Borax Bulan
|
@GM,
I found out after I played Borax last time that my feat choices were illegal. So I need to redo them. Just not sure what I want to do.
Borax Bulan
|
Alright, I think I got it all worked out.
Purchasing handy haversack for 2k gp
Selling MW whip for 150.5 gp.
Also buying wand of Burning Hands CL 3 with 4 charges for 180 gp from Confirmation chronicle
Borax Bulan
|
So for the Exceptional Deed, does creating Extracts count for the Legendary Magic option?
Borax Bulan
|
I dont think so.
I take it you haven't read an official response? Here is what the extract ability for an Investigator says,
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract.
I don't know, seems like it should work.
Borax Bulan
|
Since there doesn't seem to be any official position on this, I checked with the online VO, he said this:
I believe it should. I'll see if I can find any written clarifications, but in the Alchemist description it says:
"an alchemist prepares his spells by mixing ingredients into a number of extracts, and then 'casts' his spells by drinking the extract...In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. "
So I would say it would work for Alchemists.
If that works for you, then I'll go with Legendary Magic and Absorb Blow as Borax's two mythic abilities.
| GM V |
Ok. That's fine with me. I looked for stuff on the forums about it and came up empty. Also if you didn't play parts 1 and 2 you get this instead of the other mythic.
You received a gift of extraordinary power from one of the Jeweled Sages. See Player Handout #3 for
more information about these abilities.
Rebuild Rules: Type gain the mythic subtype; Initiative gain the amazing initiative ability;
HP increase hit points by 15; Defensive Abilities gain the hard to kill and recuperation abilities;
Special Attacks gain the mythic power (11/day), surge, and versatile surge abilities; SQ gain the
mythic heroics ability.
Mythic Heroics: Choose two of the following abilities.
Heroic Dodge: You gain a +1 dodge bonus to your AC.
Heroic Resilience: You gain a +1 bonus on saving throws.
Heroic Skills: You gain a +1 bonus on all skill checks and ability checks.
Heroic Speed: Increase your base speed by 10 feet.
Heroic Spellcasting: Increase the saving throw DC of all of your spells by 1.
Heroic Warrior: You gain a +1 bonus on all weapon attack and damage rolls.
Versatile Surge: You can expend one use of mythic power to do any of the following. Except when
noted, using this ability is a free action that you can use once per round.
Mystic Might: Increase the caster level of the next spell you cast before the end of your next turn by 2.
Penetrating Strike: Your attacks deal an additional 3 damage and ignore all damage reduction until
the end of your next turn.
Savant: When performing a skill check or ability check, you may roll twice and take the higher result.
Unbeatable: As an immediate action, you can reduce the damage you take from one attack, spell,
or special ability by 10.
Bulgo Bluefoot
|
Wow, those are in some ways better than the ones you get from actually doing the first two scenarios.
Ability score +2 (Bulgo will pick Dex)
Hit points +12 (not sure why others get +15)
Hard to kill (auto stabilize)
Mythic Power (9 uses/day) (vs the 11 others get)
Mythic surge (2x roll 1d6+1 and add to a d20 roll; take best)
Amazing initiative (+3 init) use mythic power for an extra standard action
Recuperation (recover all hp overnight, use power to half heal in an hour)
Exceptional deeds are:
Surprise strike (flat foot opponent and gain extra strike; +3 to hit and no DR)
Absorb blow (reduce damage by 15 and gain DR)
Borax Bulan
|
Hey guys, I'm sorry but due to complications at the moment, I cannot be in the session unfortunately.
That's too bad, more casters are always better. In any event, hope you don't mind if we use your body as a meat shield? Or as a distraction to slow down any hungry monsters?
Rallas Linnderil
|
ok..sorry for being late..but i'm a little confused.....what abilities do I gain for this? your post was a little confusing about what I get....
Borax Bulan
|
As an FYI to all the players who are using the mythic abilities for playing scenario 1 & 2, we all have 9 mythic points which can use to activate powers on Page 1. That means you can gain an extra standard action (as a free action) for an attack or non-spell casting. You also can add a 1d6+1 to any d20 roll as an immediate action, after you know the result.
Obviously we don't want to blow our wad on the first combat, but don't be afraid to use a point or two when the opportunity presents itself.
Kintampo
|
[dice=Concentration DC 17]1d20+7
Swift: Spend Arcane Point to add flaming and shocking to quarterstaff
Full Round: Spell Combat: Cast Shocking Grasp defensively + Attack targetting Black-bordered hound thing[dice=First Attack, Spell Combat, Bard]1d20+11-2+1
[dice=Damage, Bard, Electricity, Fire]1d6+9+1+1d6+1d6[dice=Second Attack, Spell Combat, Bard]1d20+11-2+1
[dice=Damage, Bard, Electricity, Fire]1d6+9+1+1d6+1d6[dice=Shocking Grasp Damage, add to first attack that hits]5d6
Run down of what I did and how I get the modifiers:
1) I have a quarterstaff that is +1 on one end and masterwork on the other end. I use one arcane point to add flaming and shocking to the +1 end of the quarterstaff
2) Using spell combat I cast shocking grasp. Through spellstrike I get a free melee attack. This attack is at -2 to hit because of spell combat.
3) I make the free attack using the enchanted end of my staff:
standard to hit modifiers: +3 BAB + 6 STR +1 quarterstaff enhancement +1 weapon focus = +9 total
standard one-handed damage modifiers: +1 enhancement bonus +6 STR +2 weapon specialization = +9 total
In addition these circumstantial modifiers applied:
to hit: -2 spell combat +1 inspire courage
damage: +1 inspire courage +1d6 electricity +1d6 fire
4) I make a normal attack using the same end of my staff. See 3) for modifiers.
Strength 22 through:
Point Buy: 15
Human ability bonus: +2
Level 4 increase: +1
Belt of Giant Strength: +2
Mythic: +2
Feats
Combat Expertise
Improved Trip
Quarterstaff Master
Weapon Focus (Quarterstaff)
Weapon Specialization (Quarterstaff): allowed by quarterstaff master, even though I am no fighter
Hope this explains my routine, please ask if I need to clarify things more.
Kintampo
|
It was something like greater teleport (self only)
GM, "at-will capabilities" still require the user to take the required action:
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
I would be surprised if the greater teleport is a constant ability. Off course the creature could have Quicken Spell-like Ability although that would mean a caster level in excess of 20 for greater teleport....
I don't want to force the issue, it is just something that I have done wrong for a while and was recently pointed out to me. And of course it could have stepped back and then teleport out instead of full-attacking.
| GM V |
I get the spell strike and all that but when adding something with an arcane point you can only add one thing at a time. It even states that if you change the ability the old one goes away.
Its a special ability of the creature that is a swift action.
Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action
Borax Bulan
|
Nice spell Kaylee. First time I've seen that used, and in combat no less. Great tactic.
Borax Bulan
|
@GM
Just wanted to take a moment and say I appreciate your willingness to consider input from us players on the rules. As both a PFS and non-PFS GM, myself, I know I will make mistakes from time to time and I actually tell the players to correct me if I get something wrong. There are just too many rules for GMs to know it all by heart. With the proliferation of classes and archetypes, I struggle to understand many of the builds and feat interactions.
In any event, I know there are a minority of GMs who get upset if players question an outcome, so I appreciate that you're open to discussion.
Kintampo
|
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
I understand this as: at level 5 I get a +2 bonus to use on either:
a) +2 enhancement bonus
b) +1 enhancement bonus and one of the following +1 properties: flaming, frost, keen or shock
c) one of the following +2 properties: flaming burst, icy burst or shocking burst
d) two different selections of the following +1 properties: flaming, frost, keen or shock
All these options stack with the current +1 enhancement bonus of one end of my staff.
*: keen can't be placed on a blunt weapon
I see this as being a temporary "pool" of 16,000 gp (cost to upgrade +1 weapon to +3) to be used on weapon upgrades from a limited list. I can normally buy a +1 flaming, shocking weapon and nothing in the arcane pool ability restricts me from doing that, so I can spend my 'money' on adding flaming and shocking to a +1 weapon. The text also says "These bonuses and properties" and not "this bonus and property", implying that I can choose two +1 properties, instead of having to add just one property and using the remainder as an enhancement bonus.
If you rule different that is also fine: please let me know which options I can use from my a-d list above.
As Borax typed in: thanks for this discussion!
EDIT: I just saw this:
Flaming / Frost / Shocking: Upon command, a xxxx weapon is sheathed in xxxx that deals an extra 1d6 points of xxxx damage on a successful hit. The xxxx does not harm the wielder. The effect remains until another command is given.
This implies that I can make my weapon flaming & shocking, but I have to select which command word to say to it, stopping the other ability.
Kintampo
|
Its a special ability of the creature that is a swift action.
Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action
Thanks for the clarification!
Bulgo Bluefoot
|
Thanks for the explanation Kin, I've never played a magus, so seeing how the class works is pretty interesting for me. I guess I got confused by the QS being a double weapon and the -2 to hit being the same as two weapon fighting.
That said, I think the bit about "upon command..." is there to show you can de-flame the weapon if you want, not to stop weapons having multiple different elemental properties at the same time.
Kintampo
|
Bulgo: Glad to help you out. I still get confused from time to time, so having to spell is also helpful for me as it assures that I have done things correct.
On the flaming / shocking
It was pretty late in the evening when I typed that and as I went to bed that also occurred to me.
GM: what is your interpretation?
| GM V |
I have a level 10 magus and I've always been told it can only be 1 thing from arcane point. And it says that if you change the effect the previous one goes away. It wouldn't make any sense for you to be able to get 2 different effects off of 1 spent resource. It doesn't make sense.
Kintampo
|
The single arcane point gives an enhancement bonus of +2, which can be spend on abilities that add up to that +2. It is no different than what another level 5 magus gets who uses it on shocking burst. Same input: (1 Arcane Point) and same output (bonus that adds up to +2 enhancement bonus equivalent).
I think that if I can only pick just one benefit (either a enhancement bonus OR one ability) that would be spelled out.
As it is the section " Adding these properties consumes an amount of bonus equal to the property's base price modifier" implies that if I have bonus left after this consuming I can do something with it. And that is what I did: I picked one +1 ability that consumes +1 from my +2 bonus, leaving me with +1 bonus. I then picked another +1 ability that consumes the remainder of my bonus.
Nevertheless, this is your game and I don't mind restricting myself a bit. Can I spend one arcane point to add +1 and flaming? Or is that also a no-go? The burst things add rather little for a staff magus with the critical range of 20 ;-).
IronHelixx
|
Cartmanbeck, et al, is correct in that you can use the lvl 5 Magus Arcane Pool +2 enhancement to apply both shocking and flaming at the same time, using only a single Arcane Pool point to a +1 weapon. (The developers have previously indicated that it was their intent that the enhancements applied are "on" as soon as they are applied.) On a double weapon you can only enhance a single "end" of the double weapon and both enhancements need to be applied to the same end.
Hope that helps.
- Jesse [IronHelixx]
PFS VC, Online Play
I've always played it (and see it played) that you can add both shock and frost at the same time to any weapon if you have enough "pluses" available to do so... more importantly, adding something like keen and shocking burst should definitely be allowed.
Kaylee Sharpston
|
| 1 person marked this as a favorite. |
Thanks for the ruling, Jesse! Enjoy your lack of snow down there in Texas. We currently have about 18 inches here. :-P
Borax Bulan
|
Whoops!
Before we leave the room we were just in, was Borax able to translate the Aklo? I got the sense there was a ritual we could perform to restore our uses of Mythic ability?
Borax Bulan
|
So we have actually have to be able to speak aklo to perform the ritual?
What did Borax learn from the Know Planes check of 27?
Borax Bulan
|
So the Linguistics check to read the aklo allows me to use Know Planes or it does not?
Sorry, just confused on what Borax knows or doesn't know by way of his skill checks.
Oh, and can each person perform the ritual, or only one person?
Borax Bulan
|
Okay, excellent. And we can take the disk to perform the ritual with us, correct?
Are the pictographs easy enough to remember so that we can perform the ritual without error?