Goriath the Balor

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Been away for awhile, so be gentle.

Has there been a ruling on whether a Magus using the Wand Wielder Arcana with Spell Combat can also benefit from the Spellstrike ability?


2 people marked this as a favorite.

Trudging to the foe,
On our way to slay,
O'er the fields we go
Buffing all the way.

Put on the magic ring,
Making AC right,
Oh what fun it is to fight
and sing a slaying song tonight!

13 kills, 13 kills,
Another on the way.
Oh what fun it is to fight,
With a +5 Vorpal blade!

Hey!

13 kills, 13 kills,
Leveling on the way.
Oh what fun it is to fight,
With a +5 Vorpal blade tonight!

Merry Christmas and Happy Holidays!


If you roll high enough to knock the target back, say, 15', do you have to move with them the full distance, or can you knock them back that far but only move a portion of the distance (or none at all)?


I'm looking for a "space trader/explorer" type of game. Any recommendations? Older games are fine, btw.


Ya know, I can't remember the last time I saw a SF show that didn't posit military dictatorship as the answer to every problem.

Yea! Go Fascism! The cure for what ails ya!


1 person marked this as FAQ candidate.

The Sohei Monk archetype says: "Bonus Feats: A sohei may select mounted combat feats as bonus feats." But what exactly constitutes a Mounted Combat feat? Is that any feat that has MC as a prereq? Even if there are other prereqs?


Spoiler:
Keeper (Ex): At 2nd level, once per day the cavalier must
select a location, or a secret that he has sworn to protect. If
he chooses a location, he gains a +2 morale bonus on attack
rolls when directly defending his charge. If he chooses a
secret, he gains a +2 morale bonus on saving throws and
opposed checks to resist revealing information about
his charge. He gains these bonuses until he picks a new
object, location, or secret to protect. (emphasis mine)

Info on the bonus for "location" and "secret" are there, but nothing for object. Anyone have any idea what it is supposed to be?

Also, what constitutes an appropriate "location" is a little...vague. A Cav an select one each day, which seems to indicate that it is intended to be changed with some regularity, but...is a campsite okay? What about a dungeon? Or a city? And would "cleaning out the monsters that inhabit this site" constitute "directly defending"?


1 person marked this as FAQ candidate.

1. Does a mounted character who leaves a threatened square trigger 2 AoOs? One for the mount and one for the rider?

2. Can the rider us Acrobatics to avoid the AoO? The one on the rider, I mean.


...The Pathfinder Society!

They are led by a mysterious group of (about) 10 people.
They stockpile dangerous "magical" items.
They send agents on missions to recover said items.
They explore ancient ruins.

I feel so smart.


...Because of the flexibility. This is how all spells should be designed, I can't count the number of times I've read a spell's description and thought how interesting it would be to have it on hand "just in case". Buuuut not interesting enough to waste a slot on. I wish all (well, most) spells had multiple effects that could be chosen, even if the variable was just AoE, as in, "choose burst, line, or ray."

For the record, I hate overly narrow feats as well.

Edit: I'd even settle for a level bump. Say, a 2nd level spell (call it Force Effects) that said, "When casting this spell, choose Shield, Mage Armor, or Magic Missile. This spell duplicates the effects of the spell chosen."


If a character can act in the surprise round, can she use her mount to make a charge? Or any action that requires the mount, like fleeing, for example?


...create a spell book? Exclusively for the purpose of creating scrolls, I mean.


4 people marked this as FAQ candidate.

I was always assumed that Monks were proficient in all "Monk" weapons, but several posters have indicated that this seems not to be the case. Are they proficient with all such weapons or not? If not, have there been any updates to the Monk's weapons list that was published in the Core Rules?


Given the increased number of feats from 3.5 to PF, I've found that I can make effective characters and not have to skimp on the "merely" cool ones. Two of my favs:

Improved Unarmed Strike: I love this feat. Even with the tiny damage for a non-monk character, this feat is something that any adventurer should want. Bar fights, Royal audiences, bar fights, imprisonment, bar fights, impersonations/undercover tasks, captures, did I mention bar fights?, any time when a character doesn't have access to his/her full implement of items or doesn't want to use them. What kind of adventurer doesn't want to be able to throw in some martial arts every now and then?

Blind Fighting: Not only is it tactically useful, especially at lower levels, but this feat is just plain cool. Being aware of potential threats, even when you can't otherwise perceive them, is something that just about every character I've ever read about has been able to do. Who wouldn't want a character that can still fight while blind folded?

So, what feats do you think are just plain cooler than another +1 on attack rolls or another die of damage?


Can a multiclassed Magus/Wizard use spells received from Wizard levels in Spell Combat if the spell appears on both the Magus and Sor/Wiz lists?

Note: Spell Blending and Broad Study seem to refer only to spells that aren't on both lists.


So does it work to grant an additional attack when used in Spell Combat + Spell Strike?

A. Of course, it's a touch spell. Duh.

B. By RAW, yes. By RAI, probably not.

C. Of course not. Stop being a munchkin!


2 people marked this as a favorite.

PF went to great effort to make "single" classing more attractive, but I still like to multi-class sometimes for the flavor and the mechanics. Some "dips" are more effective and flavorful than others, however. Anyone have any favorites/advice, either from a fluff stand point or from a mechanical one for a level (or three) dip?

For me, it's the Diviner (specialist wizard) for a one level dip. I really like the flavor of trying to reach past the normal limits of perception to gain an advantage, especially for "smart" fighters. And mechanically, muy bueno! Acting in the surprise round, sometimes even before your ambushers? Yes, please! Slight bump to init., use the APG version that let's you see around corners, 3 utility spells (feather fall never goes out of style, nor does True Strike or Endure Elements), access to spell trigger/completion items, a weapon bond (or familiar with lots of hps). What's not to love?


Does having IUS qualify as "wielding a light or one handed weapon" for the purpose of using Spell Combat?


1 person marked this as FAQ candidate.

Situation: Big Dumb Fighter knows that Sneaky Rogue is lurking nearby under the effects on an invisibility spell. BDF opts to ready an action for when SR "breaks" her invisibility by attacking. SR obliges.

Question: Does BDR's readied action (a standard attack) go off before the rogue's attack? Or after?

Note: I guess what I'm asking is, "When does an invisible attacker become visible after attacking? When the swing begins? Or when the attack hits or misses?"


This is one of those, "I could have sworn I'd seen a..." questions.

I could have sworn I'd seen a map (thought it was in Maps of Mystery section) of a coastal city that featured a large stone arc over the entrance to the bay that was large enough to have aristocratic manors built on it. Can't seem to find the map now. Does this ring a bell with anyone?


Since you can find scrolls and copy the spell in a spell book, and you can find scrolls with spells that are already "meta-magicked", can you then copy a meta-ed spell into a spell book from a scroll? And if so, can you then memorize the meta-ed spell and cast it, even if you don't actually have the appropriate metamagic feat?

I assume not, but not really sure why.


2 people marked this as FAQ candidate.

Bull Rush says a standard action or part of a charge, so not as an AoO.
Feint says standard action, so not as an AoO.
Grapple says standard action, so not as an AoO.
Overrun says standard action, so not as an AoO.

Trip says "in place of a melee attack," so "yes" as an AoO.
Disarm says "in place of a melee attack", so "yes" as an AoO.

Finally, Sunder says, "as part of an attack action in place of a melee
attack." It's the only one that uses this particular wording.

What does that mean?

Yes on AoO, despite the "as part of an attack action"?

No, on AoO despite the "in place of a melee attack"?

Or does it mean that Sunder can replace any attack, but only ones made on the initiating character's turn, i.e. when the player elects to make a standard or full round attack action? So not as an AoO, but okay as part of iterative attacks?


This may have been discussed before, and I'm not certain it's worth the feat, but....

With the quick draw feat and a quick draw shield, switching back and forth between free hand and wielding the shield is a free action, so, assuming your GM will let you take two free actions, one at the beginning and one at the end of your round, a Magus could un-equip the shield, use spell combat, then re-equip the shield.

The usefulness might be marginal, but it would allow for a little extra AC when using a shield spell is overkill, or when out of spells.

Just a thought.


First, let me say that I understand that, ultimately, the price of a unique item is based on a comparison to other, published, items. That being said, as a general rule, how would one determine the price for an item that had uses per week instead of uses per day?

For example:

A "slotted" item that granted 5 uses per day of an arcane sending spell would, by the formulae, be priced at 81K. One use per day drops that down to 16.2K, or 1/5th the full cost. But what about uses per week? Would that further reduce the price down to 1/7th of the single use per day cost (down to 2.3K)?

Oh, and if anyone knows of any similar items that have already been published, please feel free to point them out.


The chest of preparedness from the Faction Guide says:

Spoiler:
On creation, the
maker chooses 10 nonmagical items worth under 100 gp that
could fit within the chest’s dimensions. They can be specially
created items for the chest (such as a silvered dagger) or a
standard item (such as 50 feet of silk rope). Thereafter, when
the box is closed, the owner need only speak the name of one
of the the items, and it appears within the chest, ready to be
removed and used.

Would a healer's kit or a set of thief's tools count as "one item"? Certainly a "box of 5 alchemist's fire" wouldn't count as a single item, but what about items that consist of several parts, but are generally treated as one item?


Just noticed another reason to love the Magus. The Pool Spell ability allows the Magus to add metamagic "on the fly", which makes use of the Merciful metamagic a lot more viable. Instead of being forced to memorize a spell and hope you didn't just prepare a spell that all your opponents will be immune to, a magus with the merciful metamagic can get a lot more use out it.

Come to think of it, I guess that pretty much applies to all metamagic feats. Hope the ability survives the final printing.


To begin with, let me apologize for asking these questions, since I'm positive the subjects have been discussed before, but I can't seem to make the Search/Rules-Fu DC :(

First, can magical weapons be sundered with non-magical ones now (or sunder a weapon with a greater enhancement with a lesser one)? I thought I remembered the rule changing, but I can't seem to find it.

Second, was it ever determined if vital strike works in conjunction with sunder?


According to the Archives of Nethys (long may he reign):

Quote:

Iomedaean Sword Oath

Source Pathfinder #26 72

By swearing to never use a weapon other than a longsword, you can achieve things normally limited to the most highly trained swordsmen.

Prerequisites: Proficient in longsword, Weapon Focus (longsword), base attack bonus +4, worshiper of Iomedae.

Benefit: You may select longsword-related feats as if you were a 4th-level fighter. For example, you may select Weapon Specialization (longsword) as a feat.

Special: If you ever use a melee or ranged weapon other than a longsword in combat, you lose the benefits of this feat until you receive an atonement spell. You may still use spells that act as weapons (such as flame blade and spiritual weapon) without affecting your oath.

My question is this. If a character takes this feat, does he or she immediately get to take a fighter feat of the appropriate level? Or does taking this feat just mean that in the future the character can take such feats?


WebSez:
School conjuration (creation); Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (spider web)
Range medium (100 ft. + 10 ft./level)
Effect webs in a 20-ft.-radius spread
Duration 10 min./level (D)
Saving Throw Reflex negates; see text; Spell Resistance no
Web creates a many-layered mass of strong, sticky strands. These
strands trap those caught in them. The strands are similar to
spiderwebs but far larger and tougher. These masses must be
anchored to two or more solid and diametrically opposed points or
else the web collapses upon itself and disappears. Creatures caught
within a web become grappled by the sticky fibers. Attacking a
creature in a web doesn’t cause you to become grappled.
Anyone in the effect’s area when the spell is cast must make a Reflex
save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the
webs must make a combat maneuver check or Escape Artist check as
part of their move action, with a DC equal to the spell’s DC. Creatures
that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent,
it provides cover. If you have at least 20 feet of web between you, it
provides total cover.
The strands of a web spell are flammable. A flaming weapon can slash
them away as easily as a hand brushes away cobwebs. Any fire can set
the webs alight and burn away one 5-foot square in 1 round. All creatures
within flaming webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent
web that is damaged (but not destroyed) regrows in 10 minutes.

Grappled Sez:
Grappled: A grappled creature is restrained by a creature,
trap, or effect. Grappled creatures cannot move and take a –4
penalty to Dexterity. A grappled creature takes a –2 penalty
on all attack rolls and combat maneuver checks, except
those made to grapple or escape a grapple. In addition,
grappled creatures can take no action that requires two
hands to perform. A grappled character who attempts to cast
a spell must make a concentration check (DC 10 + grappler’s
CMB + spell level, see page 206), or lose the spell.
Grappled
creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from
the creature grappling it, even if a special ability, such as
hide in plain sight, would normally allow it to do so. If
a grappled creature becomes invisible, through a spell or
other ability, it gains a +2 circumstance bonus on its CMD
to avoid being grappled, but receives no other benef it.

Does the escape DC of the Web spell count as the grappler's CMD? Thus making the DC check to cast a spell equal to 10 + DC of Web + spell level being cast = concentration check required to cast?


This has probably been mentioned somewhere before, but just in case....

This 2 CD set is very informative and entertaining. Each disc has four half hour episodes studying the lives of various occupations and classes, monks, peasants, damsels, knights, etc. The second DVD has a bonus on gladiators (that I haven't watched yet).

Great setting fodder with plenty of "wow, I didn't know that" moments. Highly recommended. Definitely worth a slot in your Netflix queue.

Anyone else seen it?


1 person marked this as FAQ candidate.

Tanglefoot Bag:
Tanglefoot Bag: A tanglefoot bag is a small sack f illed
with tar, resin, and other sticky substances. When you throw
a tanglefoot bag at a creature (as a ranged touch attack with
a range increment of 10 feet), the bag comes apart and goo
bursts out, entangling the target and then becoming tough
and resilient upon exposure to air. An entangled creature
takes a –2 penalty on attack rolls and a –4 penalty to Dexterity
and must make a DC 15 Ref lex save or be glued to the f loor,
unable to move. Even on a successful save, it can move only
at half speed. Huge or larger creatures are unaffected by a
tanglefoot bag. A f lying creature is not stuck to the f loor,
but it must make a DC 15 Ref lex save or be unable to fly
(assuming it uses its wings to f ly) and fall to the ground. A
tanglefoot bag does not function underwater.
A creature that is glued to the f loor (or unable to fly) can
break free by making a DC 17 Strength check or by dealing
15 points of damage to the goo with a slashing weapon. A
creature trying to scrape goo off itself, or another creature
assisting, does not need to make an attack roll; hitting the
goo is automatic, after which the creature that hit makes
a damage roll to see how much of the goo was scraped off.
Once free, the creature can move (including f lying) at half
speed. If the entangled creature attempts to cast a spell, it
must make concentration check with a DC of 15 + the spell’s
level or be unable to cast the spell. The goo becomes brittle
and fragile after 2d4 rounds, cracking apart and losing its
effectiveness. An application of universal solvent to a stuck
creature dissolves the alchemical goo immediately.

Even after successfully scrapping off the "goo," the character still moves at half speed. So is he/she still considered entangled in regards to spell casting penalties? Or does the target only suffer the move penalty?


Is that an automatic "non-confirmation"? Even if the confirmation roll (a "1") would otherwise be a hit?


Well, every spell 4th level and below anyway.

1. Wand Wielder Arcana allows the use of a wand with Spell Combat.

2. A high UMD allows reliable (95%) activation of wands from any spell list (you'd need a +18 on UMD, obtainable, depending on a variety of factors, between 3rd and 12th level, call it 7th-9th level on average).

3. Potentially, any spell of 4th level or lower is therefore available with Spell Combat.

Can anyone think of any spells that, when coupled with a full attack from the Magus, either before or after the spell, would be considered "abusable" or even "broken?"

Don't forget that one can increase the CL of the wand, if desirable.

Any spell "pop-out" at anyone?


Vikings + art house = wtf?

Anyone seen it?


So, would a halfling under the effects of enlarge person be distinguishable from a human? In other words, would he/she look like a human? Or just a really big halfling?


Broad Study:
Broad Study (Ex):
A magus with this magus arcana
must select one other class that grants the ability to
cast spells. The magus can use his spellstrike and spell
combat abilities while casting or using spells from
the spell list of that class. This does not allow him to
cast arcane spells from that class’s spell list without
suffering the normal chances of arcane spell failure.
The magus must be at least 6th level before selecting
this arcana.

Wand Wielder:
Wand Wielder (Su):
A magus with this magus arcana can activate a wand or staff in place of casting a spell when using spell combat.

So, if a Magus takes both these arcana (choosing Wizard for Broad Study), but doesn't multi-class, can he/she/it then use wands with any wizard spell during spell combat?


Not that you actually win anything, but...here's my entry.

(With apologies to the BeeGees)

Stayin' Alive!

Well, you can tell by the way I wear my sword,
That I'm for hire, and I'm never bored.
I like my dungeons cold and taverns warm.
I've been kicked around since I was born.

But it's all right, yeah, it's O.K.
You may look the other way.
But you'll be back, And, yes, you'll pay,
When the zombie swarm appears one day.

Whether you're a fighter
Or whether you're a hider,
It's about stayin' alive, stayin' alive.
Townsfolk are shriekin'
'Cause the demons got 'em freakin'
And we're stayin' alive, stayin' alive.
Ah, ha, ha, ha,
Stayin' alive.
Stayin' alive.
Ah, ha, ha, ha,
Somatic Hand Jive.

Well now, I roll low and I roll high,
And if I fail my save, I wanna cry.
Got the wings of heaven on my shoes,
I'm optimized, so I just can't lose.

You know it's all right, it's O.K.
I'll live to see another day.
You my friend, on the other hand,
You'll get rezzed, if we can.

Whether you're a caster
Or whether you're a blaster,
You're stayin' alive, stayin' alive.
Magic seal is breakin'
And Golarion is shakin'
But we're stayin' alive, stayin' alive.
Ah, ha, ha, ha,
Stayin' alive.
Stayin' alive.
Ah, ha, ha, ha,
Somatic Hand Jive.

This trail is goin' nowhere.
Somebody help me.
Hey ranger help me, yeah.
This trail is goin' nowhere.
Hey ranger help me, yeah.

(synthesizer solo)

Whether you're a grabber
Or whether you're a stabber,
It's about stayin' alive, stayin' alive.
Murderous hobo,
Or Virtuous solo,
We're stayin' alive, stayin' alive.
Ah, ha, ha, ha,
Stayin' alive.
Stayin' alive.
Ah, ha, ha, ha,
Somatic Hand Jive.

This trail is goin' nowhere.
Somebody help me.
Hey ranger help me, yeah.
This trail is goin' nowhere.
Hey ranger help me, yeah.


Umm, yeah, like the title says. Announce the winners each round, but display their submissions sans name. Then let the readers vote.


2 people marked this as FAQ candidate. Staff response: no reply required.

So, GPS still confuses me.

GPS:
Greater Pool Spell (Su): At 19th level, the magus gains
the ability to cast nearly any wizard spell when using his
arcane pool. Whenever he casts a spell using the pool spell
class feature, it can be any spell from the wizard spell list,
but if the spell is not also on the magus spell list, he must
expend a number of points from his arcane pool equal to
the spell’s wizard spell level. He must expend expensive
material components as normal for these spells.

First question: What does "nearly any wizard spell" mean? The wording seems to imply that there are, in fact, some wizard spells that a Magus can't cast. Which ones?

Second question: The wording "...if the spell is not also on the magus spell list, he must expend a number of points from his arcane pool equal to the spell’s wizard spell level..." seems to imply an additional cost for spells not on the Magus spell list. But Pool Spell already costs one point per spell level. If a Magus wanted to cast a 4th lvl spell that is on the Magus spell list, the cost is already 4. Is there an additional 4 point cost if the spell isn't on the Magus spell list?

Third question: So, can the Magus cast Wizard spells above 6th level? And if so, what is the total cost?


And if so, could someone point me to the rule?


All numbers approximate, but (I think) conservative.

The Double-Double.
5th lvl Magus
Shocking grasp x2
High Str or Dex
Dervish Dance (for high Dex characters)
+1 Scimitar

Begin round with held spell and within 5' of target. Add Keen and Shocking to weapon.

Declare Spell Strike (with held spell) and Spell Combat. Attack with weapon first. Crit and Confirm on both attacks.

Roll crit on weapon, confirm, discharge held spell.
Roll crit on touch attack from spell cast as part of Spell Combat, confirm.

Damage:
10d6 from held spell
2d6+14+1d6 from weapon
10d6 from touch attack
Avg Dam: 94.5
Target Vulnerable to Electricity: 141.75

Odds of achieving:
1/3 (roughly) to threaten a crit with weapon
1/20 to threaten a crit with touch attack
1/3 each to confirm for both (assuming that if the weapon threatens/confirms on a 15, then so will a touch attack)

Total: 1 in 540

Most likely to happen when facing a Goblin.

*
*
*

The Triple-Double:

10th lvl Magus
Intensify Spell Metamagic feat
+1 Scimitar with Spell Storing
Intensified Shocking Grasp (x3)
Dervish Dance feat (or high Str.)
+6 Dex Bonus (or Str Bonus)

Begin round with Intensified Shocking Grasp stored in weapon, ISG held from previous round, within 5' of opponent. Add Keen, Shocking, and Shocking Burst.

Declare Spell Combat with Spell Strike (to channel held spell). Attack with weapon first.

Roll crit on weapon, confirm, discharge held spell.
Roll crit on touch attack from stored spell, confirm.
Roll crit on touch attack from spell cast as part of Spell Combat, confirm.

First Crit: 20d6 from spell, 2d6+14 from weapon, 1d6 from shocking, 1d10 from burst.
Second Crit: 20d6
Third Crit: 20d6
Total: 63d6+1d10+14
Avg: 240 pts of Damage
Target vulnerable to electricity: 360 pts.

Odds of achieving:
1/3 (roughly) to land in crit range
1/20 for each touch attack
1/3 (roughly) to confirm weapon crit
1/3 for each touch attack (assuming that if the weapon threatens/confirms on a 15, then so will a touch attack)

Total: 1 in 32,400

Most likely to happen when no one is looking. But buy a lottery ticket on your way home, anyway.


If an item has to be held in hand to be used, but doesn't otherwise take up an item "slot," how would that affect the pricing?

Edit: And just to be clear, this won't identify my item. I've just always wondered about that particular situation.


Well, Grizzly, actually.

Grove Defender

Base: Bear, Grizzly
Awakened: +2 HD
Class Levels: Monk 7
AL: LN
CR: 12

Init: +4
HP: 144

Stats:
S24
D18
C21
I10
W16
Ch6

Notes: Includes additional stats from Awakened (Int 10, +2 Cha), Ability Increase (+1 Dex, +1 Str) and Adding Class Levels in Bestiary (+4,+4,+2,+2,0,-2).

AC 24 (with feats and Monk abilities)

CMB/CMD +20/37

Grapple: +24/37
Trip: +20/41

F +15
R +14
W +12 (with feat)

Speed 60 (w/ Fast Movement)

Large (10' space, 5' reach)

FOB (with Power Attack): +13/+13/+8/+3 (2d6+13)

Nat Att (with PA): Bite +13 (1d6+13), Claw x2 +13 (1d6+13)

Feats:
Deflect Arrows (B)
Dodge (B)
Mobility (B)
Enforcer
Iron Will
Imp. Iron Will
Power Attack
Endurance (B)
IUS (B)
Run (B)
Skill Focus: Survival (B)
Stunning Fist (B) 8/day, DC 20
Numerous other Monk Abilities, inc. Evasion.

Ki Pool (6)

Skills of Note:
Acrobatics +20
Intimidate +10
Stealth +15

Items:
Not chosen. Mostly for defense, I'd imagine.

Tactics:

Rd 1: Use Ki Pool for burst of speed to close/charge. Mobility and high Acrobatics should avoid most AoOs for movement, allowing him/her to reach any opponent. Make claw attack to grab.

Rd 2: Use FoB on grappled opponent, with Enforcer as debuff.

Anyone see any obvious mistakes/omissions? Or just a better build?


I need a high charisma animal to use as an awakened sorcerer. Anyone know of any?

Note: The awaken spell only adds 1-3pts of Cha, so I'm looking for an animal that already has a good charisma.


"Pool Strike (Su): A magus with this magus arcana can
expend 1 point from his arcane pool to charge his hand
with elemental power as a standard action. He can make a
melee touch attack as a free action as part of activating this
ability. If the attack hits, it releases the charge and deals 1d6
points of energy damage of a type of his choosing, either
acid, cold, electricity, or f ire. He can use this ability with
the spellstrike class feature. If he misses with this attack, he
can hold the charge for up to 1 minute before it dissipates.
At 3rd level, and every three levels thereafter, the amount of
damage dealt by this attack increases by 1d6.
"

In re: the bolded portion. So, since you have to be 3rd lvl to take this arcana, then you always deal at least 2d6 of elemental damage, yes?


1 person marked this as FAQ candidate.

Does a combat trained mount gain the ability to wear barding? And if so, all 3 weightclasses (lt. med. hvy.)?