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<blockquote data-quote="DogBackward" data-source="post: 5329470" data-attributes="member: 50642"><p>Looking over the early bits <em>(the stuff I'll be playing in an upcoming Kingmaker and a separate homebrew game)</em>, I'm kinda disappointed. It seems like an awesome class to start, until you realize that Spellstrike is utterly useless in all but a few extremely rare cases. As clarified at Paizo, you cast a touch spell and hold the charge, then can deliver it through a melee attack. So, you take two rounds to cast a touch spell and then attack with it, adding your weapon damage. As opposed to taking one round to cast a touch spell and deliver it, then just attacking next round. So, I can have a great chance of getting off my touch spell and an okay chance of getting off my attack, or take two rounds to have an okay chance of hitting with both at once, in return for missing what would usually have been an auto-hit with a touch attack if my melee attack misses. Unless you have an extra turn in which you can't attack anybody <em>(even a ranged attack is better)</em>, this is pretty much a useless ability.</p><p></p><p>Spell Combat is better, despite the unfortunate name <em>(I still prefer Armed Casting)</em>. But it's a lot of modifiers to keep track of, especially for a useful, powerful ability you'll wanna use as often as possible. It's a great ability, but it needs to be cleaner.</p><p></p><p>I also think there should be a 3+Int. per day ability at first level. Two spells and a nigh useless class feature aren't nearly enough.</p><p></p><p>Later levels seem pretty good, though the capstone is lacking a bit. Not needing to make Concentration checks to cast defensively is kinda pointless when most casters will have a near auto-success by then anyway. It's useful in that you don't have to roll and hope not to get a 1, but not a huge deal. The second part is a good ability, but not really on par with things like death attacks <em>(that even the bloody <strong>Bards</strong> get now</em>) and other such huge end-game abilities.</p><p></p><p>Most of the Magus Arcana seem pretty good, though the 1/day spontaneous metamagic ones need to gain extra uses at higher levels. A once per day Silent or Still is not gonna cut it after 15+ levels.</p><p></p><p>I'm gonna play two of these here soon, so maybe Spellstrike will be more useful in play than it looks, but I don't see it happening. I just love the idea too much to not give it a try. I've always been a fan of warrior-mages.</p></blockquote><p></p>
[QUOTE="DogBackward, post: 5329470, member: 50642"] Looking over the early bits [I](the stuff I'll be playing in an upcoming Kingmaker and a separate homebrew game)[/I], I'm kinda disappointed. It seems like an awesome class to start, until you realize that Spellstrike is utterly useless in all but a few extremely rare cases. As clarified at Paizo, you cast a touch spell and hold the charge, then can deliver it through a melee attack. So, you take two rounds to cast a touch spell and then attack with it, adding your weapon damage. As opposed to taking one round to cast a touch spell and deliver it, then just attacking next round. So, I can have a great chance of getting off my touch spell and an okay chance of getting off my attack, or take two rounds to have an okay chance of hitting with both at once, in return for missing what would usually have been an auto-hit with a touch attack if my melee attack misses. Unless you have an extra turn in which you can't attack anybody [I](even a ranged attack is better)[/I], this is pretty much a useless ability. Spell Combat is better, despite the unfortunate name [I](I still prefer Armed Casting)[/I]. But it's a lot of modifiers to keep track of, especially for a useful, powerful ability you'll wanna use as often as possible. It's a great ability, but it needs to be cleaner. I also think there should be a 3+Int. per day ability at first level. Two spells and a nigh useless class feature aren't nearly enough. Later levels seem pretty good, though the capstone is lacking a bit. Not needing to make Concentration checks to cast defensively is kinda pointless when most casters will have a near auto-success by then anyway. It's useful in that you don't have to roll and hope not to get a 1, but not a huge deal. The second part is a good ability, but not really on par with things like death attacks [I](that even the bloody [B]Bards[/B] get now[/I]) and other such huge end-game abilities. Most of the Magus Arcana seem pretty good, though the 1/day spontaneous metamagic ones need to gain extra uses at higher levels. A once per day Silent or Still is not gonna cut it after 15+ levels. I'm gonna play two of these here soon, so maybe Spellstrike will be more useful in play than it looks, but I don't see it happening. I just love the idea too much to not give it a try. I've always been a fan of warrior-mages. [/QUOTE]
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