
Mistah Green |
So I have read through this entire thread and I have finally pinned down what has been bothering me about Mistah Green's posts. He has been saying that the only intelligent way to play is to play a bunch of casters with Save or Lose spells. Now I know this is wrong, but why?
It's simple really. Two wizards, a cleric and a druid with an animal companion is an effective 4 person party. But so is many other combinations of classes, including the fighter, rogue, cleric, and wizard standard. The encounter vs. the magus and 4 rogues could have been handled easily by just about any party that anyone on this board has ever been in. It did not require 4 casters heavily focused on Save or Lose spells. Changing the magus with a wizard would likewise have made no difference, the party was going to win.
Sure, a Magus is weak enough you can effectively shortman it. But the Wizard would be a real pain to deal with when you only have two party members worth considering. With only two chances to save or lose him a round, and an expected success rate around 25-35% he would get a lot more turns to throw out save or loses of his own. Which means things could go very bad very fast. If either the Cleric or the Wizard fails a save the enemy has just evened the field (one caster vs one caster). This is a very bad thing as it means at least a 50% chance you all die. If you both fail a save, game over. The Fighter and Rogue aren't even a factor here, and will likely be taken out in the crossfire without even trying to target them. If the group does succeed anyways it will be in spite of the dead weight, not because of it.
So while while Mistah Green's party is effective, it is not the only effective way to play. It is his insistence that, to play any other way than his way is stupid, that rubs me the wrong way.
Sure, you can also use other combination of the Cleric, Druid, and Wizard classes. But that isn't what you meant. You were insisting that Caster Edition... isn't, which is a lie.
The second fallacy that he seems to embrace, is that somehow Pathfinder has made full casters more powerful than they were in 3.5. His only proof for this seems to be that Pathfinder doesn't have the Resistance spells that make Save or Lose spells harder to resist. Of course if Save or Lose is your entire focus, then that is going to be a big factor, but it is hardly the only way to challenge a bunch of Save or Lose focused casters.
If you think that is the only proof you have not been paying attention. Try harder next time.
Kaiyanwang wrote:
BUT such spell is broken as itself. You cannot build the game around every broken thing of 3.5 to make them work, it's impossible.
Yep -- and frankly, more books always, always, always help casters more than anyone else, no matter how many times some people say otherwise. (Excluding most books that have no spells, if there even still is such a thing.)
A fighter has a limited number of feats, no matter what. A wizard has no limit to the size of his spellbooks, and cleric/druid don't even have that problem. As the number of spells approaches infinity, the number of them that are seriously ill-concieved or just plain broken increases at least linearly, and the number of unbalanced combinations of spells increases much more dramatically than that.
Which is why 8 or 9 out of 10 of the best spells in 3.5 are right there in the PHB right? Oh wait...
A few more things.
Aelryinth, you should try yelling in bold. I hear it means you must be right.
Spell DCs are nerfed? You mean a +1 or greater bonus is a nerf? Maybe if you believe in Pathfinder math where less is more, but if you are not deliberately lying or being obtuse you'll realize better save DCs does indeed mean better save DCs.
And it's incredibly funny that many of the same people who are trying to claim non casters are anything other than a caddy are at the same time denying them any of the things they need to become something more than a heavily overpaid mook. 'Sneak Attack on switches have got to go... but you're still a worthwhile party member, honest!'

ruemere |
Which is why a player of mine dipped into Shadowdancer (Hide in Plain Sight), and then decided to continue (to get illusions).Friends don't let friends take Shadowdancer levels. And all HiPS does is let you hide while being observed. That foils exactly one auto win condition.[...]
So 25? Which isn't that high, despite setting a feat on fire, and having an unusually high Dex given that finesse is a trap and flasks don't work?
Well, if the players can prepare in advance, they are likely to try to avoid other problematic situations. For all other cases, they have to improvise.
As for Shadowdancer class, I agree that for a class it is rather weak. Still, the style of my game is rather different and, in addition to that, the character received several boons in both recognition of his services and as a compensation for his weaknesses (artifact, blessings, non-standard sentient advanced shadow companion).Quote:Doesn't matter how much or how little you fight, you still have to fight, and if you can't do that you don't live to do the other stuff.This is somewhat nonstandard, however my players, in addition to fighting mobs, also tend to like to interact with game world in a less violent fashion.
Because of this, quite often the important pieces of adventure are done by investigating, brainstorming and talking with NPCs.The "must be good at fighting stuff" axiom of modern D&D gaming, or benchmarking class and character qualities with "he can face CR-equal mobs properly" are not necessarily major part of the game.
Depends on your style of gaming. My players often experience several sessions without combat in a row. Quite a few combats were also resolved with the use of allies or through quick thinking.
Not to mention everything you mention is also something quite doable by casters.
Of course, but even the casters like to use skills.
Quote:Cannot really answer for game developers, but from my point of view, this is not important. My game does involve quite a lot of combat, but optimization takes second seat to things one can achieve with quick thinking.You said it. Back up your point.
You have asked about why designers decided to handicap the class. And I said that because of the way we played, we were able to work around problems.
It's like saying that a knife is better than scalpel, because it cuts deeper. And my answer is that scalpel is designed for special purpose, and that my gaming group is composed of surgeons, some of them being casters.
That's why Akashic (another skill based class, Arcana Evolved) would be probably totally ruining our sessions due to its extreme competence with skills.
And that's why it is difficult to relate your experiences to mine.
Regards,
Ruemere

Mistah Green |
As for Shadowdancer class, I agree that for a class it is rather weak. Still, the style of my game is rather different and, in addition to that, the character received several boons in both recognition of his services and as a compensation for his weaknesses (artifact, blessings, non-standard sentient advanced shadow companion).
The usual for a non caster then?
Depends on your style of gaming. My players often experience several sessions without combat in a row. Quite a few combats were also resolved with the use of allies or through quick thinking.
Several sessions without it still means it will come up eventually.
What does any of the other things you mentioned have to do with the Magus class, which is what you claimed my DM hamstringed? Answer: Nothing at all. You're talking about something else.
But if you do want to discuss skills, all you have to do is remember that spells trump them. Particularly since some skills got nerfed, Diplomacy being the biggest.

Kaiyanwang |

Kaiyanwang wrote:
BUT such spell is broken as itself. You cannot build the game around every broken thing of 3.5 to make them work, it's impossible.
Yep -- and frankly, more books always, always, always help casters more than anyone else, no matter how many times some people say otherwise. (Excluding most books that have no spells, if there even still is such a thing.)
A fighter has a limited number of feats, no matter what. A wizard has no limit to the size of his spellbooks, and cleric/druid don't even have that problem. As the number of spells approaches infinity, the number of them that are seriously ill-concieved or just plain broken increases at least linearly, and the number of unbalanced combinations of spells increases much more dramatically than that.
Among the game-breaking spells, a lot of the offenders were in core. Of course, splat didn't help - see celerity. Should be noted that on the melee side, splats helped in realizing archetypes overlooked by core.
As for melee versatility, two things, instead of moar feats:
IMHO, more skills + feats combos should be suggested, as special moves (even if this can be done on-the fly, as stated by GMG - but suggestion could bring GMs guidelines and inspire players).
Moreover, special strikes and techniques should be reached through a method similar to the old Oriental Adventures Martial Arts (you took the benefit of an "art" for free taking several feats). Maybe reworked, with less feats and more BAB on the table.
Guidelines to create them could be cool, too - sort of a reflection of spell research.
At high levels, could be interesting anti-debuff or anti spell defensive abilities. One should carefully evaluate the implication of the latter thing, tough.

Dire Mongoose |

Which is why 8 or 9 out of 10 of the best spells in 3.5 are right there in the PHB right? Oh wait...
And yet every time, and I mean every time you put up more than a passing defense of the Casters Uber Alles argument, you end up going for Nerveskitter, or Assay Resistance, or something that is not 3.5 core.
The irony of all this is, I know casters are the best classes and I beat people down about that all the time, but you stake out such a ridiculously extreme position it makes my own take seem moderate by comparison.

Dorje Sylas |

As for melee versatility, two things, instead of moar feats:
IMHO, more skills + feats combos should be suggested, as special moves (even if this can be done on-the fly, as stated by GMG - but suggestion could bring GMs guidelines and inspire players).
Moreover, special strikes and techniques should be reached through a method similar to the old Oriental Adventures Martial Arts (you took the benefit of an "art" for free taking several feats). Maybe reworked, with less feats and more BAB on the table.
Guidelines to create them could be cool, too - sort of a reflection of spell research.
At high levels, could be interesting anti-debuff or anti spell defensive abilities. One should carefully evaluate the implication of the latter thing, tough.
This is where the new combat maneuvers in the APG were a big help pointing out where "melee" class could get a boost outside of feats and gear. The Combat Maneuver system is actually wide open for additional development and additions. It's not clearly stated but the basic gist is if you want to do something cool in combat make it a Maneuver. I've suggested once that Ultimate Combat would be a good place for Maneuver + Skill combinations. As an example climbing or clinging to a two size categorizes bigger foe.
"I want to gut punch that guy."
"Make a Combat Maneuver check and he gets an AoO. If you pass he'll be nauseated for 1 round plus 1 round for ever 5 you succeed by."
Perhaps a bit strong for a simple Maneuver with extra penalties but you get the idea. Actually I think that's what Dirty Trick in the APG is supposed to cover exactly those kinds of things.

Mistah Green |
Mistah Green wrote:
Which is why 8 or 9 out of 10 of the best spells in 3.5 are right there in the PHB right? Oh wait...
And yet every time, and I mean every time you put up more than a passing defense of the Casters Uber Alles argument, you end up going for Nerveskitter, or Assay Resistance, or something that is not 3.5 core.
The irony of all this is, I know casters are the best classes and I beat people down about that all the time, but you stake out such a ridiculously extreme position it makes my own take seem moderate by comparison.
Assay is only needed if you don't just use SR: No effects. I said this. Many times.
Nerveskitter is nice for raising your odds of a first strike, but it's not as if you need it to function.

Kaiyanwang |

Actually I think that's what Dirty Trick in the APG is supposed to cover exactly those kinds of things.
New maneuvers, and dirty trick in particular, are very, very cool. I appreciated them A LOT.
Nevertheless, adding a lot of them could re-start the old problem: I can only take X feats, adding X options means nothing to me.
Making new maneuvers work with the current "improved X" ones, on the other hand.. could be VERY interesting!

james maissen |
Assay is only needed if you don't just use SR: No effects. I said this. Many times.Nerveskitter is nice for raising your odds of a first strike, but it's not as if you need it to function.
You've said many things, but backed up very little.
It's more of a condensation of other people's opinions and general thoughts.
In quite a few cases you've demonstrated a great deal of ignorance in areas. So if you're demanding, perhaps deliver first.
-James

Mistah Green |
Mistah Green wrote:
Assay is only needed if you don't just use SR: No effects. I said this. Many times.Nerveskitter is nice for raising your odds of a first strike, but it's not as if you need it to function.
You've said many things, but backed up very little.
It's more of a condensation of other people's opinions and general thoughts.
In quite a few cases you've demonstrated a great deal of ignorance in areas. So if you're demanding, perhaps deliver first.
-James
O rly?
(If you want a meaningful response, you have to get out of left field first.)

Abraham spalding |

James:
It's Mistah Green -- he(she/it?) does this -- pops into a thread spouts nonsense about how it's a "caster's only game" at higher levels (indeed just about all levels) then disappears if you actually apply the rules and math to the situation without an argument.
So you got two options: Ignore him as everyone else does, or pop up some math/rules and a situation or two and watch him go find someone else to bug.

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The magic stuff is in the GM portion of each book for a reason. The only stuff that PC's can always buy (according to RAW) is the stuff in the player equipment section.
Now there are plenty of GM's who make casters overpowered in their games. I know some who make martial classes overpowered in their games, too, though not as many. This is more a GM thing than a game system thing.

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The magic stuff is in the GM portion of each book for a reason. The only stuff that PC's can always buy (according to RAW) is the stuff in the player equipment section.
Now there are plenty of GM's who make casters overpowered in their games. I know some who make martial classes overpowered in their games, too, though not as many. This is more a GM thing than a game system thing.
3.5 and PF, as per RAW, is vastly in favor of casters. This has been proven after 10 years of play. WotC tried to make melee better by giving BoS and other things, but lots of people insist BoS is "overpowered". The reason lots of melee in 3.5 were Leap Attack Barbs and Spiked Chain Trippers were because they were the best of crappy stuff.
I don't remember 1E and 2E as well, but I think it's always been casters > non-casters. Just with the internet, people notice more easily. Doing damage was better back in the day, so lots of people who think casters are weak now probably think doing damage > Save or suck/die.

dunelord3001 |

I think we might have got off topic here. The question here isn't really which classes are balanced it's what's the purpose of the Magus.
From what I have seen it looks like the Magus is a bit behind on both the attacks and casting. To try and make up for this he has Spell Combat and a few other abilities that let him get more done per round then a fighter or wizard or most pathfinder Gish combos could. For example at 9th level he can pretty much stay hasted, get out 3 attacks (because of the Haste), cast a touch spell as part of them, and cast a spell. I'd like to point out that none of this requires the Magus to take a feat.

Abraham spalding |

The magic stuff is in the GM portion of each book for a reason. The only stuff that PC's can always buy (according to RAW) is the stuff in the player equipment section.
Now there are plenty of GM's who make casters overpowered in their games. I know some who make martial classes overpowered in their games, too, though not as many. This is more a GM thing than a game system thing.
Um I can't see A "GM only" Section in my book. It just says "Core Rulebook" Not "This part for players, and this part for GMs".

Mistah Green |
The magic stuff is in the GM portion of each book for a reason. The only stuff that PC's can always buy (according to RAW) is the stuff in the player equipment section.
Now there are plenty of GM's who make casters overpowered in their games. I know some who make martial classes overpowered in their games, too, though not as many. This is more a GM thing than a game system thing.
Limitations on the acquisition of magic items only hurts those who can't craft their own = casters are just fine, everyone else cries into their beer.
Having freely available mage marts is required to even begin to discuss non caster viability, otherwise the answer is an automatic and unconditional no.
Note that while the Magus class can cast spells, they still fall into the non caster category for this purpose.
Lyrax wrote:The magic stuff is in the GM portion of each book for a reason. The only stuff that PC's can always buy (according to RAW) is the stuff in the player equipment section.
Now there are plenty of GM's who make casters overpowered in their games. I know some who make martial classes overpowered in their games, too, though not as many. This is more a GM thing than a game system thing.
3.5 and PF, as per RAW, is vastly in favor of casters. This has been proven after 10 years of play. WotC tried to make melee better by giving BoS and other things, but lots of people insist BoS is "overpowered". The reason lots of melee in 3.5 were Leap Attack Barbs and Spiked Chain Trippers were because they were the best of crappy stuff.
I don't remember 1E and 2E as well, but I think it's always been casters > non-casters. Just with the internet, people notice more easily. Doing damage was better back in the day, so lots of people who think casters are weak now probably think doing damage > Save or suck/die.
It always has been. Just in 1st and 2nd Fighters weren't that bad so it took longer for them to be replaceable and Fighter/Mages were actually pretty damn good.
If the Magus existed in 1st or 2nd edition it'd be alright since it essentially is an old edition Fighter/Mage. But that's why I made a thread describing in detail why the Magus is in the wrong game.

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Lord Twig wrote:
But a bunch of pure casters are not better than a balanced group, and in some cases will probably be worse.
The point goes further IMO.
The amount of challenges a DM can create is huge. Situations, item and such can be adapted.
Full casters, few caster, no casters, all bards.. the game can support everyhting if the story and the encounters are well tought.
Of course, this does not mean different group can face different threats in the same way, or with the same effort.
BUT this does not mean that there is ONE way to play. Point out mistakes and umbalances is one thing, advocate a "true way" that BTW excludes half of the game is another.
also as pointed out his way of playing gets him killed by golems very easily.

Mistah Green |
dusparr wrote:
also as pointed out his way of playing gets him killed by golems very easily.Technically, you can rail on golems all day with SR: No spells.
Granted, I don't think the arsenal of those in PF core is all that great.
There's still enough there that it's no problem to deal with them.

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I am sorry, I would like a total clarification of what spells you are talking about, Mistah Green, when you say "Save or Lose".
Maybe I am not reading a book you are -> for the sake of arguing on this forum, I only consider the Core books (Core rulebook, Bestiary) and what ever book the topic is about originally (Magus play-test).
Any other spells I consider to be DM choice, and in any arguments I make that choice is always a resounding no.
Here is the list of spells according to the standards that I make my judgment by:
any spell listed between page 224 to page 239 of the Core rulebook
and any spell mentioned in the magus play-test book.
Could you please make a post (or contact me in some other way) that is in this format:
[Book name] [page number]
[Spell name]
[School (if applicable)]
[Spell level] [Class/Classes] [Minimum level with respect to each class]
EXAMPLE (simple)
Core Rulebook pg. 362
True Resurrection
conjuration (healing)
9th Cleric 17th
EXAMPLE (advanced)
Core Rulebook pg. 310
Magic Weapon, Greater
Transmutation
3-4th Cleric/Paladin/Sorcerer/Wizard 7th/10th/8th/7th
~Dusty

DM of Chaos |

Back on topic...
The Magus is class that does 2 things at the same time. It's a primary melee class, meaning melee casting and weapon attacks. Range and survivability seems to be it's weakest points.
What will people prioritize stat wise? Initially i would think Dex, Int, Con, Str, Wis, Cha. Until later levels, you will want the high dex and armor combo for AC. At higher levels, many will seek magic armor to avoid the speed reduction. reflex is your worst save so this will offset that nicely. Intelligence will be key for spell DC's, bonus spells. I put Constitution in front of Strength because the class is behind in HP and Armor Proficeincy. With the bonded weapon, and it's ability to improve on already magic weapons, damage will increase making strength not necessary to get more than 1d8 out of a rapier. I would recommend weapon finesse to offset a lower BAB. Will power for the simple will save bonus and charisma last though for roleplay reasons I'd put charisma above wisdom as often as not.
The one class I've missed the most is the elven Bladsinger. Magus gives that back and for that reason I'll have one in a PBP as soon as a DM allows me to.

Mistah Green |
Mistah Green wrote:
There's still enough there that it's no problem to deal with them.I'll bite. How's the level 4 4-caster party going to kill a Flesh Golem?
Grease? Glitterdust? Eh. I don't think it's enough.
Those two work. So does Web, I think Entangle, and quite a few others. It has really bad saves, despite being 3 levels higher you can expect 75% success rates. Then just have the Druid and his friend auto attack it.
And I'm not going to sort through the entire book just to show you where all the good spells are. The definition of the words save or lose is telling enough. Does the spell have a significant effect if you fail the save against it? If yes, it's a save or lose. If it just means take some minor amount of damage or whatever it isn't a save or lose. If it applies some status effect not good enough to care about it isn't a save or lose.
Put simpler, does it stop you from acting?
If no, does it greatly impede your actions?
If you said no to both of these it's not a save or lose. If you said yes to either of them there is.
And of course giving your core book a once over reveals dozens of save or loses.

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In the vein of the original topic
"just what, exactly, is the magus supposed to do?"
I believe that he is a conservative caster that can engage in melee most of the time, but will, when required, buff either himself or another to increase survivability and damage output.
What do I mean by conservative caster:
One who will spend most encounters without casting a spell (aside from 0th) but on harsh encounters, will quickly shoot off all of their spells.
What do I mean when I say "engage in melee most of the time"
This means that when the enemy is not specifically made to fight on par with the primary melee, he will engage it with no worries, but will only engage the melee focused foes when required to help the party or in slf defense.

Dire Mongoose |

I'll bite. How's the level 4 4-caster party going to kill a Flesh Golem?
Grease? Glitterdust? Eh. I don't think it's enough.
Those two work. So does Web, I think Entangle, and quite a few others. It has really bad saves, despite being 3 levels higher you can expect 75% success rates. Then just have the Druid and his friend auto attack it.
Sure, they work, but I don't think they're enough to kill it. They can buy time or keep it out of melee, but sooner or later you're going to have to get into melee to kill it, and even blind I think it's going to throw a pretty good whipping.
I don't think a flesh golem is the hardest encounter for the all-caster party by a longshot, but I come (as far as 3.X is concerned, anyway) from a Living Greyhawk tradition where you can expect a fight like that as level 3 characters as your third or fourth fight of the day.

Caineach |

Back on topic...
The Magus is class that does 2 things at the same time. It's a primary melee class, meaning melee casting and weapon attacks. Range and survivability seems to be it's weakest points.
What will people prioritize stat wise? Initially i would think Dex, Int, Con, Str, Wis, Cha. Until later levels, you will want the high dex and armor combo for AC. At higher levels, many will seek magic armor to avoid the speed reduction. reflex is your worst save so this will offset that nicely. Intelligence will be key for spell DC's, bonus spells. I put Constitution in front of Strength because the class is behind in HP and Armor Proficeincy. With the bonded weapon, and it's ability to improve on already magic weapons, damage will increase making strength not necessary to get more than 1d8 out of a rapier. I would recommend weapon finesse to offset a lower BAB. Will power for the simple will save bonus and charisma last though for roleplay reasons I'd put charisma above wisdom as often as not.
The one class I've missed the most is the elven Bladsinger. Magus gives that back and for that reason I'll have one in a PBP as soon as a DM allows me to.
Str, Int (no more than 16), Con/dex(even), wis, cha.
Str because you are a front line fighter, usually using a hand and a half weapon (ideally scimitar, without EWP). Focusing on dex is a trap if you ever want to deal decent damage, as you have no significant way to give yourself a boost. Two hand the scimitar whenever you are not using spell combat. The class needs no more than a 16 int to cast all of its spells. 14 is fine to start with, though I personally would not go lower than 15 (I have seen some 12 builds that still get all levels). He can mostly avoid spells that require saves and does not need to bump his DCs as high as a stardard caster. Con and dex will both add to your survivability roughly evenly, so I wouldn't really prioritize one over the other. I would probably take more dex, since your reflex save is low. Charisma is a decent dump. Wisdom just has its general uses, and you already have good will save.
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Mistah Green wrote:I'll bite. How's the level 4 4-caster party going to kill a Flesh Golem?
Grease? Glitterdust? Eh. I don't think it's enough.
Those two work. So does Web, I think Entangle, and quite a few others. It has really bad saves, despite being 3 levels higher you can expect 75% success rates. Then just have the Druid and his friend auto attack it.
Sure, they work, but I don't think they're enough to kill it. They can buy time or keep it out of melee, but sooner or later you're going to have to get into melee to kill it, and even blind I think it's going to throw a pretty good whipping.
I don't think a flesh golem is the hardest encounter for the all-caster party by a longshot, but I come (as far as 3.X is concerned, anyway) from a Living Greyhawk tradition where you can expect a fight like that as level 3 characters as your third or fourth fight of the day.
Let's not forget killing something is not the same as defeating it. D&D's objective in encounters is to overcome it. Killing, avoiding, negotiating, trapping, and sometimes, even running are all ways to overcome an encounter.
Golems might be hard to kill, but that's not the same thing as hard to stop. If it can't harm you, you've overcome it.
I shouldn't have to tell "role-players" that, but it seems like people have forgotten that.

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Those two work. So does Web, I think Entangle, and quite a few others. It has really bad saves, despite being 3 levels higher you can expect 75% success rates. Then just have the Druid and his friend auto attack it.
flesh golem
Web is beaten by a +15 cmb
grease makes it fall but as long as someone is within 10 ft it does not have to move to attack and DR stops most longer ranged non-magic attacks. so the druid's pet gets mauled by the golem, additionally it will half the time make the DC 10 to move.
entangle is beaten by str, and it can still move and it really does not care about the -4 dex, if it does not beat it with str.

Dire Mongoose |

Golems might be hard to kill, but that's not the same thing as hard to stop. If it can't harm you, you've overcome it.I shouldn't have to tell "role-players" that, but it seems like people have forgotten that.
I was assuming an encounter in which those aren't an option, simply because they do occur and we're analyzing unfavorable cases.

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Read the last part again.That's still a better showing than the Magus, as his DCs are lower and many of his spells won't work.
Yay higher Bab, better weapon, and other things Golems are specifically designed to take to the face.

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And of course giving your core book a once over reveals dozens of save or loses.
why yes it does... *takes a look* o-yes they all have SR or only target a specific type of thing until 6th level spells... hmmm they seem like snipe spells, not good spells to take anywhere that has more than 2 encounters a day.

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Dire Mongoose wrote:"Then just have the Druid and his friend auto attack it."Mistah Green wrote:
Read the last part again.
Ok, and?
and in all of the spells (web, entangle, grease) the golem just wails on the druids companion till it dies, because it will be doing more damage and it will take less due to DR.
So now your out a spell, have a dead companion, and still haven't really hurt it. what next go prone standing next to it? seems like something your group would do.Edit-> This was callous and mean on my part, I let the troll get to me. I apologize (unless requested for it to be removed I will leave it however)
Note to self-> Never argue pathfinder while trying to make a 3d graphics render from scratch.

Dire Mongoose |

"Then just have the Druid and his friend auto attack it."
I don't think they're going to win. DR eats into the damage too much, AC on animal companions is pretty abysmal unless you have a DM charitable enough to let you have custom-made ape barding, and its HP aren't that great either. Even blind and prone I'll bet on the golem.
In 3.5 I think you could make a pretty good case for it. Druid + animal companion as a physical damage team is much less viable in PF core, especially in the pre-animal-growth levels.

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I will give that glitter dust will probably blind it, and yes as a mindless construct it would then only attack in self-defense and on being ordered as it would not be able to perceive surroundings well enough to know where it was.

Lord Twig |

DM of Chaos wrote:The one class I've missed the most is the elven Bladsinger. Magus gives that back and for that reason I'll have one in a PBP as soon as a DM allows me to.
Str, Int (no more than 16), Con/dex(even), wis, cha.
Str because you are a front line fighter, usually using a hand and a half weapon (ideally scimitar, without EWP). Focusing on dex is a trap if you ever want to deal decent damage, as you have no significant way to give yourself a boost. Two hand the scimitar whenever you are not using spell combat. The class needs no more than a 16 int to cast all of its spells. 14 is fine to start with, though I personally would not go lower than 15 (I have seen some 12 builds that still get all levels). He can mostly avoid spells that require saves and does not need to bump his DCs as high as a stardard caster. Con and dex will both add to your survivability roughly evenly, so I wouldn't really prioritize one over the other. I would probably take more dex, since your reflex save is low. Charisma is a decent dump. Wisdom just has its general uses, and you already have good will save.
I have to agree with Caineach here. I love the idea of the Bladesinger as well, but I don't think the Magus is going to be it. Magus feels more like a heavily armored fighter with a heavy one-handed weapon. Honestly I think you can make a better Bladesinger with Eldritch Knight.
I would start with 14 Int, then Str, then Con. Anything left over can go to Dex and Wis, while Cha can be dumped.
That Magus needs to be better at combat than a Cleric, who has the same BAB but gets up to 9th level spells. Something that adds to his attack bonus seems mandatory, preferably something that can be used all the time and is not limited by uses or sacrificing spells.
I don't think you have to completely avoid spells with DC, as long as they have a secondary effect. A Cone of Cold that does half damage is still pretty good when you consider that the Magus also made a full attack for a bunch of damage.
I see no problems with ranged attacks. He has spells! He doesn't even need to draw a bow like the Fighter, he just casts and closes.
The Magus really will need his spells. Having abilities that use up spells will be a waste in my opinion.