Rayhan Xobhadi

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Goblin Squad Member. 191 posts (353 including aliases). No reviews. 1 list. No wishlists. 8 aliases.




The encounter for my third level group of four(Druid, Fighter, Summoner, Ranger) was an Ambush by a 5th level Whip-Bard and 5th level Magus.

The Magus
Human Magus 5
18 Str | 13 Dex | 12 Con | 14 Int | 10 Wis | 8 Cha (using the Heroic NPC stat array)
Feats: 1st: Arcane Strike, Dodge | 3rd: Combat Expertise | 5th: Weapon Focus(Quarterstaff), Power Attack
Arcane Pool (4 points): Arcane Accuracy
Equipment: +1 Quarterstaff, +1 Chain shirt, Potion of Cure Moderate Wounds
HP 45
AC 20 (22 w/CE) | +5 Chain Shirt, +1 Dex, +4 Shield, +1 Combat Expertise, +1 Dodge
Fort 2 | Ref 5 | Will 4
Init +1
BAB +3
Two-Handed Melee(baseline):
+1 Quarterstaff +9(1d6+7)
Two-Handed Melee(w/ Arcane Pool, Arcane Strike, Combat Expertise, Power Attack):
+1 Quarterstaff +9(1d6+14)
One-Handed(Baseline):
+1 Quarterstaff +9(1d6+5)
One-Handed Melee(w/ Arcane Pool, Arcane Strike, Combat Expertise, Power Attack):
+1 Quarterstaff +9(1d6+11)
Spells
1st: Shield, True Strike, Shocking Grasp x3
2nd: Scorching Ray x2, Mirror Image

Encounter:
The ambush involved a Gypsy wagon with the Magus hiding inside and the Bard hiding on top of the wagon (behind an ornamental ridge). I had seven mooks hidden in the grassland surrounding the wagon ready to respond with ranged attacks at a whistle from the Magus.

Observations:
This encounter was kind of thrown together, but it worked rather well. The modified Magus definitely packs a solid punch, and if you add Shocking Grasp or Scorching Ray then she can be devastating. Luckily, for my group the druid cast Heat Metal on her armor making every spell require a concentration check, which I had horrible rolls for, so I never got to Shocking Grasp or Scorching Ray. Then he cast Warp Wood on her Quarterstaff, ugh. All in all a fun encounter, my players complimented me on the Bard/Magus combination.

Rulings:
-Spell combat: when using spell combat I used the Quarterstaff one-handed.
-Spell Strike: when I was only spell striking I would cast the spell then 5’ step in and hit using the quarterstaff two-handed. The problem with this tactic is if you fail the spell you no longer get the attack :( (It happened 3 times)
-House rule: first 3 HD are max.

I cannot comment on the concentration checks, I rolled mostly 2-4s. I can definitely see the Magus as a viable alternative to the EK or the Bard. The EK will likely be better at higher levels but will have issues at lower levels. The Bard is comparable, except that the Magus’ spell selection is far superior for combat.

All in all, good job on the revised Magus! :)


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

I have a question/gripe involving ambiguity about shields and disarming.

In my specific case it involves a Tower Shield, so I would like to focus on them as the topic. I have a well armored cleric with a level in Fighter so he can walk around the battlefield and heal a little easier(he is a Dwarf so admittedly, he walks slow).

On two occasions, I have had my Tower Shield disarmed.
#1: My Tower Shield was disarmed by a Girallon, while I was using it for Total Cover.
#2: I was grappled and prone and it was disarmed again, by a Girallon.

Now I was actually asked if I had a locked Gauntlet on my Tower Shield, which to me seems not only redundant, but not permitted because it specifically states that a Locked Gauntlet it is to be used with a weapon.

I think this topic deserves some serious discussion and a rules clarification. Needless to say I wont be using Tower Shields anymore, they already come with a boatload of drawbacks(-10 ACP and -2 to attacks anyone?) and yet can be so easily taken out of the picture, given current RAW. Current RAW has them as easy to disarm as a dagger, a 45lbs dagger.


If you make a Full Round attack with a Quarterstaff using Two-Weapon Fighting, when an enemy provokes an attack of opportunity how should it be handled?

As a Two Handed Weapon: +0 Attack and 1d8+ 1.5 x Str?

Or as Two-Weapon Fighting(Primary): -2 Attack and 1.0 x Str?

Thanks for your replies :)


So I was pondering how I always liked the idea of a ranged rogue, but it seems as a rogue you are kind of pigeon-holed into jumping into the melee. This is because the max range to sneak attack is 30', and let's face if you're that close you may as well pull out a couple shortswords or knives and jump in. I don't like the idea of creating more and more feats but how about making feats rarely taken by most rogues a little more beneficial. Here are my suggestions.

Precise Shot: not only removes the -4 penalty of shooting into melee but increases the range a rogue can sneak attack to 60'.

Improved Precise Shot: Ignores all but total concealment and cover and increases the range a rogue can sneak attack to 90'. (keep in mind a straight rogue has to be 15th level to qualify)

Do these suggestions seem reasonable?

Or perhaps taking a feat to grant entry to having the above feats function as above?


Is a spread spell always assumed to be a sphere, because of the following rules connection: Burst spells are by default spherical, spread spells extend out like a burst spell. So if I cast Entangle a 40' radius spread, would it by default (through the burst rules) be a 40' radius hemisphere meaning it would catch a creature flying 35' in the air above the point of origin?

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Burst, Emanation, or Spread: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends.

An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.

A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.