Uzbin Parault

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I thought that was correct. Just seemed a little silly.
Thank you for the input.


I have spotted something a little worrying about the staff Magus.
Look at the 2 primary abilities you get from the archetype.

Quarterstaff Defense (Ex): At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3. This ability replaces the medium armor and heavy armor class abilities.

Staff Weapon (Su): At 10th level, a staff magus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff's caster level divided by 4 (minimum +1). The staff must have at least 1 charge for the magus to use this ability. A staff magus can restore 1 charge to a staff by expending a number of points from his arcane pool equal to the level of the highest-level spell cast in the staff, as long as at least one spell in the staff is on the magus spell list. The magus cannot restore charges to more than one staff per day. This ability replaces fighter training.

Ok, simple enough. You get an enhancement bonus and a shield bonus for any staff you hold.

However, what happens when you either make a staff, or make a special order for one?
Item creation cost for the first spell put into a staff is 400gp x spell level x caster level.
Lets say your level is 13. You have the Create Staff feat.
The staff you want to make has only 1 spell in it of first level (shocking hands for example. You also choose to create the staff at a caster level of 12.
400x1x12=4,800 gp for a staff you can wield as a +3 quarterstaff, +6 shield bonus item.
Is this correct? Also, the cost could be reduced by even more by having the shocking hands cost more charges.

Lets also look at what happens if you get a level 20 caster to make you that item, at their full caster level.
400x1x20=8,000gp x2 probable selling price, so say 16,000gp.
That makes a staff you can wield as a +5 quarterstaff, +8 shield bonus item.
Again, am I reading the rules correctly?


I have a few questions about witch hexes. If anyone can answer some of these would be appreciated.

OK first lot: If a Hex has a 1 round duration, when exactly does that round end? Is it at the start of the witches next turn, or the end? This is important because of the Cackle hex being able to extend the duration.
Example: I move action up to the fighter type, then touch him with Fortune hex as my standard action. Would that mean that I can use my Cackle hex during my next turn to extend Fortunes 1 round duration, or have I mucked up and only given the fighter one round of it for the day?

Next: Cackle. I use a move action for the 'su' Cackle hex, can I use a 'su' hex (lets say Fortune again) that needs a standard action on the same turn?
Can I use both move actions to Cackle twice in the same turn?
If I keep Cackling each round, does that keep the spell duration going, (losing the round of duration but gaining a round back through Cackle) at least until the DM rules the witch needs a throat lozenge?

OK, final lot: Evil Eye 'su'. Is this a mind effecting, fear effect? Or is it a very minor curse like effect (which would then possibly work on undead,golems etc)? Hex description says that 'the witch causes doubt to creep into the mind of a foe'. However no mention is made in the actual rules for it being a mind effect.
Can I have more then one Evil Eye hex on the same target, debuffing a different thing each time (assuming failed saves or Cackling being used to allow the Evil Eye effects to last long enough for this to happen)?
Can I stack the same debuff on the same target (for example, 2 or more lots of AC debuffs on that heavily armoured dude)?

Thats the lot. Thanks for reading :)