DRS3's page

111 posts. No reviews. No lists. No wishlists.



2 people marked this as a favorite.

High level casters don't directly fight each other. Seriously they don't. Especially high level arcane casters, because they have learned over the years the one true tactic that allowed them to become high level. Cowardice.

In truth when high level casters have disagreements they sit down to coffee/tea/lunch each brings a plan with various offensive options and defensive options, discuss them with each other and then mutually declare a winner and walk away alive perhaps with new insight in magical tactics. If that isn't enough they fight proxy wars through adventurers, constructs, undead, dominated minions, or have the fight while in astral projection. Anything that would avoid getting your soul trapped or utterly consumed leaving your backup mortality plan in jeopardy.

Regards,
DRS


2 people marked this as a favorite.
kestral287 wrote:

What are our assets?

Sorry it must be said.

Your brains, fezzik's strength, my steel.

Regards
DRS


1 person marked this as a favorite.

Disclaimer: Haven't read every response.

I'm leaning Lawful Neutral.

This person hasn't given up on the ideals that the Dragon Guard had, just realized that they could not live up to the hype so to speak. She continues the work that she once admired them for and as such keeps faith the the oaths she swore.

As to the murdertizing of nobles and Dragon Guard richards, precisely what else can she do? She is a criminal under the sentence of death, not like she can waltz up to the local magistrate or their superior officer (who may be just as corrupt as the people mistreating the locals) and lodge a formal complaint against their behavior. Further more she knows just how quickly things done by these guys can snowball out of control. Now if she shanks a noble for spitting on a peasant she probably is sliding towards evil quite quickly. But if they are using physical violence against the locals, I think she is justified in killing them having no real other options or avenues open to her other than maybe knocking em out and carrying them to the edge of the village with a note please don't do that again. Of course I argue that she has given these twits enough chances considering they know precisely where she is and haven't come for her ostensibly because she is badarse enough to hand them their rears. If she was truly EVIL with a capital E, she would realize hey I can and have clowned these guys on a regular basis why don't I just go end these fools once and for all and be done with it. Instead she hangs out in her village and says "On my home turf behave or lose a foot of height". Given the organization thats remarkably lenient.

Regards,
DRS


5 people marked this as a favorite.

Actually boring7, slings out ranged bows for the majority of the life cycle of both weapons, witness Xenophon's experiences during the march of the 10,000. Sling ammunition could take the form of river rocks, bullets of baked clay (very common in the British Isles, where even the early iron age defenses were designed with slingers in mind), or lead bullets. Finally, sling stones don't lose velocity as quick as arrows do due to density and less surface area for wind resistance, which leads to greater effective range.

As for the 3.5/Pathfinder, if you have greater than 13 strength, and one attack per round, the sling is your ranged weapon of choice. After that dump your cash on the appropriate mighty whatever bow.

Regards,
DRS


1 person marked this as a favorite.

With that thin a crust with a hollow interior and 'earth' level gravity wouldn't the whole thing implode? I would think you'd have to make the crust out of some ridiculously hard material just to resist such compression, densely packed earth or pelagic clay probably won't get the job done. Or is that going to be a wizard did it thing, yeah probably best that a wizard did it. Are we to assume earth-like flattening values or are we dealing with a perfect sphere? I mean that diameter is roughly earth sized, slightly smaller. 11250 kilometers vs 12600ish kilometers for earth, so for roughing it in should we be using earth values for all the variables?

The simpler answer is the upward curve of the horizon occurs at the speed of plot. Unless your entire gaming group are geologists, nasa engineers, or straight up math nerds I don't think they'll call you on it. And if they do... throw more mutant aberrations at them, or explain it as an ever shifting thing as a result of external pressures or whatever.

Regards,
DRS


1 person marked this as a favorite.

Yeah almost all Deeds reference 'the swashbuckler' not 'the magus' which some might argue means none of them work. This is obviously the wrong interpretation. I know we all bow at the altar of RAW, but let us not read as if we were mentally deficient rhesus monkeys, because we are not. Use the magus level as the swashbuckler level until they add a single errata line to make it completely RAW legal.

Regards,
DRS


4 people marked this as a favorite.
Tels wrote:
Just had a thought... What if the whole feat chain has a massive typo and it's actually supposed to be Pommeling Style?

Etymologically, speaking to pummel someone meant to use the pommel of your weapon to bludgeon them. Therefore, It works!

Regards,
DRS


3 people marked this as a favorite.

My question is why are we worried about balance with PC classes at all? Are we concerned that there will be parties of all casters, or that there will be a no martial party? If that is the case so far, despite knowing caster to be far and away the dominate classes in the system, my groups tend to consist of 2-3 martial, one 2/3rds caster, and one full caster. Even if there are parties out there consisting of all casters, why is that a problem? Is it because, all martial parties would be weaker? To a degree it might be but given the WBL standard and a plausible int score of 10, on the side of the player of said character, his gear will be more than adequate to the tasks they face.

Furthermore, this heads into Schrodinger's Wizard territory here. Prepped casters with bad daily spell selection are horrible (one of the few reasons why the 'horrific' Arcane Blast feat isn't actually outright terrible for wizards and witches, but i'll get panned because it "isn't optimal'). Spontaneous casters are even worse in this because their spell selections are for the long haul.

Wizards might have been easier to save against in earlier editions but Lolth, the Demon goddess of the Drow, had like 49 hit points so less than a 5th level fighter that rolled max. Back then Fireball actually mattered as a spell. Because of that players didn't always optimize save or dies, or other strong spell combos, because magic missile meant 10-25 damage no save at level 9.

And if you think martial characters don't do amazing things then you haven't thought about it closely enough yet. A combat round is 6 seconds, getting 4 attacks off with 3 with a decent chance to hit, and one that is basically a coin toss, in that space of time is not easy to do. In HEMA (Historical European Martial Arts) practice I can get that many attacks off with a in that time, but outside the first one I wouldn't count on any of the rest of them to have the force nor placement (Mostly due to proper edge alignment/point control for a sword without it you won't cut/pierce , or the point of balance for axe/hammer/mace) for a solid hit, especially against armor. Let us consider archery when you have bow draw weights of 130-170 pounds, that isn't a cammed bow either so that is your back muscles doing all that work for a minimum of four shots for any 16+ martial. High level martial characters routinely, and without limit on uses per day, shatter physics to an incredible level, they just have worse pyrotechnical effects whilst doing so.

Regards,
DRS

PS. A 20th level fighter makes Beowulf look like a limp-wristed nancy boy. As for the Greek Heroes, most of them were either demi-gods, or had a deity sitting on their shoulder helping them out. I don't even want to know what kind of CR adjustment that would be in Pathfinder.


1 person marked this as a favorite.
Sissyl wrote:

DRS3: So, all I have to do as a GM so as not to have to radically change EVERY. SINGLE. COMBAT. is to ban the witch? Done.

No not every single combat, Outsiders, high will some outright immune, undead immune and high will (misfortune), elves of sundry varieties immune, Fey high will some might be immune. Various classed NPCs have decent will saves. If you continually throw weak will save creatures such as giants at your will based save or suck caster, that is your problem as a GM. There is nothing wrong with that either just understand that you might value the encounter at a lower CR because you are putting your encounter's weakness against your parties' strength.

Changing one feat say lightning reflexes (witches generally don't nuke so might be a good idea) for iron will (+2 will save) is considered RADICALLY CHANGING COMBAT then...I have nothing. Instead of making that ogre a war 1 make him a barb 1 and rage for some will save bonus. Having your bad guy spell caster putting up hex ward (+4 sv vs hexes) with his quickened spell instead of say shield is not radically changing combat either. Having a low level mook ( say a human war 1 ) stand beside the baddie with instructions to give him a hard slap should he nod off in battle are not out of the question either. I would argue any spell caster of a decent level would be aware of such things especially if he is acquainted with the plucky group of adventurers that has recently romped through his domain, and thus adjust his buff order or tactics accordingly. Every adjustment above can be done on the fly very easily.

By the by combats aren't scripted unless you script them, in which case dispense with the dice and tell stories. That actually isn't a bad thing but it's not what this system is designed to do.

Regards,
DRS


5 people marked this as a favorite.
CommandoDude wrote:
pennywit wrote:
At low level, the duration (number of rounds equal to witch's level) limits its usefulness.
Counter-counter: Cackle extends duration infinitely within 30ft. Plus, Coup de Grace is easy to achieve - takes 1 round to execute, or 2 to move then execute (and its a near guaranteed death).

Cackle doesn't work with slumber.

Cackle (su):
Effect: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Much easier to say things are broken when you are not playing them correctly.

Regards,
DRS


2 people marked this as a favorite.

The Blood Money / Fabricate debate has piqued my interest and forced me to do some research into various topics. This has led to some interesting conclusions.

Some cursory notes first.

Notes:

I rounded figures unrounded figures found in parenthesis. The real world values for pounds per cubic foot come from http://www.coyotesteel.com/assets/img/PDFs/weightspercubicfoot.pdf

Casting Fabricate in one round can be done as long as you are only processing 1 cubic foot of mineral material (roughly defined as stone/metal including gemstones), or 10 cubic foot of non mineral material. This allows the use of Blood Money as a swift action prior to casting Fabricate, as a one round casting time is a full-round action, with the spell coming into effect at the beginning of next round. Now you can argue that the material component is used at the completion of the spell (End of your round) or, they are used at the beginning of the next round (which means blood money won’t work.) This however, is an argument you need to have with your DM. As I am mainly a DM I tend to fall on the former interpretation than the latter but your mileage may vary. My reason for interpreting it this way?

From the SRD:
"A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don't bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch."

The process was completed in the same round the effect is merely delayed until the beginning of the next round.

With this piece of information firmly in hand I looked at exactly what one cubic foot of material entailed. For Iron/Steel its 500 (491) pounds, which by default would make mithril 250 (245.5) pounds, without a weight modifier to go by I am forced to go with the figures for Iron/Steel for adamantine.

======

Now using this information it’s pretty easy to see the limiting factor for how much metal that can be created with Blood Money for Iron is lbs/cubic foot, while for the other metals it is Strength damage caused by Blood Money. According to the trade goods section of the SRD Iron is 1 sp / lb meaning in a 1 str damage cast of blood money you can make 4999 lbs of iron. That’s enough Iron for 99 suits of full plate. Or 1249 long swords if you prefer. BUT, too much iron for one Fabricate so you are pretty much stuck with a mere 500 pounds of iron. That means a mere 10 suits of full plate or 125 longswords.

By the by if your DM is a stickler for rules and wants you to ‘steel’ the iron first inform him that steel is between 0.002% - 2.1% carbon. Fabricate a tree into 5-6 pounds (probably won’t even significantly hurt the tree) of carbon then fabricate the carbon and iron into steel.

Mithril is 500 gold per pound that’s 2 points of str damage out of the gate and 2 more for every pound after. OUCH! Magic jar something strong to chew its strength. 100 points of str damage for a full plate suit 8 for a long sword. Creating 250 lbs of mithril (the cubic foot limit) will cost 500 str damage.

Adamantine is 300 gold per pound which means you want to Blood Money it in any number that ends in ‘3’ (3,13,23) for the best strength damage to material ratio. Avoid 5’s as it kicks over to the next point of str damage leaving 499 gp worth of creation on the table. Not quite as nasty as Mithril but still time consuming to get a full plate suit ( 31 points of str damage). A long sword will cost 3 points of str damage. Creating 500 lbs of adamantine (the cubic foot limit) will cost 300 points of str damage.

Regards,
DRS


1 person marked this as a favorite.

Yeah so the wonderful Rams of Virginia Commonwealth decided to take double overtime to finish off the Explorers of Lasalle. Hey a wins a win but it did delay me from posting the new and improved Friar v2.0.

HD: d8

Base Attack Bonus: Medium

Alignment: A friar’s alignment must be within one step of her deity’s either along the chaos/law axis, or the good/evil axis.

Class Skills: The friar's class skills are Craft (Int), Heal (Wis), and Profession (Wis). A friar also gets class skills from the selection of her Righteous Way.

Skill Ranks Per Level: 4+ Int modifier

Weapon and Armor Proficiencies: A friar is proficient with the battle aspergillum, club, dagger, light mace, quarterstaff, and sling. A friar is not proficient with any armor or shield. A friar who wears armor or uses shields cannot use Spells, Spell-Like Abilities or Supernatural abilities granted by the Friar class.

1. Aura, Channel Energy, Improved Unarmed Strike, (1d6), Orisons, Righteous Ways
2. Rites
3. Channel Energy (2d6)
4. Rites
5. Channel Energy (3d6)
6. Rites
7. Channel Energy (4d6)
8. Rites
9. Channel Energy (5d6)
10. Rites, Syncretic Ways
11. Channel Energy (6d6)
12. Rites
13. Channel Energy (7d6)
14. Rites
15. Channel Energy (8d6)
16. Rites
17. Channel Energy (9d6)
18. Rites
19. Channel Energy (10d6)
20. One True Way, Rite

Spells Per Day: As Inquisitor
Spells Known: As Inquisitor

Orisons: Friars learn a number of orisons, or 0-level spells, as noted on Table: Friar Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Spells: A friar casts divine spells drawn from the Cleric Spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

A friar’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the friar class spell list, and a friar cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of Cleric spells of 7th level or higher.
To learn or cast a spell, a friar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a friar’s spell is 10 + the spell level + the friar’s Wisdom modifier.

A friar can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Friar. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A friar’s selection of spells is extremely limited. A friar begins play knowing four 0-level spells and two 1st-level spells of the friar’s choice. At each new friar level, she gains one or more new spells as indicated on Table: Friar Spells Known. (Unlike spells per day, the number of spells a friar knows is not affected by her Wisdom score. The numbers on Table: Friar Spells Known is fixed.)

Upon reaching 5th level, and at every third friar level thereafter (8th, 11th, and so on), a friar can choose to learn a new spell in place of one she already knows. In effect, the friar “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level cleric spell she can cast. The friar may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Aura (Ex): A friar of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy (Su): Regardless of alignment, any friar can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled.

A friar may choose to channel positive or negative energy whenever she uses this ability.

Channeling energy causes a burst that either damages or heals creatures depending on energy type in a 30-foot radius centered on the friar. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two friar levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the friar's level + the friar's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity. A friar may choose to include themselves in this effect.

A friar may channel energy a number of times per day equal to three + half of her friar levels (minimum one) + her charisma modifier per day

A friar must be able to present her holy symbol to use this ability

Improved Unarmed Strike (Ex): A friar gains Improved Unarmed Strike as a bonus feat.

Righteous Ways (Ex): A friar must choose how she advances her faith; she selects one of the following Righteous Ways. This grants her a number of class skills and abilities. This also determines which Rites are available to her starting at level two.

Way of the Saint:

Skills Granted: Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Perform (Oratory) (Cha) Sense Motive (Wis)
Abilities Granted:

Divine Conversion (Su): As a full round action, which provokes attacks of opportunity, a friar may convert an unused spell slot into channel energy attempts equal to the level of the spell sacrificed.

Inspired Speaker (Ex): A friar may add her wisdom modifier in addition to her charisma modifier to all Bluff, Diplomacy, Intimidate, and Perform (Oratory) checks.

Rites Available:

Benediction of Rejuvenation (Su)*: A friar that uses the channel energy class feature modified by this ability grants Fast Healing 1 + one for every five friar levels to creatures that would have been healed by her channel energy. This ability lasts until the creature leaves the radius of the friar’s channel energy ability up to one minute.

Deific Vessel (Su): A friar adds one point of healing or damage per die when she channels energy.

Enforced Reverence (Su): A friar may force a creature within the range of her to make a will save or be dazed. This effect can last up to one round per two friar levels. Maintaining this ability requires a standard action from the friar, if the friar decides to move out of range of her channeling energy class feature or takes any damage than this effect ends immediately. Using this ability consumes one use of the channel energy class feature. This is a mind-affecting effect. If the friar spends two uses of the channel energy class feature this ability loses the mind-affecting descriptor.

Expansive Faith (Ex): This Rite increases the radius of the friar’s channel energy class feature by five feet + five feet for every five friar levels.

Stigmatic Curse (Su)*: When a creature takes damage from the friar’s channel energy class feature causes it begins to bleed, taking 1 point of damage + one point for every five friar levels, per round. The bleeding can be stopped by a DC 15 Heal check or any effect that heals damage. If not stopped the bleeding lasts for a number of rounds equal to half the friar’s class level.

Unwavering Devotion (Su): A friar with this Rite increases her channel energy class feature by 1d6 per four friar levels (minimum one).

Bonus Feat (Ex): A friar may take any of the following feats for which she meets the prerequisites.

Alignment Channel, Channel Smite, Channel Smite (Greater), Command Undead, Elemental Channel, Extra Channel, Improved Channel, Selective Channel, Turn Undead, Quick Channel.


=====
Way of the Theogonist:

Way of the Theogonist:

Skills Granted: Knowledge (all) (Int), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha).

Abilities Granted:

Liturgical Recollection (Su): As a full-round action that provokes an attack of opportunity a friar may regain use of a spell slot that has been previously used. Doing so costs the friar a number of channel energy uses equal to twice the level of the spell slot recovered.

Liturgical Knowledge (Ex): A friar may use her wisdom modifier in addition to her intelligence modifier on all knowledge and spellcraft checks.

Rites Available:

Apocryphal Rites (Ex): A friar with this ability may add one spell from another divine casting classes spell to her spells known and class spell list. This spell must be one level lower than the highest level spell the friar is capable of casting. This Rite may be taken up to five times.

Casting of Stones (Ex): A friar with this rite may reload a sling as a free action (though it still provokes attacks of opportunity). Furthermore, a friar may spend one channel energy attempt as a swift action to treat a sling stone or bullet as if it had been affected by Magic Stone.

Deific Potency (Su): A friar may spend one of her channel energy attempts to increase her caster level by one for one round. Using this ability is a move action. This Rite may be taken twice, and doing so increases the bonus to caster level to two.

Domain Adherence (Ex/Sp/Su): A friar may select a domain from her deities’ list of domains. She gains the abilities that domain grants using her friar level as her effective cleric level. This Rite mat be selected up to two times each granting access to a different set of domain abilities.

Domain Dominance (Ex): A friar may select a domain from her deities’ list of domains. She adds the domain spells to her list of spells known and class spell list. This Rite may be selected up to two times each time granting access to a different domain. This does not give her access to spells of higher than 6th level, nor does it add 6th level or higher spells to her class list. The Friar must have Domain Adherence with the selected before she can select this ability.

Hastened Prayers (Su): A Friar with this ability may apply a metamagic feat to a spell being cast without increasing the casting time of the spell by spending a number of channel energy attempts equal to the spell level adjustment of the metamagic feat. The Friar must possess the metamagic feat in order to apply it to the spell.

Wrathful Elements (Su)*: A friar with this Rite may deal acid, cold, electricity, or fire damage with her channel energy class feature. She must choose this energy type at the time of channeling.

Bonus Feat (Ex): A Friar may select Combat Casting, a metamagic or item crafting feat as a bonus feat in lieu of a Rite. The friar must meet the prerequisites for this feat.


=====
Way of the Zealot:

Way of the Zealot:
Skills Granted: Acrobatics (Dex), Climb (Str), Ride (Dex), Stealth (Dex), Survival (Wis), Swim (Str)
Abilities Granted:

Friar’s Flurry (Ex): The friar gains Two-Weapon Fighting as a bonus feat. At 4th level she gains Double Slice as a bonus feat, at 8th level she gains Improved Two-Weapon Fighting as a bonus feat, and at 15th level she gains Greater Two-Weapon Fighting as a bonus feat. The friar need not meet the prerequisites to gain these feats, but they may only be used with a quarterstaff or unarmed strikes.

Friar’s Faith (Su): A friar gains their Wisdom modifier as a profane/sacred bonus to AC (minimum one). As an immediate action a friar may spend one use of her channel energy class ability to increase this bonus by four for one round. If the Friar worships a good deity it is considered sacred. If the Friar worships an evil deity it is profane. A friar of a neutral deity may choose either sacred or profane.

Rites Available:

Divine Staff (Ex): A friar may use any quarterstaff they hold as a divine focus for spells, or the channel energy class feature. Furthermore she gains the weapon training class feature of the fighter. Starting at 5th level this grants a plus one to attack and damage rolls, but only with a quarterstaff or unarmed strike. This bonus increases by one at 9th, 13th, and 17th levels to a max of plus four. A Friar also now counts as a fighter of her friar level for the purposes of qualifying for feats.

Exuberance of the Divine (Su)*: When a creature is healed by the friar’s channel energy ability modified by this Rite, they gain a plus one morale bonus to attack and damage rolls with weapons per four friar levels (minimum one). This bonus lasts one round. A Friar may spend an additional use of channel energy class ability to increase the duration to one minute.

Laying on of Hands (Ex): A friar with this Rite treats her unarmed strike as a magic weapon for overcoming damage reduction. At 8th her unarmed strikes as cold iron and silver for the purposes of overcoming damage reduction.

Miraculous Rapidity (Su): A friar may sacrifice one use of her channel energy class ability to move her base land speed. Using this ability is a swift action; however, this movement still provokes attacks of opportunity. A friar of 5th level or higher may, as a swift action, spend 3 uses of her channel energy class ability to act as if under the influence of the spell Haste for one round.

Pride Goeth… (Ex): The friar gains Tripping Staff as a bonus feat, at 4th level she gains Improved Trip as a bonus feat, and at 8th level she gains Tripping Twirl as a bonus feat. She gains these feats without needing to meet the prerequisites, but may only use them with a quarterstaff. She may use the Improved Trip feat with unarmed strikes.

Strike Down the Faithless (Ex): When a friar confirms a critical hit she may spend a channel energy attempt to inflict a condition upon the recipient of the blow. At 1st level she may inflict the dazzled, shaken or sickened condition for one minute; at 6th she may inflict the nauseated or staggered condition for two rounds, at 12th she may inflict the confused or dazed condition for two rounds, at 18th she may inflict the stunned condition for two rounds. A fortitude save may be made to avoid these effects; the DC is equal to 10+ half the friar’s class level + the friar’s Charisma modifier. The friar may choose to inflict any condition she has available, not just the highest.

Whirling Staff (Ex/Su): As a full-round, a friar can maneuver their weapon to deflect non-incorporeal melee and ranged attacks. Maintaining this ability is a move action. A friar may augment this as a free action by spending one use of her channel energy class ability, when she does so the miss chance increases to 50% for one round, on the following round the miss chance returns to 20%. If a friar loses access to supernatural abilities whether because of a loss of class features or an anti-magic field she retains the ability to use Whirling Staff, but she may not augment the ability by spending channel energy uses. The friar may end this ability as a free action.

Zealotry (Su)*: When a friar channels energy she may choose to deliver the energy to a single target by melee touch attack. When using this ability the amount of damage healed is increased by 50% (multiply the final result by 1.5 and round down). When using this ability to deal damage the target does not receive a will save to reduce the damage. This can only target one creature per round. This Rite may be taken two times. Upon taking this Rite a second time the channeled energy becomes a ranged touch attack, and may be used on any target within the range of the friar’s channel energy class feature.

=====
Rites (Su or Ex): At 2nd level and every other level thereafter a friar uncovers a new connection to her deity that grants her powers and abilities. They must be chosen from the list allowed to their Righteous Way. A Rite with an asterisk (*) modifies the channel energy class feature. Only one of these may modify the channel energy class feature at a time. Modifying the channel energy class feature using these abilities is a swift action. Unless otherwise noted each rite may only be selected once.

Syncretic Ways (Ex): At 10th level a friar may choose another Righteous Way. She gains the abilities of that Way and adds the class skills of that way to her list of class skills. Furthermore she may select Rites available to her new Way.

One True Way: A 20th level friar gains an innate understanding of one of her selected Righteous Ways. She must choose either her 1st level Way or her 10th level Way.

Saint: Perfect Vessel (Su): The friar may use channel energy an unlimited number of times per day in conjunction with any Rite marked with an asterisk (*). Furthermore using Rites marked with an asterisk (*) are now free actions as a part of a channel energy attempt.

Theogonist: Mastery of Scripture (Ex): The friar instantly learns one spell of each level she is able to cast. These spells may be drawn from any spell list. In addition, the friar may cast 20 extra spell levels worth of spells per day divided up as she sees fit. For example she could cast four more 5th levels spells one day, the next day she could cast six 2nd level spells and two 4th level spells. The friar may use Hastened Prayers without the need to use channeled energy.

Zealot: Unfettered Zeal (Ex): Friar’s Faith, Miraculous Rapidity, Strike Down the Faithless and Whirling Staff no longer consume channel energy. Furthermore the friar automatically confirms all critical hits with a quarterstaff or unarmed strike.

New Feat

Extra Rite

Through intense contemplation or training you have learned another Rite.
Requirement: Rites class feature.
Benefit: You gain access to an additional Rite. This Rite may come from any of the three Ways. This does not give you access to that Ways class skills or abilities.

And that's it for now.
DRS


1 person marked this as a favorite.
Kirth Gersen wrote:

I like this class! Spacing the abilities across levels is a bit tricky, largely because of the goofy way the inquisitor's spellcasting progresses. Ideally you'd never get a rite at the same time as a new level of spells known (1st, 3rd, 7th, 10th, 13th, 16th). It's also pretty tempting to divorce quarterstaff stuff from rites, and have them available separately as bonus feats; and, of course, have those bonus feats generally fall on even levels, when you're not getting regular feats. Maybe:

1. Aura, channel energy 1d6, quarterstaff feat, 1st level spells
2. Rite
3. Channel energy 2d6, syncretism (1st)
4. Quarterstaff feat, (2nd level spells)
5. Channel energy 3d6, rite
6. Syncretism (2nd)
7. Channel energy 4d6, (3rd level spells)
8. Quarterstaff feat, rite
9. Channel energy 5d6, syncretism (3rd)
10. (4th level spells)
11. Channel energy 6d6, rite
12. Quarterstaff feat, syncretism (4th)
13. Channel energy 7d6, (5th level spells)
14. Rite
15. Channel energy 8d6, syncretism (5th)
16. Quarterstaff feat, (6th level spells)
17. Channel energy 9d6, rite
18. Syncretism (6th)
19. Channel energy 10d6
20. Quarterstaff feat, divine synthesis

I actually had something VERY similar to this in an earlier version, my only problem with it was that it made every friar incredible with the Qstaff (don't get me wrong I wanted that to be an option obviously), but I also wanted friars that perhaps didn't smoosh faces as much, which is why I merged it in with the Rites feature to force choices (Also the punny ability names almost write themselves, but that's another matter). One could remove Quarterstaff Master as a feat at first level and not really affect the class too much, at a certain point I tossed it in for flavor and allow caster/channeling friars to threaten squares (flanking is good) whilst doing their thing.

Respectfully,
DRS


2 people marked this as a favorite.

Entertaining comments and suggestions. This was crafted for a player of mine that wanted an unarmored divine class that could be specialized or generalized in any number of ways.

The Friar

Elise killed the goblin, flinching as the butt of her staff crushed the skull of the prone figure the size of a child. Sighing when she saw the splatter of its vital juices soiled the hem of her formerly pristine robe. “Wonderful” she thought to herself “Now I have to do laundry, and this day started out so lovely.”
====
Elise had been performing her monastic duties in the cramped, but well ventilated scriptorium. Copying the various texts might not be exciting, but it had its benefits, she could quote entire texts on matters of faith, and was an authority on the local histories. Elise mused, “It is far too nice a day to be stuck in here.” It was a longing glance outside the window that allowed her to see the rider approaching. With a sigh, she reached for her staff, hauled herself to her feet, and moved to inform her superiors of the incoming guest.
====
“Stay down” shouted the rough-bred sergeant-at-arms that commanded the detachment of soldiers Elise was ordered to accompany. “They have far too many slingers for us to stand up in this kind of terrain.”
“The sooner we close with them the less we will suffer.” Elise shouted back, which would have been more inspiring if she hadn’t been struck by a sling stone right as she finished talking. Quickly ducking behind a large oak tree whilst muttering a soft prayer and grasping her holy symbol, a wave of invigorating energy washing over her, making pain, doubt disappear, and filling her with exuberance for battle.
One of the less attentive goblins rushed past Elise’s makeshift hiding place, the resulting quick strike from her staff sent the goblin crashing to the ground. A quick glance out from the side of her hiding place culminated in a shower of sling stones that bounced off the oaken shield. “The scriptorium isn’t that bad after all.” Elise muttered to herself as she noticed the goblin twitching at her feet. Once again raising her staff overhead and slamming it down on the defenseless creature, sending more blood and muck splattering against her already defiled garment. Elise’s proximity must have been an affront to the vicious green beasts, because seeing her isolated decided an all out charge might end this meddlesome priestess.
Hand reflexively grabbing her holy pendant, she stepped out from behind her cover, presenting the symbol with confidence, while widening her stance just in case this didn’t work and she absorbed impact. As the screaming horde rushed forward, Elise waited keeping her apprehension in check, till the last moment when all of them were close enough to be in range. Suddenly, and with perfect timing a burst of divine energy roared forth from her holy symbol catching the goblins off guard. The energy washing over the unsuspecting goblins stripping flesh from bone and curdling what remained into cancerous bubbling masses. None remained standing. Elise’s face contorted into a form of instant revulsion as the mortal remains of the little green menaces began to seep into her shoes.
====
“Oh well” she shrugged to herself “I have to do laundry anyway, what more is a pair of shoes to clean?”
Gathering her now thoroughly defaced robes about her whilst glancing over her shoulder nonchalantly “Come on you lot, I’d like to get this done with and get back to the monastery before nightfall.”
“I desperately want a bath…”

Please note the bolded part of texts.
Role:
Out of combat the friar can take on a few duties such as negotiator, and sage though her limited skill points force her to specialize in one of these or the other. She can also be second to none as an out of combat healer if she selects the correct spells and abilities, enabling her party to quickly reenter the fray.
In combat her channeling and spells enable her to contribute, but she pays for her endurance with a sacrifice in raw power. Her middling hit points and lack of armor as well as the short range and area of effect of her channeling ability means she must be extremely careful of her combat positioning. This applies doubly so until she can acquire the Selective Channeling feat. If significant resources (both daily and career) are devoted to it, a friar can be made into an effective melee combatant.
Friars benefit from high Wisdom scores for spells, as well as high Charisma scores to improve the difficulty of resisting her channeling attacks. Constitution for hit points and Dexterity for armor class and initiative are also welcome additions to her statistics; if she is to engage in melee pursuits then Strength is also highly desirable.

HD: d8

Alignment: A friar’s alignment must be within one step of her deity’s either along the chaos/law axis, or the good/evil axis.

BAB: Medium

Fort: Poor Ref/Will: Good

Class Skills: The friar's class skills are Acrobatics (Dex), Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

Skill Ranks Per Level: 4+ Int modifier

Weapon and Armor Proficiencies: A friar is proficient with the quarterstaff. A friar is not proficient with any armor or shield. Furthermore if a friar wears any armor or shield she loses access to her spells and abilities granted by the friar class until she removes those items.

1. Aura, Channel Energy (1d6), Orisons, Quarterstaff Mastery, Rites, Spells
2. Rites
3. Channel Energy (2d6)
4. Syncretism (1st)
5. Channel Energy (3d6)
6. Rites
7. Channel Energy (4d6), Syncretism (2nd)
8. Rites
9. Channel Energy (5d6)
10. Syncretism (3rd)
11. Channel Energy (6d6)
12. Rites
13. Channel Energy (7d6), Syncretism (4th)
14. Rites
15. Channel Energy (8d6)
16. Syncretism (5th)
17. Channel Energy (9d6)
18. Rites
19. Channel Energy (10d6), Syncretism (6th)
20. Divine Synthesis

Spells Per Day: as inquisitor
Spells Known: as inquisitor

Class Features:

Please note the bolded parts of text, they differ from general class features.

Spells: A friar casts divine spells drawn from the Cleric Spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

A friar’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the friar class spell list, and a friar cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of Cleric spells of 7th level or higher.

To learn or cast a spell, a friar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a friar’s spell is 10 + the spell level + the friar’s Wisdom modifier.

A friar can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Friar. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A friar’s selection of spells is extremely limited. A friar begins play knowing four 0-level spells and two 1st-level spells of the friar’s choice. At each new friar level, she gains one or more new spells as indicated on Table: Friar Spells Known. (Unlike spells per day, the number of spells a friar knows is not affected by her Wisdom score. The numbers on Table: Friar Spells Known is fixed.)

Upon reaching 5th level, and at every third friar level thereafter (8th, 11th, and so on), a friar can choose to learn a new spell in place of one she already knows. In effect, the friar “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level cleric spell she can cast. The friar may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Aura (Ex): A friar of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy (Su): Regardless of alignment, any friar can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A friar may choose to channel positive or negative energy whenever she uses this ability.

Channeling energy causes a burst that either damages or heals creatures depending on energy type in a 30-foot radius centered on the friar. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two friar levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the friar's level + the friar's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity. A friar may choose to include themselves in this effect.

A friar may channel energy a number of times per day equal to 3 + half of her friar levels (minimum 1) + her charisma modifier per day. In addition, as a full round action that provokes an attack of opportunity, the friar may convert an unused spell slot into additional uses of channel energy equal to the level of the spell slot sacrificed.

A friar must be able to present her holy symbol to use this ability.

Orisons: Friars learn a number of orisons, or 0-level spells, as noted on Table: Friar Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Quarterstaff Mastery (Ex): The friar gains Quarterstaff Master as a bonus feat at first level even if she does not meet the prerequisites.

Rites (Su or Ex): At 1st , 2nd, 6th, 8th, 12th, 14th, and 18th level a friar uncovers a new connection to her deity that grants her powers and abilities. They may be chosen from the following list. A Rite with an asterisk (*) modifies the channel energy class feature. Only one of these may modify the channel energy class feature at a time. Modifying the channel energy class feature using these abilities is a swift action. Unless otherwise noted each rite may only be selected once. The save DC for these abilities are the same as the friar’s channel energy class feature unless otherwise noted. Improved Channel increases the save DC of all the following supernatural abilities, but does not apply to residual effects of these abilities such as the catching fire portion of Litanies of Fire and Flame.

Syncretism (Ex): At 4th level and every 3 levels thereafter (ex. 7th, 10th, 13th, 16th, 19th) a friar may add a spell from another divine casting class to her list of spells known. This spell may not exceed the level of spell listed next the Syncretism ability in the Table: Friar. This also adds the spell to her friar spell list.

Divine Synthesis (Su): At level 20 a friar may, as a full round action that provokes attacks of opportunity, use unused channel attempts to recover a spent spell slot by sacrificing a number of channel attempts equal to the level of the spell slot to be recovered.

Chaotic, Evil, Good, Lawful Spells:
A friar may not cast spells with an alignment opposed to the friar’s alignment or her deity's alignment. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages:
A friar's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Ex-Friar’s:
A friar who grossly violates the code of conduct required by her god loses all spells and class features, except for quarterstaff proficiency, the Quarterstaff Master feat, and any Rite that is listed as an extraordinary ability (ex). She cannot thereafter gain levels as a friar of that god until she atones for her deeds (see the atonement spell description).

Rites available:

Benediction of Rejuvenation (Su)*: A friar that uses the channel energy class feature modified by this ability grants Fast Healing 1 + one for every five friar levels to creatures that would have been healed by her channel energy. This ability lasts until the creature leaves the radius of the friar’s channel energy ability up to one minute. This Rite may be selected twice, doing so increases the duration to two minutes and removes the prohibition against leaving the friar’s channeled energy radius. In either case this ability ends if the recipient takes any damage.

Divine Staff (Ex): A friar may use any quarterstaff they hold as a divine focus for spells, or the channel energy class feature. Furthermore she may add her wisdom modifier as a competence bonus to attack and damage rolls with a quarterstaff.

Domain Adherence (Su): A friar may select a domain from her deities’ list of domains. She adds the domain spells to her list of spells known and class spell list. This Rite may be selected up to two times each time granting access to a different domain. This does not give her access to spells of higher than 6th level, nor does it add 6th level or higher spells to her class list.

Enforced Reverence (Su): A friar may force a creature within the range of her to make a will save or be dazed. This effect can last up to one round per two friar levels. Maintaining this ability requires a standard action from the friar, if the friar decides to move out of range of her channeling energy class feature or takes any damage then this effect ends immediately. Using this ability consumes one use of the channel energy class feature. This is a mind-affecting effect. If the friar spends two uses of the channel energy class feature this ability loses the mind-affecting descriptor.

Expansive Faith (Ex): This Rite increases the radius of the friar’s channel energy class feature by 10ft. This Rite may be taken up to two times.

Exuberance of the Divine (Su)*: When a creature is healed by the friar’s channel energy ability modified by this Rite, they gain a plus one morale bonus to attack and damage rolls with weapons per four friar levels (minimum one). This bonus lasts one round. A Friar may spend an additional use of channel energy class ability to increase the duration to one minute.

Friar’s Faith (Su): A friar gains their Charisma modifier as an insight bonus to AC (minimum one). As an immediate action a friar may spend one use of her channel energy class ability to increase this bonus by four for one round.

Friar’s Flurry (Ex): The friar gains Two-Weapon Fighting as a bonus feat. At 8th level she gains Improved Two-Weapon Fighting as a bonus feat, at 15th level she gains Greater Two-Weapon Fighting as a bonus feat. The friar need not meet the prerequisites to gain these feats, but they may only be used with a quarterstaff.

Glorious Rapidity (Su): A friar may sacrifice one use of her channel energy class ability to move her base land speed. Using this ability is a swift action; however, this movement still provokes attacks of opportunity.

Glorious Renewal (Su): A friar adds one point of healing per die when she chooses to use channel energy to heal creatures. This feature does not affect healing done by Benediction of Rejuvenation.

Guard! Parry! Dodge! (Ex): When wielding a quarterstaff with two hands the friar gains a plus one shield bonus to AC. When wielding a quarterstaff with one hand they gain a plus two shield bonus to AC. The friar may add the magical enhancement bonus of the quarterstaff to this shield bonus, but not any bonus from enchantments such as frost, flaming or similar weapon properties.

Judgment of Ice and Snow (Su)*: When a friar channels energy to harm creatures she may switch the damage type to cold. This changes the save to fortitude, and those who fail are fatigued for one round per two friar levels. A character may attempt a DC 15 Fortitude save once per round to remove the fatigued condition. The fatigued condition from this ability does not stack to exhaustion with this or any other fatigue effect. This Rite is only available to friars who worship a deity with the Water or Weather Domain.

Litanies of Fire and Flame (Su)*: When a friar channels energy to harm creatures she may switch the damage type to fire. This changes the save to reflex and those who fail catch on fire dealing 1d6 fire damage per round the flames persist. The flames last for one round per two friar levels unless extinguished by a DC 15 Reflex save or are extinguished by any means that would end a non-magical fire (see p. 444 CRB). This Rite is only available to friars who worship a deity with the Fire or Sun Domain.

Liturgical Knowledge (Ex): The friar may add her wisdom modifier in addition to her intelligence modifier to all knowledge and spellcraft checks.

Maneuver Mastery (Ex): The friar has mastered one combat maneuver. She selects one maneuver when selecting this Rite. Whenever she is attempting the selected maneuver, she uses her friar level in place of her base attack bonus (in addition to any base attack bonus gained from other classes). This Rite may be taken multiple times, each applying to a different combat maneuver.

Pride Goeth… (Ex): The friar gains Tripping Staff as a bonus feat, at 4th level she gains Improved Trip as a bonus feat, and at 8th level she gains Tripping Twirl as a bonus feat. She gains these feats without needing to meet the prerequisites, but may only use them with a quarterstaff.

Reckoning from on High (Su)*: When a friar channels energy to harm creatures she may switch the damage type to electricity. This changed the save to reflex, and those who fail are blinded for 1 round as well as dazzled for one round per two friar levels, a character may attempt a DC 15 Reflex save once per round to end the dazzled effect. This Rite is only available to friars who worship a deity with the Air or Weather Domain.

Saving Grace (Ex): The friar gains evasion.

Shun the Faithless Unbeliever (Su): A friar adds one point of damage per die when she chooses to use channel energy to damage creatures. This Rite has no affect on any lingering effects from other Rites such as Litanies of Fire and Flame.

Speak Softly… (Ex): The friar is treated as having base attack bonus equal to her class level for the purposes of the Power Attack feat. At 6th level the friar also gains the benefit of the Double Slice feat even if she does not have the prerequisites. The friar must have the Power Attack Feat and Two-Weapon Fighting (or the Friar’s Flurry Rite) before taking this Rite.

Stigmatic Affliction (Su)*: When a creature takes damage from the friar’s channel energy class feature causes it begins to bleed, taking 1 point of damage + one point for every five friar levels, per round. The bleeding can be stopped by a DC 15 Heal check or any effect that heals damage. If not stopped the bleeding lasts for a number of rounds equal to half the friar’s class level.

Unwavering Devotion (Su): A friar with this Rite increases her channel energy class feature by 1d6. This Rite may be selected up to three times, but may not be selected twice in a row whether the selection came from natural advancement in the friar class or from the Extra Rite feat.

Whirling Staff (Ex/Su): As a full-round, a friar can maneuver their weapon to deflect non-incorporeal melee and ranged attacks. Maintaining this ability is a move action. A friar may augment this as a free action by spending one use of her channel energy class ability, when she does so the miss chance increases to 50% for one round, on the following round the miss chance returns to 20%. If a friar loses access to supernatural abilities whether because of a loss of class features or an anti-magic field she retains the ability to use Whirling Staff, but she may not augment the ability by spending channel energy uses. The friar may end this ability as a free action.

Zealotry (Su)*: When a friar channels energy she may choose to deliver the energy to a single target by melee touch attack. When using this ability the amount of damage healed is increased by 50% (multiply the final result by 1.5 and round down). When using this ability to deal damage the target does not receive a will save to reduce the damage. This can only target one creature per round. This Rite may be taken two times. Upon taking this Rite a second time the channeled energy becomes a ranged touch attack, and may be used on any target within the range of the friar’s channel energy class feature.

Bonus Feat (Ex): A friar may take any of the following feats for which she meets the prerequisites in lieu of a Rite. Alternatively this may be spent any metamagic feat for which she meets the prerequisites.
Alignment Channel, Channel Smite, Channel Smite (Greater), Command Undead, Elemental Channel, Extra Channel, Improved Channel, Selected Channel, Turn Undead, Quick Channel.

Thanks and goodnight


1 person marked this as a favorite.

Its spells like this one that really twist my gibblets. Never mind that they are stepping on the toes of "divine" casters with their healing abilities but tagging them as [evil] is just nutso.

Ultimately it's up to your DM and all the advice in the world isn't going to change that fact, that having been said here is how I play [evil] spells when I DM.

First some spells tagged evil in games I run aren't [evil] anymore. Infernal healing is one of them, animate dead is another. Both of them have predictable outcomes. For Infernal healing the 'evil' of it is just fluff, not even good (no pun intended) fluff. Research a spell called Celestial Rejuvenation make it give fast healing 1 and call it a day, casting it wouldn't inherently make you GOOD just as Infernal healing doesn't Inherently make you evil. A spell like animate dead creates a killer on a leash that is 100% under your control, if it ever leaves your control then what it does is not on your hands, just like a smith doesn't suddenly turn evil because an orc warrior used a sword he forged to lop the heads off of newborns.

Now things like Planar Binding of demons and create undead are (in my games) considered evil still, you are bringing free willed things into being that have no restraints and some need to actively feed on living energy. Summoning however, is too transient to be considered as evil since at best you are dealing with 20 minutes (outside of level 20 conjurers, but at that stage of the game atonement is only a spell away) of the thing being present and it is 100% controlled.

My advice is go through [evil] spells one by one and try to agree which ones are truly EVIL and which ones are given evil fluff.


1 person marked this as a favorite.

No but you are on the medium BAB table and for a good chunk of your career in light armor with low AC (and low dex so worse ac than a rogue), that means you think in melee combat like a rogue until at least level 7.

For a simple example. You spell combat, strike with your weapon, 5 ft step back, cast vanish.

If you try to do this whole charger deal (which isnt bad damage wise) but fail to drop the guy, you are in a World of Hurt. You are down AC from charge standing next to a guy that you just hit for a boatload of damage and may be subject to his full attack. At level 1 assuming Studded leather you are +3 armor, +1 dex, -2 charge = AC 12, if you mage armor (not sure why but if you do you are AC 13 in that case, Shield, gives you 16 both 17 but, then you really don't have the spell slots to burn for Shocking Grasp . Now full attacks are not an issue at level 1 but you are also rocking 10 hp (assuming favored bonus into hp which is yes in this case). It does not matter how awesome your level 13 build is if you are a corpse by level 2.

The low level STR based magus is amongst the lowest defense characters in the game. At higher levels you have the armor to stop the Iteratives, and the tricks to avoid the first attack, and to get them out and still have offense to spare you are going to want spell combat and not always with Shocking Grasp or its Intensified version.

In games where I played a STR based magus (Hexcrafter) I very VERY rarely used Shocking grasp, and there were precious few times I used spell strike outside of Frostbite. Where I made my party happy was the sheer amount of conditions I could place on a target, Entangled, Fatigued, Shaken, with frostbite, staggered, entangled, shaken, with a Rime Frigid touch, when I used my merciful weapon. ACs got so low between debuffs that all the melee chars including the Cleric at times went with full powerattacks, which equated to more damage than I could EVER hope to pump out with the shocking grasp schtik.


1 person marked this as a favorite.

Spell combat has its uses outside of just touch attacks, it can be used to play hell with the action economy of one character. Color Spray, Glitterdust, Silent Image, Minor Image, Shatter, Web, Obscuring Mist, Fog Cloud are just a few spells that can be mixed with Spell Combat as group support battlefield control.

My tip for playing a magus is not to try to compete with Fighters or Ragers for DPR. That is their game, they hit the stuff with pointy sticks. You are a rogue without sneak attack that carries a wizard in his pocket that can cast while you fight. Even more so with Familiar Arcana and Imp Familiar with a little guy that can UMD. Yes you can burst. But you have limited spells per day. They can swing their swords every 6 seconds all day long every day. Thus I am more fond of Rime spelled Frostbite than I am of Shocking Grasp. With the enforcer feat you can (though your Cha is lousy so might want to pick up intimidating prowess) potentially make an adversary shaken, fatigued, entangled, with one attack that you can use for your CL number of attacks. Kinda brutal. This still does not stop you from turning around and dropping a zap fist on someones face, one might argue it makes it a lot easier to do so on at least the shaken, fatigued, entangled, target. Burst DPR is only one of a well built magi's many many tools.


1 person marked this as a favorite.
Kudaku wrote:

I actually agree with DRS3 - the magus relies primarily on spells that do not allow saves. Your main priority should be whatever stat you use to make melee attacks.

I've never seen the Hexcrafter archetype in play, but I've heard good things. I HAVE however seen the Bladebound Magus in play, and the free weapon is incredibly handy. The weapon is usually the biggest expense for a character, having your sword scale automatically means a big chunk of your WBL can be put into other things - like Pearls of Power.

Bladebound and Hexcrafter are compatable if I recall so, get the best of both worlds.