PFS Legal?


Advice


Hexcrafter Magus w/ 1 lvl Sorcerer dip (tattoo sorcerer/crossblooded - orc/marid)

Preface: After I read Walters Guide to the Magus and STR Ranger's Hexcrafter Guide, I really wanted to make one. It'll be my first time playing Pathfinder Society games though so I'm a little worried.

Character build:

Tiefling
+2 Int, +2 Dex, -2 Cha

Fiendish Resistance (5 resist, cold, fire, electricity)
Vestigal wings (instead of skilled), +4 fly
1d6 Bite (instead of darkness SLA)
Prehensile Tail (instead of fiendish sorcery)
Darkvision (60)

Traits: Magical Lineage (shocking grasp), Wayang Spellhunter (Frostbite)

20pt buy

STR 8 DEX 16(+2) CON 14 WIS 13 INT 19(+2) CHA 5(-2)

Feats

1 Magus1 Arcane Pool, Spell Combat, Cantrips, Feat - Weapon Finesse
2 M2 Spellstrike
3 Sorcerer1 Crossblooded/Tattooed Orc/Marid, Tattoo Familiar (Compsognathus), Mage Tattoo (Evocation), Feat - Intensify Spell
4 M3 Arcana - Arcane Accuracy, +1 INT
5 M4 Hex- Evil Eye, Feat - Sickening Spell
6 M5 Bonus Feat - Flight Hex
7 M6 Arcana- Prehensile Hair Hex, Feat - Extra Arcana (Slumber)
8 M7 Knowledge Pool, Medium Armor, +1 WIS
9 M8 Improved Spell Combat, Feat - Enforcer
10 M9 Greater Spell Combat, Arcana - Hasted Assault
11 M10 Fighter Training, Feat - Extra Arcana (Misfortune)
12 M11 Spell Recall, Bonus Feat - Multiattack (Or combat reflexes), +1 CHA

Main spells: Brand, Shocking Grasp, Frostbite, Fireball, Monstrous Physique


reasoning:

From the Sorc dip, I get +30ft darkvision, light sensitivity (?), Alertness, +4 initiative, +1 caster level for evocation spells, +1 damage/die, and I can change any of my energy spell to cold, a really low level familiar who will probably spend most of his time as a tattoo.

I'll pick up one (or two) Lesser rods of Rime and entangle at least once every fight. I'll hold on to it with my tail. With Sickened frostbite, I can potentially leave opponents Sickened, Fatigued, Entangled, and Shaken. I should be able to make all my Weapon attacks + hair and bite, or if I use monstrous physique I can pick up a lot more (multiattack makes them all at Full BAB -2). Between Shocking Grasp and an agile, keen rapier, my damage should be reasonable while Rime ensures good crowd control and debuffing.

Here are the issues I'm worried about:

1 Is multiattack legal?

2 Apparently there's an issue with natural weapons, weapon finesse, and spell combat. Does weapon finesse work with natural weapons and do natural weapons work with spell combat?

3 Further, I've been told that hasted assault doesn't work with spell combat either. Does haste work with spell combat? Does hasted assault work the way it should?

4 Can I use both Tattooed and crossblooded archetypes?


For:

1. I believe monster feats are not allowed for PCs, though could be incorrect. I know feats from the Beastiaries are not.
4. I assume tattooed and crossblooded interact in the same way as crossblooded and wildblooded interact (both state they change/alter the Bloodline class feature), so it would not be legal. Wildblooded/crossbloded has been ruled a "no".


CRobledo wrote:

For:

1. I believe monster feats are not allowed for PCs, though could be incorrect. I know feats from the Beastiaries are not.
4. I assume tattooed and crossblooded interact in the same way as crossblooded and wildblooded interact (both state they change/alter the Bloodline class feature), so it would not be legal. Wildblooded/crossbloded has been ruled a "no".

After some searching, I see that you are right on both counts and I am sad.

Thanks for replying though

Can anyone else speak to my other two questions?

Scarab Sages

1 - Multi-attack is a Monster Feat, to which, unless specifically specified within a text that is allowed in a class (see Natural Weapon Ranger), all Monster Feats are not allowed.

2 - Natural Attacks are considered Light Weapons, so Weapon Finesse would work. However, the magus' Spell Combat specifically states that the weapon is "wielded", which the natural attacks, though considered a light weapon, is not an actual "wielded" weapon.

3 - Haste applies to a "Full Attack Action", Spell Combat is a "Full Round Action" to use, so it does not add an additional attack.

4 - I had asked this before as well, and the verdict is that you can not combine Tattooed and Crossblooded in PFS.


2) Yes, Natural weapons work with Weapon Finesse. The feat explicitly states so. And strictly RAW, I believe the answer to your second question is no due entirely to this phrasing:

Quote:
while wielding a light or one-handed melee weapon in the other hand.

Note however that the rules are written from the perspective of normal PCs, and natural weapons tend to break this perspective. Thus it is entirely possible that Spell Combat was meant to not exclude things you don't "wield...in the other hand". Some clarification here would be nice, of course.

3) Also unfortunately, the wording of Spell Combat doesn't actually state that you make a full-attack action, which haste requires.

It is my opinion that both of these are unfortunate artifacts of how the ability was written and doesn't match the intent, although my opinion doesn't mean much in PFS.

Flagged for wrong forum and maybe Mike can weigh in or get someone to poke at it.

Dark Archive RPG Superstar 2015 Top 32

Answering number 2:
Natural Weapons and Unarmed Strikes are considered light weapons, thus they are finessable.

Natural Weapons and Unarmed Strikes however do NOT work with Two-Weapon Fighting, which is the feat referenced by Spell Combat. But I can see where the foggy area is. Keep in mind that any natural attacks made in the same round as an attack from a manufactured weapon take a -5 penalty. You can Spell Combat with a manufactured weapon, and still get your off-hand Claw and Bite attacks. Unarmed and just using your natural attacks, you cannot benefit from Spell Combat - in this case you have no main weapon for which the spell will be the off-hand weapon to, for you to gain the benefits of Two-Weapon Fighting.


Just to clarify, the rules of TWF have nothing to do with the rules of Spell Combat, and is there solely to frame the ability in your mind. If it was really just TWF, then the penalty would also include the penalty from TWF itself. But that's not true. :)

Grand Lodge

2. Weapon Finesse does work on natural attacks.
3. Looking just at Spell Combat and Hasted Assault, I can see no reason why you couldn't use them together, but I may be missing something.

Hope that helps. :)

Edit'ed.

Also, superly ninja'ed.


Justin Riddler wrote:
Natural Weapons and Unarmed Strikes however do NOT work with Two-Weapon Fighting

Natural Attacks: "Some fey, humanoids, monstrous humanoids, and outsiders do not possess natural attacks. These creatures can make unarmed strikes, but treat them as weapons for the purpose of determining attack bonuses, and they must use the two-weapon fighting rules when making attacks with both hands."

Justin Riddler wrote:
You can Spell Combat with a manufactured weapon, and still get your off-hand Claw and Bite attacks.

Spell Combat (Ex): "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"

Spell Combat is a full-round action, not a full-attack.

There's a FAQ Request post here, if anyone is interested.

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