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Lyra Elwind's page
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Oh yeah. I remembered one of the most overpowered things to date because of the remaster
New strength apex item that if you crit succeed in a grapple. The enemy instantly suffocates, is so overpowered that i'm almost sure that was intended to "need to hold your breath" or something like that.
Basically if you crit a grapple. Any enemy that needs to breath just.. dies
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one funny thing i noticed is that between all the talk about imaginary weapon and fire ray starlit span, i'm almost sure that Winter bolt does even more damage than Amped Imaginary Weapon or Fire ray, and has AOE potential (granted, fire-friendly potential as well because of that), or a bit less damage than them but giving a slow 1/2 to the enemy.
really good spell, weird that i have never seem people mentioning as a option atleast.
most overpowered things are some clunky shenanigans from AP books
prey mutagen, pin to the spot, pre errata heavens thunder, quick spring, illusory shroud, instant parade.
Errenor wrote: I think it was written not about same kineticist's auras, but about same effects from different auras of one kineticist. So this doesn't help at all. i don't believe that this is the case. look how convoluted that would be. (same effects from different auras)
different auras are different effects, full stop on that, and your exemple even brings 2 different kineticist, not the same one.
Seems clear to me that this is so that if you had something like two winter sleets or two ravel of thorns, you would not take damage from the thorns from both auras, that would be insane, as well needing two different balance actions to walk in both winter sleets auras.
even more so because there is not auras that have same effect as the others in kineticist.
after some digging i think i learned the RAW from kineticist text. Paizo generally puts those "as usual" as a reminder of the proper rules, so i think this is RAI as well
Overlapping Kinetic Auras: A creature that's in multiple kinetic auras at the same time is subject to the special effects of all of them. As normal for duplicate effects, a creature can't be affected by multiple copies of the same effect."
"As normal for duplicate effects, a creature can't be affected by multiple copies of the same effect."
the only way to have multiples copies of the same kineticist aura is having multiple kineticist, i think this them would apply the same for monsters.
So, let's say you are fighting something with a damage aura, like a balor (just the first that comes to mind)
you are fighting 2 of them. you start you turn inside both balors auras, do you need to make the save twice and take the damage twice?
i would argue no, because they are overlapping effects of the same name. "When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level."
but it seems that some people don't agree with this... Why ? is there any RAW ruling that would make you be affected twice that i'm not aware ?

SuperBidi wrote: The way Paizo designed the Thaumaturge is in my opinion flat out wrong. The Thaumaturge is by default absolutely out of bounds but Paizo added limitations to prevent it from being overpowered. Unfortunately, you can circumvent all limitations to unleash its massive power.
First limitation: You need an action every round to Exploit or Intensify Vulnerability.
Solution: Increase your action economy. Ranged attacks without reload, Mount, Flurry of Blows, choose your thing. This is the Magus all over again.
Second limitation: You have 2 hands and you can get up to 3 increments and a weapon so you can't combine everything together.
Solution: Either choose the Weapon Implement or unarmed attacks and if you properly choose the third implement you should be able to use them all at once.
Third limitation: You have only one reaction (2 at level 14) and can only Intensify Vulnerability on one Implement at a time so even if you have multiple implements you can't benefit from all of them at the same time.
Solution: Choose one Implement for its reaction, one for its Intensify Vulnerability and the third one only for constant effects. Even if you can't technically combine all of them you are very close to it.
The Thaumaturge is a bliss for powergamers. Even if at low level it is fine by the time you're level 10 any powergamer worth its salt can make a massive beast out of it.
can you give a exemple of the last point ? a implement that you choose for the reaction only, other for the intensify and other for the constant effects ?
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also, any enemy that is not touching the ground is completely immune to it.
tiornys wrote: Scatter Scree's biggest draw for me is the one it shares with Spout: AoE damage gets around concealment and cover. This is good but I don't think it's good enough to beat Electric Arc's easy double targeting.
(In fact, for my Druid I recently dropped Scatter Scree from my preparations after picking up a Staff that gives me Spout; I wouldn't generally prep Spout over Scatter Scree unless expecting lots of water around, but in having it "for free" I now prioritize other cantrips that cover other niches over the rest of what Scatter Scree brings.)
Don't spout covers a single SQUARE unless you target a body of water ? so... always only one creature ?
That was my post (the reddit one) lol
As title Said.
This is maneuvering spell trigger:
" Trigger You begin to Cast a Spell that requires at least 2 actions to cast.
You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You Step, Leap, or Stand. This action can be before or after you Cast the Spell."
Can you use maneuvering spell with spellstrike ? I know there are some weird rules about subordinate actions or something.
Cordell Kintner wrote: Lyra Elwind wrote: i will ride in this post to ask another question, do the psychic dedication oscilatting wave allow you to remove or add energy ? its not clear to me I have no idea, but it's not really mechanically relevant to those with the archetype since you can't get anything that would synergize with it (Only Surface cantrips, so no entropic wheel or redistribute potential).
The dedication does say "You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind." so I think it's best to assume you are not able to swap energy types of the spells you get from the dedication. it's actually relevant because you can make your cantrip go around weakness, like a produce flame doing cold damage against cold weakness to deal better damage than any other cold cantrip. its niche, but exists
i will ride in this post to ask another question, do the psychic dedication oscilatting wave allow you to remove or add energy ? its not clear to me
What is the interaction ? it seems to me that spellstrike kinda of ignores the incapacitation on this case ? it's the first time i see a incapacitation spell attack so... what happens ?

roquepo wrote: HumbleGamer wrote: A magus would probably hit refocus *2 by lvl 12, and mind strain by lvl 14, ending up with Maneuvering spell by lvl 16. Since it is a FA game, itis much simpler than that. I would go for Maneuvering at 14 in a normal game too, but that's a matter of preference.
As for OPs character, I would go for something like:
Ancient Elf (Investigator Dedication)
Lvl 2: Familiar and Psychic Dedication
Lvl 4: Investigator Stratagem and Basic Psychic Spellcasting
Lvl 6: Psi Development and Basic Deduction (doesn't matter much which, I personally like Shared Stratagem)
Lvl 8: Spell Swipe and Sixth Pillar Dedication
Lvl 10: Rapid Recharge and Basic Thoughtform (again, doesn't matter much which, I would probably pick Mental Balm I guess)
Lvl 12: Conflux Focus and Maneuvering Spell
Lvl 14: Master Spotter and Advanced Thoughtform (Strain Mind)
Lvl 16: Advanced Deduction (Blind-fight) and Sixth Pillar Mastery
Lvl 18: Conflux Wellspring and Literally whatever
Lvl 20: Supreme Spellstrike and Advanced Deduction (Suspect of Opportunity)
That way you get all 3 archetypes without any delay. I think just the base familiar is enough to get the extra focus point and one of the spellcasting feats and if you still want to get Adopted Ancestry (Human), I'd get it at 3, get a general feat at 5 on the ancestry feat slot (probably Fleet or Toughness) and at 7 get Arcane Fists to boost Spell Swipe (believe me, Spell Swipe is nuts even for a ranged magus when you have Imaginary weapon, you don't even need to have the latest runes on handwraps for it to be worth it. It is even better once you get Maneuvering Spell).
Finally the rest are either generally good feats from the archetypes or stuff that improves what you are already planning to do. Well, i'm the OP so thanks, i loved this distribution,just one bad news and one good news
The bad it's that sixth pillar dedication got pushed to level 10 in the reprint. So i can't take it a level 8. But i don't think that this change much ?
The good it's that my GM allowed me to take Spell swipe as Spell Barrage. The same feat but Works only with ranged. So i will for sure go for them. So i don't need arcane fists.
Also, do you have some recomendations in skills/ancestry/general feats ? The only other character i made before was a barbarian so athletics and intimidation skills was a obvious choice... For a magus, not so much. Aside from general feats like the already mentioned adopted ancestry, fleet and toughness, anything worthwile ?
My ideia of multitalented don't seem to be much of use now in this build now. Só... I'm bit lost in that minor feats choices.
HumbleGamer wrote: Lyra Elwind wrote:
About the Anathema thing it's fine,my character was already a follower of the godess. But yeah i will have to be more cautious.
Wel,l yeah, but consider it's like the difference between a normal person who believe in god and a priest ( that's what I meant to say ).
Maneuvering spell is godlike with a ranged magus ( or any magus ), though the issue I see is its accessibility.
A magus would probably hit refocus *2 by lvl 12, and mind strain by lvl 14, ending up with Maneuvering spell by lvl 16.
But apart from that, it's awesome for a magus. It's a FA game so i think i can squeeze it before that. There is not much more feats to choose from magus from what i have seem. And i think If i have to choose between strain mind and maneuvering spell i will take maneuvering First.
I'l admit that te fact that the Enemy can Just kamikaze in my friends don't have crossed my mind lol.
About the Anathema thing it's fine,my character was already a follower of the godess. But yeah i will have to be more cautious.
I decided to eventually take the sixth piller Archetype for maneuvering spell, this seems to help SO MUCH in having to move that's not even funny.
I think i already have a good understanding about what i Will do in higher levels. So If i take cleric dedication eventually will prob be withering grasp (the decay domain spell) that seems less dangerous for my friends lol.
Sixth pillers is level 10. But yeah. Amped Ray of Frost don't seem like something i want.
I'm thinking in cleric dedication + cold domain spell for winter Bolt
With auto crit. The enemy has two options
Ignore the icicle, If they do that. The damage IS highter than Amped Imaginary Weapon.
If they don't ignore. They lose 2 actions.
That's Fair. I will have to see what my GM says about it.
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I said before that i Will probably Just use devise Strategem as a free action as the Benefit of pursue a lead, basically against Bosses and enemies we know we are gonna fight.

HumbleGamer wrote: Keep in mind that devise a stratagem is good against mooks rather than boss.
There's a huge difference between true strike, and devise a stratagem.
First, the former deals with circumstances malus ( creatures between you and the target )
Second, it also deals with the concealed and hidden condition
Third, and probably most important, it actually allows you to roll twice against the same target ( and you'll want to roll twice on bosses ), while devise a stratagem forces you to use the devise a stratagem roll, eventually allowing you to swap target if the roll end up being bad.
Quote: If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. So it's ok when there are different enemies, but it's useless ( not underpowered. Just useless as it's like rolling once against the boss ) when you want to deal with a boss.
Both are also fortune effects, so you can't use them with the same action ( or using them combined with a hero point, that also has the fortune trait ).
So, against bosses, if you are going to use devise a stratagem, you are going to nerf yourself by a lot ( ending up wasting resources ).
Apart from that the routine will probably end up being more or less the same:
On mooks:
R1)Devise a stratagem + Spellstrike
R2)Recharge + 2x Strikes ( or electric arc, or spell )
On boss:
R1)True Strike + Spellstrike
R2)Recharge + 2x Strikes ( or electric arc, or spell )
Actually, i may be wrong in that. But my understanding of this rule: "If multiple fortune effects would apply, you have to pick which to use."
PICK WHICH TO USE would allow me to roll a devise Strategem, and if i don't like the result. I can true Strike to counter and ignore the devise Strategem in my attack. Picking the true Strike to be the one effect that affects my roll. Effective giving me there rolls to try a crit.
BretI wrote: Lyra Elwind wrote:
My GM is using Draw the Lightning as Written: If the Enemy is taller than my character, i can use It. And she is 1,69m so i think i'm Fine ? Idk but o don't think we Will be fighting halflings lol
I doubt the GM is going to do exact heights for every creature. More than likely they will have to be size Large for them to be taller than you.
It's... Actually Very simple. "Hey GM. Is that orc/armadured Man/witch/hag taller than me?" Yes/No
Devise Stragem will be mostly for Bosses, yes. Because i need to recharge my spellstrike constantly.

BretI wrote:
You want to use Shooting Star to recharge your spellstrike the first time (usually the second round, but if you open with 4th level invisibility it may be the third round). Same action cost, does damage, and helps everyone against cover and concealment.
Atleast reading i don't liked shooting star at First. Seems way worse than other conflux spells and i believe using a Amped Imaginary Weapon would lead to better results. Just recharging normally If i don't need to move. Which i don't think i Will that much.
BretI wrote:
I’m not sure how your GM will rule it, but I would say that a creature would have to be at higher elevation or larger size than you for Draw the Lightning. You being medium sized means there are quite a few creatures that would not normally fulfill those conditions.
Psychic may be a nice damage increase, but since you are worried about defense wouldn’t Wizard dedication work better? Much greater synergy since both use Arcane spells and would use the same spellbook. Guess it really depends on how you view the character. Psychic would be using of two different forms of magic while Wizard would be concentrating on the Arcane more than a normal Magus.
Cantrip Expansion is worth looking at in order to be able to cover most damage types. You are likely to be at least trained in the various creature identification skills.
Are you getting enough from the Investigator dedication that it makes sense to do both dedications?
My GM is using Draw the Lightning as Written: If the Enemy is taller than my character, i can use It. And she is 1,69m so i think i'm Fine ? Idk but o don't think we Will be fighting halflings lol
I'm not THAT much worried about defense, i'm more asking If there is SOMETHING i could to improve It, some itens sugestions like the Cassissian helmet was a good one.
Investigator Dedication give me Free action devise Strategem against Bosses we know we Will fight and eventually Will give me Master at perception. And i think there some good feats to take from him even If i'm not totally sure, haven't looked that deep at them yet.
breithauptclan wrote: And remember to take the advice you get on here with a healthy grain of salt. In general, creating a character that matches your concept, playstyle, and theme is going to be more important than squeezing out the last drop of optimization.
Once your character is about 80% optimized you get diminishing returns on further optimization. The d20 roll result is going to be a bigger factor in success or failure than some niche use +1 bonus.
Oh. Don't worry. Believe me, roleplay wise this is one of the characters i'm most excited. But i think that both RP and Power can walk together and every choice (within a certain range, of course) can be made in a good rp moment
The spellstriker Staff in a gauntlet for exemple is basically a set item with my Magic Longbow as a heritance from her mother. The "Magic glove" being a item that empower her bow.

gesalt wrote: I would drop expansive spellstrike for familiar, switch natural ambition for ageless patience and use level 6 to clear investigator archetype so that at 8 you can double up on gunslinger to get the fake out reaction with a gauntlet bow (don't bother upgrading it). The reason for expansive Expellstrike was mainly to allow a draw the Lightning using spellstrike to buff ALL Future attacks for 1d12. I don't really know how to run dps exactly numbers but It seemed better than just Shocking Grasp or something like that.
Maybe you are right.
In my mind, my turns would be like that:
First turn 4° level invisibility to defensive boost plus permanent flat footed+ arcane cascade for +2 damage in all attacks (but now writing that. Maybe Just Strike is better, idk)
2 round would be a draw the Lightning spellstrike for 2d8+1d12+4 plus enemy makes a save for 3d12. Recharge spellstrike
3 round onwards. Go nuts with imaginary Weapon + spellstrike. + True Strike or devise Strategem.
But yeah. Idk How useful draw the Lightning is in practice.

Okay, It's a free Archetype game that i'm joining in about 2 weeks. I made a Starlit Span Magus to help a mostly melee party, the game has a few homebrews in the Sense that every player has a unique, strong ability unique to them, but i will cover that later. This is what i have until now for feats:
Lyralei Elwind, Ancient Elf, Starlit Span Magus level 7
Status at the moment, can change If necessary:
10 str, 19 dex, 14 Con, 18 Int, 14 Wis, 10 CHA.
Ancient Elf (Investigator Dedication)
Magus starlit Span
Level 2: Expensive Expellstrike,Psychic dedication (Yes. The GM allowed with the ancient elf)
Level 4: Investigator Strategem (Magus feat), Basic Psychic Spellcasting (FA)
Lv 6: Enhanced Familiar (For both Spell battery+Familiar Focus recharge)+Psionic Development(Imaginary Weapon)
General Feats:
Canny Acumen (Perception)
Adopted Ancestry (Human)
Ancestry Feats:
Nimble Elf, for 35 speed total
Natural Ambition(picked Familiar that allowed me to pick Enhanced Familiar at 6)
Skill feats:
Trick Magic Item)
Read Lips
Read Psychometric Resonance.
(I have taking this two for RP purposes but i don't know If It Will be useful. I accept suggestion for others skills feats because i don't know what would be good for a magus)
I'm having a hard time choosing the starting permanent itens, i have chosen those for now, but i accept any suggestion to improve:
Level 3: Hat of the Magi, Bracers of Missiles Deflection
Level 4: +1 Striking Longbow
Level 5: +1 Armor Potency Rune
Level 6: exchanged with starting gold to get a Spellstriker Staff(Level 7 Item), using the staff in gauntlet form(My GM ruled that shifted staff i can still cast)
And for last... Have yet to choose my spells and cantrips. Aside from True Strike, Shocking Grasp, invisibility, Draw the Lightning and Haste, specially because i have so few spel slots, and because of my unique ability i talked about earlier, that ability being:
1- Ignore the Volley Trait in longbows, arcane cascade damage applies to longbows.
2- Bend Fate
Free action, called before making a Spellstrike
Gain +2 circunstance bonus to this Strike, If It hits but don't critically hit, apply the damage as If was a critical hit. For the next 24 hous, before making a attack, the GM can choose to give a +2 circunstance bonus to the attack of one monster, and If the attack hits but don't critically hit, you received the damage as If was a critical hit, after that, you can use that action again.
So... Yes, is the mother of all double-edged sword right here, i nuke something to be possibly nuked back after.
So, i came here, what are good strategies, spells, tips to improve or survive that i can doo to this build ? The "almost guaranteed crit" id something i can imagine good potencial but don't know how use to maximun effect. Specially regarding Magic itens to choose from, ALL are allowed.
Any opnion or changes to class feats, skills feats, general or arcestry feats are fine, i can change everything except the elf ancestry and the class.
Thanks for any help in advance, i hope i make myself clear as english is not my First language so sorry for possible mistakes.
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