Rumbleroar's page

RPG Superstar 6 Season Star Voter, 7 Season Star Voter. Organized Play Member. 4 posts (590 including aliases). 1 review. No lists. No wishlists. 9 Organized Play characters. 1 alias.


RSS


I like Spell Storing weapons for a magus. It lets you drop another spell in a spellstrike, triggered after you hit. My half-orc magus keeps Vampiric Touch in there for when he's getting low on hit points. If I go all out and smack someone with an Intensified shocking grasp and trigger the vampiric touch after I hit... they're usually not happy campers.

Additionally, it's usually pretty easy to keep a few pool points around to put the spell back in the weapon before you go to sleep. Spell recall is nice for that.

Most of my other items are pretty normal for a front-line fighter, as I'm doing a fightery magus, with a bastard sword and the heaviest armor I can wear.


I'm playing a magus that uses a bastard sword right now. My GM decided that you can change the grip on your weapon once per round, on your action. I thought it was a pretty reasonable restriction on the free action - doesn't let you swap back and forth for maximum cheese.


I allow adding a level to the maximum spell level of a potion as an alchemist discovery twice, allowing 5th level potions made by an alchemist. Nobody's bothered.


The guide alternate class features are quite useful. I'm playing an AA right now that uses them. While the terrain bond isn't great (Are we in a forest? No? Darn!), the Ranger's Focus is deadly when I decide it's time for a certain enemy to die. I usually use it on enemy spellcasters and then rip them apart with four arrows at 7th level. Since it's just a straight damage bonus, it works well with crits and Manyshot.

I agree that the animal companion is useless for such a build - that's how it goes when you're going into a prestige class that doesn't advance your animal companion, sadly.