I just brought this up because of all the rule lawyers you can come across.
Opportune Parry only comes into play against a melee attack made against the Swashbuckler.
The question is, would it work against a attack made against the Swashbucklers weapon?
I would allow it but I've seen some GM picky enough about the rules to not.
Have a question here I just haven't seen addressed -
What happens when someone targets the Swashbuckler's weapon with a Sunder?
If I was fighting a Swashbuckler that kept parrying/reposting all my attacks. I'd start thinking about trying to sunder his weapon. Even if I didn't have improved sunder.
Have to agree that the Warpriest class pretty much needs a complete re-work. The problem is, some of the suggestions, if implemented, would make the class too powerful -
Full BAB class & the Sacred Weapon feature combined together with the cleric buffs would end up being overpowered.
While I do like the concept of a "Divine" Magus people have mentioned. I think we'd need to keep the 3/4 BAB and do away with the Sacred Weapon completely or change it to a version of Arcane Strike feat.
At Warpriest creation (1st level) - Get's way too many feats.
That's 3 Feats a Warpriest has at character creation compared to a Fighter which has 2 Feats.
Have to agree with a number of above posts. Being limited with the Weapon Focus & Sacred Weapon bonus effecting only your deities weapon kind of makes the access to all simple and martial weapons worthless.
Blessings should be no more then a move action. While nice, they are (mostly) weaker then the domain versions of them. Plus, being a standard action get's in the way of the Warpriest action economy.
Wish List -
Would like to see the Warpriest stay with the same +BAB but can use their levels to be considered as the BAB for feat requirements.
Loose Channel Energy - They already have way, way, too much stuff to keep track of. Give them instead -
Doing all this on my wish list would then mean changing the level 20 capstone: Aspect of War. Suggested change - Acts as if under Freedom of Movement, DR10/-, +2 profane bonus to saves, and blessing bonus
There's a number of monsters that have gaze attacks + others that like to use magical darkness. Obscuring Mist helps to negate those advantages.
This is a GM call but I always ask the GM if I have a invisible creature attacking if I can see it's outline from the mist surrounding him. I'd still suffer the miss chance but I'd at least see the outline if in a adjacent square. Instead of swinging blindly in the square I think the creature is.
A spring loaded wrist sheath is your friend. Can load any wand up/in it and is a swift action to pop the item out and into your hand.
There's also the option, if your GM allows it, to equip a potion in your wrist sheath. One of the descriptions given for potions does fit the size requirements for the wrist sheath but I have known some GM rule against this and other GMs to allow it.
Put me down for "other".
The problem with going by weight is you're going to get some crazy price swings. I think some mithral 2 handers might even be as expensive as adamantine.
Then there's going to be people arguing that half of the mithral great axe weight is from it's wooden handle...
To keep things simple (but unrealistic but simple) just give the mithral weapon a flat add on cost. My suggest would be -
PS. Also wanted to correct a earlier post. Mithral also counts as silver besides its extra hardness and HP.
Elan doesn't really do any serious damage till he picks up the prestige class that adds CHA modifier to damage.
So...a STR of around 10 or at most 12.
He's got a decent DEX but cruddy dice rolls :D. But no where near a good thief DEX. I'd go around 14 here.
INT & WIS, Elan isn't the sharpest for either of these. 7 or 8 depending on how you want to go.
CHA pump it as high as you can. It's Elan's charm and good looks that he relies on.
Now to make up for Elan's poor INT, isn't there a trait or class ability that allows you to use CHA for knowledge checks?
Just curious but what are the rules for Weapon Cords when you're not fighting?
If they're attached during you're day to day stuff I can see the cord getting in your way.
Then there's the question of how long does it take to attach a weapon cord and what does it attach too?
I know this is being knit-picky but if people are going to abuse/cheese out the weapon cord, those are some questions I'd like to see answers too.
Darigaaz the Igniter wrote:
While this is doable, it is also wrong. Spell combat requires you, as a full round action, to have a free hand. If, at any time during that round both hands have something equipped, you can not use spell combat. There are exceptions to this, most of them are with magus arcana or magus archetypes.
Spell Strike is the ability to use a weapon stats to attack instead of using a touch attack to land a spell. Spell Strike has nothing to do with casting a spell.
GM Arkwright wrote:
I would disagree with you here. While it is only usable once a day, you can use it on any spell you have, including the max spell level you can cast. This can seriously improve the magus alpha strike ability.
In my example of arcana empowered scorch ray, hitting a single target with it at 7th level, you'd be doing 12d6 fire damage.
I grabbed the Arcana: Empower Magic. While it's only usable once per day, at the level you get it, used with the spell Scorching Ray, can ruin someone's day while giving your magus some range flexibility.
Arcana: Spell Shield will help you stay alive after you unload a shocking grasp crit. This takes a immediate action which allows you to keep using your arcane strike.
These are my two favorite s that work with your build.
Had this question come up in a pathfinder game -
Can you use a swift action with a full round action?
To use Spell Combat, it requires a full round action. If this is the case, how does the Magus use any of the magus arcana that require a swift action?
Magus has a +2 weapon and uses his arcana pool to enhance the weapon to a +4 keen weapon.
Opponent Magus is fighting tries to sunder that weapon.
Magus has the trait magical lineage for shocking grasp. In the morning the magus preps shocking grasp with the Intensive magic feat. With the magical lineage feat the spell intensive shocking grasp is still considered being 1st level instead of being bumped up to 2nd level which it would have been without the trait.
How are you planning on using that 1handed sword?
Way, way too many people use charm person like a Dominant spell.
I use a fast and firm rule of Charm person only changes that persons attitude to be "best friends" to you. The problem here, what the heck your new C. Evil 'best friend' is going to do.
Couple suggestions -
Extra Performance, while nice in the first few levels, isn't really necessary from about 3rd level or after. This is due to PFS sessions need to be run in 4 hours, which usually limits the number of fights and their duration. (Usually, at most 4 combats, duration 3 to 5 rounds)
Improved Initive can be very big. Allows your bard to get his song up earlier in combat, can make a big difference.
Weapon: Fan of a reach weapon. You stand behind that plate wearing party member and help him out by assisting with a attack or his defence or you can just whack on the opponent.
Have you ever seen a gunslinger in action?
They (at least in low levels, have not seen at high) are very deadly. Plus using some of their class features are able to attack touch AC while one-shotting most creatures they encounter.
I'm seeing a lot of folks picking Pounce and charge attacks in the Barbarian builds. While I'm a big fan of charging attacks, it just seems in my opinion, over half of PFS fights discourage charging. Due to either terrain, junk in the way, or your fellow pathfinders being in the way.
So in my opinion, it's just not worth the feat investments for a attack you'll end up using so little on. It's a balancing at, do I take Pounce that I'll use around once a fight (on average) vs something that I'll use more often?
At first level, if you decide to go DEX over STR, it might be more worth your while to spell combat your round then make a single attack two-handed.
Combat round would go like this -
Gear - Get yourself some flask of fire and acid. You'll need them for swarms. Seems like every third adventure you'll face a swarm.
Feats - Not a fan of Cleave. Just too situational for me and paladins always seem feat starved for every thing they want to do.
Weapons - For high strength characters starting out, I prefer a sling. It's cheaper, does more average damage, and the move action to reload doesn't hurt your action economy much.
Looking for a GM Cheat Sheet or trying to figure out what to put on it if I need to make my own. What I have so far -
(1) DC numbers for task broken down into how hard they are.
(2) Monster knowledge check DC numbers.
(3) Spell concentration checks vs different conditions.
(4) Dispelling magic
(5) Other. Things you've had to stop your game more then once to look up.
I was looking at how much fame you needed to buy stuff with gold. Was looking at that first table which list 4 fame or less you have open access to stuff worth 500 gold.
...got me to wondering how you could buy a wand worth 750 gold if you did not have access to it. After more reading, found out the wand is worth 0 gold if purchased with prestige.
Was a case of just enough knowledge to be wrong.
According to the PFS, 4 PP or less you can only buy up to a max of 500 go. I read that as you needing to play a minimum of three sessions to break that 4 fame mark.
Page 3 of the Pathfinder Society Field Guide.
I do see the part of purchasing anything at a cost of 2 PP for 750 gp on the next table. Problem is, that table does not grant access.
Ran a few new people through First Steps. Started explaining and showing them what they could purchase with both gold and prestige. Told them the first thing they should buy is a Wand of CLW for 2 prestige. While explaining all this I noticed the Wand of CLW was not open access. Also, with a gold cost of 750 go, you needed at least 9 fame before you could purchase it unless you get access on a sheet.
(2) What's above is correct and you need to wait till you have 9 fame before purchasing a wand of cure light wounds?
Which is correct?
Have a choice of three different armor types -
Breastplate +3. 9,350 gp
Adamantine Breastplate +1. 11,200 gp
Mithral Breastplate +2. 8,200 gp
This will be for a level 7 Magus (STR type). I see pluses and negatives for each type of armor. At moment I'm leaning towards the +3 breastplate or the Adamantine breastplate +1.
While the +3 breastplate offers an extra 2 AC, the Adamantine offers DR2. I'm not used to playing characters mid to high levels, so not sure which way to go.
Mithral, I'm just not sure the extra 4,000 gp it costs is worth the extra 10 movement and reduced armor check penalties.
So I'd drop Arcane Accuracy and grab your Familiar Arcana at third and at sixth pick up the Empower Arcana.
Word of advice -
Main reason I asked this is for PFS as we have to play every thing by RAW. By RAW it looks like you get all the damage you do as temp HP.
I also believe this isn't RAI, so wondering if there has been a ruling on this somewhere.
So how would it be ruled in PFS?
If a Magus uses Spell Strike to deliver Vampiric Touch. Does the magus also get the weapon's damage as temp hit points?
So how much of this total of 38 damage dealt from the magus in this single attack become temp hit points?
From my reading of the spell it looks like all of that damage becomes temp hit points but I'm not sure.
This comes up fairly often -
To use spell combat, you need a free hand for the complete round. No gripping the weapon 2handed, attacking, then freeing up one hand to cast a spell.
How set are you on having class levels in sorcerer?
:) :) :)