
Arsil Dawnsinger |

Hello DM.
I don't get 2 standard action per round as a magus.
Magus get a special Full round action that allows him to attack with his weapon, (getting full iterative attack) and cast a spell.
this full round action is called: Spell combat.
While using this full round action Magus do not get the benefit of haste and other action that require you to use Full attack action.
From Pathfinder OGC:
Spell combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
FAQ Spell combat:
Can a magus use spell combat with cantrips?
Yes. It is not limited to spells of level 1 or higher.
[Source]
Magus: Does spell combat count as making a full attack action for the purpose of haste and other effects?
No. Spell combat is its own kind of full-round action, and is not a full attack action.
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Spellstrike
At 2nd level, 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, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
FAQ / ERRATA:
Magus: When using spell combat, can the weapon in my other hand be an unarmed strike or a natural weapon?
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.
[Source]
Can a magus use spellstrike to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round?
Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat. So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell.
On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal.
Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it’s not supposed to make it more difficult for the magus to use touch spells.
For more reading on both ability here is a short thread:
Yet an other spellstricke & Spell combat question
here is an other guide for both abilities with example provided:
A Guide to Touch Spells, Spellstrike, and Spell Combat [Ver 0.4 Alpha]
i hope these help you DM

GM Wolf |

So let me get this straight:
Spell Combat allows a magus to do all his normal attacks based on BAB, and cast a spell with casting time of standard or less.
Thus one attack right now and the spell.
Spellstrike allows a magus to deliver a touch spell using a weapon instead.
Thus the spell just casted can now be delivered with a strike with your weapon.
Weird and a little messed up, but after over a half hour of trying to understand it I digress.
Is there no orison spells that use touch and do damage?

Arsil Dawnsinger |

you got the basic of it correct DM
and there are no L0 spell that do damage on the magus spell list.
There is a cheesy way with a trait to get access to the L0 inquisitor "Brand" spell that is an arcane mark like but also do 1 point of damage.
Also you have a few spell that give you X amount of touch attacks Like chill Touch / Frostbite / Corrosive touch etc that are used in conjunction with spell strike ability.
Spamming Arcane mark just give access to a 2 Weapon fighting combat lite.
The real point to remember is that unlike 2 weapon fighting the action to cast a spell while in a threatened area => possible Aoo if you do it with casting the spell defensively (concentration roll)
And if you cast the spell defensibly and failed you concentration check => loss of the spell and you still incur the penalty for using spell combat
And we all know that making concentration check is much more difficult in pathfinder.
Also when using spell combat you don't get the benefit of Haste for example

Arsil Dawnsinger |

oh and Spellstricke only work on melee touch spells
there is an arcana that allows it to work on ranged touch spell but you only get 1 effect with it.
So with that arcana on a scorching ray you would only get the added damage of one ray and not the others.

Tyrel |

IMO spell strike is a key factor of the magus to at least put it on par with the other classes, at least Arsil just did the regular magus. Bladebound, hexcrafter and the staff magus are more awesome for me but I'm biased lol.

Arsil Dawnsinger |

I like having spell recall in fact.
Hexcrafter is very neat and powerful as Hex DC grow with Character level
Bladebound is very good as you end up having lots of option for the blade enhancement and more Arcane pool point to play with. the down side to the free self upgrading magic weapon is that you can't add magical properties to it.
Staff is rather cool and the free Quarterstaff Feat lets you wiled your weapon 2 handed so that when you aren't doing spell combat you can have all the benefits of High Str and Power attack

Arsil Dawnsinger |

no worries there DM,
we all know how early september is. people come back to work => lots of things to catch up.
Kids go to school => parents have little time to make sure everyone is settle.
Students go back to class => lots of things to do as the semester starts...

Arsil Dawnsinger |

the extra +5 is from Arcane Accuracy Magus Arcana
Arcane Accuracy (Su)
Benefit: The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
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A spell delivered via spellstrike use the weapon's crit range but max of X2 damage
Spellstrike (Su)
[See FAQ]
At 2nd level, 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, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier

Arsil Dawnsinger |

Rime Spell (Metamagic) Feat
Creatures damaged by your spells with the cold descriptor become entangled.
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.
This feat only affects spells with the cold descriptor.
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It only applies when i use Frostbite spell
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Shaken is coming from Enforcer Feat (triggered by the frostbite spell) and last as long as the non lethal damage is healed.
Enforcer
Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Arsil Dawnsinger |

No worries at all dm. I Dm also and play in a few games so i know.for fact that one can't remember everything.
Currently i have expanded 1 shield, my shocking grasp and i have 1 charge left of my last frostbite spell.
All other available ressources and expanded are tracked on my char sheet at the botom.
Btw is the goblin dies with the1st attack arsil can 5ft step to smach an other target.

Arsil Dawnsinger |

Dam tough little bugger you made DM :) i think i did 58 hp damage just by myself on it and he had a nice to hit also.
Great challenge for that fight with the raging goblin etc... :)
Tks GM wolf
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Great call on the trait there vuvu ! :)

GM Wolf |

Yeah, well it healed itself with casting spells on it self. Plus it had those summoned spikers/quill beasts.
No worries, you should not have to worry about traps for the next section.
So I saw the name Cinder Wolf in several spots, though in those spots they just called them hell hounds, but the name grew on me, and Ash is a Cinder Wolf. :)
CR 3 & CR 1 (11) 800+400(11)=800+4400=5200/5=1040 xp for each of you!!! Though there is more 5% more for the first Overkill and possibly a second! 1144 xp if 10%, 1092 xp if 5%. The pressure is on!
I don't know why but you guys can handle it, it would have been even easier with Seg. Too bad he bailed on us.

GM Wolf |

Flat second levels I believe, though you did stop the concubines from leaving, and broker a bit with Cornash, also there was a dozen goblins that you fought off... Anything else you can think of?
So we will double your xp from this battle to cover the two battles with goblins so far, and another 150xp for each of the talking encounters.
Totaling to 2588 for the 10% Overkill!!! Over second level.

GM Wolf |

Locke is a permanent part of the group. Unless you guys vote him off the island. Same with Ash until you guys find his old master, then there might need to be a few diplomacy checks... ;)
I know I was away for a few days, and that is fine if Hemmings is doing the same thing. Just wanted to get your thoughts and suggestions on the subject.
I really like having a NPC(DMPC) with the group, it is how I play most of my campaigns.
Folks I want you to look at this campaign I am playing in, understand we just got to 3rd level and look at his equipment and powers, let alone his sword. Why would a DM allow so much loot or power?

Arsil Dawnsinger |

DM after reviewing your Saroniss character you have about 20k gp of gear + the minor artefact weapon + 4 dragon mark (although somewhat impossible from RULE /fluff of the setting)
Question why would a DM give you so much?
i would say that over the course of the game you might not level so much (like an E6 game:: http://p6codex.com/)
that he wants to challenge you with big bad monsters and keep down the magic world breaking spells)
or that he just likes very overpowered character
or that he just wants to sleep with you and therefore is being very "generous"
:)

Vuvu |

Goin well. Though there is still a week left if you would like to put in $5 or so...
We have our first rehearsal in a month, and I just received the latest script. I will be casting the ensemble actors next week hopefully, and we just got out publicity photos taken.
So all in all pretty good! Though we did get denied for two grants last week :(

MiniGM |

Once we sell this is what we have
two potions of bear's endurance
2 silver bars= 20 gp.
Bone and Gem Amulet - 40 gp 8 dogslicers=32 gp when sold
8 small leather armor-40 gp when sold
3 pp, 39 gp, 83 sp, 76 cp.
5 gems worth 75 gp
3 small worth 30 gp
Two small long spears=5 gp
and 20 gp in misc. equipment,
jewelry worth about 20 gp,
2 bottles of liquid that looks like wine,
Total Value when sold 360 gp
60 gp per person (including healing share and locke)
Someone else HAS to keep track of the healing share