Bake shifting staff of divination into the base class as a feat or a focus spell?


Magus Class

Horizon Hunters

A lot of builds rely on true strike spam one can get from a shifting staff of divination to make this class work.

Such a specific item dependency is problematic.

Maybe the magus should have a feat or other mechanic that lets them turn high level spell slots into true strikes, rather than rely on gamemasters knowing which item fixes the class?


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Oakblade wrote:

A lot of builds rely on true strike spam one can get from a shifting staff of divination to make this class work.

Such a specific item dependency is problematic.

Maybe the magus should have a feat or other mechanic that lets them turn high level spell slots into true strikes, rather than rely on gamemasters knowing which item fixes the class?

I feel like the better solution is not to bake the problematic item into the class, but rather to make sure the problematic item is not a problem anymore. Simply giving Striking Spell the [Fortune] trait would accomplish that.

Of course, this will lower the overall power of the class, but that would open design space for alternate decisions that don't end up with the crit-fishing mania of 1e Magus taking over the class again.


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I mentioned elsewhere, but as I also want to simplify the Striking spell mechanic by making it a single attack roll instead of 2, making Striking Spell apply the fortune effect to the Strike roll would likely accomplish both my personal goal and eliminate True Strike malarkey.

Not sure how to word it exactly, but I think changing the trigger from "You are about to cast..." to "You have just cast..." and empowering the weapon, specifically applying the fortune effect to all strikes until the spell is discharged, might work.

It is a stretch, but it somewhat falls into the Fortune effect bracket. There is a fortune effect that let's you pre-roll a saving throw, and use that roll in place of your own. This would effectively do the same for the spell attack roll. That you'd also apply all the weapon attack modifiers instead of the bare roll is what makes it a stretch, but if we smile hard enough and pretend it isn't it'll fly.


That scroll feat also seems legit for more Truestrike spam, although perhaps being backed up by free daily scrolls at higher level might buff it more.

Anyways, I saw this thread and thought it would be about a Staff Magus synthesis.
I guess Sustaining Steel works although name and flavor don't fit a Staff, and even Slide Magus is usable with 1H/2H Staff,
but Staff seems a niche of it's enough that it could deserve a Synthesis, which is alternative to Staff Feat build.

That is all.


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Yea true strike is the bane of casters in my opinion. I don't wanna force every magus to focus on the shackle that keeps spell attack accuracy down. Better to buff spellstrike and give it the fortune effect


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The last thing I want to see is Magus still shackled to some janky read-the-guide build. "Use a shifting rune staff of divination to get a pool of True Strikes" feels almost as bad as "Take one of these two traits (or both if you can pull a fast one on the GM) and then all your low-level spells can be Intensified Shocking Grasp."


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

There's still been no official ruling on whether you can use the charges on a staff while it's shifted into a different weapon...


WatersLethe wrote:
There's still been no official ruling on whether you can use the charges on a staff while it's shifted into a different weapon...

Or if a 4 slot caster can use lower level spells from a staff once they lose those slots.

Liberty's Edge

graystone wrote:
WatersLethe wrote:
There's still been no official ruling on whether you can use the charges on a staff while it's shifted into a different weapon...
Or if a 4 slot caster can use lower level spells from a staff once they lose those slots.

Or if you can even place Property Runes on a Magical Staff...


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Themetricsystem wrote:
graystone wrote:
WatersLethe wrote:
There's still been no official ruling on whether you can use the charges on a staff while it's shifted into a different weapon...
Or if a 4 slot caster can use lower level spells from a staff once they lose those slots.
Or if you can even place Property Runes on a Magical Staff...

"Staves are also staff weapons, included in their Price. They can be etched with runes as normal for a staff. This doesn’t alter any of their spellcasting abilities."


Themetricsystem wrote:
graystone wrote:
WatersLethe wrote:
There's still been no official ruling on whether you can use the charges on a staff while it's shifted into a different weapon...
Or if a 4 slot caster can use lower level spells from a staff once they lose those slots.
Or if you can even place Property Runes on a Magical Staff...

Actually there is, you can do that. It's specifically for Shifting that it is somewhat unclear. The rule states that property runes do not interfere with the casting abilities of the staff. So it seems like you can change it into any 1 handed weapon and use it as both.

Liberty's Edge

You guys keep ignoring the fact that nothing in that section excludes Staffs as SPECIFIC NAMED ITEMS from the normal Specific Weapon rule which prevents Property Runes from being applied. I'm not questioning if Potency Runes can be applied, that's a given, but Property Runes are a big nope.

I don't need to get into this again but what you're referencing doesn't mean what you think it goes, you're using selective logic to get the result you want instead of actually trying to understand the rules.


Aren't you too though? It doesn't specify a type of rune.

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