Haveatya's page

Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Pretty much title. Lets break it down a bit.

Strong melee
Light magic
Alchemy
Hunting/tracking

Sounds simple enough right?


So say we take the standard 1/9/10 fighter wizard or 2/8/10. Using Unchained, anyone else think this PrC got a bit better?

Arcane Pool to remove the need for arcane striking, spellstrike for "coolness" and proccing spell critical easier, 3 arcana giving you a wide range of buffs or tricks. (Free quickened level 8/9 spell thank you)

Overall it seems taking this VMC would make the EK a stronger build than before. Covering more roles easier than the magus at high levels


I want to make a character that deals ability score damage really, just an idea i had. Whay are some ways to do it?

So far I got the neckbreaker line and.....and well that's all I know honestly.

Help would be appreciated


Hey all, starting a level 10 game shortly and I am interested in making a Knightly character. This GM is all about intrigue and politics with a mix of exotic enemies that no one has ever heard of.

I have a few major goals for this character though.
-Heavy or Heavier Medium armor
-Uses martial or exotic weapons
-Full or 3/4 BAB
-Charisma is NOT a dump stat
-Trained in Diplomacy and has the Leadership Feat

It sounds like cavalier or paladin to me but I'm unsure. I'm not a fan of Lawful Good stricture


This build is no by means a min-maxed character. It is my character for a level 5 game I will be a part of shortly and yes, he IS inspired by Twisted Fate from LoL

STR - 14(+2)
DEX - 16(+3)
CON - 10(0)
WIS - 8 (-1)
INT - 18(+4)
CHA - 13(+1)

(My ability scores were rolled 4d6 drop lowest)

Card Caster 5 (Magus Archetype)

-Feats-
(Card Caster)Deadly Dealer
(Human)Arcane Strike <+1 enhancement please!>
(Level 1)Quick Draw <Fullattack with multiple cards>
(Level 3)Weapon focus (darts) <As far as I can tell, this will apply. I guess you could use Weapon focus (cards)?>
(Level 5)Point Blank Shot <You will be within 20 feet, maybe 10. Take it>
(Bonus) Precise Shot <Your buddies WILL be in melee, don't hit them!>

-Skills-
Those are really up to the player, I myself would recommend Sleight Of Hand however. It isn't a class skill but useful none the less for people who use very small and/or light weapons

-Spells-
I will just cover a few noteworthy spells from level 1/2/3

Arcane Mark is useful IF your DM falls for the technical touch attack it must make to touch an opponent. If not, not really useful for combat, or anything really

Chill Touch is useful, you get multiple touch attacks per cast so you can whip that free card from spellstrike for 5 consecutive rounds.

Elemental Touch isn't usually used by casters, it isn't as strong as most other touch spells. It will potentially double your damage and can be used for 5 consecutive rounds but something that I enjoy doing is using this in conjunction with the Web spell. Igniting the web provides an extra 2d4 damage per turn on targets. That is no joke at lower levels.

Expeditious Retreat gives you a nice movement speed for 5 minutes at this level, you will be able to move double the speed of everyone excepts monks and barbarians in half the time. While "retreat" is in the spell, it doesn't demand you use it retreat. If you need to chase someone or reposition drastically, this spell works just fine!

Flaming Sphere is can serve a great number of purposes. It can dissuade enemies from a square (such as the one right in front of you, a doorway, the space between two allies, etc) or be used to broil someone stuck in your Web spell. It can be moved 30 feet as a move action, still letting you spellstrike that same turn with a touch spell.

Longshot isn't really thought about by most spellcasters. For you, it might be noteworthy. You can now reach out and touch targets from 30 feet (6 squares). That lets you stay out of movement range of most armored foes at lower levels. If you have to whip a card 80 or 90 feet you will also be thankful for the range increment.

Shocking Grasp is the quintessential magus spell. 5d6 + d4 + str damage is great!A possible attack bonus isn't too shabby either

True Strike gives a +20 to hit, that will let you touch almost anything at level 5 as long as your don't roll a natural 1.

Web is a spell that took awhile for me to begin using and enjoying. It lasts a LONG time. 10/minutes a level. It has a 20 foot radius so overall it will be a 40 by 40 circle, It will act as if it 80 by 80 circle for people inside due to it counting as difficult terrain. Anyone moving must also make and CMB check or EA check or else they will get grappled. Anyone grappled must make the check as a STANDARD ACTION meaning they can't shoot you or cast spells at you on their turn. That's always a plus! The one downside is that 20 feet of web provides total cover and 5 feet provides cover. When I use this spell I prefer using Flaming Sphere to cause damage to targets within and throwing chill touch or elemental touch cards at people within 20 feet.

Please leave comments and let me know what you all think!


Is it just me, or does the Half-Celestial Template make the Aasimar Race obsolete? It just seems to me that the HC would provide you with a much more celestial feel than the Aasimar. I won't even go into the Class Abilities provided by one over the other.


What would your thoughts be on a Magus and Paladin mixed together. I plan on taking Magus to at least Level 7. After that I swap over to Paladin for the remaining 13 Levels. BAB 18 would be nice for Spell Combat and at Level 6 take the arcana to let me use Paladin spells in Spell Combat. It was an idea spawned when my DM told me we will be facing a lot of demons in the future.

As for fluff my Magus comes from Lastwall and wants to partake in the Mendevian Holy Wars. He finds his heritage is celestial (Aasimar) and turns to the gods to grant him power in fighting the demonic threat.

Any thoughts on how this class would work or any problems I could run across?