Dr. Frank Funkelstein wrote:
Technically, amped psi cantrips are not focus spells. Amps now consume focus points, and I suppose using an amp as a free action might be specified a focus spell itself (I don't have the PDF).
Trip.H wrote:
If the text only existed for the Gliminal, that's one thing. But PFS uses that description of modified rolls for ALL situations where a player would willing be a target of a roll, not just when fighting a Gliminal. It's in the Paizo FAQ for official organized play. In other words, altering a degree of success is how Healing Bomb should work in official games, but lacks the RAW to support that for most tables. The intent of the remaster Healing Bomb nerf may (or may not) have been because the Gliminal rule being applied in pre-remaster organized games made it so that it was guaranteed not to critically fail, so it always (except on an unconscious target who cannot be willing, but was still -6 AC from unconscious/flat-footed) always healed the full amount of the elixir. Which deserved a nerf.
Trip.H wrote:
Well, Pathfinder Society has ruled to adopt exactly the Gliminal text, see https://paizo.com/pathfindersociety/faq : "Pathfinder Society uses the optional rules published with the liminal on page 143 of Bestiary 3 for this situation, which are reproduced here: There aren’t default rules for a creature choosing to be hit[...], but you can allow an ally to improve their outcome by one degree of success against a willing target or allow the target to worsen the result of their saving throw by one step." So it's at least somewhat assumed/intended although a GM can choose to be more lenient (i.e. Healing Bombs just work all the time) or less (i.e. no modifications). If Healing Bomb is a bomb that is intended to function as the old version of the feat but with the Gliminal rule as sort-of-standard, great, then make the Gliminal rule default/recommended in print. If they want to print a specific rule for Healing Bomb so our best guidance isn't a reference to a specific rule in a pre-remaster bestiary? Also great. Maybe make the healed player use a reaction to change the degree of success? What we have now is variable from table to table. Whether Healing Bomb is supposed to be an alchemical bomb compatible with Quick Bomber might be obvious, it's only implied. There's wiggle room in the text to let it not be. If it's expected to be allowable with Quick Bomber, make it behave as a bomb in all situations and not just when thrown. Or just add the Bomb trait to it, which conveys nothing mechanically other than that it's a bomb.
Ravingdork wrote: I do not allow things like Assurance to trigger things that require rolls, since there is no roll, in my games. The Fortune effect itself says "A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll." If you argue that "there is no roll" when using Assurance, then the restriction that the Fortune trait imposes-- that only a single roll is altered-- does not take place when using Assurance. The roll is forgone, it never happens. So you could use Assurance on a skill check and if it fails, use something like Halfling Luck as a fortune effect to "reroll". But you can't "reroll" because there wasn't a first roll, and you're in this weird state of being. It makes more sense for "roll" to be the common term of the process of determining the Result of an attack roll, skill check, or saving throw.
What constitutes a "roll"? Is it the moment you would typically roll a die, or actually having to roll the die? One hypothetical is with Devise a Stratagem. Do you need to cast Guidance before the DaS, or before the attack stratagem? DaS says "you must use the result of the d20 roll for your Strike's attack roll instead of rolling". A second hypothetical where this is applies is with Assurance (Medicine) and Risky Surgery, which it says "if you roll a success, you get a critical success instead". Assurance says "You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus". In either case the intent may be for the roll replacement mechanic to count as a roll for the purposes of the rule modification. ------------- Does a Grapple occupy a hand of the grappler? While it is a requirement to perform the Grapple action, strict RAW says that the hand only needs to be free to perform the action but not maintained. It is uncertain whether the intent of the Grapple is to allow re-gripping weapons by the grappler and to take advantage of the Off-Guard to balance with other actions or if requiring an enemy to Escape is simply strong enough to occupy a Grappler's hand for the entirety of the effect. ------------- Is the PFS "Gliminal" willing target rule, i.e. "you can allow an ally to improve their outcome by one degree of success against a willing target or allow the target to worsen the result of their saving throw by one step", intended to apply to an Alchemist's Healing Bomb feat? ------------- Is a Healing Bomb supposed to be a Bomb and usable with Quick Bomber? Or is it worded to purposely require two actions to use Quick Alchemy + throw even if you have the Quick Bomber feat? The language from the remaster distinctly changed from clearly adding the Bomb trait to dancing around it. ------------- Magus's Analysis: This makes a secret RK check (so you do not know the results), but Spellstrike gets recharged on Success. If you critically fail (and thus get results as if you succeeded), do you know if your Spellstrike is recharged?
Deriven Firelion wrote:
CR19 and CR20 enemies will still assume the legendary casting progression and key ability modifier stats that you won't have. You may still very much have good success, I just imagine your individual contributions will be somewhat less impactful at high levels assuming the rest of the group is constant in their progression. I'm not criticizing the build so much as I'm saying the math shifts and may play differently.
Dubious Scholar wrote: Yeah, Imaginary Weapon is awkward and I'd swap it and Astral Rain if I could to avoid the poaching (although that probably just leads to Oscillating Wave getting poached by Starlit Span Maguses instead, but). Also, in-class it's really hard to make use of it early on (it really wants Ghostly Carrier in order to be safe to use, but that's a 2nd rank spell). Astral Rain doesn't have any of those usability issues. Imaginary Weapon could be made a lot more useful if it was, say, d4s or d6s at range and d8 in melee instead of needing Warp Space to substitute its amp and cut its damage in half. Or a three-action cast for range. Its poachability is much more about the Magus not having its own class option to pick up a Conflux Spell that you can use with Spellstrike. And that can be fixed with just a new Magus feat.
Deriven Firelion wrote:
Just saying there are particular pitfalls here. Your save-based spells might be equal or -1 to a full caster but at level 20 you'll be -4 (two points of proficiency, two points of modifier). All those CR+4 enemies are balanced against the modifiers of a full caster. Knowing that that dip is coming and preparing for it at the end may be wise. I also find that limited spell slots can mean you don't have the flexibility to target a weak damage type and a weak save at the same time like other casters with more choices.
Deriven Firelion wrote:
Expansive Spellstrike does discard some of the ways you can game the attack roll with Sure Strike or Hero Points, though. And your saves really tail off compared to other casters as you miss out on Legendary proficiency and will also likely be behind in modifiers.
One thing that people don't realize is that with a d10/d12 weapon, you may have a better turn by attacking twice than by Spellstriking with a cantrip. This is definitely true at early levels when you should be casting Runic Weapon up until at least level 4 with your Striking rune-- spells typically are only I didn't find Force Fang to be the best option when I built my II Magus. I'd note that while Thunderous Strike isn't guaranteed damage, it is two opportunities to do damage, with one of those being save-based. The bonus damage from the save is roughly half of your expected Force Fang damage but you also get the Strike in there for free. Combined with the advice above about just two Strikes being a viable turn? Of course, the extra Focus Point is always valuable, but I find a Psychic archetype will often win out as a better use of your feats compared to Force Fang.
Squiggit wrote:
Tactic: Bring two reload 1 guns. On turns where DaS fails hard, consider whether you want to reload both guns, take cover, RK, draw an item like special ammo or a bomb for next turn, retreat, demoralize, etc. Tactic: Bring a reload 1 gun and an Air Repeater. Shoot the appropriate gun at the appropriate time. Only reload after you expect to crit. Tactic: Bring a reload 1 gun and a melee weapon (possibly throwable with a Returning rune). Only reload when you're at long distance or expect to crit. Tactic: Pick up Risky Reload from a gun-oriented archetype. For an Investigator it isn't actually risky, and you now have your action economy back. Yeah, you need to know good tactics to use good tactics, but there's no "good tactics" feat.
shroudb wrote:
It's very much down to party role. Sometimes you're there to be the magic barbarian. You may often be better off, as the only AOE character, to Unleash early so the party can pick off a few targets early and then have you sit out the clean-up. It's often good to delay the Unleash, but the fact that your Psyche abilities like Psi Burst are locked behind the Unleash is particularly annoying.
Trip.H wrote:
The class absolutely tells you what weapons you're supposed to use, at least at base. DaS excludes melee/thrown weapons (and unarmed attacks) without finesse or agile traits. That's a whole bunch that are right out. Of what's left, you have a few d8 weapons that are 2-handed or uncommon or Advanced, but you're looking at a 1H d6 weapon most of the time in melee. Or ranged, which is going to out-damage that 1H d6 weapon all the time. With a feat you can add 1H weapons from the club group, which are also d6 (although the leiomano is a Fatal d10). The preference for Finesse/Ranged as well as only having Light armor proficiency encourages you to stack DEX rather than STR, which in turn means a small bonus if any to melee attack rolls. You don't get Shield Block for free like most other martials, so you aren't encouraged to just stand in melee. DaS working just once per turn and your key modifier being INT gives you a soft disincentive for multiple attacks, although an Agile weapon preference does address that somewhat. You also don't get any MAP reducers on a second hit or multi-action activities to hit twice. So you want to attack with a single action. Your other actions lean on mastery of the base actions of the game and can be movement, a skill check like Feint or Demoralize, taking cover, or whatever. Your combat style, then, is either that of a skirmisher (move in/attack/move out) or ranged (with ample turns to reload). If you take the hints and go with DEX as your second stat, there is very little reason not to be primarily ranged. In the category of ranged weapons, knowing your roll in advance is particularly useful with weapons that have the Fatal Aim trait so you can use an extra action to add damage dice. So I'd say you're mechanically encouraged to use a reload 1 ranged weapon (Sukgung, Arbalest, or firearm). Thrown alchemical bombs may also be a good option even if you're paying gold for them-- you will rarely waste them. A rapier, short sword, or leiomano (with Takedown Expert) are the best common melee options. But choosing an archetype for a combat style can shift that more drastically than most classes, and it's at least possible to have a good STR melee build with enough stat/feat investment. Taking a caster archetype might leave you at range but preferring a reload 0 bow. Taking Dual Weapon Warrior gives you MAP reduction for the cost of a single feat, making melee interesting with DEX. STR and a Wrestler archetype is fun. But that's not to say that the ranged archetypes don't have plenty to offer too while leaning into the base class's options, whether that's Ranger, Archer, Eldritch Archer, Gunslinger, Pistol Phenom, Unexpected Sharpshooter, or whatever.
The big problem (or opportunity) with Investigator is that it literally doesn't have a combat style. You could give it a variety of intellect-based attack feats, like Exacting Strike or Clever Gambit or Instructive Strike. But that only hints at the problem, which is that Investigator class doesn't interact with any of the combat systems which other classes and archetypes use. No multi-action activities. No action-granting feats before level 10. No activity that does extra damage. No activity that allows multiple Strikes in a single action. No activity that reduces MAP. No common reaction-granting feats before level 10. No Focus-based abilities or other per-encounter mechanics. No spells. No stances. No movement feats. A restricted weapon list and light armor only. No Shield Block. All of this stuff is easily available via Archetype, which makes Free Archetype rules amazingly transformative for an Investigator and honestly all archetype feats a viable option. Whether that's Rogue or Ranger or Dual-Weapon Warrior or Wrestler or Martial Artist. And so what you really are given in the base class is a need to use all those skill feats to be really good at the "common" stuff in the game. You want to accumulate relatively mundane bonuses when you need them to take advantage of your one combat mechanic, which is knowing what your roll is in advance-- and thus knowing what options you can take to enhance it. Stack up Demoralize, Feint, Create a Diversion, move into flanking, use a specific consumable, and so on. This could still be extremely playable... Except you're extremely MAD already, wanting STR for melee/thrown damage, DEX (or feats) for second attacks or second targets and armor, CON to stay alive, WIS for perception, INT for Devise A Stratagem, and CHA to maximize a bunch of those skill actions that you're left with. And even THAT could be playable, if you could switch your key ability modifier (and DAS modifier roll) to WIS or CHA like some of the subclasses would seem to recommend-- Interrogator has no reason not to be CHA-based, and Empiricist has no reason not to be WIS-based. Or, have a way to bypass using AC from STR/DEX so you can focus CON/WIS/INT/CHA. Which you actually can already do with an Investigator feat... but unforunately not until level 12 with Foresee Danger, using a reaction to use your Perception DC instead of your AC. Making this available early (or as part of the class) would be huge in making the class less MAD. With all that said? As-is, the class is still very playable in combat if you take a few feats for combat style (whether that's Fighter/Rogue/Dual-Weapon Warrior/Ranger/Wrestler/Martial Artist/etc for better Strikes, or Psychic/Wizard/Witch/Magus/etc for save-based spells when your DAS misses). Free Archetype adds so, so much here. But then you're not playing a pure Investigator anymore.
Captain Morgan wrote: We now officially know Shocking Grasp is still a legal pick, even in PFS. What we don't know is if it (and other spells) are Foundry-legal (or legal to your other VTT of choice), Pathbuilder-legal, AON-searchable, and your-GM-legal. We don't know if it will remain legal once we get out of the transition phase of the Remaster and all character-specific erratas are published. We don't know how many hoops we need to jump through to make this "legal pick", or the others that didn't get re-published. But, we do know a few things. We know that that content can go away on official channels as soon as WotC sends a cease-and-desist on OGL-licensed material, as it will be more affordable for Paizo to comply. Foundry will have a separate legacy module and they have made judgment calls on individual spells which both changed names and have different effects. We'll see what judgments they made on these spells that are no longer spell attack rolls. There will be an ability to load a module with legacy content, but it was left out because of system resource concerns while running Foundry, so there's multiple reasons why including omitted content may still be difficult to use. Pathbuilder is branching into "legacy" and "remaster" app versions, so there may not be the capability to build/play a "remaster" character with "legacy" spells with any degree of ease. We'll see. And if you're playing IRL off of dead trees, you'll need copies of both the old books and the new books for reference. "Just use the old version" has obstacles in every medium.
Teridax wrote:
Honestly the Magus needs a Focus Spell-based Spellstrike to feel strong and sustainable. Shocking Grasp is just the next best option available without taking an archetype-- it makes you feel strong but not sustainable.
Karmagator wrote:
OK, but let's select for turns that "matter". Against trivial, low, or moderate threats, cantrip or Focus spell Spellstrikes are plenty to carry you through the encounter. At lower levels you may not even need the damage from a slotted spell. But then, you shouldn't use your spell slots on utility spells in these fights either. You should be able to serve your role just fine without using spell slots at all. If you face one or two severe/extreme fights per day, and those are the fights where your chosen style actually matters? That's 8-10 rounds of fighting (at most) in which you get to cast 4-6 spells. (More with a caster archetype.) And the Focus changes don't really matter here-- for the trivial to moderate encounters, you'll just be able to finish those quicker, while against the enemies that actually matter, you'll have effectively the same resources.
The Raven Black wrote: The issue is melee spell attacks in the CRB were not balanced to be used at top level by a martial with good HPs, good accuracy and good armor. They didn't stop making melee-range spells that were stronger than their counterparts with the CRB-- Gouging Claw was in Secrets of Magic and Imaginary Weapon was in Dark Archive, as was the Produce Flame psi cantrip upgrade. And Ignition getting a melee upgrade in the remaster. It isn't as if Shocking Grasp is a massive upgrade over ranged alternatives. It's certainly less damage over Horizon Thunder Sphere than a d12 weapon is over a d6 or d8.
The Raven Black wrote:
If they errata Gouging Claw (which is from Secrets of Magic and thus not on the Remaster schedule) to have another damage die instead of modifier, it will be identical in damage to Ignition. Whether it changes or not, Ignition is no significant improvement. Shocking Grasp by itself isn't unbalanced. It's very clearly balanced for melee-range single-target damage. There's nothing wrong with melee-range damage spells in the same way that there's nothing wrong with melee martials doing more damage than ranged martials. The only issue of it being overpowered is Starlit Span's "You can deliver the spell even if its range is shorter than the range increment of your ranged attack", but even that is barely stronger than Reach Spell. Karmagator wrote: For the "great" cost of a second level feat (Psychic Dedication), I get a focus spell that does almost the same damage as a highest level SG plus a pushback for shenanigans/damage mitigation on top. Actually it's two feats to get Imaginary Weapon, at 2nd and 6th level, which now competes with Attack of Opportunity on a class with no built-in reactions unless you take reaction spells. And you don't get it until 6th level, a quarter or possibly just half of the game you're playing, after the levels which Shocking Grasp is best at-- it is obsoleted by Disintegrate and Polar Ray at higher levels. (But with the Focus Point changes, getting as many Focus Points in your pool as possible is now pretty much a build requirement.) But that's beside the point. The point is that the designer is implying that it's okay to replace a favorite Magus spell with one that Wizards will like more, because Magi use cantrips anyway. Except no, that's not clearly the design-- if not then they have some feats to rewrite. When you give a class 4 to 6 spell slots to use, they care about what's in those slots!
AestheticDialectic wrote:
I mean, that Sayre quote is just factually incorrect about the Magus. Ignition is at best a very minor buff to a Magus with Gouging Claw-- pretty much only a significant one if the Magus is dumping INT, which is rarely recommended. And then the "too micro" quote when there simply isn't another single-target touch attack roll spell in the game? The micro is important when you're talking about replacing the "only one" of something, especially when it's the rank 1 option. Now, perhaps another slotted spell "replaces" the single-target touch spell nature of Shocking Grasp but does a different type of damage. In which case everything we're discussing is insignificant. But given there aren't other options For your other points, I've found that I generally have enough Hero Points and casts of True Strike from other means (low level archetype slots, Studious Spells, Ring of Wizardry, Endless Grimoire) that it's not necessary to use the staff charges for more, although it's an efficient source of them if you don't choose the other options. That said, it's hard for a lot of the archetypes to even use a staff in that manner, since Fused Staff doesn't let you cast True Strike without shifting the weapon into staff form, RAW. (If your GM rules you can, or your Spellstriker Staff can cast True Strike while it's shifted into weapon form which is unclear, or you're Twisting Tree, or you'll just suffer with a lower weapon damage die, then maybe that's the best plan.) As for Wall of Stone, it depends on party composition and role. If you already have an Arcane or Primal caster who can cast that Wall of Stone, you are very possibly better off doing damage instead of crowd control. And Wall of Stone is very much a multi-target encounter winner-- but in the general case, those fights are easier than single-target encounters and may not be when a Magus should be using their limited slots for the day. Picking full-caster utility spells on a Magus is just taking away the thing they're best at and uniquely suited to do-- magical burst damage with melee proficiency. You'd be much better off being a full caster if you want to cast things like Wall of Stone on your most significant turns. (Although getting a Spellstrike-capable Focus Spell is enough to allow utility spell slots, though that marginalizes Conflux Spells.)
Riddlyn wrote: I do rely on my cantrips for spellstrike. After level 5 I'll generally only prepare 1 attack roll spell Well, as you level, other options open up. You can get Imaginary Weapon at 6 from Psychic dedication. You can get Fused Staff at 8 to power Spellstrikes with staff charges, or Standby Spell at 8 to not slot a Spellstrike at all. And when you're preparing 1 attack roll spell, that's 25% of your spell slots.
AestheticDialectic wrote: I don't think the magus was designed with the intention of using spell slots for spellstrike with much, if any, frequency. Given the comment in this very thread by one of the designers stating they rely on their cantrips more than anything Cascading Ray, the Spellstriker Staff, Meteoric Spellstrike, Lunging Spellstrike, most uses of Expansive Spellstrike all kind of disagree with that. They are at least designed to give bonuses to, if not explicitly support, Spellstriking with a slotted spell. (Sustaining Steel, too.) While it's certainly not mandatory to use your spell slots on attack-roll spells, it's at least a compelling option. In other words... You don't use your spell slots in trivial or moderate encounters. You really want to concentrate most/all against the hardest encounter of the adventuring day. In order to actually do that, you need one slot to first-round buff, maybe a reaction spell, and then what? For me, it's at least one slotted spell to kill a single-target enemy as quickly as possible, because that's my role in the party-- it's certainly not to buff myself and others, or inflict status effects, or Demoralize, or use combat maneuvers. It's to make strong attacks, and it's hard to beat a True Strike into a Shocking Grasp Spellstrike (until you get Disintegrate and Polar Ray). At low levels you might work in a long-duration buff (i.e. Longstrider or False Life). You might stock up on True Strike and Magic Weapon-- both at least as compelling as a slotted damage spell early on. But even then you want those burst turns against CR+2 enemies to just end a fight ASAP.
The Raven Black wrote:
I mean, the evidence that they didn't consider Magus very much in this change is evident in Sayre's post. He first talks about Ignition being a big benefit for Maguses when it's roughly the same damage as Gouging Claw or Telekinetic Projectile. It's only a boost for Maguses in the subrange of targets where fire is preferred to physical. Fire is a common weakness so I don't want to minimize that too much, but is it more common than once a day if I was preparing Shocking Grasp in one spell slot per day? And THEN, after using what amounts to a micro-example, he says we shouldn't look at micro-examples when considering design. When the entire base Magus spell selection is an investigation of micro-examples because there are so few of them. Shocking Grasp fills these design niches pretty much exclusively for a Magus:
To be clear, Shocking Grasp wasn't ever overpowered, it was just designed to be used in a niche that the Magus excels in: doing as much damage as possible with the most risk involved. The reason you could make a claim that Shocking Grasp should be "replaced" by Thunderstrike is that, well, the reward for other mage classes to enter melee range is less than the risk involved, so it's only useful for one class. But Maguses have less risk with martial key ability scores and fill most of the game's niche of casting arcane spells while in melee range, so taking them into account when you "replace" Shocking Grasp is pretty important! This actually widens the gap between the cheese-the-design leader of taking a Psychic dedication for amped Imaginary Weapon, the only other spell I know that fills the same niche as Shocking Grasp (touch range balance, damage only, attack roll). Seriously-- when you go to AoN and search all spells for touch spells with the Attack trait, you get Shocking Grasp, Imaginary Weapon, Gouging Claw. (And three uncommon AP-based curses that are actually save-based anyway and probably mislabeled.) Unsurprisingly, these are the most effective spells for the Magus as cantrips, Focus Spells, and slotted spells. This is the core of the optimal Magus in the design space. The terminology of "replaces" is important here, even if it's a single word in a blog post. It replaces, say, the CRB rank 1 lightning-based spell, but it doesn't replace the design space that Shocking Grasp uniquely filled. Not that Thunderstrike isn't a valuable addition for ranged casters. Damage-centric single-target save-based spells are also fairly under-represented, at least if Sudden Bolt isn't available as a spell. The fact that Shocking Grasp is termed as replaced by a ranged, save-based spell really just speaks to the fact that other arcane or primal caster classes aren't particularly viable when casting spells at melee range, and the way that's being addressed is by replacing the non-viable option in their core rules rather than making it viable. Which honestly may be better than leaving it in. Except it's perfectly viable on the martial class that also casts. I do agree that all of the comments about the new spells being additive to old CRB stuff is valid for most games, but stuff like PFS that requires you to have original sources to play the game now requires you to purchase an otherwise-obsolete rulebook to access the old spell.
The interesting thing is that Shocking Grasp isn't even the only attack-roll spell removal being previewed here-- Acid Splash is going from an attack-roll to a save, too. There are already very few options with attack-roll spells-- one reason Shocking Grasp is popular with Magi is because there aren't all that many spell choices for Magi in the first place. Shocking Grasp itself isn't a huge deal since it's already almost replaced by Horizon Thunder Sphere, just at a slight nerf. Acid Splash OTOH is a cantrip damage coverage problem that almost certainly won't have an easy replacement, other than taking Acid Arrow as a slotted spell to replace it. (Or simply being less capable as a class.) Magus could need Expansive Spellstrike errata'd into a class feature if Paizo is going to remove all these spell attack rolls.
If you want your spells to hit and do damage every time, use Magic Missile. If you don't like how your single-target spell has mediocre or short-lived effects on an enemy, take a beat, understand that the enemy is higher level than you and thus SHOULD resist it a good portion of the time, and rename the enemy "Success" save as a "Partial Failure". Take notice that martials sometimes just miss all their attacks in a round, too. If you're worried that enemies still damage your allies... Start using summon spells to have more allies. If the enemy kills your minion in one hit, that's still a hit that didn't hit yourself or your fellow party member. Remember that you're not there to win the fight by yourself. If your issue is the label of the spell on the box, consider thinking of the spell in less potent terms-- "Spark" instead of "Lightning Bolt", "Spook" instead of "Fear".
breithauptclan wrote:
I've been trying to figure out how to self-apply a misfortune effect so that I can Strike my main target with no MAP, regardless of dice. One idea is to use a Ceru as a Specific Familiar. You command the Ceru (with one action) to use Turn of Fate (two actions for the Familiar?) to remove your "Fortune" effect on a bad DaS roll. I was thinking that, yes, your DaS class feature does get invalidated when this occurs and you cannot substitute INT. The entire Devise a Stratagem feature has the Fortune trait, not just the substitution roll. In situations where you don't want the DaS feature to be invalidated, though, simply get out of the aura. Fire at the reaper with a bow from range.
Temperans wrote:
It's really just a naming issue. If they named "Critical Success" just "Success" and named "Success" as "Partial Success" when rolling a Saving Throw, expectations would be more in line with what happens. And this works on both sides of the save. When I cast and the enemy rolls a Success, my expectations are that my spell is wasted even when it's not. When my enemy casts and I roll a Success, my expectations are that I avoided the effect when actually, the bad stuff hit me, just not the full impact.
I actually want... something more than just Spellstrike as an attack option. There's simply no accessible options to do anything other than Spellstrike and our own conflux spell, and that feels weird for a martial class with exceptional STR or DEX. A 2-hand Fighter has choices between Power Attack and Intimidating Strike and Exacting Strike and more, and that's all in the very early game. Laughing Shadows are supposed to be free-hand combatants but they have nearly nothing designed to leverage the free hand besides a small bump in Arcane Cascade damage and an optional Spell Parry feat. Sparkling Targes get their Conflux Spell and two class feats related to their Shield (and two Tome-shield feats, which are just awful). Fighters get five shield feats by level 2. One of those is a level 1 feat that's pretty much exactly the Sparkling Targe's level 4 feat. Starlit Spans don't even get an interesting Conflux Spell or Arcane Cascade. And they don't get the interesting fewer-actions feats of, say, Eldritch Archer. Even if that's only free admission to a combat style archetype like the Mauler/Duelist/Archer/Bastion/Martial Artist archetypes so that you don't have to wait till level 4 to give yourself a better option. Give me a reason to use Arcane Cascade to do more than 2 possible damage per round.
Chromantic Durgon <3 wrote:
My main comment is that I feel like this build will be very boring in combat. After you DaS and roll a miss, you don't have a good secondary action sequence other than to target another enemy with a big attack and damage penalty. No bon mots or demoralizes, no maneuvers, no feints or distractions to lower AC. You'll be very sturdy with saves but you're ideally standing at range near cover the whole time. I would either take DEX higher early to maximize the chance of the retarget hit landing or go the other way and lean into CHA-based skills while taking a pass on DEX or WIS early, letting your proficiencies or Covered Reload make up for those saves.
I see now. The fact that a magic weapon has an explicit Activation text is what disables the bonus during polymorph. It's strange how weapons are explicitly different from most other items in that way. Thanks for helping me see what's going on. It's a shame that True Arcane Bloodrage is near worthless without trading your weapon for an amulet. Can you use Greater Magic Fang/Permanence to add an enhancement bonus onto your polymorphed form? Does it come back every time you raged into that form?
Bradley Mickle wrote: I would say no. The bonus provided by armor and shield is similar in nature to attack bonus provided by a weapon enhancement. Similar in many ways, but dissimilar in that a) armor and shield bonuses are specifically called out in the polymorph rules and b) armor and shields have the "Wild" enchantment which lets you use them. LazarX wrote: To answer your question quickly... NO. Your sword is essentially non-existent for all intents and purposes while you are in dragon form. The text doesn't support this. The text of polymorph says that it is melded into my dragon form, and its constant bonuses take effect. Rhaleroad wrote: If you are not wielding the sword you do not get the bonus. A weapon enchant isn't a constant bonus, it is only there when wielding it. When you polymorph it melds and is not wieldable, it won't effect your natural attacks at all. Again, while the sword isn't a sword anymore, it is melded into my current form. If my sword turned into a claw, wouldn't that claw have an enhancement bonus? Brain in a Jar wrote:
The weapon becomes part of your shapeshifted body and a natural attack is an attack with part of your shapeshifted body. The definition of wield in the context above is "attack with". Are you attacking with what the sword turned into? Then yes, you're wielding it.
Does a wielded weapon's enhancement bonus apply to any natural attacks after a polymorph which melds gear into my body? Say I'm an Arcane bloodrager with a +2 Furious greatsword. At level 16, I get a bloodline power that allows me to apply the effects of Form of the Dragon I to myself. Polymorph says: Quote: When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. So, my sword melds into my dragon body. It provides a constant bonus to the sword, which has been melded into my body and is now part of my polymorphed form. Do my natural attacks (bite, claw x2, talon x2) get the enhancement bonus? Does the Furious bonus provide a constant bonus (but only to creatures in a rage), or is it a bonus that is "activated" by the rage?
Fruian Thistlefoot wrote:
You need to take Skill Focus (Survival) to take Eldritch Heritage. Waiting until 6 for Power Attack is a long time. A reach build doesn't make a ton of sense without Combat Reflexes. Two feats for 1-5 damage per hit (Arcane Strike + Blooded Arcane Strike) isn't a great investment. I think you'd take Weapon Focus first. It might be more valuable taking it at level 1 when you don't have a magic weapon. Arcane doesn't fly till 16 w/ FotD I, which is something the OP wanted earlier. Although Spider Climb isn't a bad consolation prize. ------------------------------- To the OP, Destined is a great Crossblooded bloodline. Destined 4 pretty much negates the will save penalties while increasing your other saves and armor. Cross with Elemental to fly at 8 if that's all that's important to you; elemental 1 and 16 are nice too. Cross with draconic and take the breath attack and wings. If you want only the flight and not much else, you can stick with destined 1 and 16, but if you want to be a dragon, draconic 1 and 16 are just as good. If you do go dragon, make sure to pick up a bite with a trait.
The Ring of Vengeful Blood Magic lets a bloodrager cast a spell as his AoO. Lots of fun options here. Paired Opportunists (teamwork feat) gives a +4 bonus to attacks if you're adjacent to your teammate and you both threaten the target. Combat Patrol wasn't mentioned, although it takes a full action. Possibly better for BAB-deficient builds. But fundamentally, the best thing you can do is increase your dex modifier. Belt, wand of Cat's Grace, whatever you can do.
Sanctified Slayer looks compelling at first, but you lose a lot of combat versatility. The typical case with judgments for Justice and Destruction match up unfavorably to Studied Target and Sneak Attack dice, but you lose the ability to apply armor, damage reduction, energy reduction, saving throws, etc. Studied Target also stacks pretty well, while Judgments of Justice/Destruction are sacred bonuses. So, it comes down to role. You may want to go SS if:
You don't want to go SS if:
Translator. The common definition is for translating one language to another, and it lets an otherwise ordinary (but trusted) person into some very important meetings. But it is also useful for commoners. Specific enough to prevent prying, and most questions will revolve around what you speak and where you learned it. Confidentiality is part of the gig, so you don't have to talk about your work directly. The alternate meanings ("to change the form, condition, nature, etc., of; transform; convert"; "to bear, carry, or move from one place, position, etc., to another; transfer") effectively translate to "I use magic" and "I deal with contraband", giving you lots truth-detection cover. Ideally you already have a high int score to know a lot of languages already. Bonus points for being able to use magic to actually carry out your faux job as necessary, even if your int score is low. |