't forget that rule when you start freezing targets and walking away.
The trait cost IS a big deal since taking it prevents you from ever taking two-world magic, gifted adept, focused mind, arcane temper or any of the other more useful magic traits. I'd much rather have something that boosts ALL of my casting then this trait which only helps one spell I'll never WANT to use.
If I'm aware of a target that far in advance I would much rather prep something with an effect like Thanatopic spell so that it CAN be affected by my vastly superior mind affecting spells or simply prep a different spell that will actually do more to it then maybe add 15 more points of damage.
Trying to be a damage dealer on a class designed to be a Debuffer/SoD specialist is generally a sub-par activity. Not saying it CAN'T be done, merely asking is it worth the effort and resources just to do average damage when you can spend half that much to be GREAT Debuffer/SoD specialist.
Up to you but if I wanted to just do damage I'd be a fighter, their are better at it and it's cheap for them.
That's a really short list. The actual list of critters is more like this:
Slumber is potent but it has a LOT of ways to deal with it. As Kolokotroni said, don't use single critter encounters. EVER. Also remember all the effects that break slumber (a standard action from a pet, a single point of damage, a loud noise, etc) and general environmental effects that also work (Extreme heat, rain, thunder).
This is not a game-breaking ability, it's just a game changer.
Bards.You know the wandering minstrels who go all over the place telling people about where they've been and what they've seen there. These guys exist for one reason and that is to function as the internet for the medieval world. Plus as an organization they are constantly sharing stories with each other to keep the information fresh and new.
Anything you ever want to know about anywhere in the world you talk to a Bard and if he hasn't been there he probably has a story or two from someone who has been. That's pretty much how I've always considered the skill, you either are remembering tales and stories you've heard from all the wandering bards who sit in taverns (where EVERY adventurer hangs out) or you looked around the new town you are in until you found a Bard and picked his brain for the rules of the new location.
Fast, quick, easy and makes historical sense. Plus after all, it's just a game. Go with it.
Andrew Christian wrote:
The quoted comment above is the problem I have with your argument. the only thing making auto-successes not fun is YOU. As I learned in one of the recent scenarios.
Spoiler:Having encounters where there really is no chance of failure frees the GM up to focus on the ROLE-playing aspect of the game instead of the ROLL-playing side of it. That scenario has a foregone conclusion from the GM's side but the players all bust their humps scraping for every bonus, idea and role-play the heck out of their dialogue simply because they DON'T KNOW WHAT THE DC IS, all they know is it's important and the npc is actually talking to THEM, not delivering box text. The players have no idea whether this is an auto-success or not, they only know what you as a GM describe to them. whether they succeed by 1 or 100 it's still just a success as far as the rules are concerned.
Fortress of the Nail
If you describe the scene as just "You step into a room, give me a perception check. you get a 55? you find x,y & z. Moving on..." then yes it's boring for everyone. IF you change that to a real description on how cleverly concealed that x,y & z were and how they just barely managed to find them then the party feels good about having that character involved, you get to have fun stretching your improv skills and the player feels justified in their expenditure to get that skill so high. Total cost to you as a GM to increase everyone's enjoyment, 10 seconds to come up with a descriptive statement.
It really comes down to whether you enjoy creating an immersive scene that gets your players thinking like their characters or if you just like the tension of random dice rolls.
Yes, learn this spell Warding Weapon and you will no longer need to cast defensively when in combat. In general though once you hit 7th level your Concentration checks should become almost automatic so it's not that big a deal.
As for your upcoming hex/arcana choices; Fortune/Cackle has been nerfed into the dirt so I wouldn't bother with those two anymore. Arcane Accuracy is a must get and the Familiar Arcana is underestimated but REALLY powerful.
It actually comes on a 40mm base and stands 38mm tall. Awesome looking mini and it comes in 5 separate pieces.
Here, take a look at it OwlBear.
Teller of Tales wrote:
I've been following this thread for awhile and (though I fully agree with Teller of Tales on the ambiguity of the full round action) I'm beginning to think this is intentional.
As a Magus player I've personally had the massive 1 shot kills when I crit but just as often that crit didn't kill the BBEG but the follow up iteratives did finish him off. If this clarification DOES make spell combat work as Teller describes then perhaps the Dev's current intent is to reduce the magus down to 1 spell and 1 attack?
This would bring the magus DPR down to manageable levels across the board without requiring anything more then the errata notice they've put out so far. It would take some time to adjust to the new playstyle but overall I could see this as being a functional re-balance for the class.
I'm not a fan of the re-balances but I can see the reasoning if that's what they are doing.
Scent has 3 main benefits and is actually pretty easy to handle though you'll need to remind your GM a bit about them for awhile.
A. Scent grants a simple +8 to all perception checks made inside the range of your scent ability (Usually 30 feet but sometimes more or less depending on environment) that could benefit from it. I routinely make use of it for looking for traps (sniffing the oiled gears) & picking out hidden invisible targets.
B. Tracking, scent allows you to track any target without needing to invest in the survival skill. Normally you must be trained to follow tracks with a DC over 10, scent bypasses that restriction. The mechanical benefits of having scent and survival together allow you to ignore the effects of surface conditions and poor visibility the two biggest modifiers to tracking. You still only make 1 check but the DC is much MUCH easier.
B. Finally the biggest advantage is dealing with invisible/hidden enemies. Remember it's a move action to actively sniff around to determine if something is in range and no action at all anytime you come within 5 feet of a target you automatically pinpoint them no matter what.
If you have an invisible or hidden target somewhere out there you simply roll Perception +8 vs their stealth (ignore the +20 bonus for invisibility since you aren't using your eyes) to determine what direction and move that way. As soon as you come within 5 feet you auto notice them and pinpoint the square.
If you do decide to go the route of making those immunities work then go all out. Swap out all the demons for summoned Ice Elementals instead. Your 2 big bads, a shadow demon and 3 Ice Elementals (large) gives you a EL of 12 (13 if you ice the floor which I really think you should, force them to fly or make acrobatics checks) and is visually awesome.
You have a frozen cavern dimly lit from lights glittering off all the icicles with a sheer transparent wall ahead of them with the sorceress madly summoning something. As the party moves to engage enormous serpents made of snow and ice erupting from the slick floor of ice to engage the party frontliners and slipping back into the ice when your players attempting to bring their might to bear on them.
THAT is a fight they'll remember forever.
Every party ALWAYS has a glitterdust prepared which is why the bad guys are using demons and a SINGLE shadow demon. As soon as the glitterdust or other light spell gets sprung out comes the at-will deeper darkness, negates the glitterdust long enough for the duelist to retreat back to the sorceress to have it dispelled, and moves the shadow to the top of the parties attack list instead of your BBEG's.
Follow that up with a few lesser minions (that the party can wade through easy to keep them happy and involved) should stretch the fight out long enough to feel like a challenge and when the party whens they'll remember that combination of frustrating opponents and glorious carnage they got to inflict in the fight.
You want the party to win in the end and feel good about it while still having that since of desperation fighting the forces of the abyss. THOSE are the sessions players remember the most.
Hakka Tsadok wrote:
Good start but it won't stop them from being encased in ice.
The main weakness for Ice Tomb loving witches is that it requires line of effect to work (put the target behind a pane of glass and they are immune to the Hex) and line of sight to target (make the target invisible and they are immune to all witch hexes).
In your specific case I'd go with greater invis on the Duelist making him untargetable by the witches hexes (but still an open target for the rest of the party), while the sorceress casts wall of force between herself and the party while summoning demons (and a single Shadow Demon in the mix) and casting illusions.
The Duelist will be inflicting tremendous (but survivable) damage against the party and giving the Druid and Monk a melee target to deal with while the Witch and Inquisitor are bogged down handling the demon assault and desperately trying to bring down the Wall of force to stop the sorceress.
It should be fairly exciting, winnable and each player will get several moments to shine in the fight.
If I'm understanding your statement here you are making a fundamental rules mistake.Just because your weapon threatens a crit on 15-20 doesn't mean that 15-19 are automatic hits. Only a 20 on the die roll auto hits and threatens a critical.
The expanded threat range on the swords simply means that IF the 15-19 would hit normally THEN you threaten a critical. If they don't hit you get nothing.
a playable lycanthropic race? interesting. Kind of wish they had gone a more eldritch horror route for skinwalker though, ala Dresden files.
Yes, Dresden's Skinwalkers are the most frightening boogeymen I've read about in a while.I honestly prefer them that way.
Here's a point that I don't think has been mentioned yet. Currently there is no way for a Lawful Good Arcane Caster to have an Improved familiar who can use a wand.
Making the Mephit (or the Elemental) a legal wand wielder will fix this problem and allow Lawful Good casters to be equal to all the other alignments of casters who can have a wand wielding assistanct as well.
John Compton wrote:
Now John, you know no one is going to take you seriously without an avatar, get to work. :P
I'm in the same boat as Nosig and the Fox, after hitting my 2nd star life begins to interfere and everything slows down. I have come to the realization though that number of games run pales in comparison to quality of games run. If I can only do 1-2 games a month I just content myself with making them the best games I can possibly do and take joy in my players having fun and looking forward to the next.
Take your time and ENJOY it, it's a game and you should be treating it like that. If you're doing it for a goal it starts sounding like a job.
First lets remember that the Polymorph subschool has been nerfed so badly it's ALMOST useless. You are now denied nearly all of the new forms abilities and can only pick from an extremely limited set of powers each form has. It's so short lets list them here.
All natural attacks (but not all rider effects for those attacks) and:
If you'll notice you get none of the defensive abilities (not even their natural armor is allowed over) and several of the abilities are not available on any monstrous humanoid form (I'm looking at you pounce, rake, web & trample).
Now with that said these are the best forms I've been able to find for using this spell.
The best possible forms to assume are:
2. The Witchwyrd, this form only gives you 4 full BaB attacks a round but you also get the Grab ability on each so can take advantage of all the goodies that comes with multiple grab attempts per round as well as darkvision.
3.Four-Armed Sahuagin Mutant, this bumps you back up to 5 full bab attacks a round and gives you the aquatic and ampibious traits with Darkvision. Situationaly these can make for an even better form for dungeoun crawling since you rarely have room to fly.
4. Caliking, you only get 4 natural attacks (the other 2 or iterative attacks with weapons) making all of them at BaB-5 and your iterative attacks are also at -5 (except the first one). You get a lot of attacks but with the natural penalty and the spell combat penalty you will be missing a lot. Arcane accuracy will remove the penalty (mostly) but any of the other forms will give you so much more from it.
Not quite, you'd get something more like this.
The following round if you din't maintan the grapple you'd just get
bite +17 (1d8+6str.+grab), claw +17 (1d6+6str.), claw +17 (1d6+6str.)
And yes it is extremely nasty to use.
STR Ranger wrote:
I have been giving some thought to the melee transmorgist and how it fits in with all that we've learned about Hexcrafters in the last few months and I've come to a few conclusions.
First, The Caliking is a sub-optimal choice for forms. I'm not saying it's bad just that there is a MUCH better choice considering the nerfbat that hit the polymorph school.
Second, this build NEEDS to be a strength build since all the best forms are built around strength. This has it's on challenges to it but really keeps things simple and saves you several feats.
Third, this build is all about sustained damage. With the right spells running (Chill touch, frostbite, enlarge person, etc) you will be able to consistently 100 pts of damage a round, every round.
Finally, this build is the quickest to get your primary role working (4th level at the latest) but is also the most likely to end in character death. You can put out a lot of damage but it has the lowest hit points and armor while still needing to get into and stay in melee.
The best possible forms to assume are:
From 4th till 7th you use Alter Self to turn into either a Trogolodyte (for 3 natural attacks and Darkvision) or WereTiger (for 3 nat attacks, low light and Scent).
From 7th to 10th you use Monstrous Physique I to assume the form of a Four-Armed Sahuagin Mutant (5 attacks & darkvision) or the regular gargoyle (4 natural attacks, darkvison & flight) or the Withwyrd (also 4 nat attacks, darkvision but grab instead of flight). The sahuagin form has drawbacks so only go that route if you can be assured of avoiding it's light blindness.
From 10th on you'll be focused on just using the Four armed Gargoyle form as much as possible (pending new monstrous forms being introduced) since nothing else really comes close to it in terms of damage output, maneuverability and special abilities.
I'm working on an actual level by level build on this theme but it's still a bit rough.
I also see this as a much more interesting way to introduce new players into Pathfinder & Society play at those level.
5th level pregens however are right at that sweet spot were all the options start opening up and players can really see if they like how a class plays without being totally overwhelmed by the glut of options.
I really am intrigued by the possibilities here.
Tell her it's a huge waste of time & resources.
Well this has been asked a few times and some of the answers have been determined.
A. Stan is out of luck. The Familiar Form ability functions off the Beast Shape spell and limits you to only the forms that spell allows. A voidworms type when they change shape doesn't change so Stan can never assume the form of his Voidworm or any of the shapes IT can take. This power does nothing for you.
B. This one is more complicated but per the examples in play is far more powerful then you think. When the witch jumps into a new meat suit that soul is evicted and, Per RAW, a soul with no body to inhabit dies and goes to the boneyard. Yes the witch has a save or die at will power now but there is contention over this interpretation.
Moonscar module has a Shadow Demon using it's 1x per day magic jar power to stay in the same body and keep control of it for as long as it wants to.
C. It works like you think it does, when you upgrade to an improved familiar you do not lose anything as the devs have stated repeatedly so you recover those feats and immediately give them to your new familiar (along with all the old familiars spells known).
Yes the Beast bonded with is an EXTREMELY powerful archetype, enjoy.
Dust Raven wrote:
The real question is not can you have an imp, but is that big of a power boost okay in PFS?
Having an imp familiar is an insane increase in power for several spellcasters and can trivialize most encounters or scenarios. The secret is in this spell Familiar Melding and how powerful it makes you with certain improved familiars.
A tiny, flying, invisible, spell casting, Hex throwing Witch who can't be killed during a scenario is kinda dangerous. Grab a couple scrolls of shrink object or secret chest and safely store your body nearby and you will safely tromp through a scenario unscathed.
It's just a demon body, who cares if it dies, it just costs a little cash to get another one.
I can't wait, I'm 2 scenarios away from getting my imp. This is gonna be funny.
This is part of why I said that a Magus is a caster first and foremost. any round where they are not casting a spell or under the benefits of another spell/supernatural ability they are a sub-par melee combatant barely better then a rogue.
Everything about the magus is really focused on using melee options to deliver and augment his spells, without those the magus is really not much of a threat. With his lower then average to hit bonus (3/4bab on top of his -2 to hit with spell combat), with his inability to two-hand his weapon when using spell combat, his lower HP's and lower AC makes him far less effective in melee then a comparable full bab class. He is required to expend finite resources (spells/arcane pool) to keep up with the other melee types.
Magi are casters, first and foremost accept it, embrace it and enjoy the carnage that brings you. Anything else is likely to be truly disappointing.
Dennis Baker wrote:
Well that's not EXACTLY true, you don't need to be in combat you just need to confirm a crit which you can do without being in combat. All you need is a small sized ironwood Kukri and a few rats tied up in a bag.Keen it and then stab the rats for non lethal damage, you'll hit every time and you'll crit 1 out of 4 times (give or take) and since you are doing non lethal damage the rats don't die.
On average for every arcane point you spend you get 3-ish points back so no matter how many arcane points you have you can refill your pool inside of 5 minutes an unlimited number of times per day.
No, you carry a bag of rats around and CDG them.Unlimited arcane pool points for a gold a day (less if you can make the survival checks).
Fighting Fantasy GM wrote:
You're missing the real issue here, it's a ROPE bridge. A sizable majority of people will accept that the ropes will take full damage from the fireball and since they have hardness 0 and 2HP's/inch the average fireball will automatically destroy them.
It does give you the cool cinematic of the burning bridge falling into the darkness though, so points for coolness do apply.
Condition stacking builds tend to get boring fast but if that's what you really want to do then nothing is as effective as as the Defiler Magus.
At 7th level a prepared Defiler can inflict Grappled, Staggered, Fatigued, Entangled, Prone and Shaken onto a target with a single standard action. If he decides to make a full action he can also add Blind or Sickened to that target. At the same time he's stacking all these conditions he's still putting out a scary amount of damage (Routinely 30-40 DPR) while spending next to nothing in resources (1 arcane pool point and 1 first level spell per target).
If anything leaves through that first round then you probably shouldn't be fighting it anyway.
The claw/claw/bite routine is powerful at low levels but past about 11th level the regular weapon based attacks catch up and pass the natural attacks in potency.
Even before 11th level you will start running into problems hitting your target (it's prohibitively expensive to get even a +2 to hit on your weapons) and then the issue of DR comes into play, at best you can get through silver and magic with a feat but the rest of them are almost impossible to get past.
Basically you get more attacks early in the game but the damage on those attacks is much lower.
The trick works he's just written it out backwards. you don't start with the bladed dash, you start with the swift action Dimension Door -> Dimensional Dervish. This lets you teleport bounce and Then spell Combat and attack as many targets as you have attacks THEN you cast the bladed dash to run you back behind the party tank while attacking every target in the way.
Everything works you just have to get the order of operations correct.
edit: Also teleporting first makes it easier to set up a better charge lane since your final jump can be to maximize the line of targets until you get home.
As I've said before, that is a strictly optional rule from an optional chapter in that book. It in no way affects a standard constructs creation.
Michael Brock wrote:
Follow up question;Does this clarification of evil spells mean thoze characters who regularly use Infernal Healing spells risk removal from play?
That spell is marked with the evil descriptor.
Richard Leonhart wrote:
Ok, you're looking at it wrong.the uber build that is being referred to hinges around the stacking of the Ranger favored terrain and the rogue terrain mastery ability.
Terrain Mastery wrote:
A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.
With this feat every time you take it you get another favored terrain and ALL your other terrains get an additional +2. Take it 4 times and get a +10 to every other favored terrain you have.
Now this also stacks with the increase you get from leveling as a ranger and leveling as a horizon walker. Put it all together and you can easily have a +20 to hit/damage/init/perception/stealth & survival for 2 or more terrains and all creatures native to that terrain. Doesn't matter where you are if you are fighting something that is native to one of your terrains you get your bonuses against it.
Now to make it perfect pick up a ranger wand of Instant Enemy and use it (swift Action) and point it anything that's not native to your highest favored terrain. Now it is, use your highest bonus against it for the cost of a wand charge.
Here's my first pass on the Defiler/Debuffer. It's still a bit rough but I think it's all legal and just needs a bit of Polish.
The Defiler: This debuff build is focused on piling on negative effects and rendering every target as harmless and easy to kill as possible. This is a Melee effective option that is fully developed by 6th level with everything after that making it more destructive.
1 (Witch 1) (White Haired Witch archetype) Feats: Rime Spell, Scribe Scroll
How it works: This build hinges around using your Hair natural attack for ALL your attack actions. As your only natural attack it is always at Full Bab and does 1-1/2 times your Strength bonus on damage rolls. Since you use your Intelligence bonus in place of strength every time you boost your Int you boost your melee to-hit and damage. Taking two levels of Witch grants three important benefits:
1. An always on Natural attack that can never be sundered, disarmed or stolen.
Now this is a debuff build so our go-to spells are FrostBite (Rimed) and Frigid Touch mixed with Power Attack and Cornugan Smash all channeled through 4 different combat maneuvers (Grab, Trip, Sunder & Disarm).
Combat begins by activating your Prehensile Hair and using your arcane pool to get the +attack on it as high as you can and moving into position to respond to any AoO provoking action. At your first chance Spellstrike a Rimed Frostbite and attempt a combat maneuver (trip is best) on a target 10? away (try to always power attack this).
(Prone is -4 to attacks and CMD, Fatigue is -2 to dex and str for another -2 to attacks and CMD, Entangled is another -2 to attacks and -4 to dex for another -2 to attacks and a concentration check to cast spells. Total = -6 to Dex, -2 to Str for a -4 to attacks, -8 CMD, -3 to AC)
This also triggers your Grab ability so now make a Grapple check against their CMD -8. If you succeed then move them to any square adjacent to you (automatic action) and inflict Constrict Damage against the target. (1D4 + 1.5xInt modifier + Power attack Bonus). This will also activate your Cornugan Smash Feat so also make an Intimidate check now to demoralize them to inflict the Shaken Condition.
(Adding the Grapple condition reduces Dex by an additional -4, Attack rolls and Combat Maneuvers by 2, and adds another concentration check to cast, Shaken reduces attacks/saves/skill checks/ability checks by 2 more. Total = -10 to Dex, -2 to Str, -10 to attacks, -2 to saves, skill checks and ability checks and requires 2 Concentration checks to cast a spell)
All of this is done with a single standard action. If you decide to use Spell combat all of the above will happen with the addition at the end to cast an additional spell (which will end the charges from Frostbite), we usually use a Frigid touch spell to inflict 4D6 damage and the staggered condition (it is recommended to either use a Metamagic on this, either Rime, Sickened or Empower).
With this build raising your Int as high as you can is paramount since it powers ALL of your combat ability (attacks, damage, CMB, etc) followed by either your Dex (for more AoO's, Dex and reflex saves) or Con (to absorb all the damage that will be thrown your way the first time you use this trick) Strength needs to be 13 for Power Attack and after that it's useless.
If you would like to do more damage while doing this, always remember releasing a target from a grapple is a free action and the spell from spell combat can go after all your normal attacks. So after the steps above release the target and do a normal attack with the hair triggering everything again for more damage THEN do the spell combat for the Frigid touch spell for a third touch attack (this requires you to have pre-cast the Frostbite in a previous round).
Finally got a chance to run this for some of my usual group and 2 new players doing pregens (ezren & merisel) at tier 7-8 (no matter how I tried to get them to play up).
As expected everyone had a blast (2 instant converts to Pathfinder & PFS where made this day) and they are all clamoring to run part 2 asap. A table full of Qadirans, Sczarni and Andorans made quick work of the faction missions and easily opened diplomatic relations with the ratfolk.
They easily overcame the Dark Stalker due to the first of my MANY horrible die rolls (how could I roll a 3 or less every time I tried to use the wand of dispel), but spent 15 rounds chasing the dark slayer around the alter getting blasted by every spell he had. (He really needs some aoe spells for situations like this Kyle)
The centipedes did there job perfectly and buried half the party in rock with the cleric unable to heal anyone until she was dug out. Unfortunately it was only the cleric who took damage so it wound up being just a speed bump during play.
Then we come to the non-optional encounter (I will ALWAYS find a way to use this fight), the party choose to dig a small tunnel through the rock and go through single file with mr heavy fighter the first to encounter the Gug. One awesome blow and a full round attack later the fighter is at 6 HP and has a new name... Mr brown shorts. This is where my dice really start betraying me and the party comes together. Glitterdust + Bestow Curse + viper Poison + Super channel cleric + Tangle Foot Bags + a DM who can't roll over a 7 on any save + a rogue who rolls and confirms 3 sneak attack Crits in one round allows the party to overcome the Gug (though everyone was down to single digit HP's multiple times during this fight.
Kyle, you'll be happy to know this is the first time in my PFS career that the party has said we need to rest and camp for the night. They literally had to burn every resource they had to defeat your baby here.
Finally they meet Xiangnuer, the argument over what loot to give her was hilarious. Half the party wanted to give her EVERYTHING they'd found on the way down (dark folk stuff, aspis weapon/spellbook) but they greedy rogues weren't having any of it. Eventually they attack and my dice betray me again. Fails every save and Boneshatter is an obscene spell to have cast on your creature. When they drop her under 40 HP's (1 HP left) she flees and a desperate dimension door to throw the rogue onto the dragons back to take 1 last shot manages to pierce her DR (no sneak bonus) for 2 hp of damage and watching her (and the rogue) fall 3000 feet to the ground before the Pagoda.
Everyone had a blast and are trying to re-arrange their schedules to play part 2 this week. This scenario gets rave reviews from my table of 6.
Edit: They all recieved the dragon killer check but are freaking out on how the rats will respond to them killing their dragon ruler since nothing on the sheets actually says killing her was a good thing. :P
Kyle Baird wrote:
Should be considering it's lethality.Last time I ran it took 3 rounds before the party cleric (only one still above 0 HP) was on his knees begging her not to kill him. Made him pay her every dime he had for the privilege of living.
Then once they made it to the last room and tried to leave she was sitting at the front door waiting for her "share" of the loot.
They were not amused...
We can only respond to the builds you post and if that build is full of errors that is what's going to be called out. Now if you wish to flip it to Spell specialization and a rod of intensify then that Magus will STILL be limited to 5D6 damage per shocking grasp. (You can't use a Rod while spell striking OR spell combat with the build you posted).
Now as others have said comparing a magus to a Rogue is like comparing ANYTHING to a rogue, the rogue is garbage plain and simple and makes everything else look OP. (Just for clarification the rogue I referenced is the default best melee rogue... the half-orc.)
The magus is a nova class, he gets to shine once or twice a day and the rest of the time everyone else is usually performing better. Please reacquaint yourself with all limitations built into the class and try again.
Yes I can see why he retired it, everything on this character is wrong and wouldn't pass any audit at any game I've ever played in. Let's look at what this character REALLY is shall we?
+2 Keen weapons cost 18300+ gold, a 6th level PFS character who has NEVER failed a faction mission is limited to a maximum of 11,750GP on an item. This weapon is illegal.
Arcane pool is not 13 it's 9, Int bonus (4) + 1/2 magus level (3) + Extra arcane pool (2) = 9.
Magical lineage means he CAN'T have any other magic traits and he took Empower so no intensified metamagic so he's limited to a maximum of 5D6 shocking grasp damage.
As for your weapon damage numbers, ASSUMING he kept it a legal katana he'd be doing:
Twohd Non-Spell combat +1 Keen Katana +10 (1D8+7/15-20)
(Remember spell combat requires you to have an empty hand for that entire round so no 2hd bonus for strength OR power attack)
Throw perfect strike in there and assuming he did confirm the crit it would only do 3D8+27 for an average of 40 pts of damage that round.
Finally there is no such thing as Arcane Power Attack, he may be referring to arcane strike but if he is then that requires a swift action so it can't be used in any round he's using Arcane Accuracy.
Now if he wanted to burn through his arcane pool and spend 4-5 points on every fight (meaning he can do this trick once per day) then yes on one attack if he's lucky enough to crit and confirm and roll maximum on his damage dice then yes he can do a maximum of 137 points of damage (average of 69) to a single creature.
This is not what I consider broken.
PS: As I said before there is no legal way for this magus to have a caster level higher than 6 and no way to get more then a 5D6 shocking grasp.
Chris Kenney wrote:
Incorrect. EVERYTHING on the normal familiar's list can talk... at 5th level. The speak with Master ability grants them the ability to speak a specific language and that's all it takes to use a wand.As for keeping it safe in combat it's not that hard. Build a nice top opening cage and attach it inside your napsack with the flap open. Familiar lays in the cage and stands up (move action), uses the wand (standard action), drops prone (free action). While it's in the cage it has full cover and full concealment making it REALLY hard to target or melee and with it's evasion and concealment it's pretty safe from every spell that you can throw it's way.
hello, my name is ninja wrote:
Never said it was secondary, merely that it was light which is bad enough. The main advantage of pounce is that it lets you do a full attack in the first round of combat, that's the main draw of the big cat. It's damage from full attacking isn't really that good.If the big cat hits with every attack it has will max out at 3D6 + 1D8 + 15 for an average of 30pts of damage (41 max) when it can stand and plant and hit with every attack (remember it only gets one rake). Now as every melee player will let you know you are lucky to get to full attack half the time so the Cat will be doing about 15-20 pts of damage a round and significantly less if the target is the mobile type.
Also if the cat does decide to grapple it goes down to just 1D8+5 per round if it succeeds on it's grapple check.
The wolf on the other hand will ALWAYS do at least 4D6 +13 (avg 27, max 37) every round (he'll either VS every hit or get his second attack when he gets multiattack). He get's 1.5x str on EVERY hit so his base damage is always going to be higher and he gets -1/+3 damage with power attack which the cat can't match.
The cat has to pounce just to equal the wolf on average damage in the first round and if the target moves 6 feet away the cat's damage goes to crap (1D8+5 + whatever spell you put on him), the wolf just continues hitting that hard no matter what the target does. Also Trip provokes AoO's (try to get up, move, cast, etc) and makes it so easy to hit, grab on the other hand... well grab sucks as a flanking bonus in comparison.
Finally (and this is the best part), Strong Jaw is an insane bonus for the wolf (good for the cat but better for the wolf) kicking it up to 8D6 on every attack every round.
The wolf just has a much higher base damage and needs fewer extras to contribute meaningfully and when you can't take the time to drop buffs on an AC (or don't have the cash to buy all the gear that cat needs) it's no contest.
Now if money and time are no object then yeah the cat will do more damage but how often do you have all the time and money you need to throw on a secondary critter?
Well first I'm not a fan of the Tiger as an AC, it's pounce is very nice but I find it's damage output is actually pretty low and improving it to the point where it's relevent in combat is VERY expensive.
Personally I'd say go for the Wolf instead, much better for you.
Trust me, take the wolf give it power attack, improved natural attack, vital strike (and if you have the feat to spare = Multiattack).