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Frenchfrie's page
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i have to add real fast that you wont get the extra str damage with a rapier. so you have to weigh the extra chance for crit vis the extra 6 pnts damage supprise round.

For a str based magus your better off just doing spell combate and spell strke one handed accept for the suprise round. So if you like, yes, use that one attack with two hands and a shocking grasp. If your trying to eek out extra damage where ever you can (I would) get a +1 spell storing rapier. Use your arcane pool or scabard or feat to give it keen edge and any other energy damage you can. That threat range of 15-20x2 will apply to the spell crit and keep you rolling d6's.
I use a +1 mithral spell storing rapier atm as a dex based magus.
I put "LvL 9" (+3) from arcane pool: Keen, flaming, and frost on my sword; storing vampiric touch. Thats 1d6+1 from the weapon + with an intisified shocking grasp 9d6(elec),+1d6(fire),+1d6(frost)+[first hit] 4d6(negative) for a total of 16d6+1 non crit or 25d6+2 crit on the first successful spellstrike. So you can see 2 points of damage is not so important in the end. However, if that was in the supprise round with your held charge with a str of 18 thats an extra 6 points of damage. That much damage if you don't kill the target out right or it has friends will make you way popular. Good thing 4d6 of that is added to you hp lol.
All i see is that people are trying to over complicate spell strike hoping to eek out an extra point of damage or two.
so here are the plain cold hard facts.
Spellstrike says nothing about touching the weapon with the off hand and says nothing about additional damge other than weapon damage itself.
So if it helps to think of it as happening one of two ways (for those who need visual effects). Visualize this.
1. The spell upon completion travels threw your body to the other hand and up the sword to the point of impact.
2. you touch the sword with your off hand channeling the spell into the weapon, but having your fingures in such an odd configuration (sign language signs and such) that you are unable to put the full force of your arm behing the weapon (that is you can just touch it, your arm and hand are busy making rude jestures. Hehe a middlefinger touch to the bottom of your hilt.
thats expanded arcana your thinking of
i hate to bump this myself, but does anyone have at least an opinion or a house rule they use for this?

Giant Wasp Poison
Type poison, injury; Save Fortitude DC 18
Frequency 1/round for 6 rounds
Effect 1d2 Dex damage; Cure 1 save
with the +2 dc per poision attack and +3 rounds
Applying each of the 5 blades required for
Wreath of Blades (yes a magus using dex poison to drop touch ac)
Does it still count as only one poison dose just like the weapons specials or since the damage is increased every two levels does a result of one posion per d4 damage count for purposes of poison dc stacking and duration?
The blades that serve as the focus for this spell can be enchanted for greater effect. When all of the blades share the same enhancement bonus and special weapon qualities, a creature that is damaged by this spell is also treated as if hit by one of these weapons. For example, if a 12th-level magus casts this spell using four +1 frost mithral daggers as focus, the damage dealt by the blades would be 6d4+1 plus 1d6 cold damage, as long as the daggers were commanded to be sheathed in ice. No matter the modifications made to the focus weapons, they must always be mithral daggers. No other type of weapons can serve as a focus for this spell.
I am thinking it's one dose and can effect upto 5 targets until one dose is used then since its not on all blades it has a reducing chance to inflict; or simply doesn't infect past first hit but only requires one dose to bring them back to full for the next use.

i think you may be happier with this little trick, than the whole hit and run thing... It's kind of the same thing.
Tho diminsion door (withs its feats) allows your to catch your target flat footed on the round you use the spell.
Useing force hook charge along with the feats [disorienting maneuver] (witch requires dodge and acrobatics) and [opening volley] gives you an advantage of +2 from the disorienting maneuver and +4 from teh opening volley.
Granted the acrobatic checks for avoiding the AoO of those you pass by is high and to accomplish the disorienting maneuver at full speed is also up there (you can use opening volley by itself)
+10 acrobatics for full speed plus
Situation Base Acrobatics DC*
Move through a threatened area Opponent's Combat Maneuver Defense
Move through an enemy's space 5 + opponent's Combat Maneuver Defense
* This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.
your looking at a difficulty of 10+5+ taret CMD
you need alot of training in acrobatics so get opening volley first and use it to get the +4 and build up to the addtional +2 and the missing of AoOs.
So at least opening volley seems worth the trouble if you want to use this spell to its full effect. And note that mobility msybe a good choice if you dont want to go the whole acrobatics route.. BUT it would look cool as (the dung that falls from the orifice of the man next too you).
sorry to say it but you have to read thw whole feat, it reads:
Martial Weapon Proficiency (Combat)
Choose a {type} of martial weapon. You understand how to use that type of martial weapon in combat.
***Benefit: You make attack rolls with the (((selected weapon))) normally (without the non-proficient penalty).***
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
the feat short is:
(((No penalty on attacks made with one martial weapon)))
this was done to clearify the RAI vs the RAW that people has a problem with in 3.5.
on the bright side it will allow the gm to focus on what magic weapons hes going to put in the non-random loot
as far as the stored spell goes it doesn't require an attack roll thats why it doesn't crit
the "on a hit can cast" means its an auto hit so no crit
that came up awhile back i just for got and was all into the "KILL IT" mind set lol
as far as crit for spells go by themselves they are always 20 x2
but for spellstrike its the weapons range in this case 15-20 x2
its in spellstrike discription
the weapon extra dc never doubles unless they take the advanced form of the enchanment
as far as max damage goes yeah thats up there and can on a good roll or use of maximize spell (arcana or feat) deal at level 11 10d6 for the SG a 60 point blow if crit thats 120 just from the spell not to mention the 2d6 from the weapon its slef +1x2 for the weapon enchant and x2 for any d6 weapon ablilitys your looking at max with no strength and the VT
120SG +2 wpn bns +12 wpn die +36 VT + 12 enchanments for max hit dmg for
the one hit of 182hp
before DR and ER
thats really nice but makes you the one it (if not dead) and all others in the room want to take out first lol

ah you are correct about the stored spell not criting good catch.
i tend not to make calls on the situation that starts the combat.
however. if its theory we are working under.
and ideal situations i do have a standard set of events i fallow
yours maybe different... style :)
rnd 1 (swift action arcane pool) plus up weapon either with d6
energy or keen (if not present "love the 15-20x2"
spell combate melee attacks to gage ac
if i have spell storing i would use it round one and yes vt
cast defensive spell "sheild or mirror image"
rnd 2 (swift action accurate strike or acane redoubt) depending on
enemy type
spellcombat with spell strike
shocking grasp or vamp touch (depending on enemy type)
repeat as much as i can untill i need a recharge of defence or ap on weapon
all leads to about [wpn D + str + ench bonus + spell D} (x2 50%) + enchantment D all D averaging halp say 3 so in one round you do
at level 10 say given affor mentioned conditions
[d6(3)+0(no str given)+1 +10D6(30)]x1 (no crit) +2D6(6) enchant energy
about 40 no crit and about x2 (70) with a crit
thats with half die damage and thats only the spellstrike attack if it hits and if you dont discharge the stored spell otherwise add another 3D6 (9) to both those... yup looks about what a mobility fighter can put out using his tricks too... looks like there maybe balance after all
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ah, great way to explain it.
ty, hopefully that will cool some jets.
i forgot about the same square and over laping discription
and the moving bit.
thanks again
ttfn
Had an issue come up. Can a PC use magic missle on a target with mirrior image up to pinpoint witch one is real. If so, can other party members use that to also pinpoint the real target during the same sequence of initiative.
that is
1. wizard - cast magic missle at enemy magus with mirrior images.
magic missle auto hits correct target (sheild negates damage)
2. fighter - charge target hit buy magic missle, ignoring other images.
thoughts please
aslo, if your needing a max d6 weapon attacks to start combate
try to use your (swift action) to charge your weapon with your arcane pool the round your casting the held spell.
i know the cost seems alot if you use accurate strike often, but use it with enduring weapon if you can to minimize loss of ap.
you can add flaming and frost to your weapon at level 11 since it's already magical. an extra 2d6 damage per weapon hit can be the straw that breaks the camel.
most gms are using monsters with elec resistance and negative energy resistance to combate magus max damage moves. watch out for those with high spell resistance as well.
1. yes, you can cast and hold a charge to use spell strike in the secound round so yes thats 10d6x2 for the spell.
2. yes, you can free cast the stored vampiric touch from the blade and it also gain the benifite of the x2 so yes thats 3d6x2.
3. yes, your weapon deals x2 damage so thats 1d6+1+strx2
4. yes, you can use your secound attack.
note 1: keep in mind tho if you are casting a secound shocking grasp in round two that you have to apply the (-2) to all your attacks
and you don't have to use a touch attack with it if you still want to use spell strike
note 2: keep in mind the shocking grasp gives you a +3 to hit if the target is wearing metal or holding a metal weapon
note 3: look into (trait) "Magical Lineage" to lower the spell level back down
Had a question come up.
1. The round after you cast chill touch can you use your pool strike and stack it with the chill touch charges you have left? Aslo, if you use spellstike to deliver the pool strike does the chill touch count?
Seeing as pool strike is a standard action with a free touch attack, it doesn't seem to count as casting a spell to dicharge the remainning chill touch.
2. The same question about pool strike remains for elemental touch without the spell strike (unelss i'm wrong about spell strike not channeling elemental touch)?

lol, i was just saying that the idea of lawful good is actually subjective.
The Lawful good Tyrant is and old idea, that if a lawful good ruler is not kept in check that they risk becoming what the general populas (nuetral good with evil tendancies) beleave to be bad.
But the choices they make seem well and good to them.
"Burn the evil witches they bring death upon use and curse our soil."
So a law is made that witchcraft... later magic is unlawful.
Poor naturally born sorceress, she has magic she's bears the seed of evil she must die.
The law "made with the best of intentions" now becomes against the well being of the general populace. The laws not evil the intent is not evil.
Your ethics define what you beleave to be good and evil. THERE exists several different ethical codes.. whos right? whos wrong? They both are right and they both are wrong. It's subjective.
"so, What you say is True... From a certain point of view."
Go go ethics.
So if a palidin choses to evict the old lady he need only convince the gm he was preforming within his ethical view of right and wrong. Same if he choses to ignore the land lords request, or even defend the womens right to live there.
Thats also why alignment is a "guidline" not a rule.

Keep in mind your alignment is the General Guidline of how you act.
when you face a choice between conflicting sides of your alignment rely on the "what would a generally good person do" also try to gather more info.
Aslo think outside the box here.
You can lean on the law part of your alignment to help you sleep if you do kick out the old lady and kid.
You can aslo rely on your good side to justify telling the land lord to find someone else to do it.
Or you could take them with you and set them up at the next church of you god as wards of the church if you like.
Or you could offer to preform a service for the land lord on their part to pay for permint residance.
Or you could even squire the child and take the old woman along to run your camp.
There are tons of things you can to to satify your alingment in that case, the unfairness of such a request to a "generally good person" in how you worded it is whats effecting you.
Try this "An old hag and her spawn are interloping on my land. Please help me to remove them without futher incident".
Sunds alittle more like a calling to protect the landlord now.
Not that hedge witches or sorcress is a bad person... uless you view them to be...
Enter the lawful good Tyrant. <--- yes thats a lawful good Bad Guy
kill everyone who does not share your beleif for they are unclean and bread evil whether or not they register as evil or not.
i took enduring blade so its nice to do both and i dont seem to run out of spells very often but when i do i kinda use a trike.
spell combate and spell strike (arcane mark) and with enduring blade up that not bad.. so i think
melee 9(-2) / melee 1 (-2) / (check) melee 9(-2) delivery of (arcane mark) with a +3 from my dex(finesse) and the 4 from them blade.
11/3/11
min 5d6 if no crit no energy resist two problable hits one not so probable thats 10 to 15 d6 damage at an average of 3 per die thats 30 to 45 damage plus my str +2 per hit on average round 36ish points damage without spell effects
thats way after running out of vamp touchs and shocking grasps
it just sounds cool lol
My thoughts on making this weapon was that i would use the magus ability to give my weapon flaming, frost and shock abilitys at levels 9+.
I wanted to max out damage die for just the weapon not counting spells.
So i looked at what weapon echantment bonuses the magus could not give to a carried weapon. (knowing character ablilities and spells can't increase the weapons bonus past 10 without some properties going inert)
I notice acid and sonic damage where not on the magus list or added weapons abilities. thats why its a thundering corrosive weapon, the dueling is becouse I hate getting disarmed and it doesnt apply to the +10 max thing.
the thought was d6 weapon damage, d6 fire, d6 ice, d6 electric. d6 acid, and a possible d8 sonic since there is not a non-crit sonic weapon ability.
So my question is all that possible or do i just need a +5 weapon and add what i can via Arcane Pool.
i am making a weapon for a magus and was woundering if the community had any advice to add to it or take away and replace. since you cant have a bonus over 10 unless you give it an ego.
have at the momment a
Rapier / 20 gp / 1d6 / (18–20/×2) / 2 lbs. / P
Dueling +14,000 gp [+4 init(drawn)+2 disarm/fient]
Thundering +1 bonus (+1d8 on crit)
Corrosive +1 bonus (+1d6 acid)
and
Enchantment +4 w/ keen +1 bonus
OR
Enchantment +5 w/ character having imporved crit
what does everyone think?
thanks everyone for their comments i feel much better about using it now. i'm going to add it to my must take spell list for magus :) ty
i was reading on another thread that said spellstrike only counts the turn you cast the spell.... if thats so then chill touch would have to be used as if it where an off hand touch attack each round after the first as a standard action... this would make the spell worthless when placed beside shocking grasp; unless the target had er elec. but if like sub says above you get to use up as many charges as you can the first time you cast it on targets in range: does that mean you get to use spellstrike for all the attacks or just the first... i think that would be way over powered. Or does it mean you get to male one attack with spellstrike and the rest off handed

as i understand and read this spell and spell combate and spellstrike the fallowing would occure for a magus threw level 7
(round one)
[use spell combat and spellstrike]
-2 melee attack / cast chill touch (check) deliver via -2 melee
strike
(round two)
[use spellstrike]
deliver secound charge
repeat round two till one charge left
(last round)
[use spell combat and spellstrike]
deliver last charge of chill touch via spell combate
-2 to that attack / cast next chill touch (check)
with spell strike
.... repeat?
do i have that right
at level 8 would it not go like
(round one)
[use spell combate and spellstrike]
-2 melee / -2 melee / cast chill touch (check) deliver via -2
melee strike
(round two)
[using full attack action with spell strike deliery]
melee attack and chill touch charge at normal att bns /
secound melee attack and another chill touch charge
(thrid round same fourth round same)
(fifth round)
[spell combate and spellstrike]
last melee with chill touch at -2 and then new melee delivered
spell via spell strike
or at any time before use spell strike to cast a new spell and end
chill chain
is this wrong or right

as i understand and read this spell and spell combate and spellstrike the fallowing would occure for a magus threw level 7
round one
use spell combat and spellstrike
-2 melee attack cast chill touch (check) deliver via -2 melee
strike
round two
use spellstrike to deliver secound charge
repeat round two till one charge left
last round deliver last charge of chill touch via spell combate
-2 to that attack and cast next chill touch (check)
with spell strike.... repeat?
do i have that right
at level 8 would it not go like
round one
use spell combate and spellstrike
-2 melee / -2 melee / cast chill touch (check) deliver via -2
melee strike
round two using full attack action with spell strike
melee attack and chill touch charge at normal att bns /
secound melee attack and another chill touch charge
thrid round same fourth round same
fifth round spell combate and spellstrike
last melee with chill touch at -2 and then new melee delivered
spell via spell strike
or at any time before use spell strike to cast a new spell and end
chill chain
is this wrong or right
i went ahead and moved this out to its own question. ty you to ... i'm still searching

Spellstrike (Su): At 2nd level, 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. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Shocking Grasp
School evocation [electricity]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
"If successful, this melee attack deals its normal damage as well as the effects of the spell."+"When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal)."
i need to know if the melee attack gets the +3 or not.
or does the attach become strickly a energy based damage and th lighting rod effect ignored?
can anyone find rules that can support this either way. i cant find anything in the basic books i have for pf.
ty
thats kinda how i would view it. but the jolt +3 seams to be coming from an lighting rode theory. so i can hear the argument of it being a magnectic like pull; which would effect weapon foci as well. would it not. i looked for other threads on this but havent found any yet. and i keep searching 3.5 and pf for it and can't seem to find anything else but the spell discription. it would be massivly useful to a 3rd level magus that way -2 reg attack +1 shock/melee
sort of along the same lines do you get the bonus th attack if you use spell strike and shocking grasp
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
with weapons and nat weapons?

Magus is very easy to screw up because it's trying to do two very different things at once. If you try too hard going one way or the other, you'll be outshined in either. It's a tough ball to juggle and they are late bloomers. I posted a Kensai magus in the monk thread (for comparison) as one of my better attempts to juggle fighting and casting. wrote:
Late bloomer my ----. read feats "EXTRA ARCANA" take "Pool Strike" at level one....... 2d6 touch attack at level one and use shield spell asap and you are aslo hard to hit.
If you do some math and think about proper point allocation and the ability to get higher stats later on you should start with no less than
str 10 dont kick your self in the ---- negative damage sucks
dex 16 check out those max dex stats on armors you want
con 14(ish) with the 25 point thing
int 16 max magus spell level is 6
wis 10ish
chr 13(thats important actually) but thats a whole nother ball of wax
your actually trying to do one thing as a magus
increase your damage every level focused on one strike
use the benchmark spells of 'shield' lvl1 'shocking grasp' lvl1 until level 4
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