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james maissen wrote:
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:
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
Magical lineage (elemental touch) Basically it would work like this: Rd 1: cast elemental touch (choice of debuffs)
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
Small biped eidolon Attributes Str: 5 (-2)
With eidolon out: Str 10
Feats: 1: Weapon finesse
Eidolon (10 evolution Points) Skilled Stealth
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
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 ![]()
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 |