Magus (Playtest Revision 3)

Third Session!

I forgot to mention this in my last post, but after the Half-Elven Archer-and-Goblins encounter, we advanced to 2nd-level, which gave me an additional 0th- and 1st-level spell as well as the Spellstrike ability.

For my 2 free level-up spells, I picked up Shocking Grasp (+2d6 electrical damage, +3 attack if opponent is wearing, wielding, or is metal) and Chill Touch (+1d6 damage / -1 Str / fear undead, 2 touches), both of which will synergize nicely with my Spellstrike ability. I plan on picking up the Close Range arcana at 3rd-level, which will let me turn ranged touch attack spells into melee touch attack spells, which can then be affected by Spellstrike. This should allow me to add 1d3 cold or acid damage to most single attacks, via Close Ranged Ray of Frost or Orb of Acid.

We continued from the last session in the middle of the adventuring day, so despite my new spell slots, I wasn't able to fill them with anything, so Spellstrike went unused for the entire session. I did benefit from the higher max HP and the improved BAB, however, which were very welcome!

Continuing down the smugglers' tunnels underneath the Sandpoint glassworks, we entered into an area populated by horrible, human-like creatures with divided mandibles in place of their lower jaw.

In the fight against the first pair, I attempted to Daze one, which failed since, apparently, they weren't humanoids. Since Daze was my only offensive spell, and my remaining 1st-level spell was Shield, I was reduced to one-handing my rapier against them and providing flanking bonuses to my allies. At least this time, I rolled better, so I was able to do some damage!

After further exploration, we came across a statue bearing a particularly fine ransuer and holding a book marked with a 7-pointed star. Magic detections revealed nothing, and our investigation specialist (Mycroft "Not-Holmes") declared the statue untrapped, so our Elven Barbarian picked it up as an option to mix in with her two-handed sword.

The next room - apparently an old jail - also held a large number of the not-humanoids, who came out of the darkness and attacked. My first round's action was to remagick-up my blade, using my second-to-last point from my Arcane Pool, Defensively Cast Shield (taking the -3 penalty to attack rolls to gain a +3 bonus on the check; it passed!), move up 5', and attack (which missed, as expected).

In that fight, I was able to effectively herd the creature I was facing around the room, as we took alternating 5' steps (they had reach weapons, I didn't), allowing the Investigator to get in some sneak attacks (his total attack bonus was +2, including the flank! :D ). I also got to pull from the critical hit deck once (hooray for 18-20 crit range!) (a second almost critical was a nat-20 with a nat-1 on the confirmation roll). Unfortunately, I got a result which didn't apply, so I defaulted to normal double damage. Boo!

After this combat, we explored a bit more, coming across a scroll of Flaming Sphere in a room containing three star-marked cells. The fire-based sorceror is holding on to it at the moment, but he's offered it to me if I want it - it's on the Magus list, so I can add it to my spell book, but as it's a 2nd-level spell I won't be able to do so until 4th-level, so he gets to keep it for now.

I rolled much better this week than the previous session, which made me much more effective in all aspects (strange how that happens!). My various Knowledge skills continue to be useful, granting decent insights into the clues we've assembled as we seek to understand what's happening in Sandpoint.

We ended the session with a visit to a local sage known for his "crackpot theories" on the original usage of the old lighthouse, where we found out a lot more of the history of the Thassalonian Empire. During character creation, I picked up Old Thassalonian as one of my languages (I figure a Kyonin Elf would be the type to learn, essentially, Latin instead of Spanish or French), so that should come in handy in the near future.

It's amazing how much more useful a character is when you can roll above a 10 for most of the session.

One of the things that I realized early, but did not appreciate the full import of initially, was the change to unlimited cantrips. It means that I am always running with Prestidigitation up, and can essentially Detect Magic at-will. It means that anytime I'm in a situation where magic traps, etc., might be present, I can verify it, rather than the more-careful rationing that 3E would require. I also really like the ability to identify magic items with a Spellcraft check, rather than an expensive spell. Interesting changes, PF!

Our next session is in two weeks, and we hope to further explore the Thassalonian tower - it may have a large role in the demon girl's plans, given the sage's mention of towers that could launch fire for miles and her plan to burn down the city.

I'm looking forward to a good night's rest restoring my Arcane Pool and letting me memorize my new spells! Then, I'll have both Daze and Acid Orb, I think, available at-will, which should make things a bit more interesting.

My updated spells-memorized list should look like:
0: Acid Orb, Daze, Detect Magic, Prestidigitation
1: Chill Touch, Shield x2
 

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Fourth Session!

Last session saw us playing our fourth session of the Rise of the Runelords Adventure Path.

Having rested overnight, we decided to finish exploring the tunnels underneath the old Lighthouse. Making our way past the old jail and the room with the three star-emblazoned doors, we came into a chamber with, apparently, a dozen zombies each in their own oubliette. After dispatching a horribly twisted goblinoid guardian (a fight wherein I used very few of my abilities since I didn't deem it worth it - a single point from my arcane pool), we discussed various ways of dispatching the zombies. Even though they were of no immediate threat (being locked in tiny vertical stone cells with no apparent means of escape), they were horrible abominations against nature and all that is good - but the group elected to handle them at a later date (over the objections of myself and the Elven Paladin).

In this case, my ability to repeatedly cast Acid Splash would have been invaluable.

Instead, we located a strange, spherical room where a dead raven hung, suspended in midair along with a wand and a book, and the walls repeated nonsense runes in Old Thassalonian. The half-orc Sorcerer used his minor magical abilities to float the wand and book over to us*, leaving the raven-and-maggots alone, and we identified them as a book of prayers to Lamashtu and a wand of Shocking Grasp (CL 3; 28 charges remaining).** After a short discussion, I took the wand and the investigator took the book (he was the only one who could read Abyssal).

Backtracking, we came across what appeared to be a lost temple, where a black altar devoted to Lamashtu brooded, containing a foul, disgusting water. Here, I enjoined the party barbarian (Lailore) to drink one of the healing potions we'd been saving - but to keep the glass and stopper, rather than crushing them as she might otherwise do. Then, I asked the half-orc to very, very carefully use his magic to collect a sample of what the investigator (Mycroft) had identified as potentially being "Waters of Lamshtu." I figure some careful magical experimentation could indicate more about our foes, or a weakness in this magical mutagen.

The next room was a huge, underground cathedral, and here we fought the hardest enemy so far - some form of demon or otherwordly imp, who allowed her blood to mingle with the waters of a particular fountain (maybe this is actually the water of Lamashtu?) and called forth a few more of the split-jawed humanoid we had fought earlier, in addition to a digustingly large spider.

In this fight, my shield spell served me well, preventing three or four hits, and my magically enhanced blade accounted for the death of the spider and one of the humanoids. The rest of the party handled the others, which left us with the demon-thing.

Upon which, I kinda ran out of effective things to do. :) She was plainly not a humanoid, so any attempt to daze her was doomed to failure, and, apparently, she was acid-resistant, so my other magical attack failed to accomplish anything the few times I hit her. My remaining 1st-level spells - another shield and a chill touch - were either inapplicable or limited to melee range, and so did not offer any particular help against an invisible creature hovering 15' - 20' in the air.*** I considered dropping my rapier and pulling my bow, but at that point I was still engaged with the remaining humanoid (tossing acid splases via Spell Combat, the AoOs for the ranged attack missing thanks to my shielded AC), and elected to focus on downing it, instead. In the end, the foul creature turned back invisible and fled the room, leaving us in possession of the field, if somewhat the worse for wear. I had been holding on to my chill touch in the event the demon-thing came back within melee reach, but since she didn't, it went unused (along with my chance to temporarily turn my rapier into a kick-ass two-handed sword :D ).

We expect the captain of the town guard to return shortly with additional soldiers, at which time he'll find out about the lurking problem under the town and, hopefully, help us finish exploring and setting up defenses in the remaining tunnels.

I did not use Spell Combat that often this session, preferring, instead, to make my melee attacks at my full bonus; I really only used it in the closing rounds of the last fight, where I was more-or-less futilely using it to toss ranged attacks at the flying thing while not maintaing my flanking bonus on the humanoid. The additional +2 for not using Spell Combat changed a number of misses into hits, and while things weren't quite as manic as the previous session (no critical hits, for one), I felt fairly effective overall. 21 AC is pretty good for my level, so I'm happy with that.

Next level - 3rd - comes with a Magus Arcana and a feat. I'm leaning towards Close Range, to let me add a damage cantrip to all single attacks, or possibly Concentrate (which is possibly necessary in the long run, but so boring and limited to 1/day).

As for feats, I'd like to go towards some more effective combat manuevers (Disarm seems nice), but that'll require at least three feats: Agile Maneuvers, Combat Expertise / Power Attack, and then the specific maneuver-enhancing feat (and I might want to take the maneuver-appropriate Arcana, as well, for an additional boost). That's a pretty heavy feat investment for a class that doesn't get a lot of them, though, so I'm probably not headed that way - especially when at 4th-level, I'll get Pool Spell which'll let me just cast True Strike for 1 pool point when I really, really need to disarm something. Combat Casting beckons, of course, but it's such a ... boring ... feat, that I'd rather not take it.

I'm also considering going for a magic item creation feat - either Scribe Scroll or Wondrous Item. My wife's dwarf fighter is a consummate craftsman, and so can work towards Master Craftsman and Craft Magic Arms and Armor to cover those bases.

* Okay, upon rereading the spell description, mage hand doesn't work on unattended magical items, so this probably shouldn't work in the future. I'll bring it up to the player in question, and let him deal with chatting with the DM about it.

** Clarification question: I know that, without the Wand Wielder Magus Arcana, I cannot use a wand as part of Spell Combat. However, I believe that using it as part of Spellstrike is perfectly okay - use the wand, channel it through my rapier, attack with the rapier in place of the melee touch attack. That works, right? I didn't use the wand in the last fight because I wasn't 100% certain it was legal, and wanted to check in to make sure before I inadvertantly cheesed something.

*** In reviewing my character sheet's equipment page, I noticed that I had forgotten to purchase a set of Phule-Proof Munitions Standard Invsibility-Denial Area-of-Effect Interdictors.**** I'll probably rectify this now that we're back in town.

**** Bags of flour.
 
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Historically, that ##&%ing imp* has really annoyed a whole lot of people. She's not hugely dangerous, but is insanely difficult to pin down...

*(she's not actually an imp, but I'm trying not to spoil anything)
 

Historically, that ##&%ing imp* has really annoyed a whole lot of people. She's not hugely dangerous, but is insanely difficult to pin down...

*(she's not actually an imp, but I'm trying not to spoil anything)

Heh - I can totally see that. She tossed out some fear and nausea-type abilities, which had minor impacts, and she otherwise basically flitted around tossing a tiny little [returning] dagger at us for minimal damage.

We were lucky enough that our half-orc red-dragon-blooded fire sorcerer could catch her in a burning hands twice*, and our two-weapon-fighting gypsy caught her with his scarf once before she flitted out of range, but she shattered the barbarian's ranseur, taking out our only other reach weapon.

After that, we were all pretty much at a loss. We couldn't really hurt her, she couldn't really hurt us.

A couple of times, the Sorc and I started a detect magic-enhanced study of the room, hoping to locate her that way, but each time she'd reappear briefly before we could locate her, we'd attempt to smack her with something, and then she'd disappear again, restarting the 3-round timer.

We left the exit unguarded, so she turned invisible and ran away without anyone able to stop her.

* Which, apparently, she at least partially resisted.
 

My group had a monk who was able to grapple her (thanks to an excellent Acrobatics roll to jump up and grab her); they wound up drowning her in the fountain. But she can be ludicrously difficult to fight.
 


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