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Trudging to the foe,
Put on the magic ring,
13 kills, 13 kills,
Hey! 13 kills, 13 kills,
Merry Christmas and Happy Holidays!
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"?
...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."
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?
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?
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.
Bull Rush says a standard action or part of a charge, so not as an AoO.
Trip 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
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:
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?
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?
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?
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,
But it's all right, yeah, it's O.K.
Whether you're a fighter
Well now, I roll low and I roll high,
You know it's all right, it's O.K.
Whether you're a caster
This trail is goin' nowhere.
(synthesizer solo) Whether you're a grabber
This trail is goin' nowhere.
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?
All numbers approximate, but (I think) conservative. The Double-Double.
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.
Damage:
Odds of achieving:
Total: 1 in 540 Most likely to happen when facing a Goblin. *
The Triple-Double: 10th lvl Magus
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.
First Crit: 20d6 from spell, 2d6+14 from weapon, 1d6 from shocking, 1d10 from burst.
Odds of achieving:
Total: 1 in 32,400 Most likely to happen when no one is looking. But buy a lottery ticket on your way home, anyway.
Well, Grizzly, actually. Grove Defender Base: Bear, Grizzly
Init: +4
Stats:
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
F +15
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:
Ki Pool (6) Skills of Note:
Items:
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?
"Pool Strike (Su): A magus with this magus arcana can
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? |