46:00 While "Extended True Strike" *lasts* longer than 1 round, it still dissipates at the very *first* attack ("...your *single* next attack roll") .. you just have more time to actually make that attack roll, but you only get a single hit at +20.
Excellent Breakdown! Really appreciate the effort, especially on the Metamagic part. A few hiccups: Truestrike ends after you hit so it doesn't matter if you extend it. Heighten Metamagic increases the spell level by a MINIMUM of 1 so... not so much on level 6 spells as a Magus. Lastly, you might want to look into getting the Effortless Armor Spell. It reduces the armor check penalty meaning you can use a higher Dexterity Modifier in Heavier armor. Best of both worlds.
Oh thank you for the info on the effortless armor spell. I didn't know it did all of that, otherwise I'd make sure to grab it. I assumed it only decreased the penalty for physical moves like stealth or athletics. As for Truestrike, you are correct that it only works on the first swing. Oddly as it says it lasts one round, and not for just one attack. I assume the 1 round is to give you TIME to go hit that target. As for not mattering if you Extend it, you are incorrect. While it won't do anything MORE than the original spell would do (first hit gets the +20 AB buff), it makes the spell a level 2 spell, giving you more casting per day if needed. Also, the "buff" MAY last 2 rounds, giving you more time to get the attack off you are trying to buff. Not a HUGE help, I'll grant you but its there at least. And I can never get Heighten Metamagic to DO anything for me. Can you give me an example (with appropriate spell and what caster level I should be) to demonstrate what Heighten does?
Its all good. We are all learning here. Wait till you see my newest LP of this game. Making a new Eldritch Scion that focuses on heavy hitting attacks with spells so she can blast baddies all day. Tough part is picking the right spell list (you only get one list) and the "right" metamagic(s) so I can cover MOST contingencies. Should be fun!
I do use a Rapier (or a Kukri or an Estoc) for Magus builds, scimitar if I am a strength-based Magus that wants the high crit range. This build ALSO is a BEAM caster (using ray spells in combat). As such, I need weapon focus Ray and Weapon Specialization Ray to get Point Blank Master RAY. This means I do NOT get Attacks of Opportunity against me in MELEE combat when using RAY spells, which is awesome. To be honest, while this build is a solid team-build, I would probably change the starting stats to capitalize on Dex and Charisma, keeping most of the others at or near 10 from start to finish.
Oh, and the REACH and EXTEND metamagic feats get a BUFF to their DC checks if you go Arcane Bloodline. MOST spells can use either REACH or EXTEND or BOTH so I can increase the number of spells I have access to. For instance, a NORMAL magus would only be able to cast say Magic Missile, a level one spell, up to 6-7 times a day (depending on how high they are and how high their casting stat is). But I can change my spellbook to include REACH version of that spell. This means I can cast it from my normal slots (again 6 to 7 times a day) as a level one spell AND as the REACH version (longer range up to LONG) using my level TWO spell slots (adding a potential 6 or 7 MORE castings per day). Its all about the flexibility. Do I HAVE to use them? No. CAN I use them if I NEED them? Hell yes.
was starting off good. dont know why you focus on level 20 when the game is over. would been nice to see your leveling choices explained and pros cons at each level as you actually play the game.
I will give this build a try but with a subtle change, I will go with 12/17/13/13/10/16, aiming to get 18 Dex, 14 Con, 14 Int, 18 Char. What do you think? Am I neglecting Wisdom?
No. Wisdom isn't your problem. I like what you did, but be aware that the +4 Dex bonus won't work with the "best" armor. That higher Dex though will add a decent bump to your chances to hit with a weapon finesseable weapon as well as your Melee AND Range Touch attacks. Having less than24 to your end Charisma will cost you a few spells/day at various levels but resting is easy in this game and rarely a problem with the number of spells you have. I too like a decent Strength and Con score on my solo toons, so good on you for making sure you have both; and Int is ALWAYS important on any character imho. Know that you can get two pieces of gear (a Hat and a Belt) that will add a +8 to ALL of you Physical AND Mental stats! That will be huge for you. It means you would probably have: Str 20/Dex 26/Con 22/Int 22/Wis 18/Cha 26. That will be nice but your DC for spells gets bumped up or down based on your Charisma bonus. In this case, it would range from +3 at level 1 to +4 after you bump it to 18, to +8 if you find and always wear that hat.Thanks for the subscription and let me know how it works for you, especially if you change the feat and/or spell picks as you level. There are QUITE a few new feats for magus that I might have picked for some serious damage spike potential. Cheers!
Sorry, take a look at my other vid for Eldritch Scion. I am getting the vids confused. The vid is for a character I am running called "Elle Dri'tch". Its possibly closer to what you are looking for.
@@brothermutant7370 so between 12/17/13/13/10/16 or 12/16/13/13/10/17 What would be better? Knowing that in the second example I will only bump Charisma (besides Con and Int ofc) and leave Dex to 16.
Yeah, I'd grab Hare these days. That bonus to initiative can't be underestimated. Hitting first means one shotting some baddies at the start of a fight. As for the point spread, really up to you. However, if it were me, I'd do the first (12/17/13/13/10/16) assuming you will put the points to this: 12/18/14/14/10/18. The minor bump to Charisma at the end is for another spell or two to be cast by your character. If that isn't to your liking, finish the point spread to be: 12/20/14/14/10/16. You will hit more often (which is important), possibly have better AC, and have a better Reflex save stat. All good things.
46:00 While "Extended True Strike" *lasts* longer than 1 round, it still dissipates at the very *first* attack ("...your *single* next attack roll") .. you just have more time to actually make that attack roll, but you only get a single hit at +20.
Excellent Breakdown! Really appreciate the effort, especially on the Metamagic part.
A few hiccups: Truestrike ends after you hit so it doesn't matter if you extend it. Heighten Metamagic increases the spell level by a MINIMUM of 1 so... not so much on level 6 spells as a Magus. Lastly, you might want to look into getting the Effortless Armor Spell. It reduces the armor check penalty meaning you can use a higher Dexterity Modifier in Heavier armor. Best of both worlds.
Oh thank you for the info on the effortless armor spell. I didn't know it did all of that, otherwise I'd make sure to grab it. I assumed it only decreased the penalty for physical moves like stealth or athletics.
As for Truestrike, you are correct that it only works on the first swing. Oddly as it says it lasts one round, and not for just one attack. I assume the 1 round is to give you TIME to go hit that target. As for not mattering if you Extend it, you are incorrect. While it won't do anything MORE than the original spell would do (first hit gets the +20 AB buff), it makes the spell a level 2 spell, giving you more casting per day if needed. Also, the "buff" MAY last 2 rounds, giving you more time to get the attack off you are trying to buff. Not a HUGE help, I'll grant you but its there at least.
And I can never get Heighten Metamagic to DO anything for me. Can you give me an example (with appropriate spell and what caster level I should be) to demonstrate what Heighten does?
@@brothermutant7370 I did a double check & it looks like it was a bug. It now only reduces physical penalty 😔 sorry.
Its all good. We are all learning here. Wait till you see my newest LP of this game. Making a new Eldritch Scion that focuses on heavy hitting attacks with spells so she can blast baddies all day. Tough part is picking the right spell list (you only get one list) and the "right" metamagic(s) so I can cover MOST contingencies. Should be fun!
can lizi multiclass this with bard and xbow?
A few months late to the party but why Metamagic reach the spells? Are you not using a rapier? Am I missing something?
I do use a Rapier (or a Kukri or an Estoc) for Magus builds, scimitar if I am a strength-based Magus that wants the high crit range. This build ALSO is a BEAM caster (using ray spells in combat). As such, I need weapon focus Ray and Weapon Specialization Ray to get Point Blank Master RAY. This means I do NOT get Attacks of Opportunity against me in MELEE combat when using RAY spells, which is awesome.
To be honest, while this build is a solid team-build, I would probably change the starting stats to capitalize on Dex and Charisma, keeping most of the others at or near 10 from start to finish.
Oh, and the REACH and EXTEND metamagic feats get a BUFF to their DC checks if you go Arcane Bloodline. MOST spells can use either REACH or EXTEND or BOTH so I can increase the number of spells I have access to. For instance, a NORMAL magus would only be able to cast say Magic Missile, a level one spell, up to 6-7 times a day (depending on how high they are and how high their casting stat is). But I can change my spellbook to include REACH version of that spell. This means I can cast it from my normal slots (again 6 to 7 times a day) as a level one spell AND as the REACH version (longer range up to LONG) using my level TWO spell slots (adding a potential 6 or 7 MORE castings per day). Its all about the flexibility. Do I HAVE to use them? No. CAN I use them if I NEED them? Hell yes.
was starting off good. dont know why you focus on level 20 when the game is over.
would been nice to see your leveling choices explained and pros cons at each level as you actually play the game.
Agreed. This is one of my older videos. Take a look at some of the newer ones; I think that is more likely what you are looking for. Cheers!
I will give this build a try but with a subtle change, I will go with 12/17/13/13/10/16, aiming to get 18 Dex, 14 Con, 14 Int, 18 Char. What do you think? Am I neglecting Wisdom?
No. Wisdom isn't your problem. I like what you did, but be aware that the +4 Dex bonus won't work with the "best" armor. That higher Dex though will add a decent bump to your chances to hit with a weapon finesseable weapon as well as your Melee AND Range Touch attacks. Having less than24 to your end Charisma will cost you a few spells/day at various levels but resting is easy in this game and rarely a problem with the number of spells you have.
I too like a decent Strength and Con score on my solo toons, so good on you for making sure you have both; and Int is ALWAYS important on any character imho. Know that you can get two pieces of gear (a Hat and a Belt) that will add a +8 to ALL of you Physical AND Mental stats! That will be huge for you. It means you would probably have: Str 20/Dex 26/Con 22/Int 22/Wis 18/Cha 26. That will be nice but your DC for spells gets bumped up or down based on your Charisma bonus. In this case, it would range from +3 at level 1 to +4 after you bump it to 18, to +8 if you find and always wear that hat.Thanks for the subscription and let me know how it works for you, especially if you change the feat and/or spell picks as you level. There are QUITE a few new feats for magus that I might have picked for some serious damage spike potential. Cheers!
Sorry, take a look at my other vid for Eldritch Scion. I am getting the vids confused. The vid is for a character I am running called "Elle Dri'tch". Its possibly closer to what you are looking for.
@@brothermutant7370 so between 12/17/13/13/10/16 or 12/16/13/13/10/17 What would be better? Knowing that in the second example I will only bump Charisma (besides Con and Int ofc) and leave Dex to 16.
One thing that is getting my nerves is the appearance of the dog xD is soo lame... Makes me want to choose Hare instead.
Yeah, I'd grab Hare these days. That bonus to initiative can't be underestimated. Hitting first means one shotting some baddies at the start of a fight. As for the point spread, really up to you. However, if it were me, I'd do the first (12/17/13/13/10/16) assuming you will put the points to this: 12/18/14/14/10/18. The minor bump to Charisma at the end is for another spell or two to be cast by your character. If that isn't to your liking, finish the point spread to be: 12/20/14/14/10/16. You will hit more often (which is important), possibly have better AC, and have a better Reflex save stat. All good things.