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What is the Soul Forger Magus like?

leo1925 wrote:
Also why do poeple keep saying that the spellstrike has changed? I just see some clarifications (and a rule about critical on spellstrike).
If used with spell combat, this does not grant an additional attack.
was replaced with:
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 Changes the mechanics of Spell Combat plus Spellstrike from

Full Attack + Touch Spell


Full Attack + Touch Spell + Free Attack

mdt wrote:
Shadow_of_death wrote:

I understand you agree that it's RAI but the way it is worded lets you change the meaning depending on the word you emphasize
Which was sort of the point? That as written it's wonky and needs to be rewritten. As I suggested about 5 or 6 posts ago.

There is no point in continuing this conversational as I fundamentally disagree that it is ambiguous and I am fairly certain that neither will convince the other.

mdt wrote:
... This power doesn't state that. It says 'levels from a class that grants ki pool stack' ...

Again you skip words and again miss the the RAW. I am cutting the line straight from the PDF.

Ultimate Combat Playtest wrote wrote:
If the ninja possesses levels in another class that grants points to a ki pool

Lets say you have one level in monk nothing else. Currently, zero levels are granting "points to a ki pool" and this remains the case until you take your fourth level of monk at which point all those levels grant "points to a ki pool" but before that fourth level zero are.

This information in no way changes if your a ninja 2 multiclassing into monk 1, that one level of monk is currently not granting "points to a ki pool" and thus the stacking rules do not apply until that fourth level at which all levels apply.

mdt wrote:
... 'If he has levels in a class that grants Ki pool' ...

Your missing a couple words.

Ultimate Combat Playtest wrote:
If the ninja possesses levels in another class that grants points to a ki pool

As levels one, two and three of the monk do not "grant points to a ki pool" the levels do not stack until the fourth level is acquired. However, using the same language as animal companions and evasion would be more consistent.

A Monk doesn't get a Ki pool until level four. However, if you have four levels in monk, whether gained before or after you take a level in Ninja, the fallowing paragraph applies.

Ultimate Combat Playtest page 9 wrote:

The ki pool is replenished each morning after 8 hours

of rest or meditation; these hours do not need to be
consecutive. If the ninja possesses levels in another class
that grants points to a ki pool, ninja levels stack with the
levels of that class to determine the total number of ki
points in the combined pool, but only one ability score
modifier is added to the total. The choice of which score
to use is made when the second class ability is gained,
and once made, the choice is set.
The ninja can now use ki
points from this pool to power the abilities of every class
she possesses that grants a ki pool.

Advanced Players Guide wrote:

Reach Spell (Metamagic)

Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch,
close, or medium to increase its range to a higher
range category, using the following order: touch, close,
medium, and long. A reach spell uses up a spell slot
one level higher than the spell’s actual level for each
increase in range category. For example, a spell with a
range of touch increased to long range uses up a spell
slot three levels higher. Spells modified by this feat
that require melee touch attacks instead require ranged
touch attacks.

Spells that do not have a range of touch, close, or
medium do not benefit from this feat.

So, yes as Shocking Grasp normally requires a melee touch attack it now requires a ranged touch attack.

Talonz51 wrote:

Is there a faq answer that states you only apply one shield or armor bonus? I seem to recall that was the case in 3.5 but pathfinder doesnt state that in the spell description or AC text.

At any rate, adding an enhancement bonus to the magus armor could still be an applicable arcane pool option.

Pathfinder Core Rulebook, Page 11 under Common Terms, Bonus:


Bonuses are numerical values that are added to

checks and statistical scores. Most bonuses have a type,
and as a general rule, bonuses of the same type are not
cumulative (do not “stack”)—only the greater bonus
granted applies

Thus, as a typed bonus, armor bonuses do not stack.

As far as including the Scout in Pathfinder, why?

You want sneak attack damage on movement? There is an archetype for that.
An AC bonus on movement? There is a feat for that.
You want to move faster? There is a feat for that in light or no armor.

There is no particularly good reason to include the class in a game

ossian666 wrote:
...2 Feats and Armor Training...

Armor Training 1 is Fighter level 3, Bravery +1 is at level 2. Barbarian is probably better with Fast Movement and Uncanny Dodge as well as Improved Uncanny Dodge at Rogue level 4.

karlbadmanners wrote:
A previous poster mentioned that spell strike and spell combat cannot be used in tandem with vital strike. Why is this? Vital strike is a part of an attack action, as is power attack.

Vital Strike is used as part of the Attack action found on page 182, while Spellstrike is a modification of the Cast a Spell action on page 184, and Spell combat is a new kind of full-round action not detailed in the Core Rulebook.

Vital Strike:
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

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. If successful, this
melee attack deals its normal damage as well as the
effects of the spell. Instead of the free melee touch attack
normally allowed to deliver the spell, a magus can make
one free melee attack with his weapon as part of casting
this spell. If used with spell combat, this does not grant
an additional attack.

Spell Combat:
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 offhand
weapon is a spell that is being cast. To use this
ability, the magus must have one hand free, 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. 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 to 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. The magus must have one hand free to use this
ability, even if the spell being cast does not contain
somatic components.

I would like to see Sojutsu, the "art of the spear".

Evil Space Mantis wrote:

For fun, the weirdest legal level 1 set of words I have come up with so far:

Small Cone (2) Flame Jet (2) Sense Magic (1)

It burns, it roasts, it sizzles, and it tells you who to loot first!

For useful:

Single (0) Servitor II (4) Force Shield (5) Level 3 Spell.

Pick your favorite SMII monster. Give it a +4 AC bonus ala Mage Armor. As a STANDARD ACTION. Not really game breaking, but something with a decent AC can become a pretty effective roadblock. Plus you can drop your little buddy and then run.

That is not legal. From the Playtest:


Detection words are used to learn things that simple

observation cannot. They reveal secrets and uncover
hidden things. Detection words are special in that they
can be combined with other detection words in one spell.
Detection words cannot be combined with other effect
words in one spell.