Svevenka

Terran's page

32 posts. Alias of terry love.


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Possible a psuedodragon synthesist?


Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Sorry i answered my own question thanks


So i am curious as to whether or not a clay golem can be put into a portable hole. I want to create one as a shield guardian but when i start teleporting it wont be able to come with. Let me know what you think or can dig up in the books.


I apologize but i will have to sit this one out. Thanks for the invite though. My time seems to be in limited supply lately, don't think i'll be able to keep up.Thanks again


Well if your down with dragon riders i was thinking of taking the the feat from cotct thats grants a ranger a griffon animal companion.


My son's name is Loki and my daughter's name is Cayenne.

Charles Norris
Bruce Lee
Gabriel Charles
Gabriel Micheal
Thor Arn
Artemis Micheal


labrynth
lady hawk
red sonya


I would like to play an exiled dwarvcen ranger, at home in the darkness but forced to live among humans and the other races. was thinking of using the skirmisher archetype.

i rolled 15,16,11,17,12,11 at home if you need an online roll i can do that too.

4d6 ⇒ (4, 5, 5, 6) = 2016
4d6 ⇒ (2, 6, 3, 4) = 1513
4d6 ⇒ (6, 5, 2, 3) = 1614
4d6 ⇒ (2, 2, 1, 3) = 8dropped
4d6 ⇒ (4, 6, 6, 4) = 2016
4d6 ⇒ (5, 3, 4, 5) = 1714
4d6 ⇒ (4, 6, 2, 1) = 1312

hmm tough call i think i might use the second set of rolls.


Any chance of a second run of adventure path bundles? i didn't have the money before but i do now! I would also rather give my money directly to paizo instead of somewhere else were i could get them cheaper.


A defense specific magus. Gets and extended duration on shield spell, 1hr/lvl. Instead of enhancing your weapon you can enhance your armor like one of the paladin archetypes.


Drejk wrote:
I am not quite sure about it, but I think that Dexterity penalty applies to AC even when flat-footed - only positive modifier is negated while losing Dexterity bonus due to your conditions.

No dex bonus is applied when flat footed, positive or negative. think of it like this, someone is so clumsy the fall into the weapon that is swinging at them instead of dodging, but when flat footed they aren't given the chance to react. Even if there reaction would leave them worse off.


-Improved combat spell could allow 1 attack and 1 spell as a standard action allowing movement, possible spring attack.


-Add spell storing to arcane weapon list of possibilities or spell storing like ability


OK this is a thread for consolidation of ideas for the current 3/4 bab 6 level spells Magus being presented by Paizo. Not for criticism, or rants about how it doesn't work. It is a play test after all, getting out the bugs and making it a fun balanced class to play is what this thread is for.

So from playtest info i have seen the magus is can be lackluster at first level.all other classes have multiple abilities at level 1, except fighter.

-A first level ability usable 3+int times per day to add bonus damage to, probably elemental, to maguses weapon.

-start magus arcana at first level or arcane weapon

-push spell strike to level 2

-push combat spell to level 4 possibly with less penalties or a seperate ability with bonus to concentration.

Keep posting all your ideas


or how bout this.

Spell storing: At first level a magus may store one spell level worth of spells in her weapon. With a successful melee attack she may discharge one spell from her weapon. Each level of magus increases the the amount of spell levels she may store by one.these spells must be placed within the weapon during the time a magus memorizes her spells. 0 level spells count for 1/2 a spell level.


I guess what might help spell strike is a few 0 level spells that could be used with it at lower levels. that way you aren't losing your limited first level spell, but still using spells to help deal damage or debuff. something like acid splash or ray of frost 1d3 energy damage at 1-2 level isn't overpowered or useless. touch of fatigue might be even better.


i am really not seeing the problem with spellstrike. it use is for burst damage. at fifth level you can add a 5d6 shocking grasp most of the time with spell combat. that uses up 1 first level spell. at 10 you can intensify it for 10d6 from a second level spell. add empowered arcana and thats a lot of damage there, with your weapon damage.


i really like the spell combat ability. i think if it was cut and pasted to 4th level it would be more feasible.

put arcane weapon in at 2nd level to take it place will give a decent melee buff early on.

Supplement combat spell with another ability that adds a bonus to concentration such as 1/2 caster level.


If your not gonna buff for battle then your alternative is too cast burning hands and mm and be a caster.

And after those 2 rounds into melee you go.hmmm, not fun.

each buff will at least last the fight, making a better use a one of 2 spell slots.


you could use combat spell, attack first then cast your spell. Then second round vital strike and discharge the spell.

so it would look like this maybe,

1st round
combat spell cast enlarge and full attack

2nd
combat spell full attack first then cast touch spell

3rd
vital strike and discharge touch spell


the closest you will get to a two handed weapon so far is exoctic weapon prof bastard sword.

You can wield it in one hand and cast a spell.

Alternatively if you aren't casting you may use it with 2 hands and gain the str bonuses and power attack bonus.


I like the current progression. Its just a little difficult at low levels.
possibly trading spots with combat spell and arcane weapon bond would make it level out at lower levels.

having the plus to hit from arcane weapon bond would make you a better melee combatant early on and would help buffer the combat spell penalty later.

at 4th level your caster level is twice as high giving you a better but not automatic chance at combat spell, also with more spells available the loss of a spell wont be so tremendous.

also anyone with an odd str or int could bump one up to further minimize either the attack or concentration penalty.


Chris Kenney wrote:
Jason Bulmahn wrote:
The thought of going full BAB with 4-level casting, while interesting, is not really what I want this class to do. The delay in getting spells is pretty antithetical to the concept.
I think at this point the consensus is "This is something we want in Ultimate Combat." I, at least, get that it's too late in the game to change the Magus now, but it's probably not too late to slip his more smackdown-minded cousin into the next book.

I like the current progression. Its just a little difficult at low levels.

possibly trading spots with combat spell and arcane weapon bond would make it level out at lower levels.

having the plus to hit from arcane weapon bond would make you a better melee combatant early on and would help buffer the combat spell penalty later.

at 4th level your caster level is twice as high giving you a better but not automatic chance at combat spell, also with more spells available the loss of a spell wont be so tremendous.

also anyone with an odd str or int could bump one up to further minimize either the attack or concentration penalty.


i think in the level comparison you need to add when the magus arcane weapon bond ability gets better as it either makes for better accuracy or more damage.


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There are concentration checks for casting during violent motion, and I would think that casting while making an attack on someone would qualify.

I think the conc check is for casting defensively with a penalty for casting during violent motion.

THIS!! the DC for casting with vigourous motion is 10 plus spell level

for violent motion it is 15 plus spell level.

so maybe a single attack could be considered vigorous were as multiple attacks due to high bab or haste would be considered violent motion.

this way we can keep the penalty, but also allow it to scale at the same time.


or simply allow range touch spells too count as touch spells for this ability. thus allowing the 0 level cantrips as well as acid arrow scorching ray and a host of others.


Spellstrike (Su): 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. If successful, this attack deals its normal damage as
well as the effects of the spell. This ability does not grant
the magus a free melee attack—such attacks must be
made normally. Alternatively, a magus
can make a free touch attack with his
free hand instead of delivering the
spell through his weapon, as normal.

i think adding the caveat that if you miss but bypass there touch ac the spell still goes off as normal.

I dont think adding a d4 or d6 of damage per 2 levels is a good thing. with spellstrike you can add 5d6 damage at a 1:1 ratio. you can use intensify spell to make it 10d6 at 10th level with a second level spell, possibly empowered with the magus arcana. that doesnt seem to need any buffing.

alternatively i would make

Improved Spell Combat (Ex): At 8th level, the magus’s
ability to cast spells and make melee attacks improves.
When using the spell combat ability, the penalty on
his attack rolls is reduced to –2 and the penalty on his
concentration checks is reduced to 0.

into an ability to make one attack and one spell a standard action allowing for a move action, or even spring attack.

Also just get rid of the penalties for the whole ability all together. the fact that you need to use spell lots mean the ability is already limited at lower levels. unless you can use acid splash/ ray of frost which would increase its over all use but not to a huge effect.


gibbering mouthers


I would say count the falling as a full round action if its 500+ feet. That gives anyone in that round a chance to catch or cast a spell to save their comrade. Since technically everything in the round is happening at the same time.


There is an elven rcial trait thta gives a +2 bonus as well so along with the +2 dex from being an elf that should bump you up.


vagrant-poet wrote:

CHANGES/ADDITIONS

-Remove shield proficiency.

-Changes to infused strike as there really aren't too many touch spells for them to use.

Infused Strike (Su): The magus can, as a swift action cast a spell that requires a touch on an opponent he has hit with any weapon he his wielding once per day. This doesn’t provoke an attack of opportunity, but does require one free hand to complete the somatic components of the spell. He must expend a spell slot to cast this spell, he need not make another attack roll to touch the creature, though the creature may still make all of it’s saves as usual. The magus can use this once per day at 1st level, twice per day at 5th level and one additional time every four levels thereafter (e.g. 9th,

I would change this to work that they cast the spell first with appropriate aoo or defensive casting and then allow them to make an attack instead of the touch roll they are granted already. Possibly at higher levels the could make a full attack after such an action, prolly 8th when they get there second attack.


Dreaming Warforged wrote:

I went for the : "You can take this feat multiple times, but every time it applies to a new set of abilities.

Thanks for the comments and suggestions.

I would frame it more like practiced spell caster and allow only 4 of those levels to stack otherwise you get a fighter19/rogue 1 with 9d6 sneak attack. doesn't seem too balanced.