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Hello all. Just wondering what would happen when all three of the above were combined. I built a character for a campaign where I previously died. The new character is a level 7 Drow Noble Slayer and has Tremor Boots and a +1 Heartseeker Greatsword. Along with the ability to cast Deeper Darkness at will. If I were so inclined, could I cast deeper darkness and with the tremor boots be able to pinpoint everything within 20' thats touching the ground then, due to the heartseeker quality on my sword, basically "see" normally while everyone else is fumbling around in the dark?
Hello all. Just wondering what would happen when all three of the above were combined. I built a character for a campaign where I previously died. The new character is a level 7 Drow Noble Slayer and has Tremor Boots and a +1 Heartseeker Greatsword. Along with the ability to cast Deeper Darkness at will. If I were so inclined, could I cast deeper darkness and with the tremor boots be able to pinpoint everything within 20' thats touching the ground then, due to the heartseeker quality on my sword, basically "see" normally while everyone else is fumbling around in the dark?
Just hit level 6 on my magus in a game my buddy is running and picked up the Wave of Mutilation arcana. Wave of Mutilation:
The magus can spend 1 point from her arcane pool as a swift action transforming a single cut of her weapon into a scything wave of energy that tears through her enemies’ ranks. She unleashes magical force in a single sweep of her weapon in a 30-foot cone. Roll damage for her attack as normal except the damage type is changed to force and apply it to all targets in the cone’s area. Her opponents can make Reflex saves (DC 10 + half her magus class level + her Intelligence modifier) for half damage. Anywho, used it in the first encounter of the night and it was pretty great. So we get to the next encounter and I use it and the enemies are immune... Is there any spell in the game that, at our current level, can give immunity to force damage?
Level 11 Druid. Stats 20 str
I assume the form of a Dire Cat/Big cat/lion, tiger, w/e. Just a huge cat that my buddy can ride into battle. What are my stats? Do i use my own? Do i use the cats? Do I use the values for attack bonuses from the form or my own? I just want to know what my attacks should look like and what my stats will look like. If I have a weapon with valorous, can I gain the benefit of the double damage while charging as a cat? I don't know why, but I just can't wrap my head around wildshape and what I actually get from the form I assume.
So this came up tonight. We were in a small town that had a casino. Dice games, card games, etc. I play a magus and after losing about 10k I come up with an idea: Use my unseen servant to manipulate dice rolls. I head off to a rest room in the casino, make sure no one is within earshot or sight and cast the servant. I then give it the instruction to do the following; Anytime I roll dice, two of the rolled dice to a 5 and a 6." Thats it. No other instructions. Is this a simple task in your eyes? Or one too complex for the servant? My DM allowed it, and still beat me a few times in one of the games. I basically used it to win the money back that me and some of the other party members lost. Anyway, I just wanted to get some opinions from you guys.
Just want to be sure this is correct. Please correct me if I'm wrong. Level 5 Tiefling Monk 4/Fighter 1 Weapon Focus (Natural Attack), Multi-Attack, Tiefling Tail Attack Feat (Custom GM Feat) BaB 4
Attack sequence +8(unarmed) +7(claw) +7(claw) +7(bite) +7(tail) Damage, +4, +2 on the rest of the nat attacks Is this correct?
Hey all. As the title says, I'm having some difficulty selecting my two feats for level 5. Character build so far. Level 5 Bladebound Kensei Magus (Tiefling) Stats 18, 17, 13, 18, 12, 8 Feats so far; 1.Improved Initiative, Exotic weapon: Katana (Kensei), Weapon Focus: Katana (Kensei) 3.Power Attack 5.?, ? So this is where I'm stuck. I get 2 feats at level 5, one being a magus bonus feat that can be an item creation, combat or metamagic feat. I've ruled out item creation since we are all new to the game and have no idea how to use it correctly. My playstyle focuses on buffing up and heading into melee. I've realized I don't need combat casting and intensify spell is going to be put off until level 7. I was thinking about extra arcane pool perhaps, or blind fight to go for moonlight stalker later. I just don't know and would like to here some opinions or suggestions. I'm still pretty new to the game and I'm sure theres some great feats out there that I've overlooked. Any help would be appreciated.
Wondering if this would be balanced or over the top. Any input is greatly appreciated. Acrobatics replaces UMD as a class skill. Gains flurry of blows as a monk of the same level, Magus level as BaB when flurrying. The flurry can only be used with the kensei's chosen weapon. Can use spellstrike/spell combat with flurry. Still only at a total of -2 to hit. Gains 2 Arcane Points per level starting at level 2. (In addition to the arcane pool being equal to 1/2 magus level, or 1/3 if bladebound) Gains the Magus Arcana Pool Strike at level 1 as a bonus feat. At 7th level the kensei has trained his mastery of arcanas to surpass his peers. He now counts his Magus level +3 for purposes of qualifying for arcanas. (I.E. at level 6 he can choose an arcana that is required magus level 9 and so on.) This replaces fighter training. Loses all spellcasting. This is an archetype that forgoes all spellcasting to focus on his inborn arcane abilities and focuses more on perfecting melee combat while using arcane points to enhance his abilities. I want to pitch this idea to my DM, however I want to make sure, if he allows it, that I don't shortchange myself or go over the top. I'm not really sure what a balanced number of arcane points would be so that I can't just spam abilities, but I also don't want to be starved of points every time. I feel like losing spellcasting is HUGE, hence all the additions with only the loss of spellcasting and fighter training. Anyway, any criticisms/suggestions are appreciated!
Hey all. I'm trying to figure out what happens when my Kensai Magus transforms into a Kalikang and I have 6 Katanas on my person. How many attacks do I actually get and at what penalty? Are there feats to negate some of the penalties? Does TWF and Imp TWF give me more attacks per hand? Basically, I'm still fairly new and so is my playgroup. I'm trying to get the logistics correct for this, if someone would be so kind to explain how it actually works or point me to a thread that will explain it, I'd be much obliged. Thanks!
So I've posted a few times about my build and critiques, hopefully I don't annoy anyone with my questions! My build is a kensai magus and my ability scores are as follows Str 17
This is all before racial bumps, I'm a tiefling btw. My question is, about my stat allocations. I was initially going to just go full on str with all the level bumps, however, I was wondering if it might be worthwhile to focus more on INT, in order to increase my effectiveness late game landing spells like Flesh to Stone and Disintegrate? Does anyone have any experience with this at end game? I've read that fort saving throws are some of the worst to bypass, is this true? If I were to go the int route I'd swap my current str and int and put all points into int to have a 24 int unmodded at endgame. Is this wise? Should I continue on my str path? Do +2 to the difficulty of my saves outweight the bonus to hit and damage? I want to be capable melee, but I'd like to have those killer spells for the "oh s@%*" moments. What do you guys and gals think?
With my current level 1 Bladebound Kensai Magus... A little backstory. We are a new group and have had two play sessions so far and this game is freakin awesome! I'm a little upset that I haven't been playing this since forever ago. However, during both sessions I'm starting to wish I had perception and acrobatics as class skills, stealth too, but not as much as the other 2. Anywho, what do you guys think? Does it hurt my already lowered spellcasting too much? Or are those skills valuable enough to take 1 level of another class for? The warlord abilities at level 1 seem really cool too, and kinda fit the theme of the character. Or should I just rank up the aforementioned skills at the cost of 2 points per rank? What do you guys think?
A little confused about a few things. Specifically two arcanas; Bane Blade and Ghost Blade. Ghost blade says: Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options. Does that meant if I enhance my weapon with Keen, for an additional point I can add brilliant energy and ghost touch properties to the weapon as well? I.E. If my black blade is a +5 and I enhance with Keen, then spend another point to add Brilliant and Ghost touch will I have a +5 Keen Ghost Touch Katana of Brillance? Same with the Bane enhancement, if I choose to enhance with Vorpal, do I get to spend a point to add Bane in addition to the Vorpal mod? +5 Vorpal Katana of Bane? These arcana's a throwing me for a loop >< Thanks in advance!
Samsaran Kensai Magus:
Bladebound Kensai Samsaran
Str 17 17
1. (Dodge: Normal Feat), Spell Combat, Canny Defense (+1 int to AC/magus level), Bonus Feat: Exotic weapon proficiency Katana, Bonus Feat: Weapon Focus Katana
2. Spellstrike 3. Magus Arcana (Black Blade), (Power Attack: Normal Feat), Alertness (Blackblade), Telepathy (Blackblade), Unbreakable (Blackblade) 4. Perfect Strike (+1 Arcane pool) 5. (Normal Feat; Extra Arcana: Damage shield/eldritch athame), Combat Reflexes (Combat, Item Creation, Metamagic), Energy Attunement(Blackblade) 6. Magus Arcana (Wave of Mutilation) 7. (Dimensional Agility: Normal Feat), Fighter Training (Magus level - 3 = Fighter level), Iajitsu 8. 9. (Dimensional Assault: Normal Feat), Magus Arcana(Spell Scars), Teleport Blade (Blackblade) 10. 11.(Dimensional Dervish: Normal Feat), Bonus Feat(Step Up-Combat, Item Creation, Metamagic), Superior Reflexes 12.Magus Arcana () 13.Feat(Following Step), Iajutsu Focus, Transfer Arcana (Blackblade) 14. 15.Feat(Weapon Spec), Magus Arcana(Bane Blade) 16. 17.Feat(Greater Weapon Spec), Bonus Feat(Step up and Strike-Combat, Item Creation, Metamagic), Spell Defense (Blackblade) 18.Magus Arcana 19.Feat, Iajutsu Master, Lifedrinker (Blackblade) 20.Weapon Mastery. So there are a few feats missing that I need help selecting and some magus arcanas I still need to pick up. This is my first character and I happened to come across the samsaran build while researching the class. The whole dimensional agility and whatnot was not my idea at all, in fact, I probably won't know how to pull it off exactly. Either way, it's how I envisioned my character when creating it, a samurai bouncing around the battlefield with some spells at his disposal. Anywho, if anyone has any experience with some helpful feats that I missed or can fill in the build with that would be awesome! Again, this is a first time character in a campaign with all first timers, even the GM. Again, thank you all in advance for your help! These forums have been great so far and so much help!
Hey all, just wondering if anyone had any insight as to whether this is a decent arcana to pick up. I was wondering if there were limitations to it. For example, if I had Teleport or Dimension door inscribed onto myself and was captures and thrown in a cell or tied up, would I be able to activate the spell scar to escape? Can I activate the spell scars at will? Do I just pick new spells to scar into myself after resting similar to prepping spells? Sorry for the noob questions! A few friends and I are starting a game and we've all never played before! Any help is appreciated!
Hello all. A few friends and I are going to be starting up a campaign from level 1. We're all fresh and new to the game so I just wanted to get some input from some of the vets out there! I decided to roll a Magus, the class seems pretty cool and from reading the archtypes I decided to go with a Bladebound Kensai using a Katana as my main weapon in an attempt to create a supernatural samurai I guess Anywho, we met up the other night to roll our stats and this is what I ended up with: 16, 17, 15, 13, 12, 10. We did the roll 4d6 and eliminate the lowest roll method. Haven't yet determined which race I will be, was leaning towards Tiefling or Half-Elven. So here's what I've come up with so far trying to figure out feats and magus arcana, please bare with me as this is my first time doing this so my formatting is probably horrendous! 1. Extra Arcane Pool(Normal Feat), Spell Combat, Canny Defense (+1 int to AC/magus level), Bonus Feat: Exotic weapon proficiency Katana, Bonus Feat: Weapon Focus Katana
There are several feats missing and I'm sure some of the ones I chose are probably not optimal. I've read a bunch of builds and guides, however I'm still missing quite a few feats. I expect us to get to level 20 at some point barring any horrible unrecoverable deaths. The rest of the group is as follows: Cleric, Gunslinger, Monk and a Tank type(I think he's going to go Paladin, not sure though) Any advice would be greatly appreciated! |
