Arcane Strike [p. 68]


Skills & Feats


Has anyone used Arcane Strike in play yet? It seemd a little underwhelming for a combat feat. I'm thinking that a damage bonus equal to the highest level spell you have available to cast may be more appropriate.

Are there plans to add additional combat feats in the Beta that have Arcane Strike as a prereq?


Volsung wrote:

Has anyone used Arcane Strike in play yet? It seemd a little underwhelming for a combat feat. I'm thinking that a damage bonus equal to the highest level spell you have available to cast may be more appropriate.

Are there plans to add additional combat feats in the Beta that have Arcane Strike as a prereq?

The only reason Arcane Strike is underpowered, is because it's a combat feat. Since you're only allowed 1 combat feat per round, you are forced to choose between the +1 to hit/damage and for example Improved Disarm or Arcane Armour training. Arcane spell casters who brave the melee combat desperately need the extra +1 and IMO should be able to use it in combination with Improved Disarm, Trip, etc. OR cast spells with Arcane Armour training and be able to make AoO's with the +1 bonus.

Volsung has another good point there, which is to change the bonus from static +1 to a variable dependent on the highest available arcane spell-level. This is a great idea, and would encourage me to play an armoured mage who risks melee combat. The +1 to hit/damage is a great offset for the wizard/sorcerer poor BAB-progression, which would mean they actually have a chance of hitting something. To balance things out, it could be a requirement to sacrifice a spell-slot to activate this feat each day. Your bonus to hit/damage would then be equal to the level of the spell-slot sacrificed.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Arcane strike is a passable feat... right up until you pick up just about any other combat feat. I agree it could stand on its own as a basic feat and probably fall into the above average, but still well short of the must have category. The other combat feats just leave it in the dust though so I don't see it getting much use.


I also looks to me like Arcane Strike would stack with hand of the apprentice. That won't matter once your wizard gets a magic dagger, though.

It does seem kind of underpowered, I agree, but it could work as a gateway feat to other feats like casting a touch attack as part of a strike.


What do you think about Arcane Strike like this:

Arcane Strike (Combat Feat)
You add your spellcasting ability score modifier (or your base attack bonus, whichever is lower, with a minimum of +1) to melee weapon damage for one round. Your weapons are treated as magic for the purpose of overcoming damage reduction.


SleepingLizard wrote:

What do you think about Arcane Strike like this:

Arcane Strike (Combat Feat)
You add your spellcasting ability score modifier (or your base attack bonus, whichever is lower, with a minimum of +1) to melee weapon damage for one round. Your weapons are treated as magic for the purpose of overcoming damage reduction.

That's not bad either. Though, caster level may be a more appropriate limiter than BAB for the maximum bonus.

Then again, maybe the limit isn't necessary at all (assuming the arcane spellcasting prereq is still in place). A warrior type has to dip into a spellcaster class to get it, lower his BAB by at least a point, which is worth about two points of damage. A full arcane spellcaster is suboptimal at best in combat, so removing the limit might increase the melee survivability of the bard at low levels by giving him his full charisma bonus to damage.


Volsung wrote:


...

That's not bad either. Though, caster level may be a more appropriate limiter than BAB for the maximum bonus.

Then again, maybe the limit isn't necessary at all (assuming the arcane spellcasting prereq is still in place). A warrior type has to dip into a spellcaster class to get it, lower his BAB by at least a point, which is worth about two points of damage. A full arcane spellcaster is suboptimal at best in combat, so removing the limit might increase the melee survivability of the bard at low levels by giving him his full charisma bonus to damage.

You're right, it's very important that the arcane spellcasting prereq is still in place.

I think the limit at low level should be there. Otherwise a bard could dish out more damage at low levels then it should.

Yes, BAB is a bad limitation. So let's try it again:

Arcane Strike (Combat Feat)
Prerequisite: Arcane Spellcasting
You add your spellcasting ability score modifier (or your caster level, whichever is lower) to melee weapon damage for one round. Your weapons are treated as magic for the purpose of overcoming damage reduction.


SleepingLizard wrote:
Volsung wrote:
I think the limit at low level should be there. Otherwise a bard could dish out more damage at low levels then it should.

*shrug*

I don't think he'd be able to best a fighter unless he had a high Strength too. And if that's the case, he was built as a melee character from the get go, and I say let him have it, 'cause the barbarian with Overhand Chop is still gonna hand him his butt.

Liberty's Edge

mrrtn wrote:
The only reason Arcane Strike is underpowered, is because it's a combat feat.

Looks like Combat Feats are going the way of the dodo and the passenger pigeon, though. So this might not be an issue, depending on what happens.

Liberty's Edge

Shisumo wrote:
Looks like Combat Feats are going the way of the dodo and the passenger pigeon, though. So this might not be an issue, depending on what happens.

What makes you say that? Did I miss a post on Combat feats somewhere?

Liberty's Edge

Arnim Thayer wrote:
Shisumo wrote:
Looks like Combat Feats are going the way of the dodo and the passenger pigeon, though. So this might not be an issue, depending on what happens.

What makes you say that? Did I miss a post on Combat feats somewhere?

On Jason's LiveJournal.

Liberty's Edge

Thanks for the link.


Shisumo wrote:
Arnim Thayer wrote:
Shisumo wrote:
Looks like Combat Feats are going the way of the dodo and the passenger pigeon, though. So this might not be an issue, depending on what happens.

What makes you say that? Did I miss a post on Combat feats somewhere?

On Jason's LiveJournal.

Well crud - Combat Feats are a *great* idea. The first good limiter of endless feat stacking I've ever seen.

And I thought Arcane Strike was one of the best examples of it. Modest feat - useful as a lone combat feat for a wizard to take for a little more "oomph" (it is damage only by the way), but not stackable with this feat and that feat, oh and this feat over there, to make some huge mess of brokenness.


Volsung wrote:

Has anyone used Arcane Strike in play yet? It seemd a little underwhelming for a combat feat. I'm thinking that a damage bonus equal to the highest level spell you have available to cast may be more appropriate.

Are there plans to add additional combat feats in the Beta that have Arcane Strike as a prereq?

Is it me, or does this almost seem like a wasted feat? A single Magic Weapon spell essentially gives you the same benefits, and while Arcane Strike does last longer, Greater Magic Weapon is still superior.

If they insist on following the "convert spell into a feat" path, then maybe there could be a Greater Arcane Strike feat that grants a bonus equal to caster level/4. Or something along those lines.

DogBone

P.S. Besides, my personal belief is that any feat that only grants a +1 bonus of any kind (i.e. Dodge), should NOT be a combat feat.


If Arcane Strike remains in the Beta as a general feat, that it's fine as written. But as a combat feat it falls short of being a worthwhile option.

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