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![]() I would like to play an exiled dwarvcen ranger, at home in the darkness but forced to live among humans and the other races. was thinking of using the skirmisher archetype. i rolled 15,16,11,17,12,11 at home if you need an online roll i can do that too. 4d6 ⇒ (4, 5, 5, 6) = 2016
hmm tough call i think i might use the second set of rolls. ![]()
![]() Drejk wrote: I am not quite sure about it, but I think that Dexterity penalty applies to AC even when flat-footed - only positive modifier is negated while losing Dexterity bonus due to your conditions. No dex bonus is applied when flat footed, positive or negative. think of it like this, someone is so clumsy the fall into the weapon that is swinging at them instead of dodging, but when flat footed they aren't given the chance to react. Even if there reaction would leave them worse off. ![]()
![]() OK this is a thread for consolidation of ideas for the current 3/4 bab 6 level spells Magus being presented by Paizo. Not for criticism, or rants about how it doesn't work. It is a play test after all, getting out the bugs and making it a fun balanced class to play is what this thread is for. So from playtest info i have seen the magus is can be lackluster at first level.all other classes have multiple abilities at level 1, except fighter. -A first level ability usable 3+int times per day to add bonus damage to, probably elemental, to maguses weapon. -start magus arcana at first level or arcane weapon -push spell strike to level 2 -push combat spell to level 4 possibly with less penalties or a seperate ability with bonus to concentration. Keep posting all your ideas ![]()
![]() or how bout this. Spell storing: At first level a magus may store one spell level worth of spells in her weapon. With a successful melee attack she may discharge one spell from her weapon. Each level of magus increases the the amount of spell levels she may store by one.these spells must be placed within the weapon during the time a magus memorizes her spells. 0 level spells count for 1/2 a spell level. ![]()
![]() I guess what might help spell strike is a few 0 level spells that could be used with it at lower levels. that way you aren't losing your limited first level spell, but still using spells to help deal damage or debuff. something like acid splash or ray of frost 1d3 energy damage at 1-2 level isn't overpowered or useless. touch of fatigue might be even better. ![]()
![]() i am really not seeing the problem with spellstrike. it use is for burst damage. at fifth level you can add a 5d6 shocking grasp most of the time with spell combat. that uses up 1 first level spell. at 10 you can intensify it for 10d6 from a second level spell. add empowered arcana and thats a lot of damage there, with your weapon damage. ![]()
![]() i really like the spell combat ability. i think if it was cut and pasted to 4th level it would be more feasible. put arcane weapon in at 2nd level to take it place will give a decent melee buff early on. Supplement combat spell with another ability that adds a bonus to concentration such as 1/2 caster level. ![]()
![]() you could use combat spell, attack first then cast your spell. Then second round vital strike and discharge the spell. so it would look like this maybe, 1st round
2nd
3rd
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![]() I like the current progression. Its just a little difficult at low levels.
having the plus to hit from arcane weapon bond would make you a better melee combatant early on and would help buffer the combat spell penalty later. at 4th level your caster level is twice as high giving you a better but not automatic chance at combat spell, also with more spells available the loss of a spell wont be so tremendous. also anyone with an odd str or int could bump one up to further minimize either the attack or concentration penalty. ![]()
![]() Chris Kenney wrote:
I like the current progression. Its just a little difficult at low levels. possibly trading spots with combat spell and arcane weapon bond would make it level out at lower levels.having the plus to hit from arcane weapon bond would make you a better melee combatant early on and would help buffer the combat spell penalty later. at 4th level your caster level is twice as high giving you a better but not automatic chance at combat spell, also with more spells available the loss of a spell wont be so tremendous. also anyone with an odd str or int could bump one up to further minimize either the attack or concentration penalty. ![]()
![]() ] There are concentration checks for casting during violent motion, and I would think that casting while making an attack on someone would qualify. I think the conc check is for casting defensively with a penalty for casting during violent motion. THIS!! the DC for casting with vigourous motion is 10 plus spell level for violent motion it is 15 plus spell level. so maybe a single attack could be considered vigorous were as multiple attacks due to high bab or haste would be considered violent motion. this way we can keep the penalty, but also allow it to scale at the same time. ![]()
![]() Spellstrike (Su): Whenever a magus casts a spell with a
i think adding the caveat that if you miss but bypass there touch ac the spell still goes off as normal. I dont think adding a d4 or d6 of damage per 2 levels is a good thing. with spellstrike you can add 5d6 damage at a 1:1 ratio. you can use intensify spell to make it 10d6 at 10th level with a second level spell, possibly empowered with the magus arcana. that doesnt seem to need any buffing. alternatively i would make Improved Spell Combat (Ex): At 8th level, the magus’s
into an ability to make one attack and one spell a standard action allowing for a move action, or even spring attack. Also just get rid of the penalties for the whole ability all together. the fact that you need to use spell lots mean the ability is already limited at lower levels. unless you can use acid splash/ ray of frost which would increase its over all use but not to a huge effect. ![]()
![]() vagrant-poet wrote:
I would change this to work that they cast the spell first with appropriate aoo or defensive casting and then allow them to make an attack instead of the touch roll they are granted already. Possibly at higher levels the could make a full attack after such an action, prolly 8th when they get there second attack. ![]()
![]() Dreaming Warforged wrote:
I would frame it more like practiced spell caster and allow only 4 of those levels to stack otherwise you get a fighter19/rogue 1 with 9d6 sneak attack. doesn't seem too balanced. |