Marilith

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Hi

I see there's quite a few pathfinder related apps outthere.

Anyone have experices with any og them?
If so what do you use, for what?


Hi
So playing skulls and shackels.
Anyone have the buylimits to the citys?
Here names and population - but then there's also special qualities...
So does anyone have them or do you have to calculate them out yourself?

Drenchport (9,690)
Hell Harbor (9,230)
Neruma (5,2309
Ollo (7,340)
Quent (12,560)
Slipcove (1,400)


2 people marked this as FAQ candidate.

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
major curse
band (inqusitor 0)
Eldritch Fever (witch 3, inqusitor 3)
Curse of magic negation (witch 4)
Ill Omen (witch 1)
Blindness/deafness (witch 2)
mark of justice (paladin 4, inqusitor 5)
Cup of dust (witch 3)
feast of ashes (witch 2)


16 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

Debattet here:

debate.

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)"
Does natural weapon count as melee weapon?
Can a lvl 2 magus with a bite attack take a full round action to cast a spell, make to attacks with his sword at -2 AND make a bite attack with -7?

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.
But spellcombat says:
"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)"

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:
"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"

Does a monks unarmed strike count as "any weapon he is wielding"?
Or is there any way to a) use a weapon to deliver unarmed strike b) another way to get around this problem?

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.
He has a few spells - so less assume he uses his spells to stay alive at low level.
He is still in light armor, we choose str based since we can go Kensei. So dex is low. Okay doesn't look good.

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.)
So we co with Hexcrafter - get an unlimited uses of a few hex's- great - we have solved the to few spells to use offensively.
We get our first at lvl 5. So we have just used 1/3 of a paizo AP just trying to keep alive...
Now Slumber! SLEEP! But wait - why not just play a witch instead? More Hexes. Because you can walk into melee and fight? - Not really at level 7 you get medium armor but you are still a soft target. Less so than before everything helps.

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...
And yes there will be fights that ends early if the magus happen to crit.. But that's luck...

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?


1 person marked this as FAQ candidate.

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?


1 person marked this as FAQ candidate.

Targeted Dispel - "compare that to the spell with highest caster level" now if all spells on the target is cast by the same caster they have the same casterlevel - but diffent spelllevels.

So is this something new in parthfinder or just mistake?


Delay poison:
"The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done."

Poison:
"multiple doses of the same poison stack." ...
"Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative."

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.
You can't use neutralize poison - since it's a caster level check against the now way to high DC. - sure other stronger spells (heal) just cure without a check.

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:
Type drug (inhaled); Addiction moderate, Fortitude DC 16 Price 20 gp Effect 1 hour; +1 caster level Effect 1d4 hours; user must make a caster check to cast spells, DC 15 + spell level Damage 1d2 Con damage

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:
Type drug (injury); Addiction minor, Fortitude DC 18 Price 50 gp Effects 1 hour; +1 alchemical bonus to initiative. If addicted, the user also gains a +1d4 alchemical bonus to Strength for as long as he is addicted Damage 1d2 Con damage

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...


Oracle with heavens mystery - final revalation.

Reborn as a star child. So what is that?


Ok - so I think i'm a bit rusty in my math. Tell me if Im wrong?
Situation have to pick either greatsword (2d6/19-20/x2) or a falcion (2d4/18-20/x2)
We assume imp critical + cirtical focus.
Which is the better weapon?
Assuming 30% to hit a monster... (50% chance to confirm a hit)
Greatsword
2d6 = 7, x = base dam (PA, STR enchantments) so dam is (7+x), on a succesful cit (which will happen 10% af the time (20% of hits will be crits, only 50% will be comfirmed) is does extra dam.
So dam will be:
110(X+7)
Falcio
2d4 = 5, 15% of the hits will be comfirmed crits.
115(X+5)

So what should the base dam (x) be to make the two weapons equally good?

110(X+7) = 115(X+5)
110X +770 = 115X +575
5x = 195
x= 39

Is my math skills bad?


9 people marked this as a favorite.

So been looking for a how to get X to Y thread - anyone seen one for pathfinder?

That would the the how to get Cha to reflex saves (Oracle with Lore Mystery - Sidestep Secret Revalation) and so forth...

Is it already done? (then point me in the right direction) - if not - well help me make one...