I did quite a bit of comparaison between str and dex build for polymorph magus from level 1 to 13. And yes str build does more physical damage (approximately one enhancement more, like Flaming or a +1, and better base damage for naturals attacks).
The best way to use frostbite is with alterself/Monstrous Humanoid to maximize your number of attack per round.
That way your 1 charge per level are used in 2 round; which mean you can cast each round, frostbite at the start of the first round and another spell at the end of the 2nd round, after the use of your remaining charges.
I would suggest a different class entirely; I am not sure if it's more powerfull, but I think it's a least more versatile (and at the very least it give you another option): Magus Eldricht Scion with whatever bloodline you want (probably one that give you claws but not necessarily cause you will get naturals attacks with spells); the idea is to use Alter Self (at level 4) then Monstrous Physique I at 7 and II at 10.
Hum I just found out that sage's guidance was only usable once (per creature type), because you can only attempt a knowledge skill once and the bonus last only one round. A feat seem a bit expensive for a +2 bonus for one round (even if you can give it to all the group by risking your familiar life).
Derklord wrote:
Melkiador wrote: To be clear, the imp doesn’t list a stealth score but it has at will invisibility and is tiny with a +3 dex modifier. So it’s really very stealthy. You just have to do the math for its stealth yourself. Yea the invis boost the stealth sure but it can easily be added to any familiar (I can invis them) and at high level there is many who see invis; it wont replace a true stealther Lelomenia wrote: Familiars also treat stealth as a class skill. I guess with sage you are losing the shared ranks tho. Actually not all improved familiar have stealth as a class skill (the list is for normal familiars), their class skill depend on their type; the imp, as an outsider does have stealth as a class skill. So yea I could use 1 Rk of sage to have a Stealth at +15. The only major difference that remain is that the faerie dragon can use all sorcerer magic items without any skill check and that he have UMD already (and as a class skill). The imp can get UMD at my level +1 (max rank = my level, +1 from int), which mean I invest half of the sage rk in it for 50%ish chance of using wands.
avr wrote:
Oh right; I also found out that tiny creature use Dex for swim, that if they have swim speed they got a +8 racial bonus to swim and that the Faerie dragon have acrobatics (+2 to fly and acrobatics); which lower the skill rank to 27 for him, and that's normal. Tks
Another questions about Improved Familiars; I tried to find out how many skill ranks they have for each skill (because with the sage archetype I can add skill rank but only to my level max rank) but I cant understand how some got so many skill points. I tried with the Faerie dragon: Skills: Acrobatics: +8 (+3Dex, +5rk)
(Class=Skill Class bonus, Size=Size Modifiers) Which make a total of 47 rank and is way above the 27 ranks he is suposed to have (dragon type have 6+int skill points per HD, Faerie Dragon have 3HD). Same with the Sprite: Escape artist +15 (+3Class, +3Dex, +9rk)
Total: 20rk; it's suposed to have 7 rank at best* (6+ int mod (mini 1) per HD, it have 1 HD) * At best because I am not sure how to read this minimum 1; is it 6 flat + mini 1 (or more if int 14+) or is it minimum 1 per HD? At first I thought it was the latest (like a PC, a neg int mean less skills), but after looking at different creatures, specially animals, I am starting to think that it's the first, otherwise all low int animals have way more skills ranks that they are suposed to. Is there some (hidden) bonus that I missed? Or are they just way more skilled than their HD would suggest?
avr wrote: The alignment was specified in the improved familiar feat which copied over the imps requirement from the original version of that feat in D&D 3e. The one-step rule for other familiars was added but the imp wasn't changed to match. Not sure what you mean by that; as I understand it, the rule is that you can take a familiar of an alignment one step away on each axis, unless the familiar specify a more restrictive choice. The faerie dragon does say one step away from CB; some are even more restrictive and specify the strict alignement you need; but I dont see any such thing for the Imp, so for me the basic rule of one step on each axis apply. avr wrote: There are other improved familiars with sorcerer spellcasting, the tidepool dragon at least and I think more. The faerie dragon is good for more reasons than just the spellcasting though. True the tidepool dragon is a spellcaster too (but weaker than the faerie dragon for almost everything) ; I couldnt find any others though, did I miss some?
avr wrote: If your game uses alignment at all then your choice of those is going to be a bit restricted. Imps require a LE master, faerie dragons require one within one step of CG, etc. Your concept is likely to rule out some of those. An Imp doesnt require a strickly LE, you can be one step away, on each axis (unless it's specified in the familiar description and it's not for the imp, is it?) For the magic item use, a faerie dragon actually has sorcerer spellcasting so doesn't need to use UMD for wands/scrolls of spells on the sorcerer spell list, any of the others need to use the UMD skill. A non-sage familiar can share your skill ranks, a sage needs to spend its own skill points. This will probably rule other out though; even if I dont choose sage, I wont have point to spent in UMD. And as a sage, this would probably be too much points to spent in it.
Hey all, I come for another advice for my Eldritch Scion Magus (see my Template if you want), this time for his familiar choice. First, a question regarding the use of items; from FAQ "The following familiars can use spell trigger and spell completion magic items, including wands and scrolls, as well as magic items with a command word: arbiter, brownie, cassisian (in small humanoid form), faerie dragon, imp, leshy (any), liminal sprite, lyrakien, mephit (any type), nosoi, nuglub, pooka, pyrausta, quasit, shikigami, soulbound doll, sprite, and zhyen." How do they use this items? Do they need to make a Use Magic Device check each time they use one (even though only the faerie dragon have the skill)? If not, what kind of wand/scroll can they use without a check? Arcane, divine, both? From any class? I get a Familiar at level 1 (via the bloodline option) and will take a sage familiar to gain more variety on skills; with a focus on Charisma rather than Int my character will only get 3 skills points per level. My goal is to use my familiar for scouting, to complement my skills and to use some wands/scrolls. At level 1, it will only be a normal familiar and since I want to get some skills as soon as possible he need to speak, so I went with the thrush. At level 3, it will become an improved familiar and once again I wont have many choice, as I still want him to speak; it's either the Pyrausta or Thrush/Raven with a template (like a Fey touched Thrush to gain an alter self on it so he can pick up and use items). The Pyrausta will probably be the best since he is listed as able to use magic items At level 5, more option open but I think the best option is the Sprite (it fly perfectly, good stealth, got some usefull spell-like) It's at level 7 that it really start to shine and where I realy dont know which one to choose. The Imp (and imp consular at level 8):
Lyrakien:
Nosoi:
Faerie Dragon:
So what do you think between this 4? or is there some other I didnt see and would fit my need even better? Tks Sibyl PS: if you got some good idea about other use of my familiar (like something more combat oriented), pls share too
oh no, it's for one weapon that sure; it specifically say that if you cast is on another weapon, the first loose it.
About the use of Arcne pool with natural weapon; I found an official answer stating that natural weapons are light weapons:
Now it's not specificaly about arcane pool, but I think it's one more answer to suggest that it should work. Do you guys agree?
I have some cantrip yea of course, and I took arcane mark, but as Derklord said, I wont be using it when I am polymorphed cause I would just loose a claw attack to gain a claw attack. I will still be usefull to cast others spells though, without loosing any attack or when I am not polymorphed; i.e. before level 4 and even after, I will not be polymorphed 100% of the time (not far from it though, one polymorph spell is enough for a complete fight, and I will even be able to cast it before the fight if we have time to prepare, they will last level+1 min).
Question: Telekinetic Strikes say "The touched creature’s limbs are charged with telekinetic force." But it doesnt have a number of charges like Frostgrip or even Shcoking Grasp (who have 1 charge). Does it still follow the rules of holding the charge or can I combine it with Frostbite?
If it work like I think that would be a good addition to my build, +1d4 to all my naturals attack sound good. PS: I did a more thorough comparison between a dex build and a str build, and the difference isnt as huge as I thought; dex build have a bit more AC, but not that much, and str build have a bit more damage; although at level 10, with the possibility to change in a large creature, the str build dmg take a big bonus. I can copy my comparison here if someone is interested but it's a bit huge.
STR vs DEX: yea I know about the reach issue but anyway the only tiny monstrous humanoid (or simple humanoid) that I found is the Karkinoi Brood Swarm, who have one swarm attack and in which I am not even sure I can metamorph into because it's a swarm, so multiple individuals, not 1.
Frostbite vs Shocking Grasp:
Still looking for other ideas for traits ^^ (hehe np, but yea let's not drag it too much pls :) )
Another point but I just realized that I cant have Frostbite and Shocking Grasp active at the same time (because I am holding the charge for Frostbite as long as it's not totally discharged right?). So that make my Shocking grasp combo useless; at level 10 I would have the choice to use a +10d6 shocking grasp (at the cost of 1 trait and 2 feats) or a 10x1d6+10 frostbite (or 11x1d6+11 with my racial trait, or even 12x1d6+12 if I replace the magic lineage trait by Magic adept for Frostbite). Sure, shocking grasp if a lot more bursty, but with 5-6 attack per round, it wont take that long to do a lot more damage with Frostbite. and I will have other option to burst at this level To replace my traits, I see 3 main options:
Any other ideas?
To come back to my build, I discovered another advantage of my dex build rather than str; the transmutation section say: "If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell." (nothing about the fly modifier, maybe just an error?) So I get more bonus, as a dex build, going small than a str build going big. Here is what I compiled: Alter Self
Medium: +2 Str
Monstrous Physique I:
Medium:
Monstrous Physique II:
Large:
The major downside of this is that there is less good small form and almost none Tiny. The small and tiny also tend to have lower dmg dice (usually 1 dice lower, so 1 less damage average per size difference), but that's not really important since most of my damage will come from Frostbite or other spells.
PS: I thought I could combine a small form with reduce person to make it tiny, but I just read that under a polymorph spell, you cant be affected by another polymorph spell or a spell that change your size, sadly
Derklord wrote:
I agree on him on this, the paragraph is about apparence; you seem to ignore the second sentence who is completing and precising the first: "Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature’s type" It's about not being able to take the apparence of the captin of the guard or something like that (but just of someone of the same race) That said, I agree that polymorphing at level 10 into a Yig will be OP and that it should not be allowed (and I think we all agree on this, Derklord included).
There is no other legal way of getting dex to damage with spell combat than either dervish dance or a weapon finesse with agile. But I dont know why à witcher setting wouldnt work with à scimitar (or a short Sword); I am pretty sure I saw some scimitar un thé witcher, juste not on Gérald. I am also starting a dex based magus, although more focused on transmutation spells and natural attacks, but you Can check thé post I started about it (https://paizo.com/threads/rzs42rz8?Magus-Eldritch-Scion-Transmorgifist).
Derklord wrote:
Oh you are right, didnt see that. Some are clearly taged as 3PP on the d20pfsrd and I ignored them, but I guess some arent taged but are still 3PP. And I agree that my GM will probably not (and should not) allow me to polymorph into a CR 27; I am not even sure he will (or should) allow me to polymorph into a CR 18 (deathsnatcher) at level 7.
Yea the Deathsnatcher is really great. For Gret Old One Yig, I will have to see with my GM, but that's not before level 10 anyway. I found a good one for level 4, the Canopy Troll. it's small (so +2 to dex, which is great for my Dex build) and have 4 attack. And it have Darkvision, Low light vision and scent (the only thing that I could get and that he doesnt is swim) For level 7, Deathsnatcher is clearly the winner in term of damage; 6 attack (2d6, 4x1d8, 1D6),
I am not sure what my GM will allow me to transform into though; is there any rules saying that I need to know the creature I want to transform into? I could not find anything.
Here are the change I think I am gonna make, considering all the replies: - I wont buy an enchanted weapon, at least not for a while; it might be usefull at level 8+ or even 15+ because the BBA will give me a 2nd and 3rd attack but even then, it mean -2 to all my natural attack (at the cost of a feat) for a -5 then -10 attack. It may be usefull at some point for a spellstoring weapon or something. - I think I will keep the Shocking grasp combo; it's costly sure (1 traits + 2 feat), but being able to use some level 1 spell slot for some +6-10d6 shocking grasp is worth it imo - If my GM validate the use of arcane pool with natural attack, I wont need the corset of greater magic fang. On a side note, we did our first session today and as expected, I dont do much at level 1 :D Concentration check to use combat magic is hard (even with level 0 spells, I was trying to use Daze with my attack ^^) and even when I touch I dont do much (1d6 damage, no mod). The paladin do way more damage than me hehe
avr wrote: As you've made the character above you can cast more than one 10d6 shocking grasp at 10th level. Oh that's right, it's the magus arcana mimicking the metamagic that can be used only once per day. Thanks for the clarification on the rest; well I guess it's one less attack but less concentration check and no -2 malus from Combat magic. What I mean that there wont be any point in using a level 0 spell to attack an additionnal time with the main hand, if all it does is making me make a concentration check, giving me a -2 malus and no gaining an attack (cause I would be loosing my 2nd claw attack to gain a main claw attack); for spell level 1+, it will still be usefull of course. MrCharisma wrote:
Yea that's what my group is doing too. Derklord wrote:
I took a close look at how Spell Combat and Arcane pool are written and they use the almost the same words; the only difference I see is the first is talking about wielding weapon and the second holding weapon. So I will talk to my GM but I have good hope that he will allow it, especially if/when I got an amulet of mighty fist that could be considered like the "weapon" I am enhancing. Good catch on the Deathsnatcher, I will have to take a closer look at the bestiary. And thank you both for the clarification and recommendation.
Just to be sure, but the hexcrafter guide agree with me: I can use spell combat (and spellstrike) AND make an attack with that secondary "hand"? I.e.: I am transformed into a troglodyte, I got 1 weapon in main hand, a free hand (which is a claw) and a bite; I can do my main attack with weapon, another one with weapon because of spellstrike, plus a secondary claw attack and a secondary bite attack. The free hand doesnt need to do nothing, it just need to not hold anything, right?
avr wrote: Do you actually need the magical lineage trait? You don't have any metamagic feats until level 7, and only have a +1 level feat then. Hum now that I think about it, I think you are right; 1 trait + 2 feat seem really expensive for a 10d6 (at lvl 10) shocking grasp once per day. avr wrote:
I never played like that, is it in the rules? I will have to check with my DM. All guide I saw suggest that I get the bonus at level 6, 12 and 18 though avr wrote: On that same point remember you do get a magus arcana at level 3. Oh yea, that's just an oversight here; I will probably get arcane accuracy at level 3, or wand Weilder. The mindblade magus isn't terrible, if you're looking at a possible different spontaneous magus. It's not terrible but it's not as good as the Eldritch Scion I think (which is already not the best magus archetype). The -10 malus to concentration really hurt, basicly canceling any chance of using spellstrike bonus attack unless you can cast then make a 1 foot step (wont happen often) and I loose the bloodline of the Eldrtch Scion which is pretty great. All that for a few more spell and a secondary weapon (at level 7th), which with my polymorph build wont change much (I would just trade a secondary natural attack for a secondary weapon, with less bonus)
Kurald Galain wrote: Well, I'd go with either natural attacks or a rapier, but not both. If you're going to polymorph (which is fun) then spend your resources on that, and don't invest in an agile +1 rapier. There is 3 reason I choose to use both: - As I understand it I cant use spell combat with natural attack, unless I take the arcana for it (Natural Spell combat)- I cant use my Arcane pool bonus to weapons on a natural attack - Natural attack have a 20 crit chance, so having a main attack at 15-20 (with a rapier enhancement with Keen from Arcane pool) give me a lot more chance to crit my big spell (like an intensified shock blast) Plus it "only" cost me one feat to use both with a -2 penality on all natural attack; seem pretty cheap for 2 attack with a 15-20 crit and enhanced with Arcane pool. I do agree that my weapon should not be my priority though and level 5 might be too soon. EDIT: hum I am confused now; the FAQ from http://www.d20pfsrd.com/classes/base-classes/magus/ state that I can use spell combat with natural attack; then what the Natural Spell Combat arcana is for?
Hello, I come here to look for opinion on advice on my next character. First let me explain my choice: I love magus, I hate preparing spell; so it point me to the eldritch scion (I know there is another archetype, but it didnt seem very good); I know that the elritch scion is not the best archetype around but I want to be a spontaneus caster. I read Myrrh, Frankincense, and Steel, Kurald Galain's Guide to the Magus, The hexcrafter magus guide and more. I like the idea of the transmorgifist in the hexcrafter magus guide and I tried to apply it to my build (I cant be a hexcrafter, it's not compatible with Eldritch Scion). So here is my Build I will explain some choice after: Race: Half Elf, alternate racial traits Mordant envoy (+1 level for transmutation spell), favored class bonus +1/6 arcana (from elf Blood) Str 10, Dex 18, Con 14, Int 12, Wis 8, Cha 14 (all increase to dex) Traits: Magical Lineage (Shocking Grasp); 2nd trait must be a campagn trait (GM decision) Lineage Arcane: 1) Weapon Finesse, Bloodline Familiar (either one with +1 AC or a Crow with sage archetype)
Items (I used the character advancement wealth)
I didnt listed the "common" item (belt +2 dex, +2 con, +2 cha, even +2 int at some point), cloak of resistance, ring of protection, upgrade to the amulet etc but I took them. Important Spells:
a)So first, why Dex and not Str? I tried both and the dex build have more AC (a few more until level 7, 5 more when I can afford a celestial armor), better reflexes save (the lowest magus save), more HP (14 con vs 12, if I want to keep a dex of 14 with Str build) and only one feat difference (weapon finesse).
b)Why no Dervish Dance Because it only affect my mains attack and this build is more oriented to the extra
c) Why no Rime/enforcer As a spontaneus caster I would need an extra feat to make that work (Spontaneus metafocus) and it would only work with one spell and not any spell with cold damage(frostbite would be the obvious choice). I dont think I can afford to get this combo and the intesified shocking grasp one, and I believe this 2nd is more interesting Note: our campaign will start at level 1 (I know I wont do much at low level) and probably wont go past level 12 or so. Any comment or advice would be welcome! Tks
I wouldn't agree against touch attack, because if you parry him you touch him (with your weapon but still) so he should be able to deliver the spell; it seem even more obvious with shocking grasp and a metal weapon: why parrying with a piece of metal should protect you from getting electrocuted? :D Sometime it's better to use common sense than trying to find the one sentence in rules that could make something illogic work ^^ |