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I will be working on a guide similar too trentmonks guide...I am still working out the theory and rules...and shenanigans I can come up with... Mythic contingency Is the biggest game breaking thing I have discovered... Of course only If you have a "free day" you could prebuff like no other ...using a activation word(s) The party I am involved with consists of a Gunslinger (musketeer) contingency abundant ammo
Mythic haste is the #1 thing this sucker is huge...buffs the entire party...+1ac +1 hit and 2 move actions a turn.... Stoneskin communal, via a bloodmagic....works wonders. mitigating just 10 points of damage isn't huge but when your negating minor hits entirely or reducing damage inflicted...we don't have a dedicated healer, but infernal healing works wonders... ![]()
they did give casters a lot of love...but look at some of the feats they can gain;however, if you ever see a mythic gunslinger in action after you cast a abundant ammo on them...especially if you take mythic magic weapon greater.... The gunslinger in my group can turn a move action into a full round of attacks...combined with mythic haste...and well that's 2 full attacks a turn... ![]()
Discomancer the whole twf thing, well, just for fun and shenanigans if you leave one hand open you could theory wise use your off hand for grapples/ dirty tricks...or main hand your empty hand, and off hand attack with your weapon. Something someone pointed out too me not too long ago, a secondary attack does not have too be right hand/ left hand....it could be right hand and a left boot blade....etx....just my two cents... ![]()
My experience so far with my level 12 conjuration specialist wizard...with mythic abilities... wild arcana is a must, this lets you spontaneous cast, with a +2 caster level...from any spell on your spell list up too your maximum caster level, and you can add meta magics too it, as well as rods... This lets you save the entire party with a protection from energy communal, or even a stoneskin communal. arcane endurance add +4 too caster level for duration...mythic mage armor....personally I love it, 1 mp yields +6 ac, fortification and at my current level that is 16 hours of protection without using a rod of extend...aka 32 hours. (use it on your monk buddies for instant love.) 2 mp wild arcana /mythic mage armor...that's Caster level +6 for duration combined with metamagic extend or rod...that's 18 hours of protection, can be extended too 36 hours.... Mythic spell knowledge take it as your first tier feat and be very happy with every tier, especially when you first cast a mythic haste, giving everyone two move actions (hello ball lightning) and your BSF will be happy as well ....or gunslinger buddy. Dimensional agility is a must....especially once you grab coupled arcana.... using your shift ability you can now cast a swift wild arcana with the quicken metamagic feat, move where you want unleash. same turn standard action teleport...standard wild arcana a spell maximized or what naught...(remember coupled arcana allows you too activate your mythic abilities as a free action, and cast a standard or faster action...) this Is a wizard becoming nightcrawler from x-men fame... wait you also have amazing initiative at tier 2, no you cant cast another spell but you can gain another standard...hmmm teleport out of there.... so In one turn and 3 mythic points , shift cast swift, standard teleport standard cast, teleport again. and if you have Mythic haste up two move actions left.... Need too cast a haste on a split up party this is how you do so....move action touch, swift action port, move action touch standard teleport...etx.... mythic feats; your going too burn through mythic points faster than anything else...get more...even with the revised 3+tier x 2 , even if your well prepared with your memorized spell list being great...this will make you into trentmonks true godlike wizard. The free +2 too caster level is hard too beat, especially when you decide too lay the beat down.... And of course being a utility caster means your going too address some things, and those extra mythic points will come in handy when a rarely used spell not memorized becomes a perfect tool...think hostile juxtaposition... Mythic toughness; great option even more health that's your level again in health. Mythic crafting take it and be able too craft everything in the game.... Metamagic mastery is interesting 1 mp the next 10 spells you cast can freely add a +1 metamagic (only the one must be selected when you do so) can be taken multiple times I can only see this being crazy once you take it 4x and your quickening every spell cast...or maximizing every intensified spell you got...(a intensified/maximized mythic fireball...for 150 points of damage +being on fire, save and take 75)
Other great things I have seen...thought about, Energy conversion is a must have, 1mp energy descriptor changes too you opponents vulnerability... immune too fire but not acid/ or cold well your mythic fireball just became a mythic iceball, or Acidicball, This is a work in progress so bear with me. ![]()
coupled arcana + wild arcana with a conjuration specialist wizard with the teleportation ability (ie dimensional steps) and dimensional agility, My understanding of it would be something like this. Action economy too the extreme...This is why we can't cast a spell using amazing initiative.(though we could by raw due too coupled arcana) swift action teleport (shift) free action wild arcana a quickened spell. 1 mythic point Standard action Dimensional steps, free action another wild arcana standard or faster...1 mythic point amazing initiative for another standard action dimensional steps again free action wild arcana. 2 mythic points. So in one round a wizard conjuration specialist could make 3 teleports (via shift/dimensional steps+ dimensional agility) moving like nightcrawler any increment of a 5+ foot step ...not counting being able too take a movement action...(insert appropriate movement cast here) Cast 3 spells, 1 quickened, and 2 standard
(btw I am a level 11 wizard tier 4 archmage.) doing this I believe would cast 3 spells, and teleport 3 times in a round without even using a spell memorized. This does not take into account casting mythic spells, like haste, fireball and more... Am I correct in my thoughts on this? ![]()
Clone the best contingency....ever. However.... contingency 1 If I am no longer able too cast spells of my own free will, or at less than 10% health teleport (safe location.) I have been dominated, knocked uncounscious, silenced, severly wounded, In any way unable too cast....(bound and gaged, hands chopped off, etx) Prior too setting your contingency a little set up should be ready....
Scroll dispel magic penned by you, for a apprentice too cast it on you.
the teleportation out sucks for the party, but if your unconscious your not helping any way, if your being controlled oh crap, if you were too take a action too take a potion your out one round already, or even dispelling a silence effect....and after all you should stockpile for a rainy day.... You as a wizard effect reality what is more effective than changing the odds, after the fact, You should scroll everyday unless your the party crafter, stockpile them, so if you are out of spells... Contingency 2 if receiving a attack that deals greater than 50% of my health Greater infernal healing extended. Contingency 3 contingency delayed blast fireball when I complete a teleport spell while in battle...immediately....also works with a dimension door. ![]()
how too kidnap someone, hostile juxtaposition + spectral hand..... Or of course hostile jux + a cantrip. even prestigation... Hostile juztaposition You create a dimensional link to the target creature. When attacked or the subject of a spell that deals damage to you, you can spend an immediate action to cause yourself and the target creature to teleport and switch places. Spectral hand A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends If you can light a pipe with prestigation you can do damage via a spell too yourself, other ways...blood money which is ironic.... ![]()
hate to do so but lets quote buffy the vampire slayer,
Willow "last time I tried using magic; the first, it turned it around on me, got inside, I felt it surging through me, every fiber of my being. Pure undiluted evil, I could taste it." Kennedy "how does evil taste?" Willow "kinda chalky." Using a evil spell too accomplish good, saving lives is a necessary evil or we could go too a very old philosophical point Is a gun evil, a sword or spell? No It is not, it is only a tool, that could be wielded In either case/cause. A gun can be used too protect, a sword the same. another analogy would be the fist or a open hand a fist can shelter and protect,what is inside as well as hit. While a open hand can give aid to another, or can wound as well. ![]()
Mnemonic Enhancer
CASTING Casting Time 10 minutes
EFFECT Range personal
DESCRIPTION Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast. Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally. Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind. In either event, the spell or spells prepared or retained fade after 24 hours (if not cast). Mythic adventures and mythic points. With mythic points theory wise with just a tier 3 caster wizard with the appropriate level could /would be able too cast Mnemonic Enhancer 6 times, gaining 18 first level spell slots for 24 hours. combined with say mage armor and spell endurance...that's 260 hours of protection , or magical lineage that's 18 uses of intensified shocking grasp (magus anyone) why bother recalling spell with wild arcana when you can gain 3 for a mythic point using wild arcana, too cast mnemonic enhancer. ![]()
Hostile Juxtaposition+ Contagious Flame target first round with contagious flame all rays
Swap places as the rays mow down your opponent. first attack
Hostile juxtaposition "pop" as your contagious flame comes back at you aka first ray. hitting it again with another 4d6/4d6/4d6 3rd round as a conjuration specialist either cast another hostile jux, or let it radiate outward...great for use when nearly surrounded. ![]()
this may have been addressed before,
I can craft wondrous items, via the feat... my question is this. could I craft a wondrous item and add a similar ability as the rod... they give the example of a ring of protection +2 and a ring of invisibilty...where you multiply 1.5 the cost...no crossing of feats or abilities... would the same be true if I wished too add my meta magic ability too say my headband of vast intelligence... without the craft rod? or would I have too have craft rod+ craft wondrous...too do this? just wondering, thoughts and opinions... ![]()
Magical transference….. School enchantment /transmutation sorcerer/wizard 4
Consumes the item that is being tranfered, be it a magical ring, rod, staff etx, only one ability can be transferred in this manner…..
if item confers its abilities more than 1/day then the number of times it can be is ½ that amount minimum 1. Example rod of extend…..3/day sacrificed in this way would allow the transference of power into any item the wizard is capable of creating… allowing just 1 use/day. this can be increased at a +5 cl too the check...for each use above 1...so said rod would have +15cl too the check. Meta magics being transferred this way count the spell bonus as the +bonus too the item…ie max 10 so a longsword +5 could have quicken spell applied too it and still have room for 1 +1 enchantment... Adding a ability too the object takes the same amount of time as starting from scratch so above example a rod of extend transferred too a helm of vast intelligence, would take 3days of work… On the final crafting check if failed the item is still consumed. This allows a wizard/sorcerer access too other item creation effects into there chosen specializations....less feats needed...at a significant cost since it consumes the original item... thoughts/ is it broken , spell level, other factors...
the magical item being destroyed is part of the fee of the crafting process... ![]()
invisibilty is negated...no problem...what would you say a reflex save in a a 10"x10" hole would be I would think conditional...since no room too move too avoid the effect.....short of using a shield/body that kinda thing.....I know real world physics...vs game ....up too dm of course.... but I thought up a few more fun things too do though costly...like a keg of black powder+ alchemical fire....set on its side...so it naturally rolls, costly but that's 3d6 fall damage+ next action the keg falls..for another 5d6 for the alchemical fire...then explosion 5d6....1 spell fun.... gunslinger in party...so 500gold /keg, I have craft alchemy so alchemical fire...so 100 alchemical fire.....so 600 gold costly but such a acme/ facepalm moment....
I would think that if the statue falls...being 1500 lbs that would be equivalent of a ceiling fall trap....ceiling at 15' so max height is less then max width / height of statue spell 20'.... also see other uses of fun with wall spells/ environmental hazards there is nothing in rules that says that one must cast this on a even level surface....it just must be a horizontal surface...even a deck of a ship....well by raw a ship in a storm could be nearly vertical/or a unlevel surface.....so this allows angles........so a hill with a boulder my perspective within reason......so I naturally rolls into it...time delay next action....or longer....depending on slope of edge of the pit, if I am flying or levitating then horizontal up to me......when I cast.....so Indiana jones and the temple of doom it with enlarge object boulder...? why if by raw one cannot cast create pit on a unlevel surface...then that limits that spell too non use in any unleveled area...which I hate too say would be any path/trail/or natural incline.... none cultivated area....a sloping path, trail dungeon area, or any incline.. which makes the spell completely nerfed...though a slopping area if caster is able too be at allows it ...ie stairs/slope/ whatever I would say any objects/ non attendended are subject too new incline....sorry too rant but trying too explore and understand this spell.....so I can cast accordingly..... a create pit on a set of stairs...fun that kinda thing....especially if I cast a illusion over the top...since walking up the steps now makes those step horizontal too me.......I am now moving at a angle....then create pit at top of steps.......top step now is even would be even trickier....while mobs at the bottom step take nearly no damage...thoughts...and implications....let me know? ![]()
very situational but figured I should ask since I am about too enjoy a encounter where my create pit could pose such a question...this is a double post one under create pit and one here.....we meet tonight and this just occurred too me.... create pit and items object/ environmental hazard at its edge.... I am currently in a prepared area where we are awaiting our foes there are several statues that weigh nearly 1500 lbs.. if I create the pit so the edge of it is directly underneath the statue...will it cause it too fall....and cause damage after the fact....and sorry but dropping something about the size / weight of a car....from 30' .....if that happens.... reasons asking is at the edge pc's get a reflex save, too see if they fall in...what do you think the statue is now unbalanced save for unattended object... so intended victim/victims get a lovely 10' falling boulder/ceiling of death...it is a 15' tall statue weighing over 1500 lbs......that would tumble down ...since taking time into account say next persons round....action... damage dice and thoughts...
directly at the edge of the base of the wall created....creating a toppling effect have fun with it.... got a lovely pit that doesn't trigger invisibilty...I think since it is not a attack roll...effect the ground beneath.....a persons feet...they drop...take damage, then huge statue falls on top........ other fun environmental issues.... lava, water, acid pool, loose sand, gravel, along the base of something like a hill mountain.... or a area full of rocks/ boulders, what is the slope of the edge I would think 5ft with a 45degree angle....too cause the reflex save...? let me know what you think... ![]()
create pit and items object at it edge.... I am currently in a prepared area where we are awaiting our foes there are several statues that weigh nearly 1500 lbs.. if I create the pit so the edge of it is directly underneath the statue...will it cause it too fall....and cause damage after the fact....and sorry but dropping something about the size / weight of a car....from 30' .....if that happens.... reasons asking is at the edge pc's get a reflex save, too see if they fall in...what do you think the statue is now unbalance save for unattended object... so intended victim/victims get a lovely 10' falling boulder/ceiling of death...it is a 15' tall statue weighing over 1500 lbs......that would tumble down ...since taking time into account say next persons round....action... damage dice and thoughts... got a lovely pit that doesn't trigger invisibilty...I think since it is not a attack roll...effect the ground beneath.....a persons feet...they drop...take damage, then huge statue falls on top........ ![]()
Maximize Spell [Metamagic] Benefit All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. gravity bow... Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow. Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size. so my 1d8 bow now fires a 2d6 arrow maximized too a 12....not counting in any other factors... ![]()
I have a question about wreath of blades ...as a conjuration specialist when I teleport / they move with me.......would the instantaneously move with me or come chasing after me....affecting all creature in the direct line......please let it be this because I cannot wait too use this trick. When I fire of a fireball then swift- 25 ft for some whirling mithril death. ![]()
broken I would think....I am in a campaign where we gained this at level 6 mythic..........
ala mythic arcana wild arcana,
can cast any spell within my cl ability....
hexcrafter add witch as well or curses..........curse/hex lets say flight........... other abilities....itemcraft, feat int bonus+20, wild arcana, feat mythic spells (mmissle,) other feats taken before level 6, weapon focus longbow, spell focus conj, craft wondrous, traits, magical lineage burning hands, meta magic mastery shocking grasp. idea 5lvls hexcrafter free access...hex....or boon, 15 wiz/5 hex............this is super powerfull...since each hex is free, can cast spontaneous if need be and can if I want attack with a bonus hit......also, if I chose too ....cast 3 times in a round ....aka amazing initive....... following round 4.......with my traits, wild arcana etx..... I believe I could round 1 round 1
cast+quickened+cast.....move left over.... and use a hexcrafted ability maybe.......each spell quickened or intensified......combined with a conjuration specialist.............wow// that would be a swift...immediate...too full fill, cast/swift/cast...hex.........wondering and thinking.... ![]()
can I opt too not use my trait and prepare my magical lineaged burning hands intensified...as a 2nd level slot... if a spell caster can do so this is actually pretty cool....especially with a combination of say preferred spell...or is it by raw... only if I could prepare a magical lineage burning hands meta intensify in my first level slots but then fill a 2nd lvl slot with say a burning hands intensified elemental electricity... only wondering this because if you can ignore a trait...this gives even greater flexibility with a prepared caster with the right feats and magical items... only asking because after looking at my spell lists at my current level being 5, I have no damage spells in my spell book for 2nd lvl ....guess I am rambling so the short... lvl 5 wizard with magical lineage, and intensified spell
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dragon chess the thoughts on the ranger are intriquing since It gives me those great cleric wands, and my party is a inquisitor
I was trying not too delve too much into multi classing only because pure classes are usually much more powerful I will admit a 9th spell imbued arrow could be a sick thing though... your right a missed arrow is a fizzled spell....which sucks, to bad aoe's don't go off when it hits....the ground...but what if my target is the ground.... ie it might not be raw, but a fireball can target anything why can't a arrow.... aright will remember too get rid of focused shot, too bad I couldn't add that too my hit modifier....and damage.....making that my source of making sure when I imbue I hit... the other reasons why I was thinking about the 2lvl dip into aarcher, was the increase with bab, saves, hp, (if I roll max on both levels that's a 20hp boost+ my con...and we are using some mythic points and hero points so I will be making sure I get my max.... I have the craft wondrous feat...so a belt of con/dex +6 will be in my future...shoring up my bab/ac/hp/ etx. same thing with my helm of vast int/wisdom...upping my saves, and of course casting preferred spell, taken more than once...for those 3 low level spells I will love so much, gravity bow, flame arrow, haste. so I can prepare my spells and swap out when it suits me....also of course shocking grasp and burning hands....with the intensify metamagic free......for imbueing arrows....at 15 wizard 2aa I can preffered spell twice...and throw a feat in there as well.... ![]()
that's what I was thinking stream, was only going too take a 2 lvl dip, and there are plenty of spells that make my bab a non issue...truestrike being the number one quickened idea....of course could just cast black tentacles and then fire into that....for the same spell slot... focused shot....I thought it was a blanket use int for bonus damage on bows and crossbows...not a standard action well droping that and just going quicken spell....whats nice about a 2 lvl dip is my cl will be considered 19 by the end if we hit lvl 20...my main thing was staying viable for when I am not casting, ie battlefield control summons etx all done fight is a cake walk...then I fire my free magic arrows....throw rapid shot while haste is up even better...I am a elf with a 18 dex no bonus items...throw in a nice bow perhaps with say endless ammunition with a nice bonus too hit. maybe even dueling, so high initive...combined with a spell like flame arrows.... I was taking that in mind stream, imbue arrow is too deliver a battlefield control....and damage...not just damage... think a gravity bowed imbued glitter dusted flaming arrow.... 2d6 x3 crit+ 1d6 fire and at least can't go invisible with a possible blinding thrown in.... ![]()
aqueous orb+ ball lightning. flavor...or explanation.... its at a minimum 7 round combo, that lasts longer, after the first two rounds its fire and forget till a) target escapes
step 1..cast ball lightning direct where you will minimum 2 of em and you just took up 2 5ft squares...pretty nifty squares...
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this is just too restart the thread with
also too keep this thread going so many great jaw dropping thoughts....so let us continue..... | FAQ | Reply --------------------------------------------------------------------------- ----- 9 people marked this as a favorite. + Lady Evgenya Zunaida
Please, if you are just getting on the page, read the whole list, the descriptions of these combos really do them more justice than just reading them as a list. Web/Cloudkill Black Tentacles/Stinking Cloud protection from arrows/ levitate Haste + Rage Maze + anything else Cloudkill/Forcecage Aqueas Orb + Hideous Laughter Flaming Sphere + Pyrotechnics Enemy Hammer + any Create Pit spell Quickened Ill Omen / Hold Monster Glitterdust + Fog Cloud Pit spell + illusory wall = Nobody saw it coming Blindness/Deafness (blind) + Blindness/Deafness (deafen) + bestow curse (make mute) = Poor sap Silent Image/Create Pit Spark + Pyrotechnic Wall of Stone + Meld into Stone What about flesh to stone followed up by a transmute rock to mud? web + burning hands Invisibility + Summon Monster rainbow pattern + acid pit. Create Pit + Hydraulic Push Beast Shape I and Geas/Quest. = "A talking bird just told me that I'm the chosen one!" Fear + Crushing Despair Create pit + Summon swarm. Use Gust of Wind to blow tiny critters into Blade Barrier Use Telekinesis to toss enemies into Black Tentacles' Irresistible Dance on a target within a greased area Mage's Magnificent Mansion + Fabricate = Infinitely shapeable dungeon of doom in which to lure your enemies. Shrink Item + Mage Hand Shrink Item + Telekinesis quicken Cloud kill placed on back wall where enemies are + wall of force to wall them in Feeblemind + Ray of Stupidity black tentacles followed by a quickened stinking cloud Flesh to Stone + Stone Shape + Stone to Flesh Moment of prescience already casted + prismatic wall + quickened telekinesis Unseen Servent + Grease Summon Monster VI to summon a succubus and suggestion to tell victim "She told me she wants you, go hit her so
Dimension Door, Feather Fall, and a nearby, unattended 250' rock Mind blank + invisibility/greater invisibility Web + Summon Swarm (spiders) quickened cause fear + create pit
Black Tentacles on floor followed by Black Tentacles on roof ten feet above. Any Wall spell coupled with Stinking Cloud, Cloudkill, Acid Fog or Incendiary Cloud. Wall of Force + Acid Fog Aqueous Orb coupled with Cone of Cold or another Cold-dealing spell to trap the target within the now-solid ice Aqueous Orb. Telekinetic orb + implosion Magic Jar + Binding (Minimus Containment), Hypnotism + Ventriloquism Continual Flame + Sepia Snake Sigil, preferably both cast as Shadow Conjuration/Evocation to keep the costs down Animal Messenger + Delay Poison True Strike + hydraulic push + Create Pit Unseen Servant + Grease Trap the soul + Tarrasque. Turn it into your phylactery when you become a lich. No one wants to kill you because it
Reverse gravity + telekinesis Flesh to Stone + Shatter Running Enemy + Grease + any Pit spell. Quickened True Strike + Telekinesis Spectral Hand + Stone Shape that stone floor the BBEG was standing on? It's now his air-tight, not-allowing-for-
Charm Person + Modify Memory Aqueous Orb + Freezing Sphere Create Pit/Move Earth/Stone Shape (any earth-moving-type spell, really) + Cloudkill Explosive ruins and Dispel magic Explosive Ruins: 8th or 9th level illusion spell Animal Messenger + Magic Mouth Wild Shape/Elemental Shape into Large Air Elemental + Call Lightning. 2 Summon monsters I's for Stirge + Centipede Darkness + summon monster for a dog (scent) Illusion of wall of fire + Prismatic Wall Dust of dryness + a barrel of holy water now my own favorite Aqueous orb + ball lightning.....aka the bug zapper.... ![]()
nothing...off course spell book would entail, flame arrows, abundant ammo, I know my bab until I hit my benchmark will suck...but...the imbue/enhance mechanic is really interesting... superior perception, elf + scholar= class skill and a bonus of skill focus. maxed. easy combo using scribed scrolls ....extended abundant ammo, extend flame arrow...throw a mirror image... every arrow I fire is a 1d8+1+6min intelligence+ 1d6 fire...without consuming anything else.. base bab = 8/2 rapid shot...
a simple fireball lvl 12 wizard = 10d6 reflex half or possibly none...
off course imbue changes things....with the above...
1d8+1+6min intelligence+ 1d6 fire now take a 10d6 and all your buddies take it as well... more interesting contingency imbued arrow....would read something like when I imbue a arrow, cast black tentacles and grease on target so as above that would be too single target...
or worse same damage but create pit/black tentacles against said foe...
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currently level 5
familiar raven.... background scholar skill focus perception...now a class skill...
feats
not great with a bow yet...but my plan follows. going lvl 12 before I swap too arcane archer. for 2 levels...
+4dex+1wf+1point+1marrow+x if using a magic bow… even better 12/7/5 too hit...
hopefully I got the math right...
deliver arrow...say intensified burning hands.....
I am fuzzy on the rolls ie spell origin with imbue arrow...can I direct it...
lvl 15 13w/2 aa preferred spell burning hands , craft arms and armor....gotta enchant my bow....and my parties stuff. let me know your thoughts.... goal I have read trent monks guide...loved it and well using preferred spell plus my traits...I could really be a true god, but also a great damage dealer once I control the battlefield.... ![]()
I am a elf with a great dex, and a above normal int, stats are
wizard character...thinking of going into arcane archer at level 13...for just two levels...enhance arrows, and imbue....
spell focus conjuration. level 1
scholar background . cskill perception +spell craft.
now level 4 +1 int.... was looking at arcane archer and was intrigued by it...
adding +1 level too casting class rules....?
at level say 14 ie wizard 12/arcane archer 2 prepared spells would be 0 1 2 3 4 5 6
a 12wizard/2 arcane archer....would be 0 1 2 3 4 5 6 7
4 4 4 4 4 3 2 1 I would lose the level 7 spell...but gain a level 4 spell correct...just wondering since I am a level 4 wizard and I think being elven with the skills necessary I could go arcane archer...would love too drop a burning hands, or a intensified shocking grasp via a ranged attack...let me know the right spell progression, / etx....
Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow). ![]()
Grick wrote:
thanks for the input ![]()
if true yowza...for my magus...
since if holding a charge no negative...so first hit would be a +11/spell strike after would be a 9, i believe...if this is correct...then best bet would always be ....hold the charge against the big bad...esp with mirror image, shield and what naught.... though of course if you miss on your attack you don't have to cast a spell at that point. hence I could spell strike mirror image, or shield, or better yet stoneskin, of course going back too holding a charged spell, thanks for you input bbangerter, just want too make sure.... for me holding a charge, equals possible charged hit. then spell strike second hit, not counting haste or a 6/1 bab ![]()
garvdart wrote:
annoucing....first round swift action keen, shocking on weapon full action cast a intensified shocking grasp.. round 1 round 2 5 step in full attack....roll hit...x2 then spell strike? after works... ![]()
bbangerter wrote: Yes, that is valid (attacking with a held charge then casting another spell via spell combat in the same round - I don't know about all your math, I didn't double check that). Of course if you miss your attack then cast shocking grasp then you would lose the charge of the first one - though of course if you miss on your attack you don't have to cast a spell at that point. of course... miss buff, or continue...so then a held charge allows me too double charge attack? ie held intensified shocking grasp, full attack standard action spell strike? for another...if I hit..otherwise buff...on firsy attack thanks... ![]()
its probably been answered but want too make sure..
level 7/8
Round 1 cast int shock grasp….swift action keen shocking on my weapon. no attack move within 10 feet of my opponent. int shocking grasp held... round 2 5' step full attack...deliver intensified shocking grasp....then spell strike casting it again legal? this is my main question...could I hold the spell ...next round full attack and cast again using spell strike? arcane pool = K keen + shocking/Flaming/frost....or SFf level 7 bab 5 with haste....
math... hit+5bab+4d+1m+1wf= 11/9 spell strike haste= 11/9+11
if i am right, round 2 would be crazy,
... I appreciate any insights anyone could give me or pointers... ![]()
Darkflame wrote:
sorry was wanting a math check too see if my figures were right thanks... I read in the magus forums that there was a way through critical strike and critical spell too make crazy attacks...and of course there is the lovely magus arcana maximize....fun .... just wondering and asking...thanks ![]()
Level 7 magus human
so I have arcane accuracy, prehensile hair, flight, as a hexcrafter
feats, weapon finesse@1, dervish dancer@3, magus arcana arcane acc @3, 4th hex flight, bonus feat intensify spell @5, feat combat casting @5, prehensile hair @6, weapon focus @7 scimatar, level 7 =+2 too a lowly plus 1 weapon making it keen, and fsF...or keen+ flaming/shocking/frost.... almost alway keen/shocking....bab +5 ie bab 5+ 4d +1 magic+1 wfocus = 11 hit not spell strikeing...
1d6+4+1+1 x2 + 1d6 shock....if i crit swift action via m arcana critical strike.... 1d6+4d+1m+1wfocus x2...add 1d6 shock for weapon then swift action int shocking grasp...(love magical lineage.) 7d6 roll natural 20 x2 if not normal damage = 1d6+4d+1m+1wf x2 +1d6 + 7d6 double crit would be 1d6+4d+1m+1wf x2+ 7d6 x2 +1d6...ouch........... ![]()
Bigtuna wrote:
thanks for the clarification on rules so wayang ....for either another 1st or go crazy with a level 2....I could see a dazing flaming sphere working much better then a toppling magic missile...I love flaming sphere since its a cast that lasts x=level rounds.....damage sucks but adding 2 rounds of dazing....not so bad...thanks for the input. my magus is starting too really shine... was going too go with spell blending at level 7...only for resist energy, protection from evil fun, but this sounds even better, a 6+ round dazing flaming sphere....= hit-reflex save..fail its now dazed... and can be used for x=cl rounds...thats a save or suck...even better... ![]()
Stome wrote:
gotcha...was pondering ways too make my dm cry...lol, so reloading a firearm...viable, but no wand usage...but it could hold a wand and as a readied action drop into my hand... ![]()
Thomas Long 175 wrote: anything that has a scaling /level. /2 levels is ok but still not quite as good I'd say. actually anything thats scales at 1/level is optimal...anything above that...makes you wonder if you should intensify...esp with what mtcityhunter said."But yeah intensified, magical lineaged, shocking grasps are great for Magi. It might as well be a class feature at this point." yes very true...and should be stickied in the pathfinder database... yes its a gish class, however a spell blending lets you into some nifty abilities...see trentmonks guide too a wizard. ...especially summoning 4 or above, protection from evil, energy resistance, calcifying touch..I digress this is a intensify thread.....(this is one I will be taking dex damage+slow...no dex end encounter...) can you take magical lineage more than once? because burning hands lets you do a lot with just a 1st level spell, magical missile+toppling= x foes might be prone... end point as thomas long 175 said... scaling /level yes..intesify ie 1d6/level (max 5d6) Yesyes yes more please...if scaling x/2 levels...look at spell list and see if a similar spell does the same amount of damage..of the type needed... ie a blaster should always have several damage types so It can deal with elemental immune creatures...or elementally vulnerable ones... last intensify..works best on spells that don't allow a save..which is why shocking grasp is so freaking good... ![]()
magus...or witch question. Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. (last bits not needed for rules questions... I know it can hold a rod. Awesome.... what about using a wand...say ill omen...or any buffing one...if it can wield as dexterously as a human hand...? Using it too hurl say alchemist fire...so I can cast pyrotechnics....I know it says it can't manipulate weapons...but its a object that becomes a weapon... using it too retrieve something from a handy haversack. during combat... Using it too reload a weapon...say a firearm...or a crossbow...or another idea...composite longbow..with a str modifier higher than mine own..using the hair too draw the arrow... thoughts let me know ![]()
magus at level 10 with magical lineage
intensify for free...still a level 1 slot 10d6 1 round damage+weapon fun intensify+1 elemental say acid...for enemies immune too electricity...is 2nd level slot...used for the back up of crap immune too electricity....or vulnerable too acid....
so intensify makes capped spells viable untill level 10....while maximized....combined with criticals...keeps them going... maximized+3 intensified+1 shocking grasp +1 magical lineage -1 4th level spell slot...nails it for 60 damage. or a crit for 120
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