paizo.com Recent Posts by Knighthoodpaizo.com Recent Posts by Knighthood2022-08-25T23:29:48Z2022-08-25T23:29:48ZRe: Forums: 5th Edition (And Beyond): Discussion on Creating a Class - Magus-LikeKnighthoodhttps://paizo.com/threads/rzs2us2q?Discussion-on-Creating-a-Class-MagusLike#72017-12-14T22:21:54Z2017-12-14T22:21:54Z<p>Funny you bring that up, I had planned on playing an Oath of the Ancients Paladin in my next campaign.</p>
<p>But as much what you said completely makes sense, there are still components to this "Magus" that I want to eventually bring in as well. And this very well could be a rehash of the Paladin, but one of the additional items would be to add in the Magus Arcana (which I could see as being somewhat like, but not the same as, the Warlock's invocations, or the Sorcerer's Metamagic).</p>
<p>Granted, the Paladin has some really beefy spells as well as buffs, but if, in my mindset for this character, they had to align to anything, it wouldn't be religion or an oath/path, it would be the pursuit of Magical Knowledge and its Use. This character devotes their time to harnessing the actual essence of magic into their own use, thereby emulating multiple classes in different ways.</p>Funny you bring that up, I had planned on playing an Oath of the Ancients Paladin in my next campaign.
But as much what you said completely makes sense, there are still components to this "Magus" that I want to eventually bring in as well. And this very well could be a rehash of the Paladin, but one of the additional items would be to add in the Magus Arcana (which I could see as being somewhat like, but not the same as, the Warlock's invocations, or the Sorcerer's Metamagic).
Granted, the...Knighthood2017-12-14T22:21:54ZRe: Forums: 5th Edition (And Beyond): Discussion on Creating a Class - Magus-LikeKnighthoodhttps://paizo.com/threads/rzs2us2q?Discussion-on-Creating-a-Class-MagusLike#52017-12-14T21:02:21Z2017-12-14T21:01:13Z<p>Yeah, I've looked at both of those spells, and I like them as Cantrips!</p>
<p><b>BB</b></p>
<p>Since Booming blade is not based around a range of "touch" it would be considered as part of Part 2 that we discussed.</p>
<p>So in that case, Bob would cast Booming Blade and immediately make a melee attack (still using the longsword as mentioned before) so that would be:
<br />
(1d8+str)+1d8 Thunder Damage. </p>
<p>And then if Bob had "Extra Attack" they could perform one additional Melee attack of the standard 1d8+str.</p>
<p><b>GFB</b></p>
<p>Because this too has a range of 5 ft, it doesn't fall under the category of Part 1's prerequisite of being a range of "touch". So this too would fall under Part 2's category:</p>
<p>So in this case, Bob would cast GFB and immediately make a melee attack (again, with the same longsword) so that would be:</p>
<p>Before level 5
<br />
Initial Target: (1d8+str)
<br />
Second Target: Would take fire damage based on spellcasting ability modifier.</p>
<p>At Level 5 and beyond
<br />
Initial Target: (1d8+str)+1d8
<br />
Secondary Target: 1d8+spellcasting modifier</p>
<p>And with this, if the character did acquire "Extra Attack" after they have resolved this, they would have one melee attack left of the standard (1d8+str).</p>
<p>And I see where this could start to look like too powerful. But let's say for level progression in this "class" you don't get to do both a Melee and Spell attack at level 1, that would be too unfair. But maybe once they acquire "Extra Attack" within that class, and call it something like "Magus Attack", and possibly push that to level 6. How would that stack up against other players? So up until that point they could either do a single melee attack, or a single spell attack. </p>
<p>Thoughts?</p>Yeah, I've looked at both of those spells, and I like them as Cantrips!
BB
Since Booming blade is not based around a range of "touch" it would be considered as part of Part 2 that we discussed.
So in that case, Bob would cast Booming Blade and immediately make a melee attack (still using the longsword as mentioned before) so that would be:
(1d8+str)+1d8 Thunder Damage.
And then if Bob had "Extra Attack" they could perform one additional Melee attack of the standard 1d8+str.
GFB
Because...Knighthood2017-12-14T21:01:13ZRe: Forums: 5th Edition (And Beyond): Discussion on Creating a Class - Magus-LikeKnighthoodhttps://paizo.com/threads/rzs2us2q?Discussion-on-Creating-a-Class-MagusLike#32017-12-14T20:13:26Z2017-12-14T20:05:35Z<p>Exactly, Petty Alchemy!</p>
<p>I was originally considering your example as follows:</p>
<p>Cast Shocking Strike into a longsword, attack for 1d8 slashing + 2d8 lightning + Str. And then attack with the longsword again for the regular 1d8+str slashing. To be treated as Dual Wielding. And if they eventually get "Extra Attack" they can do one more melee hit.</p>
<p>But I do kind of like the idea of potentially converting the "Extra attack" into something like being able to make a maximum of two melee, or one melee and one spell attack.</p>
<p>I'm aware that the Touch AC is not in 5e, and I'm fine with that. But I was trying to think of any spell with a range of "Touch" be utilized for Part 1.</p>
<p>And I figured something like that shouldn't be "too" much of a nuisance, so long as it follows a decent placement as far as "when" a character could have access to do something like this in their level progression.</p>Exactly, Petty Alchemy!
I was originally considering your example as follows:
Cast Shocking Strike into a longsword, attack for 1d8 slashing + 2d8 lightning + Str. And then attack with the longsword again for the regular 1d8+str slashing. To be treated as Dual Wielding. And if they eventually get "Extra Attack" they can do one more melee hit.
But I do kind of like the idea of potentially converting the "Extra attack" into something like being able to make a maximum of two melee, or one...Knighthood2017-12-14T20:05:35ZForums: 5th Edition (And Beyond): Discussion on Creating a Class - Magus-LikeKnighthoodhttps://paizo.com/threads/rzs2us2q?Discussion-on-Creating-a-Class-MagusLike#12017-12-14T20:16:30Z2017-12-14T15:51:54Z<p>All,</p>
<p>I know there are countless threads across the web about converting the Pathfinder Magus into a 5e equivalent, and a lot of us are very well aware of the numerous discussions on how adding in something like that could "break" or "disrupt" the mechanics of ability-economies of other classes.</p>
<p>However, I've been wondering, how could we actually create something other than the 5e Fighter's EK, while still maintaining game balance, and still bring in two primary themes:</p>
<p><b>Part 1:</b> The ability to convert a touch spell into a melee attack
<br />
<b>Part 2:</b> The ability to cast both cantrips and spells and make melee attacks (multiple if possible without augmentation like haste/action surge/and other non-class specific buffs).</p>
<p><b>For Part 1:</b>
<br />
The ability to cast a touch spell and convert the delivery of the spell into a melee attack with the damage from the spell as part of the attack (whether it be part of the Action/Bonus/Reaction/etc), what is known in Pathfinder as <i>"Spellstrike"</i>. </p>
<p><b>For Part 2:</b>
<br />
The ability to make both a single spell attack (cantrip/spell) while also getting the opportunity to make melee attacks (multiple if possible) without the need of augmentation. By augmentation, I'm including things like Haste, Action Surge, and other buffs or spells that give an attack. HOWEVER, I am "NOT" including things like EXTRA Attack (This is primarily, for this part, what I want to discuss).</p>
<p><b>Question 1:</b>
<br />
What I would like to know is how would that hinder the overall gameplay with other players of varying classes? Or would this be seen as a nice perk but not really damaging to the overall game?</p>
<p><b>Question 2:</b>
<br />
What's the consequence of giving somebody the class perk of being able to, per round, Cast once a Cantrip/Spell and also allow them to attack, potentially, multiple times without the benefits of augmentation (as stated above) from spells and abilities? I want to know how damaging to either the game or the group it would be to have a player have the standard ability to cast a cantrip/spell and attack, and if they have Extra Attack from their class, still allow them to make that extra attack!</p>
<p><b>Question 2 Example:</b>
<br />
Our character is Bob, for the sake of this example let's imagine he's part of this pseudo-class we're discussing. Depending at what level Bob gets the ability to both cast and attack as well as what level Bob gets the ability to make multiple attacks, how does that hurt/hinder or even break the game or make it a show stealer from other players?</p>
<p><b>Potential Work-Around:</b>
<br />
Weapon Based Approach: What if the class was item specific? IE, what if the class was bound to a singular item but the player created it based around basic concepts. Much like a the classic psionic concept of generating their own weapon. But in this case, this class "Made" an actual weapon that grew with them as they leveled into this class exclusively. By making the Weapon itself the reason for the benefit and perks, and allowing the weapon to grow over the course of 20 levels, could that offset some of the impact that Part 1 and Part 2 create? </p>
<p><b>Potential Work-Around Example:</b>
<br />
If our character Bob started off at level 1 they could choose a single simple or martial weapon to be their weapon of choice, and for the sake of argument the weapon would also count as an attuned item. As they level up the weapon grants them these perks of being able to cast and do multiple attacks in a single round continuously.</p>
<p>Overall, I liked the community's advice on understanding the impact of each of these topics. I look forward to discussing further. Thank you very much for your input and thoughts.</p>All,
I know there are countless threads across the web about converting the Pathfinder Magus into a 5e equivalent, and a lot of us are very well aware of the numerous discussions on how adding in something like that could "break" or "disrupt" the mechanics of ability-economies of other classes.
However, I've been wondering, how could we actually create something other than the 5e Fighter's EK, while still maintaining game balance, and still bring in two primary themes:
Part 1: The ability...Knighthood2017-12-14T15:51:54ZRe: Forums: Recruitment: Finite Floors Homebrew CampaignKnighthoodhttps://paizo.com/campaigns/FiniteFloors/recruiting&page=2#732015-07-17T17:14:10Z2015-07-17T17:14:10Z<div class="messageboard-quotee">DM: Twilight Hatter wrote:</div><blockquote> <div class="messageboard-quotee">Knighthood wrote:</div><blockquote> I've been eyeing this for so long but with my recent late nights at work, it's made it difficult to craft a character. Though it's already past due, I'll be reading this one and hope there might be future openings. :( </blockquote>There can and probably be... There can and will most probably be... I'll PM ya if there are to be more tables of this. </blockquote><p>Thank you very much!DM: Twilight Hatter wrote:Knighthood wrote: I've been eyeing this for so long but with my recent late nights at work, it's made it difficult to craft a character. Though it's already past due, I'll be reading this one and hope there might be future openings. :(
There can and probably be... There can and will most probably be... I'll PM ya if there are to be more tables of this. Thank you very much!Knighthood2015-07-17T17:14:10ZRe: Forums: Recruitment: Finite Floors Homebrew CampaignKnighthoodhttps://paizo.com/campaigns/FiniteFloors/recruiting&page=2#672015-07-17T03:14:57Z2015-07-17T03:14:57Z<p>I've been eyeing this for so long but with my recent late nights at work, it's made it difficult to craft a character. Though it's already past due, I'll be reading this one and hope there might be future openings. :(</p>I've been eyeing this for so long but with my recent late nights at work, it's made it difficult to craft a character. Though it's already past due, I'll be reading this one and hope there might be future openings. :(Knighthood2015-07-17T03:14:57ZRe: Forums: Recruitment: GM Captain Trips - Dying Light - Pathfinder (Golarion) HomebrewKnighthoodhttps://paizo.com/campaigns/GMCaptainTripsDyingLightHomebrew/recruiting&page=5#2472015-07-09T02:27:48Z2015-07-09T02:27:48Z<div class="messageboard-quotee">GM Captain Trips wrote:</div><blockquote><p> A more offensively oriented arcane class would be a benefit, as would someone with melee skills.</p>
<p></blockquote><p>Sounds like a magus is needed ;)GM Captain Trips wrote:A more offensively oriented arcane class would be a benefit, as would someone with melee skills.
Sounds like a magus is needed ;)Knighthood2015-07-09T02:27:48ZRe: Forums: Recruitment: GM Captain Trips - Dying Light - Pathfinder (Golarion) HomebrewKnighthoodhttps://paizo.com/campaigns/GMCaptainTripsDyingLightHomebrew/recruiting&page=5#2372015-07-07T02:17:21Z2015-07-07T02:17:21Z<p>Dotting interest, however I don't have any PbP Campaign experience (I.e. I have yet to join a game on these boards)..... Yet.</p>Dotting interest, however I don't have any PbP Campaign experience (I.e. I have yet to join a game on these boards)..... Yet.Knighthood2015-07-07T02:17:21ZRe: Forums: Recruitment: Hell Knight, Winter Witch, Dhampir and a Drow walk into a bar...Knighthoodhttps://paizo.com/campaigns/NightfliersFilthyFew/recruiting&page=2#872015-07-06T17:53:02Z2015-07-06T17:53:02Z<p>With my limited experience with PbP, and since I'm not too familiar with all APs involved, it's probably best for me to back out. However, I'm going to be reading this one once it's launched!</p>
<p>Good luck all. :)</p>With my limited experience with PbP, and since I'm not too familiar with all APs involved, it's probably best for me to back out. However, I'm going to be reading this one once it's launched!
Good luck all. :)Knighthood2015-07-06T17:53:02ZRe: Forums: Recruitment: Finite Floors Homebrew CampaignKnighthoodhttps://paizo.com/campaigns/FiniteFloors/recruiting#152015-07-06T03:59:24Z2015-07-06T03:59:24Z<p>Sounds very interesting. I like the totem idea (inception reference or similar?). I'm assuming this is "other-worldly" as far as location, home brew? Or, is this from an AP?</p>Sounds very interesting. I like the totem idea (inception reference or similar?). I'm assuming this is "other-worldly" as far as location, home brew? Or, is this from an AP?Knighthood2015-07-06T03:59:24ZRe: Forums: Recruitment: Hell Knight, Winter Witch, Dhampir and a Drow walk into a bar...Knighthoodhttps://paizo.com/campaigns/NightfliersFilthyFew/recruiting&page=2#532015-07-03T18:26:30Z2015-07-03T18:26:30Z<p>I'm thinking Drow or Dhamphir Magus...</p>
<p>Would you allow 3rd Party JBE Preferred Class description for Magus?</p>
<p><span class="messageboard-dice">4d6 - 1 ⇒ (5, 1, 4, 6) - 1 = 15</span>
<br />
<span class="messageboard-dice">4d6 - 2 ⇒ (2, 3, 5, 5) - 2 = 13</span>
<br />
<span class="messageboard-dice">4d6 - 1 ⇒ (3, 4, 6, 1) - 1 = 13</span>
<br />
<span class="messageboard-dice">4d6 - 3 ⇒ (3, 6, 6, 6) - 3 = 18</span>
<br />
<s><span class="messageboard-dice">4d6 - 2 ⇒ (2, 2, 4, 5) - 2 = 11</span></s>
<br />
<span class="messageboard-dice">4d6 - 4 ⇒ (5, 4, 4, 4) - 4 = 13</span>
<br />
<s><span class="messageboard-dice">4d6 - 1 ⇒ (4, 1, 4, 3) - 1 = 11</span></s>
<br />
<span class="messageboard-dice">4d6 - 3 ⇒ (6, 3, 3, 6) - 3 = 15</span></p>I'm thinking Drow or Dhamphir Magus...
Would you allow 3rd Party JBE Preferred Class description for Magus?
[dice]4d6-1[/dice]
[dice]4d6-2[/dice]
[dice]4d6-1[/dice]
[dice]4d6-3[/dice]
[dice]4d6-2[/dice]
[dice]4d6-4[/dice]
[dice]4d6-1[/dice]
[dice]4d6-3[/dice]Knighthood2015-07-03T18:26:30ZRe: Forums: Recruitment: Hell Knight, Winter Witch, Dhampir and a Drow walk into a bar...Knighthoodhttps://paizo.com/campaigns/NightfliersFilthyFew/recruiting#362015-07-02T19:57:32Z2015-07-02T19:57:32Z<p>Soooo what about more aloof races like Sylph, would that be allowed?</p>Soooo what about more aloof races like Sylph, would that be allowed?Knighthood2015-07-02T19:57:32ZRe: Forums: Recruitment: Hell Knight, Winter Witch, Dhampir and a Drow walk into a bar...Knighthoodhttps://paizo.com/campaigns/NightfliersFilthyFew/recruiting#22015-07-02T13:26:03Z2015-07-02T13:26:03Z<p>Sounds interesting!</p>Sounds interesting!Knighthood2015-07-02T13:26:03ZRe: Forums: Recruitment: Player driven Homebrew Post-Apocalyptic campaignKnighthoodhttps://paizo.com/threads/rzs2se49&page=2?Player-driven-Homebrew-PostApocalyptic-campaign#852015-07-02T01:07:01Z2015-07-02T01:07:01Z<p>Understood! :)</p>
<p>I don't "have" to play magus, either way, I can easily switch up the classes. I'm primarily here for the story! :)</p>Understood! :)
I don't "have" to play magus, either way, I can easily switch up the classes. I'm primarily here for the story! :)Knighthood2015-07-02T01:07:01ZRe: Forums: Recruitment: Player driven Homebrew Post-Apocalyptic campaignKnighthoodhttps://paizo.com/threads/rzs2se49&page=2?Player-driven-Homebrew-PostApocalyptic-campaign#832015-07-01T19:20:35Z2015-07-01T19:20:35Z<div class="messageboard-quotee">GM Bone Man wrote:</div><blockquote> <div class="messageboard-quotee">Knighthood wrote:</div><blockquote><p> I'm fine with spell specialization.</p>
<p>Although, I'm having a hard time finding the rules breakdown for magus. Anybody have a resource for this? Stopping at 6 would nullify the 3rd lvl spell table, which is where a lot of fun stuff can be done. Also, this would greatly hinder arcana too, potentially. But I'll probably make sure to have my highest stat as int. </blockquote>that's actually the whole point lol, a low power game but you can get up to level 9 abilities with the feat that allow it </blockquote><p>Right, and I'm totally cool with that. However a Magus wouldn't start doing ritual casting to do Force Punch in mid-combat, which could take up to an hour to cast. Plus the Abridged rules say that Ritual Feats are for spells above 3rd level.
<p>Either way, that's why I was looking for a resource that has Magus defined. But I can't seem to find that, or one for Rogues either. Which is very odd that the Codex and Abridged Codex don't break out that class...</p>GM Bone Man wrote:Knighthood wrote:I'm fine with spell specialization.
Although, I'm having a hard time finding the rules breakdown for magus. Anybody have a resource for this? Stopping at 6 would nullify the 3rd lvl spell table, which is where a lot of fun stuff can be done. Also, this would greatly hinder arcana too, potentially. But I'll probably make sure to have my highest stat as int.
that's actually the whole point lol, a low power game but you can get up to level 9 abilities with...Knighthood2015-07-01T19:20:35ZRe: Forums: Recruitment: Player driven Homebrew Post-Apocalyptic campaignKnighthoodhttps://paizo.com/threads/rzs2se49&page=2?Player-driven-Homebrew-PostApocalyptic-campaign#812015-07-01T18:10:28Z2015-07-01T18:10:28Z<p>I'm fine with spell specialization.</p>
<p>Although, I'm having a hard time finding the rules breakdown for magus. Anybody have a resource for this? Stopping at 6 would nullify the 3rd lvl spell table, which is where a lot of fun stuff can be done. Also, this would greatly hinder arcana too, potentially. But I'll probably make sure to have my highest stat as int.</p>I'm fine with spell specialization.
Although, I'm having a hard time finding the rules breakdown for magus. Anybody have a resource for this? Stopping at 6 would nullify the 3rd lvl spell table, which is where a lot of fun stuff can be done. Also, this would greatly hinder arcana too, potentially. But I'll probably make sure to have my highest stat as int.Knighthood2015-07-01T18:10:28ZRe: Forums: Recruitment: Player driven Homebrew Post-Apocalyptic campaignKnighthoodhttps://paizo.com/threads/rzs2se49&page=2?Player-driven-Homebrew-PostApocalyptic-campaign#642015-06-30T03:48:25Z2015-06-30T03:48:25Z<p>So I'm a big fan of the Magus, and I absolutely love that class.</p>
<p>And I would like to think of my main class as Magus and the second class as flavor that enhances the main and adds extra elements for story and rp. So I would ask if going Magus/Rogue was ok?</p>
<p>Also, the world is considered "Earth" for the sake of the Earth that we know it to be, correct? And this is set 1000 years from The Day of "A".</p>
<p>If this being the case, can you give me a little more background on what you feel was the main reason for the apocalypse? Was it war (Like Fallout)? Did the power cut off (Revolution)? A horrible disease pushed humans to the brink (Omega Man, 24 Days, Last of Us, I am Legend, Walking Dead)? Etc...</p>
<p>Reason why, is because so many people have brought up the gun thing. And as much as I'm cool with firearms and have played gunslingers before, I'm just worrisome that guns become the main-stage for combat in the idea of a Post-Apoc world, granted it makes legitimate sense, but I'm just curious because it does impact build structure. Person I'd like to see a reason "not" to have a gun, like the Technosaurs out there LOOOOOOOVE gun components like metals or black powder or chemical compounds.</p>
<p>Also, are other races and monsters around in this post-apoc era? Like goblins, Orcs, etc.... Depending on the species, it could help to define what a tribe hunts or tries to protect themselves from, aside from the tecnosaurs.</p>So I'm a big fan of the Magus, and I absolutely love that class.
And I would like to think of my main class as Magus and the second class as flavor that enhances the main and adds extra elements for story and rp. So I would ask if going Magus/Rogue was ok?
Also, the world is considered "Earth" for the sake of the Earth that we know it to be, correct? And this is set 1000 years from The Day of "A".
If this being the case, can you give me a little more background on what you feel was the...Knighthood2015-06-30T03:48:25ZRe: Forums: Recruitment: Open Call for PC Applications for APs! GMs stop on by to find applicants!Knighthoodhttps://paizo.com/campaigns/OPENAPAPPLICATIONSFORPCSTOJOINANDGMSTORECRUIT/recruiting&page=7#3202015-06-29T23:27:37Z2015-06-29T23:27:37Z<p>@ GM Bone Man,</p>
<p>Absolutely, I'll check it it out and start on writing something up!</p>@ GM Bone Man,
Absolutely, I'll check it it out and start on writing something up!Knighthood2015-06-29T23:27:37ZRe: Forums: Recruitment: Open Call for PC Applications for APs! GMs stop on by to find applicants!Knighthoodhttps://paizo.com/campaigns/OPENAPAPPLICATIONSFORPCSTOJOINANDGMSTORECRUIT/recruiting&page=7#3172015-06-29T04:09:32Z2015-06-29T04:09:32Z<p>Hey all,</p>
<p>I'm fairly new to the online campaign boards, but I'm definitely looking to find something. I'm not sure how my experiences with Pathfinder tabletop will transfer, I'm a little lost with all the acronyms being thrown around, but still interested in joining in. And GM Bone, depending on the rule set I'd be in for that type of game too!</p>Hey all,
I'm fairly new to the online campaign boards, but I'm definitely looking to find something. I'm not sure how my experiences with Pathfinder tabletop will transfer, I'm a little lost with all the acronyms being thrown around, but still interested in joining in. And GM Bone, depending on the rule set I'd be in for that type of game too!Knighthood2015-06-29T04:09:32ZRe: Forums: Recruitment: Homebrew Recruitment for Labyrinth SoulsKnighthoodhttps://paizo.com/campaigns/LabyrinthSouls/recruiting&page=3#1122015-06-28T04:25:00Z2015-06-28T04:25:00Z<p>Beware of Ambush, Use Heavy Attack</p>Beware of Ambush, Use Heavy AttackKnighthood2015-06-28T04:25:00ZRe: Forums: Recruitment: Homebrew Recruitment for Labyrinth SoulsKnighthoodhttps://paizo.com/campaigns/LabyrinthSouls/recruiting&page=3#1102015-06-27T21:53:11Z2015-06-27T21:53:11Z<p>Ah!!</p>
<p>Thanks, Johnncat!</p>
<p><span class="messageboard-dice"><b>roll:</b></span> <span class="messageboard-dice">3d6 ⇒ (3, 6, 3) = 12</span>
<br />
<span class="messageboard-dice"><b>roll:</b></span> <span class="messageboard-dice">3d6 ⇒ (3, 3, 6) = 12</span>
<br />
<span class="messageboard-dice"><b>roll:</b></span> <span class="messageboard-dice">3d6 ⇒ (4, 5, 6) = 15</span>
<br />
<span class="messageboard-dice"><b>roll:</b></span> <span class="messageboard-dice">3d6 ⇒ (5, 2, 5) = 12</span>
<br />
<span class="messageboard-dice"><b>roll:</b></span> <span class="messageboard-dice">3d6 ⇒ (5, 6, 1) = 12</span>
<br />
<span class="messageboard-dice"><b>roll:</b></span> <span class="messageboard-dice">3d6 ⇒ (2, 5, 3) = 10</span> </p>
<p>Cool! So that's what I would've had to play with... not bad at all!</p>Ah!!
Thanks, Johnncat!
[dice=roll] 3d6 [/dice]
[dice=roll] 3d6 [/dice]
[dice=roll] 3d6 [/dice]
[dice=roll] 3d6 [/dice]
[dice=roll] 3d6 [/dice]
[dice=roll] 3d6 [/dice]
Cool! So that's what I would've had to play with... not bad at all!Knighthood2015-06-27T21:53:11ZRe: Forums: Recruitment: Homebrew Recruitment for Labyrinth SoulsKnighthoodhttps://paizo.com/campaigns/LabyrinthSouls/recruiting&page=3#1072015-06-27T21:04:51Z2015-06-27T21:04:51Z<p>Hey All!</p>
<p>Unfortunately I guess I'm a little late to the party, womp womp... Anyways, I'm looking forward to reading how this session goes. I've always been a huge fan of the Dark Souls Series, including BB, all the way back to the Original King's Field series for PS1. Nothing quite like keeping you on edge knowing that at any time even a simple mob can be your end!</p>
<p>And also, because I've never seen this before, how do you make the dice thingy work?</p>
<p>[dice=roll] 3d6</p>Hey All!
Unfortunately I guess I'm a little late to the party, womp womp... Anyways, I'm looking forward to reading how this session goes. I've always been a huge fan of the Dark Souls Series, including BB, all the way back to the Original King's Field series for PS1. Nothing quite like keeping you on edge knowing that at any time even a simple mob can be your end!
And also, because I've never seen this before, how do you make the dice thingy work?
[dice=roll] 3d6Knighthood2015-06-27T21:04:51ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=31?UM-Walters-Guide-to-the-Magus#15402014-02-22T02:35:48Z2014-02-22T02:35:48Z<div class="messageboard-quotee">Athaleon wrote:</div><blockquote>The way I read it, a "Set Numerical Bonus" is a static value that does not change depending on circumstances. Empower Spell increases <i>variable</i> effects by half, which means the value of its bonus is also variable. </blockquote><p>Ok, what about intensify?
<p>An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.</p>Athaleon wrote:The way I read it, a "Set Numerical Bonus" is a static value that does not change depending on circumstances. Empower Spell increases variable effects by half, which means the value of its bonus is also variable.
Ok, what about intensify? An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells...Knighthood2014-02-22T02:35:48ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=31?UM-Walters-Guide-to-the-Magus#15362014-02-21T21:52:39Z2014-02-21T21:52:39Z<p>New Question:</p>
<p>Spell Perfection has the following description associated with it:</p>
<div class="messageboard-quotee">Quote:</div><blockquote>In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.</blockquote><p>Now I read that as "feats" that apply bonuses, only. If that's the case, and I have Empower, which is supposed to do an additional 1/2 the dice roll of the main spell's cast. If I were to merge those two together, since "half" is a numerical value, it can be quantified, does that mean:
<p>If I were to cast Intensified Shocking Grasp: 10d6</p>
<p>And I had Empowered Spell, and Spell Perfection: does that mean I do another 10d6??? 2(1/2)= 1</p>New Question:
Spell Perfection has the following description associated with it:
Quote:In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.
Now I read that as "feats" that apply bonuses, only. If that's the case, and I have Empower, which is supposed to do an additional 1/2 the dice roll of the...Knighthood2014-02-21T21:52:39ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=31?UM-Walters-Guide-to-the-Magus#15322014-02-20T23:15:53Z2014-02-20T22:12:19Z<p>Current Character is as follows:</p>
<p>Sylph Magus lvl 7</p>
<p>I also have Magical Lineage linked to SG.</p>
<p>(all stats are including racials and bonuses): Also, every odd level after 1, we get 1 attribute point bonus.</p>
<p>STR: 12
<br />
DEX: 17
<br />
CON: 12
<br />
INT: 20
<br />
WIS: 12
<br />
CHA: 10</p>
<p>In my DM's game, we gain an additional feat every even level starting from 2</p>
<p>0- Toughness
<br />
0- Weapon Finese (DM started toon with 2 feats)
<br />
2- Airy Step (Sylph Racial)
<br />
4- Dervish Dance
<br />
5- •••This one is still open, haven't selected anything yet••••
<br />
6- Intensify Spell
<br />
8-
<br />
10-
<br />
11-
<br />
12-
<br />
14-
<br />
16-
<br />
17-
<br />
18-
<br />
20-</p>
<p>I was interested in acquiring the feat Wings of Air for Sylph since that will let me fly, minimum lvl requirement is 9. So I have talked to my DM about using my 8th Feat for it and it won't be activated till I'm 9th lvl.</p>
<p>Also, my gear is as follows:</p>
<p>Witches Robes +2
<br />
Amulet of Natural Armor +2
<br />
Cloak of Resistance +2
<br />
Featherstep Boots
<br />
Ring of Force Shield +2
<br />
Ring of Adaptation
<br />
+2 Keen Scimitar</p>
<p>Current Arcana:
<br />
3 - Arcane Accuracy
<br />
6 - •••Haven't picked one yet•••</p>
<p>Was thinking about Spell Scars Arcana, can use my body as 18 caster lvl slots... might not be a bad idea, no?</p>
<p>If I got rid of the racial feats, I could make the progression look like this:</p>
<p>0- Toughness
<br />
0- Weapon Finesse
<br />
2- Quicken Spell
<br />
4- Dervish Dance
<br />
5- Heighten Spell
<br />
6- Intensify Spell
<br />
8- Spell Perfection
<br />
10- Preferred Spell
<br />
11- Empower Spell
<br />
12- Spell Penetration
<br />
14- Greater Spell Penetration</p>
<p>However, I feel I might be losing out on other things, like increased chances to hit.</p>Current Character is as follows:
Sylph Magus lvl 7
I also have Magical Lineage linked to SG.
(all stats are including racials and bonuses): Also, every odd level after 1, we get 1 attribute point bonus.
STR: 12
DEX: 17
CON: 12
INT: 20
WIS: 12
CHA: 10
In my DM's game, we gain an additional feat every even level starting from 2
0- Toughness
0- Weapon Finese (DM started toon with 2 feats)
2- Airy Step (Sylph Racial)
4- Dervish Dance
5- ***This one is still open, haven't selected anything...Knighthood2014-02-20T22:12:19ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=31?UM-Walters-Guide-to-the-Magus#15302014-02-20T20:06:03Z2014-02-20T20:06:03Z<div class="messageboard-quotee">ZanThrax wrote:</div><blockquote>Piercing is a good metamagic in general, but keep in mind that Spell Perfection will double the benefits of Spell Pen and Greater Spell Pen for your SGs, leaving you more room for damage-boosting metamagic while still blowing through the SR.</blockquote><p>To get intensify, quicken, empower, hieghten, preferred, perfect, spell penetration and great spell penetration is 8 feats!
<p>That's a lot of investment in going that route, not even sure how to build all that out now....</p>ZanThrax wrote:Piercing is a good metamagic in general, but keep in mind that Spell Perfection will double the benefits of Spell Pen and Greater Spell Pen for your SGs, leaving you more room for damage-boosting metamagic while still blowing through the SR.
To get intensify, quicken, empower, hieghten, preferred, perfect, spell penetration and great spell penetration is 8 feats! That's a lot of investment in going that route, not even sure how to build all that out now....Knighthood2014-02-20T20:06:03ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=31?UM-Walters-Guide-to-the-Magus#15272014-02-20T17:24:03Z2014-02-20T17:24:03Z<p>ZanThrax,</p>
<p>I'm a bit lost. Here's how I'm reading it and let me know if this makes sense:</p>
<p>Metamagic feats can be considered sticky for the purposes of casting something multiple times. (i.e. I have a choice on which ones I apply to my cast)</p>
<p>So lets say I have these Metamagics: Intensify, quicken, & empower</p>
<p>also, lets assume I have magical lineage, and spell perfection</p>
<p>At the start of the round I decide to do spell combat using my shocking grasp:</p>
<p>In this case I'm going to use a shocking grasp with metamagics Intensify and Empower, this will keep it at lvl 1 spell slot ( Intensify +1, Magical Lineage -1, Empower +2, Spell Perfection -highest number = lvl 1 spell slot).</p>
<p>Also, lets assume I burn my maximize arcana on this too:</p>
<p>That will roll out as 60 for the intensified portion, but you're saying that I have to roll 10d6/2 for the empower portion even with the attack being maxed? Wouldn't it just be half the 10d6? Which would be 60 for the maxed + 30 for the empowered maxed half = 90.</p>
<p>Then, do all my standard attacks and follow up the end with the swift super Shocker! (Intensify +1, Magical Lineage -1, Empower +2, Quicken +4, Spell Perfection - highest number = lvl 3 spell slot)</p>
<p>Since this is not maximized it will roll out as follows: 10d6 • 1.5.</p>
<p>Is this correct? I think if my attack was maxed in that one action that all variables were maxed.</p>
<p>The definition for Empowered Spell is as follows: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.</p>
<p>Doesn't that mean that the 10d6 will always be multiplied by 1.5? No need to roll anything additional.</p>ZanThrax,
I'm a bit lost. Here's how I'm reading it and let me know if this makes sense:
Metamagic feats can be considered sticky for the purposes of casting something multiple times. (i.e. I have a choice on which ones I apply to my cast)
So lets say I have these Metamagics: Intensify, quicken, & empower
also, lets assume I have magical lineage, and spell perfection
At the start of the round I decide to do spell combat using my shocking grasp:
In this case I'm going to use a shocking...Knighthood2014-02-20T17:24:03ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=31?UM-Walters-Guide-to-the-Magus#15252014-02-20T16:48:20Z2014-02-20T16:48:20Z<div class="messageboard-quotee">Pupsocket wrote:</div><blockquote> <div class="messageboard-quotee">Knighthood wrote:</div><blockquote><p> Master Marshmallow and ZanThrax,</p>
<p>I appreciate the follow up. But can you just run me through it as if you were saying it in a session?</p>
<p>I'm also a bit confused with the effect of Heighten Spell. So I treat it like one level higher for the purposes of......? Damage? Is it like a second Intensify? or Empower?</p>
<p>Also, why would I not want piercing? 5 point reduction on enemy spell resist sounds amazing! Where-as the feats Spell Penetration and Spell Penetration Greater would take up 2 feat slots to = a reduction of 4 spell resist... doesn't seem worth it.</p>
<p>So, let's assume I'm going with Intensified, Quicken, and empower.</p>
<p>How do I play it out in a round? </blockquote><p>Assuming you had Spell Perfection?
</p>
"Spell Combat; empowered maximized shocking grasp; passed concentration. Does AC X1 hit? Remaining attacks, AC X2, X3, X4, X5 (that's 4 attacks from BaB +11 and a Haste effect). Still standing? Quickened maximized shocking grasp, AC X6." </blockquote><p>Yes, this was assuming I had Spell Perfection too.
<p>So, basically I should ideally start off the round with Spell combat, and then use arcana to maximize the attack, potentially doing a minimum of 90 damage from shocking grasp (not including the weapon damage and other procs). If it crits, then that's 180 (very nice!). And then follow the rest of the attacks on the mob after, and if it's still up, burn another lvl 3 spell slot for a quickened Shocking Grasp for another 15d6.</p>
<p>Am I reading this correctly?</p>Pupsocket wrote:Knighthood wrote:Master Marshmallow and ZanThrax,
I appreciate the follow up. But can you just run me through it as if you were saying it in a session?
I'm also a bit confused with the effect of Heighten Spell. So I treat it like one level higher for the purposes of......? Damage? Is it like a second Intensify? or Empower?
Also, why would I not want piercing? 5 point reduction on enemy spell resist sounds amazing! Where-as the feats Spell Penetration and Spell Penetration...Knighthood2014-02-20T16:48:20ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=31?UM-Walters-Guide-to-the-Magus#15192014-02-20T16:24:15Z2014-02-20T16:24:15Z<p>Master Marshmallow and ZanThrax,</p>
<p>I appreciate the follow up. But can you just run me through it as if you were saying it in a session?</p>
<p>I'm also a bit confused with the effect of Heighten Spell. So I treat it like one level higher for the purposes of......? Damage? Is it like a second Intensify? or Empower?</p>
<p>Also, why would I not want piercing? 5 point reduction on enemy spell resist sounds amazing! Where-as the feats Spell Penetration and Spell Penetration Greater would take up 2 feat slots to = a reduction of 4 spell resist... doesn't seem worth it.</p>
<p>So, let's assume I'm going with Intensified, Quicken, and empower.</p>
<p>How do I play it out in a round?</p>Master Marshmallow and ZanThrax,
I appreciate the follow up. But can you just run me through it as if you were saying it in a session?
I'm also a bit confused with the effect of Heighten Spell. So I treat it like one level higher for the purposes of......? Damage? Is it like a second Intensify? or Empower?
Also, why would I not want piercing? 5 point reduction on enemy spell resist sounds amazing! Where-as the feats Spell Penetration and Spell Penetration Greater would take up 2 feat slots...Knighthood2014-02-20T16:24:15ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=31?UM-Walters-Guide-to-the-Magus#15162014-02-20T16:01:05Z2014-02-20T16:01:05Z<p>The guide mainly focuses on Quicken if I were to go with Spell Perfection, not maximize.</p>
<p>I'm a bit confused on the benefits to a Quickened Shocking Grasp, especially if I'm doing Spell Combat.</p>
<p>Spell Combat is a full-round action, so how would I go about applying Shocking Grasp any differently if it was Quickened or not?</p>
<p>Or does this mean that as a Quickened spell, I can avoid Spell Combat, cast Shocking Grasp as a swift action and then just do a Spell Strike and then make a standard attack action without the penalty of Spell Combat?</p>
<p>If not, then why would I not just go ahead with Maximize Spell, so that I'm guaranteed max damage every time I strike with Shocking Grasp in a full round action by mixing Spell Combat and Spell Strike?</p>The guide mainly focuses on Quicken if I were to go with Spell Perfection, not maximize.
I'm a bit confused on the benefits to a Quickened Shocking Grasp, especially if I'm doing Spell Combat.
Spell Combat is a full-round action, so how would I go about applying Shocking Grasp any differently if it was Quickened or not?
Or does this mean that as a Quickened spell, I can avoid Spell Combat, cast Shocking Grasp as a swift action and then just do a Spell Strike and then make a standard attack...Knighthood2014-02-20T16:01:05ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=31?UM-Walters-Guide-to-the-Magus#15142014-02-20T07:04:02Z2014-02-20T07:04:02Z<p>Ok, next set of questions.</p>
<p>Since Shocking Grasp is appears to be the end-all-be-all attack component of the Magus, I wanted to beef it up a bit with metamagic feats.</p>
<p>So, here are a few things:</p>
<p>Current Metamagic Feats:</p>
<p>Intensify Spell</p>
<p>Current Traits:
<br />
Magical Lineage (Shocking Grasp)</p>
<p>I was thinking about adding in two more extra metamagic feats:</p>
<p>Piercing Spell
<br />
Maximize Spell</p>
<p>Now, piercing spell will raise Shocking Grasp up to a lvl 2 spell slot, and then with Maximize it would become a lvl 5 spell slot. However, I made a deal with my DM, since I did an amazingly awesome thing in the game and received a gift from some dragons, to have him give me Spell Perfection.</p>
<p>Spell Perfection only works if I have 3 metamagic feats. Sooooo, with the following:</p>
<p>Intensify, Piercing, & Maximize that would make Shocking Grasp a lvl 6</p>
<p>However, add in Magical Lineage and Spell Perfection, it brings it back down to a lvl 2 spell slot.</p>
<p>Which means, I get to run around like crazy and every round when I use shocking grasp I'm doing 60 damage plus weapon and other procs!!! Sheer joy!!!! :p</p>
<p>However, before I follow through with this, I wanted to ask the community if it's a decent path to follow. My next two feats are acquired at 8 and 10 (I'm currently lvl 7), should I even indulge this and waste those two feat slots for those two metamagic feats in order to satisfy Spell Perfection? Or should I ask for some other gift and look towards other feats?</p>
<p>Discuss</p>Ok, next set of questions.
Since Shocking Grasp is appears to be the end-all-be-all attack component of the Magus, I wanted to beef it up a bit with metamagic feats.
So, here are a few things:
Current Metamagic Feats:
Intensify Spell
Current Traits:
Magical Lineage (Shocking Grasp)
I was thinking about adding in two more extra metamagic feats:
Piercing Spell
Maximize Spell
Now, piercing spell will raise Shocking Grasp up to a lvl 2 spell slot, and then with Maximize it would become a...Knighthood2014-02-20T07:04:02ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=31?UM-Walters-Guide-to-the-Magus#15102014-02-19T06:38:39Z2014-02-19T06:38:39Z<p>So, I have a question on two rounds of attacks.</p>
<p>Let's say I use spell combat before engaging in combat and I cast Shocking Grasp on my weapon.</p>
<p>•poof• my weapon is now ready to hit something with a magic attack + weapon damange.</p>
<p>However, I am really far away from the enemy and decide to just move up and not hit anything. Thereby sacrificing the other "normal" attack action. This still keeps the Shocking Grasp Touch Attack on the sword, right?</p>
<p>If so. At the next round, can I move up to my enemy, use the "normal" attack action and expend Shocking Grasp and then with "spell strike" recast Shocking Grasp and hit again with another Shocking Grasp?</p>
<p>Here's another way of looking at it if it's confusing.</p>
<p>Spellstrike basically gives me two attacks, one with magic and the other normal.</p>
<p>I cast on round one but don't hit anything, or maybe even miss a target.</p>
<p>At the start of the next round, shocking grasp is still on the weapon. Begin Spell Casting, hit first with the normal attack (which still has the shocking grasp on it from the previous round), and then spellstrike with shocking grasp for the magic attack. Thereby doing 2 shocking grasps in one quasi attack?</p>
<p>Make sense? Is it possible?</p>So, I have a question on two rounds of attacks.
Let's say I use spell combat before engaging in combat and I cast Shocking Grasp on my weapon.
*poof* my weapon is now ready to hit something with a magic attack + weapon damange.
However, I am really far away from the enemy and decide to just move up and not hit anything. Thereby sacrificing the other "normal" attack action. This still keeps the Shocking Grasp Touch Attack on the sword, right?
If so. At the next round, can I move up to my...Knighthood2014-02-19T06:38:39ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=30?UM-Walters-Guide-to-the-Magus#14902014-02-01T12:53:38Z2013-12-27T07:37:17Z<p>I was thinking of possibly getting Leadership and gaining a cohort. A lvl 5 personal cleric might be nice to have at lvl 7, no? ;)</p>I was thinking of possibly getting Leadership and gaining a cohort. A lvl 5 personal cleric might be nice to have at lvl 7, no? ;)Knighthood2013-12-27T07:37:17ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=30?UM-Walters-Guide-to-the-Magus#14872013-12-24T19:07:06Z2013-12-24T19:07:06Z<p>My ability scores are as follows for lvl 7 (also, I have no equipment that has augmented it yet)</p>
<p>STR: 12
<br />
DEX: 16
<br />
CON: 12
<br />
INT: 20
<br />
WIS: 12
<br />
CHA: 10</p>
<p>Also, my character is a Sylph (so the stats above reflect the race ability adjustments).</p>
<p>My Current list of Feats:</p>
<p>Toughness
<br />
Weapon Finesse
<br />
Dervish Dance
<br />
Airy Step
<br />
Intensified Spell (Shocking Grasp)</p>
<p>Special Abilities and Traits:
<br />
Breeze-Kissed
<br />
Like the Wind
<br />
Spell-like Ability: Feather Fall
<br />
Darkvision
<br />
Spellstrike
<br />
Spell Recall
<br />
Arcane Accuracy
<br />
Magical Lineage (Shocking Grasp)
<br />
Dragon Slave Rune/Curse (acts like scorching ray, takes up ring slot)</p>
<p>I have room for one more feat with how we're progressing. Thoughts on what I should get?</p>My ability scores are as follows for lvl 7 (also, I have no equipment that has augmented it yet)
STR: 12
DEX: 16
CON: 12
INT: 20
WIS: 12
CHA: 10
Also, my character is a Sylph (so the stats above reflect the race ability adjustments).
My Current list of Feats:
Toughness
Weapon Finesse
Dervish Dance
Airy Step
Intensified Spell (Shocking Grasp)
Special Abilities and Traits:
Breeze-Kissed
Like the Wind
Spell-like Ability: Feather Fall
Darkvision
Spellstrike
Spell Recall
Arcane Accuracy...Knighthood2013-12-24T19:07:06ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=30?UM-Walters-Guide-to-the-Magus#14842013-12-24T06:39:28Z2013-12-24T06:39:28Z<p>So, now my magus is lvl 7.</p>
<p>BAB: 5
<br />
Dervish Dance: 3
<br />
Arcane Accuracy: 5
<br />
+1 Scimitar: 1</p>
<p>= 14 for Attack, and 12/12 for Spellstrike</p>
<p>However, I'm constantly asked to roll concentration checks before I spellstrike. Can somebody explain to me what's happening here? I thought if I was casting using spellstrike my attack roll gets to act like the cast. It seems a little weighted against me if I am having to do a concentration check and then roll two attack rolls to see if I can hit with spellstrike.</p>
<p>Thoughts?</p>
<p>Also, I want to make sure I'm calculating my base damage correctly:</p>
<p>STR: +1
<br />
DEX: +3
<br />
+1 Scimitar: +1</p>
<p>I'm looking at 1d6 + 4, right? Dervish Dance makes the dex mod take the place of the STR mod to the weapon output, correct? Or do they stack?</p>
<p>Also, are there additional modifiers to damage that I might be missing? I am not wearing any gear that enhances either dex or str.</p>
<p>Thanks.</p>So, now my magus is lvl 7.
BAB: 5
Dervish Dance: 3
Arcane Accuracy: 5
+1 Scimitar: 1
= 14 for Attack, and 12/12 for Spellstrike
However, I'm constantly asked to roll concentration checks before I spellstrike. Can somebody explain to me what's happening here? I thought if I was casting using spellstrike my attack roll gets to act like the cast. It seems a little weighted against me if I am having to do a concentration check and then roll two attack rolls to see if I can hit with
...Knighthood2013-12-24T06:39:28ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=30?UM-Walters-Guide-to-the-Magus#14542013-12-02T19:05:28Z2013-12-02T19:05:28Z<p>Thank you ZanThrax and Bigdaddyjug!</p>
<p>Yeah, I don't think I'm going to go the Power Attack route, since my Scimitar isn't the focus of my damage, it's the magic I use with it.</p>
<p>I wonder how I can pickup the Magical Lineage trait. If I can figure that out, then I can pick up Intensify Spell as my feat that I haven't filled out yet! :)</p>Thank you ZanThrax and Bigdaddyjug!
Yeah, I don't think I'm going to go the Power Attack route, since my Scimitar isn't the focus of my damage, it's the magic I use with it.
I wonder how I can pickup the Magical Lineage trait. If I can figure that out, then I can pick up Intensify Spell as my feat that I haven't filled out yet! :)Knighthood2013-12-02T19:05:28ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=29?UM-Walters-Guide-to-the-Magus#14502013-12-02T16:13:02Z2013-12-02T16:13:02Z<p>Understood. So I'm trying to figure out Walter's numbers for the Dex Magus at Level 6:</p>
<p>Now let’s do a quick breakdown of what this character’s capable of, using the 15 point buy listed above (Str 11, Dex 16 (18), Con 13 (11), Int 14 (16), Wis 10, Cha 7) and assuming 1 over half for health.</p>
<p>STR: 11 (+0)
<br />
DEX: 18 (+4)
<br />
CON: 11 (+0)
<br />
INT: 16 (+3)
<br />
WIS: 10 (+0)
<br />
CHA: 7 (-2)</p>
<p>Level 1: He’s got 9 HP, which is a little less than his Str based counterpart, but his AC is notably higher, 18 instead of 15, which is more than a fair trade. His basic attack is a +4 for 1d6+0, and his spell combat is +2 for 1d6+0 and another spell, again probably Color Spray or something non-touch based. Alternatively, he can choose to attack with a Longbow from range with a +4 to hit for 1d8+0 damage. Not too shabby at all, and the saves on his spells are slightly higher than the Str magus. Good stuff.</p>
<p>Level 3: He’s got more health now, 21, about what a wizard has. He’s also picked up Dervish Dance and spellstrike; now his basic attack is a +6 to hit (+9 with arcane accuracy) for 1d6+4, and his spell combat allows him to make two attacks at a +8/+8 if he expends a point from his pool. The first is an attack with his scimitar that hits for 1d6+6, while second (via spellstrike) hits for 3d6 with Shocking Grasp, plus another 1d6+6 from his sword. Better than his Strength based counterpart. His AC is also statically higher still, at an 18.</p>
<p>Level 6: At level 4 he increased his Constitution to 12 to help his weak HP pool and by now he probably has a +1 weapon. His health is comparable to the Str magus, 45, and he has picked up Spell Penetration and Weapon Focus. Since he is spellstriking his touch spells, they all get a +1 to hit from Weapon Focus. Now his Arcane Accuracy pool enhanced scimitar is keen, and when he takes attacks with spell combat, after arcane strike, he hits for two attacks at +14/+14, both that can crit on a 15-20, with one hitting for 1d6+7 and the other hitting for 6d6+7 (including shocking grip). Again, this is a pretty hefty damage output, especially on a crit. He can also power attack now to pump those numbers higher. Also his defenses have gone up, with the addition of Mirror Image and probably a deflection or natural armor bonus, making his AC around a 20 or 21, not to mention his images.</p>
<p>I'm confused how he has hits at 14:</p>
<p>BAB: 4
<br />
Dervish Dance: 4
<br />
Arcane Accuracy: 3
<br />
Weapon Focus: 1
<br />
+1 Keen Scimitar: 1</p>
<p>I count 13, unless I'm missing something. But what I also don't understand is that if he is Spellstriking (which is the only way for him to get two attacks) wouldn't those also be -2 lower?</p>
<p>Can somebody clarify? As I said, I want to make sure I'm understanding mine and Walter's numbers accurately. Thanks.</p>Understood. So I'm trying to figure out Walter's numbers for the Dex Magus at Level 6:
Now let’s do a quick breakdown of what this character’s capable of, using the 15 point buy listed above (Str 11, Dex 16 (18), Con 13 (11), Int 14 (16), Wis 10, Cha 7) and assuming 1 over half for health.
STR: 11 (+0)
DEX: 18 (+4)
CON: 11 (+0)
INT: 16 (+3)
WIS: 10 (+0)
CHA: 7 (-2)
Level 1: He’s got 9 HP, which is a little less than his Str based counterpart, but his AC is notably higher, 18 instead of 15,...Knighthood2013-12-02T16:13:02ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=29?UM-Walters-Guide-to-the-Magus#14482013-12-02T09:26:48Z2013-12-02T09:26:48Z<p>Ah, so it is the numbers themselves not the difference.</p>
<p>So 18, 19, and 20 are three numbers, so that means the additional three of 15, 16, and 17.</p>
<p>Ok, that's great to know. That means that on each of my attacks, standard and spellstrike I have a 25% chance of critical threat!</p>
<p>So what about play through, am I ok with with going with Range attacks of Scorching Ray and up-close with Shocking Grasp? I am considering the Frigid Touch too, but in Walter's guide he was able to bump the dies up for Shocking Grasp... I'm still trying to figure out that</p>
<p>Also, I'm a little fuzzy on the details on my overall plus to attack:</p>
<p>Using the +1 Keen Scimitar, does the magic on the weapon the (+1) and the (Keen) give me a +2 on attack and damage? or Does the (+1) only grant that benefit?</p>
<p>Level 6:</p>
<p>BAB: 4
<br />
Dervish Dance adds Dex Mod to Attack and Damage: 3
<br />
Arcane Accuracy: 5
<br />
The +1 Keen Scimitar grants: 1 or 2?</p>
<p>So is the total: 13 or 14 to attack?</p>
<p>Also, when the actual attack occurs, because it's still part of spell combat, that's minus 2 on the attack roll. so does that make it: 11 or 12 to attack?</p>Ah, so it is the numbers themselves not the difference.
So 18, 19, and 20 are three numbers, so that means the additional three of 15, 16, and 17.
Ok, that's great to know. That means that on each of my attacks, standard and spellstrike I have a 25% chance of critical threat!
So what about play through, am I ok with with going with Range attacks of Scorching Ray and up-close with Shocking Grasp? I am considering the Frigid Touch too, but in Walter's guide he was able to bump the dies up...Knighthood2013-12-02T09:26:48ZRe: Forums: Advice: [UM] Walter's Guide to the MagusKnighthoodhttps://paizo.com/threads/rzs2mecg&page=29?UM-Walters-Guide-to-the-Magus#14462013-12-02T06:44:14Z2013-12-02T06:44:14Z<p>Hey All,</p>
<p>I've been reading up on Magus for the last few months and found Walter's Guide to be quite a large asset for learning how to play this class.</p>
<p>I'm still green when it comes to Pathfinder, but I wanted to get some advice and ideas for level progression.</p>
<p>The GM has allowed that at level 2 and every "even" level after the players in our campaign can gain 1 additional feat. And from level 3, and every "odd" level after, they get 1 attribute point.</p>
<p>At 6th level this is what I currently have as my setup:</p>
<p>Slyph Magus (the below stats are including the Slyph attribute modifications, and my attribute disbursements)</p>
<p>STR: 12
<br />
DEX: 16
<br />
CON: 12
<br />
INT: 20
<br />
WIS: 12
<br />
CHA: 10</p>
<p>Current Listing of Feats:</p>
<p>Toughness (Acquired at Level 1)
<br />
Weapon Finesse (Granted by GM at Level 1)
<br />
Dervish Dance (Picked up at level 2)
<br />
Airy Step (Picked up at level 4)
<br />
••••Empty (The class allows for one feat to be acquired)••••</p>
<p>Special Abilities:
<br />
Breeze Kissed (race): +2 AC vs non-magical projectiles, Also channeled into "Gust of Wind" for Bull Rush cone attack 1/day (the GM modded this)
<br />
Like the Wind (race): +5 Bonus movement speed
<br />
Spell-Like Ability (race): Feather Fall 1/day (25ft + 5ft per caster lvl)
<br />
Darkvision (race): 60'
<br />
Spellstrike (class)
<br />
Spell Recall (class)
<br />
Arcane Accuracy (Class, Magus Arcana)
<br />
Dragon Slave Curse Rune (in-game accident): One of my fingers has a permanent rune on it and can cast like Scorching Ray but the D6 is based on level. (Also, the more I use it, the more I'm taken over... but it's slow)</p>
<p>Background Traits:</p>
<p>Pragmatic Activator - Use INT instead of CHA for UMD
<br />
Death Touched
<br />
Reactionary Combat - +2 Initiative
<br />
Scarred Descendant - +1 attacks to confirm crit on humans (GM modded)</p>
<p>Equipment (Important Gear):
<br />
Witches Robes +2
<br />
Amulet of Natural Armor +2
<br />
Cloak of Resistance +2
<br />
Featherstep Boots
<br />
Scimitar +1 Keen</p>
<p>Now, I understand I've been given some really cool bonuses, which is great (the Gust of Wind Bull Rush Cone, and the perks for the levels)</p>
<p>But I'm trying to figure out the most effective way to build myself in a party. We usually have one or two tanks in the group and one full time cleric healer, with a ninja (who has consistently rolled 1s and has shouted out loud in quiet areas.... smh), and a gunslinger for the range dps, and sometimes a wizard (who apparently only wants to cast magic missile all the time).</p>
<p>So I figure my role is burst DPS and being backup-backup-tank.</p>
<p>My standard attempts are at range to use Scorching Ray, and if I get up close I usually cast Shield and Spellstrike with Shocking Grasp.</p>
<p>I'm a little confused though with Walter's guide on one part (and I know it's not updated, but I wanted clarity on this part). Under the Level 6 Dervish Dancing Magus, it states:</p>
<p>"Since he is spellstriking his touch spells, they all get a +1 to hit from Weapon Focus. Now his Arcane Accuracy pool enhanced scimitar is keen, and when he takes attacks with spell combat, after arcane strike, he hits for two attacks at +14/+14, both that can crit on a 15-20, with one hitting for 1d6+7 and the other hitting for 6d6+7 (including shocking grip). "</p>
<p>How do I get a 15-20 crit range??? Shouldn't that 16-20? Or am I missing something?</p>
<p>Also, should I get lunge as my extra feat at lvl 5? Or is there something else with my setup that I should focus on? I'm decent dps, but the main Tanks are just destroying monsters, so I'm trying to think of ways to increase my dps. My AC is fantastic in our group and usually stays in the low 20s, but I just want to know what is the right process for making attacks.</p>
<p>As I said, I'm still very green, and any advice and constructive words of wisdom are greatly appreciated.</p>
<p>My sincerest apologies for the super long post.</p>
<p>Thank you.</p>Hey All,
I've been reading up on Magus for the last few months and found Walter's Guide to be quite a large asset for learning how to play this class.
I'm still green when it comes to Pathfinder, but I wanted to get some advice and ideas for level progression.
The GM has allowed that at level 2 and every "even" level after the players in our campaign can gain 1 additional feat. And from level 3, and every "odd" level after, they get 1 attribute point.
At 6th level this is what I currently...Knighthood2013-12-02T06:44:14Z