Demon Fey

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101 posts. Organized Play character for Andrew Besso.


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Dark Archive 1/5

Only Asmodeus can bring order to the world. Join us in the Dark Archive.

Dark Archive

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Knight who says Meh wrote:
It sort of begs the question (raises the question?), why a neutral person is working for an evil organization. The "it's a job" argument tends to fall flat in a reality with physical tangible evil.

Law, structure, discipline - these are paramount. Nothing else matters. Only Asmodeus, the Lord of Law, can being order to the world.

Dark Archive

Bard-Sader wrote:
So a paladin should kill every follower of Asmodeus?

*ULP* Gotta run!

Dark Archive 1/5

Thanks, everyone!
vobis gratias ago

Dark Archive 1/5

Misunderstanding the rules for eligibility to play a retirement arc, I played the last levels of Emerald Spire in a way that my character now has 34.5 XP. Are there any PFS modules or something that the character can play?

Dark Archive

To the Original Poster:

Here are two examples of what a magus might do in a round of combat. I am assuming here that the magus is high enough level to have the Spellstrike ability.

1. I am not adjacent to my enemy and I need to move to attack him.

Swift Action: Spend an arcane pool point to enchant my weapon
Standard Action: Cast Shocking Grasp
Move Action: Move adjacent to the bad guy
Free Touch Attack: Use Spellstrike to attack with my weapon
* A successful hit means I deliver both weapon damage and Shocling Grasp damage.

2. I am already in melee with my opponent
Full Round Action: Use Spell Combat and Spellstrike
- Make a weapon attack (-2 penalty for using Spell Combat)
- Cast Shocking Grasp defensively
- Combine Spellstrike with the free touch attack that is part of casting Shocking Grasp to make another weapon attack
* As above, a successful attack means I deliver both weapon damage and spell damage.

Dark Archive

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Orfamay Quest wrote:
Sagotel wrote:


Speaking of rock lyrics, would anyone want to hear Bo Diddly sing, "Whom Do You Love?"

Apparently -- as in, I understand this to be a true story, but I don't have the reference to hand -- an early record producer wanted to make a Beatles album, but insisted that the song should be "She Loves You, Yes, Yes, Yes."

Oh, dear.

Dark Archive

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When I was in high school, I was taught that irregardless and alright were incorrect. I went to a strict high school, a long time ago. Language changes; I know that. I don't like it, but I know it. My coworkers love to say, "irregardless" when I am nearby. As one said, "It's like saying Voldemort."

When I call myself pedantic, I do not mean it as a compliment.

Speaking of rock lyrics, would anyone want to hear Bo Diddly sing, "Whom Do You Love?"

Dark Archive

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[pedantic]
Here is the list of errors that annoy me:
1) it's used as a possessive pronoun instead of its;
2) alright instead of all right;
3) irregardless;
4) penultimate used to mean "more than ultimate".
[/pedantic]

I chose the name Sagotel in self-mockery. It is an acronym for "Self-Appointed Guardian of the English Lexicon".

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Asmodeus...
Do you really need another reason?

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It took me quite a while to understand this.
You can now spend one arcane pool point on your weapon, to add +2 worth of enhancements for 1 minute (10 rounds). You can have only one enhancement active at any given time.

If your weapon is not magic, then 1 point of enhancement has to make it +1 (at least) before you can add any other enchantments. The highest bonus the weapon can ever get is +5.

Suppose you have a nonmagical weapon.
You could spend an arcane pool point to have a +2 weapon, or a +1 weapon with some other special property equivalent to a +1 enhancement (Shocking, for example).

Suppose you have a +1 weapon.
You could make it +3, or +2 Shocking, or +1 Shocking Burst.

Let's assume for the moment that you have a +1 weapon.
Suppose in the first round you make your weapon +2 Frost. You then discover that your opponent is vulnerable to fire. You can spend another point to change your weapon from +2 Frost to +2 Flaming.

What you cannot do is add an enhancement equivalent to +3 or more. The Vorpal property is equivalent to +5 enhancement, so you cannot add it until level 17.

Dark Archive

As has already been pointed out, 20 INT is much more than any magus ever needs.
I recommend Toughness as a feat. You can never have too many hitpoints.

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Flagged - should be in Rules forum
The enhancement bonus listed for the Black Blade is an enhancement bonus, nothing more. At fifth level, the Blade is a +2 weapon.
However, a fifth level magus can add two points to the weapon by spending a point from his arcane pool, and he can use some or all of that enhancement for other properties.

For example, the Flaming enchantment is the equivalent of a +1 enhancement, so the magus can make his +2 weapon a +4 weapon, or a +3 Flaming weapon, or a +2 Icy Burst weapon, for example.

If the weapon were not magical, the magus would need to use one point of enhancement to make it magical before adding other enchantments, but his Black Blade is already magical, so he does not have that restriction.

Dark Archive

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My favorite trick, if I have to move to get at an enemy, is:
1. Swift action: use an arcane point to enhance my weapon
2. Standard action: cast a touch spell (I love Vampiric Touch)
3. Move action:go over to a foe and say say "Hi, there!"
4. Free attack with the weapon using Spellstrike

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LazarX wrote:
Dragonchess Player wrote:
The Spell Blending magus arcana lets a magus learn sorcerer/wizard spells. No multi-classing or special race required.
But he has to wait until 6th level to do so, I believe. The Kensai magus has canny defense, so he has one pt of armor class back already and gets one more per kensai level up to his intelligence bonus.

The arcana has no prerequisite.

Ultimate Magic wrote:
Spell Blending (Ex): When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. A magus can select this magus arcana more than once.

The down side, of course, is that you add only one spell to your book instead of two. Mage Arnor and See Invisibility are two good applications for this arcana, although a combination of Arcane Sight and Glitterdust can work.

Dark Archive

Critical threat range generally trumps multiplier for the magus, because the multiplier applies only to the weapon damage. The spell damage multiplier on a critical hit is x2 regardless of the weapon. My experience has been - especially at higher levels - that spell damage exceeds weapon damage.

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I am playing "that" (Elf, DEX-based, Dervish Dance, bladebound, scimitar-wielding) magus, and have had a blast. One of my favorite tricks is:
1. Swift action: make my weapon +5 keen
2. Standard action: cast Vampiric Touch, using a magus arcana to maximize the spell
3. Move action: Go over to a bad guy and say, "Hi, there!"
4. Free attack through Spellstrike

On a successful critical hit (I threaten on 15-20), I get as many as 72 temporary hit points.

One reason the scimitar is such a popular weapon (aside from Dervish Dance) is its critical hit threat range. A critical ht from the weapon on a Spellstrikke means the spell gets double damage.

I have also found that Spell Recall (especially Improved Spell Recall) is a wonderful thing. It almost makes me a spontaneous caster.

Dark Archive

Hmmm...
Might be a good use for my 13th level feat. I'm PFS, so it is unlikely that I'll reach level 15.

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You know, I used to consider myself a reasonably intelligent individual. I begin to wonder...

So, if I finally got this through my reinforced concrete skull, I can make my +3 black blade a +5 Keen weapon by spending 1 arcane pool point. Or I could make it a +4 Flaming Burst weapon. Or I could make it a +4 Keen Flaming weapon, or a +3 Speed weapon. But I cannot access Dancing or Vorpal enhancements because the former is +4 and the latter is +5

Thank you for the explanation.

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@Gisher:
I most certainly can have multiple enhancements on the same weapon. Here is the relevant text. I can also spend 5 points to make my weapon vorpal, if I so choose. Now, if I were wielding some other weapon, I could not make it +3 and then +5. But nothing in the description says (at least in my reading) that I cannot put two different enhancements on the same weapon. One might interpret the last sentence to mean that I cannot put two different enhancements on the same weapon, but if that were the case, then I could not put any enhancement on a nonmagical weapon, because as soon as I tried, the other enhancement would cease.

Arcane Pool wrote:

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

(emphasis mine)

Dark Archive

@TGMinMaxer, you're right again! I'll need to sit down with my GM.

Sean K. Reynolds wrote:
GMW is the exception, and is called out as an exception because if it were a "true" enhancement bonus (and mind you, I hate that we have "enhancement bonuses that count" and "enhancement bonuses that don't count"), it would be cheaper to just cast GMW on your weapon every day and not invest mucho gp in your weapon to actually give it that enhancement bonus.

I didn't need to buy that adamantine scimitar!

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@TGMinMaxer, I misread your post.

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I am a Bladebound Magus; my weapon is currently +3. I can use 1 point from my arcane pool to add +3 to whatever weapon I happen to be wielding, so I can make my adamatine scimitar +3, but I can only change my black blade from +3 to +5. I could then spend 5 more points to make my black blade vorpal, for a total enhancement of +10.
Or I could put Shocking Burst (+2) and Keen (+1) on in addition to +5.

On a side note, using arcane points to make the weapon +3 or better does not allow the weapon to bypass DR (except DR/magic). It works like the spell Enchant Weapon.

@TGMinMaxer, the +5 applies only to to hit/damage. Otherwse, the magus would never be able to use vorpal.

EDIT: It would take me 3 rounds to get a +5 Keen Shocking Burst black blade. Spending an arcane pool point s a swift action.

Dark Archive

Magus.
You get to mess with action economy, combining a full attack with a spell. And you can deliver touch spells through your melee weapon, using the weapon's critical threat range (still x2 for the spell).

One of my favorite tricks is to cast a spell (I love Vampiric Touch) as a standard action, move next to my next victim, then use Spellstrike to get a free weapon attack.

Dark Archive

Hmmmm...
These are some really good options. If I take the Additional Traits feat, I could pick Wayang Spellhunter, because it is not in the Magic Feats list. I could also take the Reactionary trait; I have no combat trait. Then I can Intensify Shocking Grasp "free". The only downside is giving up Extra Arcane Pool now.

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@mplindustries:
I was planning to wait until 7th level to take a metamagic feat, because I want to keep my second-level spell slots open for second-level spells, but it's certainly something to consider. The Eyes & Ears trait makes Perception a class skill and adds +2 trait bonus; Desp. Focus gives +2 concentration bonus for defensive casting.

@Dafydd:
Why Magical Knack? I have no levels in another class. I can't take it anyway because I already have a trait from the Magic Traits group.

Dark Archive

I am playing a magus, and just reached 5th level. I am trying to decide what to take for my bonus feat.
Current Build:
Race: Elf
Class: Magus (bladebound) 5
STR: 13
DEX; 18
CON: 14
INT: 16
WIS: 12
CHA: 10
Traits: Desperate Focus, Eyes and Ears of the City
Feats:
1 - Weapon Finesse
3 - Dervish Dancer
5 - Extra Arcane Pool
5 (bonus) - ?

The bonus feat must be either combat or metamagic. I was thinking about either Weapon Focus (Scimitar) or Blind-Fight. A constant +1 to hit is always good; changing miss chance against an invisible enemy from 50% to 25% also seems pretty good, albeit situation-dependent.

Dark Archive 1/5

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When I drew out the map, I also cut some circles out of graph paper for the turntables. That way, when levers were moved, I could turn the circles as needed instead of erasing and redrawing the map.

Dark Archive

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Of course - using the Black Blade's arcane pool is usually an act of desperation, reserved for the times when the magus needs to "go nova". A BBEG with some sort of energy vulnerability would be a good target for this sort of shenanigan.

Dark Archive

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Artanthos wrote:
Yes. One ability converts existing damage, the other adds additional damage.

Yay. This could be a good way to put the hurt on constructs - especially combined with 5d6 Shocking Grasp.

Dark Archive

If my blade spends a point from the its arcane pool to change the damage type from weapon damage to electrical, and I spend a point from my arcane pool to add the Shock property to the weapon, do those effects stack?

(Of course, this assumes that the blade is willing to spend a point from its arcane pool.)

Dark Archive

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[pompous idiot]

Cast Shrink Item. That reduces the object's weight to about 1/4000 its original weight, thereby lightening it.

3:45

[/pompous idiot]

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I am not convinced that the Paracountess seeks to further the goals of Lord Asmodeus, but I shall continue to put my sword and wizardry to use on her behalf. For the moment.

We shall see what transpires.

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What other AC items do you have? What is your total AC?

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1. At 9th level, he can summon his blade, if it is within one mile of the magus. If the blade is outside that radius, you may be looking at a side quest to find it. The rules are silent on the matter.
I think I would reunite the magus with the blade when he next gains a level; the blade found its magus once, it can find him again.

2. As I see it, it is still a black blade, so it cannot be further enchanted.

EDIT: Grrr... Why can I not see typos before I submit the post?

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Silak wrote:

I just posted a message in another thread about the class. I am at present playing a 7th level Elven Magus with no archetype, just the standard build. So far, I have LOVED the class. They have astounding versitility, being able to hurl spells and still wear armor. I love the Spellstrike ability, too.

As posted a while ago, been combining the Magus ability to enchant my sword with electricity, then adding in a Spellstrike with Shocking grasp. In my character's case, that adds up to 1d8+5 plus 6d6 damage in 1 attack. No too shabby, if you ask me.

Can't wait to get access to Dimension Door. Combine that with Greater Invisibility, and you have something not very pleasant in store for your opponants. Add in a series of feats that allow you to use Dimension Door as a charge and...hehehehe!

BWAHAHAHA! I WANNA DO THIS!

Dark Archive

I have had great fun with this magus, although I haven't had a chance to play since I found my black blade. This character is the usual Dervish Dance build, with the Bladebound archetype.

Arcane Pool can also make the magus an effective ranged character; I can enchant a bow just as easily as a melee weapon.

Which spells I prepare depends on what other arcane caster is in the group. No other arcane cater, or a blaster? I'll use control spells like Grease. Otherwise I'll focus on melee oriented spells like Shocking Grasp and Shield.

Dark Archive 1/5

Morgrym Anvilstrike wrote:
Sagotel wrote:
pauljathome wrote:
Uh, let's put our evil devil worshippers in charge of our evil artifacts? What could POSSIBLY go wrong with that cunning plan?

heh heh heh...

Not all servants of the Lord of Law are evil.
Is that what yeh tell yerself, so yeh can sleep at night?

No - it's what I tell other people so they can sleep at night.

Dark Archive

There is a magus arcana that allows a magus to use a ranged spell with spellstrike. If the magus does not have that arcana, then no.

Spell Combat Description wrote:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

(emphasis mine)

I would have to say that the magus cannot use a thrown weapon.

Dark Archive

When the magus uses Spell Combat, he must cast a magus spell prepared in a magus spell slot. If he has levels in another casting class, those spell slots are separate and distinct from his magus spell slots, even if a spell appears on both lists.
I think he could choose a bow for his bond, but he could not use spell combat with the bow. A bow requires two hands to use, but the magus needs a free hand to use spellstrike.

Dark Archive 1/5

pauljathome wrote:
Uh, let's put our evil devil worshippers in charge of our evil artifacts? What could POSSIBLY go wrong with that cunning plan?

heh heh heh...

Not all servants of the Lord of Law are evil.

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LoneKnave wrote:

Just remembered that you also can't have Agile on it.

Hence the large number of Dancing Dervish magi.

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CommandoDude wrote:

Craft Arms and Armor is imo a more worthwhile feat than the whole archetype, since your weapon will be half as expensive (so you're paying half the gold on it a bladebound would normally get) but also customizable, AND you get cheaper armor, AND you apply that across your entire party (making the group more powerful and making them like you more as a +)

That's only if your DM allows crafting feats though (which they probably won't since it leads to party power creep).

Crafting feats are not allowed in PFS.

Dark Archive

I am glad not to be a samrasan - once through this world is enough!

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I just reached third level in the last PFS game I played, so my weapon just found me. I'll see how it works out. Every PFS Bladebound magus ought to play Scenario #1, "Black Tide" for his last Scenario at 2nd level. Finding his black blade there is thematically ideal.

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Blackstorm wrote:
Honestly, I'd allow that. RAW it seems that the bonus is lost when the weapon left your hand, but I would make an exception for thrown weapons, and let count the bonus for to hit and damage, after wich the weapon lose the added enanchement. It should not unbalance. However I don't see why someone want that: it's really expensive in terms of arcane pool points: at least 1 for each weapon you throw... really bad.

I probably won't do it often. My black blade may be jealous if I enchant other weapons.

Dark Archive

If a magus uses his arcane pool to enchant a weapon, is the weapon still enchanted if he throws it? That is, if I spend an arcane pool to make a javelin +1, is it still +1 after I throw it?

Relevant Text

The wording specifies that no one else may take advantage of the enchantment, but does not say that the enchantment ends when the weapon leaves the magus's hand.

Dark Archive

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EvilPaladin wrote:
Sagotel wrote:
I don't think so. Fractions are usually rounded down unless the rules say otherwise. The description of Improved Spell Recall stipulates only that a minimum of 1 arcane pool point must be spent to use the feature.
I always just use the rule of thumb that rounding unless stated otherwise[through GM or rules] should be the least beneficial to the person who is rounding.
Core Rulebook wrote:
Rounding: Occasionally the rules ask you to round a result or value. Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3.

Once in a while, it works to the player's advantage. Not often, mind you...

Dark Archive

Disorder is to be shunned. Only order matters. Only Lord Asmodeus can bring order to the world.

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TheSideKick wrote:

...

Shouldn't you round up to 2 points?
...

I don't think so. Fractions are usually rounded down unless the rules say otherwise. The description of Improved Spell Recall stipulates only that a minimum of 1 arcane pool point must be spent to use the feature.

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