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Hello friends, hopefully you guys can help me out. Got into a new group and decided to fill the roll of a Warpriest, someone who can tank the hits and be in the fray, or have the ability to throw out the emergency heal. And is not a Paladin.

Anyway, I'm not sure how to go about throwing one together, everything I've read is people making them two handed fighters, or using weapons with range, but I'm trying to put one together that's using a shield, and I have no idea where to start with feats.

Also being small means I'll hit like a wet noodle, but whatever.

Anyone able to help?


So in regards to using a Arcane Pool point to give weapons bonuses, when a point is spent are you able to (as long as it doesn't go past +5) give multiple bonuses? So could I give my Black Blade flaming and frost? And if so would it be a Black Blade of Flaming Frost +5 or Black Blade of Flaming Frost +3 (due to both only costing +1)?


Great! My buddy keeps bugging me about not taking a simpler class to learn, but I figure why learn 1 mechanic when I can instead learn 5?

Currently I'm looking at this for my build up to current level;

Bladebound Magus (LVL 12)/Human:

Stats;

STR: 22/6
DEX: 16/3
CON: 17/3
INT: 20/5
WIS: 14/2
CHA: 14/2

Feats;

Level 1 : Toughness (+3HP + 1/Lvl over 3)
Level 1 (Racial) : Extra Arcana < Arcane Accuracy
Level 3 : Spell Penetration (+2 bonus to overcome Spell Resistance)
Level 5 : Weapon Focus - Scimitar (+1 ATK BONUS)
Level 5 (Bonus) : Intensified Spell (Increases damage by a maximum of 5 dice, increases spell level by 1)
Level 7 : Power Attack (-3 ATK Bonus/+6 DMG)
Level 9 : Dunno yet
Level 11 : Improved Critical - Scimitar (Double Threat Range, 15-20/x2)
Level 11 (Bonus) : Extra Arcana < Spell Blending

Arcana;

Level 3 : Black Blade +3
Level 6 : Spell Shield (-1 Arcane Point for Bonus AC equal to INT MOD)
Level 9 : Empowered Magic (All variable effects are increased by half/Once per day)
Level 12 : Maximized Magic (All variable numberic effects are maxed/Once per day)

Spell Blending : Heroism (+2 ATK BONUS, Saves and Skill Checks
: Not sure

Another question, does any bonus to weapon damage also apply to spell damage of the Spellstrike? Say I took up Weapon Specialization for the +2 DMG, would this also give the Shocking Grasp +2? Same with Power Attack I guess.


Asharii wrote:

If you deliver the spell with your sword, it is no longer a touch attack and you can therefore also apply Power Attack if you so choose.

However, you cannot use Spellcombat AND move, as Spellcombat is a full-round action.

If you move AND cast the spell you can still delive the spell with a sword attack as part of the casting (Spellstrike), but you only get one attack.

As a 12th lvl magus you have BAB +9/+4. When you use Spellcombat and Spellstrike (and do not move) you get three attacks at +7/+7/+2 (additional modifiers may apply from enchancement bonuses, Str, etc.)

Awesome, just what I needed.

So to make things a bit more complicated, let's go with this. I'm using a Scimitar +3 and have a STR mod of 6/INT mod of 5.

First round I take my turn to cast haste and move in. Next round I use a swift action to give myself Arcane Accuracy, use Spellcombat to cast Intensified Shocking Grasp, 5 foot into range and have 4 attacks at a +22/+22/+22/+17? And I could use Power Attack on those attacks?

WerePox47 wrote:
You should consider taking the kensai as well..

I thought about it, but decided against it. It removes my ability to wear heavy armor and gimps spell casting more then I would like.


Hey guys! I'm currently building a Bladebound Magus (level 12), but still being relatively new to the game I'm trying to get a grasp on the mechanics.

The big thing I'm trying to wrap my head around right now is the use of Spellstrike/Spell Combat along with using feats with them, was hoping someone could help push me in the right direction.

So for example, let's say I use Spell Combat to cast Shocking Grasp (as it seems to be a popular choice), this grants me a free attack with my sword. So now if I move in I get two attacks, can I use Power Attack with my Spellstrike to gain an additional +3 on my damage?

Just trying to get a grasp with how many different things the Magus can stack in a single turn.


So the other day I played with my level 10 Alchemist for the first time, whom has Fast Bomb and Rapid Shot to be able to throw 3 bombs every turn. Our DM is saying that even with the feat I can only throw 2 currently because my base attack only allows for two, but that doesn't seem right, because then I would always be capped at 3 in later levels regardless of what feats I took.

Is he right on this? Because the chart only shows +7/+2 does that mean regardless of what I take I can only ever throw two a turn?