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OVERVIEW
While they aren’t the cliché that the dex magus is, the strength magus is hardly wanting for power. However, it is something of a letdown that the magus is basically restricted to one-handed weapons. They can admittedly still spellstrike with a two-hander, but then they’re missing out on one of their main abilities with little to show for it, and the supremacy of large critical threat ranges compared to the lack of advantage for high critical multipliers can be fixed. The mindblade takes until level 13 to answer the former, doesn’t answer the latter, and comes with the possibly unwanted conversion to psychic magic.
The meteor knight is supposed to cover this, with all of its features useable with any melee weapon you can wield and rewarding higher critical multipliers. I realized about ¾ of the way through that this setup was screaming for a bladebound falcata, and I think that’s great. Spell Combat is now purely for keeping up some damage while buffing and can no longer be used for mini-flurry. The early access to medium and heavy armor comes from an early draft that was actually supposed to get Armor Training and full movement in armor, but I figured that much wasn’t necessary.
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METEOR KNIGHT
The meteor knight uses the raw might of their weapon to enforce their arcane abilities, landing explosive spells to overwhelm their enemies’ defenses.

WEAPON AND ARMOR PROFICIENCY
A meteor knight is proficient with all simple and martial weapons and with light and medium armor. They can cast magus spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a meteor knight wearing heavy armor or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass meteor knight still incurs the normal arcane spell failure chance for arcane spells received from other classes.

HEAVY SPELL COMBAT
As a full-round action, a meteor knight can make one attack with a melee weapon held in one hand at a –2 penalty and can also cast a spell from the magus spell list with a casting time of 1 standard action; this spell cannot be one that requires an attack roll. If they cast this spell defensively, they can decide to take an additional penalty on the attack roll, up to their Intelligence bonus, and add the same amount as a circumstance bonus on the concentration check. If the check fails, the spell is wasted, but the attack still takes the penalty. A magus can choose to cast the spell first or make the weapon attack first.
At 4rd level, a meteor knight may use both hands to wield their weapon during the attack.
At 8th level, a meteor knight may use Heavy Spell Combat as a standard action.
This ability replaces Spell Combat.

HEAVY SPELLSTRIKE
When a meteor knight delivers a spell through Spellstrike, the DCs of all saving throws made in response to the spell are increased by the critical multiplier of the weapon used -2.
This ability alters Spellstrike.

HEAVY ARMOR
At 7th level, a meteor knight gains proficiency with heavy armor. They can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a meteor knight using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
This ability replaces Medium Armor.

METEOR CRASH
At 8th level, as a full round action, a meteor knight can cast an area of effect spell strengthened the weapon they wield. The DCs of all saving throws that enemies make in response to the spell cast increase by an amount equal to the critical multiplier of the meteor knight’s weapon. This ability can only be used with spell that has a shaped area of effect (cone, line, sphere, etc.). This ability cannot be used with spells that produce multiple areas of effect. If the spell has a radius, the meteor knight must center the radius on themselves.
This ability replaces Improved Spell Combat.

CALAMITY WARD
At 8th level, when a meteor knight prepares their spells, they can choose to lose one prepared spell of any level they can cast. This allows them to designate a number of creatures up to the level of the spell lost +2 whenever they cast a spell. The designated creatures gain a bonus equal to the meteor knight’s Intelligence modifier on saving throws against spells cast by a meteor knight. Damage dealt to the designated creatures by spells cast by a meteor knight also decreases by the meteor knight’s caster level + the meteor knight’s intelligence modifier. This decrease is applied after factoring in resistances, vulnerabilities, and the outcomes of saving throws.
This ability replaces the magus arcana normally gained at 9th level.

PENETRATING MAGIC
At 13th level, if a meteor knight is wielding a melee weapon enhanced by their arcane pool, they gain a bonus on caster level checks to overcome spell resistance equal to the critical multiplier of the weapon.
This ability replaces Heavy Armor.

METEOR CHARGE
At 14th level, a meteor knight may cast a spell delivered through Spellstrike in place of the attack at the end of a charge. In addition to the +2 bonus on attack rolls and -2 penalty on AC for charging, the spell cast has its saving throw DCs increased by 2. Effects that augment damage dealt on a charge only apply to the weapon damage and not any damage dealt by the spell.
This ability replaces Greater Spell Combat.

UNSTOPPABLE IMPACT
At 20th level, a meteor knight does not need to make concentration checks to cast defensively when using their Heavy Spell Combat, Spellstrike, Meteor Crash, and Meteor Charge abilities.
This ability replaces True Magus.
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MAIN CONCERNS
- Poorly worded abilities and/or abilities that require more specification
- Any unfair breaking of action economy (Heavy Spell Combat as a standard action is most suspect)
- Being overpowered in any other way (like maybe those DC increases)
- Whether this is actually a helpful archetype for users of two-handed or high crit multiplier weapons
- Whether something about this archetype buffs a weapon style I didn’t intend, particularly if it benefits them more than it does the two-handers and high crit wielders.

CHANGES SO FAR
- Removed "At 6th level, this increase becomes equal to the critical multiplier of the weapon used" from Heavy Spellstrike


1 person marked this as FAQ candidate.

I had a question about the second paragraph of the Arrowsong Strike ability:

At 18th level, an Arrowsong minstrel using a multiple-target spell with this ability can deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost.

Except without the Magus' spell combat, this doesn't work (as it does for the Eldritch Archer). If you cast the spell then you can't full attack on that turn, unless you use quickened Scorching Ray or something (and I assume this isn't the one niche it's supposed to be for).


1 person marked this as FAQ candidate.

Gloves of Dueling: "If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2".

How does this interact with certain branches of Advanced Weapon Training, such as:

Trained Grace, do you double the bonus before or after adding the gloves bonus? Does a level 5 fighter add +6 ((+1+2)x2) or +4 ((+1x2)+2)

Weapon Specialist, do the Gloves give you two extra effective feats since they boost your training bonus?

And about Weapon Specialist, if you were to take it at level 5 and get 1 effective feat, would it give you another feat when your weapon training bonus increases by leveling at level 9?


Hi. I'm just looking to make sure this Thunderstriker strategy is valid (although I think I originally discovered it as a Phalanx Fighter, but I prefer this):

Thunderstriker Fighter (can shield bash with a buckler at 7th level while weilding a two handed weapon)

Dex 17 minimum, Str hopefully higher

1 Combat Reflexes
1 Two Weapon Fighting
2 Improved Shield Bash
3 Lunge
4 Improved Bull Rush
5 Double Slice (not that necessary)
6 Shield Slam
7 Greater Bull Rush (so bull rush provokes)
8 Improved Two Weapon Fighting

Fortuitous Polearm

With twf I get an attack breakdown of with two shield slams (I think its irrelevant whether i treat them as my mainhand or offhand). Assuming both slams manage at least a 5 foot bull rush, will I be able to get off all 4 of my attack of opportunities within my full attack? Basically:

1) Shield Bash at -2 > bull rush > AoO provoked, two polearm attacks at -0 and -5
2) Polearm attack at -2
3) Shield Bash at -7 > bull rush > AoO provoked, two polearm attacks at -0 and -5
4) Polearm attack at -7


Suppose you're a 12th level fullbab class (Fighter, Slayer, whatever), and you've got a longsword in one hand, a rapier in the other, and are wearing armor spikes.

Could your iterative attacks be one longsword slash with the +11, one rapier stab with the +6, and one armor spiking with the +1?

I've seen before that you can, but some text on the shielded fighter archetype makes me question this:

Shield Fighter (Ex)

At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full-attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.
This ability replaces Weapon Training 1.

So basically, my question is if the bolded is just reminder text or an indication that this is not a normal capability?


So I'm planning on making a level 9 Kineticist (most likely Elemental Ascetic), and really want Blue Flame, which unfortunately means I will be without a form of damage other than Fire, which is the most resisted element in the game.

I'm not too worried about the fact that I will be pretty meh against creatures that resist fire, but I'm very concerned about being completely useless against enemies that are immune. So are there any creatures with Fire Immunity (aside from built stuff like eidolons) that lack the fire subtype? And if so, does this mean Draining Infusion will keep me from being dead weight against them?


Pummeling Style (Combat, Style)
You collect all your power into a single vicious and debilitating punch.

Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature.
Benefit: As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit.

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So does the entire attack confirming a critical hit mean that stuff like elemental bursts will get multiple bursts off?

For instance, if an 8th Level Brawler with Pummeling Style and a Flaming Burst Amulet of Mighty Fists lands all his attacks (4) and confirms a critical, is he doing (2d10+2xStr+1d6fire+1d10fire)x4 damage?


I'm building a ranged Inquisitor (Sanctified Slayer) and plan on using a bow created by Holy Ice Weapon as my main weapon. Swift Action Bane + Move Action Studied Target + Standard Action HIW seems like a decent first round of combat.

But what I'm wondering is if I can use Holy Ice Weapon to create a Composite Longbow of STR rating appropriate to me (provided I worship a deity whose favored weapon is the bow).


My character has a jewel on his forehead that has an Umbral Arcane Mark on it, for quick-use darkness. He keeps it covered with a headband so that there isn't a highly conspicuous dark cloud walking around at all times.

But I'm wondering exactly how quick I would be able to remove the cover? My idea was that is was a loose covering so it could be pulled off easily, but even Tear-Away Clothing takes a standard action to take off. Are there actually rules for removing (and dropping) miscellaneous stuff, or does it just come down to asking my GM to let me remove a headband as swift or move?


So I wanna do the dual pistols thing and Id like dex to damage, but apart from maybe signature deed id like to take a different class.

I know paizo isnt friendly to more than a 2 level dip, but can anyone think of any synergies.


I'm playing in a puresteam campaign; partial gestalt, meaning that for every two levels we take in our primary class we get a level in a secondary class. I went with primary arcanist (blade adept), secondary cavalier (daring champion); 1) because I decided this would be a great time to build a gish, 2) because I've never tried out 9th level spellcasting before, and 3) because I'd love to see parry-riposte combined with order of the flame.

So I basically built the character like the cliche magus (Dex focus, Fencing Grace, magical lineage and metamagic master for shocking grasp), and I plan on eventually dipping a level of crossblooded sorc (draconic and primal, GM said he'd allow it). The bonded rapier that will become my black blade is also copper plated.

So at 11th level i'd have

15d6+45 elec damage as a 2nd level spell (empower+intensify)

and as a backup,

10d6 any element damage as a 1st level spell (elemental+intensify)

I am aware that evocation itself is suboptimal, but the character itself and the gimmicks I want to try out lend themselves more to evocation (or more specifically, metamagic shocking grasp spam) and later on polymorph (for elemental forms). He's basically a dashing fencer dandy man with a flair for theatrics, hence evocation (I also just really like the idea of 15d6+45 as a second level spell).

We're currently second level (with 1 level in our secondary class); my feats are Weapon Focus and Fencing Grace. I'd like to know any wondrous items or feats or whatever else meshes well with this, such as buffing what's here or other flashy blasty abilities that you think would fit this.

PS: Wow, arcane bond is handy. Spontaneous casting Comprehend Languages = never miss a spoken plot thread again.