| Finn Killshrike |
I admit that Fathom got off to a bit of a rocky start when it wasn't clear why she was hanging around with the group. But now it makes a lot of sense for us all to work together, so there shouldn't be a problem, IMO.
I'm not sure what type of responses you were hoping for or what your particular style of play is; if you let us know, maybe we can improve the game for you.
| , |
I dislike seeming petulant and apologise for coming across so.
I merely pointed out, in response to Finn Killshrike's question of whether Fathom had been 'lost'.
I've been watching the thread and as I mentioned above, I had been posting with no replies/returns/responses. *shrug*
The way to resolve this turn of events...I am unsure of...
*Bows*
| seekerofshadowlight |
Sorry guys have had issues, my water heater died and they never go easy. So it kinda flooded the house, not knowing it was busted for near 20 hours and all before I came home. I have been super busy the last few days messing with cleanup and repairing damage I'll try and get something up tonight or tomorrowish if at all possible.
Dax Thura
|
Three years. That is quite a feat. Thank you ,Seeker. Thanks everyone.
Also, Seeker, after trying to redo the character with Magus levels, I've decided not to change Toxim after all. I found that the changes just altered the character too much. I'm just going to have to make it through with the original plan. Thanks for the chance to do so though.
| seekerofshadowlight |
Well thanks guys, I have been not to reliable at times....sigh evil RL getting in the way.
Also special thanks to Franz and hogarth, who have been here since day 1 and also Bryan and ALl DM's who only missed the first fight and I often forget they where not here at day 1 :)
Really guys thank you one and all for hanging in with my reliability issues :)
Dax, that is up to you man, you asked so I gave the option and I find the Magues does F/M pretty well. But do what ever ya feel like man. Its all good.
Dax Thura
|
How much leeway, if any, do I have in changing my equipment? I would specifically like to get a couple of wands.
Which of these spells, if any, are on the Magus list?
Level 1
Repair Light Damage
Magecraft
Ancient Knowledge
Detect Dragonmark
Distracting Shadows
Hidden Ward
Burning Disarm
Electric Jolt
Launch Bolt
Level 2
Book Ward
Magic Weapon, Legion's
Suffer the Flesh
Hidden Knowledge
Ice Dagger
Net of Shadows
Ray of Resurgence
Summon Swarm
Level 3
Discern Shapechanger
Amanuensis
Steeldance
Dax Thura
|
It looks like the Magus' spell list is full of conjuration, evocation, and transmutation spells. There's also a smattering of illusion and necromancy spells as well. The entire list is made up of spells that would be good in a fight. So after looking over the spells we have come across that are not in Pathfinder, these are the ones I would like to have.
Level 1
Repair Light Damage
Burning Disarm [spoiler]School transmutation (fire); Level cleric 1, druid 1, sorcerer/wizard 1
Casting
Electric Jolt
Launch Bolt
Level 2
Magic Weapon, Legion's
Suffer the Flesh
Ice Dagger
Net of Shadows
Ray of Resurgence
Summon Swarm
Level 3
Steeldance
In addition, the hit die for the Magus is greater than that of the wizard. Accounting for the increased Con (from 12 to 14) and assuming I roll the same number using your system, I should have 13 more hit points.
Finally, I will keep my gear as is.
Dax Thura
|
Steeldance is from the Spell Compendium.
This is copied from an earlier post of yours.
Transmutation
Level: Sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two daggers
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You place the two daggers in your outstretched palm and cast the spell. They rise from your hands, glowing with a dim blue radiance. The two daggers hover about you, attacking foes that come near. On your turn, each blade can make an attack at an adjacent opponent, with an attack
bonus equal to your caster level + your relevant ability modifi er. The damage they deal is equal to the normal weapon damage (1d4 for daggers) + your ability modifier (Intelligence for wizards and Charisma for sorcerers). The weapons are treated as magic for the purpose of
overcoming damage reduction. Your blades can be attacked with sunder or disarm attempts as if you were wielding them, and they use the
above attack bonus to resolve such situations. Disarming a weapon under
the effect of steeldance ends the spell for that weapon.
Focus: Two bladed weapons, such as daggers or longswords.
I also want to make sure about the orb spells. I have (had) Orb of Acid, Orb of Cold, and Orb of Fire.
I did want to add an eternal wand of Endure Elements. I had the money for it before leaving port and will allow me to have maintained it during the voyage.
I changed the longsword to a scimitar.
Once I get the ok (or not) I'm ready to switch over.
Dax Thura
|
In addition, the hit die for the Magus is greater than that of the wizard. Accounting for the increased Con (from 12 to 14) and assuming I roll the same number using your system, I should have 13 more hit points.
Seeker, I've switched over. It's a far less dramatic change than when Finn multiclassed, but I think I'll like it non-the-less. Please change my hit point total as well. Thanks.
| Guard |
Oh, yeah, UC!
If possible, I'd switch in the 'Unbreakable' archetype for the two levels of Fighter I have.
The unbreakable is a warrior of indomitable will, unstoppable and implacable once he has set his mind upon a course of action. The unbreakable endures any trial to do what must be done, and when his mind is set toward a goal, nothing can stop him from achieving it, though many may try. He is a juggernaut and a zealot, supremely confident in his own abilities.
Weapon and Armor Proficiency: An unbreakable is not proficient with tower shields.
Tough as Nails: An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat.
Unflinching (Ex): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.
| seekerofshadowlight |
Thanks guys, I am still a bit groogy and fuzzy headed, me and pain killers do not really get along. They make me sleepy and make it hard to think. I am gonna try and update a bit tonight however as I feel better. It just hurt some old injuries mostly, nothing major.
I told ya guys machines really dislike me, it is really a running joke around here. Also just for the heck of it, some numbers. Now keep in mind I have never been at fault in any accident I have had, people just seem to like to hit me.
This one makes number 13 in 16 years, I have totaled 11 of those and been hospitalized 5 times. 7 of those where red cars, 4 of those red cars were all the same make and model. I have rolled a car, hit one that was running over a 100 when I t-boned him and had a tire break loose sending me around a curve sideways and into a tree once. the last four accidents were all in the month of august.
And people wonder why I no longer like to drive.