Wings of Protection

Kurald Galain's page

RPG Superstar 2009 Top 32. ** Pathfinder Society GM. 1,128 posts. 25 reviews. 1 list. No wishlists. 11 Organized Play characters. 1 alias.


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Sovereign Court RPG Superstar 2009 Top 32

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JDawg75 wrote:
I liked the idea of being a gish in full Hellknight armor (with the benefits Hellknights get from it), but perhaps it is not to be.

You can certainly play a gish in heavy armor, I would just not recommend the Signifer prestige class for that.

Derklord wrote:
Also, Hellknight Leather (and Hellknight Half-plate) is "hellknight armor", too.

The description for Hellknights states they wear plate as a matter of pride, and that Hellknight leather is for sailors. A Hellknight gish wouldn't be wearing leather.

JDawg75 wrote:
Is a straight magus the best way to build a great gish, or are there better alternatives out there?

It's hard to compete with Spell Combat; its action economy advantage makes the Magus a natural "best" at most kinds of gish. Of course, it depends on what exactly you want from your gish, and at what level :)

Derklord wrote:
Magus is for using offensive (touch) spells in combat, especially damaging ones.

While that's certainly a good tactic for the Magus, it is a common misconception that it's the only thing a Magus is good at. The Magus spell list also has good crowd control, solid defensive buffs, and unmatched mobility for a melee character.

Obligatory guidebook link.

Sovereign Court RPG Superstar 2009 Top 32

Well frankly, the Hellknight Signifer prestige class is pretty bad overall (and especially bad on an arcane caster). So to play a Hellknight Magus I'd recommend ignoring this and going straight Magus instead. The main question then becomes how to make an effective Magus that gets heavy armor as early as possible, since Hellknights take pride in wearing heavy armor everywhere.

As a Magus, you really don't want to spend a swift action on mitigating your spell failure, so Arcane Armor Training would be a feat tax that you'd otherwise ignore, and getting AA Mastery doesn't help you. Assiduous Gaze is flavorful but not that powerful (and if you really want, you have spells for that via Spell Blending). Other than that, the archetype just doesn't do a whole lot, and it has lower hit points (no FCB) and fort save, and doesn't advance your arcana or weapon enchantment. Yeah, stick with straight Magus instead.

Sovereign Court RPG Superstar 2009 Top 32

You either take the Mindblade archetype (psychic caster, so no arcane spell failure), or Deep Marshal (heavy armor at level 9), or Armored Battlemage (but that one is a pretty bad choice otherwise).

You could still cast spells without somatic components, but there's not enough of those for a feasible build.

The best option, frankly, is to use Glamered armor to get a set of light armor that looks like heavy armor. That's only 2700 gp.

Sovereign Court RPG Superstar 2009 Top 32

Mysterious Stranger wrote:
At 12th level Magus has slightly better HP(about 4), and better saves. They also have the magus class features like spell combat arcana. Both of them have the same BAB (9), The Eldritch Knight has access to 5th level spells. They will also have access to some of the school powers of a Wizard.

You're listing several advantages of the EK, and missing that the Magus can match or top that.

They have the same BAB, yes, but Magus gets an additional +3 from his arcane pool (+4 at level 13).
EK gets an extra spell from bonded object, Magus gets half a dozen extra spells from improved spell recall (at L12, he can have more spells per day than the EK...)
EK can change spell damage with evocation, Magus can change weapon damage with arcane pool.
EK gets useful school powers, Magus gets useful arcana.
EK gets bonus feats, Magus gets more bonus feats (as arcana are effectively Magus-only feats, just like how discoveries are wizard-only feats).
EK gets a discount weapon from bonded object, Magus can get a free magic weapon from Bladebound archetype.

Magus still gets better AC and action economy advantage. Action economy wins combats more than anything else on this list.

Quote:
At higher levels the advantage goes to the Eldritch Knight because higher level spells are just so powerful there is nothing a can equal them.

This is key. Magus cannot match 7th to 9th level spells, but in most campaigns an EK will never reach those either.

Scott Wilhelm wrote:
It looks to me like a Magus is a gish that self-buffs in melee. An Eldritch Knight Prestige Class is a Wizard that can do some fighting.

Basically that. If you want 7th level spells, you should arguably play single-class wizard.

Sovereign Court RPG Superstar 2009 Top 32

It all depends on level.

Yes, EK gets 7th- through 9th-level spells. BUT he only gets those around level fifteen, which is way above where most campaigns will end.

And that's the only advantage he gets. At levels below fifteen, a typical Magus has

  • better to-hit, thanks to its enchant ability;
  • two strong saves where EK has one;
  • more hit points, due to favored class bonus and a wizard's low hit die;
  • more feats;
  • wide threat range on touch spells;
  • armored casting;
  • and the big action advantage of spell combat.
So at most levels, it's really not a contest.

Mysterious Stranger wrote:
The eldritch knight begins to pull ahead at 9th level. Before that the advantage is to the magus.

Not yet.

For a gish, the action economy advantage of spell combat easily offsets that the EK gets 4th level spells a bit earlier. Magus also has higher to-hit and armor class. They're more-or-less tied in terms of HP, saves, spells per day (due to spell recall), and feats/arcana.

Sovereign Court RPG Superstar 2009 Top 32

david G 486 wrote:

and now comes my doubts, I was thinking to get Sorcerer, Crossblooded with Draconic(element? lightning?) /bloodline?

That draconic bloodline(+1dmg per die rolled) will give a little push on blast spells

If your goal as a caster is direct damage via blasting spells, then you should definitely dip in sorcerer (or witch with invoker archetype) because it'll increase your damage by a lot.

Is a dip the optimal way to play a druid? Probably not; but if you want to play a blaster then this will make your blasting more fun. Clearly, if your goal as a caster is debuffs, crowd control, or summons, then you should not do this.

Yes, you should take elemental spell (the feat or the rod). This will drop the extra draconic damage, but against a resistant enemy it's still worth it.

Sovereign Court RPG Superstar 2009 Top 32

baggageboy wrote:
So nature fang give you a single level of sneak at level 4. That's it unfortunately.

You can get more with the Crocodile domain and the Accomplished Sneak Attacker feat. That gets you 3d6 at level 7, 4d6 at level 11. If your campaign ends around level 10, then that's a pretty good amount.

Sovereign Court RPG Superstar 2009 Top 32

Well, I'd go with either natural attacks or a rapier, but not both. If you're going to polymorph (which is fun) then spend your resources on that, and don't invest in an agile +1 rapier.

Sovereign Court RPG Superstar 2009 Top 32

Reksew_Trebla wrote:
Not sure yet, but I’m thinking of the Verdant bloodline. That fast healing looks good for early gameplay.

I'm not a fan of verdant; the fast healing is too low to really help you, and its higher level powers require swift actions (which interferes with Eldritch Scion).

I'd recommend Aberrant, Destined, or Arcane.

Sovereign Court RPG Superstar 2009 Top 32

The two standard ways of doing this are the Dervish Dance feat and an Agile weapon. Alternatively, use the Deadly Agility feat from Path of War (if allowed) or the pre-errata versions of Slashing Grace or Fencing Grace, the former of which works with a longsword.

Alternatively, focus your build on debuffs, on mobility, or on damage via the Frostbite spell. Dex to damage is a very good ability, but it is not essential.

Magus guide, at your service.

Sovereign Court RPG Superstar 2009 Top 32

The feat Spontaneous Metafocus is probably a better pick than spending a feat on extra traits for Magic Exemplar.

Or you could take a build that does not focus on spamming Shocking Grasp all the time :P

Sovereign Court RPG Superstar 2009 Top 32

I'd say full Magus. You have a lot to gain from more spells, more arcane pool enchantment, and more arcana.

Sovereign Court RPG Superstar 2009 Top 32

Well, looks like you've got a solid build.

Barbarian rage is ok since you decide when to use it (so don't use it when you've got more spells to cast); bloodrager (with the Mad Magic feat) would be even better.

Dragon disciple is not a good pick on a Magus, because Magus class features are generally better and honestly DD doesn't do all that much. Going straight Magus also allows you to pick a better bloodline for the ES (e.g. Aberrant, Arcane, or Destined are all much better than Draconic).

Magus guide, at your service.

Sovereign Court RPG Superstar 2009 Top 32

Storm of Blades is certainly a fun and flavorful spell, but in terms of damage it is a really bad choice. Normally it caps at 10d6 damage as a regular attack, whereas other spells deal 10d6 as a touch attack (or more than 10d6).

Even if you use "tricks" like huge weapons or enchanted weapons to boost Storm of Blades (and given the wording on the spell, that arguably doesn't work), it's still not great.

Better damage spells include Irradiate, pre-errata Snowball, and Cosmic Ray. But frankly, as a Magus your best damage is to buff your melee damage to the sky, and full attack with that.

Here's a Magus guide.

Sovereign Court RPG Superstar 2009 Top 32

Aloysius34 wrote:
What do you think of disruptive recall ? Too circumstancial ?

This feat is simply too unreliable. If you want more spells per day, invest in Pearls of Power or the Extra Arcane Pool feat.

UnArcaneElection wrote:
Mystic Theurge suffers the same problem as the majority of prestige classes applied to 6/9 casters

Well, yes. I said Magus/warpriest/MT was fun, not that it was powerful. You to do get to use spell combat and fervor in the same turn, but you end up way behind on things like pool enchantment.

If you want a Magus who gradually turns into a wizard, then instead of a PrC I'd recommend the blade adept.

Sovereign Court RPG Superstar 2009 Top 32

Bardess wrote:
What would you think about a multiclass Magus/Inquisitor?

Depends; did you mean Magus with an Inq dip, or Inq with a Magus dip, or equal amounts of Magus/Inq possibly going into Mystic Theurge?

...

Magus with Inq dip, I don't see the point; Inq doesn't do enough in the first few levels to justify delaying Magus features. The reverse, Inq with a Magus dip, I can certainly see working; two levels will give you TWF-equivalent spell combat with a cantrip, or the occasional Shield or Vanish (note that Enlarge cannot be used in SC, although Long Arm can). And basically ignore spellstrike (even with wands) because of your low caster level. Pearls of power may be cheaper than wand wielder plus wands, depending on how long your adventuring days are.

Magus / Inq / Mystic Theurge would be fun, but loses too much unless you can manage early entry (i.e. the feat Equipment Trick: Sunrod). Even better would be Magus 2 / Warpriest 2 / MT.

Sovereign Court RPG Superstar 2009 Top 32

Temperans wrote:
Btw speaking of stacking, do you all think Eldritch Scion stacks with any archetype that doesn't replace Arcane Pool? And how useful is it really, I'm still not quite sure whether it's worth it or not.

It's worth it because several bloodline abilities are very powerful. For example, Aberrant gives you reach, lets you stagger on a crit and makes you immune to nauseating, exhaustion, and 50% of critical hits. Arcane bloodline gives you three strong buff spells at the same time for a swift action, and lets you take extra opportunity attacks. Or, the Destined bloodline gives you a large luck bonus to AC and saves, reroll one attack every two rounds and gain insight bonuses to more attacks, automatically confirms crits, and lets you make a saving throw to negate being killed.

The main downsides are lack of skill points, and that you effectively cannot use any arcana that cost pool points.

Volkard Abendroth wrote:
They gave the magus level based precision damage, then realized what that meant for an already high DPR class and nuked the entire thing rather than try to refine it.

Right. Magus + precise strike was a problem, Magus + basically any other swashbuckler deed was not. Unfortunately they overnerfed the Arcane Deed arcana, making it entirely useless. At least Flamboyant Arcana is still good.

Moonheart wrote:
Well... at the same time, after I defeated a boss in a single round by combining Ethereal Weapon, Spell Strike and Plane Shift... I could understand him.

So what you're saying is you cast a save-or-lose spell on the boss, and he failed his save. While that's certainly effective tactics, it doesn't say anything about the Phantom Blade :)

It's still a good archetype though; I rate it green when compared to baseline Magus.

Sovereign Court RPG Superstar 2009 Top 32

Added capstones from Chronicle of Legends, note on VMC + Phantom Blade, and Occultist dip.

Ed Reppert wrote:
Any thoughts yet on how best to approximate a Magus in PF2?

That is unlikely, as currently none of the groups I play in have expressed an interest in switching.

Sovereign Court RPG Superstar 2009 Top 32

baggageboy wrote:
Kurald, thoughts on the new options for the magic trick feat as it relates to magi? Most of not all the spells are choices for a magus.

Good question. I've looked over them and concluded they're all overpriced, since they're either situational or require additional feats that you wouldn't normally take, or both. Do tell if I've overlooked something.

I take it you're referring to Unseen Warrior? That's +2 to hit (for your first attack each round only) for the price of a spell slot and a feat... that's about equivalent to Weapon Focus which is fairly unimpressive on a Magus.

Sovereign Court RPG Superstar 2009 Top 32

zook1shoe wrote:
Have you seen this item for the magus?

Yes, you brought that to my attention two years ago :) My response still stands, i.e. by the time you can afford that, your concentration check should be high enough that you can cast defensively with no problem.

Sovereign Court RPG Superstar 2009 Top 32

Temperans wrote:
I always read Eldritch Archer as losing the ability to melee spellstrike.

I concur; but an archer probably doesn't want to spend a prestige class and a feat to get back melee spellstrike. The puppetmaster, maybe.

UnArcaneElection wrote:
(Given that Myrmidarch has only the normal melee Spell Combat, it would be better if it didn't have Ranged Spellstrike and instead kept Spell Recall -- then it would be approaching a solid archetype, although still hurting from not getting anything in exchange for diminished spellcasting.)

I'm afraid myrm got another slap in the face from being unable to take alternative capstones...

Sovereign Court RPG Superstar 2009 Top 32

Interestingly, archetypes that trade out the True Magus ability may not pick an alternative capstone. That means kensai, myrmidarch, and puppetmaster. Now kensai's capstone is actually pretty good, but it's sad for the other two.

PossibleCabbage wrote:
It's sort of odd that the new magus capstone is "you can use arcane pool to increase your weapon's enhancement bonus up to +7" whereas the new fighter capstone is

Oh, it's pretty obvious that some capstones are much better than others. Not that balance particularly applies at level 20 anyway :)

deuxhero wrote:
The familiar boosting is also an option for capstones, but it takes a wizard/sorcerer/arcanist to utilize the full potential (Wish as SLA) of that.

Case in point. Yeah, that probably wasn't intentional.

Temperans wrote:
The first Eldritch Knight feat could be useful for a Myrmidarch or Thrown weapon magus.

How do you envision that? Why would you take a prestige class and a feat to gain spellstrike, on a class that already has spellstrike?

Sovereign Court RPG Superstar 2009 Top 32

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Aranel2000 wrote:
And the new Magus Capstone? Chronicle of Legends is out and there is a capstone for the magus: Legendary Blade. Someone know what it does?

The new capstone gives you two more pluses when enchanting your weapon; which is decent but nothing special. A better option (open to all classes) is to boost your strength or dex by eight points. And really, the most fitting capstone for a Magus is one that changes your weapon into an artifact with customized properties.

Temperans wrote:
Also the book added some PrC feats. Eldtrich Knight might become more viable.

There are two feats that give the EK a lesser spellstrike ability; but this doesn't help the Magus any.

Sovereign Court RPG Superstar 2009 Top 32

Wait, so your party contains a wizard AND an oracle AND a druid, three classes that excel at battlefield control; frankly, wizard and druid BFC is the best in the game. The class you've chosen is not very good at BFC; there's really no way you can compete with a wizard or druid.

That said, aether all the way, and hope your GM is lenient with the TK Haul ability; that's about the only thing you're going to get.

Sovereign Court RPG Superstar 2009 Top 32

I see a couple of improvements for this build.

First off, if you're worried about running out of spells, you should avoid archetypes with diminished spellcasting, such as the kensai. Related is that kensai is not great at low level; it really shines at around level 10, but if you're multiclassing then that doesn't apply. At lower levels, it has more drawbacks than benefits.

Second, arcane trickster is not great on a Magus, mainly because it is a low-BAB prestige class and you lose a lot of class features in the exchange. And frankly, the Magus has enough damage by itself that it doesn't need a lot of sneak attack dice.

What I would suggest is the following: take one level of rogue (unchained), the Accomplished Sneak Attacker feat, and the Sense Vitals spell (via spell blending). Then take all your other levels in Magus; and take the Hexcrafter archetype (which gets infinite-use hexes) to solve your endurance issue.

Magus guide, at your service.

Sovereign Court RPG Superstar 2009 Top 32

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Paizo has hinted that a Magus will be printed in 2020. In the meantime, any one-action spells (such as Shield) can be combined with two attacks per round, in P2's action economy.

Sovereign Court RPG Superstar 2009 Top 32

It's probably not a good plan to go dex-based with a quarterstaff: the spear dancing feat line takes a lot of levels to get going, and the feats aren't very good otherwise (if you want reach, the Lunge feat is superior to spear dancing reach)

Either change weapons to something that can use finesse, or go str-primary and use your spells for defense. Note that the flowing monk's abilities (and bonus feat) all work in armor, as long as you use spell combat instead of flurry.

Sovereign Court RPG Superstar 2009 Top 32

While I've never seen these objections in actual gameplay, what I read on the forums is that GMs object not so much to the Magus class, but to the specific combo of Magus + those metamagic reducing traits + casting Shocking Grasp over and over again.

If people in your area dislike this combo, why not mix things up a bit? You're a prepared caster, you can use different spells each day, so why not experiment? Surprise your GM by casting zero shocking grasps during a session!

Because... the OP says that a Magus can only do one thing (i.e. damage) and that is really not true. You have very good debuffing and battlefield control; you can use spell combat to buff your allies; Magus mobility is unmatched; you get numerous "skill spells" like Monkey Fish and Invisibility; and there's even a few ways to make it a party face. Here, have a guide.

Sovereign Court RPG Superstar 2009 Top 32

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Saint Bernard wrote:
Once 2nd edition is out, is there any chance of you doing a guide on how best to simulate a magus using the new rules?

That is unlikely, as currently none of the groups I play in have expressed an interest in switching.

Sovereign Court RPG Superstar 2009 Top 32

Ferious Thune wrote:
You don’t need a magic weapon at all to take advantage of Bane from level 2 on. You have an Arcane Pool.

That IS a good point.

Quote:
Monstrous physique works fine on a DEX-based character. Get an agile amulet of mighty fists and turn into a Charda.

Making yourself bigger (for the damage dice and/or reach) gives a bonus to Str and a penalty to Dex.

Sovereign Court RPG Superstar 2009 Top 32

Meirril wrote:
Every hex either delays you from getting to melee, or are costing you 1 round of your bane effect.

There are a handful of hexes that are either always-on (Iceplant or Murksight) or that cost an immediate action (Gift of Consumption). And Flight hex is one of the earliest ways to get reliable flight on a character.

ekibus wrote:
So my thought atm for str vs dex is that as mentioned str will save you 2 feats and you are hurting things right off the bat.

Yes. Also, are you planning on using Enlarge Person and/or Monstrous Physique? Basically anything that makes you bigger? Because those options work best with str.

By the way, the Vanish and Stone Shield spells are a great way to avoid getting hit at low level. Oh, and did you see the iceplant hex? It's a flat +2 to AC.

But basically, don't rework your entire build just to become 5% better at something.

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ekibus wrote:
I will have to disagree Slim, if this was so broken wouldn't the forums be crawling with builds.

Precisely.

I find it pretty funny that Slim says numbers are important to count and compare, and then fails to provide any numbers at all to support his wild claims. So Slim, time to put your money where your mouth is: you claim that certain options are overpowered, so show us with actual math. Prove it. And in another thread please, because as MrCharisma points out, your "advice" has very little to do with what the OP actually wants.

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ekibus wrote:
Hate to say it but dex might be a better route since it will help the ac and init right off the bat. Sorry thinking and typing.

Dex route has better AC and init, Str route has better damage and saves two feats. One is defensive, the other is offensive. That doesn't make one better than the other.

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ekibus wrote:
Thanks for the comments Kurald I've actually gone through your guide a few times as well as the hexcrafter guide. Granted I probably should go through it again. I'm trying a slight variation with occultist and trying to tank so I had questions. I really think this character will be a beast for damage at 6..imagine bane, flaming and shocking grasp :)

I think you are right. And don't worry too much about numbers, being a single +1 behind the curve is not going to hurt you. Taking -1 to hit for +2d6 to damage is much better than Power Attack.

Meirril wrote:
So, the big benefit from dipping Occultist is getting bane 3-4 times a day for 1 minute at a time, right? Not the +1 weapon enchant?

Yes. And I agree with you that it's better to do this dip after you can actually afford a magic weapon.

Quote:
Short term Frostbite will be good, but long term Shocking Grasp is more impressive for a Magus.

Perhaps surprisingly, Frostbite outdamages Shocking Grasp once you get regular access to Haste. Except against undead, of course. Your advice of a Shield wand, Intensify, and Elemental Spell is otherwise solid.

Quote:
Also instead of using Brand, I'm under the impression that Arcane Mark works just as well?

That is correct.

Slim Jim wrote:
I'm being exactly the right amount of harsh by clawing the blackboard whenever I see a starting stat of 18 in point-buy, and I'll say so regardless of class (save probably wizard).

The OP is using 16 with a racial +2, which is entirely reasonable.

Quote:
PCs die like mice in PFS

Riiight. If you have (say) +5 to a save, you're perfectly fine; but if you have one single point less, you're suddenly "dying like mice". Math doesn't work that way, and it is entirely not standard in PFS for anyone to "die like mice".

Slim Jim wrote:
Magus is one of the earliest "new in Pathfinder" classes, and a little lackluster compared to many of the newer ones.

I take it you've never actually played one, then :D The Magus's action economy (spell combat and swift action abilities) blows the occultist completely out of the water. Besides, single-class Magus gets bane too, albeit at a later level. No need to be alarmist.

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Slim Jim wrote:
You're spending 17 of your 20 build points on an 18 strength in a non-full-BAB class that doesn't rage. ....do NOT do this (in any kind of build, let alone magus), and everything else is being butchered to pay for it.

You're being way too harsh on this.

Going strength-primary is an entirely viable way to play a Magus (as well as numerous other melee classes that don't rage). The main advantage is that it saves two feats - feats which are precious at low level and which you can spend on more interesting things than swapping stats around. But the str-Magus also deals more damage than the dex-Magus, and it gets decent climb and swim skills (which are useful in many adventures).

Yes, dex magus has better defenses; but you can compensate for that with your spells. Mirror Image is generally better than investing in AC. The point is that both work; unlike what your post suggests, there is no "one and only" single way to play a class.

Oh, and swashbuckler dip isn't great on a Magus. Occultist dip is actually better, since it can give Bane ability to the weapon.

Sovereign Court RPG Superstar 2009 Top 32

ekibus wrote:
I'm still leaning towards a single dip in occultist for the legacy weapon and the rest is magus. Originally I was gonna go hexcrafter but starting to think that going misfortune, evil eye, chant route would prevent me from full attacking...not saying it is out but starting to feel like going a straight magus and debuff that way.

Misfortune + Evil Eye + Chant is vastly overrated, and really not something you should be doing as a Magus.

Misfortune is still decent, because it is a stronger penalty than evil eye; and because EE is mind-affecting (which many things are immune to). But you use that as backup when you cannot full attack. The main reasons to take Hexcrafter are the Flight hex, Iceplant, Murksight (plus Obscuring Mist spell), and Gift of Consumption. And, as mentioned above, the Brand cantrip.

Because the main strategy of the Magus is to use spell combat as much as possible. Deal with your low AC by casting Shield or Mirror Image (preferably in spell combat). Here's a Magus guide, HTH.

ekibus wrote:
@Dave Justus I think my biggest fear of the magus is blowing through spells in no time..probably a fallacy

Yeah, that's not something you need to worry about. A PFS party will have about 8-12 rounds of combat per day, so at level seven you can reliably cast a spell every single combat round of the day and never run out. At lower levels, you use pearls of power, Spell Recall, the Brand or Daze cantrips, or a handful of scrolls.

Of course, this is an incentive to avoid multiclassing.

Sovereign Court RPG Superstar 2009 Top 32

Temperans wrote:
As to how useful it really depends on the campaign, if you are constantly fighting (say a horde of mooks) then it becomes great.

Well of course it depends on the campaign, but I've never even heard of a campaign (or adventure path) where it you fight hordes of mooks for more than 10 rounds in a row AND use your swift action on other things during all that time.

Even if I did have such long combats, personally I'd rather have the +20 hit points, considering Wyrwood doesn't have a con bonus.

Sovereign Court RPG Superstar 2009 Top 32

Dragonborn3 wrote:
Magus (Heroes of Golarion pg. 6): Add 2 rounds to the duration of the magus’ arcane pool enhancements.

Thanks, I missed that (wow, that race is weird). But it's not very good: without this ability, pool enchant already reliably lasts through one combat, and with this ability it still doesn't reliably last through two combats.

noral wrote:
do you have a version from last October?

No, I don't.

Sovereign Court RPG Superstar 2009 Top 32

JuliusCromwell wrote:

I Think I know what I'd like to play

A Pyromancer of some sort

The straightforward answer is to play a Sorcerer with the Draconic bloodline; and then take staple spells like Scorching Ray and Fireball. It both deals more damage and has much better utility than a pyrokin.

Sovereign Court RPG Superstar 2009 Top 32

noral wrote:

Hello Kurald, I very much enjoy and appreciate your work!

Is there a change log that shows what you change each month?

Thank you. And no, I do not keep a change log; although new additions are generally mentioned in this thread. Anything in particular you're looking for?

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It strikes me that a guide like this one is most useful when it offers general advice, not highly specific advice. That is, if an archetype is -2 but we can think of an obscure corner case where it's possibly not, then it should still be listed as -2, because that corner case will simply never apply to the average player.

Because otherwise, the document gets unwieldy very quickly.

Sovereign Court RPG Superstar 2009 Top 32

Well if you're a melee Magus who wants to occasionally make a ranged attack, I don't think you're going to invest three feats in that. Either a rod of Reach Spell or simply casting a ranged spell is going to be more effective.

Sovereign Court RPG Superstar 2009 Top 32

Reduxist wrote:
Anyone take a look at Infused Spell Cartridges yet? It’s a little redundant compared to spellstrike, but you’re still firing a force bullet and a spell at the same time. That ought to do something positive for your action economy.

Well it doesn't work with spell combat (since it's a standard action) so I don't see this as very useful for a Magus. And yes, it's pretty redundant to spellstrike.

Sovereign Court RPG Superstar 2009 Top 32

Temperans wrote:
I feel like the Mute Musician should get a note saying it becomes better in horror type campaigns where language, insanity, and silence effects are more likely.

I don't see why these effects would be more likely in horror campaigns. I've played several of Paizo's horror scenarios and I don't remember any of them containing language or silence, or even insanity effects. I'd say that ability is way too situational to save the archetype.

avr wrote:
If you have telepathy available at will that frees it up to 0 versatility or so, maybe -1 if you have a more limited telepathy.

As far as I know there are no practical ways of getting telepathy at will, so that doesn't strike me as relevant to the rating.

Sovereign Court RPG Superstar 2009 Top 32

Temperans wrote:
A dip into bloodrager or using the Raging Blood feat, let's you grab Blooded Arcane Strike. This means you dont need a swift action to use Spell Cartridge.

Yeah, that works. So you spend one level, and then the feats Mad Magic + Arcane Strike + Blooded Arcane Strike + EWP Firearm + Spell Cartridge + Riving Strike... that's a pretty steep cost though.

baggageboy wrote:
The Phantom Blade is slightly weaker than a bladebound magus. It trades away striking ability for tankyness. It is one of the few ways to make a spontaneous "magus" and allows wisdom or charisma based casting. The progression is more linear, less exponential. You don't have to worry as much about low AC at low levels of strength based, but this is wasted if going dex based.

Thank you for writing the summary. I'd like to add the drawback that the Spir pays twice as many pool points to enchant his weapon. Requiring a swift action to concentrate is still an issue, the Magus has a lot of competition for his swift actions. And since you credit the Spir's will saves, you should likewise note the Magus has "very good" knowledge skills. By my count, a mid-level Magus is ahead by four feat/arcana slots (which could e.g. give him higher will save, perception, medium armor, and ghost touch).

It strikes me that adding the Fractured Mind archetype simply means you get no benefit from Emotional Power (since you don't actually have an emotional focus); you just lose the four SLAs. But they're very situational and mostly for flavor anyway, so that's not a big deal. This is nice since the other way of playing a charisma Magus (i.e. Eldritch Scion) does not stack with Bladebound.

Overall this suggests that a green rating is a fair assessment for the Spir Phantom Blade.

Sovereign Court RPG Superstar 2009 Top 32

ekibus wrote:
/just saying +2 hit and +2d6+2 damage is not a small amount. Granted as you mentioned the standard action stinks. But it allows you to use the spell a few times a day for a longer duration and without consuming a spell.

I agree that standard-action-bane is a very good dip for any melee class that doesn't get swift-action-bane.

deuxhero wrote:
Spell Cartridges seems fun on an Eldritch Archer Magus.

EA works very well with guns, yes. Spell Carts have the downside that they eat all your swift actions though.

baggageboy wrote:
Kurald, I think you should add a note to the Phantom Blade assessment. If VMC multiclassing is allowed VMC magus opens a LOT of options to the phantom blade making it a very effective choice.

Could you elaborate on what these options are, and how this is better than just going full Magus with the Bladebound archetype? It's not like the PB gets a lot of Spiritualist abilities...

Sovereign Court RPG Superstar 2009 Top 32

Temperans wrote:
Btw, what about Shocking Amplification? I didn't find it on the guide, but couldn't it be useful against most things. Specially at low level when there are few ways to remove fatigue.

Shocking Amp only lasts one round. So you'd take -1 to hit with shocking grasp in order to give its target -1 to hit and AC for one round, if it isn't dead yet. I find that pretty unimpressive and not worth spending a feat on; at low level you have some stiff competition for feats.

ekibus wrote:
So I'm curious this was never brought up. Why no love for the occultist dip? I mean getting bane for a min, roughly 3x per day seems a pretty nice sacrifice at level 3.

Bane is nice to have, but the issue here is action economy. Legacy Weapon is a standard action; given how the Magus works, it's much nicer to find a spell that has more-or-less the same effect, and use that in spell combat. For instance, the Frostbite spell deals more-or-less the same damage as bane.

If you want more of a support role, you can actually get a lot of mileage out of casting touch-range buffs on your teammates using a whip. For instance, Bull's Strength or Displacement or even Vanish.

UnArcaneElection wrote:
The way I read Cherry Blossom Spell, it only lets you save against the ability damage if the spell DOESN'T allow a saving throw of its own. I wonder if that is a mistake

That's likely a mistake, yes; but as written, CB's effect is automatic when paired with any spell that deals half damage on a save. Even so, the effect is still way too weak to warrant a +3 level increase.

Sovereign Court RPG Superstar 2009 Top 32

Added Gathlain race, Erutaki Sky Reader and Inspired traits, Clay Skin spell; and a section comparing the Magus to Eldritch Knight builds; it turns out that numerically, Magus is way more ahead of EK than you'd think.

The new Heroes of Golarion book appears to have no material especially fitting for the Magus.

Sovereign Court RPG Superstar 2009 Top 32

Dasrak wrote:
it's a difficult archetype to rate because it has some incredibly powerful bonuses at incredibly steep tradeoffs. While there seems to be a community consensus on the Exploiter, this one seems to be flying under the radar despite its power. What are people's thoughts on where it should be rated? I'm waffling a bit on the matter myself the more I think about it.

A powerful bonus at a steep cost, that strikes me as an even trade; so I would rate that +0 to power. With the Magus archetypes, I've reserved +2 ratings for powerful bonuses that do not have a noticeable cost.

And unlike arcane bond, the spell sage is hampered by the action cost (one full round per level of the spell) which effectively means you can't use it in combat. So I'd agree with UAE's suggestion of +0 Power, +1 Versatility. $.02.

Dasrak wrote:
As far as arcane bond is concerned, there are plenty of alternative ways to get access to one. At worst it's costing you three feats to buy it back.

Well, casting any spell in your spellbook is very strong in terms of versatility (as is +1 spell of your highest level); and it strikes me that losing three feats is also a big hit in versatility. So I agree that it's not as bad as losing your arcane school, but it's a much greater drawback than losing some bonus feats (as with the HH pact wizard).

Sovereign Court RPG Superstar 2009 Top 32

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Ok, I've added some feedback in the document on a few existing rates. Most of the text is solid, but a few of the archetypes overlook a particular feature, or have become better due to new material in the last few years. HTH!

For instance, in the wizard section, most archetypes that lose arcane bond and/or school point out that this is a major downside and get a poor rating, but a handful either point this out in the text but omitted to adjust the rating, and one or two archetypes have overlooked this drawback entirely. Losing a major class feature usually makes an archetype less powerful and less versatile.

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