I just hope they don't get rid of Svirfneblin entirely. I want it for flavor reasons. I've never been a fan of the standard PF1 gnome style. I like my gnomes more dour and earthy like in D&D 1st edition. The playtest Svirfneblin filled that niche nicely.
David knott 242 wrote:
Hmm. That's pretty exciting!
My understanding of this interaction is as follows: full round action, cast shocking grasp, free action granted by spellstrike/touch spell to deliver it through my sword, then a normal melee attack granted by spell combat.
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.
Also, see this FAQ.
Since using Spellstrike isn't an action, delivering the Touch Attack through your weapon doesn't change any of that.
A gm at a recent pfs game told me that the delivering it through my sword is the rest of the action and as such I would not get that second swing. Is this correct?
Being able to cast a spell without losing your normal attacks is the whole point of Spell Combat. If it worked the way that your GM describes then it would never be useful. You'd always be better off just casting the spell and delivering the Touch Attack through your weapon using Spellstrike. That way you'd avoid the -2 penalty and still have a Move Action. What exactly does your GM think Spell Combat is for?
...considering that draconic bloodline claws are permanent),...
Nope. As others have mentioned, the Sorcerer has this limitation.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
The Bloodrager only gets claws while in a Bloodrage.
Along the lines of the kukri or wakizashi, there is the Elven Leafblade. The bonus for confirming crits is nice, and counts as martial for an Elf with Weapon Familiarity or Half-Elf with the Weapon Familiarity Alternate Racial Trait. It works with the Elven Battle Style feat chain if you want to use Int to damage instead of Str or Dex. (Great for Magi, Occultists, Investigators, etc.)
If you want to have two "different" weapons for flavor but still want the efficiency of using the same weapon-specific feats on both, there are a couple of oddball options to consider.
Two Scorpion Whips:
Trident and a Fighter's Fork:
Malik Gyan Daumantas wrote:
I really like using Intimidate with a Staff Magus. The Bruising Intellect Trait (social) will let you use Int rather than Cha for Intimidate Checks. Since you are already taking Power Attack, Cornugan Smash is a great choice to use Intimidate. (Alternatively you could use Enforcer combined with a method for dealing nonlethal damage.)
Ways to deal nonlethal damage with a Quarterstaff:
Mock Gladiator (social): any one weapon, but sadly conflicts with Bruising Intellect.
Weapon Special Abilities
Adding Cruel to your quarterstaff is nice with this build.
A couple more Traits that I really like for a Staff Magus:
If you take the Additional Traits Feat to get Bruising Intellect, either of these would be good for the other trait.
If you are taking Craft Staff, you might also want to take Craft Magic Arms and Armor. You'll need it to make some Magical Staves (the ones that hold spells and have Enhancement Bonuses), and it is useful at lower levels for making magical quarterstaves (the plain old weapons that don't cast spells). Being able to make your own armor is a nice bonus.
Very true. My Staff Magus does occasionally use a quarterstaff as a double weapon, however. One end has as high an Enhancement Bonus as he can afford as well as Spell Storing. The other end is a +1 Spell Storing Weapon. He uses his Arcane Pool to improve the primary end and, when needed, uses Greater Magic Weapon on the +1 end. So the secondary end isn't very expensive at all. There aren't any penalties for using both ends of the quarterstaff so long as you aren't trying to get the extra attacks from TWF, so the Magus can use Spellstrike to deliver charges held over from previous rounds while also delivering two spells from the Spell Storing at either end. It isn't a frequently used option, but it does make for a nice "nova" round when needed.
Dark Midian wrote:
Wrong thread, though.
Chronicler of Worlds is an Int-based Bard! I've been waiting for this for... a long time.
Oops! Those are from Distant Realms. Somehow I got two plane-focused books released on the same day confused with each other. ;)
I love my Myrmidarch in part because of his ability to switch-hit. However there really isn't a problem with an Eldritch Archer selecting a dagger as his Bonded Item. Thrown weapons are one category of ranged weapons.
Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Any weapon with a stated range is a ranged weapon. They come in two types. Thrown weapons is one and projectile weapons that are not effective in melee is the other.
Sigh, well that sucks... Starknives are too expensive and heavy to carry around a bunch of them, plus the crit range is a step down from daggers. Also on a personal note I think starknives on are stupid, but that's personal taste.
I tend to agree with you regarding starknives. I am interested in trying a starknife build with a Star Watcher Investigator, though. Starry Grace + Shooting Star Talent + Returning Star Talent seems like a nice combo. I'm hoping that PF2 will make thrown weapon builds more viable. I've seen a few hints that it will.
The FAQ explicitly states that Slashing Grace doesn't work when the weapon is thrown.
Starry Grace, however, was specifically worded to work both in melee and when the starknife is thrown.
Harley Quinn X wrote:
For more selection at low levels consider a Silksworn Ocultist. By 2nd level they have five Implement Schools. They suffer a bit on the combat side due to weapon and armor restrictions, but a longspear reach build and spells like Mage Armor or Magic Vestment help.
For a more elemental theme there is the Sha'ir Occultist and to a lesser extent the Geomancer Occultist. If you decide to try a Sha'ir you might find my Jin statblocks and Elemental School spell list useful. The spell lists include the updates from Planes of Power.
As for healing, Occultists get a variety of Spells and Focus Powers that can be used for healing and status removal/suppression. Panoplies and archetypes like Reliquarian or Haunt Collector can add more options. A partial list of options is below.
AVAILABLE AT 1ST LEVEL
Occult Skill Unlocks
Level 0 Spells
Level 1 Spells
Reliquarian Domain Spells
AVAILABLE AT 2ND LEVEL (Usually)
Panoply (Saint’s Holy Regalia)
AVAILABLE AT 3RD LEVEL
AVAILABLE AT 4TH LEVEL
Level 2 Spells
Reliquarian Domain Spells
AVAILABLE AT 5TH LEVEL
AVAILABLE AT 7TH LEVEL
Level 3 Spells
Reliquarian Domain Spells
AVAILABLE AT 10TH LEVEL
Level 4 Spells
Reliquarian Domain Spells
AVAILABLE AT 13TH LEVEL
Level 5 Spells
Reliquarian Domain Spells
AVAILABLE AT 16TH LEVEL
Level 6 Spells
Reliquarian Domain Spells
For something completely different, consider a Reliquarian Occultist. They are Divine casters which use Int for casting and Wis for Mental Focus. Half-elf is usually optimal because of the flexible ability score and access to 1/2 point of Mental Focus per level as a Favored Class Bonus. Elf and Halfling get the same FCB and are decent choices for an archer.
Choosing the Nobility Domain, Good Domain with the Archon Subdomain, or Law Domain with the Archon Subdomain will add Divine Favor to your Spell List and Spells Known. (I particularly like the Good Domain with the Archon Subdomain since it also gives you Align Weapon/Good.) The Legacy Weapon Base Focus Power is amazing! Use it to add Special Abilities like Bane or Holy, or just add Enhancement Bonuses. Other Implement Powers like Third Eye or Sudden Insight (from Divination) are also useful for archers. They also have access to a wide selection of useful spells for archers. Just a few from levels 1-3: Gravity Bow, Longshot, Magic Weapon, Greater Magic Weapon, Daybreak Arrow, Flame Arrow, Bowstaff, Versatile Weapon, Weapon of Awe, Unerring Weapon, Shield, and Fly.
If you want something similar to an Inquisitor, a Zealot Vigilante might fit the bill. Zealot Smite might be a decent replacement for Bane.
While Alchemists are not casters, they can use wands that match spells on their Formulae Lists.
An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so).
This is a special exception that doesn't apply to Investigators.
Occultists with the Transformation Implement have a number of ways to overcome DR.
- The Philosopher's Touch Focus Ability lets your weapon(s) overcome cold iron, silver, and (at 11th level) even adamantine DR.
Jason Bulmahn wrote:
You can add alternate text to images in a pdf that serves the same function that alternate text does with images on a web page. Anyone looking at the document will see the image, but those using screen readers will hear the alternate text.
Items not primarily of metal are not meaningfully affected by being partially made of mithral.
Either the horsechopper is mostly metal, in which case the weight of the wood should be negligible, or it isn't mostly metal and mithral is useless. There isn't an option for the barbarian to reduce his cost and still gain the benefits of mithral.
Corvo Spiritwind wrote:
Seeking to make a forearm weapon akin to Edward from Fullmetal Alchemist, or Zed from League, but don't want to drop it everytime it's not in use.
You aren't going to drop it if it's strapped to your forearm. But if you want to 'sheathe' it you might try the Hide Weapon Spell for that Wolverine flavor.
...Occultist: really hits all the boxes but 1 handed doesnt really get a major boost
Consider a Haunt Collector Occultist taking the Transmutation and Abjuration Implement Schools at 1st level. (The Physical Enhancement Resonant Ability and the Legacy Weapon Base Focus Power will boost your attack rolls and/or damage. Once you can afford a +1 sword you can use Legacy Weapon to add Bane for a serious boost.)
At 2nd level choose the Champion Spirit for a Haunted Implement. (The Seance Boon is +2 damage except with spells, and the Spirit Bonus will let you boost attack and damage rolls as a swift action without spending Focus.)
At 6th level take the Trappings of the Warrior Panoply. (The Martial Skill Resonant Power will basically lt you be a full-BAB class when using your sword and shield. The Combat Trick Base Focus Power lets you temporarily pick up a Combat Feat.)
If you make your character a Human of Ulfen ethnicity, they can take the Weapon Training trait from Inner Sea Races. It gets you +1 Trait Bonus to damage with a Short Sword, Longsword, Bastard Sword, and Greatsword (along with a Throwing Axe, Handaxe, Battleaxe, Greataxe, Light Hammer, Warhammer, Shortbow, and Longbow).
James F.D. Graham wrote:
I agree. I love the way the Doru was designed to improve with higher level proficiencies.