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No posts. Organized Play character for Nimius Fulmen 2.



Scarab Sages

So I got myself a sylph storm druid which will, once it reaches appropriate level, spend most of his life in elemental body (air elemental).

I wanted to use vine strike, but am uncertain if this would combine with whirlwind. Vine strike should work with unarmed/natural attacks, and whirlwind sure SOUNDS like a natural attack. I asked 2 DM's but neither knew for certain.

Can people clear this up for me?

http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules /#TOC-Whirlwind-Su-

http://www.d20pfsrd.com/magic/all-spells/v/vine-strike/

Scarab Sages

I'm a society player and I wanted to play my first druid. I like Sylphs and wanted to make a character based around one, and I ended up with either Sky druid (racial archetype) or Storm druid.

Either would likely end up with the Air/Wind domains.

Sky druid is completely based around flight. Among else it gives early access to (SEMI) at-will flight (lvl 5 class feature). The downsides are late access to wild shape (lvl 6 instead of lvl 4) and loss of medium armor proficiency. It also has a class feature to see through fog/clouds which means I can free up a feat slot which I had reserved for Cloud Gazer.

Storm druid doesn't give me any way to fly so I'd have to Wild shape into a flying creature. That means not using flight to get over every obstacle. Unless I wait till lvl 9 and spend 2 racial feats to gain at will flight, that is. Which is a bit late in the game especially for society.

But I kind of like the idea of flying around as a sylph, raining down summoned animals and storms. And wild shaping into an elemental which I could only do at lvl 6 anyway. Still, loss of medium armor isn't a small issue.

Can people help me decide by pointing out obvious flaws/benefits of either archetype which I missed?

Scarab Sages

Hi!

I've got my first 3 sessions of PFS play (also the first 3 sessions of pathfinder) behind me and am reworking my strength magus for level 2.

I've got it all worked out! ...all except whether to take bladebound archetype or not...

I wanted to recall a lot of (level 1) spells and a magus can use his Arcane Pool (AP) points for that: 1 AP / lvl1 spell recall.

But a bladebound magus gets a free up-to-date magic weapon, freeing up a lot of cash for nifty items like Pearls of Power. Which does the same thing. Basically the rate is 1000GP / 1 AP.

Of course, the bladebound magus loses the level 3 Arcana which I might have used for Wand Wielder, allowing a wand to be used through Spell Combat. And wands can be bought with Prestige Points (PP) instead of GP which I have in ready supply. If I use a springloaded wrist sheath I can draw a single wand for a swift and cast it 'free' for a -2 to attack. Almost as good as a Pearl of Power. So that would negate the necessity for investment in Pearls of Power for Shield of which I was planning to get 4-5. But that would still leave Shocking Grasp.. can't use my Shocking Grasp spell-specific traits and feat enhancements with a wand. And can't put more than 1 wand in a Wrist Sheath. So still need Pearls or AP for lvl1 spells like Shocking Grasp and Vanish.

My head is spinning trying to compute all this. Can some experienced player make me an educated estimate to the question: does the Bladebound archetype allow for more or less spell recall, if we assume a single recall is worth 1000K (Pearl of Power) and the vanilla magus uses wands for Shield?

Edit: altered the title a bit. Perhaps my question can also be distilled to: how much money does the bladebound save by not having to buy a magic weapon? That's the bit that's really got me puzzled.

Scarab Sages

Sooo I'm new to pathfinder, in fact practically new to 3.5. I was building a strength magus and I think I'm getting the hang of it.

But I was wondering if, when I cast a spell through the magus ability spellstrike (spell casting through melee attack) and used a magic sword with the magical ability 'thundering', does the spell I used also gain the sonic descriptor?

If not, is there a way to add a sonic descriptor to a (magus) spell? I would like to trigger the metamagic feat 'concussive spell'.

Thanks!

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Thundering
Price +1 bonus; Aura faint necromancy; CL 5th; Weight —
A thundering weapon creates a cacophonous roar like thunder whenever it strikes a target with a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d8 points of sonic damage. Subjects dealt critical hits by a thundering weapon must make a successful DC 14 Fortitude save or be deafened permanently.
Construction Requirements
Cost +1 bonus
Craft Magic Arms and Armor, blindness/deafness
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Concussive Spell (Metamagic)
You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor.
Benefit: With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor.
Level Increase: +2 (a concussive spell uses up a spell slot two levels higher than the spell’s actual level.)
Pathfinder Roleplaying Game Ultimate Magic.
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