Magus Double-Double and Triple-Double


Round 3: Revised Magus Discussion


All numbers approximate, but (I think) conservative.

The Double-Double.
5th lvl Magus
Shocking grasp x2
High Str or Dex
Dervish Dance (for high Dex characters)
+1 Scimitar

Begin round with held spell and within 5' of target. Add Keen and Shocking to weapon.

Declare Spell Strike (with held spell) and Spell Combat. Attack with weapon first. Crit and Confirm on both attacks.

Roll crit on weapon, confirm, discharge held spell.
Roll crit on touch attack from spell cast as part of Spell Combat, confirm.

Damage:
10d6 from held spell
2d6+14+1d6 from weapon
10d6 from touch attack
Avg Dam: 94.5
Target Vulnerable to Electricity: 141.75

Odds of achieving:
1/3 (roughly) to threaten a crit with weapon
1/20 to threaten a crit with touch attack
1/3 each to confirm for both (assuming that if the weapon threatens/confirms on a 15, then so will a touch attack)

Total: 1 in 540

Most likely to happen when facing a Goblin.

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The Triple-Double:

10th lvl Magus
Intensify Spell Metamagic feat
+1 Scimitar with Spell Storing
Intensified Shocking Grasp (x3)
Dervish Dance feat (or high Str.)
+6 Dex Bonus (or Str Bonus)

Begin round with Intensified Shocking Grasp stored in weapon, ISG held from previous round, within 5' of opponent. Add Keen, Shocking, and Shocking Burst.

Declare Spell Combat with Spell Strike (to channel held spell). Attack with weapon first.

Roll crit on weapon, confirm, discharge held spell.
Roll crit on touch attack from stored spell, confirm.
Roll crit on touch attack from spell cast as part of Spell Combat, confirm.

First Crit: 20d6 from spell, 2d6+14 from weapon, 1d6 from shocking, 1d10 from burst.
Second Crit: 20d6
Third Crit: 20d6
Total: 63d6+1d10+14
Avg: 240 pts of Damage
Target vulnerable to electricity: 360 pts.

Odds of achieving:
1/3 (roughly) to land in crit range
1/20 for each touch attack
1/3 (roughly) to confirm weapon crit
1/3 for each touch attack (assuming that if the weapon threatens/confirms on a 15, then so will a touch attack)

Total: 1 in 32,400

Most likely to happen when no one is looking. But buy a lottery ticket on your way home, anyway.


This is a strength of the class- if you blow your spellstrike after the initialmove to close, you can potentially still get it off next round.

Turns a miss (aw crap) into pure win in the following round


Pathfinder Battles Case Subscriber

With my triple double the enemy is Electric immune and has DR/15 some crap I cannot get through and this glorious achievement goes BLUUUUCK!

And yes the Double double will take down the fearsiome 6 HP Goblin.....everytime, lol


Mynameisjake wrote:

.... Add Keen and Shocking to weapon.

One thing I'm still trying to figure out -

Magus version 3 wrote:


At 1st level, a magus can expend 1 point from his arcane pool as a swift action...
...At 4th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen shock, shocking burst, speed, or vorpal...
...These bonuses and properties are decided when the arcane pool point is spent...
Quote:


A magus can only enhance one weapon in this way at a time. If he uses this ability again, the first use immediately ends

Just a few highlights, but something that may need more clarity is...

-Can you add multiple abilities to the weapon at the same time if you expend the appropriate point cost?

Quote:
If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added

The text should clearly indicate if you can add multiple benefits to a weapon at the same time, as it seems to indicate that you have to add enhancement before other abilities get added, yet it also says if the ability is used again any previous bonuses drop. Which means, when attacking the BBEG, what's to prevent you from spending your whole pool and adding 1d6 acid, 1d6 cold, 1d6 fire, 1d6 electric, keen, vorpal, haste, and +3 enhancement all at once?

Dark Archive

Quote:
If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added

At 5th level he can add up do a +2 bonus or it's equivalent in special qualities. If the 5th level Magus was using a weapon that had no enhancement bonus, say his back up weapon, he'd have to use one of those two to add +1 to the weapon and the other for Keen or Shocking or what have you.

Lythe Featherblade wrote:


-Can you add multiple abilities to the weapon at the same time if you expend the appropriate point cost?

The text should clearly indicate if you can add multiple benefits to a weapon at the same time, as it seems to indicate that you have to add enhancement before other abilities get added, yet it also says if the ability is used again any previous bonuses drop. Which means, when attacking the BBEG, what's to prevent you from spending your whole pool and adding 1d6 acid, 1d6 cold, 1d6 fire, 1d6 electric, keen, vorpal, haste, and +3 enhancement all at once?

If you use a point to enhance again, the first enhancements offered disappear. So the above Magus uses his +2 for Keen and Shocking. If he uses another swift action and another pool point to add Frost and Flaming the Keen and Shocking go away.

You quoted the relevant text:

A magus can only enhance one weapon in this way at a time. If he uses this ability again, the first use immediately ends

You only get one. A 5th level Magus cannot get a +10 weapon with 5 points.


That clears a few things up... so at 9th level, this would still cost 1 point, but be able to give a 3 point bonus split up any which way between enhancement (if needed/wanted) and any of the other bonuses (provided the cost in the crafting section isn't exceeded).

Dark Archive

Lythe Featherblade wrote:
That clears a few things up... so at 9th level, this would still cost 1 point, but be able to give a 3 point bonus split up any which way between enhancement (if needed/wanted) and any of the other bonuses (provided the cost in the crafting section isn't exceeded).

Bingo.

Just theory so far, since I haven't playtested below level 8 but in those first 7 levels, I can see how it would be nice to get the extra enhancement bonus here and there. It would bring your chance to hit up closer to that of the Full BAB classes. After 8, you're probably better of getting the extra enhancement out of GMW and just stacking damage dice on.

As an aside, I didn't know you could have a shocking, shocking burst weapon. Since, shocking burst functions as shocking, it seemed to me to be verboten.


YuenglingDragon wrote:


As an aside, I didn't know you could have a shocking, shocking burst weapon. Since, shocking burst functions as shocking, it seemed to me to be verboten.

You're correct. I just worded it that way to make clear where the bonus damage dice were coming from. The correct wording should have been, simply, "shocking burst."

Dark Archive

Mynameisjake wrote:
YuenglingDragon wrote:


As an aside, I didn't know you could have a shocking, shocking burst weapon. Since, shocking burst functions as shocking, it seemed to me to be verboten.
You're correct. I just worded it that way to make clear where the bonus damage dice were coming from. The correct wording should have been, simply, "shocking burst."

Gotcha. If I had thought a bit harder I would have figured out that's what you meant since you can't have a +4 weapon at level 10.

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