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SO my table and I have had an issue with meta-magic lately. We are aware that maximize and empower are done to the original spell separately and do not interact (except in rare instances).

Does this filter down to other meta-magics?

I.E. a maximized intensify combo, and what about adding empower ot the mix.

We have beeen giving the caster these numbers of (on a fire ball) 60+ 5d6 (empower) +5d6 (intensify).


Thank you for the Full class thing.

as for saves, it was meant to show that the GS has the bas ref and fort, then an essential stat is wis, giving them three good saves (which was my point).


Okay, so i DM a game with a gunslinger in it and have noticed a possible issue with saves.

Most classes gt one strong save, the gunslinger though has 2 (ref, and fort) and wisdom is what controls grit, so normal the wis save is better than most classes too. Just an observation, where even my players have agreed.

And a mechanics question, is the gunslinger still considered an alternate class to fighter, and therefore can not take fighter levels, and can take fighter feats? or has this changed with the newest feats.


nighttree wrote:
YuenglingDragon wrote:
nighttree wrote:

We have been running a Magus for three levels now, with 4+Int skill points per level.

It's certainly not "too much" and is actually just about right, without stepping on the toes of the skill monkeys :)
I don't know how that's possible. With just the moderate Int 16 that I've managed with my Magus build plus the human bonus you're talking about 8 skills. That's what the skill monkeys get. It's more than a Ranger or Inquisitor would get. How are you not stepping on toes?

Actually, it's not a human....but I see your point.....

Back to the drawing board I guess :(

Thats the problem... Human is just one race... so why should it matter what race it is? because there is a human, all other races should be crippled in skills?

Like i said i think the perfect balance is 3+ int...


So I have been testing a Magus for a little while now and i have noticed what seems to be an underrated issue with this class... lack of skill points.

When building my Magus, I must use a 25 point buy, and ended up starting with a 16 int... allowing for some points for dex, str, and con. However, 6 skill points a level is really limiting in this game. And leaves a melee class with very few skills, never mind any flavor skills. Honestly, though looking at it, 4+ int is way to much. Though it seems that Pathfinder is against any 3+ int... i think it fits perfectly with this class.

Has anyone else had this issue, or does anyone now notice it, that it has been brought up?


YuenglingDragon wrote:
I suspect there will be an even better Gish prestige class in UM if the Holy Vindicator is any indication. That said, where the Magus wins v. the Eldritch Knight is action economy. Barring a critical or metamagic, the EK can't cast and attack. The Magus can and, with the changes from the Know Direction podcast, can do it pretty well.

Yes, but the lack of touch spells at higher levels, and spells that, at higher levels, require decent saves to matter, make it not worth while to me. I think the Magus spell list could use a lot of work to make use of its abilities. Granted, the magus can buff and attack in the same round... to me its not enough.

Also, am i blind, and dont see heroism on the Magus spell list considering it is a great spell to self buff...