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Hi
Drenchport (9,690)
So the hexcrafter has the following abiliy:
Spells wrote: A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor. Now the hexcrafter guide didn't cover it so which spells have the curse descriptor? I could come up with the follwing did I miss any (paizo only). bestow curse
Debattet here: I would like an official ruling on the following: 1) Does natural weapons count as "light weapons" so they can be used for spellcombat, without having to have a actual weapon in your hand? 2) Spellcombat says: "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)"
3)Spells like frostbite have charges. If a tengus magus with 2 claws and a bite attack cast Frostbite in round 1, can he make 3 natural attacks and deliver a charge with each attack in round 2? Please mark for faq.
Hi I was counsidering making a Hexcrafter with the Hexstrike feat.
So I have to have wield a one handed melee weapon. Is there anyway a round this? Besides asking the GM to bend the rules? With a monk dip i can use arcane pool to enhance unarmed strike. Spellstrike says:
Does a monks unarmed strike count as "any weapon he is wielding"?
Or could I as full round action cast a spell using the hand without a light weapon and then make a full attack using unarmed strike - and just happen to have a light weapon in the other hand...
Hi I have been trying to figure out how to make the magus/hexcrafter work. I seem to come up with the same conclusion every time - the magus just doesn't work until midtlevels. And late at that.. Why? First defensively. He starts in light armor. Has d8's for HD.
Next offensively - again low level not enough spells to use offesively (since we assume we want to stay alive - and use the few spells we have to get closer to a decent AC.)
Now I've seen people with they intencified shocking grasps critting - and yes we autocrit when we wake sleeping foes with sword in the face along with a shocking grasp - but he's already asleep - just kill the other foes and gang up on the sleeping beuty...
Now I've tried comming up with solutions to being a soft target 2 monk levels and crane style +wing - great now people can't hit me - but I can't hit them either... or just a one level monk so I can deliver hex strikes with unarmed striks as a swift action.. action economy is great - but how do I hot things? So here is what I wanna know - how do you keep a magus alive from 1-7 and still contribute to the party?
So if you play a Bladebound Magus you get a magic sword for free. But say i want to enhance it - make it keen, tripping or something - can I use the Enhancement bonus from the ACF to give it diffent enhancements or can I can I only use my arcane pool? And how about making the party wizard upgrade the item? Is that possible?
Delay poison:
Poison:
So Let's say you have delay poison - and are attacked 100 times by som weak DC poison - now the DC will go up and up. No limit there.
But it would seem Delay poison is dangerous to use... You can't even dismiss it - but have to dispel it. Is this right or am i missing something? (such as how rare it is that you get poisoned by the SAME kind of poison again and again).
So Drugs - any reason not to take them (in parthfinder)... We assume thers a friendly cleric that have lesser restoration prepared. So ability dam is healed. Aether:
So morning buff - the cleric/oracle have CL 11 - hmm +1 sounds sweet for GMW and Magic vestment. If you happen to catch an addiction magic healing makes it trivial... Zerk:
Now a minor addction is a –2 penalty to Con. So I take the drug - auto fail my save- if I get a "4" on my alchemical bonus i keep failing the saves and just got +4 str -2 con. Why is this great? Well let's say you wanna buy a +2 str belt - now you just buy a +2 con belt and get +4 str for the price of +2...
Ok - so I think i'm a bit rusty in my math. Tell me if Im wrong?
So what should the base dam (x) be to make the two weapons equally good? 110(X+7) = 115(X+5)
Is my math skills bad? |