An Argument for the Eldritch Archer


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Gotcha, this is my first magus so go easy on me.

Thanks for the swift replies. This thread has more useful information than most class guides I've read. Great stuff.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Magus Tank:

Unnamed Hero
Human magus (skirnir) 9/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Ultimate Combat 56, Pathfinder RPG Ultimate Magic 9)
Medium humanoid (human)
Init +3; Senses Perception +11
--------------------
Defense
--------------------
AC 31, touch 14, flat-footed 28 (+11 armor, +1 deflection, +3 Dex, +6 shield)
hp 93 (10 HD; 9d8+1d10+39)
Fort +12, Ref +11, Will +9
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 light shield bash +13/+8 (1d6+6) or
. . +1 spell storing scimitar +13/+8 (1d6+6/18-20)
Special Attacks arcane pool (+3, 9 points), deeds (derring-do, opportune parry and riposte), magus arcana (accurate strike[UC], close range[UM], disruptive[UC]), panache (4), spellstrike
Magus (Skirnir) Spells Prepared (CL 9th; concentration +14)
. . 3rd—dispel magic, keen edge, greater magic weapon
. . 2nd—ablative barrier[UC], bladed dash, elemental touch[APG], mirror image
. . 1st—blade lash[ACG], enlarge person (DC 14), long arm[ACG], snowball (DC 14), warding weapon[UC]
. . 0 (at will)—acid splash, detect magic, disrupt undead, prestidigitation
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 16, Int 16, Wis 10, Cha 9
Base Atk +7; CMB +12; CMD 26
Feats Disruptive, Extra Arcane Pool[UM], Greater Shield Focus, Heavy Armor Proficiency, Improved Shield Bash, Intensified Spell[APG], Quick Draw, Shield Focus, Weapon Focus (rapier)
Traits focused mind, wayang spell hunter
Skills Acrobatics +5 (+1 to jump), Climb +6, Knowledge (arcana) +16, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Perception +11, Sense Motive +13, Spellcraft +16, Swim +5, Use Magic Device +12
Languages Common
SQ arcane bond, inspired panache, medium armor, shield pool, shielded spell combat, spellshield
Combat Gear pearl of power (1st level) (5); Other Gear +2 mithral full plate, +3 bashing adamantine light steel quickdraw shield[APG], +1 spell storing scimitar, belt of physical perfection +2, cloak of resistance +3, headband of vast intelligence +2, ring of protection +1, spell storing amulet of mighty fists, 150 gp
--------------------
Tracked Resources
--------------------
Arcane Bond (- Custom / magic armor -, 1/day) (Su) - 0/1
Arcane Pool +3 (9/day) (Su) - 0/9
Panache Pool (4/day) - 0/4
Pearl of power (1st level, 5/day) - 0/5
--------------------
Special Abilities
--------------------
Accurate Strike (Ex) 2 Arcane Pool: Melee attacks resolve as touch attacks.
Arcane Bond (- Custom / magic armor -, 1/day) (Su) Gain an arcane bond with a shield.
Arcane Pool +3 (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Disruptive +4 DC to cast defensively for those you threaten.
Focused Mind +2 to Concentration checks
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Shield Focus +1 Shield AC
Shield Pool (Ex) Use 1 arcane pool to add shield bonus to defensive casting.
Shielded Spell Combat (Su) Use weapon in one hand at -2 & shield hand can perform somatic components.
Spellshield (Su) Use 1 arcane pool, store magus spell of any level in shield (as spell storing).
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Wayang Spell Hunter (Snowball) Reduce spell level increase from metamagic for chosen spell by 1.

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Not all that happy with the build, I think I am missing something quite critical.

In any case, this kind of magus build can tank rather well, and has some serious nova potential.

Using a spell storing amulet of mighty fists, a spell stored in his shield, and a his spell storing weapon he has the potential to deliver up too per turn.

He uses keen edge and greater magic weapon to improve his rapier, and ablative barrier to improve his stamina in combat.

The addition of swashbuckler is quite the cynical addition, but I wanted to add something that the ranged magus has trouble incorporating.

Ideally you begin the first round of combat in melee range (longarm is a good prebuff if you expect combat), but even if you are only within 30ft. your offensive is pretty strong.

As a swift action, activate your accurate strike arcane to resolve all your attacks as touch attacks until the end of turn. Then (before drawing your melee weapon) use spell combat to cast bladed dash, get close to your unfortunate target and try to hit him with an unarmed strike (yes this provokes, but that's not a bad thing at this point). The first attack still benefits from bladed dash and adds your int modifier to the attack roll. You chances to hit they enemy touch AC are pretty good.
If you hit discharge the spell in your spell storing amulet of mighty fists (vampiric touch is decent choice). Then draw your weapon as a free action attack with it (potentially deliver the spell from your spell storing weapon and finish with a shield bash (if you had the time to store yet another touch spell in your shield).

Depending on group composition and the presence of other buff options in your group (hunter/druid to get access to barkskin) this magus variant can serve as pretty decent offensive, highly mobile tank.

Opportune parry is really just gravy at this point, since it gives you another chance to deliver a spell, just in case you missed or have bought even more spell storing weapons.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Trip Scion:

Unnamed Hero
Human magus (eldritch scion) 7/paladin 2 (Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Ultimate Magic 9)
LG Medium humanoid (human)
Init +1; Senses Perception -1
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 22 (+10 armor, +1 deflection, +1 Dex, +1 natural)
hp 75 (9 HD; 7d8+2d10+25)
Fort +15, Ref +8, Will +12
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 spell storing whip +15/+10 (1d3+7 nonlethal)
Special Attacks eldritch pool (+2, 6 points), magus arcana (close range[UM], disruptive[UC]), smite evil 1/day (+3 attack and AC, +2 damage), spell combat, spellstrike
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect evil
Magus (Eldritch Scion) Spells Known (CL 9th; concentration +12)
. . 3rd (2/day)—dispel magic, greater magic weapon
. . 2nd (4/day)—ablative barrier[UC], bladed dash, frigid touch[UM], mirror image, see invisibility
. . 1st (5/day)—enlarge person (DC 14), long arm[ACG], shield, snowball (DC 14), true strike
. . 0 (at will)—arcane mark, dancing lights, detect magic, disrupt undead, prestidigitation, ray of frost
. . Bloodline Aberrant
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 14, Int 10, Wis 8, Cha 16
Base Atk +7; CMB +13 (+15 trip); CMD 25 (27 vs. trip)
Feats Combat Reflexes, Dirty Fighting, Disruptive, Improved Trip, Improved Whip Mastery[UC], Intensified Spell[APG], Weapon Focus (whip), Whip Mastery[UC]
Traits magical knack, wayang spell hunter
Skills Acrobatics -2 (-6 to jump), Knowledge (arcana) +12, Spellcraft +12, Use Magic Device +15
Languages Common
SQ bloodrager bloodline (aberrant[ACG]), lay on hands 4/day (1d6), medium armor
Combat Gear extend metamagic rod (lesser), extend metamagic rod (lesser), runestone of power (1st)[ACG], runestone of power (1st)[ACG]; Other Gear +1 mithral full plate, +1 spell storing whip, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, cracked opalescent white pyramid ioun stone, headband of alluring charisma +2, ring of protection +1, 150 gp
--------------------
Tracked Resources
--------------------
Eldritch Pool +2 (6/day) (Su) - 0/6
Extend metamagic rod (lesser, 3/day) - 0/3
Extend metamagic rod (lesser, 3/day) - 0/3
Lay on Hands (1d6 hit points, 4/day) (Su) - 0/4
Runestone of power (1st, 1/day) - 0/1
Runestone of power (1st, 1/day) - 0/1
Smite Evil (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Disruptive +4 DC to cast defensively for those you threaten.
Eldritch Pool +2 (6/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Ioun stone (opalescent white pyramid, cracked, Whip) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. Each stone of this type is keyed to a particular kind of weapon (heavy flail, light crossbow, short sword, and so on) and grants the wearer weapon familiarity with the keyed weapon (it is treated as a martial weapon for him).

A Pyramid is usually faceted, with a cone like shape, a point at one end, a flat base and long facets between them. The base can have anywhere from 3 to a dozen sides. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Construction
Requirements Craft Wondrous Item, transformation or proficiency in the appropriate weapon, creator must be 12th level; Cost 750 gp
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Magical Knack (Magus [Eldritch Scion]) +2 CL for a specific class, to a max of your HD.
Runestone of power (1st, 1/day) Use the power of the runestone to cast a 1st-level spell.
Runestone of power (1st, 1/day) Use the power of the runestone to cast a 1st-level spell.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (only in mystic focus) (Su) Deliver touch spells as part of a melee attack.
Wayang Spell Hunter (Snowball) Reduce spell level increase from metamagic for chosen spell by 1.
Whip Mastery Using a whip does not provoke attacks of opportunity

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Trip magus eldritch scion with a paladin dip. If she has the time, she uses her two lesser metamagic extend rods, to buff longarm, and maybe enlarge person.
At the start of each day, she uses greater magic weapon to improve her whip.

When she uses her arcane pool to active her bloodrager bloodline, her reach increases by 5 ft.

While the archetype might not be ideal for the build (giving up spell recall and pearls of power kind hurts), this kind of magus tries to stand a outside of melee and use spell combat with impunity, kinda like a ranged magus.
The combination of spell combat and true strike, is a bit blunt, but most trip vulnerable enemies will have little to no chance to stand at the end of that attack.
If you want to save resources, the wand wielder arcane combined with a wand of true strike and the weaponwand spell are a viable option.

The magus is pretty much the only class that can blend true strike with maneuvers, it isn't pretty but usually quite effective. Of course this works with other combat feats (disarm, sunder) and there are ranged options (but they have their own downsides), trip just works rather well in this case.

In quite a lot of scenarios, this build works similarl to an eldritch archer build, being able to buff/debuff and attack enemies at the same time.

Scarab Sages 4/5

Consider adding Blade Lash as a spell for the trip build. It's only a +10 compared to True Strike's +20, but it includes a free trip attempt on an opponent within 20 feet, without needing long arm or even a reach weapon. After the free trip (as part of the spell), you still get your full round of attacks, instead of having to give up your highest bab attack for the trip attempt. Save true strike for the multi legged critters.

Sovereign Court 4/5 5/55/5 **

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I have to agree that archery is noit the be all, end all some people are claiming.
When the archer is targeting an enemy, are you enforcing the rules for cover? If the line of sight goes thru any square that contains another character who is closer to the target than the archer the targets gets cover. (+4 ac)
The feat that removes that penalty is not available unitl 8th level.

Grand Lodge 5/5

Tim Statler wrote:

I have to agree that archery is noit the be all, end all some people are claiming.

When the archer is targeting an enemy, are you enforcing the rules for cover? If the line of sight goes thru any square that contains another character who is closer to the target than the archer the targets gets cover. (+4 ac)
The feat that removes that penalty is not available unitl 8th level.

6th level for rangers and zen archers, 11th (minimum) for anyone else, assuming you mean Improved Precise Shot. Also, there's a trait for followers of Erastil that gives you a nerfed version of it at level 1.

The Exchange 3/5

Or you know you can just fly every combat at lvl 5 and get a bonus to hit instead.

Grand Lodge 2/5

Sebastion, your magus tank has a flaw. Spell Combat must be performed with the weapon in your hand and can't be changed. So you can't free quickdraw a weapon in the middle to continue your attacks.

FAQ, Ultimate Magic wrote:

Magus, Spell Combat: When using spell combat, do I specifically have to use the weapon in my other hand, or can I use a mixture of weapons (such as armor spikes and bites) so long as my casting hand remains free?

You specifically have to use the light or one-handed melee weapon in your other hand.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

Ragoz wrote:
Or you know you can just fly every combat at lvl 5 and get a bonus to hit instead.

The bonus to hit from higher ground only applies to melee attacks.

The Exchange 3/5

True. Haven't been a ranged magus doing this before yet. Either way you won't be taking your -4 for having someone in the way ever.

Grand Lodge 2/5

Michael Eshleman wrote:
Ragoz wrote:
Or you know you can just fly every combat at lvl 5 and get a bonus to hit instead.
The bonus to hit from higher ground only applies to melee attacks.

That's what I thought, too. But I couldn't find it anywhere so I just didn't comment. Where is it found?

The Exchange 3/5

On the combat page of the prd there's a table for attack roll modifiers. The melee section has +1 for higher ground and the ranged has +0.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

claudekennilol wrote:

Sebastion, your magus tank has a flaw. Spell Combat must be performed with the weapon in your hand and can't be changed. So you can't free quickdraw a weapon in the middle to continue your attacks.

FAQ, Ultimate Magic wrote:

Magus, Spell Combat: When using spell combat, do I specifically have to use the weapon in my other hand, or can I use a mixture of weapons (such as armor spikes and bites) so long as my casting hand remains free?

You specifically have to use the light or one-handed melee weapon in your other hand.

Shielded Spell combat is a bit weird, since it requires you to wield your bonded shield.

Shielded Spell Combat wrote:

Shielded Spell Combat (Su)

At 8th level, a skirnir gains the spell combat ability, but only when wielding his bonded shield. A skirnir may use his shield hand to perform somatic components for magus spells, forfeiting the shield’s bonus to AC until the beginning of his next turn; if the bonded shield is a buckler, he retains its bonus to AC. At 14th level, he gains the benefits of improved spell combat.

At 19th level, he retains his shield’s bonus to AC when using any type of shield with spell combat.

This ability replaces improved spell combat, greater spell combat, and greater spell access.

Either this means that you don't need a free hand for spell combat, or that you still need a free hand for spell combat, but don't have to hold another weapon (in any case, your shield likely qualifies as a weapon already, especially with shield spikes)..

I assume the first one, and regarding the FAQ you posted, this seems intended to prevent a magus from doing the full natural attack routine, so he can only attack using his other hand.

In any case you are correct, spell combat does a magus here (even though you could make the argument, that the attack gained from spellstrike is not limited like this, since without using spell strike, only your free hand would be available to deliver that attack).

EDIT:Of course this makes opportune parry even better by comparison and spell storing armor is an option too.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

TL.DR. I still like spell storing weapons and melee magic can do amazing things with combat manoevers. This build is based on the "defiler" build from STR Rangers excellent guide to the hexcrafter.

Guide discussion.
Guide document..

white haired:

White haired
Half-elf magus (hexcrafter) 8/bonded witch 1 (Pathfinder Player Companion: Dragon Empires Primer, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Advanced Race Guide 43, Pathfinder RPG Ultimate Magic 9, 48)
Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 22 (+10 armor, +1 deflection, +1 Dex, +1 insight)
hp 73 (9 HD; 1d6+8d8+27)
Fort +10, Ref +5, Will +9; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 spell storing adamantine katana +12/+7 (1d8+6/18-20) or
. . slam +4 (1d4+1)
Special Attacks arcane pool (+2, 7 points), hex arcana (evil eye, flight), improved spell combat, spellstrike, white hair
Magus Spell-Like Abilities (CL 8th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Bonded Witch Spells Prepared (CL 1st; concentration +4)
. . 1st—ill omen[APG], urban grace[ARG]
. . 0 (at will)—detect poison, mending, touch of fatigue (DC 13)
. . Patron Strength
Magus (Hexcrafter) Spells Prepared (CL 9th; concentration +12)
. . 3rd—keen edge, versatile weapon[APG] (DC 16)
. . 2nd—ablative barrier[UC], bladed dash, frigid touch[UM], glitterdust (DC 15), mirror image
. . 1st—blade lash[ACG], frostbite[UM], frostbite[UM], long arm[ACG], shield
. . 0 (at will)—arcane mark, detect magic, disrupt undead, prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 16, Wis 8, Cha 10
Base Atk +6; CMB +11 (+12 grapple, +13 trip); CMD 24 (26 vs. trip)
Feats Dirty Fighting, Heavy Armor Proficiency, Hex Strike[UC], Improved Trip, Power Attack, Rime Spell[UM]
Traits magical knack, wayang spell hunter
Skills Acrobatics +1 (-3 to jump), Climb +8, Escape Artist -2 (-1 competence to break a grapple), Fly +2, Heal +3, Intimidate +4, Knowledge (arcana) +15, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +7, Ride +2, Spellcraft +15, Survival -1 (+1 to avoid becoming lost), Swim +11, Use Magic Device +12; Racial Modifiers +2 Perception
Languages Common, Elven
SQ bonded object, bonded object (weapon[ARG]), elf blood, hex (misfortune), hex arcana, hex magus, knowledge pool, medium armor, witch's familiar
Combat Gear extend metamagic rod (lesser), pearl of power (1st level) (3); Other Gear +1 mithral full plate, +1 spell storing adamantine katana[UC], dusty rose prism ioun stone, armbands of the brawler[UE], cloak of resistance +2, headband of vast intelligence +2, ring of protection +1, spell storing amulet of mighty fists, wayfinder[ISWG], 150 gp
--------------------
Tracked Resources
--------------------
Arcane Pool +2 (7/day) (Su) - 0/7
Bonded Object (- Custom / magic weapon -, 1/day) - 0/1
Extend metamagic rod (lesser, 3/day) - 0/3
Feather Fall (self only, At will) - 0/0
Fly (self only, 8 minutes/day) - 0/8
Levitate (self only, 1/day) - 0/1
Light (At will) - 0/0
Pearl of power (1st level, 3/day) - 0/3
--------------------
Special Abilities
--------------------
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Armbands of the brawler +1 to Escape Artist to break a grapple.
Bonded Object (- Custom / magic weapon -, 1/day) Your bonded object grants you one powerful spell per day.
Bonded Object (Sp) Your bonded object stores your spells, and allows comunion with your patron.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evil Eye -4 (6 rounds, DC 17) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Hex Strike (Evil Eye -4 [6 rounds]) Upon successful unarmed strike, you may use a hex
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Trip You don't provoke attacks of opportunity when tripping.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Magus [Hexcrafter]) +2 CL for a specific class, to a max of your HD.
Misfortune (2 rounds, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Wayang Spell Hunter (Frostbite) Reduce spell level increase from metamagic for chosen spell by 1.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
White Hair (Grab) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

This build exchanges the very effective crab familar for a bonded item, to compare it to the eldritch archer (even though I am still a bit under budget here) and since the crab .. is a crab.

At this point it is worth mentioning that not unlike staffs, you can charge your spell storing items between scenarios. A rime frigid touch might be a waster of resources in a scenario, but it is nice to have.

Ideally have longarm and maybe frostbite prebuffed.

This build focuses on the stacking of various but rather than explaining the details I'll just quote the guide:

Someone said wrote:

The Defiler: This debuff build is focused on piling on negative effects and rendering every target as harmless and easy to kill as possible. This is a Melee effective option that is fully developed by 7th level with everything after that making it more destructive.

With a 20pt buy the best race option I can think of is Human
STR 13 DEX 14 CON 14 WIS 10 INT 18 CHA 7
Note: A 2 level dip in White Haired Witch is needed to REALLY up the Debuffs and action Economy on this build.
Traits: Magical Lineage (Frostbite), Wayang Spellhunter (Frigid Touch)

1 (Witch 1) (White Haired Witch archetype) Feats: Rime Spell, Combat Reflexes
(King Crab familiar, Strength or Wisdom Patron)
2 (Witch 2) - Constrict
3 (Magus 1) Spell Combat, Arcane Pool Feat: Power Attack
4 (Magus 2) Spellstrike
5 (Magus 3) Arcana- Arcane Accuracy Feat: Final Embrace
6 (Magus 4) Hex Arcana- Prehensile Hair
7 (Magus 5) Feat: Cornugon Smash Bonus Feat: Extra Arcana (Flight Hex)
8 (Magus 6) Arcana: Spell Scars
9 (Magus 7) Medium Armor, Knowledge Pool Feat: Lunge
10 (Magus8) Improved spell combat
11 (Magus9) Arcana: Hasted Assault Feat: Elemental Spell (Acid or Cold)
12 (Magus10) Fighter Training
13 (Magus11) Spell Recall Bonus Feat: Sickening Spell
14 (Magus12) Hex Arcana: Ice Tomb
15 (Magus 13) Heavy Armor

Why it's good:
At 7th level a prepared Defiler can inflict Grappled, Staggered, Fatigued, Entangled, Prone and Shaken onto a target with a single standard action. If he decides to make a full action he can also add Blind to that target.

The bad:
It’s a dedicated melee build with lower HP’s than any other and has delayed getting access to Heavy armor until 15th level.

How it works:
This build hinges around using your Hair natural attack for ALL your attack actions. As your only natural attack it is always at Full Bab and does 1-1/2 times your Strength bonus on damage rolls. Since you use your Intelligence bonus in place of strength every time you boost your Int you boost your melee to-hit and damage. Taking two levels of Witch grants three important benefits.

1. An always on Natural attack that can never be sundered, disarmed or stolen.
2. A superior Grab ability that naturally doesn’t make you grappled while you are grappling (everyone else has to take a -20 on each grapple check to get this)
3. A Constrict ability that is based off your Intelligence and works with Power Attack.

Now this is a de-buff build so our go to spells are Frostbite (rimed) and Frigid Touch mixed with Power Attack and Cornugon Smash all channeled through 4 different combat maneuvers (Sunder, Trip, Dirty Trick & Disarm).

Note: All combat maneuvers are attack rolls, anything that is activated by a successful hit are activated by a successful combat maneuver as well.

Combat begins by activating your Prehensile Hair and using your arcane pool to get the +attack on it as high as you can and moving into position to respond to any AoO provoking action. At your first chance Spellstrike a Rimmed Frostbite and attempt a combat maneuver (Trip or Dirty Trick is best) on a target 10’ away (try to always power attack this if you can).

(This will be at full Bab + Int Bonus +Arcane pool Bonus +Arcane Accuracy Bonus -Power attack Penalty vs. targets CMD)
If successful this will trip the target, and inflict the Fatigued, Prone and Entangled condition as well as 1D6+your Magus level non-lethal damage.

(Prone is -4 to attacks and CMD, Fatigue is -2 to Dex and Str for another -2 to attacks and CMD, Entangled is another -2 to attacks and -4 to Dex for another -2 to attacks and a concentration check to cast spells. Total = -6 to Dex, -2 to Str for a -4 to attacks, -8 CMD, -3 to AC)

This also triggers your Grab ability so now make a Grapple check against their CMD -8. If you succeed then move them to any square adjacent to you (automatic action) and inflict Constrict Damage against the target. (1D4 + 1.5x Int modifier + Power attack Bonus). This will also activate your Cornugon Smash Feat so also make an Intimidate check now to demoralize them to inflict the Shaken Condition.

(Adding the Grapple condition reduces Dex by an additional -4, Attack rolls and Combat Maneuvers by 2, and adds another concentration check to cast, Shaken reduces attacks, saves, skill checks and ability checks by 2 more. Total = -10 to Dex, -2 to Str, -10 to attacks, -2 to saves, skill checks and ability checks and requires 2 Concentration checks to cast a spell)

All of this is done with a single standard action. If you decide to use Spell combat all of the above will happen with the addition at the end to cast an additional spell (which will end the charges from Frostbite), we usually use a Frigid touch spell to inflict 4D6 damage and the staggered condition (it is recommended to either use a Metamagic on this, either Rime, Sickened or Empower).

All together the target should be Prone, Fatigued, Entangled, Grappled, Shaken, Staggered and Flanked. At higher levels you can add Sickened and Blind as well.
A Defiler should invest in an Amulet of Mighty Fist:Spell Storing (not needed but truly worth it) and keep either a Blindness, Rimed Frigid Touch or Bestow Curse in it at all times with Blindness being the most effective.

With this build raising your Int as high as you can is paramount since it powers ALL of your combat ability (attacks, damage, CMB, etc) followed by either your Dex (for more AoO’s, and reflex saves) or Con (to absorb all the damage that will be thrown your way the first time you use this trick). Keep your Intimidate as high as you can (class skill from your Witch dip), and get as many +hit bonuses as possible to make sure you can always succeed on your Combat Maneuvers.

If you would like to do more damage while doing this, always remember releasing a target from a grapple is a free action and the spell from spell combat can go after all your normal attacks. So after the steps above release the target and do a normal attack with the hair triggering everything again for more damage, THEN do the spell combat for the Frigid touch spell for a third touch attack (this requires you to have pre-cast the Frostbite in a previous round).

I addition, if I mange to weave an unarmed strike into my rotation, I can use hex strike to inflict a hex the evil eye hex on an enemy.

The Exchange

Sebastian Hirsch wrote:

Very interresting, care to show your build?

Concerning your tactic, melee and ranged magus characters can already use true strike with trip/disarm etc. And they don't have to spend a full round action to disarm.

And even with the eldritch archer, the best you could do would be to use spell combat, make your regular number of attacks (no additional attack from spell combat) and cast true strike at the end. Following that you could use ranged disarm.

Full round disarm, I said prep round, as I cant spell combat with a bow as a Myrmidarch. Round 2 starts a full attack with the first arrow disarming at normal th+16 as the archer ranged disarm is a -4 (min)

The change makes my myrmidarch more effective. Full attack on both rounds is better than prep round of true strike and full attackon round 2.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Silvanus Talimah wrote:
Sebastian Hirsch wrote:

Very interresting, care to show your build?

Concerning your tactic, melee and ranged magus characters can already use true strike with trip/disarm etc. And they don't have to spend a full round action to disarm.

And even with the eldritch archer, the best you could do would be to use spell combat, make your regular number of attacks (no additional attack from spell combat) and cast true strike at the end. Following that you could use ranged disarm.

Full round disarm, I said prep round, as I cant spell combat with a bow as a Myrmidarch. Round 2 starts a full attack with the first arrow disarming at normal th+16 as the archer ranged disarm is a -4 (min)

The change makes my myrmidarch more effective. Full attack on both rounds is better than prep round of true strike and full attackon round 2.

Are you using another kind of ranged disarm? Cause the one from ranged tactics toolbox is always a separate full round action. Eldritch Archer obviously improves the action economy in the round that you cast true strike, but your ranged disarm still takes a full round action.

If you were a melee magus (even with a reach weapon) you could exchange a normal melee attack for a disarm combat manoever though.

Ranged Disarm (Combat, Targeting) wrote:

well-placed shot disarms your foe.

Note: If you are using the optional called shots rules, attacks made with targeting feats count as called shots for the purposes of abilities or effects that modify called shots, such as the Improved Called Shot feat.

Prerequisite(s): Dex 13, Deadly Aim, base attack bonus +1.

Benefit(s): As a full-round action, you can attempt to perform a disarm combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional –2 penalty. If the disarm attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You cannot be disarmed by failing this disarm attempt.

EDIT: As mentioned it the feat, you deal normal attack damage with a successful disarm, which is kinda nice ^^

Shadow Lodge

Tim Statler wrote:
If the line of sight goes thru any square that contains another character who is closer to the target than the archer the targets gets cover. (+4 ac)

The "closer to the target" bit only applies to low cover, not soft cover. If they're standing between the attack and the target, they provide soft cover, regardless of who they're closest to.

4/5

James Wygle wrote:
Tim Statler wrote:
If the line of sight goes thru any square that contains another character who is closer to the target than the archer the targets gets cover. (+4 ac)
The "closer to the target" bit only applies to low cover, not soft cover. If they're standing between the attack and the target, they provide soft cover, regardless of who they're closest to.

For an archer, this is a problem easily solved by worshipping Erastil. While I really like Imp Precise, the trait is usually good enough.

Silver Crusade 5/5

Sebastian Hirsch wrote:
Silvanus Talimah wrote:
Sebastian Hirsch wrote:

Very interresting, care to show your build?

Concerning your tactic, melee and ranged magus characters can already use true strike with trip/disarm etc. And they don't have to spend a full round action to disarm.

And even with the eldritch archer, the best you could do would be to use spell combat, make your regular number of attacks (no additional attack from spell combat) and cast true strike at the end. Following that you could use ranged disarm.

Full round disarm, I said prep round, as I cant spell combat with a bow as a Myrmidarch. Round 2 starts a full attack with the first arrow disarming at normal th+16 as the archer ranged disarm is a -4 (min)

The change makes my myrmidarch more effective. Full attack on both rounds is better than prep round of true strike and full attackon round 2.

Are you using another kind of ranged disarm? Cause the one from ranged tactics toolbox is always a separate full round action. Eldritch Archer obviously improves the action economy in the round that you cast true strike, but your ranged disarm still takes a full round action.

If you were a melee magus (even with a reach weapon) you could exchange a normal melee attack for a disarm combat manoever though.

Ranged Disarm (Combat, Targeting) wrote:

well-placed shot disarms your foe.

Note: If you are using the optional called shots rules, attacks made with targeting feats count as called shots for the purposes of abilities or effects that modify called shots, such as the Improved Called Shot feat.

Prerequisite(s): Dex 13, Deadly Aim, base attack bonus +1.

Benefit(s): As a full-round action, you can attempt to perform a disarm combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you

...

Checking back earlier in the thread, Silvanus also has three levels of the Archer fighter archetype, which allows for disarm, sunder, and feint at range without that feat.

Edit: fixed detail.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

UndeadMitch wrote:
Sebastian Hirsch wrote:
Silvanus Talimah wrote:
Sebastian Hirsch wrote:

Very interresting, care to show your build?

Concerning your tactic, melee and ranged magus characters can already use true strike with trip/disarm etc. And they don't have to spend a full round action to disarm.

And even with the eldritch archer, the best you could do would be to use spell combat, make your regular number of attacks (no additional attack from spell combat) and cast true strike at the end. Following that you could use ranged disarm.

Full round disarm, I said prep round, as I cant spell combat with a bow as a Myrmidarch. Round 2 starts a full attack with the first arrow disarming at normal th+16 as the archer ranged disarm is a -4 (min)

The change makes my myrmidarch more effective. Full attack on both rounds is better than prep round of true strike and full attackon round 2.

Are you using another kind of ranged disarm? Cause the one from ranged tactics toolbox is always a separate full round action. Eldritch Archer obviously improves the action economy in the round that you cast true strike, but your ranged disarm still takes a full round action.

If you were a melee magus (even with a reach weapon) you could exchange a normal melee attack for a disarm combat manoever though.

Ranged Disarm (Combat, Targeting) wrote:

well-placed shot disarms your foe.

Note: If you are using the optional called shots rules, attacks made with targeting feats count as called shots for the purposes of abilities or effects that modify called shots, such as the Improved Called Shot feat.

Prerequisite(s): Dex 13, Deadly Aim, base attack bonus +1.

Benefit(s): As a full-round action, you can attempt to perform a disarm combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your

...

Thanks, I totally forgot the archer ranger bit. So I stand corrected, that particular build really only benefits from the addition of the archetype.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Serisan wrote:
James Wygle wrote:
Tim Statler wrote:
If the line of sight goes thru any square that contains another character who is closer to the target than the archer the targets gets cover. (+4 ac)
The "closer to the target" bit only applies to low cover, not soft cover. If they're standing between the attack and the target, they provide soft cover, regardless of who they're closest to.
For an archer, this is a problem easily solved by worshipping Erastil. While I really like Imp Precise, the trait is usually good enough.

I use the trait on my myrmidarch, but it is quite troublesome since it is such a great option, that it pretty much "forces" your archer to worship Erastil.

For RP reasons I didn't take it on my bow based hunter, and ... it hurt.

And of course there is the question, if it actually works with composite longbows since it says longbow and RAW composite longbows do count as longbows for the purposes of feats, but not traits...
I assume, that it works, but ...

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Mindblade:

Unnamed Hero
Human (Chelaxian) magus (mindblade) 9 (Pathfinder RPG Occult Adventures 121, Pathfinder RPG Ultimate Magic 9)
LG Medium humanoid (human)
Init +1; Senses Perception +2
--------------------
Defense
--------------------
AC 27, touch 14, flat-footed 26 (+12 armor, +1 deflection, +1 Dex, +2 luck, +1 natural)
hp 73 (9d8+25)
Fort +13, Ref +9, Will +11
DR 5/lethal
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mindblade +14/+9 (1d4+6 nonlethal/19-20 plus 1d6 non-lethal plus 2d6), mindblade +14 (1d4+3 nonlethal/19-20 plus 1d6 non-lethal plus 2d6)
Special Attacks magus arcana (accurate strike[UC], disruptive[UC], spellbreaker[UC]), psychic pool (+4, 8 points), spell combat, spellstrike
Magus (Mindblade) Spells Known (CL 9th; concentration +13)
. . 3rd (4/day)—dispel magic, fireball (DC 17), haste, heroism
. . 2nd (5/day)—ablative barrier[UC], bladed dash, elemental touch[APG], frigid touch[UM]
. . 1st (6/day)—feather step[APG] (DC 15), frostbite[UM], heightened awareness[ACG], shield, warding weapon[UC]
. . 0 (at will)—acid splash, detect magic, disrupt undead, prestidigitation, ray of frost, read magic
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 19, Wis 10, Cha 7
Base Atk +6; CMB +13; CMD 26
Feats Artful Dodge, Deific Obedience, Disruptive, Heavy Armor Proficiency, Medium Armor Proficiency, Racial Heritage[APG], Rime Spell[UM], Spellbreaker, Two-weapon Fighting
Traits fate's favored, wayang spell hunter
Skills Acrobatics +1 (-3 to jump), Appraise +6, Bluff +0, Climb +8, Diplomacy +1, Disguise +0, Escape Artist -2, Fly +6, Heal +2, Intimidate +12, Knowledge (arcana) +18, Knowledge (dungeoneering) +12, Knowledge (planes) +12, Knowledge (religion) +9, Perception +2, Ride +4, Sense Motive +2, Spellcraft +18, Stealth -2, Survival +2, Swim +8, Use Magic Device +14
Languages Common
SQ dual weapons, gnome magus, rapid manifest
Combat Gear extend metamagic rod (lesser), jingasa of the fortunate soldier[UE]; Other Gear +3 full plate, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +3, cracked magenta prism ioun stone, cracked vibrant purple prism ioun stone, headband of vast intelligence +2, knight-inheritor’s ring, 138 gp
--------------------
Tracked Resources
--------------------
Ablative Barrier (5 HP) - 0/5
Bless Weapon (1/day) - 0/1
Extend metamagic rod (lesser, 3/day) - 0/3
Jingasa of the fortunate soldier (1/day) - 0/1
Mindblade - 1/1
Mindblade - 1/1
Prestidigitation (clean user only, At will) - 0/0
Psychic Pool +4 (8/day) (Su) - 2/8
Wartrain Mount (1/day) - 0/1
--------------------
Special Abilities
--------------------
Accurate Strike (Ex) 2 Arcane Pool: Melee attacks resolve as touch attacks.
Artful Dodge Gain +1 dodge bonus to AC vs. opponent only you threaten.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Disruptive +4 DC to cast defensively for those you threaten.
Dual Weapons (Su) You can have two psychic weapons active, but with a lowe enhancement bonus.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Fate's Favored Increase luck bonuses by 1.
Gnome Magus (Merciful) You can apply the chosen power when using Arcane Pool to enhance a weapon.
Ioun stone (vibrant purple prism, cracked) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. It stores one spell level, as a ring of spell storing (stored spells must be placed by a spellcaster but can be used by anyone).

A Prism is usually faceted, with a long shape where top and bottom have the same number of sides. Normally the width and angle of all sides are uniform. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Construction
Requirements Craft Wondrous Item, imbue with spell ability, creator must be 12th level; Cost 1,000 gp
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Psychic Pool +4 (8/day) (Su) Summon a weapon made of pure psychic energy.
Racial Heritage (Gnome) You count as another race for the purpose of prerequisites.
Rapid Manifest (Su) Manifest a psychic weapon as a swift action.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Spellbreaker (Ex) The magus gains Spellbreaker as a bonus feat. The magus must be at least 9th level before selecting this arcana.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Wayang Spell Hunter (Elemental Touch) Reduce spell level increase from metamagic for chosen spell by 1.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

A variant of one of my currently PFS characters. I like to try and replicate fictional characters, and this one is my attempt at Artanis from the upcoming Starcraft 2 expansion.

This build tries to combine two weapon fighting with spell combat - something that is only made possible trough this archetype. Two weapon fighting is likely still a trap option, but it has some advantages.

The mindblade can either manifest his weapon as a single +4 weapon or as two +3 weapons. Thanks to the racial heritage feat, the character can access some the gnome variant racials to add merciful and vicious to his options.

This enables him to manifest two +1 merciful vicious daggers. His deific obedience gives him a +2 sacred bonus to attack rolls with daggers, to somewhat counter the two weapon fighting penalty.

Ideally this character doesn't enter combat unbuffed and since he added heroism to his list of spells known (combined with lesser extend metamagic rods) he should usually be under its effect (included in the stats above).

Thanks to disruptive and spellbreaker the mindblade can be quite troublesome to enemy spellcasters, and while I did not take the option, a mindblade can add silence to his spell list. A silence, followed with a bladed dash to get close... thats pretty touch to deal with. As a psychic spellcasters, you don't require verbal components.

To avoid dealing with concentration checks, warding weapon is an option, just like not actually casting spell is melee, one rime elemental touch should usually be enough to kill your current enemy.

With bladed dash your attack routine would look something like this:
Mindblade +16 1d4+6 +3d6 nonlethal, +12 1d4+6 +3d6 nonlethal, +12 1d4+6 +3d6 nonlethal and +7 1d4+6 +3d6 nonlethal.

Without resorting to bladed dash, precasting rime elemental touch and rime frostbite (it has not duration^^) should allow you weaken enemies, and more importantly lower their AC.
-

If you don't go the two weapon fighting route, the mindblade is actually a very versatile archetype. Reach weapons, trip weapons, high crit weapons etc... whatever the situation requires.

-----
Edit: Since this is still a comparison witch the eldritch archer, frostbite will discharge after one round, and elemental touch isn't an option since it is a personal spell.

The Exchange

One thing to note ranged disarm may draw dm aggro :). I nearly died last time I took away someone's favorite toy and the room turned it's full attention to me.

Dark Archive 1/5

Silvanus Talimah wrote:
One thing to note ranged disarm may draw dm aggro :). I nearly died last time I took away someone's favorite toy and the room turned it's full attention to me.

Your build has peaked my interest, any chance on what roughly the DC would be for a ranged Disarm? I have a (grandfathered) Aasimar that I am considering to rebuild... and you have gotten my interest with the build...

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Silvanus Talimah wrote:
One thing to note ranged disarm may draw dm aggro :). I nearly died last time I took away someone's favorite toy and the room turned it's full attention to me.

Well yeah, combat maneuvers are a combination that can make you the target of opportunity. And disarm is actually one of the nicer ones, something like grapple can really shut down an entire encounter (especially of you have access to grab/constrict).

Indcidently I am still working on a couple of other existing sample builds (summoner, warpriest with flurry and an animal companion with pounce) that perform similarly to the eldritch archer.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Perhaps the issue lies with the named bullet spell itself? I've used it to great effect on my seeker level gunslinger, and I assume others have done the same. It's almost on par with the pre-errata litany of righteousness, as it's regularly ends combats.

The Exchange 3/5

Perhaps the issue lies with the (spell name) spell itself? I've used it to great effect on my seeker level (class name), and I assume others have done the same. It's almost on par with the pre-errata (other spell name), as it's regularly ends combats.

Come now... spells end combats you say? It's a critical threat one time on a 4th level spell against a specific creature type.

The Exchange

Psyblade wrote:
Your build has peaked my interest, any chance on what roughly the DC would be for a ranged Disarm? I have a (grandfathered) Aasimar that I am considering to rebuild... and you have gotten my interest with the build...

You have me in the rare case when I can write at home (rather than my phone). But all my characters are over at one of my friends houses as I neglected to pick those up as I was heading out the door.

Memory only answer:

Silver's current level 10
Dex 20, BAB 8, weapon +4 (via arcane pool and +2 wpn), WF1, Wtrain 1, PBS 1

20 + 20 (Tstrike) -4 (due to negatives on archer ranged disarm) -2 Rapid Shot = 34 before dice.

Reference: PRD - Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

Note: if you're really in a bind you can tack on Arcane accuracy (+int to hit) if you've taken that magus arcana.

You can squeak a few more points if you like from various other means, but I think 34+dice is usually good enough (with limited investment.)

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Ragoz wrote:

Perhaps the issue lies with the (spell name) spell itself? I've used it to great effect on my seeker level (class name), and I assume others have done the same. It's almost on par with the pre-errata (other spell name), as it's regularly ends combats.

Come now... spells end combats you say? It's a critical threat one time on a 4th level spell against a specific creature type.

A critical threat on a x3 or x4 weapon is a powerful tool. For a 4th level scroll (750 gp), it's possibly too powerful a tool. That is the discussion I was hoping to spark with my statement.

Apologies for framing it in a way that was so easily dismissed.

My expanded position follows.

Spoiler:

Typically, powerful spells are nerfed by the fact that they require a save or allow for SR. As an example, baleful polymorph allows for two saves and SR, and is a high level spell that can routinely end a combat. Named bullet allows for neither.

So a bow user with 750 gp (or 2 pp) can get an almost guaranteed critical hit by spending a round preparing (even more so in the case of a musket-user), or casting the spell it in advance if you're given the name or description of the BBEG (ex. Waking Rune).

Unrelated to the current discussion on allowing this archetype, but in response to comments about the power of a build increasing when this spell becomes an option, I think that this spell itself may be too powerful for it's level. In that respect, I think it is similar to litany of righteousness. Fortunately, litany now allows for a save in addition to SR. If named bullet allowed for either, it would be more balanced. As a note, I believe it is fair to compare these spells, as both are accessible at level 7 (wizard 7 or paladin 7).

I've explained my position, so I'll leave it to others to discuss if they see fit. Happy end of DST day!

The Exchange 3/5

Named Bullet does require a SR check.

Quote:
When the target hits the selected creature, you must overcome that creature's spell resistance, or this spell has no effect

On top of this it's a spell level higher than Litany, a standard action, and much less effective.

Litany is a 100% increase in damage.

Named Bullet decreases in returns as you get additional attacks. If you were to have 5 effective attacks through something like manyshot and rapidshot a named bullet on a x3 weapon is effectively 40% more damage. A 6th attack makes this 33% and this keeps falling from there.

I don't think the comparison is very close between these spells.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Walter Sheppard wrote:
Ragoz wrote:

Perhaps the issue lies with the (spell name) spell itself? I've used it to great effect on my seeker level (class name), and I assume others have done the same. It's almost on par with the pre-errata (other spell name), as it's regularly ends combats.

Come now... spells end combats you say? It's a critical threat one time on a 4th level spell against a specific creature type.

A critical threat on a x3 or x4 weapon is a powerful tool. For a 4th level scroll (750 gp), it's possibly too powerful a tool. That is the discussion I was hoping to spark with my statement.

Apologies for framing it in a way that was so easily dismissed.

My expanded position follows.

** spoiler omitted **

I've explained my position, so I'll leave it to others to discuss if they see fit. Happy end of DST day!

I have a couple of characters that can access this spell and have not done so for a number of reasons. It is better with ranged spellstrike since that allows you to automagically crit with the spell too.

Personally I find the material component a bit troublesome for most magus characters :

Named bullet wrote:
Components V, S, M/DF (an item from the selected creature or creature type)

Either the requirement should mean something, or you your spell component pounch is bigger on the inside.

I didn't regard this spell as all that relevant when it come to the discussion since a vanilla magus can use spell combat, cast named bullet on his thrown weapon, and then just use it for a melee attack. This also works with the card caster archetype, except that he his thrown weapons can carry melee and ranged spells.

4/5

Sebastian Hirsch wrote:


I didn't regard this spell as all that relevant when it come to the discussion since a vanilla magus can use spell combat, cast named bullet on his thrown weapon, and then just use it for a melee attack. This also works with the card caster archetype, except that he his thrown weapons can carry melee and ranged spells.

I had never thought of that and it's brilliant.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

I made a FAQ request, to clarify if the magus can use all those feats and combat options that require a full-attack (like manyshot, and clustered shots). Since this is relevant to currently PFS legal magus archetypes you participation would be very much appreciated.

I think up this this, one of the things we could agree on, is that the ability to use rapid shot and all those other options definitely changes the power level of this option.

link the the FAQ request

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