Slyme wrote:
Domo arigato, Jello-san Slyme wrote:
Would it be better if Oozemorph would be changed to have more uses per day from the first level to morph into humanoid? Like 1/2 level (minmum 1) plus Con modifier. Or better, have the A Thousand Faces, Shifter's new gift, right from first level instead of 18th level? It would be balanced out by the (annoying) fatigue condition after each minute of transformation, while removing for a while all the impendances of blobform and making the class viable. And as side effect would make Kitsune oozemorph less "broken".The fatigue effect (which is, just for clarity, already included in the Fluidic Body feature) prevents from dipping one level into oozemorph. It's an easy solution at least for an errata of the pdf...
666bender wrote: Unsworn Shaman >> why? it's not even stronger then the vanilla one. Minor Spirit vs Spirit class feature::
Minor Spirit lets you choose from Shaman or Witch hexes, while the standard Spirit class feature limits only to shaman hexes (which are inferior in number to teh witch).
By 20th an unsworn gets 6 hexes per day which can be from Shaman list or Witch or choosing from one of her two wandering spirits (which also changes everyday), while a standard shaman will have 8 hexes chosen from the list of her chosen Spirit at 1st level (a standard shaman can have exactly one witch hex, choosing the right hex), while also getting 2 variable hexes chosen each day from wandering spirit chosen or her standard spirit.
There are various witch hexes which are quite useful at low to mid- level (sleep, prehensile hair, peacebond, flight) , meaning that an unsworn gets to use them and later when advancing in level, but the winning point in favor of Unsworn is that it can change her hexes from low levels, adapting to adventure, while a normal Shaman is stick with whatever hexes he has chosen (and to remark, having chosen a single Spirit it can choose from that spirit hexes list only, while an Unsworn of 2nd level can choose an hex from his current wandering spirit, that can change on daily basis). Wandering Spirits:
Standard shaman have one fixed spirit and one wandering spirit chosen each day, both of which have access to greater and true abilities faster in respect to the Unsworn two wandering spirits. Not too much difference in levels, it's two levels earlier at most. The key of power here is to have more Wandering Spirits, since those can be chosen each day of adventure, meaning the character can adapt more to difficulties. Also, Spirit Magic becomes more useful&stronger the more wandering spirits you have. Guess what? Unsworn shaman has two wandering spirit instead of one of the standard shaman. As a minor bonus, the unsworn shaman's familiar gets a different bonus each day chosen from the selected wandering spirits of the day. A standard shaman's familiar gets the spirit animal bonus of her chosen spirit at 1st level. Comparation on Spirit Magic:
Spirit Magic for an unsworn is superior having two wandering spirits while a standard shaman having only one. Unsworn gets it at 2nd level though, a shaman at 1st. An unsworn has a wandering spirit right from 2nd level and an extra one at 6th, while a shaman from the 4th. Playing at low levels with soo much variation is fun and reward adaptive playstyle. Final considerations: Standard Shaman has wandering spirit and wandering hex to be versatile or to add more power, has more hexes (2 to 4 more), but most of those are restricted to the chosen spirit. Unsworn shaman have some lag for some class features like Spirit magic (only for the 1st level) and Greater&True Spirit (unsworn stays two levels late), but also gains earlier Wandering Spirit. Also the unsworn gets an expanded list to choose for hexes (witch list and chosen wandering spirits of the day). In terms of power Shaman and Unsworn are almost the same. In terms of versatility, Unsworn has the edge.
Wow a lot of the archetypes mentioned so far are archetypes I do really love in concept!
Adding to the list both the Havocker Witch, for being a witch with no patron and no hexes, in xchange for kineticist's base simple blast with some infusions to apply levels later for price of burning spell slots (and no gather power or internal buffer, no other ability to reduce the burn, except using spell slots); and Phantom thief Rogue, guilty of transforming a PC "class" to an NPC. Best NPC class btw. Also Dasrak is right, value of archetype should be separated from value of class itself. There are many archetypes for Druid and Wizard class as an example, which have terrible features swaps (feral child& elemental ally for example, trading wild shape for... traps?? or what about elemental companion which also replaces the nature bond of an animal companion and don't allow creatures summoned through summon nature's ally spells???), that go unnoticed and seen as "OK" because those classes still can have full spellcasting ability.
DM_aka_Dudemeister wrote:
Everything of that you can get from Fighter, mostly from Advanced Weapon Training and Advanced Armor Training. Very greeky style would be to fight with shield and a spear, thanks to the feat Shield Brace . There are some AWT which increases fighter's reflex and will saving throws and initiative as well. Or what about a Medium (the class) focused on Guardian spirit?
As a Medium, your character will have naturally high Will saving throw, decent HP and med-high charisma.
For the attack part there not too much benefit from Guardian Spirit because of medium bab, and simple weapon proficiency only. But there are two routes which are still viable in melee: a) going through Spirited Charge feat, attacking with lance on mount will do triple the damage, just have to hit once (and medium bab it's still good at that) b) have natural attacks, which they will attack at maximum bab For route A, it will need martial proficiency with Lance. You can then optimize the damage adding Power Attack and Combat Stamina. Why combat stamina? because the build benefits from high constitution, synergizing well with combat stamina, and then because of Spirited Charge, you can spend stamina points up to Strength modifier to add damage to the charge which is also tripled if charging with a lance. For route B, go Tengu or play a Fiendkeeper Medium archetype. With dark communion of Fiendkeeper, character gets instantly two claws and a bite. Instead of Tengu any other race which has some natural attacks is still good (catfolk?). Just remember to full-attack both with manufactured weapon and natural attacks. Or route C, get Antagonize feat and get beaten instead of allies. Then heal later with some hierophant spirit... At high level with diehard feat chain and the Deathless spell it may work even better.
Among occult classes in terms of power and versatility: Medium. Medium class can change from day to day its main features, which dictates its role. Medium can even change skills with the Trickster or spells with Archmage or Hierophant. If archetypes and feats are also a thing when speaking about Power and Versatility, I should mention: Channel Spirit feat, to channel a spirit during the day and still benefits of spirit bonuses, adds more versatility during the day to the typical Medium. Then Spirit Dancer, archetype. This is the apotheosys of versatility. Combine the two for dramatic results. Here some builds of versatiles Medium characters: Spellcaster Medium:
reanimated medium halfelf (round ears, blended view, shadowhunter) stats CHA>CON>all others _Feats
_Spells
The goal here is to be a master of spells, choosing the needed spells each day from wizard class with the Archmage spirits, or gains access to the cleric spells with the Hierophant. This medium can be played both offensively as blaster, or supportively, with utility, crowd control, summons and healing (super healing with the hierophant channel and cleric borrowed spells).
Spirit Dancer:
medium spirit dancer human lich template?? traits (fate's favored, defensive strategist) _Feats
With Spirit Dancer archetype you can change from round to round what class feature have, from sneak attack to spells, to extra attack and damage to channel like a cleric. The weak part is that Spirit Dancer cannot use those much time per day, just rounds per level plus charisma. The trick here is to use the Channel Spirit feat outside combat, to benefit from extra skills of Trickster, or extra spells from Hierophant. Then when you know you are going to battle, just end the channeling, and after the npc moment go battling with spirit dance alterning from Champion to Archmage or Guardian.
Skillmonkey:
medium grippli _Feats
_Spells
In this case the medium is built mainly around the Trickster spirit, which lets you select two skills each day to have maximum skill ranks. If using Spirit Ridden feat then it's an extra skill to choose each day that comes with maxed skill ranks.
Master Medium:
_Class Medium Fiend Keeper _Race
_Feats
_Equipment
This is similar to spirit dancer, trying to get the most of Charisma ability score. But it's a normal medium, so it has more endurance and spirit surge uses to be a good Marshal. Channel spirit feat is there to have access to any spirit type and change them during the day, which is not possible for a standard Medium .Fiendkeeper archetype is there mostly to have the increased bonus to Spirit Bonus. Legendary Influence feat with Spirit Focus is to have an extra +1 to Spirit Bonus. Spirit bonded armor adds an extra +1 to spirit bonus. Finally the gillmen favored class bonus adds another +1/6 to spirit bonus. Spirit bonus is a very good class feature for the Medium, so the highest the best long speech about Power and Versatility of classes: Occult classes are really good and thematic to play, also psychic spellcasting seems to be more "user friendly", especially for the no-material components thing.
That said, I will give my opinion both on my perceived side and actual experience, first with a small bullet list of points I consider when I'm looking for power and another one for versatility (de facto I consider Power and Versatility as two different parameters) To be powerful:
-have a lot of expected powerful abilities that are, in a tacit agreement, recognized as superduper/must have. The more the class have of those abilities, the more powerful can be considered. Also, the sooner (read as "lower the level") the class can have access at those powerful abilities is a sign of power, by breaking the tempo of the campaign or overtaking the gamemaster. Finally, the more uses per X time the class gets, the more powerful the class is.
-have power to share&receive. This is a tricky one. There are some class features that lets you add power to other classes. This is a powerful thing, especially in a cooperative playground, it means that the group will not be just the sum of the players/characters, but more of it. Both classes that can share a lot of powerful abilities and that can "receive" are powerful in terms of potentials. One example is the Skald&Bard, which can buff every member of group, easily and give exactly the same power to everyone as it gives to himself. The fighter from other side is a class which have lot of pluses, numerical advantages and lot of very specific/situational feats and features, being above to other classes in those terms, but lacking powerful abilities (see point 2 of the list, above). BUT if the fighter gets teleport from group support or from an item? And if fighter receives flight as well? The fighter will benefit from any of those. This is subtle, but balance of some classes is placed on dispensing powerful abilities (like Shifter class, it was given polymorph abilities, which are recognized as being powerful, so Shifter has the polymorph ability in the table, while a class from the fighter gets weapon training. Guess what? Polymorph abilities are not that rare, so they can will be added to the fighter's group via magical items and spells from the group spellcasters. That weapon training class feature which give untyped bonus and is a prerequisite of many good combat feats and class archetypes? Not really common to find...) To be versatile:
- ability to have multiple ways when confronting a situation to deal with it. This is a thing alchemists can do it awesomely. They have lot of skills, then they have "spells", then create potions, mutagens and discoveries. And good combat proficiencies. And bombs. And have bonuses when using random alchemical mundane object or poisons. When facing a problem, an alchemist has just to pick what feature to solve it. Can be versatility be a sign of power? yes, it may be. Having a lot of versatility will contribute having greater power. But is not the only factor, sometimes there's just an efficient, both in time and material resources, combo that can be use in every situation, and game master will have difficult time to deal with it (more because if one of the players is too much above the others, it will be harder to balance encounters). Disclaimer: I may have mixed causes and effects and put alltogether in the bullet list
nighttree wrote:
Pathfinder Unchained book, you can read them also here in d20pfsrd
from "Ultimate" "Wild"erness wrote:
This might be an hint for either interpretations between: - keeps abiding the vote of nonwearing metal armor and shields, plausibly losing benefits of Su and Sp class features if violating the druidic code
Or, it's just a verbatim: someone forgot the nonmetal word between light and armor
I played one focused mainly in Intelligence, Dexterity as secondary. The goal was to have the most out of intelligence:lot of skill ranks, spells and arcane pool points, having also a lot of spells, higher DC, having good melee accuracy with arcane acccuracy arcana and dealing good melee damage with Elven Battle Focus. Mainly played as melee combatant with spells used outside combat and pre-buffing, using a lot of arcane accuracy. Bladed dash spell wash shining. Later added combat reflexes feat, lunge (to prevent aoos and concentration checks) flamboyant arcana to get Opportune Parry and Riposte, then spell shield as magus arcana to improve defense. With a lot of arcane pool points and extra spells i could buff easily everytime. With lot of skills i could manage a lot of situations versus environment and other npcs. Later I took a familiar and improved familiar to have a Cassisian angel to wear as an helm. Awesome. Was a figment + sage familiar, used mainly to have all more skill ranks, and used that like the AI of Iron Man (Marvel). I roleplayed it also to unmask it easily in social situation to making the helmet familiar dissipate, and reappear later in combat. I played it till level 13th, when I learned telekinesis and started to use it combined in an spell combat... I was also starting taking two-weapon fighting chain feats to fight with two elven thornblades, but campaign finished shortly later after leveling up to 13th
Hi
No "that's up to your GM/depends on your play table/can be a good houserule" admitted Aaand any chance to see printed in future an archetype for Medium class which makes him more Kineticist related, like maybe Elemental Spirits?
Robert Brookes wrote:
About the elementalist Shifter: designing questions
2) what about restricting Elemental Strike to melee attacks? Wouldn't be thematic, aside as cool, to apply it to ranged attack or even make energy balls ranged attacks? 3) Elementalist keeps Final Aspect class feature of Shifter, shouldn't it get modified considering that Elementalist doesn't gain a fifth aspect at that level? 4) Why no Aether? Or wood element? it may be good fit for the same book to put some Wood related powers 5) what's the idea of limiting speech and language during Elemental Form? Just consistency with base Shifter class? mechanics questions
2) Elemental Form, it's written "but she gains only the benefits listed in her elemental aspect". Does that mean that it discards normal rules of polymorph gaining base speed and natural attacks of the morphed new body, right? If so, why each elemental aspect then gives Improved Natural Attack (Slam)? It seems to imply that the slam attack of elementals creature is acquired 3) a Shifter at 20th may combine all of her minor aspects, this stays true for Elementalist Shifter. Should this work with Omnielementalist class feature, accessing so to each combined power altogether?
This is the best class of Pathfinder, and of course it can shine in unarmed fighting as well. Of course there's nothing to debate at this point anymore. When you will realize it, fav this post. That's all. Easy peasy.
I hope that the following information can be useful: I've exhamined and rated every elemental defense, including the two new for Void and Wood, considering every defense both with and without burn points and taking in consideration wild talents that have each elemental defense as a prerequisite, in an attempt to find out what is the best defense. Totals are expressed in a range from 1 to 10, which is the average value based on the following three criteria:
Each of these paramethers are ranked with stars(*), from 1 to 5. Enveloping Winds (Air) Total 6/10:
no burn ** bonus is too small and situational. with burn *** can shut down archers and the like. What is good here, is the max cap (75%), which is very high making a kineticist virtually immune to ranged physical attacks burn burst *** great bonus, can even deflect other kinetic blasts. GMs might be tempted to metagame and stop focusing on you while it lasts which can be good for you or bad for your teammates Wild talents with Enveloping Winds as a prerequisite
Other considerations
Flesh Of Stone (Earth) Total 6/10:
no burn ***** DR that scales with level is always good, also enemies with adamantine or +5 weapons are very rare bonus per burn ** as a single defense it may be good, but too much HP are lost in effort to resist more only against physical attacks. Good news, it also useful against other physical-attacking kineticists burn burst *** DR against all but adamantine is already enough most of the times Wild talents with Flesh of Stone as a prerequisite
Other considerations
Force Ward (Aether) Total 6.8/10:
no burn ***** temp HP that regenerates in minutes? Yes please. An ability that prevents triggering secondary effects which don't go over those hp? Awesome!!! bonus per burn **** investing two points in it means no HP loss, with a small HP pool that heals over time and elemental overflow bonuses without hindrances! This is the most suited defense to invest burn in the morning up to elemental overflow desired bonus burn burst **** temp HP immediately heals a bit Wild talents with Force Ward as a prerequisite
Other considerations
Searing Flesh (Fire) Total 5.6/10:
no burn * damage is too low, cannot bypass even Fire Resistance 5. Incinerate arrows only after they have hit bonus per burn *** increased damage per burn, up to 7 times, which translates to double kineticist level of fire damage. This makes monsters to die while attacking and weapons to break down. The price to be paid is high though burn burst **** damage is increased again. This serves perfectly as a deterrent for monsters that wants to attack you in melee Wild talents with Searing Flesh as a prerequisite
Other considerations
Shroud of Water (Water) Total 6.4/10:
no burn **** saves money and equipment slots. Any kineticist will always benefit from the shield bonus. However, it's replaceable by equipment at higher levels and kineticist are not really gold-starving bonus per burn *** even more AC! the really good thing about it, is that a kineticist may interchange from armor to shield and benefit from burn point in excess. Beware, to keep on pair with magical equipment bonuses burn must used burn burst * having both armor and shield bonus are not needed, the equipment should be doing this, and your kineticist' AC should not rely on taking burn every round of combat Wild talents with Shroud of Water as a prerequisite
Other considerations
Emptiness (Void) Total 5/10:
no burn * bonuses are low and too circumstancial, but negative energy resistance is rare to find and the bonus to will saves helps kineticists a bit. Bonuses does not scale bonus per burn ** the good thing is that there is no cap for burn burn burst *** bonus to will saves against all mind effects is really good Wild talents with Emptiness as a prerequisite
Other considerations
Flesh Of Wood (Wood) Total 4.5/10:
no burn ** having higher AC is always a good thing. This defense begins with a good bonus, but does not scale with kineticist level, forcing burn usage on higher levels. Good news are it is an enhancement bonus, stacking with any existing racial natural armor and rasing AC even more at lower levels bonus per burn ** the only way to increase that enhancement bonus is taking burn. Question is: is worth losing HP per level for each burn to increase by 1 the natural armor, which could be instead by increased with an amulet of natural armor? Unarmed kineticists will love this defense burn burst *** burst is OK, but situational Wild talents with Flesh of Wood as a prerequisite
Other considerations
I take this opportunity to say thanks to everyone for their participation in this thread and support, first of all to N.Jolly for the efforts made so far and the great guide made.
Actually, a section showing how much burn is expected per level could be useful.
I'm also taking a moment to say that I really enjoy reading this guide, being the most complete among Kineticist guides. I would like to see a section of savvy Burn usage, giving advice on when to use Burn and what wild talent type should get prioritized, possibly comparing different playstyles at different character levels.
.More kinetic defenses like: Incorporeal or semiincorporeal forms (force, sand, wind, flame, water); [elemental]Skins giving elemental resistances/immunities or maybe an ability to absorb [elemental] damage and reduce the Burn currently suffering; environmental bubble to resist gravity, deepwater pressure, space void, low/high temperature .tricomposites (no idea sorry!) .ash themed wild talents to create ashstorms, ashcurses, blighted ash spawn or other Morrowindesque effects .move earth and stoneshape powers and heat manipulation so I don't have to wait a turn for solarbeam to recharge .acid attacks, because missing the green guy of "Castle Crashers" as well as other corroding effects and rust .wild talents to create Totems made of element to gather more energy or to obstruct other kineticists energy/elemental gathering. Also the "totem" reinforces the element is made of and weakens opposing elements .glass and crystalline spell-like abilities, maybe creating mirrors to confuse enemies (working like some illusion spells) and crystal geodes working like "totems" to increase potency of earth spells or other effects with earth descriptor .[elemental] sustain to eat/drink your element to survive and a sort of rope trick usable .photokinesis attacks to blind and damage undeads, fungi and oozes and also to travel fast much like Solar Oracular Mistery .Damage Over Time effects: lava pool, shockfield or a minor polar midnight .melee touch buffs to transfer effects like kinetic defenses or transfer Burn from others to the kineticist .anti-radiation aura, maybe absorbing in exchange of Burn points and Radioactive skin (maybe working like abundant ammunition spell) to recharge futuristic weapons .use fire wild talents to fuel vehicles, for crafting and forging time reductions and illumination
Quote: Pathfinder Rules You Don't Like Creatures Size Rules. An enlarged creature doesn't even have an increased speed. Also 5ft steps are the same for every size. The bonuses and penalties... We pretty much houserule all, for those interested: Spoiler: -larger creatures than medium get Basic step (which was once upon a time the 5ft step) equal to their space (actually the shortest of the two dimensions), a +2 sq increment for every size larger than medium if the creature is enlarging or a penalty if reducing, to a minimum of 2 sq movement (10 foot) -larger creatures have area attacks while attacking with manufactured or natural weapons (which is equal to its space) -difference between tall and long creatures: long creatures have the Slight build special ability, while tall creatures have extra reach, increased basic step and area weapon attacks (they count as one extra size) Many more I don't remember...
This is a continuation of this thread. Some info about underwater combat are in the GMG while the CRB has only a short descriptive text and a table with penalties applying in water-environment combat. Apparently aquatic creatures just ignore the penalties, while land-based creatures take a -2 to hit and half damage while attacking underwater with any slashing or bludgeoning weapon. James Jacobs stated however that manufactured weapons even wielded by aquatic creatures are meant to be penalized.
Are natural weapons (both of water native creatures and landbased creatures) affected by the penalties? Do aquatic creatures have penalties while attacking with manufactured weapons underwater? Discuss and FAQ. Also, Sanakht Inaros don't bite me for this. I understood your position :P EDIT: actually the RAW in GMG seems to imply that aquatic creatures do not take penalties with neither natural or manufactured weapons. This part is also missing in the CRB, so the FAQ is a request for putting a text in the CRB.
the thread title wrote: Highlevel wizards are balanced IF you sandbag I just realized that the title ends with sandbag and not douchebag as I was reading. Oh well, I can throw away my well constructed post about wizards with no self awareness... TOZ wrote: I had a character who didn't take Power Attack until 6th level. Am I a bad person? The Pathfinder is a system, TOZ. That system is our enemy. But when you're inside, you look around, what do you see? Minmaxers, roleplayers, rulelawyers, carpenters. The very minds of the people we are trying to save. But until we do, these people are still a part of that system, and that makes them our enemy. You have to understand, most of these people are not ready to be unplugged. And many of them are so inured, so hopelessly dependent on the system, that they will fight to protect it. Were you listening to me, TOZ, or were you looking at the woman in the red dress?
- if you don't use finessable weapons and want a better initiative, get a +1 gauntlet of dueling. - with a scroll of polymorph any object (3k cost) you can have a good and permanent buff, for example to your strenght using alter self or even immunity to critical hits, bleed and sneak attacks (PaO -> polymorph, greater -> elemental body III) if you play an outsider... - a Quickdraw Steel Light Shield +5 with the feat quick draw will provide a +6 AC increase to any character without hindering it (just quickdraw the shield at the end of the turn and put it away at the beginning) for only 25 k. - menacing weapons (one is fine though) and the outflank feat actually work really great together in a tactical party granting a +6 to hit and even better with an inquisitor or a cavalier. - morning star is one of the best weapons, for base damage and ability to get around DRs. - shatter defense with a lord's banner (terror) will make your enemies within 30 feet flat-footed with no action required.
Darkholme wrote:
Binder Summoner Archetype Lose ---> Gainsummon monster ability level 1 ---> bind summons shield ally level 4 ---> favorite form I aspect level 10 ---> favorite form II life link level 14 ---> favorite form III greater aspect level 18 ---> favorite form IV twin eidolon level 20 ---> perfect fusing Bind Summons:
Favorite Form
Perfect binding:
Maybe it's just my impression, but every Magus build I read prioritaze Str/Dex over Int, both for the basic score and by level progression. Even in Walter's Guide is evident (Str build has 18 Str and 14 Int; Dex build has 19 Dex and 16 Int) a predilection for the Physical one over Int.
Other random considerations:
Spoiler:
- by level 2, assuming a spellstrike and spell combat SG: (1d6 weapon + your Str damage (assume a +4) + 1 per weapon enhancement) * 2 + 2d6 with SG, with a 15% to crit (with a 18-20 weapon) for a total of 27.15 medium damage FB: (1d6 weapon + 4 Str + 1 weapon enhancement + 1d6 + 1 cold damage) *2, with the same 15% probability to crit, for a total of 29.6 medium damage. - by level 10, spell combat + spellstrike and extra attack for haste/boots/haste assault/whatever
- by level 20, spell combat + spellstrike + extra haste attack + quickened magic (gives you one more spellstrike melee attack)
2- shatter defenses is a good feat chain for Magi, increasing their chance to hit. If Cha is dumped, take them and pick up a Lord's Banner (Terror) or atleast with spellblending arcana get the fear spell. If you are good with intimidation (expecially Str magus with intimidating prowess feat) grab also enforcer to make your enemy flat-footed during your spellcombat routine (you don't have to cast fear here). Just note also that Frostbite deals nonlethal damage, so I recommend a spellstrike+spellcombat with frostbite and enforcer. Also Kensai by level 13th get Int to damage against flat-footed enemies. 3- get contingency and put a Bladed Dash on it.
Well, 2 things should be cleared to make more reliable judgements: 1) Can a Bladebound choose to apply a weapon special property instead of normal weapon enhancement? Let's say for example by level 5: the chart says that the Blackblade has a +2 bonus, can it be a +1 spellstoring blackblade? Also, can a Black Blade be further enchanted over the +5 with normal magical weapon crafting rules? 2) A Magus uses Arcane Pool to make his weapon a +1 flaming katana: does he need then to spend a standard action to activate with a command word the flaming ability? If you think that clarification is needed, hit the FAQ button on this post.
Haste + Slow.
We are currently playing a campaign with all of 6 us are Magi (with different archetypes, feats and arcanas). From what we are seeing: Accurate Strike ****: very good ability, it costs you 2 points, but is worth it (man... touch attacks?! reminds me of the old 3.5 wrathstrike spell). Mirmydarch and others distance master Magi will not benefit from it however. Arcane Cloak **: good but you can afford by the next level the invisibility spell, so... Arcane Edge **: nice, but you're probably dealing with it only if you are a Myrmidarch (cause the bleeding applies also to piercing weapons), otherwise you can rely on Brow Gasher UC spell to deal bleeding damage with your slashing weapon. Arcane Redoubt * or ***: it is good only for Skirnirs. It eats up your Swift Action though. Arcane Redoubt *: if you are a dex-based magus you can even ignore the bonus to reflexes. Two arcana, level 12, 2 to 6 arcane points and your SA to get a bonus on reflex and evasion? Buy the ring if you need it... Bane Blade ****: Wow. The Inquisitor is a living proof of how much good it's a versatile Bane. Notice that unlike the other arcanas that offers you new weapon additions, this is automatically added to your weapon instead of your available options. Devoted Blade **: it is good, but damn you have to pay 3 points at minimum to get that advantage and it occupies your weapon enhancement. They are good, but me prefers +5 weapon (that already bypasses DR)... So it's your choice here. It comes by level 12 also. Disruptive *: nice feat, but if you ever need it take as a feat. Also Spellbreaker comes as an Arcana by level 9 with no prerequisite... Enduring Blade *: well, I liked the idea of getting my weapon enhanced for a longer time, but seriously? The basic 1 minute duration will be enough for your encounters and that 1 min/lvl won't last enough for a second encounter so, save you an arcana. Ghost Blade *: if you are going to need a ghost touch weapon just buy one. Also Bladebound magus can trasform its damage into Force, so you will not need it even if you have taken this archetype. Brilliant energy is good, but be patient and wait for level 12 to make touch attacks. Lingering Pain **: well, I really really like this arcana, but I have to admit that not everyone will use a space for it, because by the time you are next to a spellcaster you have already killed him (spellstrike or spellcombat) or the reverse. I enjoyed using it when there was a Magus vs Magus fight... Pool Strike Arcing *: you have to be a fan of the Pool Strike ability, otherwise skip these and instead cast a Lightning ball or Contagious Flame if you like zapping and crippling attacks. Pool Strike Clinging *: it deals energy continuous damage. Not a good deal due to your Pool Strike damage... Pool Strike Thunderous **: I'm giving it 2 stars. You know what? 2 arcanas and 2 arcane pts is too much, 1 star indeed. Prescient Attack **: that's good if you have problem hitting enemies. I really would have liked either a) lose DEX against all attacks or b) the enemy is flat-footed for 1 round. Prescient Defense * or **: you gain your INT as AC armor and Refl against the striked opponent. First, You don't need Refl. Second, You are relying on better armor bonus. If you are a Kensai or Staff Magus you can reach uber AC against the BBEG however. Last until the beginning of your next turn and uses an Immediate Action (probably your current swift action) and 1 arcane points. Spell Shield is better. And Skirnirs dont' bother with this... Rod Mastery *: you have to play a very byzarre Magus build. Also you will rely on Metamagic Rods so why bother? Rod Wielder *: same as Rod Mastery. Spellbreaker **: I agree with what Walter said in his guide about the Magus' Counterstrike ability. If you have a free choice for your 9th level arcana take this, however remember:
Walter in his Magus Guide wrote: It’s not worth changing your attack plan to accommodate this ability Also, this arcana remains useful only while your are in the middle levels (from 9 to 14), when spellcasters still have many occasions to fail a concentration check (Spellbreaker is different here in regard to Counterstrike). I would like also to say to the OP that I liked and enjoyed his Guide. Well done, Walter, now keep it updated! |