It's easier to choose and be effective with other spells than if you went as a melee Magus (but it obviously can still be done)
As the only person in the group focused on making ranged attacks I feel I'll need to focus on ranged damage a lot of the time.Though spells that bring flying creatures down to the ground will be very useful.
The reason Point Blank Shot is arguably worth taking is that, unless you choose abilities that increase the range of your Spellstrike, Ranged Spellstrike is limited to the range of the SPELL, not the arrow/bolt carrying the spell.
Good point, I hadn't realised how short range many of the Magus' spells are.
I would say avoid multiclassing and dipping if you can unless you have a real goal in mind and you're not just trying to get a feat here or there. If you're dead set on avoiding having to take Point Blank Shot
I'll admit the main goal with dipping Monk and Rogue is simply to Get More Feats but it seems like everything I want to do requires at least two or three of them and without a dip I don't think I can get Precise Shot before level 5.Not having that feat feels like a big problem with all other PCs being melee-focused.
The extra feats I think I'd get from a 2 level (Monk 1/Unchained Rogue 1) are:
Weapon Finesse, Exotic Weapon Proficiency: Hand Crossbow, Precise Shot, Improved Unarmed Strike, Quick Draw.
Getting all those feats (plus BPS) via regular advancement wouldn't happen until level 13 at the earliest.
Admittedly Quick Draw and Improved Unarmed Strike are more 'nice to have' than 'key to the build'.
Add in Sneak Attack and all those lovely Class Skills (especially Stealth and UMD) and it feels like it might be worth a 2 level delay in class abilities to be 10 levels ahead in Feats and opens up the option of taking 'Luxury' feats like Meta-magic or Arcane & Riving Strikes.
What're the main advantages of the Divine Hunter compared to the Far Shot Monk in terms of getting Precise Shot?
I don't think that the Monk loses anything if they become non-Lawful, merely preventing them from advancing Monk, which I wasn't planning to do anyway.
Staying Lawful Good will be challenging in the current group (and isn't how I envision the character anyway.
Spell combat lets you make a full attack with one weapon. Sure it's its own kind of action but it pulls the amount of attacks you're allowed to make from the full attack rules. There's a FAQ here.
Thanks! That is just what I was looking for.
Do you have a reference or FAQ on the Holy Ice Weapon thing as well?
The only thing I've found in the rulebook is:
The type of weapon used determines the amount of damage you deal.
I can't really see how:
deals an extra 1d6 points of cold damage on a successful hit.
The weapon deals normal damage for a weapon of that type, plus 1 point of cold damage per caster level (maximum 10)
It's definitely possible I'm missing something though.
Also, does anyone know any alternative methods to get scaling damage on a crossbow? They don't benefit from Strength or Dexterity bonuses but I don't want to go five levels into Bolt Ace just to keep up damage-wise.
Something to consider doing is switching your bonded object from a crossbow to a firearm at higher levels.
Thanks for the advice, but I don't think guns are available in the setting.
I can definitely see your point about needing more Attack Bonus. Between Rapid Shot and Spell Combat, he's starting at a -4. If he somehow got is Attack Bonus high enough, he could even two-weapon fight with a hand crossbow and Heavy Bolt Launcher for -6 for 4 shots a round.
Any other ways to address the accuracy issue?
Especially, how well does Arcane Accuracy Arcana work it play? It looks like a good option on paper but might be expensive in terms of Arcane Pool.