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16 lvls Syntheist summoner

Biped 16 base
+8 Inherent level bonus
+8 Large
+8 huge
+4 Ability score increase
+6 belt of str
+8 ability score increase evolution (this kinda eats all evolution points so I wouldn't do it, but it can be done)

2 barb
+ 4 rage

2 alch
+4 Mutagen

+6 Abyssal bloodline

Toal = 72 str


james maissen wrote:
Desert_tiger wrote:
Glove of storing on the main hand.

Now we're up to 55k of your gold.. and you still can't spell combat.. again not a problem.

That's also assuming you are alright with dropping and leaving unattended a 35k gold metamagic rod (and are prepared to cry if it is hit with a fireball, picked up and walks away, etc).

And at the end of the day.. you still aren't dealing omg level damage.. but you are woefully underdefended, etc..

-James

with the glove of storing you don't have to drop the rod, thats the whole point. Another potential option is to give up spell recall and get a 3rd hand via the hair hex.

But back to the OP's point. Magus is in line with other class in consistent damage its the classes burst damage that seems high

It of course gets more crazy at 15 with dual maximized or quickened shocking grasps. but again burst damage and not sustained damage.

at 15 he could burst up to 300 damage in a single hit with a critical


Diego Rossi wrote:
Desert_tiger wrote:
The thing about finite resources can be fixed very easily with pearls of power and since he doesn't have to buy a weapon those funds could be used for pearls. I think the man contention is the burst damage that can drop the big enemies. At lvl 11 he could do an intensified shocking grasp into a spell storing weapon the use a quicken rod for another and attack. If he crits which he has a 25percent chance thAts 40d6+strx2+2d8 damage or an average of 158dmg average which is usually enough to kill anything at that level. Now there are a lot of builds that can do this damage also barbarion, master summoner it just comes together earlier

I don't remember any arcana allowing to give the Spell storing ability to a Black blade. So it is not a problem that will arise with a bladebound magus unless he buy a spell storing weapon and drop his black blade.

At that point he has spent his money for a extra weapon and is in the same wagon of a normal magus, with a smaller arcane pool and one less arcana.

And the spell in the spell storing weapon isn't cast with spellstrike, so it is not multiplied by the critical.

So, supposing that your GM allow quick draw with metamagic rods:
- quickdraw your lesser metamagic rod of quicken
- use it to quicken a intensified, stilled, shocking grasp and cast it into the weapon [3rd level spell]
- drop your 35.000 gp rod to get the free hand to use spell combat
- use spell combat to cast another intensified shocking grasp [2nd level spell]
- attack using spell combat.
- if you hit and deliver a critical you do:
* (1d6 + strength bonus)x2 from your scimitar [1d8 only if you are enlarged]
* 10d6 from the stored shocking grasp
* 20d6 from the spellstrike shocking grasp
Total 32d6+2*str bonus = 112+str bonus x2, about 130 hp of damage.

You can't repeat as your rod is on the floor somewhere and all the above has been done within 5' from your target.

Later you need 1 level 2 and 1 level 3 pearl of power to recharge your attack and 2...

Glove of storing on the main hand.

Put away the black blade as a free action. Use that hand to cast the spell while hoding the rod in the other hand. Retrieve weapon as a free action, Strike.

"spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires."

and "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."

So you are casting the spell therefore spellstrike is usuable with it. Now you could say either it is casted through the current strike at the crit or you get another attack because of it. Thats a gray area.

I forgot about the blade blade enchancment question. I talked to my gm beforehand and he said that I could trade off any enhancment for a special ability, however it would be permanant and never able to be changed again but thats up to the gm.

With magical lineage you can stay at lvl 1 spells and with a 1 level dip in sorc you could on the fly change the element between 3 different elements


The thing about finite resources can be fixed very easily with pearls of power and since he doesn't have to buy a weapon those funds could be used for pearls. I think the man contention is the burst damage that can drop the big enemies. At lvl 11 he could do an intensified shocking grasp into a spell storing weapon the use a quicken rod for another and attack. If he crits which he has a 25percent chance thAts 40d6+strx2+2d8 damage or an average of 158dmg average which is usually enough to kill anything at that level. Now there are a lot of builds that can do this damage also barbarion, master summoner it just comes together earlier


I have really enjoyed playing my current magus and I like the class, however I was looking at potential different builds rather than the standard scimitar build. The Following build revolves around elemental touch and how it would work.

Hexcrafter Staff magus

Feats:

1: improved unarmed strike
1: weapon focus (unarmed strike)
3: extend spell
5: hex strike
5: accursed strike
7: hex strike
9: persistant spell

Magical lineage (elemental touch)

Basically it would work like this:

Rd 1: cast elemental touch (choice of debuffs)
Move to opponent
Buff unarmed strike with arcane pool
Rd 2: cast 2nd version of elemental strike
Attack 1d4+2d6+ str. Target must save vs 2 conditions such as staggered/fatigued/sickened. Use swift action to apply slumber/evil eye
Rd 3: cast brand
Attack 1d4+2d6+str target target must save vs 2 conditions twice assuming both attacks hit. Use swift to apply slumber/evil eye as appropiate

the round 3 spell could be a third elemental touch to increase damage to 1d4+3d6+str

Once lvl 8 is reached assuming all attacks hits and using persistant spell does that mean the target will have to save 6 times vs each condition?

Is there anything I am missing with this? would this be an effective build?


My thoughts on this would be a syntheist. I am not sure they are allowed in your campain or not but they can be extremly good skill monkeys.

Halfing or another small character
Alternate trait: swift as shadows (reduce sealth movement pentality by 5

Small biped eidolon

Attributes

Str: 5 (-2)
Dex: 13 (+2)
con: 14
int: 14
wis: 13
char: 16 (+2)

With eidolon out:

Str 10
Dex 14
con 13
int 14
wis 13
char 16

Feats:

1: Weapon finesse
3: Extra evolution point
5: skill focus stealth

Eidolon (10 evolution Points)

Skilled Stealth
Skilled Bluff
Skilled Sense motive
Scent
flight
Wing buffet
energy attacks

So at level 6 you have 4 attacks 2(+6 1d4+1d6) and 2(+1 1d4+1d6)

skills:

Sealth 6(ranks)+ 3(take a trai that makes it a class skill) +3 skill focus+8 racial modifier +2 dex +4 size = +26 on the skill
Bluff 6 ranks +8racial +3 char =+ 17
Sense motive 6(ranks) +3 (take a train that makes it a class skill)+8+1wis =+18
Fly 6 ranks

Overall you are great at stealth bluff and sense motive. You have the scent ability and can permantly fly. You are a biped with a hat of disguise or something mundane to hide the wings you can blend into society well even with the eidolon out. With the hat of disguise, you could change to a quadraped and gain pounce, some movement speed +2 dex -2 str. you can cast reduce person for another + 5 to stealth. You can also cast invisibility at level 7

This setup could be modified a couple of different ways depending on how much you want to assasinate vs scout

I think a Ninja will have more potential damage in combat but thisbuild has alot more stealth utility


Any thoughts?


I looked through the boards and I apologize but I cannot find any references to the below questions:

If I am riding a mount, any mount, and the mount makes a standard move that provoke's an AoO, does the rider provoke one as well?

If it does, how would this stack if I was riding an elephant companion performing its trample(ex) attack?

If the mount takes improved natural attack (gore), because trample is based on the gore damage as evidenced in the bestiatry books would trample become a 3d6 attack?

Besides ability boost (trample) and increasing str are there any other ways to increase the reflex save for this attack?


Just a couple of quick questions,

If something is "stun immune" does that also make it daze immune?

Ear piercing scream requires a fort save, in contruct traits it says that it is immunity to anything requiring a fort save unless it works on on object. So would ear piercing scream work on golems/undead