Ways to increase the bonus from Arcane Strike...?


Advice


In my recent searching, I come across something that read along the lines of "this increases the bonus you recieve from Arcane Strike by 1"... and it was one of those things that I told myself there was no way I would forget it, but I obviously did.

I can't remember if it was an item or a feat... Anyways, can you help a brother out?


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the following is a list of abilities\items that add stuff to the normal arcane strike. i did not list every way to gain it or use it with things that normally do not work with it. as there are many classes and class abilities that grant it or something similar.

a bloodrager with blooded arcane strike that uses vital strike multiply the arcane strike along with the weapon damage.
so an arcane strike that does up to +5 damage at level 20 would do +10/+15/+20 depending on the vital/improved/greater feat used.

the gloves of arcane strike let you add the arcane damage to aid another bonus or deal it to adjacent enemies of your target (super fun for ranged attacks).

the deck of silvering fate double any arcane strike damage done with the cards if used along deadly dealer feat.

the Deck of the Hellwasp's Sting also double the damage but doesn't call for the deadly dealer feat. (maybe since it can also make it's cards into darts that feat isn't necessary.)

the teamwork feat electric discharge allow for extra 1d4 electric damage with arcane strike after team casting electric spells by both team members.

the spell cartridge feat allow to shoot a gun with force 'shots' while using arcane strike with it. the shots deal 1d4 per cl force damage beside the arcane strike damage.
you can use infused spell cartridge feat to add a spell to the shot as well.

the fighter's archtype of dragonheir scion get arcane strike (but no cl so always at +1 damage) and later get to add 1d4 energy damage that match's his dragon type to it.

the rogue archtype of construct saboteur can add riding effects to his arcane strike (which he gain as a class ability with effective cl = class level). only work on constructs as far as i see, and are taken instead of talents.

the vigilante archtype of warlock can take the arcane striker talent which give arcane strike and later on add other stuff to it (like flaming\holy etc).


Thank you, zza ni. I already have characters with most of what you listed... except Spell Cartridges [I have yet to find a build I am happy with]. I have an Arcane Duelist Bard gestalt with an Urban Bloodrager, with Blooded Arcane Strike and Riving Strike and the Gloves of Arcane Striking. I have an Aasimar Warlock Vigilante VMC Magus with the Arcane Striker talent and Sunlit Strike. I also have a Construct Sabotuer with the Card Sharp talent.

No, this was something else... maybe a teamwork feat or ioun stone. A scaling magical item, maybe?


maybe you think about the combat trick (Combat Stamina feat added ability) of the blooded arcane strike ? :

"Combat Trick (from the Combat Stamina feat)
Source Pathfinder Unchained pg. 114
When you imbue your weapon with Arcane Strike, you can spend 5 stamina points to increase its damage by 1 for the duration of the Arcane Strike effect."

or maybe a 3rd party? (i searched the aon for all options regarding 'arcane strike')


zza ni wrote:
the teamwork feat electric discharge allow for extra 1d4 electric damage with arcane strike after team casting electric spells by both team members.

Excellent list zaa ni, but wow what a terrible feat.

I like the idea of combining one of those decks with Blooded Arcane Strike.

About the only Arcane Strike related feat I can think of that hasn't been mentioned is RIVING STRIKE. It doesn't add damage, but it does add a debuff for your friends to use (or yourself if you're a Magus).


Elemental Strike is also missing, normally it doesn't stack cause swift action. However bloodied arcane strike makes it so bloodrager can use both. The elemental races also give a bonus to the bloodline which is nice.


i said that i didn't add "or something similar" since there were too many alike.
same goes for that feat that let a buddy of a divine caster to once per day use a similar ability to arcane strike.


Thanks everyone, I must have been thinking about the Stamina trick for Blooded Arcane Strike.

The whole reason I was looking to increase the bonus from Arcane Strike, is to boost Aid Another via the Gloves of Arcane Striking. Not even actually looking for extra damages. Lol.


It does feel like design space in need of filling. I've wondered about ways to boost this feat too. Then again, I have an arcane duelist bard in one game ;)


Lathiira wrote:
It does feel like design space in need of filling. I've wondered about ways to boost this feat too. Then again, I have an arcane duelist bard in one game ;)

It is kind of sad how little support there is for Arcane Strike. I mean, come in, it came out in the CRB... and nobody has done anything with it in all these years? The Arcane Striker Vigilante Talent probably took it as far as it can go, but that's like the only way to expand on Arcane Strike's potential... only one class decided to play with it like that.


VoodistMonk wrote:
Lathiira wrote:
It does feel like design space in need of filling. I've wondered about ways to boost this feat too. Then again, I have an arcane duelist bard in one game ;)
It is kind of sad how little support there is for Arcane Strike. I mean, come in, it came out in the CRB... and nobody has done anything with it in all these years? The Arcane Striker Vigilante Talent probably took it as far as it can go, but that's like the only way to expand on Arcane Strike's potential... only one class decided to play with it like that.

There is actually quite a bit of 3rd party support.

But I agree its sad it didn't get more support from Paizo.


Temperans wrote:
VoodistMonk wrote:
Lathiira wrote:
It does feel like design space in need of filling. I've wondered about ways to boost this feat too. Then again, I have an arcane duelist bard in one game ;)
It is kind of sad how little support there is for Arcane Strike. I mean, come in, it came out in the CRB... and nobody has done anything with it in all these years? The Arcane Striker Vigilante Talent probably took it as far as it can go, but that's like the only way to expand on Arcane Strike's potential... only one class decided to play with it like that.

There is actually quite a bit of 3rd party support.

But I agree its sad it didn't get more support from Paizo.

What kind of support? I'm unaware of 3pp for this.


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Lathiira wrote:
Temperans wrote:
VoodistMonk wrote:
Lathiira wrote:
It does feel like design space in need of filling. I've wondered about ways to boost this feat too. Then again, I have an arcane duelist bard in one game ;)
It is kind of sad how little support there is for Arcane Strike. I mean, come in, it came out in the CRB... and nobody has done anything with it in all these years? The Arcane Striker Vigilante Talent probably took it as far as it can go, but that's like the only way to expand on Arcane Strike's potential... only one class decided to play with it like that.

There is actually quite a bit of 3rd party support.

But I agree its sad it didn't get more support from Paizo.

What kind of support? I'm unaware of 3pp for this.

On pfsrd if you search arcane strike you get a whole bunch of option. Most require a level in eldritch knight, but still.


I'll look into it. Thanks Temperans.


What support do you think is missing for Arcane Strike? It's a Swift action that delivers no penalty to AC or Attack bonus while delivering a small +1-+5 damage bonus on all weapon attacks. Now, bear in mind, this feat is based on Caster Level and requires your PC cast Arcane spells.

Are there any damage spells among the Arcane caster lists? Yes, so even martial-types like Magus doesn't really NEED a Swift action bonus to damage. This feat DOES however allow all weapon attacks to overcome Magic DR but again, if your GM is using WBL, this is probably only necessary until about L4.

So, what do you want this feat to do? More damage with weapons? Power Attack, but then there's a penalty to attacks. Attack plus damage bonus? Be a Magus, spend Arcane Pool points, or take 2 levels of Warpriest and Fervor/Divine Favor. Need special effects when you hit while using Arcane Strike? There's feat chains through other combat feats to deliver Shaken, prompt Combat Maneuvers with successful hits, and so on.

I'm not trying to be a jerk or contrarian, I'm honestly wondering what enhancements Arcane casters who succeed through weapon attacks want while employing Arcane Strike.


Mark Hoover 330 wrote:
I'm not trying to be a jerk or contrarian, I'm honestly wondering what enhancements Arcane casters who succeed through weapon attacks want while employing Arcane Strike.

I suspect that the feat is ... 'bland' when compared to others. For me, personally, I am not interested in feats that just give a static +# to whatever (they bore me). But, you won't see me complaining about those feats either.


Paizo could have introduced many character options based on Arcane Strike, but then they would have been gated behind the feat. Hence players would complain that they have to take (and activate) Arcane Strike first. See discussions about Combat Expertise and follow-up combat maneuver feats.

Further, as long as you have to pay the swift action (yeah, yeah, ACG feat), it competes with Arcane Armor Training and Quicken Spell. Boosting Arcane Strike means (relatively) weaker alternatives, so the new options not necessarily make the game more interesting, even if they are interesting by themselves.


I am running a TWF throwing Spell warrior Skald in another game.
He does make use of the Arcane strike at low level to make his 2 throwing axes magic, which allows him to spell warrior them into being also returning, before he even got magic weapons.

Feat tree was: Human, two weapon fighting, Arcane strike (using elephant in the room houserules), lingering performance on level 3, quick draw on level 5.
I think I had a fighter dip because this stuff is seriously feat thirsty.

Having access to returning weapon quality at level 1 was pretty fun.


So like, Arcane Strike is the walking in the door feat tax, but then...

Entangling Strike: CL 10; as a Standard action on a successful hit foe is Entangled by mystic energy for 1 round

... or something like that? I would think if you want to spend Swift actions to get special, arcane effects on attacks you'd just play a Magus, but I suppose it'd be cool for a witch to use her hair attacks for this or something.


Mark Hoover 330 wrote:

So like, Arcane Strike is the walking in the door feat tax, but then...

Entangling Strike: CL 10; as a Standard action on a successful hit foe is Entangled by mystic energy for 1 round

... or something like that? I would think if you want to spend Swift actions to get special, arcane effects on attacks you'd just play a Magus, but I suppose it'd be cool for a witch to use her hair attacks for this or something.

Yes, this. Exactly.

Options, I like options. A feat, or chain of feats, that allowed Arcane Strike to add special abilities not unlike the Arcane Striker Vigilante Talent or a Magus' Arcane Pool. Why? Because it's cool. And it would have given fun options to people other than Warlock Vigilantes and Magi. Maybe a fighting style feat chain, or literally freaking anything. A trait to increase thr bonus by one. Something.


Well, we're in the Advice section, not Rules, so let's brainstorm. Who do you envision taking expanded Arcane Strike feats? You couldn't make a Style feat chain around it; Style feats require a Swift to enter and Arcane Strike requires a Swift to use, so instead it'd have to be just related feats.

There's feat combos, like with the Equipment or Spell Tricks sections. Like, maybe 5 ranks in Spellcraft and CL5 along with a School Specialization and you can change the damage of your Arcane Strike to match the damage type of your specialization? Or, how about CL1, Dazzling Display and 2 ranks in Intimidate, and you can forgo the extra damage with your Arcane Strike until your next round to instead add the damage bonus to any Intimidate check made with your weapon?

What can you think of?


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I don't really know, honestly... maybe an Improved Arcane Strike that increases the bonus by 1, and adds the bonus to concentration checks to cast defensively and to crit confirmation rolls. Or an Arcane Weapon feat that allowed you to trade the bonus damage for abilities, like an Arcane Pool/Arcane Striker Vigilante Talent. Maybe an Arcane Defense that applies the bonus as a dodge bonus to AC when fighting defensively. A fighting style feat chain that activates Arcane Strike upon entering the style, and the capstone of this style could include something similar to Spellstrike... now anyone with arcane magics and some feats can pretend to be a Magus. Or whatever...


I mean, Nature Magic has three freaking feats that entangle, fatigue, or illuminate the target of your Vital Strike... you can force a Reflex save, a Fortitude save, or a Will save (respectively).... that is a lot of fun to be had.

Why can't I entangle/fatigue/illuminate the target of my Arcane Strike? Well, I could if I had Nature Magic and Vital Strike whilst using Arcane Strike, but that's not at all increasing Arcane Strike, itself. Nature Magic even came out after Arcane Strike did.


ok. i'll bite.

(warning homebrew attempt ahead)
how about something like..

Arcane guidance
requirement: arcane strike, Ability to cast arcane spells at caster level 4.
the arcane energy that you install in your weapon help guide your attacks
benefit: when using the arcane strike feat you are considered proficient with whatever weapon you use along side the feat (even if it's an improvised weapon). if you are already proficient with said weapon you gain the benefits of weapon specialization with it instead.

Arcane Poltergeist
requirement: Arcane guidance, Ability to cast arcane spells at caster level 10.
the arcane energy installed within your weapon can take action on it's own
benefit: one round after using arcane strike you can designate one melee weapon which gained the benefit of arcane strike the previous round. it can attack on it's own for 4 rounds as per the dancing weapon special ability (it's a free action to let it go to attack on it's own). if you use arcane strike during these rounds (even with other weapons) the dancing weapon also gain the feat's benefit.
You can only have one weapon benefiting from this feat at a time.
special: you can use this feat with a ranged weapon if it already has a method to regain new ammunition, such as spell cartridge, the endless ammunition weapon special ability or having a cartridge containing ammunition as part of the weapon, such as with a repeating crossbow. the latter would only fire while there is still ammunition available. the weapon reload new ammunition at the same rate it would take you.
A ranged weapon will only attack targets within it's 1st range increment.

-----

the idea of the 1st feat is to help arcane casters who find themselves ill suited for a fight to pick whatever is around and maybe do something somewhat useful with it (i'm looking at you broom\Cauldron wielding witch!). while not forgetting specialized fighting casters who already have a weapon and want it to shine a bit better.

the 2nd is mostly for the coolness of having something similar to living sword ki. (a flying auto attacking blade). i never seen a dancing weapon used by players. the cost is too much compared to the benefit's most of the time. and they tend to want other things more.


Piercing Strike
Req: Arcane strike, ability to cast 3rd level arcane spells
Benefit: When you successfully strike an opponent while using Arcane Strike, you reduce their spell resistance by an amount equal to your arcane strike bonus. This lasts for a number of rounds equal to your arcane strike bonus (minimum 1 round). The reduction does not stack with itself, but is increased on a successful critical hit.

Annulling Strike
Req: Arcane strike, ability to cast 3rd level arcane spells
Benefit: When you successfully strike an opponent while using Arcane Strike, you reduce the target's resistance to one type of energy damage by 5. This lasts for 1 minute. If you score a critical hit, the reduction is multiplied by your critical hit modifier (eg. a crit with a weapon that does x2 damage on a crit reduces resistance by 10). The type of energy resistance affected is chosen at random from the types the creature possesses, though if you succeed at a Knowledge check for the creature's type you can choose the type instead.

Vampiric Strike
Req: Arcane strike, ability to cast 2nd level arcane spells including at least one necromancy spell
Benefit: When you successfully strike a foe while using Arcane Strike, you gain temporary hp equal to your Arcane Strike bonus. These hp last for one hour and do not stack. On a successful critical hit, apply your weapon's multiplier to your Arcane Strike damage to determine hp gained.

Bloody Strike
Req: Arcane Strike, BAB +4
Benefit: A successful Arcane Strike inflicts bleed equal to your Arcane Strike damage bonus. This does not stack with itself.

Elemental Strike
Req: Arcane strike, ability to cast 3rd level arcane spells
Benefit: When using Arcane Strike, you may choose to do [fire, cold, electricity, acid] damage instead of the normal damage.
(Note: the main purposes of this one are to exploit vulnerabilities and to negate regeneration)

Just some ideas for new Arcane Strike abilities.


Thank you... those are exactly the sorts of things I was looking.

I like that Arcane Guidance requires the same CL as levels in Fighter for Weapon Specialization... that is just good thinking... and it is still early enough to be useful to the people using Arcane Guidance for proficiency. Good all-around feat, I like it.

Piercing Strike, Bloody Strike, and Elemental Strike all really nailed it for me... these are exactly the sorts of support for Arcane Strike I expected to find when I first started looking.

If I was more into adding homebrew content to my games, I would make these feats available to players at my table. Not something I often do, but thank you both for the suggested feats. The utility such feats would offer would be huge, especially for the few archetypes out there that get Arcane Strike for "free" and the Bloodlines that include Arcane Strike as an option. Changing all such feats to have their prerequisites based on caster level, instead of the ability to cast a specific level spell, would help Bloodragers and Construct Sabotuer Rogues and we could have a special note for using BAB in place of caster level for the purposes of using the Caster's Champion feat in place of Arcane Strike.


You're quite welcome. I'd been considering them for a few days. So they're just quick rough ideas. I'm playing arcane duelist, so I was thinking of things I might have taken if I hadn't gotten down to Dex to damage. They're all good for support, setting up the other party members, making their lives easier.

Let's keep the ideas coming!


You may want to rename the Elemental Strike feat as a feat by that name already exists (available to sylph, undine, oread, and ifrit characters) that functions similarly to arcane strike.


I'm aware. I just got tired of typing 'arcane strike' over and over in the names lol


Actually I would like to see some additional support for the Elemental Strike that already exists. Something like “Improved Elemental Strike” that allows Elemental Strike to be used as a prerequisite for feats or abilities that require Arcane Strike (subbing in Elemental damage for magic/force damage) or “Versatile Elemental Strike” that allows you to change the damage type a number of times per day (maybe equal to your character level). Back to Arcane Strike though I would like to see something like the Spell Cartridges and Infused Spell Cartridges feats that are useable on ranged weapons other than firearms (perhaps “Spell Shot” and “Infused Spell Shot” where you chose one group of weapons to use it on say bows, crossbows, slings etc.).


How about “Extended Arcane Strike” (caster level 3rd) A number of times per day equal to 1 +1 per 5 caster levels you may increase the duration of arcane strike from 1 round to 1 minute.


I’ve always thought it was a little unfair that only arcane casters have access to a feat like this so here’s my attempt to rectify that.
“Divine Strike” (divine caster level 1st) - This feat functions identically to Arcane Strike using your divine caster level to determine its effects. If at any time you are denied access to any class features due to violating the tenets of your faith, you are likewise denied access to this feat until such time as your class features are restored. Special - this feat counts as Arcane Strike for feats and abilities that list Arcane Strike as a prerequisite, using your divine caster level to determine their effects.
“Psychic Strike” (psychic caster level 1st) - This feat functions identically to Arcane Strike using your psychic magic caster level to determine its effects. If at any time you are unable to provide both thought and emotion components for your psychic magic you lose access to this feat until you are once again able to provide those components. Special - This feat counts as Arcane Strike for feats and abilities that list Arcane Strike as a prerequisite, using your psychic magic caster level to determine their effects.


Disruptive Arcane Strike
Req: Arcane Strike, ability to cast 4th level arcane spells, ability to cast dispel magic
Benefit: Upon damaging a foe while using Arcane Strike, that foe experiences a reduction in its caster level equal to the bonus from Arcane Strike for 1 round. This effect applies to one spellcasting class the target possesses, prioritizing arcane classes first, then randomly determined among other classes.

Dazzling Arcane Strike
Req: Arcane Strike, ability to cast 2nd level arcane spells
Benefit: A foe damaged by your Arcane Strike takes a penalty to attack rolls equal to your Arcane Strike bonus for one round. If the target possesses light sensitivity or light blindness, the effect lasts for one minute instead.

Clarifying Arcane Strike
Req: Arcane Strike, ability to cast 3rd level arcane spells
Benefit: A target damaged by your Arcane Strike has any miss chance reduced by 5% per point of Arcane Strike bonus for one minute as its body is limned in a faint glow.


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“Arcane Potency” (caster level 3rd) - Your Arcane Strike deals an additional 2 points of damage. This damage is not increased by by feats or abilities that multiply your arcane strike damage bonus (such as Blooded Arcane Strike) but is multiplied on a critical hit as normal. Special - This feat can be taken multiple times, but no more than once +1 per 5 caster levels you possess.


“Eldritch Combatant” (Caster level 1st, Arcane Strike) - You may select any feat that lists Arcane Strike as a prerequisite as if it were a combat feat.

(On writing this one I realized I should have added Arcane Strike to the prerequisites of most, if not all, of the proposed feats I wrote that modify the way Arcane Strike functions. Please consider them to be added to those feats prerequisites when reading them.)

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