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Alright, so I stumbled upon this little thread roughly a month late. I'd like to throw some suggestions in the mix:

Barbarian 5/ Oracle 5/ Rage Prophet 10 || Two-Handed Fighter 20

Make sure to take the amplified rage teamwork feat as well as the standard fighter stuff. You're immune to the fatigue of rage and you get double str bonus to attacks and double the effects of power attack in addition to casting as an oracle. It's pretty ridiculous.

Paladin 20 || Inquisitor 20 --> Make sure to take the anger inquisition for inquisitor so you can rage like a barbarian. GG. Evil beware.

I spend way too much time working on gestalt builds because I think they're extremely cool... perhaps the most overpowered gestalt build I've stumbled upon is the Kensai Magus 20 || Wizard (or sage bloodline sorc) 7 (or 8) / EK 10 / Fighter 3 (or 2). You are taxed on your magus arcana to get broad study, but other than that... I mean... The 20th level kensai ability combined with the close range arcana combined with the magus spells critting on the threat range of the weapon. If you're dervish dancing or using an agile weapon, you're talking about x4 crits on the weapon, x2 on the spells on a 15-20 auto confirming. When you crit you get to cast another spell from ek, which you can deliver through your weapon for an extra attack as well. Not to mention you're, y'know, a wizard.


For anyone wondering what just happened, Remulus just ran on a stream of water after making a DC 28 check to jump over Helm, then made a DC 100 check to leap 25 feet onto the platform.


So, just to clarify, in the world of Sariel, formal arcane schools have varying curriculums catered to learning and directing magic. As you would expect, they vary about as much as schools here vary (e.g. art schools vs. music schools vs. engineering schools vs. general). One thing that remains common amongst all formal arcane schools, however, is the existence of titles, or degrees. Below is the breakdown of what you would expect of these particular titles. It should be noted that to earn a Magister and up, much more is required than simply being of this level as implied by my post, but generally this is the expected progression.

Novice = 1-2 Arcane Class
Acolyte = 2-4
Adept = 4-7
Arcanist = 7-9
Magister = 9-14
Archmage = 15-20
Arcanamach = 20+ (Epic generally)

Again I say generally. It is possible for one to earn an appropriate title for their accomplishments earlier than expected, though rare. Hopefully this indicates the power level differences between the titles as well. Also, it should be noted (again) that earning a magisters and above requires some intensive individual thesis work and combat evaluation. It is quite common to have even people within the levels 9-14 bracket to remain as Arcanists simply because they couldn't prove prowess or they had no proposed thesis. Now obviously if someone didn't get their magical training from a formal school, they may not have a title, but if they do have a particular title they have earned it in theory. You can think of it like this if you're so inclined, but it's not a perfect analogy:

Novice = Elementary
Acolyte = Middle school "degree"
Adept = High school "degree"
Arcanist = University degree in the sciences or engineering
Magister = M.D.
Archmage = Hardcore residency
Arcanamach = Being House.

That's the background. Game with it as you will.


Not sure if it was a stupid question or not, but I really would appreciate an answer


Quote:

With that weapon bonus the spellslinger can

apply any of the following to his arcane bond: enhancement
bonuses (up to +5) and dancing, defending, distance, f laming,
f laming burst, frost, ghost touch, icy burst, merciful, seeking, shock,
shocking burst, spell storing, thundering, vicious, and wounding.
An arcane gun gains no benefit from having two of the same
weapon special abilities on the same barrel.

Just for clarification, these abilities affect the barrel of the arcane gun, and as such all bullets fired take on the qualities that the gun is imbued with correct? How, exactly, does the spell storing interact with the magic bullets ability? Does this mean that every bullet fired is then spell storing(which would be useless since that would provide no time to actually cast a spell into the bullet)? Or simply that the arcane gun is spell storing and one can cast a spell into it and fire it through a bullet, having it function similar to a melee spell storing weapon and the spellslinger must take another action to imbue the gun with a spell? Is spell storing not a melee weapon ability only?


Any chance I can come back in a little late? I'm feeling much better and my mother is now fine. I think I'm good to go. I'd even be willing to draw up a new character and concept to fit in to whatever is going on right now.


Really? THIS is what you want the Magus to look like? I mean fair enough; I enjoyed Dragon Age quite a bit as well. But honestly, the combat to magic ratio of this guy is what I would expect from a combat Paladin with the levels of divine replaced by levels of arcane. A magus is supposed to do both simultaneously and equally. I was kind of hoping they wouldn't model the Arcane Warrior style from dragon age because it felt more like playing an Arcane Paladin than some sort of pure gish sword and spell character.


Sorry for the lack of posting. I'll update Loren with the weretiger bit tomorrow and get back to activity.


I'm definitely still interested.


Actually, considering he still hasn't posted after our discussion last night, I'll just assume he really isn't interested. I would still like those hp rolls though.


Mind doing hp rolls for me as well Ronin? And is there still room for Glorf? He's been slacking hard on the whole putting his character up, but I'm getting him to do that right now.


Synapse wrote:
I have yet to take itemization into account, but as you go up the ranks of armor types you rely less and less on dex, thus your itemization can shift from a "str+con+int+dex" sum to a "str+con+int", and that's only stat boni.

This is true, but the bracket I was referring to, 2-7, doesn't include that. You get medium armor right at 7.

Quantum Steve wrote:
The Magus isn't as dependent on saves as the Wizard. Most of his spells either don't grant a save, have effects on failed saves, or can effect multiple creatures. Sure the Wizard could just avoid single target spells that grant saves, but then not only is he depriving himself of some the very potent spells that give him an edge over the Magus (Polymorph Other anyone?) but he also loses some of his advantage of having such high DCs. Since he doesn't need them as much.

This argument/comparison doesn't work properly for no other reason than the magus spell list is included in the wizard spell list. Anything the magus can cast to avoid a save or have an effect anyway, the wizard can do as well. In fact with things like ray of enfeeblement and touch of gracelessness and ray of exhaustion, the wizard arguably does it better when he really sets his mind to it. Plus, dcs aren't an issue for the wizard as you already admitted, thus, it it would be limiting to try and avoid them for the most part. If the situation arises where they do become an issue for the wizard, then the wizard can just pick spells that make it a non-issue.

I do, however, get your point. The magus list contains fewer spells proportionally that need saves and thus there is no problem. Note earlier that one of my suggestions was to increase the dc of stuff when using spell combat. Due to the nature of saves, touch spells and the magus spell list, a lot of the stuff that require saves happens to be the same stuff that you'd be using spell combat for over spellstrike, especially in the 2-7 bracket. Which, by the way, is another reason I ended up using spellstrike 8/10 times over spell combat. No saves, more mobility, more damage...I mean... kinda gets back to my original point. From a class design perspective, it should be closer to a 50/50.

So from what you've just told me, you have to blow some of these bonus feats that serve as some of your class features to grab things like toughness, and then use your favored class bonus for hp rather than options that I'm sure will be coming out in ultimate magic that will be as cool as the apg stuff, just to make up for a lackluster con. You then have to burn one of your precious 1st level slots in the 2-7 bracket or one of your 4 to 6 points(that you can definitely be using for other things between 2 and 7) to make your ac keep up due to a lack of dex for 2-7 minutes until you have to cast it again and use another precious resource doing so. Note you only have 1 bonus feat between 2-7. You don't see a problem with this?


Quantum Steve wrote:

Can't Spellstrike Color Spray or Web or Invisibility.

The Capstone sucks, plain and simply. There's really no denying it. Half of it is worthless at the level you get it, the other half is more in line with a 5th - 10th level ability.

Finally, Magus Arcanas >>> Rouge Talents. Of course you don't get as many.

Truth on the color spray or web, though you can definitely save against those, and they're pretty situational. And you said yourself that the dcs are poor, which I agree with. Much more reliable to just do damage with something like shocking grasp.

The "average" wizard can choose any spell that the magus has.

Quantum Steve wrote:
Most of a Magus' spells have a greater chance of doing something to somebody than your average Wizard spell

doesn't work. If the wizard is concerned about it, then he can just prepare magus spells since all of them are on his vast spell list. The wizard spell list is diverse and large, so I suppose on "average" more of his spells have less of a chance to do something counting in saves, but his dcs are higher due to not having to worry about three stats. Like I said earlier, if it's a concern, it's not like the wizard can't just select spells without saves just like the magus.

More importantly, you don't get to say that a 3/4 caster shouldn't be casting spells with saves, but then give me examples of spells with saves for when spell combat wins out over spell strike in a low bracket. Which is back to my original point. A lot of the offensive things you can do with spell combat that don't revolve around just damage require saves, which you just admitted were poor. If you're looking for damage, then you're better off using shocking grasp as a touch spell with spell strike. The point I was trying to make was that in that bracket, playing in a couple of different adventures, I found myself using spellstrike about 80% of the time and spell combat about 20% of the time. I'm simply stating that it should be closer to 50/50.

Also, look at the bracket I was referring to. Magus doesn't get heavy armor until level 13. He gets medium armor at the end of that level bracket as well. Which means until level 7, you do need dex. And even in medium armor, you can definitely still use dex.

Quantum Steve wrote:
Larger Pool? Maybe, what are you burning through your pool so quickly with that you need more?
Kibeth wrote:
As far as the pool, greater spells, conductive pool strike, metamagic with pool spell, all of these things burn points, and they burn them quickly.

Arcane accuracy if you're worried about hit. Also adds to your point hemorrhaging.

I'll give you that some of the arcana are better than some rogue talents, but the blanket statement of magus arcana >> rogue talents doesn't work either. Crippling strike. Befuddling Strike. Offensive Defense. Dispelling attack(Incidentally there's an arcana that does this, and the rogue one is better, though it requires two other talents before it which you could argue is a decent trade off. But theirs has no limits on the spell level and technically apply to anything that takes sneak attack damage so it can happen more than once per round. And minor and major magic are great talents). Opportunist. Improved Evasion. Bonus feats. I mean... Really? Also. Rage Powers. I'm not going to list those off like I did the rogue talents. But the same thing applies. Some of the arcana are quite good, but then so are some of the rage powers and talents. Every other level is a great progression. And I definitely don't think that the arcana on the whole are strong enough to be every 3rd.


Synapse wrote:

I disagree with some of your concerns

1) MADness. They are melee classes with a casting stat. Pretty on par with paladins, inquisitors and bards. Unless the class features are weak, the stat allocation isn't a problem.
2) Bigger spell pool: Except for stuff that consumes multiple points (greater spells and some of the arcanas), this isn't really a problem. Whether that may need to increase or not is unclear. Trading spells will generally be weak because they can already cast cheap spells through the pool.
3) Spellstrike and Spell Combat: The two abilities aren't mutually exclusive.

You are completely right that spellstrike has some usefulness spell combat doesn't have... but that's kind of the point in them, there's no problem in that at all. There are situations where one is better than the other, and situations where you can use neither and situations where you should use both.

That's kind of what I'm saying... I found that in that specific level bracket, it was never worth it to use spell combat. Spellstrike was just always the better option. It would be one thing if I had to make a decision as to which to use based on the situation, but if in every situation spellstrike wins out, then there's a problem. I realize that they aren't mutually exclusive, but when you only have one attack, using spell combat with spellstrike doesn't make any sense. "Let me cast a spell and attack, but with a penalty this time, and as a full round action rather than moving and then doing it with no penalty."

As far as the pool, greater spells, conductive pool strike, metamagic, all of these things burn points, and they burnt hem quickly. I agree that trading spells would probably be weak, but I still think an increase is in order.

With regards to the paladin or inquisitor comparison, neither of those classes are designed to both cast and do melee damage equally well. The paladin is a melee combatant with a splash of casting. The paladin gets 4 levels of spell casting which are, for the most part, used to buff himself or his allies, or heal himself or his allies. Now the inquisitor is a better comparison due to being a caster with 6th levels of spells and 3/4 bab. However, the same could be said about the spell selection. It's based on the divine list, and for the most part, the spells are about buffing and utility except for certain niche situations. With the strong class features of the inquisitor, the spells still become secondary, and saving against them isn't as big of an issue since there isn't much to save against. The Magus on the other hand focuses more on damage dealing spells, and is supposed to be a class that casts and engages in melee equally well and simultaneously.


I've been doing some playtesting of the revised Magus class recently. It felt like between levels two and 7 where you get haste for an extra attack, spell combat didn't really have a place. It was always more worth it to spellstrike. Not only does spellstrike cause your spell to gain the threat range of the weapon, but you can move and then do it. Spell combat adds a bit more versatility in the sense that you're not limited to touch spells, but between 2 and 7, shocking grasp is your bread and butter anyway. A simple intensified causes shocking grasp to keep up with scorching ray for the same level of spell and allowing you to maintain mobility. 3/4 BAB prevents taking a minus to hit to gain a bonus to the conc check from being worth it, in my opinion. It just feels like spell combat doesn't have a strong enough niche until later. I could be missing some things, obviously, but this has been my experience in playtesting.

Additionally, the Magus pool needs to be larger, or there needs to be a way to trade a spell slot for more points or something. Those things go by pretty quickly, especially in an adventure that throws more than just a couple more encounters at you per day. I'm not saying it needs anything drastic like tripling the pool, but some sort of increase is in order. Again, this is obviously just opinion.

The arcanas that allow you to do abilities once per day, such as critical strike, concentrate and the metamagic arcanas should be free the first time and then cost points for additional usage. Once per day just feels really... for lack of a better word, lame. If it would work better to just make them cost points the entire time rather than free once per day and then points, that would be fine as well. You should be able to do those things like that more than once per day, provided that you are willing to spend resources to do so in place of spending them on other cool things.

Arcane strike should stack with the arcane pool ability. I know there's a thread that pretty much says the same thing already, but I thought I'd mention it here.

The Magus is still very MAD. To alleviate that a little bit pretty much costs two feats and shoe-horns you into using a scimitar. Some of that manifests in the save DCs for the Magus spells that require saves. They're really low. Can't have as much int as other caster classes when you have many other stats to worry about. Combine that with not being a full caster, and you have spells that are easy to save against. A solution would be one similar to what the sandman bard does; in certain situations, up the dc and caster level of spells cast by the class. For the sandman, it's when their opponent is denied dex. For the magus, it could be only when using spell combat. Perhaps doing something like making it so with spell combat, dcs increase and with spellstrike caster level to penetrate sr increases. It would certainly help give a niche for both abilities.

The capstone for the magus compared to other classes seems weak. No more conc checks are very nice, but +2 to dc, sr penetration or attack rolls for a level 20 capstone? It's not like conc checks are difficult to succeed at 20 with a dc of 27 at most for the 20th level magus. A feat and a trait pretty much make it so you can only fail on a nat one. So while not having to make conc checks is nice, I'm not sure that's worthy of a capstone. As far as the +2 to dc, sr or attack rolls... I mean... for a capstone? Again, not sure, especially compared to other classes.

I still think the arcanas would do better with a rogue talent or rage power progression, but I have accepted that it probably won't happen. I gave up on the unarmored Magus with int to ac as well :(.


Elros of Amrothe' wrote:

There's a relatively easy way to do a basic map if you have access to Excel (or any spreadsheet program).

HERE is a sample of one I'm doing for Savage Tide.

This style is not to everyones taste; but if you like I'll detail the method.

If I send you a general map layout using a different took, do you think you could turn it into an excel map like that. The one I have is very.... crude. It gets the job done as far as giving you an idea what's going on, but that Excel one looks pretty cool. I just don't have time to mess with it right now due to finals and winter vacation. This brings me to my next point; I'm sure you've noticed a serious lack of posting on my end. I'll keep trying to post especially after my final on monday, but it probably won't pick up until next week. Tons of stuff to do. I'm sorry.


Severed Ronin wrote:


Kibeth, honestly, probably so. I need to get some things together and actually get my Internet back up and running, but I don't have a problem with running two parallel adventures.

Cool. Looking forward to it. That or getting into the original if a spot opens up :P.


Marcy "Lucky" Lull wrote:
Loren Stillmind wrote:
I hope you don't mind the narrative style of backstory.
I really enjoyed reading it, myself.

Oh hey, thanks. So was the thought of running a parallel adventure a serious one?


I realize that the arcana "broad study" is there to let you use spell combat and the like with other spell lists if you multi class magus, but do you need that arcana if you cast a spell from a different list that is also on the wizard spell list? For example, if I'm Wizard 5/Magus 2, can I spell combat a shocking grasp no matter what slot I prepare it in? And would if I prepared it in my magus slot, would it do the full 5d6 damage, or just 2d6 since I'm only a second level magus. I'd like to thing that spell combat would work as long as it's a spell on the list no matter what slot you use to prepare it, and that because the spell is on both lists, you would use your overall caster level. But I'm not sure. If it does work that way, I think a Wizard 5/Magus 2/EK 8 might do alright. If you get up to 17th level to get the full EK 10, it would be quite good.


YuenglingDragon wrote:


If they made uses after the first one cost points I could get behind it, though.

I made a remake that does it that way. The first use per day is free, then more uses cost points. It's very nice. Makes the arcana attractive and worth it.


Dire Mongoose wrote:

I don't think you can really blame anyone for missing a point you neglected to make the first time around. But, okay, we're on the same page now.

Kibeth wrote:
Stuff like Mass Charm Monster, Power Word Stun or Irresistible dance. Save or lose stuff. The magus simply doesn't get that luxury. Due to the nature of the different spell lists, getting to sudden metamagic your stuff once per day doesn't let you "keep pace" with other spell casters at all.
Kibeth wrote:
Never mind the damage, save or lose is much more dangerous.

I did make that point. In fact, I made it on two separate occasions in varying degrees before I said "you're missing the point." That being said, yes, it is powerful situationally, but all around it's not overpowered. Have you ever played with a paladin in an undead heavy AP or Campaign? Placed in certain situations, classes tend to shine. It happens. Apparently, the magus can "shine" once per day, even if he's bound and gagged which is situationally amazing, but overall, it's alright. What happens if the magus gets captured again that day, or gets paralyzed/silenced later that day? He's SoL, but it happens. You can always metagame situations in which your heroes or your villains will shine. Anti paladins make amazing villains against a good party. Ridiculous damage output. Put them up against a neutral party, and they're no longer doing ridiculous damage. It's all about the situation. Overall, wizards, and other classes, are still more dangerous.

ProfPotts wrote:
Well, you can only ever use one Rod per spell, so any way you swing it, the Magus can still stack on an extra metamagic effect with these Arcana, even if you do have a 'one per spell' limit. So a Wizard can cast a 9th level spell + Greater Metamagic Rod effect, and a Magus can cast a 6th level spell + Spell Perfection (Maximize) to 9th level + Arcana (Quicken) + Metamagic Rod effect. Of course, if the Wizard wants to Quicken that 9th level spell he needs 170,000 gold pieces spare to buy his Rod...

Craft Rod. Take a look at the magic item creation rules. You can create a rod with more than one effect on it. Just saying.

ProfPotts wrote:
I'd agree with you, if the guy could use those Arcana for anything else... but he can't.

There are more attractive Arcanas. Another point, to do this big bound and gagged nuke, the magus has to spend 4/5 magus arcanas just to do it once per day. It's not worth it, unless you're playing the kind of 16th level AP that you end up doing two battles per day or something. But then again, I wouldn't play a paladin unless I'm fighting a lot of evil all the time. Alternatively I could just play an inquisitor and bane judge everything all the time.

ProfPotts wrote:
...then he's down to everything else he can do anyway (so no huge loss on his part)

I'd argue that that's not that much. I feel like the magus has to hemorrhage his arcane points and other resources just to keep up with other classes at their average. Still feels a little weak, though I guess that's a discussion for another thread.


Marcy "Lucky" Lull wrote:

@ Kibeth

Not to speak for Severed, but I think we are doing Core and APG classes only (and the Magus from the play test).

As for despising the Imperium, you'll be in good company here. :)

Haha, well nothing like contempt for a mutual enemy to bring people together. And thanks, that narrows it down. Now to decide between the magus, the sandman bard and the superstitious barbarian. Barbarian is out if I can't play some sort of orcish (or something close to orcish) lycanthrope.


Dire Mongoose wrote:


Explain to me how a wizard can apply the Silent, Still, Empowered, Maximized, and Quickened metamagic feats to a single spell.

You seem to be missing the point. I'm not arguing that a wizard can stack all of those metamagic feats onto a spell; wizards can't do that. I'm talking about the POWER LEVEL of getting to do that once per day. I keep seeing comparisons to the actual metamagic allocation that a wizard would get that aren't warranted. Hold Person Mass. First round of combat, metamagic or not, it's save or lose. Charm monster, mass, same thing. I mean you can compare the fact that you're adding metamagic feats to damage spells all you want to buff them so you do a mass nuke in the first round of combat. Given DR and ER, I'd still go with the save or lose paralysis on every target within my range. Furthermore, and this is the more important point, after that first round of combat(if that's the comparison you're wanting to use), the magus can't do that kind of damage again. You know who can try again for another hold person, mass in the next round? The wizard. And the round after that if they really wanted to. Or even later in the day when the party comes upon yet another group of fairly difficult creatures that they must fight off. Getting hung up on the actual metamagic is irrelevant. The entire point of the discussion is how powerful it is, not the metamagic cap. It takes the magus all of those metamagic feats simultaneously (at a once per day limit) to do that much damage at once, where the wizard without any of those feats is creating a save or lose situation that he can do several times per day. Comparatively, I just don't think it's as powerful as you want to make it.

I'm on board with the solution that has been suggested in this thread repeatedly already. First, turn the metamagic arcanas into arcanas that depend on the points. You don't have to have the feats if you get those arcana, but you spend a number of points equal to the level increase if you want to use it. So the Empowered Magic arcana would cost you one point, quickened would cost you 4. You wouldn't be required to use a feat slot. Second, I think the magus' pool needs to be just a little larger, which is something that has been discussed in other threads. This way, you have versatility and balance. I also still think that the arcana should follow the rogue talent/rage power model and be at every even level.


Would it also be safe to say that you're not allowing homebrew classes? I can't remember if I saw something about that or not. I have this nifty little spell thief remake....


Skimming through this forum and the PbP forum, I'm aware of the call-to-arms in Ren and the nature of the Imperium. I have a couple of ideas that I'm tossing around and I thought I'd ask a few questions. No matter what I decide, the attitude of the character will be the same. I'd like to play a character that despises the Imperium, and always has; most likely due to being wronged by them in some way. The goal is to play a mage hunter type of character that targets only the Imperium.

I'm looking at either the sandman bard variant, the witch hunter from super genius games if that's allowed, the magus or the superstitious barbarian variant. Are there any of those that you would prefer I didn't do? What place would an orc (or race similar to orc) lycanthrope barbarian have in Aris, if any? I am interested in the mongrel and changeling races you mentioned much earlier in this thread as well.


DougErvin wrote:

ProfPotts,

Awesome example and a good reason why the magus should only be allowed one arcana per round.
Doug

Is it just me, or is everyone missing the part where wizards can do the same, but worse, all the time rather than Once Per Day? Damage is damage, sure, but it's once per day, and that's it. Then the magus over all is alright at best after that one explosion per day. More importantly, the magus has to dedicate most if not all of his arcana just to do this once per day. Again, maybe it's just me, but I feel like adventures where being able to blow something up once per day is overpowered isn't a good adventure. Wizards with 7th and 8th level spells do more work. Never mind the damage, save or lose is much more dangerous.


I'd like to be added to the waiting list if at all possible. Thanks.


Mad Alchemist wrote:
Kibeth wrote:
Mad Alchemist wrote:
I personally would remove the once per day limitation and have you expend spell pool points equal to the level of the increase.
Have you read the pool spell class feature?

Yeah as written now I could use the pool spell to cast shocking grasp as a standard action by spending 1 point, or a qickened shocking grasp by spending 5 points. To do the second the charecter would need the quicken spell feat.

With the current arcana I can quicken 1 spell once per day.

With my suggestion you could practically quicken at most 5 spells in a day. The increase in power would be for the 1 or 2 level arcana I think this change would make them more attractive.

If you don't feel that casting a 6th level spell once per day is a big deal why not open it up by using points.

Touche. And I agree. 5 points for a quickened shocking grasp without having to take the feat? Keeping points at half caster level + int mod? Maybe.


Kibeth wrote:
So you can stack a 6th level spell once per day at level 16 if you dedicate most of your arcana to doing so, and then you're dry for the rest of the day.

What I meant by dry was that once you're done, you can't do any of those arcanas again until the next day. After that one use, you've got the other tricks a magus has and 6th level spells from a limited spell list. In my opinion, once per day is a huge limitation. A lot happens in a day depending on the campaign/adventure. It's certainly unrealistic to ask your party to rest for 2-8 hours every time you cast your big "stealth nuke." Also, it's important to note that you're talking about a damage comparison to a wizard. Now sure, you can (once per day) nuke harder than a wizard who gets 8 levels of spell casting, but then what about the rest of the day? More importantly, what about everything else 8th level spells bring to the table? Stuff like Mass Charm Monster, Power Word Stun or Irresistible dance. Save or lose stuff. The magus simply doesn't get that luxury. Due to the nature of the different spell lists, getting to sudden metamagic your stuff once per day doesn't let you "keep pace" with other spell casters at all. If you're playing an adventure in which your DM sets you up with the "lots of minions and then big bad boss then the day is over" model, then sure, this would be amazing.


Looking good folks. Posts will go up sometime today. I have some classes today so I apologize in advance if they don't go up till later. I'll post a link to the ooc thread and the play by post thread when they're up.


Jason Bulmahn wrote:

Even assuming that all of these get put on to one 6th level spell, I am not sure the power here is so outrageous as to force me to add additional limitations. I could be persuaded otherwise, but for now, I think I am ok leaving these as written.

Jason Bulmahn
Lead Designer
Paizo Publishing

I'm going to have to agree here. The power here at once per day for an arcana is certainly not high enough to put more limitations. So you can stack a 6th level spell once per day at level 16 if you dedicate most of your arcana to doing so, and then you're dry for the rest of the day. I feel like compared to some of the things the apg classes can do, this doesn't seem too bad. In my personal opinion, it felt like there was a little bit of fear of power with the original magus design. With this revision, a lot of that is gone, but I think some of it is still there. The magus has a pretty cool bag of tricks, but I still feel that it falls short in overall power level.


Mad Alchemist wrote:
I personally would remove the once per day limitation and have you expend spell pool points equal to the level of the increase.

Have you read the pool spell class feature?


Do you think there will be an "extra magus arcana" feat?


Dorje Sylas wrote:


IMO, cut the free preque and let them stack.

+1


So I think someone asked this in the round one thread, but I thought I'd ask again. Does the conductive enchant work with either spellstrike or pool strike? If not, I don't understand what the purpose of pool strike considering it takes a standard action to do it and that pretty much every touch spell on the magus spell list just does damage. I feel like that arcana might be a prime example how some of the arcana just feel really weak. Also, we've been told that we're getting more touch spells in ultimate magic correct? So I shouldn't be rabbling because some of the cooler touch spells like touch of fatigue, idiocy and gracelessness are not present. Overall, good work. I really enjoy this version. Huge improvement compared to the original and very well done. Still some room for improvement, but that's why it's still in playtest.


Is there going to be a round 3 sub-forum?


This is certainly a huge improvement. I still have a couple questions and concerns, but overall I'm very pleased with this. Thanks, and good work.


Rolukk Earbiter wrote:
Profile updated to reflect background / rules changes.

Check your e-mail. God King, when will we be starting?


Oh no, that's fine, I don't want you to put all of that information into your profile. That would not be anywhere near as fun. I sent it to you in an email because some of it was supposed to be just for you. I just want to know, probably via email, if anyone is wanting to change anything in the story or with their character.

That being said, I just sent out a bunch of walls of text again to get everyone up to speed. Again, and for the last time, the adventure will begin in Narees' Manor at the start of the meeting. Once again, if there are any questions, don't hesitate to ask.


Kibeth wrote:
With his dying breath, the Duke of Linoor, passed is rule to a woman named Sheriah Anores, and not his wife.

With his dying breath, the Duke of Linoor passed his rule to a woman named Sheriah Anores rather than his wife. It's late. Sue me.


Shaan wrote:


I'll just keep some bits about the Guild for myself.

What do you mean by that?


Elros of Amrothe' wrote:

Reworked background. Contact me for any changes/deletions/additions.

I sent part of this as an email to Camris, but I felt that it needed to be on here.

For those in Valandaer

Spoiler:
Remember that your mission is to journey with the envoy to deliver Lanthromere's Requests to the Thieves' Guild not to the Hand of Sorcuth. Lanthromere only stated that should the Thieves' Guild not have the necessary resources to carry out a few of the more deadly endeavors, the envoy should consider looking into the Hand of Sorcuth. Secondly, as far as what happened to Amrothe' and with the cascade, there are a few things I neglected to mention. Princes Teris and Alaris Baelgar rushed to defend Amrothe' because they grew impatient while waiting for Valandaer's forces to mobilize. Knowing that Amrothe' would never get reinforcements in time, the Crown Princes came alone to Amrothe' to assist. Teris was struck down violently by what you would recognize to be a Blackguard of Tyrixx (AntiPaladin) at Amrothe' known as Marcus D'Virish. Miraculously, he seemed to rise from the field of battle not ten minutes later completely unscathed and began his assault with a new vigor. Teris never speaks of his death, and has instructed Elros to do the same. Alaris often heckles Teris about his "brief sojourn in the beyond."

The spell that allowed the cascade at Amrothe' was a spell of epic proportions that required a large cabal of arcane practitioners and a lot of resources. What prevents Tyrixx from doing it a third time (Yes, there was a second, which I will explain shortly), is the fact that they simply cannot. It worked the first time because they had the element of surprise and the extra resources and time to do so. If they were to try it again, they would most likely lose the overall war simply because of the time and cost of creating a similar cascade. Transporting the number of outsider forces that were at Amrothe' simply takes a lot.

In Linoor, a duchy of Valandaer, a cascade began. It occurred roughly one month after Amrothe'. The day turned to twilight and the sky opened up to let loose a horde of demons and half demons, but this time, there was something unexpected. Making up the majority of the horde that poured in through the rift in the sky at Linoor were demonic Somarians. Just as stunning as the presence of Tyrixx's apparently new ally was the abrupt end of the "cascade." The rift seemed to close minutes after it opened, and the number of enemies that came through compared to Amrothe' was altogether lackluster. While the Duke of Linoor was felled, Linoor itself was saved rather unceremoniously.

With his dying breath, the Duke of Linoor, passed is rule to a woman named Sheriah Anores, and not his wife. This, of course, was a shock to the Nobility of Valandaer, and that shock was compounded by Soreanna's decision to make the newly appointed Duchess of Linoor a member of the Cahnder. She and Prince Alaris head up a special antimagic division of Valandaer's High Guard. Her dedication to Valandaer, coupled with the mystery associated with her rise to nobility, leads the citizens of Valandaer to question her authority often as well as her dedication to Valandaer. To their credit, her apparent interest in all political affairs is certainly less than impressive. She has also been known to vanish for months at a time with absolutely no warning, but somehow always returns when she is most needed. Much to the surprise of Valandaer's nobility, she is always welcomed back with open arms by Soreanna and Magnus Lirian.

I think I already sent all of the members of Valandaer's envoy information on exactly what Lanthromere wants. If there are any questions, send me an email. Also part of that spoiler started as an email to Camris before I decided to just post it here.

For Shaan:

Spoiler:
Well known amongst the Thieves' Guild as the greatest thief to ever walk across Sariel was a changeling called Seran Ishnorith Jade. He achieved the highest rank possible in the Guild and had a 100% success rate. His tales of thievery are the stuff of Legend. You know that well over a decade ago, Seran Jade, a man who thoroughly enjoyed his role in the Thieves' Guild, announced his retirement and promptly disappeared. His whereabouts are unknown. This came as a shock to all members of the Guild. It is said that he occasionally resurfaces to undertake certain tasks that require a caliber of talent that only he possesses.

For members of the Arcanum:

Spoiler:
You know that Seran Jade retired from the Thieves' Guild to join the Arcanum. Molasbar, you have never met him, though Janus has on several occasions. Janus, I'll send you an email with some stuff about Seran.

Also, Glorf and I were talking and decided to extend it to 5 players. We really enjoyed Rolukk's addition to the Somarian story and part of the rework of some plot stuff revolves around stuff that he inspired. Thus, the list of players is as follows:

Janus
Elros
Shaan
Molasbar
Rolukk

All of your magic items are fine for now. I'd like to be aware of any story elements you wish to add or pretty much anything you want to do with your character before you do it. Looking forward to starting, and I'll let you know when that is. Glorf is busy right now.


Glorf and I have been talking, and we have made a decision on the final four people to join us on this homebrew experiment. Thanks to all who applied. Keep watching this thread; chances are that after a little while, we'll be looking for more than just four people. For right now these are the four people that will be joining us:

Elros of Amrothe
Janus Arellian
Molasbar
Shaani

The four of you should have emails from me detailing some specifics about the story already. If you have some more questions, send me more emails. Glorf and I are looking to begin the campaign in Ulvin with the meeting just beginning at Narees' Manor in Ulvin. We will create a thread for this and an ooc thread in the appropriate forums some time this week when we officially begin. As far as when that is, I don't actually know definitively yet. It's going to be some time this week for sure. I will post the official start date later tonight when I talk to Glorf more.

There are a few things we are changing about the rules of play for Sariel. Firstly, you can all double your HP. Secondly, the spell haste will now allow casters to sacrifice their extra attack to cast another spell that is at least three spell levels below the maximum level that they can cast. This is because we feel that haste confers no benefit to casters compared to the large benefit to melee characters, especially those that wield two weapons. Of course allowing an extra spell would be a little ridiculous considering the power level of spells, so we are playing with this solution. It is subject to change. Lastly, there is a slight change to the rules of grappling that will most likely not affect any of you. Creatures of the appropriate size and with the appropriate number of limbs may grapple more than one creature at the same time at a -5 penalty per creature grappled. The action economy will remain exactly the same, preventing such a creature from grappling more than one creature in one round. Do not be surprised if for some reason you are fighting a huge octopus with eight limbs and it happens to grapple three of you simultaneously.


Rolukk Earbiter wrote:
Based a character off of this avatar. Profile is up, background coming soon. Most likely by early tomorrow morning.

Are you still wanting to play?


I'd like for people who are still interested in playing to update their background and such with what was sent via email if it hasn't been done already. Glorf and I will make a decision by the end of today. Thanks.


So.... Applications are due today.


Alright, walls of text sent out.


Rolukk Earbiter wrote:
Based a character off of this avatar. Profile is up, background coming soon. Most likely by early tomorrow morning.

I didn't really post any information on the Somarians beyond the conflict with Cellerus because no one had opted to play one until now. Shoot me an email so I can send you that info. The new "Warchief" was not really intended to be that kind of guy, but that's alright. I just changed the story around a bit. I appreciate the world building.


Camris wrote:

I got your e-mails and will rework my background accordingly.

Should I keep that deity though? Seems a little dwarvish.
Should I make my title Duke rather than Prince?

The deity is 100% up to you. Nothing wrong with that deity for you. If you wanted to switch to something else like Salizar or Eralus, that would be fine as well. Yes to the Duke.


If I think of any Molasbar, I'll let you know. Also, Camris, did you see that email?

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