Magnus Arcanis's page

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Nefreet wrote:

But take away the FD part and it gets obscene. And that would be just one of the repercussions of treating Spell Combat entirely like a full attack action.

I'm sure other people can come up with other nasty examples.

True, true. In fact, this was my characters initial concept (and it looks like to me at least that I can continue it) was use Magus with Flurry of Maneuvers and eventually pick up crane wing when I started to need the defense.

I was about to do a lot of retraining until your post Nef. Can't thank you enough for it even if we don't agree that Spell Combat is essentially a full attack action for everything. (i'm gonna keep searching for that quote you mentioned though, just in case)

Course, they may very well change some/all of this, but I'll have to cross that bridge when we come to it I guess.

Apprciate all the help.


Nefreet wrote:

One of the problems with doing that, IIRC, was that a Monk/Magus would then be allowed to perform a Flurry of Blows during Spell Combat, in addition to the extra attack from Haste, and in addition to the extra attack from spending Ki.

Really pretty scary, when you think about it.

Course, -4 for FD, -2 for Spell Combat, -2(?) for Flurry? A million attacks but at a -8(6?) attack bonus (though this can be mitigated obviously)... reminds me of a particular Order of the Stick comic. haha.


Nefreet wrote:
HERE is the Spell Combat FAQ.

Thank you, you beautiful person! No wonder I missed this since I was only looking for Fighting Defensively!

Though, I'm curious as to how it is intrepeted in regards to Fighting Defensively. Just based on that question alone, Spell Combat would qualify for FD. Granted, as you said it may change, but...

Since SC is considered to be a full-attack action, and not a full-round action... FD says it can apply to full-attack actions. I know the ruling of how Haste works caused this to change, which I'm fine with, but question clearly extends to all other effects as well so I'm not sure what I'm missing here.

5) I'm separting this into it's own question. Spellstrike and FD, can it work?


Nefreet wrote:

Also, forgot to catch it earlier, you don't use your Intelligence modifier for attack rolls with your hair anyways. Only if you did would Weapon Finesse not work.

Camel Ninja!

The prehensile hair hex does say to calculate using Int instead of Str. But since they both it and weapon finesse seem like a replacement, I wasn't sure if I got to choose which stat (between Dex and Int) I could use.


Thank you both for the quick responses!

Nefreet wrote:

1) Greater Trip has a prerequisite of Combat Expertise (among other things).

2) Spell Combat is only considered a "full attack action" for the purpose of how it interacts with Haste. The Design team is currently considering whether other benefits, like Fighting Defensively, should apply (so, right now, no).

3) Prehensile Hair qualifies for Weapon Finesse (I think it's the other hair that doesn't).

EDIT: just checked, and Weapon Finesse works for either version of Witch Hair, whether it's Prehensile or White.

4) I don't know anything about the Flowing Monk.

1) I would also agree no also, but not everwhere you look does it list Combat Expertiese as a pre-req is for Greater trip specifically. IE, in the chart, it doesn't list it. So I'm not sure if the full entry is mentioning it to make it easier, or it actually requires it. Or the chart not mentioning it since it assume that CE pre-req will be implied...

2) Is there a link to about how it works Haste as your response now leads me to ask about how it works with Haste! lol.

3) Sweet.


1 person marked this as FAQ candidate.

Hey all,

I'm sadly at the end of my rope and have broken down to ask you fine folks for some answers to questions that are probably pretty obvious to most, but due to various reasons I have talked myself out of common sense. So, I ask you, the more experienced, to set me straight.

*Note: This is for PFS. Houserules need not apply.

1) If I have say... Improved Trip (via a granted class ability), but since I never got combat expertise, can I take Greater Trip (via normal feat selection) provided that my BAB is high enough?

2) Can a Magus Fight Defensively? I was under the impression, that as long as I making an attack, I could do so defensively and gain a bonus to AC. However, Spellstrike and Spell Combat may or may not have the exact wording to support this type of behavior? It looks like they were meant to, but I'm left uncertain that I could go to any DM's table and be confident that it would work for me.

3) Weapon Finesse and Prehensile Hair Hex: Does/can weapon finesse allow me to use my Dex modifier to attack rolls instead of my Intelligence?

4) When does a Flowing Monk's Redirection actually take place? Before the attack? After they attack? Could reposition possible negate an attack?

Also, should there be any official source for answers to any of these questions I would appreciate any links to such.

Thanks in advance.


To me, the two “best/better” magus styles are Striker (shocking grasp) and Support (frostbite). The latter being my personal preference for “top magus build.”

Going all in on either one of those two spells can make for an effective character that will have plenty of “hero moments.” Striker builds will unload a ton of damage all at once upon a single target. Great for BBEG’s. Support Magi can cast a single frostbite and it can last a whole fight (giving forcing the support magi to last longer), and landing it on a BBEG will let you whole party whomp on it pretty good.

Granted builds like these tend to be viewed as one trick ponies… and let me assure you that they’re not. The main thing that people like to point out is once you’re done casting your best spell, you’re just a crappy fighter. Granted there is some merit to that, but there are more angles that a Magus can take to a combat than swinging a sword.

For instance the Magi still have, at the very least, Spell Combat, Spellstrike, Cantrips, wands, and scrolls as available options instead of just… melee attack.

As for the argument between STR and DEX based (or even INT based builds)… I’ll answer it like so, for ~2 ac/reflex/dex skills, the STR gains at least 2 feats, +~2 str skills, 2 skill points, and doesn’t have to wait until level 3 to catch up on the damage chart. Not to mention that you can over buff your dex which could cause you to lose out on benefits such as having to purchase armor that will have the appropriate max dex.

In my opinion, Str is the way to go for most builds. You’re effective right out of the gate and will have access to better feats that, in my opinion, outweigh the benefits of going dervish dancing.

To each their own of course, and your stats should reflect the build your going for.


RumpinRufus wrote:

If you are soloing the enemy, you would get the +3 on your intimidate checks. But assumedly most of your fights will have your party in the room, so you won't benefit from this ability on those checks.

You can still intimidate someone even if you don't share a language, so taking the Tongues curse wouldn't hurt your demoralize checks.

Thanks for the quick reply!

I do have one question though. Why would it matter if other people are in the room?

I've personally have had one-on-one conversations with other people in a room before so I'm curious as to why this stops the... "combo."


Part of the Legalistic curse”

“At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive check while talking to an individual one-on-one.”

Can/could/would/will/how would that interact with something like say… the Enforcer feat?

(Enforcer basically allows a free Intimidate (Demoralize) check against a target that I did non-lethal damage to)

Curveball, what if I went dual cursed and took the Tongues curse and started screaming in a language no one understood? Would that affect how it worked?


Hey All, ( I apologize in advance if this is too long)

Been struggling with my character for PFS after I found out how a few rules work and correctly reading some abilities which has caused me to consider a new path my character. Originally I had planned on going straight Hexcrafter Magus, but waning defense and some higher level options I thought I could take no longer being an option… I think I might do some heavy multi classing to help flesh out some weaker areas that my character has.

So basically, I need some help/advice on filling in the blanks to help cover my some of my weak points or to make sure my strong points don’t become too weak to be useful.

I wanted to build an, easily transitionable, self-sufficient to support character and when combined with team players (especially those with actual support classes) to be able to do some amazing things. I found this in the Magus… which is… honestly… a poor choice for my first pathfinder character. I’m a bit of a optimization junky and the complicated nature of the Magus and its interaction with other classes… anyway. I’m seeking advice, especially from those who have experienced the later levels of PFS, on what holes need filling(and how to fill them) the most so I don’t end up “optimizing” myself into oblivion.

Current Build.
Human – Lawful Neutral – Hexcrafter Magus .
18 / 14 / 12/14/10/8
Feats: Enforcer, Rime Spell, Combat Reflexes
Arcana: Not sure if I want Maneuver Mastery or pick up a Familiar

So essentially, I’ve got this going on.
3. Magus. - Combat Reflexes, ???(Maneuver Mastery/Familiary arcana)
4. Magus. - Prehensile Hair Hex
5. Maneuver Master Monk. – Improved Trip, Vicious Stomp
6. Magus. - ??? (Bonus combat Feat)
7. Magus. - ??? (Level feat), Flight Hex
8. Lorewarden Fighter. – ??? (Bonus Combat Feat)
9. Lorewarden Fighter. – Combat Expertise, Greater Trip, Lunge
10. Magus.
11. ???
12. ???

The ??? are the blanks obviously… Aka were I’m not quite sure what direction/selections would be good ideas.

A few notes:
“ZOMG! You’re going to be a really bad Magus.” = Yep, but unless I unconvinced myself that I’m ok without Spell Recall, and level 4 spells (and casting in heavier armor) I think I get more for my character out of multi-classing. I more worried about being a contributor rather than filling out specific class abilities that are often duplicated by a more dedicated casters. I’m ok with delaying my 3rd level spells a little while. While they are most certainly useful I hope that my advancements in other areas will out way the few spell slots gained.

“Why Monk?” = Since I can’t take Pinned Down to keep enemies from using a 5’ step to get to me I thought I would go the improved trip route. However, I hate taking feats I don’t/won’t actually use. Fine if their granted, but taking them and waiting to take what I really want is a turn off. So I thought… Maneuver Master Monk! Allows me to take Improved Trip right away and I still have a bonus feat… which Vicious Stomp seems awesome. Now, I’m aware that I can’t flurry and spell combat in the same round. I thought I could… but… meh. However, since my go-to spell is Frostbite I often find myself holding excess charges so, for those rounds it would work perfectly well. Also, Perception. Lacking a noticeable wisdom modifier and it not being a class skill… I might as well be blind. Dipping into monk lets me sink some serious skill points into, arguably, the most important skill in the game. Plus the boost to saves is nice.

“Why Fighter” = Lore Warden actually grants me CE at the level I need it for Greater Trip which is a really nice thing to have in the party (I assume). The extra boost to fort, hp, and bonus feats are clear positives. Also, the extra skill points and class skills fit well with my philosophy of spreading around skills so I’m at least helpful if not relevant when skill checks are called upon.

“Maneuver Master vs Familiar Arcana” = With this current layout MM is basically a +1 to eventually a +2 for and against Trip. Kind of lame unless I need it to keep relevant. Otherwise a familiar seems better. Alertness is nice, and essentially a stacking minor feat could be the better option. However… which familiar do I need the most? =/

So like I said… I think my offense is fine. I’ll be generating a ton of attacks for not only myself, but for my teammates as well. If the enemy is susceptible, shaken, fatigue, entangle make it easier for everyone to hit my targets. Combine with enlarge person, prehensile hair, and lunge… I don’t even have to be adjacent to be effective.

Now, the weakness that I’ve identified so far
- Saves are not amazing. I would like better saves
- CMD isn’t anything to admire, but I can’t seem to find any real PFS options for improving this.
- Immune to non-lethal damage and trip basically ignore the fun parts of my character. So a wraith or spectre would be a really bad match up for me… though I’m not sure who/what is actually good against them anyway.
- Hit points… I’m on the lower end of things for a melee combatant, but I’m spending the vast majority of combat attacking from reach or against tripped opponents. However I’m smart enough to know that this won’t work forever.
- AC. See hit points.
- Initiative modifier – If I go with this direction I plan on pumping dex with leveling so I can keep up with my own attacks of opportunity, but… going earlier in rounds is not a bad thing.
- Not sure if my Trip DC’s or strategy will stay relevant. I haven’t and won’t browse the monster manual to force myself to not break this game. I get the irony that I’m asking for hints on feats/class abilities to help me be prepared enough to face those threats, but with MM knowledge… I’d probably lose a week or two of sleep and ruin this game for myself and likely others.
-
In any case, sorry about the mass amount of text, but as you can see I’ve been mulling is over for quite some time and I’m looking for additional opinions and suggestions. Thanks in advance


I wonder if the feats could be balanced at all by insituting a penalty to the confirmation roll?

IE. Gain a bonus to your critical threat range and penalty to your critical confirmation roll that is equal to your dexterity modifier.

This way you could still trigger momentum, but the likely hood of triggering a full crit, and thus an extra attack, would be drastically reduced.

In fact, I would probably put a base penalty for confirmations onto Crit Momentum's description if someone wanted to keep it at inifinate possible triggers in a single turn. Probably a -2, but -4 wouldn't be out of the question for me.


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Ways to deal with stealthy tactics such as invisibliy, flight, burrowing. So way to "deal with" those tactics I imagine would by typically common for an experienced villain, even if its by choice of terrain. So, see invisiblity, dispel magic...

Other thing a seasoned villain would typically have is either an escape route or a way to bring himself back from the dead. Villain's become recurring villains if the heroes don't ever block the chosen recovery path. So, teleport, Dimension Door...

Early warning systems (as mentioned above) such as wards or summons or other generic minions help.

Defensive Buffs. In conjunction with the early warning systems, the villain can have a chance to prepare for an upcoming fight with the heroes. So things like, Stoneskin, blurr... whatever you feel would be inline for the type of villain you're going for or based on info from your early warning systems (such as scouts or minons that escaped previous battles against the hereos).

Counterspelling could also be a neat tool for a villain.

Other than that, I imagine most top-notch villains would prepare like most people would if they were playing in an MMO. Heal potions, buff potions/scrolls/wands, anti-debuff measures, etc...


Mathwei ap Niall wrote:

the issue is you said you where just using the spellstrike ability and that only allows you to deliver a single spell through a weapon.

The Spell Combat ability allows you to cast a spell and attack at the same time.
Now if you intend to use Spell Combat AND spellstrike in the same round then that's a different question. If you did want to do that then it's already been answered in question 2a.

Very good then. Just leaves us with number 3 (again). I've talked to some gamers around and I have recieved a ton of different veiws, but by far the ones mentioned above are the most dominant.


Mathwei ap Niall wrote:


Quote:
2b. If I have beard, and two weapons going can I cast a spell to spellstrike with my main hand, melee with my main hand, off hand, and beard? Or do I give up the beard attack.

Not really, spellstrike only allows you to deliver a spell through your weapon. So in this case you would use a standard action to cast a spell and use the free action to deliver it through your weapon.

ie; 1 attack that delivers the spell.

Not sure if I understand your answer here. Or maybe my I asked my question wrong.

Let me try again.
It being a good idea aside, with Prehensile Hair and a weapon in each hand can I do this?

1. Cast spell with beard.
2. 5-step in
3. Spellstrie with Scimitar (-2).
4. Melee attack with Scimitar (-4)
5. Melee attack with Handaxe (off hand weapon) (-4)
6. Secondary Natural attack with my beard(-7)?

Or since I used my beard to cast the spell, do I lose step 6?


Greetings rules wizards!

I'm a relatively new player and I've managed to stumped into some really odd stuff so I'm hoping you masters can help me out.

1. Spell combat + 1h-weapon w/ two hands:
In my full round attack can I cast a spell, then use two hands to on my scimitar to gain +.5 str damage? Does this also work if I'm Spell Striking with my spell?

2a. Spell combat + Prehensile Hair + Two-weapon fighting:
Hexcrafter Magus @ level 4 grants me a hex. The hair is limb that is as dexterous as a hand. In theory this lets me use my hair(beard) to cast a spell for spell combat then (in theory) have a weapon in each hand for two-weapon fighting. If this is possible, how to the penalties stack up?

2b. If I have beard, and two weapons going can I cast a spell to spellstrike with my main hand, melee with my main hand, off hand, and beard? Or do I give up the beard attack.

3. Prehensile Hair + 1 level of White Haired Witch:
Hexcrafter Magus 4 and 1 Witch give me two hair-based attacks. I personally believe this grants me two seperate natual attacks, but some others think that they all affect my hair so they abilities merge creating a reach 10, optionally primary or secondary natural attack, with a free grapple check. I'm on the side of them being seperate, but solid clarification here would be awesome.

I may have more later, but these seem to be the most prominant to me right now.

Thank you for your help in advance,
Magnus the Magus.


Mathwei ap Niall wrote:


Hint, if you really just want Touch of Fatigue just burn a grand for a for a Cracked Orange Prism Ioun stone. It adds one 0-th level spell to your spell list.

Where can I find this Cracked Orange Prism? Really wanted to pick it up. However... I can't find it!


james maissen wrote:
Magnus Arcanis wrote:

I like the whip ideas, but invovles a lot to get going. I would definately give it a shot if I didn't have to start at first level.

Actually it starts off fine out of the box. At first level you're likely using a guisarme, but that quickly changes.

But suit yourself,

James

I guess I'm on the side of a whip not being all that great until you can obtain Improved Whip Mastery. Thats just me though. Hopefully one day I'll get around to play a Whip build. :)


I like the whip ideas, but invovles a lot to get going. I would definately give it a shot if I didn't have to start at first level.

Anyway, think I'm gonna abandon the two weapon fighting idea unless Prehensile hair turns out to be able to qualify as a hand for spell combat. The penalty to attack rolls was too great(though getting up to 2d6 sneak attack damage on each one of those attacks would've been awesome). However, I can change my mind later if I want.

So what I think I'm gonna go with:

Human - Neutral Good
18/14/12/14/10/8
Traits: Blade of Mercy, Magical Lineage (Frostbite)
Feats: Enforcer, Extra Arcane Pool
AC: 16 - HP: 10
Skills: Climb, Intimidate, Knowledge(arcana), Spellcraft, Use Magic Device

Choose Extra Arcane Pool so right out of the gate I can get +1 from my extra pool for 5 combats (which is hopefully enough for the whole day)

At level 3 I'll take Rime Spell and Maneauver Master(Trip) magic arcana.

Level 4 I'll pick up Prehensile Hair. Level 5 I'll take Combat reflexs (for my 10' reaching hair).

Still kinda open on my remaining feats... but have some time.

I'm open to any last comments, but I thank you all for getting this newbie started. You've helped me a great deal.


james maissen wrote:
Magnus Arcanis wrote:


Thoughts?

Too many hits to your BAB. At 9th level your BAB is LESS than a WIZARD's BAB.

You need to pair things down a bit.

I don't think you will be decent at grappling, so why take the BAB hit for it?

Go with pure hexcrafter magus, perhaps with a few fighter levels thrown in for good measure.

-James

Actually my BAB is one higher at +5. Wizards have +4 @9. However still doesn't excuse that its low.

Regardless of what happens I think I'm gonna drop those prestige classes for more Magus levels.

Good news is... getting grapple to work shouldn't be THAT bad. With Maneauver Mastery I get Magus level+2+BAB from other classes to my Trip CMB. That and I think I'm gonna switch up my tactic.

Use the -2 Spell strike melee weapon first. Then try not to use the trip/grapple hair until after Frostbite lands. Once that happens the Fatigue and Entangle put a -6 to the target's Dex. Which... helps.

For other feats...
Think I have room for combat casting now, maybe intimidating prowess, weapon focus...


Alright, winding up here I think finally. Assuming all the above will work in some capacity.

Human:
18/14/12/14/10/8

Traits:
- Blade of Mercy
- Magical Lineage (Forst Bite)

1. Magus
- Feats: Enforcer, ....
2. Magus
3. Magus
- Feat: Rime Spell, Magic Arcana (Maneavur Master)
4. Hexcrafter Magus
- +1 Dex, Prehensile Hair
5. White-Haired Witch
- Feat: Combat Reflexes
- Familiar: King Crab
- Patron: Strength
6. Magus
- Bonus Feat: .....
7. Vivisectionist Alchemist
- Feat: Two-Weapon Fighting
8. Vivisectionist Alchemist
- +1 stat(dex most likely to even it off)
- Discovery: Vestigial Arm
9. Vivisectionist Alchemist
- Feat: ....
10. Arcane Trickster
11. Arcane Trickster
- Feat: ....
12. Eldrich Knight?

I make a lot of attacks, but I'm a little worried about my accuracy in the higher levels. (unless my first attack hits, then it should fine I'd imagine)

EDIT: Might be better to let go of the third arm tactics for more accuracy and more spells.

Plus I have some room for some feats. I'm open to suggestions (and those already selected are open to change as well).

Thoughts?


Ok, hair semantics aside.

Whats the deal with Spell Combat and Two-weapon fighting. The wording thats tripping me up is Spell Combat is already functioning as two-weapon fighting.

Two-weapon fighitng (with the feat, which I would take if this ends up being worth it) gives -2 to the main hand (which I would still only have one) and my off hand a -2 (-4 if not a light weapon).

So since the spell is also acting like (another?) off hand, I'm attempting to make the case that:

-2 Main
-2 Off hand
-2 Spell

The other intreprtation is that they don't 'merge' but stack:
-4 Main
-4 Off hand
-4 Spell

The final interpretation is that they intermingle as the 'normal mode' being two-weapon fighting, and spell combat putting a penalty on all other attacks:
-2 Spell
-4 Main
-4 Off Hand

The 3rd one listed seems the most likely... if my understanding of the rules is getting any better.

If this and everything I think is correct my now 5 Magus/1 Witch/2 Alchemist as a full round action...

-2 Spellstrike
-4 Main Hand
-4 Off hand
-7 White Hair
-7 Prehensile Hair

Unless two-weapon fighting also penalizes secondary natural attacks, but I don't think it does.

Thers still a question too of whether to go str based or dex based. If the Alchemist trick works str based wins. If it doesn't Dex still has a chance (if not, the lead).


AdAstraGames wrote:
Just so long as you keep your pants on to manipulate your additional appendage, I don't care....

LOL.

See, if I end up being right, that isn't even a option! If Mathwei remains? correct... you can't stop me! muwhahahaha.


Mathwei ap Niall wrote:
You are making assumptions that are not spelled out anywhere in the rules. If you were required to pick one of these and never change it then it would say that. As is all it says is you can choose to activate your hair OR your beard OR your mustache OR your eyebrows. All of them are still technically just hair.

While I agree that it is wordly poorly for how I'm trying to interpret it, but I think its even worse for how you're trying to intrepret it.

Spelled out? No, but the context is there. I submit exhibit A.

"The witch can instantly cause her hair (or even her eyebrows)..."

Here, Paizo has made a clear distinction that 'hair' doesn't mean your 'eyebrows'

Thus. 'Hair' now specifically references to the hair on top of your head.

Normally reading the sentance as if it were a book I'd agree with you Mathwei, but.. we're reading a game manual. Terms are not as easily interchangeable.

If we accept that, then its clear you're only gaining an ability to manipulate one source of hair. Be it "Hair" or Eyebrows, it doesn't matter which one we choose, but thats the one we get.


Mathwei ap Niall wrote:

Really? So let's say you animate your head hair with the white Witch power and then use prehensile hair to do your beard. Then you activate it again to animate your mustache, then again to do your eyebrows.

All of these are legal by the Hex and all of them violate the intention of the power.
Natural attacks are convoluted enough without trying to use the same piece for 2 different attacks.
However if your GM rules that you can (doubtful but it can happen) then cool, run with it. Since this is for PFS however I have found it's safer to expect the most restrictive version since you will have multiple different GM's and can never be sure what will fly with any/all of them.

It says "or."

Meaning I've only trained up on one source. Hair (mechanically) does not equal eyebrows. Males for instance can choose from Hair, Eyebrows, Mustache, OR Beard.

The White hair doesn't let me use anything but "Hair." No eyebrow, mustache, or beard option. So instantly switching between the 4 options isn't possible. I would assume I would have to pick one source (with Prehensile as its the only one with options) and gain the ability to manipulate that single source.


Mathwei ap Niall wrote:

@magnus, you are running into the Logic vs. Ruling issue that really does pervade this game.

To make it easier to understand whats going to happen ask your self these questions. If I can animate my head hair and beard hair separately then why can't I do my beard, mustache and head hair as well. What about my chest hair and arm hair too? If that works then why can't I do each strand of hair separately ?

That's where that stream of thought goes and you know how any GM is going to rule there.
Natural attacks are binary, all of this or none of it. The only exception is claws and that's purely because they are a special case and are spelled out as such in their entry.

Actually, thats a pretty simple answer. Cause I haven't gained/developed that ability to manipulate a third source of hair, or each hair individually (even though I sorta am, but I have to combine them in a certain way for it to be enough to have it considered to be an attack).

EDIT: Logically and Mechanically it looks like it should be different attacks. So far as I can tell anyway.


Mathwei ap Niall wrote:

1. Unfortunately no, Spell combat specifically stats you have to have an empty HAND (not any old appendage).

On the rounds that you aren't using spell combat yes you can but it's going to be feat/cash intensive to do.

2. Hair is a single natural attack, you are either using all of it or none of it and like all natural attacks you can only attack once with an appendage unless something specifically grants you an ADDITIONAL attack. Prehensile hair doesn't have that text so once you've attacked with it once it's done for the round.

3. Do-able but expensive and really unnecessary.

1. Hmm, its a limb, and is as dexterous as a hand... still seems like it should work. Meh, what if I revisit 2 alchemist and actually get a physical hand that way? Would TWF work then? If so how would it apply?

2. Well, white hair is my normal head of hair and prehensile says it can be elsewhere (beard, mustache). Which should dodge it being only a single source. The part that gets me the most though is one is specifically a Primary Natural attack, and the other is a Secondary Natural attack. Which are completely different I know one can become the other in certain circumstances... but still different.

3. This build may be doing enough, but hey. Worth knowing all the actions and I just found out that my regular PFS groups is aparently going to have 3 ninjas... (this may change, but gah-dang). Still, if the 2 achelmist comes back into play I get poison use. Still expensive though... unless I use Wasp Swarm poison? Srd doesn't list a price and does a 1 dex damage. Can already penalty 10 dex... 11 or more could be good for my ninja buddies. ;)


More questions abound!

1. With my prehensile hair up, seems I can use that to cast my spells. Which should let me wield a weapon in my off hand. Can I add two-weapon fighting to Spell Combat? Penalties stack or since spell combat is pratically two-weapon fighting to start with can I get away ith?

2. I've read the two hair abilities a bunch now... and we're 100% certain they merge into one ablity? It still reads to me like I get 2 attacks, 1 with reach, 1 with grapple.

3. I've never dealt with applying poisons to weapons in any game system. So not clue on how they actually work and my digging around this morning didn't exactly give me any useable results. Still, anything from say... a dip of ninja to be gained (in terms of applying even more 'apply every round' status effects)?


Michael Foster 989 wrote:
Magical Knack is not available in PFS, the OP is better off just stating what he wants to be able to do and we can help him get as close as possible.

Well, thats easy.

A PFS legal character with a plan.
Goals include:
- Being able to inflict as many debilitating effects each turn, every turn, all day long. Or on an average of 4 combats a day that take up 5 rounds of attacking.
- I would prefer decent defense and respecitable damage.
(currently at 5 Magus (hexcrafter)/1 Witch(white-haired)with: (options listed below are subject to change at any moment)

-- Both - Blade of Mercy, Magical Lineage (Frostbite)
-- Str build - Enforcer, Rime Spell, Combat Reflexes
-- Dex build - Weapon Finesse, Enforcer, Rime Spell, Agile Maneauvers, Combat Reflexes

What I could use more of:
- Better rules understanding
- More status effects
- A more finalized plan :P

What I don't care about:
- 1 shot attacks or tricks. This includes Shocking Grasp (its cool, but just not what I'm looking for in this character)
- What stat I should tank. Don't think anything more can be said about subject that hasn't been repeated several times.

What I like:
- Rules explantions.
- General tips to improve my character at creation. i.e. Starting equipment.
- Alternate build ideas that could perform my goals better than what I'm currently aiming for.

Thanks again everyone for your assistance and patience. This is still a rather complicated character and this being my frist real attempt at pathfinder I'm finding a lot of your info to be incredibley helpful.


Needing the hand isn't such a big deal. Guess I'm taking Prehensile for the reach at this point?

Ok... so whats the best way to do this?

Hair attack trip attempt first at -7 as a spellstrike.
5-step in
Hair -7 and Weapon -2

Or reverse if already adjacent:
Hair -7 and Weapon -2
5-step out
Hair -7 spell strike

That seem about right? Any way to alleviate the massive -5 pentaly other than getting lucky on the first hit?

And where did that reposition come in for flanking?


Mathwei ap Niall wrote:

Magnus, first things first.

The White witch archetype permanently activates your hair as a primary natural attack, it is not prehensile and the only thing you can do with it is attack & grapple.
If you only use your hair to attack that round without using a weapon it is a primary attack that does 1d4+int mod + 1.5x strength mod on damage.
If you use your sword at the same time the hair becomes a secondary attack (-5 to hit and 1D4+int mod +.5 str mod in damage).
If you spell combat as well ALL attacks you make that round get an additional -2 to hit on top of all existing penalties.
Second, you can't take multi-weapon or multi-attack in PFS so don't think about them.

If you decide to take Prehensile hair as a hex (from your hexcrafter levels) then it does NOT give you any more attacks it just changes your normal hair attack to a secondary but lets you use your int bonus in place of your strength and lets you use your hair as a third hand.
Prehensile hair is a hex you DON'T need to take unless you need a third hand (you really don't with this build).

As for attacking while your hair is grappling, that's the point of this build. Your hair does a free grapple and you full attack with your weapon. Enjoy it.

Oh... I will enjoy it.

But I should rephrase my quesiton on hair grappling and attacks. I meant more attacks with my hair while my hair is grappling something else.

I suppose this could end up to me grappling more than one enemy at a time if my hope is correct.


Alright, got more questions.

Assume I'm going with the 4 Magus, 1 witch, then 1 more Magus for question standpoints...

For the Hair, Prenhensile makes it a reach secondary natural attack for 5 total minutes. White makes it a standard primary natual attack with a free grapple but no duration and doesn't count as an limb. If I'm not getting two seperate natural hair attacks I'm gettting one... Permanent limb? Reach Primary natural attack with a free grapple attempt?

At level 6... I can

Spell Combat with -2 Spell, -2 Melee Weapon, -2?-5?-7? Hair (trip attempt)

Would multi-weapon fighting help this out at all? Cause if I'm reading this right I can remove the penalty from Spell Combat entirely. Though if my hair limb isn't permanent I suppose I can't take this feat unless I acquired it from a different source... if true would it then still apply?

Also... still sketchy. If/when Prehensile hair is my only natural attack does it become a primary anyway? Or was I right the first time and I still take the -5 .5str(int) penalty of a secondary natural attack.

....another hair question. If my hair is grappling something... can I still make attacks against other enemies? If i'm not considered to be grappling while I'm invoking the grappled condition it seems strange but legit.


dunebugg wrote:
Stat block 4 is good, although I would go with 8 wis and 10 cha... Wis is too important to drop that low. Will save and perception should be enough to dissuade you. What about the RP consequences? Your character would be very rash and likely get himself into some trouble.

A decently intellignt character who presents his/her arugments relatively well but doesn't know when to shut up? I think I can relate. ;)

+1 wisdom modifier is somehow not really gonna help my perception much. Its not a class skill for either class. This is more or less the thing I'm bad at. Unless I go out of my way to gain perception I'm just gonna be suprised.

Will save... ya that sucks, but to help both Magus and Witch have a good base will save. I'm more or less ok with relying on that. I'm not happy, but... I rather be a little more on the social side especially considering I'm likely to gain more from putting effort into intimidate/charisma than I am perception/wisdom.

EDIT: And not just me! My whole party can thanks to enforcer :)


Helaman wrote:

I've a level 1 Samurai/ 1 Magus atm.

Go for stuff early on... those first 3 games before I got my magus on were slow for me. That Rime Spell etc is a good shtick early... consider you'll need to play 9 sessions before you qualify for level 3. It can be a long wait.

Don't diss your strength - unless you play a Kensai Magus that lets you add int to AC and not wear armour, its nigh on impossible to get a build with any armour other than a Leather cuirass with anything under 11 str and still remain unencumbered.

Stay flexible - you may not always know who your fellow pathfinders will be. I had one session with a mostly martial party, with very weak healing and no arcane caster... it was very nearly a TPK. Dumping your Charisma to 7 can be baaaaaaaaad. I try to invest (esp. with high int characters) the odd point in Charisma based skills because at the least you can Aid Another with a 50-50 or better chance of success and you never know when your faction mission will need YOU to be the face of your faction. That said look to a point here or there in most of your class skills during the character life cycle... and the odd cross class one. Elves should ALWAYS sink a point in perception every now and then - class skill or no. Stacked with that natural +2 it makes you a decently aware character.

Don't dilute too much - as someone said, 2 levels max as a dip is a good rule of thumb. I did samurai because I wanted access to the heavy armour feat so I could go Mithril heavy armour at level 8+ without paying for it, I wanted access to the Katana proficiency (again without paying for it and without going Kensai) and access to social skills as class skills... And though I now have what I want, even with a single level dip, it still dilutes the strength of the Magus and it can be a long time before you get where you want to be.

Alright! Ya got me. So happens I just ran the numbers on my starting equipment... 8... pretty much... you (and just about everyone else in this thread) are correct. Sadly I can't go that low on str. WHICH kinda pisses me off... I mean, seriously... Dex characters have it bad enough with all the feat taxing.

Ranting aside...

1. 10/20/12/14/7/10
2. 10/18/12/16/7/12
3. 12/18/12/14/7/14
4. 18/14/12/14/7/12
5. 18/12/12/16/7/10

My starting equipment so far...(keeping on the lighter side still)
25 lbs 100 gp For a Chain Shirt
1 lb 1 gp for a Dogslicer.
Gotta fit a blunt weapon in there skellies...

So.. what other neccessary items should I be packing. Plenty of good ones I'd want to have, but... neccessary.

Though, I'm having a ton of trouble justifying dex based at all right now. Saves me 3 feats (finesse, dervish, agile maneauvers) and lets me use a better weapon from the get-go.

I'm primarily in melee, if I keep a 14 dex I lose only 2 ac and reflex (among other things, but are less important to me).

Having Rime Spell and Enforcer at level 1 would defiantely get the ball rolling much quicker.... much quicker. I'm looking at number 4 right now... what do you guys think?


dunebugg wrote:
Magnus Arcanis wrote:


However, I have a few questions. On a 5 Magus/1 Witch.

1. For feats, I plan on having Finesse and Enforcer at level 1, Dervish Dance at 3, and Rime Spell at level 5. I have one other at 5 and would get one soon at 7. I'm thinking at Agile Maneavurs and Combat Reflexes (to take advantage of that 10 foot reach from the hair).

Suggestions on which one I should take first? (or at all for that matter)

You can't use Combat Reflexes with your Prehensile Hair Hex, as it's a secondary attack and can't make AoOs. If you take White Hair witch you only have 5 foot reach with it until Witch4.

Not that I don't believe you... as I do. But I couldn't find anything keeping me from using a secondary attack in place of a primary for an Attack of Opportunity.

Though based on the natural attacks wording... I'd still have a -5 to-hit and a 1/2 str(int) to damage.

I gotta be missing something big here.


1. Rime at 1 actually seems to early to me. I only have 2 level 1 spells per day at 1st level. And will only work for 1 round. Level 2 is a little better, but I don't see it worth it until 3. Course... that would delay Dervish Dance. Side question... Frostbite's description says 1 time per level. Does that mean caster level(I assume) or character level(I hope)?

2. Nuts.

3. Ok. Still worth it to take Agile Maneavur?(if I keep my 20 dex... if I even out dex and int out I don't see a point either) Poor close range... almost had a use for it (a poor one I know, but a use none the less!).

4. Will do. Thats kinda the one I wanted anyway. Was just so worried about the wisdom score I'm trying tank.

5. Ya, I've got Gricks favorited. I do need to read it a few more times though. Till you Mathwei, I've never concieved having a third limb that can be used for attacks so I read it on a pretty simple level. And will do on natural attacks. I skimmed it, went to sleep and my head spun all day at work lol. Off to read up on em again now.


james maissen wrote:
Magnus Arcanis wrote:


Well, casting defensively... bleh. What a wierd mechanic. Virtually impossible at low levels to be reliant, and if you sure up that aweful percentage it becomes worthless at certain tipping points.

You're roughly playing levels 1 through 12. You can find the sweet spot there, but you have to plan for it.

Trust me as a magus you will wish to cast shocking grasp via spell combat in the thick of it.

Likewise you will get jumped at some point and being able to get off that mirror image or the like will be worthwhile.

As to taking the AOO.. now you've taken damage and need to make a worse concentration check! Gambling for them to miss vs you making the roll to begin with.. it's normally a sucker's bet.

-James

Ya... I'm sure there be at least one time when I can't "back off" to cast a needed spell. I may be a very sad panda that day.

As for the AoO... I dunno, I'd only consider it after the I know the facts. If the target needs to roll an 18+ to hit me I may just risk on a cantrip rather than lose the cantrip when I didn't have to. And for a less expendable spell I probably wouldn't even consider it unless they needed to roll a 20. I'm a gambler sometimes... what can I say ;).

----------
On to better news... after coming into the knowledge of what Frostbite actually does... I think I'll take that White-Hair witch dip with 5 Magus hexcrafter levels.

However, I have a few questions. On a 5 Magus/1 Witch.

1. For feats, I plan on having Finesse and Enforcer at level 1, Dervish Dance at 3, and Rime Spell at level 5. I have one other at 5 and would get one soon at 7. I'm thinking at Agile Maneavurs and Combat Reflexes (to take advantage of that 10 foot reach from the hair).

Suggestions on which one I should take first? (or at all for that matter)

2. If my hair is grappling, can it deliever my extra touches from Frostbite (it may not even have a choice) so I can continue to spell combat with cantrips? Even if I orignally spellstriked it through the scimitar?

I guess I get myself all confused when it comes to having a trip+grapple (at least it sounds like if I trip I get free grapple check) attack without being grappled myself.

I may need to be told exactly what I can and can't do with my white and prehensile hair at this point... Just want to make sure I'm using this seemingly awesome trick right.

3. For Magic Arcana, with this direction, should I be taking the Maneauvers arcana at 3rd and 6th magus level (one each for trip and grapple)? Or if the extra frostbite touches can be delivered via my hair would it be worth it to take close arcana so I can use Flare in melee?

Might be cool to add Dazzled on top of Fatigued, Shaken, Grappled, Entangled and Prone.

4. Familiars, (this might answer question 3). +2 to CMB or Will Saves (or +1 AC)? And do i need to take the Familiar magic arcana to stack my Magus and Witch levels for the little guy?

Thanks for the all the help guys. You're really doin me a solid. Its a lot of info to take in and bad/old info+my inability to understand/remeber effects/rules+my desire to do cool tricks has turned this into quite a project for me. Your guiding hands are helping out big time.


dunebugg wrote:
Magnus Arcanis wrote:


4 Magus(Hexcrafter)/1 Witch(White-Haired)/2 Alchemist(Vivisectionist)/1 Rogue(Thug)

Think my BAB might cry. lol Wonder if its better to simply go str based at that point though... I may be outside the realm of this thread alone...

I'm starting to think this might be your first serious Pathfinder character.

One of the BIG differences between 3.5 and PF is that taking a single class is much more powerful than the cherry-picking game that was 3.5.

The build you have listed... has THREE spellcasting classes, none full BAB, none that have strong reasons to take all together. A one or two dip into WH-Witch or Vivisectionist could be argued is really useful...

But compared to a level 8 magus? You gain 2 BAB, 4 HP or skill points(favored class), 1 hp (compared to d6 HD witch), plus an extra arcana, 3rd level spells, medium armor casting, Bonus Feat, Knowledge Pool, and Imp. Spell Combat (not taking into consideration any archetypes).

Do all the extra abilities really beat out on 2 BAB and 3rd level spells AND bonus feat? The rest to me just seems like icing on the cake.

If you really really want to multiclass, go 2 levels max. Otherwise you will lose sight of what your character is trying to do and find yourself far behind other melee characters (which at the end of the day is exactly what you are).

Edit: not to mention the loss of Caster level for your main class, which will mean your Shocking Grasp (or spell of choice) will only do 4d6, compared to the 8d6 all other Magi are doing at that level.

Lol, while it is true this would be my frist true attempt at a pathfinder character. Actually will be my second attempt ever at multiclassing at a table top game (the first never made it past the first session). So ya, novice indeed.

Actually building the 4/2/1/1 character was more or less a spin off thought. Still I do wonder about that the actual drawbacks of multi-classing.

The thought behind it is merely to pluck certain aspects of each chosen class and ignoring what I don't need.

For instance, if I'm gauging for 4 combats a day (possibly a terrible idea, but like a said a spin off thought). From 4 levels of Magus I get pretty much all I need. 4 frist level spells (likely shield), Hexcraft for the hair which gives me four 1 minute uses. A 1 dip to witch to actually make effective use of the hair.

That sorta makes up for the extra attack I'd delay due to the lower BAB (which is honestly the biggest loss, that and haste). 2 Alchemist is merely there for the 1d6 sneak attack and an extra arm so I can get 1.5 Dex to damage. Everything else is merely a bonus. 1 rogue is another d6 of sneak attack and thug traits.

I may actually drop the rogue for a 5th of Magus, bonus feat and better weapon enchancements (or +2) from the Arcane pool now that I think about it a little more.

If its possible to sure up the inaccurate attacks...

grappling, shaken, fatigued attacks that do at least respectable damage may or may not be worht it... for me. I might miss haste too much though for me to actually go through with it... but was an interesting thought none the less.


james maissen wrote:
Magnus Arcanis wrote:


For Intelligence - I wouldn't mind more, but I ask why do I really need more?

Let's start by asking at what level will you be able to be sure to cast defensively simple 1st level spells. Your top level spells?

Then there's spell recall which is awesome for longevity in burning through spells.

I wouldn't sink a ton into INT, but this class does speak towards a 10-10 or so investment in INT/DEX to me... but then again I tend to look towards elves for this build so a 18/18 (or really a 18/19) start here is kinda nice.

-James

Well, casting defensively... bleh. What a wierd mechanic. Virtually impossible at low levels to be reliant, and if you sure up that aweful percentage it becomes worthless at certain tipping points.

Ideally, unless under extreme circumstances I won't have to cast my level 1+ spells defensively. As they're pretty much personal buffs I can cast while in safe areas. At least thats the plan anyway.

Cantrips... well.. they're free so ya. Hell, if my target is shaken+fatigued and if I have a healer so I can have shield up... I just might take the dang AoO. As against such a target I would effectively have a 27 ac+other stuff. Meh.

Spell recall is awesome though. It can add some serious longevity to the low spells per day. I'm still russeling with the math to make it work. Not sure if its really enough to allow me to abuse a damage spell often enough. And if thats true then all I'll end up doing is using any left over points to let me go into a 5th combat that may not happen. (not that 4 is garunteed either, but still)


Beebs wrote:

Rime spell says that the target becomes entangled for "a number of rounds equal to the original level of the spell" which in the case of Ray of Frost would be 0 rounds I believe... unless there is some hidden rule about "minimum 1 rounds" that I missed.

Conceptually, rather than focussing on inflicting as many debilitating effects as possible, you might be better served by focusing on inflicting (a few of) the most debilitating effects possible.

If you can hit someone with a really brutal condition like nauseated, who cares if they're shaken? "Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn."

An alchemist with the stink bomb discovery can be AoE nauseating groups of enemies left and right, starting at around level 3 or 4 for example.

For the magus, frostbite (magical lineage) + rime spell + enforcer seems like it offers a lot of bang for your buck, at least against enemies vulnerable to nonlethal damage, although it eats up two feats and a trait. A fatigued, entangled and shaken enemy has some pretty hefty minuses!

I like frostbite... except... can only use it but a few times a day. Fine for nerfing the 'end guy' but not qutie what I'm hoping for. Is the bomb the same way or can I do that every round?

I more or less assume theres no way to nauseate every round :(


Jiggy wrote:

A laser-focused PC can be a trap in PFS organized play. You want your capabilities to be a tad more diversified: one or two main schticks that you're pretty good at, a couple more that you're reasonably competent with, and be at least mediocre at most other stuff, with not more than a couple of achilles' heels.

Here are some situations I've either been in as a player or put forth as the GM in PFS:

• PC dragged to the bottom of a river in the mouth of a giant crocodile
• Swallowed whole by a gibbering mouther
• Swept off the side of a ship by a rogue wave in a storm
• Had to catch a werewolf before he reached/killed an NPC (using chase rules)
• Had to fight creatures that could use darkness or invisibility at will
• Had to climb down a 150ft cliff face while being fly-by attacked by harpies
• Had to find the MacGuffin (like a million times)

The list goes on. If you have a stat above 18 at level 1, you're too narrow for PFS. Those are the characters that die - they get into a situation they're not suited for, can't cope, and it's over.

I'm all for diversity, but... after Weapon Finesse, Dervish Dance, and possibly Agile Maneauvers... that one stat is responsible for my:

- to-hit for melee and ranged attacks and spells.
- melee damage
- reflex
- combat maneauvers (maybe)
- 7 dex based skills

Which... is a pretty big bulk of the character in question.

For Strenght - Other than carrying things (which addmittedly I could be underestimating) and 2 skills (granted they could matter, but so could all skills)... I just don't see much of a use for that 1 or 2 modifier. I'll also echo too, without alchemist's extra arm I'm not getting the full benefit from power attack... meh. My inexperience is showing, but the math isn't there.

For Wisdom - Ya... I would like more here for my Will save (at least its not in the negatives), but perception isn't a class skill and so I'm not so great at the other 3... But I don't think I'll be mediocre at them with a 10 score either.

For Intelligence - I wouldn't mind more, but I ask why do I really need more? Don't really care about DC's. The 1-2 extra arcane pool points would be nice, but after 4 combats what am I using them for? I might be undervaluing one shot techniques from Magic Arcana or my Spell list but isn't +1 to-hit and damage better than anything that extra point or 2 of int is giving me?

Now, if I wasn't pinning basically everything on my Dexterity I'd be in the same pool as you guys discouraging me, but if this isn't a reason to go for a 18 pre-racial stat I don't know what is.

Still, 7 build points is a lot, but I question what would actually be worth increasing (to a useable level).


Mathwei ap Niall wrote:

Rime spell does nothing for ray of frost don't bother trying.

Natural attacks and iterative attacks have special rules on how they interact, read the Natural Attack section from the bestiary to understand it. But mostly you get 1 extra attack per round from the hair and IF you took prehensile hair it wouldn't give you an additional attack it would just make your normal hair prehensile (the white witch archetype's hair is NOT prehensile normally).

As for spell combat/spellstrike, yes the penalty will apply to every attack you make that round, no matter what weapon you use.

Finally doing so you'd have a Bab of 4 and all your abilities would be so weak you couldn't kill a goblin in fight.

Ah, I knew I was right on Ray of Frost... and will do on the read up on natural attacks.

Though I am kind of suprised that you'd still say that about the goblin fighting though. Worst case scenario I'm still doing 2 attacks at d6+dex+trait+arcane pool+weapon enhancements+Other effects.

A rogue is what? possibly pretty much the same minus arcane pool+other effects and gains a better sneak attack?

Do I do as much damage? No, but... I would think some of those weak effects could add up.


Hey all, was over in my magus thread and clearly I'm not knowledgeable enough yet to really accomplish what I want to accomplish.

My goal it now to (relatively) every turn inflict as many debilitating effects on my enemies as I possibly can (and as early as possible).

So I need your help!

Originally I started out with a Human Magus using Touch of Fatigue (at level 3 or earlier) and Enforcer for a Fatigue and Shaken (at a low dc each).

Now, other than a decent to-hit, moderate hp and ac I'm pretty much willing sacrifcing anything (including DCs) to inflict as many diblitating at-will effects as possible.

The goal is to keep this PFS legal and with any luck I can conjure up a breakdown from 1-12...

Some things I have so far:

-Blade of Mercy + Enforcer
-Magus Spell Combat lets us cast spells.
-Witch hair tricks can trip and grapple without actually grappling.

I heard a rumor that Rime Spell works with a Magical Lineage (Ray of Frost) for an at will entangle... though I sitll question wether or not this actually works.

Can it be done!? Can it be effective enough to not be a turd?


Hmm, was looking into Rime Spell and curious. Several people seem to think Rime Spell and Ray of Frost is an at-will Entangle. Is that true? Based on the wording of Rime spell I'd entangle the target for zero rounds which to me is... not at all?

Definately gonna keep Frostbite in the pocket for now and focus on at-will, all day every day type of effects...

Speaking of how does using the hair work exactly? Seems like a level 1 dip into Witch (White-haired) and Hexcrafter I'd effectively gain 2 additional attacks on top of the normal weapon and spell attacks from spell combat?

If true does the -2 from spell combat apply to the additional attacks (I assume yes, but better to make sure)

Oh, thanks for the tip on Vivisectionist. Another good one to pocket.

4 Magus(Hexcrafter)/1 Witch(White-Haired)/2 Alchemist(Vivisectionist)/1 Rogue(Thug)

Think my BAB might cry. lol Wonder if its better to simply go str based at that point though... I may be outside the realm of this thread alone...


Ya, enforcer is not useful against everything. I realize, but as an added on effect even at a low DC is kinda nice to spam.

Which is also how I'm justiying my low DC spam spells. Its i'm not relying on them landing, it just gives me somethings else to do while I'm doing a d6 of damage.

On average, when will a PFS character reach a grand to spend on such an item as that is a rather nice alternative.

Ya... I didn't really know what else to pick up with Spell Blending. I kinda assumed that by level 3 I wouldn't have enough cash to buy a resistance item as i would probably value a weapon higher (or possibly that Iuon stone). That and it was one the few cantrips that aren't already on the Magus spell list.

Isn't Arcane Accuracy horrible at low levels? At level 3 I'll have 3 arcane pool points. I think I'd rather use those give msyelf +1 enhancement bonus for the 3 combats than get a +4 for one attack.

Still, your best points:
No will save - ya got me there. I don't like this, but something needed to be tanked and enforcer seemed so fun.

bonus spells - not really. a 14 gives me just as many as an 18 until we get to 3rd level spells which by then hopefully I can pick up an Int item.

Arcane Pool Points - agreed. I would love to have a LOT more so I can use a bunch of those 1 per attack types. But even if I didn't pick up an extra point or two I doubt I would use them differently until level 4 with spell recall which Extra Arcane Pool point feat is high on the considered list at level 5.

My focus was more or less to try and tack on as many debilitating effects I could find and hit with them every round. figuring odds are one of them will stick.

Other options I forgot to ask about. Any worth going 2 magus then 2 Alchemist for an extra arm to two-hand the scimitar to increase the melee damage output? Remember, too, I'm not to worried about how awesome my spellcasting is as opposed to my offensive output. (ya sure, there are probably simpler ways to dish out damage, but I think I enjoy tacking on the a few debuffs while keeping up in damage output)

Or I'm completely crazy... aka the likely scenario


Hey all! Gonna be taking Pathfinder a little more seriously starting next week (I've done We Be Goblins back on gameday). We should have a fairly regular group though I can't say I know what exactly the others are playing yet, but I... I want to play a Magus!

Currently I have this:

Race:Human
Stats: 8-20-12-14-7-12
Feats: Weapon Finesse, Enforcer
Traits: Blade of Mercy, ....
Standard Spells:
0- Daze, Flare, Dectect Magic
1- Shield and/or Infernal Healing depending if we even have a healer.

Gonna go with a Gladius or a Dog slicer till level 3 and then pick up a scimitar.

Also at level 3 I'll pick up the Spell Blending Magic Arcana for Resistance and Touch of Fatigue. For the feat I'll take Dervish Dance.

So.. basically I'm aweful until level 3, but I'm thoroughly intriuged by the ability (possibilty) to heavily nerf anything I set my attack rolls upon. Until then the plan for spell combating would be to melee, 5-step, daze. Then in the following round if the guy is still around, Flare, 5step in, melee. Repeat with Flare as necessary. @ level 2 I may switch to arcane mark.

I have a Trait slot open. Originally I was taking two-world magic to pick up Touch of Fatigued until I discovered that I heavily disliked just about everything I could take at level 3 for Magic Arcane other than ability to spell combat with wands.

Which, if wands are easy come by/worthwhile to pick up I may switch back so could use some advice on that as I don't have any experience on how one acquire items in PFS.

Beyond a trait and any spell recommendations and Magic arcana advice. What can I do to better sure up my underwhelming first 2 levels if anything?


Hey there,

A human, with a normal (medium) glaive needs to use two hands. Pretty standard.

A human, with a small glaive can use 1 hand to wield it at a lower base damage and a -2 to hit. I also assume it gives up the 1.5 str mod to damage as well.

But what happens if a human, with a small glaive, wields it with 2 hands? Do I retain the -2 to-hit but get back the 1.5 str mod to damage? Vice versa?

This'll likely come up in a society game so no houserules for me :(