Gadak Simiryin

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5 posts. Alias of karl charba.


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LazarX wrote:

This one's fairly simple

Applied Spell Knowledge.

An Arcana that lets you add two spells from the sorcerer/wizard list to the Magus spell list as long as they are of a level of spell the Magus can cast at the time. This basically gives a bit more access to utility spells.

+1.

I like that it allows for expanding the spell list as new source books are published.

My thoughts on Arcanas...

Arcane Resistances(Su)
As a swift action, sacrifice a prepared spell with an elemental type. Gain resistance 10 against the energy matching the elemental type of the spell for a number of rounds equal to the level of the spell sacrificed. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The ability protects the recipient's equipment as well.

Basically a short term 'Resist Energy'.

Natural Magus(Ex)
While polymorphed, the Magus may cast spells as if he had the Natural Spell feat and may also use his Spellstrike and Spell Combat abilities
with the natural weapons of his polymorphed form. The Magus must be at least 7th level before selecting this arcana.

Should make for some interesting Beast / Elemental / Dragon shaping builds.

Arcane Explosion(Su)
Whenever the Magus uses his Spellstrike ability to deliver a touch spell with a melee weapon or melee touch attack, the Magus may choose to violently explode the remaining arcane energy of the spell with concussive force. After the spell has resolved, the target of the spell is immediately subject to a Bull Rush maneuver with a CMB equal to the Magus' CL + INT modifier + level of the spell cast. This does not provoke an attack of opportunity. The Magus does not move during this maneuver. This ability may be used 3+INT modifier times per day.

Alternatively, you could change the 3+INT per day to "must sacrifice a spell slot equal to the spell used in Arcane Burst, no cantrips" if you think 3+INT is too often.


With regard to the monkey business, there's not a feat I know of that can boost a pet. How about some Use Magic Device and a wand of Animal Growth to pump your monkey?
(Warning: consult a cleric if your monkey stays enlarged for more than 5 hours)

Extracts work similarly to spells - part of the brewing of the extract involves the alchemist putting some of his magical energy into the mix. If the extract is lost or broken, then the magical energy used in preparing it is lost as well. Of course, you can leave some of your extract slots open and brew them in the field to mitigate the chance they will get broken or lost.

The rules do not make an exception for the nausea caused by non-alchemists drinking a mutagen that is inert. They still have to make the Fort save.


I think your player has it correct - the wording of the alternate favored class options states it clearly and makes no exception for increases to caster levels from prestige classes.


james maissen wrote:


Here's some entertainment:
A centaur (large with reach 5') using a large longspear has 10' reach and 5' of 'dead' space.

A hill giant (large with reach 10') using the SAME spear has 20' reach and 10' of 'dead' space.

Kinda silly, but there it is.

Ah, but a centaur wields medium sized weapons, since it is just a medium torso on a large body. A large(tall) creature, as the hill giant, is proportionally large all around, hence the increased natural reach.

I think for our group we will house rule that, when wielding reach weapons, your dead zone will be equal to your natural reach and your overall threat range will increase based on the size of weapon you are wielding. It's probably not RAW, but it's a quick calculation and should have good scalability with different sized weapons and creatures.

To use the example above with the centaur, let's assume he has a special ability or item that allows him to wield a weapon one size category larger. With a large reach weapon, I would expect him to have a 5' dead zone and a 10-15 reach.


Say I have a large creature (tall) with a huge reach weapon.
How far can he threaten? What is his dead zone (i.e. the space that he cannot attack due to wielding a reach weapon)?

Assuming the following is true...

large creature(tall) > 10 threat
large creature(tall) with large reach weapon > 15-20 threat, 0-10 dead zone
huge creature(tall) > 15 threat
huge creature(tall) with huge reach weapon > 20-30 threat, 0-15 dead zone

I figure that a huge reach weapon would give a large creature +15 to reach. So, a large creature would retain his 0-10ft dead zone and gain 15-25 threat zone.

Any thoughts / corrections?

Thanks!