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im building an arcane trickster kobold for kicks (im a forever dm who can play for once). i was debating doing brawler: Snakebite striker to get my 1d6 sneak attack and pick up the feat Accomplished Sneak Attacker for a 1 lvl dip. granting me Improved Unarmed Strike as a bonus feat. Magic trick mage hand with Improved Unarmed grants: Throw Punch- You can use mage hand to strike an opponent within the spell’s range. This is a melee attack that always deals 1d3 points of force damage. The mage hand has an attack bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Spell resistance applies against this ability. does this mean at lvl 6 my BAB for this spell will be +6/+1 meaning i get 2 attacks that round and can apply my sneak attack to both of them? ![]()
so im working on a Gnome Saboteur (i know its not a good class archetype but hear me out) the idea is to sneak on the enemies ship plant a delayed bore bomb on the ship and blow a hole into it to start sinking it. (ironically the mutagen is useful for this) "Bore Bomb: When the saboteur creates a bomb, he may choose to make it a bore bomb. If a bore bomb strikes a wall, gate, siege engine, or similar large, solid, inanimate structure, it ignores half the target’s hardness and deals 1 point of damage per saboteur level. If a bore bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target." my GM and I have mutually agreed that the bomb does normal dmg (d6's) as well as int and the bonus damage together also factoring in elemental dmg against objects.
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The idea is that I would have access to most feat trees at any given point and capitalise on when best to need and use them this way if I feel I need something I can pull it off when necessary and can just focus on the rp of the character. I'm leaning towards a fighter that was forced to do battle in an arena after a drunken night at a bar and posses off the wrong person. And through many battles he learned how to mimic those he faught. He also had to fight without the use of weapons in many of the battles in the arena. Eventually he earned his freedom but not before that became his fighting style. "Why do I need to carry a weapon when my opponents always supplies me one" and "if you don't have a weapon make one or take one either way works for me" ![]()
Ok so here is my overall base build of my character: Human brawler 1/ Gladiator master martial fighter 7 STR:18
Feats: race: catch off guard
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Matthew Downie wrote:
Yeah a lot much of the magic is gone from the world as are most of the magical creatures. ![]()
Ok so I have this idea of a fighter style character that doesn't carry weapons of his own and instead just takes his opponents and or uses the environment around him. He is also dumb as rocks story wise. This campaign has very few magic items in existence (insert story hook here. Magic is dying) so this is what i came up with as a character. Which is a concept that tends to not be viable in other campaigns. We start at lvl 8 so what recommendations do yall have? Besides the improvised weapon tree. ![]()
How would haste change the paradigm. And can you by pathfinder standard spell strike to char up say chill touch? If so given the house rule that you could connect a chill touch through a trip maneuver will it work while under the haste spell to spell strike (forgoing the free attack that comes with spellstrike) could you then serpent lash? Without any other house ruling. ![]()
The only problem is that I do not think you can use the feat serpent lash in the 2 wpn combat magus ability because it is a standard action to do serpent lash. And 2 wpn combat is a full round action so I do not think you can combine them. Which makes quickened spell nessary. Or you could make the magus lvl13+. The idea is see what the full potential of this maneuver is. Also assumning the gm has ruled that you can actually deliver spell through a trip maneuver. So given all perfect conditions are there other spells that can be ultlized like chill touch to apply debuff affects to the 3 confirmed hits. ![]()
The provisions round you cast the spells. They both last till the end of your next turn. So it is possible to do it. You use your move action to draw the weapon so at the start of your next turn you have weapon in your hand and your other hand is free you could even argue that you cast one of the spells say true strike using 2 wpn combat at the beginning of the turn and just take the -2 to hit. If I remember correctly the only has to be a a spell on the magus spell list to usein 2 wpn combat magus ability. And you can choose which one happens first. ![]()
good point there. imigen a lvl 13 then. this was just a quick concept build for a new player and i didnt want him dealing with the attack and retreat stragigy of the magus. i came up with the whip debuff magus(he wanted to play a magus) and ran it by my friends who are also gms and we were stumped by the ruling when i showed them the lvl 5 version (when it comes online and starts to shine) and i said "what if" so we looked to see if it was even possible. didnt think about the spell lvl jack up requirement at the point of posting because we knew that it could be quickened eventually. sorry about the mix up. ![]()
now assuming that i dont use true strike are there any spells simmilar to chill touch that can be used/deliverd this way (assuming gm allows this form of delivery. this is supposed to be a debuff magus. damage is not to vital (want to branch away from shocking grasp trick) also someone told me that all 4 people could be hit using this method... How? ![]()
there are 4 enemies surrounding the magus (in a north south east west fashion) just before they all got into position the magus in question had cast a hasted true strike and a mirror strike causing both to be online at the start of the next turn and for giggles the magus is lvl 5 and had cast chill touch earlier. the magus uses serpent lash to preform a trip maneuver. here are my questions for PFS rules: Q1: does he hit all 4 enemies? Q2: how many attacks are under the effect of true strike? Q3: do any of the attacks hit with chill touch attached to them if so how many charges are used up total. How i think it playes out:
if this works like i think it does could you do it with other spellstruck spells? if so what other ones are they? |