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TimeWizard
2013-11-26, 09:48 AM
We're going to start soon, and I've never played PF before. I have plenty of 3.5 experience though.

1) Is PF a refinement of 3.5 rules or is it like playing a different game?

2) Is Tome of Battle PF compatible? If not, is there anything like that?

3) Did they fix Linear Fighters Quadratic Wizards?

4) Is there a Necromancer base class?
4a) (if yes) Is it any good?

Firest Kathon
2013-11-26, 09:58 AM
Welcome to Pathfinder :smallsmile:

1) Pathfinder is based on the d20 OGL rules (so, basically D&D 3.5). The core is the same, some rules have been changed. It plays mostly the same as 3.5

2) You can use 3.5 rules in a Pathfinder game, usually with only minor modifications. ToB classes should work just fine. There are also a ToB-inspired Pathfinder-compatible product by Dreamscarred Press, check out this thread (http://www.giantitp.com/forums/showthread.php?t=308912).

3) No.

4) A wizard specializing in Necromancy (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/necromancy) would be a Necromancer, not sure if this is what you want. Other than that, check out the other classes on the SRD (http://www.d20pfsrd.com/classes).
4a) Sorry, can't make any recommendations for this.

Spore
2013-11-26, 10:09 AM
We're going to start soon, and I've never played PF before. I have plenty of 3.5 experience though.

1) Is PF a refinement of 3.5 rules or is it like playing a different game?

2) Is Tome of Battle PF compatible? If not, is there anything like that?

3) Did they fix Linear Fighters Quadratic Wizards?

4) Is there a Necromancer base class?
4a) (if yes) Is it any good?

1) Yes and no. They introduced some new rules like combat maneuver bonus and combat maneuver defense, concentration checks not being a skill but leveling automatically. They changed some spells and other things work a bit different in the rules of PF. But the change is quickly made.

2) Yes it is. PF has also the Book Ultimate Combat from the main series which benefits all classes to fit in a more combat (less magic) focussed archetypes.

3) No. But they made mundanes a tad bit more versatile.

4) As Firest said. Necromancy is primarily a good debuff school. If you look for minions however you should choose a neutral or evil cleric because desecrate is a major power gain for your undead.

stack
2013-11-26, 10:16 AM
Wish I had the link to the 3.5 -> PF thread handy. Google it, should come up.

Snowbluff
2013-11-26, 10:17 AM
1) "Refinement" is not the word I would use, but it plays like 3.5.

2) Diamond isn't directly compatible without a Concentration Skill. Setting Sun is gimp because CMB is based on BaB, which Swordsage does not have full progression in.

3) No. I would say the loss of material like ToB made it worse.

4) Cleric? It can't rebuke innately anymore, IIRC.

khachaturian
2013-11-26, 10:31 AM
1. i would consider pathfinder to be the opposite of a refinement of 3.5 and to represent coarsening. i think the problem that it addresses for me, is that 3.5 became weighed down by too many splatbooks, and what this meant was that system mastery allowed skilled players to completely outshine less skilled players. i think that pathfinder tempers this a little, and makes it more fun to play in a mixed group

2. not yet

3. nope. druid and polymorph got nerfed, but otherwise might even be worse, especially if you look at the new arcanist class.

4. nope. if minionmancy is your thing, summoner might be worth a glance

stack
2013-11-26, 10:44 AM
There is a cleric archetype to give up a domain for an undead companion. Grab a feat to get command undead. Better off with an oracle (bones or juju mystery) to be a minionmancer though. Specialist wizard if you are just into wearing black and debuffing people.

Firechanter
2013-11-26, 10:51 AM
PF has a much more narrow band of power compared to 3.5, which is to say, the optimization floor is a bit higher, but the ceiling is much, much lower. (This does not take Mythic or Gestalt games into account.)
So to a casual player who just quickly fixes up his char and doesn't bother too much about the intricacies, PF power level may seem higher than 3.5, because you don't paint yourself in a corner quite as easily. However, if you're a 3.5 optimizer and you consider Pounce+Shock Trooper+Leap Attack as the standard basis for a melee fighter, you will perceive the PF power level as horribly nerfed and boring.

So that said, full-blown ToB chars in a regular PF game may well blow the other melee classes out of the water. But then again, there's no harm in that, since the gulf between noncasters and casters is still very wide.

Who is the best damage dealer? A Fighter or a Barbarian? No, it's a Summoner with his Eidolon.
Who is the best tank? A Fighter or a Paladin? No, it's a Summoner with his Eidolon.
Who is the best skill monkey? A Rogue? No, it' a Summoner with his Eidolon.
You get the idea.

Statements often found about Paizo/PF on these boards, and what is behind them:

"Paizo hates Multiclassing"
- while multiclassing penalties have been removed, it just doesn't make a lot of sense anymore, because there are hardly any PrCs in PF that would serve to properly twine several base classes. Instead, there are "archetypes" for each class, which basically means a collection of ACFs.

"Paizo hates feats"
- all the best and most powerful feats of 3.5 simply don't exist anymore. Some feats have been upgraded (Toughness), but others have been nerfed or even split into two. Notorious examples are the Improved Trip sort of feats, which weren't exactly overpowered in 3.5 but _still_ have been split into two feats in PF. Also, most new PF-specific feats are very narrow and situational, sometimes with no measurable benefit.

"Everything Paizo does seems to scream 'Play a Wizard already'"
- for one thing, the Wizard class has received substantial upgrades in PF, as if they were in need of such. They now get bigger HD, and Specialists do not have _barred_ schools anymore. Yes, they can still cast spells from any school. Because Specialists were so weak they really needed that upgrade.
- nothing costs XP anymore. All XP components of spells or magic item crafting has been nixed or converted to a GP cost.
- also, the devs (particularly SKR) are notorious for their rulings on mundane stuff based on "realism". For example "Even if you pounce with a lance, you get the bonus damage only on the first attack, because otherwise it wouldn't be _realistic_". Needless to say, Spellcasters still get away with stopping time and gating in solars.

Just a few examples. The lists can be expanded for pages.

TimeWizard
2013-11-26, 11:57 AM
Edit: I picked Sorcerer-Oni Bloodline. Thanks for the help team!

Luciandevine
2013-11-26, 12:08 PM
2) Diamond isn't directly compatible without a Concentration Skill. Setting Sun is gimp because CMB is based on BaB, which Swordsage does not have full progression in.[/QUOTE]

A friend of mine and I tried adding ToB into PF games, and though we did encounter the problem you mentioned with Diamond Mind, we took an idea that we got from the ToB>PF Conversion Guide. It simply suggested changing the skill from Concentration to something else. One that we found worked well for us was Knowledge (Martial Lore). All 3 classes get it, and if you ever want to make your own maneuvers you'll want it anyway. An alternate idea was to add Martial Lore to Knowledge (History) and use that in place of Concentration.

You are sadly right about Setting Sun and Swordsage though. I tried Swordsage once and just found myself missing the hit points, full BaB, and pretty much everything else that Warblade gets that Swordsage doesn't.

Vanitas
2013-11-26, 12:21 PM
3) Did they fix Linear Fighters Quadratic Wizards?

It's not a bug, it's a feature. :smallwink:

Squirrel_Dude
2013-11-26, 12:43 PM
1) Close to refinement than playing a different game in terms of PHB+DMG to Core. As more rules have come out the gap has widened significantly

2) Yes. It requires some conversion (specifically with the skills). As someone has already posted, there is something like it coming out from the exceptional guys at dreamscarred press.

You can even help playtest it, on this forum, right now.

3) No. The degree to which they did/didn't and should/shouldn't have is pretty hotly debated around here, though.

4) No. There are many classes that have archetypes that let them specialize in Necromancy, but there is nothing like the Dread Necromancer.

Psyren
2013-11-26, 01:34 PM
Wish I had the link to the 3.5 -> PF thread handy. Google it, should come up.

It's in my extended sig.

subject42
2013-11-26, 01:40 PM
With respect to Tome of Battle, look up ErrantX's threads on Path of War. Dreamscarred Press is making a system very similar to Tome of Battle that's compatible with Pathfinder.

(Side note if you're wary of 3rd party: DSP's material is consistently more balanced and more fun to play than Paizo's newer stuff. )

TimeWizard
2013-11-26, 02:08 PM
Argh! Sorcerer is taken by another party member.

New Question: Samurai, Tajiya Archetype (aberration slayer). Any advice on Orders?

Barstro
2013-11-26, 02:40 PM
Argh! Sorcerer is taken by another party member.

New Question: Samurai, Tajiya Archetype (aberration slayer). Any advice on Orders?

If you like Sorcerer but are now considering Samurai, I suggest Magus as the middle ground.
Read a guide, pay special attention to spellstrike, and invest in level one pearls of power.

Spore
2013-11-26, 02:54 PM
Argh! Sorcerer is taken by another party member.

New Question: Samurai, Tajiya Archetype (aberration slayer). Any advice on Orders?

If you want something with orders, consider checking the cavalier before you create a Samurai (Hint: They're bad!)

subject42
2013-11-26, 03:00 PM
New Question: Samurai, Tajiya Archetype (aberration slayer). Any advice on Orders?

Unless you're a sunder specialist, Samurai is kind of underwhelming. What kind of character do you want to play? Maybe we can find a good class for the concept.

Psyren
2013-11-26, 03:05 PM
Samurai Handbook (https://docs.google.com/document/d/1gD4kwJXJPMUDGuKsvYiL03ACj-ZqiwDcMrkHtV9mmKI/edit?pli=1)

But I heartily second Barstro's Magus recommendation.

Hamste
2013-11-26, 03:05 PM
If necromancy is your thing check out the juju mystery for oracle and the agent of the grave prc.

I can't comment on how good it is but you can control a ton of undead hd with it

TimeWizard
2013-11-26, 03:22 PM
Ok, I'll bite. Why aren't Samurai very good? Two things worth mentioning: Tajiya Archetype replaces Mount and Mounted Archery, and "Aberrations are a HUGE part of the gameworld" says the DM.

EDIT: Tajiya is a Samurai archetype. It specializes in slaying Undead, Outsiders, and Aberrations.

EDIT 2: Going to focus on a two-handed weapon. not going to dual wield.

subject42
2013-11-26, 03:39 PM
Ok, I'll bite. Why aren't Samurai very good? Two things worth mentioning: Tajiya Archetype replaces Mount and Mounted Archery, and "Aberrations are a HUGE part of the gameworld" says the DM.

What's your starting level? I can work up a few mechanical comparisons to see how the numbers actually work out. That might help you make an informed decision.

Psyren
2013-11-26, 03:40 PM
Ok, I'll bite. Why aren't Samurai very good?

Like all T5 classes, they are one trick ponies, the pony in this case being melee damage. If that's all you need, they'll be fine, but not only do other classes do that better, those other classes can do other things too.

I assume you know that Tajiya is 3rd-party and that you've gotten it approved already.

The bonuses this archetype grants are... pretty weak, even facing your chosen foe. Resolve is way better than Hunter's Eye. The mount does a lot more for your damage/action potential than the challenge boost, even if you only face aberrations. To use the Honor system, your GM needs to approve the variant rule associated with it, and it does nothing for any non-samurai in the party; for you, it does almost nothing. Pox on the Blight is the only good ability, and you can duplicate its benefits just by having a properly enchanted weapon.

If you must go with a mountless Samurai I would definitely choose Sword Saint instead.

Squirrel_Dude
2013-11-26, 03:45 PM
Ok, I'll bite. Why aren't Samurai very good? Two things worth mentioning: Tajiya Archetype replaces Mount and Mounted Archery, and "Aberrations are a HUGE part of the gameworld" says the DM.

EDIT: Tajiya is a Samurai archetype. It specializes in slaying Undead, Outsiders, and Aberrations.

EDIT 2: Going to focus on a two-handed weapon. not going to dual wield.Quick notes on the issues the Samurai has, and why Tajiya has problems, even though it will be good against abberations.

1. Cavaliers and Samurai are both about mounted combat normally, and even with an animal companion mount, that is a problem.
2. Samurai are normally made to be extra proficient with wakizashi, katana, naginata, or longbow which are all mediocre weapons.

So yeah, they are encouraged to pick a poor fighting style with mediocre weapons.

The Tajiya has 1 big problem with the advantages.
Pros:
1. They get rid of mounted combat for bonus damage to the specific creatures you'll be fighting. Fine.
2. They lose weapon expertise for a less weapon-specific ability that's also about criticals. Good.

Cons:
1. You trade your resolve powers until 9th level (I'm unsure if you can ever use any of them, to be honest) for knowledge and perception checks against those specific creatures. That sucks a lot. Resolve is a really good set of powers that can let you completely ignore status effects, avoid death, etc.


That said, I've seen samurai be very effective. One player simply said F-it to the weapon expertise and crit-fished with a Nodachi instead.

Greenish
2013-11-26, 03:55 PM
2. Samurai are normally made to be extra proficient with wakizashi, katana, naginata, or longbow which are all mediocre weapons.Naginata is pretty horrible, but all of the others are pretty good (if you can get them without burning a feat).

I mean, if longbow is mediocre, what do you recommend for archers instead? :smallconfused:

Barstro
2013-11-26, 03:58 PM
EDIT 2: Going to focus on a two-handed weapon. not going to dual wield.

According to most interpretations that I've read, a Magus can still use spellstrike with a two-handed weapon (free action to let go with one hand, standard action to cast spell, free action to wield weapon, free action from spellstrike to attack). But, I'm not going to try to convince you to play a class you don't love.

Zubrowka74
2013-11-26, 04:04 PM
If you must go with a mountless Samurai I would definitely choose Sword Saint instead.

Or, since Magus has been mentioned, the Kensai archetype. It'll have the Oriental flavor of the Samurai but with better options.

Squirrel_Dude
2013-11-26, 04:56 PM
Naginata is pretty horrible, but all of the others are pretty good (if you can get them without burning a feat).

I mean, if longbow is mediocre, what do you recommend for archers instead? :smallconfused:The longbow isn't mediocre in of itself, but it's just a weapon that doesn't really mesh well with their other class features.

It's probably the best weapon on that list. The lack of a a real two-handed weapon, or any variety, is the real problem with the list.

Greenish
2013-11-26, 06:50 PM
The longbow isn't mediocre in of itself, but it's just a weapon that doesn't really mesh well with their other class features.Granted.


The lack of a a real two-handed weapon, or any variety, is the real problem with the list.Well, katana is only one point of average damage behind nodachi (and only 0.5 average damage behind falchion).

As for variety, eh, you only get any bonus to one, and you have a good ranged weapon, a great light weapon, a great one-hander, and a meh reach weapon to pick from. That's not terrible.


(Naginata is pretty funny if a crit-fisher in the party has the Butterfly's Sting (http://www.d20pfsrd.com/feats/general-feats/butterfly-s-sting-critical), too, but that's pretty niche.)

Faily
2013-11-26, 07:05 PM
I have to second the others on the Samurai. It's not that good, really, and could've easily just been an Arctype for the Cavalier (or Paladin too).

If you want to have extra damage against Aberrations, there is nothing wrong with considering the Ranger-class. Favored Enemy is a decent bonus. There is even a Two-handed fighting style available for Rangers (Ultimate Combat, I believe), instead of choosing between the classic dual-wielding or archery. If you are looking for a more oriental flavour, you could always choose a more exotic weapon that fits your concept.

Though the Magus is a fun option too that I second.

The Paladin is nothing to scoff at either if you want to play up to that code of honor (work with your GM to adjust a Code of Conduct more suitable to a samurai-type), and many Aberrations often fall into the Evil-categoy, giving you many opportunities to shine with your Smite-ability. Developing immunity to Fear and Diseases is a nice bonus as well against that kind of opponents, and you won't worry so much about making your Saving Throws either against various Supernatural attacks.

Basicly, there are better options (mechanically) than the Samurai, and none of them suffer too much from over-specializing against one type (Aberrations). But in the end, as long as you have fun with what you choose, that's good. :smallsmile:

Snowbluff
2013-11-26, 07:09 PM
8 years and only 19 posts? That's some hardcore lurker status. o.o

TimeWizard
2013-11-26, 08:18 PM
Ok, let's discuss Magus. How effective is the melee/magic mix? Anything special going on here I should look for?

Psyren
2013-11-26, 08:25 PM
Ok, let's discuss Magus. How effective is the melee/magic mix? Anything special going on here I should look for?

It's very effective, because they can cast while attacking (including buff/utility spells) and they have a much better list than the duskblade. They can also score some pretty high-damage numbers thanks to Spellstrike and Dervish Dance.

Two main things for you to do are (1) familiarize yourself with the TWF rules, because that is how their Spell Combat works, and (2) watch out for concentration checks, which are a big part of the class and can be hard to do in PF.

Squirrel_Dude
2013-11-26, 08:29 PM
Also, there are two pretty basic builds for the Magus.

1. 2HF that deals a bit more damage and is more effective at very early and late levels than the alternative. The trade off is AC, but that can be overcome with some nice armor.

2. 1HF Dervish Dancer. Dex to hit and to damage, but it takes until level 3 to come online, and has pretty strict feat and weapon selection for those levels. Y

Faily
2013-11-26, 11:02 PM
8 years and only 19 posts? That's some hardcore lurker status. o.o

I signed up ages ago (when I was young and silly and made an account on almost any forum of interest), and when I began to look around the internet these past years for ideas on my builds, this forum kept popping up on my searches... and lo and behold, my account was still intact after all these years. :D


On topic: Shocking Grasp is an all time favorite spell for the Magus, as it is a Touch-spell that can be delivered through Spellstrike, and with the Intensified Spell metamagic feat it becomes a 2nd-level spell that can deal up to 10d6 Electricity damage.
As many of your spells will have Spell Resistance, the Spell Penetration-feats might come in handy. The Magus on our Pathfinder group is an Elf, with both Spell Penetration and Greater Spell Penetration, and with some items to help him with his electricity-spells, so he can be pretty sure that he will laugh at whatever Spell Resistance is floating about on the enemy.
Versatility through Arcane-pool is another great feature of the Magus, as they can bring in spells not in their book (but on the Magus-list) when preparing spells. Not to mention being able to bring back some of your spells again ("I really need another Dimension Door!") is a rather nifty power.
When you can, the Arcane Accuracy-Magus Arcana can be a nice boost to your combat-power, as it lets you add your Intelligence modifier to attack rolls for a short while.

TimeWizard
2013-11-26, 11:51 PM
So you can cast a damage spell and hit with it through your weapon?

Squirrel_Dude
2013-11-26, 11:54 PM
So you can cast a damage spell and hit with it through your weapon?That is correct. Shocking grasp is a favorite for this because with a few metamagic reducers you can seriously pump out the damage for cheap.

Psyren
2013-11-26, 11:55 PM
So you can cast a damage spell and hit with it through your weapon?

Yes (that is Spellstrike), or you can simply cast a damage spell with your offhand while your main hand is attacking (Spell Combat.)

Channeling it through your weapon has the advantage of making the spell use the weapon's crit range. So a spell channeled through a keen scimitar will threaten on a 15.

TimeWizard
2013-11-27, 12:12 AM
How close to this (http://images3.wikia.nocookie.net/__cb20090406135419/villains/images/6/6d/Golbez.jpg) can I get? Cause that would be awesome.

Squirrel_Dude
2013-11-27, 12:21 AM
How close to this (http://images3.wikia.nocookie.net/__cb20090406135419/villains/images/6/6d/Golbez.jpg) can I get? Cause that would be awesome.I'm too (completely) unfamiliar with the character. Have a look at the class and see what you can come up with.

link (http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html)

TimeWizard
2013-11-27, 12:23 AM
Golbez from Final Fantasy 4/ Dissidia. He's the series best example of "Magic Knight". I was already on the srd when I saw Heavy armor proficiency and my hopes took flight.

(Clarification) Magus Favored Race abilty: Human Add +1/4 point to the magus' arcane pool. Does that mean 1 point for every 4 levels?

Edit: btw, as a new player to PF, the absolute abolishment of dead levels greatly pleases me.

Psyren
2013-11-27, 05:17 AM
Golbez from Final Fantasy 4/ Dissidia. He's the series best example of "Magic Knight". I was already on the srd when I saw Heavy armor proficiency and my hopes took flight.

Note that they can't cast in Heavy Armor until fairly late in the game. For Golbez I'd be tempted to suggest a Battle Oracle instead.



(Clarification) Magus Favored Race abilty: Human Add +1/4 point to the magus' arcane pool. Does that mean 1 point for every 4 levels?

It means you take the bonus 4 times, and on the 4th you get the point to the AP. Then 4 more times and you get a second bonus point on 8.



Edit: btw, as a new player to PF, the absolute abolishment of dead levels greatly pleases me.

Enjoy :smallbiggrin:

Snowbluff
2013-11-27, 08:47 AM
Seconding ising a divine caster. ACF is a pain in PF.



Edit: btw, as a new player to PF, the absolute abolishment of dead levels greatly pleases me.

Neat. Too bad it's a total lie. *shrug*

TimeWizard
2013-11-27, 12:02 PM
Seconding ising a divine caster. ACF is a pain in PF.
I don't know what you mean.



Neat. Too bad it's a total lie. *shrug*

I'm not seeing anything to back up you claim. Which class has a level with no new spell or ability?

Kudaku
2013-11-27, 12:16 PM
Welcome to Pathfinder, I hope you enjoy the system :smallsmile:

ASF is an abbreviation for Arcane Spell Failure, the failure chance arcane spellcasters get when they cast spells in armor. Magi can cast spells in heavy armor at level 13, but up till then they'll have a 25% to 40% chance of failing any spell with somatic components, depending on the armor they're wearing.

And don't mind the PF naysayers - some of them have a bit of a feud with the system and will grab any chance to bring up have much they dislike it. Personally I just ignore them.

stack
2013-11-27, 01:09 PM
Note on the magus: its my favorite class, but make sure you understand how casting, holding, and delivering touch spells works. For example, you can cast a touch spell as a standard action, take a move action, then deliver it as a free action. If your attack misses, you can deliver it as a standard action next round. A magus can do this with spellstrike, using weapon attacks instead of touch attacks. It can be handy for avoiding tough concentration checks, 'buffing' your attack (cast and hold during an earlier round, just make sure you don't have to cast something else before delivering), and conserving spells (miss on the spellstrike attack? Hold the charge and swing again next round).

Your weapon will probably be a scimitar to get the threat range, though if you are starting at high enough level you could also grab an agile rapier. Spell Combat requires you only have one hand on your weapon, spell strike does not, so if you take a STR heavy build scimitar is better than rapier since you can two-hand it for STR*1.5 to damage when not using spell combat. If you can't afford agile, then dervish dance is a must for DEX builds.

Whip builds are also possible, though lower-optimization and play differently.

TimeWizard
2013-11-27, 01:23 PM
I was thinking of a 2hander to maximize spellstrike damage. The SRD page says you can ready a touch spell and then attack. Is this bad/wrong?

Kudaku
2013-11-27, 01:28 PM
The important thing is to remember that Spellstrike and Spell Combat are two different and independent class features. You can use Spellstrike with a two-handed weapon, but you can't use Spell Combat with a two-handed weapon. It can be a little confusing at first. Grick on the paizo forums has an excellent guide (http://paizo.com/threads/rzs2nler?A-Guide-to-Touch-Spells-Spellstrike-and-Spell) for how the magus class features interact, it helped me out a lot the first time one of my players rolled a magus :smallsmile:

stack
2013-11-27, 01:28 PM
Using a 2-handed only weapon means spell combat doesn't work, which is very bad since spell combat is the source of the magus's action economy advantage, getting to cast (not just blasts but also buffs) in the same round as attacking. Therefore I would recommend using a one-handed weapon (that you can use in two hands, switching is a free action) like the scimitar (only losing a few points of base damage).

As I explained in my post above, you can cast and then hold the charge to deliver it on a subsequent round, though you lose the charge if you cast another spell. As for readying a spell, you can ready any standard action, though watch out for concentration checks if there is an enemy in range when your readied action is triggered.

edit - I was thinking of that guide. It helped me greatly when starting out. Really ought to save it somewhere.

Barstro
2013-11-27, 01:57 PM
Stack's response seems a touch confusing to me, and I know at least the basics of Magus, so let's give some examples to hopefully clarify. (Stack, please correct me where I am wrong)

Magus of at least Level-2

1) Two-handed weapon
Choose One
a) Can take normal action (weapon attack, cast spell, etc.)
b) Can use Spellstrike to cast a spell with Range:Touch and make a normal attack to deliver it. Potentially causing double damage for both weapon and spells.

2) One-handed weapon and free hand
Again, Choose One
a) Can take normal action (weapon attack, cast spell, etc.)
b) Use Spell Combat like it's two-weapon fighting
b-1) Attack with TWF penalties and also cast a spell (any spell)
b-2) Attack with TWF penalties and use Spellstrike for an extra free attack at highest BAB (with TWF penalties).
c) Do either action that you could with a two-handed weapon.

Note: Casting a spell opens you up for AoO.

TimeWizard
2013-11-27, 02:27 PM
Using Spell Combat is essentially TWF'ing with a spell instead of a blade. I'd rather use a Greatsword to deliver one attack with a large damage potential.

stack
2013-11-27, 03:06 PM
Using Spell Combat is essentially TWF'ing with a spell instead of a blade. I'd rather use a Greatsword to deliver one attack with a large damage potential.

I think you are undervaluing the power of spell combat, which both gives an extra attack (incurring a -2 penalty to all attacks) and lets you cast a spell. Any spell. Mirror image for example. You don't have to sit out the first rounds to buff, you can do it while you fight. Also, you want to maximize your crit range, so greatsword isn't your best choice.

The difference between a scimitar and a falchion (to keep the crit range) is 5 average base damage for the falchion verses 3.5 average for the scimitar. Do you want to sacrifice spell combat for 1.5 damage? You can STILL get STR * 1.5 by two-handing the scimitar when appropriate.

I'm not saying using a two-hander is 'the wrong way to play'. It works if that's what you want to do. Just make sure you understand what you are gaining and what you are giving up.

TimeWizard
2013-11-27, 03:37 PM
You're right, I hadn't fully understood the rules of Spell Combat.

Zubrowka74
2013-11-27, 03:44 PM
Just to be clear : the free attack is only to deliver a touch spell through your weapon.

EDIT : and that's why some people like to take Arcane MArk as an at-will cantrip, so you can spam it every round you want an extra attack and do not want to burn a spell.

TimeWizard
2013-11-27, 03:55 PM
How do you get infinite 0-level spells per day?

Zubrowka74
2013-11-27, 03:57 PM
They just are. Welcome to Pathfinder!

Kudaku
2013-11-27, 04:10 PM
Cantrips

Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

I used the wizard text for expediency but the same goes for all spellcasters - cantrips and orisons (aka lvl 0 spells) can be used as often as you'd like.

TimeWizard
2013-11-27, 04:12 PM
Edit: Ninja'd by Kudaku. Thanks!

stack
2013-11-27, 08:10 PM
Hexcrafter magi can use brand instead, gets a few points of damage in there too. Neat archetype, especially if you start high enough for them to get spell recall back.

Sidenote: archetypes that give up spell recall are rarely worth it. I know some love the kensai, I disagree.