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Grand Lodge

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That thread was concerning using items and augmenting them with abilities that effect the spell. Spell Strike does not effect the spell only the method in which it is delivered.

Grand Lodge

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spell storing for armor in the UE guide:

This armor allows a spellcaster to store a single touch spell of
up to 3rd level in it. Anytime a creature hits the wearer with
a melee attack or melee touch attack, the armor can cast the
spell on that creature as a swift action if the wearer desires
.
Once the spell has been cast from the armor, a spellcaster
can cast any other targeted touch spell of up to 3rd level into
it. The armor magically imparts to the wielder the name of
the spell currently stored within it. A randomly rolled suit of
spell storing armor has a 50% chance to have a spell stored
in it already. Spell storing armor emits a strong aura of the
evocation school, plus the aura of the stored spell.

does this use a fictional swift action belonging to the armor, or does it use the wearers swift action? If it uses the wearers swift action what rounds swift action does it use? That is at the start of a round when the weilder goes first does he/she have to save their swift action in anticipation of being hit, or does it count as using up the next rounds swift action? If the bad guys go first it is easy use that rounds. (all this meaning the armmors swift action is the wearers) Also, if the armor is intellegent and does the swift action now count as the armors action anyway?

Grand Lodge

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For a first time magus your overcomplicating things for yourself. Try using a basic magus first (teifling ok).
Your kicking your own arse min maxing for damage and hit.
Black blade will hurt you in the long run since at level 7 you will really want a spell storing weapon witch a black blade can't have.
Hexcrafter is cool but useless if you plan to do alot of damage out of the gate (magus strong point 1)
With a 20pnt buy in i would go with
str 10
Dex 16 (5pnts for 14 +2) (get a belt of dex after you get a ring)
Con 16 (10pnts) (+1 at level 4 i would put in int)
Int 16 (5pnts for 14 +2)
Wis 10 (no need for negatives for perception)
Chr 8 (-2, -1 or not using intimidate is not bad)
trait #1 magical lineage (shocking grasp)
trait #2 Eyes and ears of the city or suicidal
feat level one weapon finesse
feat level three get armor of the pit
feat level five spell focus (evocation)
level 3 magus Arcane Accuracy
feat bonus level 5 magus spell Specialization (shocking grasp)

make sure to take Prehensile Tail instead of fiendish sorcery racial trait. That's so you can have a lesser rod of metamagic elemental spell (acid or cold) so you don't fall into the it's immue to electricity trap.

Magic iteams are up to you but you will need a cloak of resistance a ring of protection and a chain shirt at that level. Aslo, you should get a +1 spellstoring keen (rapier or scimitar) asap. (note at level 5 you can add keen to your weapon already so get spell storing first.

Doing all this will make sure that (shield spell up and mirrior image if you can) you can act as a tank when you run out of shocking grasps. That will give you the staying power that some say you lack as a magus. You just have to have two jobs. Hit them hard and then don't get hit.

All just suggestions btw for a first time magus.

Grand Lodge

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Spell combat while using spellstrike works like this:

Spell Combat:

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks..

Spell Combat clearly states that you use all your melee attacks and can cast one standard action (on list) spell. If the spell has an attack roll, the attack is part of the casting (that is the extra attack that makes it like two-weapon fighting).
Spellstrike:
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. .

Spellstrike allows you to send the spell to its target via your weapon instead of your hand. (this changes the spell to a regular ac not a touch ac but changes the crit range).
SO, 3 general ways magus attack after level 2 are,
1. (not in threat range)
swift action arcane pool point for weapon +1/+1,
cast shocking grasp,
5ft step into threat range,
attack granted by casting shocking grasp (at-2),
all other attacks granted by BAB (at-2).
(note: If the first attack misses and you hit with a regular attack the shocking grasp is delivered.)
2. (already in threat range)
swift action arcane pool point for weapon +1/+1,
concentration check dc 17 (for all first level spells),
"success" cast shocking grasp,
weapon attack to deliver spell (at-2),
all other attacks granted by BAB (at-2, success or not).
3. (already in threat or not, just add con check)
swift action (as above),
cast shield,
5ft step or not,
BAB attacks (at-2).
Once you can quicken spell you can cast a second spell.
Or, you can take spell blending and cast cold ice strike. That is when you can cast your 6th level spells.

Grand Lodge

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After thinking about it i did a little reading and found you some help and I have some advice that might ease your tension. Try the Wizard arcane discovery (fast study) 15 min spell prep time isn't bad and buys you time. Look into arcane builder as well. Plus I remember there being a way to get a third spell per level. (True name) arcane discovery might prove to be useful.
But all that aside. The GM may not be being a hard on you. He maybe giving you a clues to share with the rest of the group. I had a character pass out once from casting detect magic and had a head ache after from sensory overload. It was from a very strong magical aura or combination of auras, can't remember exactly, but if you passed out from casting it you may have just been over whelmed (plot device) saying that what ever caused the apocalypse you find yourself in was really magical. Hence why you had to rescue wizards in there own home. Pull out your magnifying glass sherlock and get to work. study everything and talk to those "true names" you get.