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Spellstrike (Su)
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. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. 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 attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Spell Storing
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons.
A spell storing weapon emits a strong aura of the evocation school, plus the aura of the spell currently stored.
If you were to GM, how would you rule these two abilities interact? Here are my thoughts on the matter, listed in order of likelihood:
1.Upon a successful strike (regardless of whether it is a critical or not) you cast the spell. If it happens to be a touch spell, this imparts an additional free melee attack as per spellstrike. This spell is then capable of scoring a critical blow using your weapon's critical range.
2.After successfully striking a foe, you can cast the stored (EDIT: touch) spell but only through a melee touch attack (AKA no spellstrike).
3.Upon a successful strike, if that strike is a critical, the spell also scores a critical blow.
4.When you score a successful strike, the stored spell is cast on the target and the "effects of the spell" are imparted on the target, which doesn't allow for (a) save/SR.
PS I don't think 2, 3, or 4 should be an option but I've seen some people push for it.

Feral Combat Training - Prehensile Hair (Combat)
Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon.
Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.
Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.
Natural Spell Combat - Unarmed Strike (Ex)
Benefit: The magus can use his spell combat class feature with a natural attack of his choice. If he does, he gains a +2 bonus on concentration checks. If the natural attack is made with an appendage that would normally hold a weapon (such as a claw attack), the magus cannot wield a weapon in that appendage while making natural attacks with it. If the natural attack is a bite or other attack that does not require a free appendage to make, the magus can use the natural attack in addition to all of the attacks he could make with his melee weapon, if he has one.
A magus can select this arcana more than once. The bonus on concentration checks does not stack. Each time he selects this arcana, he selects another natural weapon. For example, a magus could select this arcana twice, choosing claw attacks and bite attacks. This would allow him to use a full-round action to make all of his claw attacks with his free hand and all of his bite attacks in addition to casting a spell. This arcana otherwise functions exactly like the spell combat class feature.
Would these two feats, used in conjunction, allow you to use both an unarmed strike and prehensile hair during spell combat? I want to use hex strike during spell combat.
Say you're a magus about to deliver your shocking grasp through your weapon due to spellstrike and uh-oh you rolled a one. DM "rolls" a percentile and discovers that you've hit yourself. Do you get the brunt of the spell as well as the weapon damage? My thought is no since it's a conscious choice whether you cast the spell on yourself or not, otherwise you'd have it cast on you every time you readjusted your clothes or wiped the "dust" our of your eye.
On a side note do (Su) or (Ex) abilities require you to do anything special? Could I say, hex while grappled?

CN Half Elf
[Level Advancement: 1-4 Hexcrafter, 5 Martial Artist, 6-20 Hexcrafter]
Traits:
Metamagic Master (Battering Blast), Magical Lineage (Battering Blast) ???
Favored Class Bonus: +1/6 new magus arcana
Feats
1 Skill Focus (Diplomacy-Half Elf Racial), Two-Weapon Fighting
3 Eldritch Heritage (Serpentine Bloodline)
5 Imporved Unarmed Strike (Monk), Stunning Fist (Monk), Combat Reflexes (Bonus Monk Feat), Hex Strike (Misfortune)
6 Persistent Spell (Bonus Magus Feat) ???
7 Accursed Hex
9 Improved Two Weapon Fighting
11 Dazing Spell
12 Intensified Spell (Bonus Magus Feat)
13 Spell Penetration
15 Spell Perfection (Battering Blast)
17 Greater Two Weapon Fighting
18 Snake Style or Lunge or Arcane Strike or Power Attack???
19 Greater Spell Penetration
Magus Arcana/Hexes
3 Familiar (Compsognathus Pilferer Archetype) or Spell Scars ???
4 Misfortune
7 Slumber & Prehensile Hair
10 Accurate Strike
13 Retribution ??? & Spell Blending
16 Ice Tomb
19 Dire Prophecy & Forced Reincarnation
The idea is to use chill touch/forstbite for the weaker mobs since their efficiency is much higher due to being level one spells that scale according to your level. You can pounce an opponent at level 11 due to monstrous physique II which will give you 5 attacks (4 from ITWP + Prehensile Hair) + from the tikbalang you'll be transforming into you'll gain another 3 (bite + 2 hooves) + 1 more if hasted giving you a grand total of 9 attacks with a possibility of making the bite poisonous due to your serpentine bloodline ability. You'll have an unarmed strike as your off hand weapon and a kukri as your main weapon allowing you to both stunning strike and hex strike an opponent on the same turn if you full attack past level 10. If the SR gets too serious you can always rely on your hexes and if the DR proves too much you can always rely on your Dazing Intensified (Persistent???) Battering Blast Spell that allows no save for damage.
Still not sure concerning the parts marked ??? Could they be replaced with something better???
I've been thinking about a roguish build for a magus that focuses around applying status conditions to the enemy. Any ideas?

So Here's the Build:
Level Advancement: Lore Warden 1, Archivist 2-6, Lore Warden 7, Archivist 8-20
Half Elf
Traits: Magical Knack??,Metamagic Master?? (Don't like Defensive Strategist)
Weapon: Bill (+1 shield bonus to AC when fighting defensively)
Armor: Chain Shirt
Favored Class Bonus: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Feats
1: Skill Focus (Survival[Half Elf trait]), Power Attack (Bonus Feat), Extend Spell
3: Lingering Performance
5: Eldritch Heritage (Touch of Rage - Orc Bloodline)
7: Shield of Swings (Bonus Feat), Combat Expertise (Lore Warden), Echoing Spell
9: Quicken Spell
11: Discordant Voice
13: Improved Eldritch Heritage (Fearless)
15: Spell Perfection (??Summon Monster V or Shadowbard??)
17: Greater Eldritch Heritage (Power of Giants)
19: Improved Eldritch Heritage (Strength of Beast)
(Sadly, no Arcane Strike since Strength of the Beast trumps it in regards to most things; not a huge fan of Spellsong or Harmonic Spell unless someone has a few ideas I haven't thought of)
Spell List
Cantrips: Detect Magic, Ghost Sound, Mending, Message, Prestidigitation, Read Magic
1st: Comprehend Languages, Cure Light Wounds, Ear-Piercing Scream, Feather Fall, Grease, Moment of Greatness, Saving Finale, Touch of Gracelessness, Vanish/Silent Image
2nd: Blistering Invective, Cacophonous Call/Haunting Mists, Glitterdust, Invisibility, Mirror Image, Misdirection, Sound Burst, Tongues, Versatile Weapon
3rd: Arcane Concordance, Confusion, Dispel Magic, Reviving Finale/Displacement, Exquisite Accompaniment, Good Hope, Haste, Slow, Summon Monster III
4th: Dance of a Hundred Cuts, Dominate Person, Greater Invisibility, Sonic Thrust, Summon Monster IV, Virtuoso Performance/Shadow Conjuration, Wall of Sound
5th: Bard’s Escape, Cloak of Dreams, Greater Dispel Magic, Ki Shout, Shadowbard, Shadow Evocation, Summon Monster V
6th: Euphoric Tranquility, Hymn of Peace, Project Image, Summon Monster VI
Masterpieces:
The Dance of 23 Steps (Dance)
Symphony of the Elysian Heart (Keyboard, Wind)
Possibilities: The Canticle of Joy (Sing) & The Quickening Pulse (Percussion, Wind)
(Caveat: Paizo products only[no D&D or third party products], Our group uses the Standard method to determine ability scores)
Any Recommendations for Traits besides skill ones? What would be a good spell for spell perfection besides the ones already listed? Any better metamagic spells (and their uses with spells)?And as a mechanical question, can you turn on fighting defensively with an Attack of Opportunity?

So Here's the Build:
Level Advancement: Lore Warden 1, Archivist 2-6, Lore Warden 7, Archivist 8-20
Half Elf
Traits: Magical Knack??,Metamagic Master?? (Don't like Defensive Strategist)
Weapon: Bill (+1 shield bonus to AC when fighting defensively)
Armor: Chain Shirt
Favored Class Bonus: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Feats
1: Skill Focus (Survival[Half Elf trait]), Power Attack (Bonus Feat), Extend Spell
3: Lingering Performance
5: Eldritch Heritage (Touch of Rage - Orc Bloodline)
7: Shield of Swings (Bonus Feat), Combat Expertise (Lore Warden), Echoing Spell
9: Quicken Spell
11: Discordant Voice
13: Improved Eldritch Heritage (Fearless)
15: Spell Perfection (??Summon Monster V or Shadowbard??)
17: Greater Eldritch Heritage (Power of Giants)
19: Improved Eldritch Heritage (Strength of Beast)
(Sadly no Arcane Strike since Strength of the Beast trumps it with regards to most things)
Spell List
Cantrips: Detect Magic, Ghost Sound, Mending, Message, Prestidigitation, Read Magic
1st: Comprehend Languages, Cure Light Wounds, Ear-Piercing Scream, Feather Fall, Grease, Moment of Greatness, Saving Finale, Touch of Gracelessness, Vanish/Silent Image
2nd: Blistering Invective, Cacophonous Call/Haunting Mists, Glitterdust, Invisibility, Mirror Image, Misdirection, Sound Burst, Tongues, Versatile Weapon
3rd: Arcane Concordance, Confusion, Dispel Magic, Reviving Finale/Displacement, Exquisite Accompaniment, Good Hope, Haste, Slow, Summon Monster III
4th: Dance of a Hundred Cuts, Dominate Person, Greater Invisibility, Sonic Thrust, Summon Monster IV, Virtuoso Performance/Shadow Conjuration, Wall of Sound
5th: Bard’s Escape, Cloak of Dreams, Greater Dispel Magic, Ki Shout, Shadowbard, Shadow Evocation, Summon Monster V
6th: Euphoric Tranquility, Hymn of Peace, Project Image, Summon Monster VI
Masterpieces:
The Dance of 23 Steps (Dance)
Symphony of the Elysian Heart (Keyboard, Wind)
Possibilities: The Canticle of Joy (Sing) & The Quickening Pulse (Percussion, Wind)
(Caveat: Paizo products only[no D&D or third party products], Our group uses the Standard method to determine ability scores)
After Spending a bit of time on this build and looking over every other bard type (If only "you" could say for certain whether of not a Dervish Dancer gave up inspire courage in lieu of its' battle dances) I find the class to be very underwhelming. From the mediocrity of its' buffs (which can be outdone by an Evangelist - Those sons of pig deflowering orcs stole "our" groove!!), to the fact that it only gets 3/5 the spells of a full spellcaster, makes me think this is a very sad/MAD class indeed. I must say, in their defense, that not much love has been given to the bard with respect to their feats.
As you can see, the only two bard-only feats I chose were Lingering Performance and Discordant Voice; with Spellsong/Harmonic Spells being decent possibilities as well. Whereas a witch, a newer class in all aspects of the game, has more class only feats than this standard class that was here since the core rulebook.... Anyways, that's enough griping for now. The crux of my problem is that besides the heavily self indulgent bards (sound striker, thundercaller, dervish dancers) that don't seem to fully realize the capabilities of their buffs, there doesn't seem to be a bard that can buff in a way that outstrips a full spellcaster. Does anyone disagree with this statement or is bard relegated to non-combat fluffery that anyone could do with a smooth tongue and a sharp wit without rolling a d20?
PS I've played a 3/5 casters before and quite liked it (magus), even to the point where I thought the class overpowered.
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