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Robert Young's page
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Marcus Robert Hosler wrote:
Build
The actual character is 26 point buy, the numbers quoted are from after converting it to 20 point buy. The character is still at WBL for that level.
Buffs are: Shield, Haste, Heroism, False Life, Bear's Endurance, Monstrous Physic II(yeti)
Next level I can wear fullplate, which will be nice.
Thank you! I've become very interested in alternate magus builds lately (esp Int builds), and you've brought a lot of things to the table that I hadn't really considered.
Marcus Robert Hosler wrote: Let's see by 12 my magus AC is normally 34. His saves would be +18 fort, +10 ref, and +14 will. HP is 111 before false-life.
That spell is a fort save which the magus should have a good chance at passing.
I'd love to see this build. Especially the arcane points, saves, and AC.
Mathwei ap Niall wrote:
Incorrect. If the weapon crits the effect from spellstoring crits as well. This has been discussed repeatedly.
Yes, this has been discussed in multiple threads and the spell storing spell NOT critting is the general consensus within these threads. Perhaps you have found something different or more persuasive? I'm more than willing to listen/investigate.
The spell storing spell doesn't crit because it doesn't require its own attack roll, it hits automatically, therefore it cannot roll a crit. It is triggered after something else has occurred, and is its own free action without an attack roll.
Again, it spreads from a grid intersection and not a square. I'd say that a spread that emanates from a huge caster should originate from one of the center square's 4 grid intersections rather than one of the outer square's 12 grid intersections. I don't believe there is any more guidance available on this, however.
A spell like this one requires you to choose a grid intersection as a point of origin, and then have the spread measured from that point.
The question then becomes how much leeway you have regarding multiple squares you may occupy due to your size.
Ashram wrote:
Piranha Strike and the agile weapon property say hi. :)
Which limits you to using a light weapon.
Torbyne wrote:
The one thing I will say against bladebound is that it can't gain spell storing which isn't that big but if you absolutely, positively have to explode it in one hit a keen spell storing intensified shocking grasp delivered with you other intensified shocking grasp on a crit is my favorite way to go. (41D6 + stat modifier at level 10)
You don't get the crit multiplier on a spell cast from a spell storing weapon.
Ravingdork wrote: Also, where is your center exactly? You'r supposed to measure from a grid intersection with emanations and other area effects, so...how does that work? Pick a corner.
It's a strange post. Taking the time to lock down a thread because of false suppositions, and yet not identifying those suppositions or otherwise commenting on the content.
Ascalaphus wrote:
Also, consider the last post on the last page... I don't know how to consider that last post, it isn't an answer to anything in the thread.
Raziel747 wrote:
Post by James to confirm that:
Link
And he reverses himself on page 2 of same thread.
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Wow, I can't imagine a full progression, prep caster ever passing this up.
The Chort wrote:
After some practice, I wouldn't be surprised if you could do it in ~30 seconds each turn. I've practiced several rolls of 9 and it's taken 15 to 20 seconds. And perhaps a sensible GM would allow you to roll before your turn starts?
Chort, how many times have you failed to hit your number?
Zhayne wrote: Table stall is easy to avoid. Do the rolls and math before your turn comes up. But tactics change on the fly, contingent upon the results of others' actions in the turns preceding the geometer's. Also, much easier to hide failure that way, or change course after rolling. Really, you'd have to pre-plan and lock in your entire turn's actions for this to be considered reliable or fair.
And it's already OP.
Unlimited spontaneous metamagic, additional metamagic choices, no additional spell slot cost, and table stall to defeat a random (and often low) difficulty?
No thanks.
Depends on whether the Sorcerer is a blaster or a controller. Groups can always use a controller (and 2 of them are often complementary).
A control caster uses spells that affect the battlefield in ways detrimental to your foes and beneficial to your allies. It is a proactive style that serves as a force multiplier for your group. These spells are almost never unusable.
Edit: Read Treantmonk's Guide to Wizards in the Guides section of the Advice forums.
Slow also has its downsides. It is subject to spell resistance, and it does nothing to something that makes its save. Additionally, it is not that crippling to adversaries that lack multiple attacks to begin with. A partial charge, albeit at a reduced speed, is still available to those affected by Slow.
Stinking Cloud always does something at least. As such, it is more versatile. Of course, both spells have different preferable targets and circumstances. Eventually, learn both.
andreww wrote: If glitterdust is part of your opposition school then so is stinking cloud and aqueous orb. Banning conjuration is a very bad idea, get it back with opposition research as soon as possible. In the meantime take slow. He's a wood wizard, so his opposition school is metal, not conjuration.
Often times the only answer to damage reduction is to hit it harder.
A critical hit = hit it harder.
Stinking Cloud. Good range, great effect, blocks line of sight. More in your wheelhouse for your role in the party.
It might be easier to address the issue if you use specific examples of what is causing a problem. Remember, you cannot hold the charge for some touch spells (those that require touching multiple targets as part of casting the spell).
The only trouble I see is with the Communal type spells, which were introduced after the touch spell rules in the CRB. The question there is how do you treat them for holding the charge purposes when the number of touches is essentially limited only by duration, and how to administer their effect when you haven't completed your total number of desired touches.
And it's pronounced....'rouge'.
An Inquisitor's Bane ability is activated as a swift action, but lasts rounds per level. Presumably, it would have been activated in a round prior to the one in which Litany is cast.
I agree that Litany is a problem spell, and I would not weep over its loss.
How is attempting to save innocents from the depredations of a lunatic terrorist considered willfully committing an evil act?
Dog and butterfly?
Sorry, something about the thread title made my mind wander.
I'll take a shot.
Summoning is recognized as a strong tactic due to multiplying a user's action economy, which is seen as an effective underlying premise in combats. The Summoner gets more summons (via spell-like ability) that have a significantly longer duration (i.e. better summons).
Additionally, the Summoner's spell list contains multiple highly rated spells that are allowed to him as spells of a lower level than normal, offsetting the class's slower casting progression in many instances. This also leads to potential abuse when it comes to crafting magic items, the pricing of which is often spell level and caster level dependent.
When it comes to gameplay, a less than prepared Summoner can slow the game to a halt as he has to assign actions and consider tactics for a sometimes large number of creatures.
And the eidolon doesn't seem to suck too much.
But I'm no Summoner expert by any means.
My bad, thanks for the clarification!
DrakeRoberts wrote: *Employs Necromantic Powers*
Scenario:
Mage Armor
+1 Shadow Haramaki
I had two questions:
1) What's my AC from armor?
From what I'm understanding here, my AC from armor is +4 (the mage armor, as the +1 enhancement bonus from the Haramaki does not carry over to the mage armor)
2) Do I get +5 Stealth?
This is the part that I'm still not sure on. I see bracers explicitly letting +1 Shadow Bracers of Armor from working with Mage Armor (if you can make Shadow Bracers of Armor, haven't looked into that). I've also seen rulings here that show that of 2 suits of physical armor worn, you only get the abilities of one. But as Mage Armor doesn't take up a slot, and the Haramaki is the armor giving the ability, I'm still not sure on this one.
Thanks in advance for help!
1) +4 to AC from armor, also applicable versus touch attacks.
2) Yes.
Let this thread die.
Kwauss wrote: How does one cast a spell with a short sword in both hands? By casting a spell without somatic components.
I've found that the Magus serves as a perfect complement to the Fighter and the Wizard by being able to dish out damage and flank while taking away the responsibility for casting Haste from the Wizard. Not only does the Magus exist as a class specializing in action economy, he provides it to the party as well.
Silent Image does not work that way. It requires Concentration to maintain, which is a standard action. You do not normally need to make the roll.
Kyoko Hitomu wrote: I don't see anything saying that Concentration requires any action...just that you have to make the check for it to not end. I know some spells like Silent Image state you have to maintain concentration of that spell as a move action but not seeing where a concentration check in general requires actions. Let me know where you found this, thanks. From d20pfsrd:
Concentration
The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end. See concentration.
You can't cast a spell while concentrating on another one. Some spells last for a short time after you cease concentrating.
This is listed under duration for spells in the section that describes the spell templates.
Kwauss wrote: Has someone already answered whether strangling hair can discharge a held touch spell? I wouldn't think it possible, as the casting of Strangling Hair would kill a held charge on a touch spell, and casting a touch spell would nerf your concentration for maintaining Strangling Hair.
Well a Magus can't cast it until 7th level anyway.
But never use this spell as a Magus. The duration is concentration based, and you have so much more use for your actions than this provides.
Kyoko Hitomu wrote: Ok, I've been looking at some spells and I might be willing to switch to a Magus and focus on a few certain spells instead of trying to pump my dmg up with feats such as Weap Spec or Arcane Strike.
So here's the question, How does Strangling Hair work for a Magus? It says "Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence bonus (if a witch or wizard) or Charisma bonus (if a sorcerer)."
Will the spell Strangling Hair not work for a Magus in PFS?
You have to acquire that spell first, which you would usually do through Spell Blending. If acquired that way, it becomes a Magus spell and uses Intelligence just as other Magus spells do.
Kyoko Hitomu wrote: What I had envisioned is a wizard/fighter gish that has decent AC and to-hit/dmg (maybe not excellent, but decent). Using spells like Mirror Image, Blur, or other arcane buffing spells to make things interesting. Having a wide range of spells to choose from and not being just a nuke bot, which from my understanding a Magus is. A Magus covers all of the above except, maybe, a 'wide range of spells'. Perhaps if you could indicate what other spells you're interested in, we could help you get there. The Magus spell list is loaded with some of the highest rated spells and Spell Blending allows you to add to that.
When someone says arcane fighter, I can't help but think Magus. It is loads of fun to play.
Jiggy wrote:
So, the monsters are always within 5ft of you when your first turn starts? Because my wife's experience has been that Round 1 is either:
Cast shield and get into position, or
Cast frostbite, get into position, and deliver.
And then of course once frostbite is up, Spell Combat becomes a bad idea for a few rounds.
Is there something I'm missing?
.
That's a fine sequence for the beginning of combat. Check out the Bladed Dash spell that can give you more options for maneuverability in combat. 2nd level, move 30 ft without incurring Attacks of Opportunity, gain an extra attack along the way, Spell Combat friendly. And don't forget your swift action options for all that action economy goodness.
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This works as long as you are living down by the river.
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The hive mind of the swarm causes it to condense and hold the dead husks of the fallen together as an outer layer to shield its living constituents against the effects of the poisonous cloud. For as long as it can.
Redneckdevil wrote:
The reason why regeneration doesnt stop bleed is because when u trail it back to fast healing, its just "natural" healing just speed up. Any type of magical healing will stop bleed damage but the healing from regeneration isnt magical, its just a speed up natural healing. But a successful first aid check works just fine. It would seem to me that fast healing or regeneration is at least as potent as first aid for stopping bleed damage.
It would seem to me that fast healing and regeneration are far more potent than a successful first aid check. YMMV.
Zero_Magi wrote: Alter Self :
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.
Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.
Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength
This is due to a verbal argument with a friend.
If I am a human and assume the form of another human would i get the +2 str bonus ?
Yes. Is a human a Medium humanoid? Yes, again.

Grick wrote: Blackstorm wrote: If I am, let's say, 5th level, can I do 5 touch in a signle round? Or I can "discharge" the spell 5 times along 5 or more rounds? It depends on how many eligible attacks you can make.
When you cast the spell, it grants you the ability to make a touch attack as a free action for that turn. After that turn is over, and you hold the charge, you're limited to whatever attacks you could normally make. Generally, that's one touch attack made as a standard action. If you had two claw attacks, you could full attack and each claw that hit would also deliver the spell (vs normal AC, not touch).
You could think of it as granting CL number of 'charges' and the spell lasts until they are all used (or until you cast another spell).
However, recently James Jacobs said that you only hold the charge of chill touch (and similar spells) until it's been discharged once, after that it no longer functions as a touch spell, but works more like an innate special attack that triggers on touch. If this is the case, then you are restricted to attempting one touch attack as a standard action each round. There's a FAQ Request post here if you'd like to see it addressed.
Just a thought, but it seems that James' interpretation of Chill Touch creates more problems than it solves. We have rules governing touch attacks and holding the charge, and allowing multiple iterative attacks with these doesn't seem to strain our existing rules, but creating a new subset for spells with multiple touches that don't follow the holding-the-charge rules introduces far more potential abuse/unintended consequences.
Most discussion regarding spell combat vs full attack action involve how you see Haste and its extra attack coming into play. The Magus has multiple options for granting himself Haste, but does Haste grant him an extra attack using spell combat? It would seem counter-intuitive for it not to, given the prevalence of spell combat to the class, but nothing actually states that spell combat qualifies as a full attack action. Have fun sorting this one out, and storming the castle!

Gandal wrote: I've been using a F elf magus (standard magus-no archetype) for some time now,she is 7 magus now.
I usually use her this way in combat:
Pre-combat prep.- casts Shield and uses arcana pool to power up melee weapon (scimitar)
Round 1- closes by her target and attacks with melee (scimitar)
Round 2-rolls concentration check/if conc is made casts 1 touch spell while attacking with scimitar at -2(plus other minuses from spell combat if situation calls for them)
Optionally she can use spellstrike to make a free melee attack with a touch spell (but against normal AC) at her highest attack bonus (minus penalties from spell combat) while again attacking with a touch spell with the off hand for a two spell attacks in a round (assuming both concentration rolls are made)
At least this is what i understood by reading UM and the various threads discussing the use of spell combat and spell strike simultaneously
You're fine until you cast 2 touch spells in the same round. You can't do that. You only get a free melee touch attack in the same round that you cast said touch attack spell, and you cannot cast 2 spells in a round without using swift/immediate action options. You could hold the charge on a touch spell and use 1 of your normal attacks to deliver it and then cast another touch spell which would grant its own free melee attack in the same round. Be careful.

Zero_Magi wrote: Hello pathfinder community , excited since this is my first post! About the topic , i am playing as a magus for some time now and the class is really exciting (way better than duskblade of 3,5) and i had a Q about his spellstrike ability.
SPELLSTRIKE
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier
It mentions nowhere about a concetration check to cast the spell if you have enemies around you but if you look at spell combat it mentions about casting defensively. Same was in 3.5 with the duskblade , arcane channeling mentioned nowhere abou casting defensively and in many official forums said it was not necessary. IS it the same here ? Do you need a concetration or not ? thanks in advance for your replies
You would make a concentration check to cast defensively if you wished to avoid attack(s) of opportunity for casting while in a threatened square. You are not required to make this check if you wish to absorb the attack(s) of opportunity. This is a general rule for casting while in a threatened square, and spell strike does not allow you to avoid this.
lantzkev wrote: that's not the issue, the issue is doing it without using gold and trying to stay relatively on the wizard casting track =D
say we play 4 sessions, that's 3k gold that could of been used for three pearls of power, or whatever...
Given your reluctance to load up on cure wands, have you considered the cost of a ring of regeneration? Doesn't seem to satisfy your own cost/benefit criteria.
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It seems that the free action to release the grapple could come into play here. There are some free actions allowed when it isn't your turn, but the gm may have to decide. Remember, even an immediate action "represents a larger expenditure of effort and energy than a free action".
Also, I'm pretty sure that bear was shaved.
Atarlost wrote: LazarX wrote: Atarlost wrote: It seems like people interested in optimization never go sorceror 1. Don't take messageboard response as the norm. Doing so is the best way to lose interest in playing this game.
2. There's optimisation, min-max numbercrunching, and sheer munchkinism, learn to differentiate between them.
3. Not everyone hold optimisation as the one value above others. For instance my elven magus uses... *gasp* a longsword!
These are all really one point, but who better knows which classes are more powerful than the munchkins? If balance is a goal at all, and enough people want it to be to support some absurdly large threads, then surely the munchkins should be listened to when they say prepared casters are better than spontaneous casters. Point #2 is not the same as points 1 & 3. If you don't distinguish between these concepts, further discussion of optimization may be futile.
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