To learn, prepare, or cast a spell, the magus must have an score equal to at least 10 + the spell level. Ghost Touch allows you to deal full damage to ghost enemies, instead of half damage. Or is there a way to manually adjust it? Exotic Weapon Proficiency: Dueling Sword 17. Where in the description of Arcane Pool does it state that those powers are activated? Reflection Su : The magus can sacrifice 1 or more points from his arcane pool as an immediate action to reflect a spell back at its caster. As a , he can make all of his attacks with his melee weapon at a —2 penalty and can also cast any spell from the magus spell list with a of 1 any made as part of this spell also takes this penalty. Monster Tactician Instead of the judgment ability, this archetype gains the ability to cast summon monster spells at each level.
Arcane Pool Su At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. When using the spell combat ability, the magus receives a +2 on checks, in addition to any bonus granted by taking an additional penalty on the. If you're one of the corner alignments Lawful Good, Chaotic Good, etc. Pool Strike Su : If you're low on spells but still have some arcane pool points to burn, this can be a tempting option. This is critical when you are throwing bombs into crowds. A magus must choose and prepare his spells ahead of time.
This does not increase the casting time or the level of the spell. What I am not sure about is how many of these are able to be added at one time. These bonuses do not function if the weapon is wielded by anyone other than the magus. The magus must take the second roll, even if it is worse. The magus can only attempt this Spellcraft check once per creature per 24 hours.
He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. Jon Brazer Enterprises Add +? The magus can use this ability three times per day. I am playing a magus in pathfinder. This makes your weapon enchantments last 1 minute per level, instead of just 1 minute, at the cost of 1 additional Pool point when you enchant your weapon. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. A single target of his pool strike takes energy damage as normal from the pool strike and also takes half this amount of damage at the beginning of its turn on the following round.
Tactical Leader This archetype loses stern gave and instead focuses on diplomacy over intimidation. The magus must be at least 9th level and must have the pool strike magus arcana before selecting this magus arcana. This does not increase the casting time or the level of the spell. If you want to use this on casters, there are much better ways to surpress casters. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection. By this level the damage will be 4d6, which isn't going to win any fights, but you could potentially do this every turn.
For the Dex build, you can go: 1. Use MathJax to format equations. Seize the Moment, Greater Spell Penetration Use whatever Finesse weapon you want, but I recommend using Rapiers or Scimitars. You only get to use this once per day, which can be a very important choice. Imagine a Maximized, Empowered disintegrate. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability. A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.
But it is not legal to turn it into a +1 flaming flaming flaming weapon which I suppose would add +3d6 fire damage. At level 1, you can give your weapon 1 Enchantment point, giving it a +1. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus's Intelligence bonus. Ghost Blade Su : Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options. This Arcana also lets you enchant your weapon with Brilliant Energy, which bypasses armor and shields.
Those struck take the same energy damage as the primary target of the pool strike, including increased damage on a critical hit. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. However, you could have a +4 weapon, black blade arounbd 13th level, and add +4 worth of enhancements to it, from that 13th level Arcane Pool point, but only one of the +s can go to weapon enhancement, so you could have a +5 weapon with +3 of other enhancements. Other archetypes will have fewer uses for their Pool points, though, and might want to take Wand Wielder instead, to get an expanded spell selection for their Spell Combat swift action. Ok - that is what I was thinking.