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How about a class like the Dragoon/Lancer from the Final Fantasy games.


Tholomyes wrote:
VM mercenario wrote:

Paladins of other alignments. Evil Paladins. Chaotic Paladins.

You keep using that word. I do not think it means what you think it means.

Fine, you don't want to use the term "Paladin"? Call them Liberators (for CG), Tyrants (For LE), Despoilers (For CE) or what have you. I don't think anyone cares about the semantics here; just so long as the mechanics exist for them, I think most people would be happy.

CE already has the name Anti-Paladin already. I like Dread Knight or Terror Knight for LE.


Are you going with any archetypes or are you going plain Magus? As for opener spells, Bladed dash can be a great one. For strength Magus look at the Monstrous Physique spells. They can give you extra natural attacks, more strength and other assorted goodies. Feats can very a lot based on what you want to be able to do. I like rime spell and enforcer for my first few feats, but that is largely dependent on the magical lineage trait with the frostbite spell. Intensify is a good feat if you go with a shocking grasp spell with magical lineage or wayang spell hunter trait. You should probably get that feat at or after level 7 though. Extra arcana and toughness are good early on too.


Bill Dunn wrote:
No, I think the paladin got exactly the boost (in mechanics and character) that it needed. It doesn't need to be widened into a more generic holy warrior. I wouldn't have opposed a sidebar describing alignment alternatives to the paladin, but I don't want to see it replaced by that idea.

I agree completely. Paladin is one of my favorite classes as is. Far better than previous incarnations in other games. I too would have liked to see some alignment alternatives. In particular LE. I get the impression that the Warpriest is supposed to ease the alignment choice void.


I always wondered why Nodachi wasn't on the list.


Drogos wrote:
Just to piggy back on this as I am looking at making a PFS Magus in the nearish future; is there a reason to use a Bastard Sword over a Falcata? I know scimitars are generally regarded as best due to Dervish Dance, but I'm looking at doing a more STR focused build and was curious about going with the Falcata.

Even outside of Dervish Dancer builds the extra crit range is why the scimitar gets so much attention. Touch spell damage is multiplied by 2 on a critical hit, regardless of the weapons critical multiplier. If you are set on using that feat or racial trait on a weapon, I would go with a katana. Mathematically it will be better than the bastard sword or falcata for a strength Magus. I still don't think its worth the feat or racial trait though.


Blur is not as powerful as Mirror Image period. Blur can be nice with the moonlight stalker feats, and has the utility of being used on an ally. In all other situations Mirror Image wins by a mile.


Take a look at the 2 Magus guides floating around on here. Their pretty well put together. I tend to be against pool strike. Its stronger to spellstrike with shocking grasp and use pearls of power or spell recall to get the spell back. Arcane accuracy is a solid choice, but is more useful when you have more than one attack. Are you interested in any archetypes, or are you going plain Magus?


I'd allow it too. The fighter on the whole is not know to be an over powered class. They could use the help.


Grenouillebleue wrote:

Quick question: it seems everybody favors the dervish dancer build over the STR build, so as to avoid a serious case of MAD.

It looks well on paper (very well indeed), but going elf instead of human AND taking weapon finesse + dervish dance puts us three feats lower than our STR brethen.

Since the magus seems a bit feat-starved (what with all these metamagical feats they have to take, and the combat ones, and the odd iron will), is it really a fair trade ? It basically boils down to losing 2 or 3 AC (depending on how many points you can invest) for the cost of 3 feats.

Also, very few builds seem to take Combat Casting. I guess it's a waste of a feat at higher levels, but it looks like a lifesaver at the beginning of the game.

I'm going to have to chime-in in defense of the Dervish build. Your looking primarily at the AC difference, and not mentioning the other benefits: higher reflex save, higher initiative, higher dex based skill checks, attribute consolidation. Each of the previous benefits can compensate for a feat. You can also get a weapon with the agile weapon quality to compensate for one of those feats.

I can agree with some of ShadowcatX's points. Spell penetration built in is nice, and with higher point buys the benefit of going dex based is diminished. As for the initiative thing.....agreed.


Why is it too late? Your level 2 you can still take em. Can't be bladebound till level 3, hexcrafter till level 4. If thats the preference you have... cool. No sweat. Vanilla magus is still pretty good. I have to agree with Varrel though. I think he's pretty dead on from a optimization perspective. Intelligence over strength equates to the following. With arcane accuracy you'll hit just as often if not more. More arcane points, higher chances spells will stick, and more bonus spells. Str over int your attack is higher(offset with arcane accuracy), and your damage is a point or 2 higher (offset by the additional use of a number of spells, which again you have more of with int). With a magus you'll always be front liner with additional options. Thats the default role. Spell blending is a great option. What spells are you looking at for that?


Grenouillebleue wrote:

At such low level and with a 3/4 BAB, I think you should take weapon focus.

You shouldn't take Power attack with such a build. Ever. You will usually spellstrike and take -2 to all attacks - and you really, really want your spell to stick.

Think about it this way: would you rather hit for 1d6 + 10d6 or risk a miss for 1d6+10d6+2 ?

I don't mean to seem like I'm picking on you Eben, but I agree with Grenouillebleue here. Power attack is better on a character with full base attack, and preferably a two handed weapon. I do agree with your other recommendations. Weapon focus is less optimal. The plus 1 to hit may seem useful at low levels, but the higher your level gets the less useful it will be. I need more info on what you want to recommend anything. Do you intend to take any archetypes? Do you have any arcanas that you really want? Arcane accuracy is better on characters that intend to make intelligence there primary stat. Where do you want to allocate your stat bumps at levels 4,8,12,etc?


@dunebugg- Rime spell and the enforcer feat both synergize well with frostbite. Tactical acumen was mentioned earlier on this thread just a few posts ago. Its great for improving flanks as it improves the flank bonus to attack. If you want to get to flanking position without taking attacks of opportunity there are a couple of spells that can make that happen. I agree with shoulderpatch's advise. The Hexcrafter seems perfect for what you want to do. Spell blending is great so that you can take whatever wizard spells you want to improve your ability to debuff and add utility.

@ShoulderPatch- I think Icetomb is stonger. There is a reason you can't get it till later. There are a number of enemies that can't be put to sleep. Waking a sleeping target is easier than breaking one out of icetomb. They do target different saves and therefore very different types of enemies though. Both are pretty useful. My own build has both. I have never found the official range to ice tomb. We have been using 60ft. If you find the official ruling please let me know what it is.


Parus Paron "Par" Donner wrote:
Somebody correct me if I'm wrong, but a dervish dancer magus would not get a good attack bonus with the scimitar until level 3, since scimitar is no longer affected by weapon finesse, right?

That is correct. Most use another finesse weapon (usually a rapier) until level 3 or utilize a ranged weapon.


Ultimatley unless the devs say something, this is totally up to your DM. My 2 cents is as follows.

Being that I play a bladebound now, I would love to be able to improve my weapon, but I fully understand not allowing it too.

Ego score and power balancing become tricky. Determining the cost of improving (if your weapon is still going to continue leveling with you from its adjusted power level) is also an issue.

I don't see why there would be an issue with a player "swaping out" enchantment bonus for an equivalentit weapon property. ie: instead of my black blade being +2 could I make it +1 agile, or +1 spellstoring, or even +1 orc bane. Some of those options may actually fit great from an RP stand point, and are not going to lopside weapon power. Why should a dex character be forced into the same cookie cutter scimitar dervish build? If my weapons secret mission is to obliterate an entire group of beings, wouldn't the bane property seem fitting?

As far as when the player recieves his weapon....(whether its an heirloom weapon, or a weapon the character suddenly recieves at level 3).. who cares!? As long as the blackblades powers dont "manifest" until the appropriate time (level 3), then what difference does it really make?


Sebastian Hirsch wrote:

@: Mathwei ap Niall : Thank you for your advice, prehensile hair, while certainly useful is just no option for me, my group would find this wayyyy to funny ^^ I would never hear the end of it ...

I took flight, since I can never see myself spending a 3rd level slot to prepare fly, the same is true for levitate and feather fall. Attacking from above with tactical acumen is just . .. and I am pretty sure that you can make a 5 ft. step straight up when flying.

@ Arcaleth: Thank you, I kicked Devoted blade out the build in favor of taking more arcana/hexes. My initial plan (back when I played a witch) was to hex until Retribution worked and hen let the brute tire himself against summoned monsters. Ice Tomb is just awesome though^^

No sweat. Thank you too. I had not heard of ablative barrier. Great spell. Been using it quite a bit.


Mike Schneider wrote:
loaba wrote:
I'm switching gears and turning my attention towards TWF. In the past I've simply pumped DEX as high as it would go while lamenting my overall lack of damage. Sure, I was getting multiple attacks but it was all nickel and dime stuff.

I recommend a class which receives big-time situational bonuses to damage: rogue, cavalier, samurai, etc, and just re-skin the appearance as a Roman gladiator.

Avoid dumped wisdom; it'll merely result in NPCs controlling your character after he fails a save. (Samurai are particularly good at avoiding this, although their multi-rolls per day are limited.)

Why not use Agile weapons and continue using a dex build?


Mathwei ap Niall wrote:
Arcaleth wrote:
Mathwei ap Niall wrote:
STR Ranger wrote:

Someone mentioned Death from above Earlier.

You get +5 to attack on an ariel charge instead of normal bonus.

normally you get +1 for higher ground and +2 for charging.

I'm not sure if the feat is worth it.

The advantage is pairing it with the Tactical Acumen spell (which should be up pretty often). That +5 bonus will get up to a +9 to hit (massive bonus on a 3/4 bab class that is often tanking their to-hit bonus).

Put this on a strength magus with power attack and you can pretty much never miss for that one big massive blow.
It makes for a great opener (or finisher) with a minor investment.
I think the +7 without the feat is still pretty useful. Great spell if you have a rogue (or anything else with sneak attack) in the party. Does that stack with the imp. flanking teamwork feat?

You don't get a +7 without the feat, you get a +2 (+3 if you're attacking from above on your charge).

Yes it stacks with Outflank different types of bonuses all stack.

I was refering to the aforementioned "pairing". Tactical Acumen +4 (higher levels), charge +2, high ground +1. 7.


Mathwei ap Niall wrote:
STR Ranger wrote:

Someone mentioned Death from above Earlier.

You get +5 to attack on an ariel charge instead of normal bonus.

normally you get +1 for higher ground and +2 for charging.

I'm not sure if the feat is worth it.

The advantage is pairing it with the Tactical Acumen spell (which should be up pretty often). That +5 bonus will get up to a +9 to hit (massive bonus on a 3/4 bab class that is often tanking their to-hit bonus).

Put this on a strength magus with power attack and you can pretty much never miss for that one big massive blow.
It makes for a great opener (or finisher) with a minor investment.

I think the +7 without the feat is still pretty useful. Great spell if you have a rogue (or anything else with sneak attack) in the party. Does that stack with the imp. flanking teamwork feat?


STR Ranger wrote:
Also, what do people think of the Bane Blade Arcana?

Bane Blade rocks!! It only takes up 1 point from the enhancement you can place on your weapon, and is a +2d6 damage bonus to whatever you want it to be against. Wish I could get it earlier than level 15. Stronger than just about any other option available at that point.


Sebastian Hirsch wrote:
Arcaleth wrote:
Varrel wrote:
That's why I'm not sure. See we've been low.on wbl, so a free magic weapon frees alot of gold but the blade's powers seen pretty ordinary. And no extra arcana sux (i was gonna use it.to get flight hex next chance.)
The money savings was what tipped me towards that archetype too. The weapons power is negligible. Being able to use the force descriptor for weapon damage has been useful. You can purchase stronger weapons by mid levels. The flight hex is one of the better ones. I left it out of my build though. I went dex build, and figured I was going to be wearing Celestial Chainmail. The flight spell being built-in I thought I wouldn't need it. I've had mixed results. There are a few times it still would have been handy.

Well you can spend points on black blade strike it increase weapon damage a bit - it's a free action too. If you ever manage to reach level 19 (unlikely in an AP, but I usually extend mine to 20) life drinker will turn you into a true monster^^.

On a related not, my Hexcrafter Black Blade Magus just leveled to level 4 and I have a hard time to decide the my hex. My group consists of a Bard with the Magican Archetype, an Evoker, a Synthesist Summoner,a Figher/Urban Barbarian and me.

We play Serpents Skull and am a bit spoilered regarding the mental immunities of our scaly "friends".

Later I reallllly want the retribution hex and maybe he one that freezes an enemy.

But when it comes to the first hexes, flight, evil eye, fortune, misfortune and healing all have their advantages.
Of course they all screw up my spell combat.... it has been pointed out to me that I can`t take hex strike, since I do not have the hex class feature. :(

So what would you suggest?

** spoiler omitted **...

I would go with the flight hex. I took slumber at that level, but I wasn't dealing with mental resistant enemies much. In addition, your strength build likely doesn't want the celestial armors.

At level 12 I would take the ice tomb hex. Retribution is nice, but still leaves you fighting the big bad melee dude. Ice tomb takes out the target right then and there. They both target a different type of enemy though so you may want to find a way to get both.

Devoted blade I think is one of the weaker options for you. Your build is lawful neutral, so you actually only qualify for one of the enchantment options..axiomatic. Even if you also had good or evil, each option takes 2 points of the enhancement. Not too harsh late game, but rough earlier.


Varrel wrote:
That's why I'm not sure. See we've been low.on wbl, so a free magic weapon frees alot of gold but the blade's powers seen pretty ordinary. And no extra arcana sux (i was gonna use it.to get flight hex next chance.)

The money savings was what tipped me towards that archetype too. The weapons power is negligible. Being able to use the force descriptor for weapon damage has been useful. You can purchase stronger weapons by mid levels. The flight hex is one of the better ones. I left it out of my build though. I went dex build, and figured I was going to be wearing Celestial Chainmail. The flight spell being built-in I thought I wouldn't need it. I've had mixed results. There are a few times it still would have been handy.


Varrel wrote:

Hi. This is Varrel. I'm currently in a Crimson Throne pbp and he's been a good a$$ kicker so far.

I just got Slumber Hex. Now hexcrafter doesn't synch with spell combat but I'm finding it a great opening move vs Single monsters. And it's really keeping my arcane pool full. I've never needed to use more than 1/2 of it for a given day. Usually I move in + spellstrike with shocking grasp, (holding the charge if I miss) and then Spellcombat/spellstrike with Brand.

I'm currently thinking of asking my GM to retrain to a Bladebound archetype (giving up my raven familiar) whom is mostly comedic value right now, but also makes a good second perception check when scouting.

I was going to get Improved Familiar (the psychopomp for at will invis and wand usage with illomen). I've never played bladebound and was wondering about in game pros and cons.

I'm currently a glass cannon, sharing wizard duties with our illusionist/cleric whose going for mystic theurge.
We have a paladin and and urban barb and a Rogue/Crossbowman.

Depends on what your wanting to do. From a power level perspective the improved familiar casting with wands will probably be stronger than the bladebound. The hit to your arcane pool won't hurt you much from what you've mentioned, but will lossing your back up scout hurt you? Will not being able to take the extra arcana feat till level 7 mess with your build? Your bladebound weapon could provide the same comedic value. Might be able to get your GM to turn your familiar into the weapon. Bladebound tends to lean more towards flavor than power. It has some utility powers that are nice, but is less powerful than what you were already planning. That being said... I currently play a bladebound hexcrafter, and it is the most fun I've had with a character in a long time.


Fleshworm infestation is pretty beastly. This is the first I've heard of that spell. What is the general concensus on the summon monster spells? Obviously a magus's summonings can't compete with those of casters with all 9 tiers of spells, but a meat shield that can help set up flanks is always handy. I was also debating golden lion figurines.


Can't go wrong with calcific touch.


Overall the inquisitor is a stronger class. It gets my vote. There are fewer situations where the samurai is more useful in the party than the inquisitor.


If you plan to take a exotic weapon for a strength based magus I would suggest the katana. I like the falcata also, but mathematically the katanas crit range works better for a magus. Spells only multiply by 2 on a crit regardless of the weapon. @ gallahad2112- I can see the writing loop hole your trying to use, but I doubt thats legal. If your DM lets that slide you may also want to get the enforcer feat, and raise your intimidate skill. +1 to Tiefling. Great for a magus. Less so for a strength build, but still good. +1 to bladebound. A strong choice.


No love huh. Anyone?


In our current campaign I am playing a level 8 Hexcrafter Magus. I went with a dervish build and thing are working very well. I'm getting to the point were I will be able to afford Celestial Armor soon, and I was wondering if the armor can be modded out a little differently and if so the cost difference. I read the following thread and it seems legit http://paizo.com/forums/dmtz3aj4?Can-you-augment-specific-magical-armor-and

My questions are.....

1) I took the fight hex and don't need the built in fly spell. Can I replace it with Haste?

2) Could I put the same template on a breast plate instead for the difference in price between chainmail and a breastplate?

3) After reading the thread I am confused a little. Can you make the item +5 instead of +3, and what would be the difference in price if you can.

I know these are subject to DM's approval, but are they legal in pathfinder (not necessarily pathfinder society)?


If my Magus (or Paladins divine bond) uses his arcane pool to enhance his weapon, can he use the bonus with the defending property? Ex:

1) I have a +1 defending sword
2) I use my arcane pool to bring it to a +3

Can I now use the defending property with a +3?


Edgar Lamoureux wrote:

Hmm...

Even worse, if you take it with a touch spell (and you should, as a magus), do the bonuses (Weapon Focus (Scimitar), Improved Crit (Scimitar)) further affect the spellstrike, AKA your high crit-range weapon? That's a real can of worms. Weapon focus isn't that bad, but Improved crit, if in any way improved, is likely to be broken.

However, Improved Crit doesn't seem like a set numerical bonus to me. It doesn't add on or two to your crit threat range, it doubles your existing crit threat range. If Empower/Maximize are affected (which I don't believe to be the case), then Imp Crit would be affected, although not necessarily on the weapon when spellstriking, and definitely not while not spellstriking, as there isn't a spell to affect.

I don't think those matter. The feat description seems to imply specific spell effects not weapon feats. "if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell".


Does any one know Walter? I was wondering if he intends to do a follow-up to his guide. Of the new archetypes the only one I like is the Kensai. Was wondering if I was missing something from the other archetypes. Pity Kensai and Hexcrafter can't be combined. Some of the new aracanas seem promising. I like lingering pain. Thoughts?


@gallahad2112, you may also want to look at some of the self polymorph spells later on. (Monsterous physique and Elemental form) Once you get to a high enough level those spell lines help you accomplish some of the same things (and then some) as enlarging and raging while still allowing you to cast spells.


@gallahad2112, just got back in front of a computer, but it looks like dunebugg and Waltz beat me to your answers. Waltz has the right idea too. Your build idea can work just fine, but there will be a trade off.


galahad2112 wrote:

@Arcaleth

Would it be legit to just swap step 2&3?

Yes, but the problem isn't the order... its the raging and casting together. You can cast OR you can rage. To my knowledge you can't cast, spellstrike, or spellcombat while raging. I could be wrong. There might be an archetype, or feat, or third party material that allows for some of those abilities to be used in conjunction, but I don't remember seeing one. Cool character concept though. I don't think the dervish dancers are the end all be all either, but they are one of the stronger options.


galahad2112 wrote:

As I understand it - and I could totally be wrong on this -

Step 1
Cast touch spell

Step 2
Start rage

Step 3
Deliver touch spell through weapon using spellstrike

Step 4
Continue attack with spell combat

Of course, I could be wrong on this. Mainly, I'm just advocating having a playable and effective character from level 1. The prevalent theme seems to be "just wait till level 3!", and I want to jump in right away and bust some heads together. Perhaps (if the above process is not legit, although I *think* it is) starting with a level of fighter would be worthwhile as an alternative. Although, even if you don't rage with spell combat/spellstrike, I think that it's nice to have options (combat maneuvers, single attacks, TWF). Also, I've been thinking that having EWP Katana is a pretty beast choice, if falcatas aren't the "in" thing.

In step 2-3, I don't think you can maintain the charge for spellstrike while raged. Katana's extra crit range is better for the magus.


Are there any pathfinder traits that bestow perception as a skill for your character? My GM doesn't allow 3rd party stuff.


Charender wrote:
Non build specific, I would go with celestial plate armor(+12 AC with a +6 max dex). It is actually 1 point better than mithril full plate +5, and gives you a higher touch AC.

Where did you find celestial plate armor?


Robespierre wrote:
Arcaleth wrote:
Robespierre wrote:
The monk has the best overall defenses. However I think the magus can get high 60's low 70's if built right.
Your kidding right? How are you figuring that?
The former or latter?

The latter.


Robespierre wrote:
The monk has the best overall defenses. However I think the magus can get high 60's low 70's if built right.

Your kidding right? How are you figuring that?


Wow! Thanks very much. Where is that found?


1 person marked this as FAQ candidate.

Sorry, this may be a bit of a new guy question, but what is the range of the Ice Tomb hex? Where can I find it?


You could put that type of personality on any class through rp. Even a Paladin could be a practical joker. The Bard would probably be your go to base classes though, and as for prestige classes the arcane trickster would seem perfect for that.


I think you should take a look at Vampire's Thrust from undefeated fighter. You can't take it till level 13, but on the Magus it's very potent. You heal 1/5th the damage you deal out. On a spellstrike that crits that becomes a lot of health.


Midnighttoker, been playing Magus so the Falcata is less usefull for the class than the proposed weapon.

Jadeite, never heard of a rhoka. Does that weapon already exist (if so, where?), or are you proposing that as the name of the weapon?


I would like to see what new weapons are released. I would love a d8, 18-20 crit, 1 handed weapon. Something that does for the scimitar what the bastard sword does for the long sword. Might be worth the ewp. Maybe make that the stats for katana instead of it being a bastard sword with a different look.


Can a medium character take the exotic weapon proficiency to weild a small weapon without penalty? Meaning could my half-elf magus use ancestral arms to take the ewp feat for "small elven curve blade" and thus weild it one handed? I know it would be a die step lower, but the 18-20 crit range d8 weapon, that can be used with one hand is hard to pass up. I know I would not gain the proficiency for the standard sized Elven curve blade by doing this, but is it technically legal?