Kurald Galain wrote:
What would you suggest rather than power attack at 7th? I believe I can't take bane blade until 15th.I know everyone says pool strike isn't worth it, but it was more of a flavor thing. I like the arching pool strike and the ability to pick from all of the elemental types.
Secret Wizard wrote:
Does that modify the ability? It lets you take Con Dmg to refill your pool. It changes nothing on how the base ability works. I saw it as a totally new ability.
Secret Wizard wrote:
We are maxing HP, but then again I think monsters are too. My GM is relatively new and tends to pull punches a little if he thinks hes beating us too badly. (Not that I necessarily want him too, its just his style. Half the party are new and their builds are far from min-maxed so he tries to not wipe the floor with them when we encounter ghosts and constructs at low levels. I see what you mean about deadly. We've had 4 character deaths so far. 2 due to their own mistakes, 1 in combat, and 1 when he brought the deck of many things in for a game.) Where can I find the Deep Marshall archetype? Is ghost blade not worth brilliant energy for ignoring armor?
Deadmanwalking wrote:
Well that really sucks. My GM wont care but I can always ditch fiendflayer. I just saw that it didn't replace anything and figured it was a last ditch effort if I needed an arcane point to survive. Thanks, power attack would be better than weapon focus, I just worried about negatives with spell combat. I'm not sure about AP but every PFS game I've played has creatures with decently high AC.
I am playing the carrion crown adventure path and plotting out my Magus's 20 levels worth of feats and arcana. I am not focused on min-maxing, but I am trying to build a magus that has many uses and wont be useless high level. If I am missing any really good abilities let me know. Race: Tiefling
Feats: 1 Armor of the pit- +2 natural armor
Arcana/Hexes: 3 Black Blade
A magus gets: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal as options to enchant his weapon. There are archetypes and arcana like ghost touch that add more options, but does the base magus get any more variety? I know that new books introduce new magic abilities all the time and just wandered if a magus will get any of the new options. For example the corrosive ability gives +1d6 acid. It fits nicely with the other abilities and makes sense for a magus with corrosive spells. (I don't know if the Magus or corrosive came first it is just an example of an ability that could be added.)
I'm wondering if you can use spell synthesis with spell combat. For spell combat the spell has to be one standard action. Spell synthesis lets you cast two with one action. Could you combine the two? It can seem overpowered, but you would have to be rather high level to do it so it isn't actually that broken in my opinion. Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spell Synthesis (Su): At 10th level, a mystic theurge can cast two spells, one from each of his spellcasting classes, using one action. Both of the spells must have the same casting time. The mystic theurge can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The mystic theurge receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. A mystic theurge may use this ability once per day. |
