Quarterstaff Master feat makes it 1 handed.
For a more Gambit-y feel go Magus - Staff Master archetype as you can then channel "force" through your staff, and you can throw "magic exploding cards" aka "magic missles".
Just curious, I was wondering what is the fastest way you can think of to become immune to critical hits 24/7? Is it to advance an Oracle revelation giving you Elemental Body? A Sorcerer Bloodline? Are there any spells that last hours/level that make you immune?
So it'll be several months until we start, but we'll be playing a campaign soon as pirates. This is NOT for PFS, most any races are available, as well as a few homebrew races (some of which have flight, one of which doesn't need to eat or breathe). So far we have someone interested in playing a Gunslinger and a Sorcerer, and I think another melee person. I don't have to, but I was thinking of playing a character who could heal, but I don't want to be a Healing Battery. So I figured I could potentially go Oracle with perhaps the Waves or Wind revelation. Or possibly a Druid of some nature. I know, I'm not being super helpful right now. I suppose I'd even consider a Cleric or Witch if there were some good domains/archetypes or something thematically appropriate, but I feel like if I stick with Oracle or Druid I can provide the out of combat healing/condition removal that we'll invariably need.
Hey all, I'm making a Mounted Archer, it's for my friend's game where I'm playing a beta class he made up, so the important things to note:
And I get the Mount class ability as a Cavalier.
Do you know the joy of having multiple spell-storing weapons that have Maximized (arcana), Empowered (arcana), Intensified (feat/trait-lowering), Dazing/Piercing/Bouncing/whatevering (rod) shocking grasp? So... beautiful....
Anywho, I do think the Rogue with Magus VMC option sounds kinda fantastic actually, pretty good idea I must say.
Not sure what makes you think the Bloodrager would have to have such a low Int, they just need high strength, a 12 charisma, and a little dex and a little con, they can afford to have an ok intelligence. Even so, Wyroot Fauchard, learn it, live it, love it. Empowered/Maximized arcana's have their niche when you get higher levels and can start storing beefed up spells in your spell-storing weapons via this. And at 2,000 GP a pop, a level 1 Runestone of Power is still pretty cheap even at lowish levels.
We didn't outright lose because it was 3 teams of 5 each, and all teams were fighting against each other, not just us. And in fact I have 22 Strength, Large Sized (home-brew race), wielding a Lead Blades'd 2-handed reach weapon with Combat Reflexes, but the enemies we're fighting have AC's between 14-25 depending on the person, they all have class levels like Swashbuckler, Monk, Fighter, Ranger, Sorcerer, Druid, we're fighting for our lives! It was amazing! Yes when I landed a hit it would deal over half their HP in damage, but I was GETTING hit a lot, and having bad dice rolls to hit them. Most of the people in our group however are dealing 1d6+6 damage (Swashbuckler) up to... 1d8+6 damage (sword-and-board), and our healer is 100% pacifist. Gritty to the extreme.
It was a friggin' cool fight I gotta say. Each team was against the other teams so we let some of them fight each other while we fought some, meanwhile our healer is getting pelted by an archer like 90 feet across the board with this mass of like 13 people in between them, and no one is going to soak those Attack of Opportunities to get to him, but we're all worthless at ranged combat, it was crazy!!!
We always have one dedicated healer who's constantly bringing people back form the brink of death. And come on, we're level 2, we're only hitting on a roll of 13 or higher usually, with 1 attack a round, and when we do hit it's not like we're one-shoting anybody, so you hit maybe once every 3 rounds, takes about 3 or 4 hits to take someone out, you're fighing 10 people... But both our group and our DM makes defense a little more important than offense usually, so these prolonger fights just always feel so incredible epic.
While it's true Bloodragers don't get many spells, even at moderately low levels they should be able to use magic items (whatever the spontaneous equivalent of a Pearl of Power 1 is - I know it's still cheap) to be able to use a lot of level 1 spells all day long. Furthermore with Frostbite and Chill Touch you cast it once and it's potentially up all-combat long. The Arcana Pool is a straight-up upgrade, energy damage on the fly or straight bonuses to hit and damage. Spell-blending if there's a certain spell you REALLY want on your class list (I know, not the best use but it's there). Empowered/Maximized Magic for either Shocking Grasp or Frostbite. Hasted Assault. Bane Blade. Ghost Blade. Disruptive. Devoted Blade. Arcane Deed/Precise Strike if you feel for some reason like going sword-and-buckler. Familiar. There are still some good options.
Well to start off with no one (except for me sometimes) is even remotely optimized. Our last combat was against 2 other groups, 5 NPCs each, we were all level 2, and the 10 of them were level 3 (it was a 3 team challenge). So when 5 people are fighting 10 higher level opponents and no one is particularly optimized... yeah, combat lasts that long. In other combats usually it's the case where we're only outnumbered 2-to-1 and they're just a few levels higher than us - our GM knows about making us FIGHT for our victories - and after nearly every combat all but 1 or 2 of us is knocked out, and we feel that we've EARNED our win.
I do like the using the Barbarian's new variant multi-class option released in Unchained, but the Rage ability doesn't give you nearly as many rounds as the normal Barbarian gets, and my group's combats tend to last 10-17 rounds, with maybe 2 to 6 fights a day, depending. So, besides the "Extra Rage" feat, how gain I have MOAR RAGE, or regain it easier? Spells/items/etc? IMPORTANT NOTE: Orcs and Half-Orcs do not exist in our setting.
Maybe I'm slow on the uptake, but reading over the text of Dirty Trick Shaken is one of the conditions you can apply. Nowhere does it state this cannot stack with other Shaken conditions to Frighten. So if you were to say, have a level 1 Manuever Master Monk who uses Enforcer, as a full-round action could you punch a guy, Shake him via Enforcer, then Dirty Trick him to Shake him again, making him Frightened?
Just saw this AMAZING little spell! Look it up, go ahead I'll wait! :) This is such a fantastic spell?
The whip is a one-handed weapon.
Well if you want to improve stealth, there's:
Whoops, I meant the Dazing condition should only last 1 round.
I'm playing a whip-wielding Magus right now, and was thinking...
School: Evocation (Sonic)
CASTING
EFFECT
DESCRIPTION You create a length of sonic energy buzzing from your hand, functioning as a whip appropriate for your size. Anything you strike with the whip takes damage and must make a Fortitude saving throw or become Dazed from the sonic boom created by the contact with the whip. This spell ceases to function in an area of Silence. After you have successfully used the whip to hit a creature a number of times equal to your caster level, the water is expended and the spell is discharged. I was also playing around with the idea of maybe having it carry 1d6 or 1d4 sonic damage as well.
Advice/thoughts/ideas?
Artoo, you've said "As for consequences. You clearly can't be a Magus anymore since you didn't follow the rules for what Magus must do each day."
However nowhere in the text of the Magus class does it say you ever stop being a Magus if you don't prepare new spells, in fact it does not list any penalties or class-negation as you assert if you fail to prepare spells, except that you do not prepare spells that day. If you're going for the uber-RAW reading, you've inserted something that is never mentioned or even hinted at "you stop being a Magus" into the rules. Furthmore, when it says "A magus must study his spellbook each day to prepare his spells.", there's no comma or period after "A magus must study his spellbook." If there were a period then you could read that sentence differently, but the sentence very clearly is stating how you prepare spells. Without seperating the sentence at all it must be read as one, and thus only relates to preparing spells. Anyway, as I said when I first started this thread, I doubt it was the intent of whoever wrote Infernal Mortification to have it handled that way, I'm just curious as to if by RAW my reading was correct.
From the Magus class: "He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare." So if you do this Monday you now have, we'll say 3 level 1 spells prepared. You do not cast any spells for the next 10 days. Nothing has changed, you still have these spells prepared. Nowhere in the text of the class or any classes does it say you lose these spells at a specified time. Also, from the PFSRD:
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