Arcane Strike + Enhancement Bonus


Rules Questions


Greetings,

This has probably been covered, but forgive me for bringing these up again. I just shall need more proof for my GM because I have been working quite hard to make a hard-hitting Magus and at times he is amazed with the damage I can bring out. One thing I wish to cover.

A Magus can, as a swift action, draw a point from his Arcane Pool to add an Enhancement Bonus to my weapon.

The feat, Arcane Strike:
Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Basically, so these stack?

So basically if I add a +1 Enhancement, it would be: 1d8+4(str), +1 (Enhance), +1 (Feat)?


Arcane Strike is untyped bonus damage, so to the best of my knowledge, yeah, you're free to add it onto weapons.

Note that the Magus's Enhancement of weapons is the same as regularly Enhancing them with cash and so on, except that it has a timer. Assuming Arcane Strike works on regularly magic'd weapons, it most certainly works on the Magus's.


Yep. Arcane strike is untyped. It stacks with everything.


Stome wrote:
Yep. Arcane strike is untyped. It stacks with everything.

Which makes it a not bad feat for just doing a Swift Action upkeep.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Just remember that you only get one swift action per round. You cannot use your Arcane Pool to enhance your weapon and then use Arcane Strike in the same round.

If you use Arcane Strike in a round, you cannot use the Arcane Redoubt/Greater Arcane Redoubt, Critical Strike, Dispelling Strike, Hasted Assault, or Quickened Magic (or a metamagic rod of Quicken, etc.) arcana. Also watch out for magic items that have swift action activations (there aren't many, but they exist).


Indeed, so you could standard (attack) after swifting two times, but you'd be without a move action, and no option to full-round.


you cant downgrade a move to a swift, you get one swift only.

Sczarni

Rickmeister wrote:
Indeed, so you could standard (attack) after swifting two times, but you'd be without a move action, and no option to full-round.

You only get one swift action. That's why I'll probably never get Arcane Armor Training. It really impedes on your action economy.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Arcane Armor Training is pretty useful for a sorcerer, witch, or wizard (especially if going for arcane archer, arcane trickster, eldritch knight, or mystic theurge and already have the armor proficiency) from about 3rd-4th character level (when you qualify for the feat and can afford darkleaf cloth studded leather or a mithral chain shirt) until around 9th-10th level (when Craft Rod or Quicken Spell become available). There aren't a lot of things that require swift actions before being able to cast Quickened spells and the extra AC from magic armor is more economical than the equivalent AC from bracers, unless facing a lot of incorporeal foes; not to mention freeing up the wrists slot for burglar's bracers, lesser bracers of archery, spellguard bracers, vambraces of defense, or even a verdant vine. Of course, a sorcerer, witch, or wizard can wear a haramaki (0 Armor Check Penalty, 0% Arcane Spell Failure), even without proficiency, for a bit of an AC boost, so Arcane Armor Training just lets you squeeze in a bit more protection without penalizing casting (other than Quickened spells).

Arcane Strike is nice if you can already cast in armor (basically alchemist, bard, magus, or summoner), but +1 damage +1 for every 5 CL is pretty minor (IMO) and the "counts as magic" part is not that important when you already have magic weapons (or a ki pool, can take Eldritch Claws, etc.). Also note that it's more useful for +3/4 BAB classes since it doesn't benefit attack rolls; since those classes typically already can cast in armor, Arcane Armor Training is hardly worth taking anyway.

Long story short: It depends on what you want out of the character and what level they're at.


Your arcane pool is actual giving the weapon an "enhancement" bonus, so basically your enchanting it for a certain amount of time, arcane strike is only adding an "untyped" bonus on damage itself. So that's what you want to use your swift action for then go for it :)

Level 5 magus with a normal longsword uses arcane pool to imbue on on first round, weapon is now a +2 longsword (+2 attack +2 damage)

Next round and for the 4 rounds after, if you Arcane strike each round, you get a +2 longsword (+2 attack +2 damage) that does an additional +2 damage

The Exchange

The Magus enhancement bonus lasts for one minute, so you could arcane strike, for the 9 rounds after, and they would stack, since the damage from Arcane Strike is untyped.

What I'm curious about, is this - do feats and traits and magic items that increase caster level count for thresholds in Arcane Strike?

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Arcane Strike + Enhancement Bonus All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions