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Also, the concentration check is based on character level, Con, and the DC increases with spell level, so casting a cantrip makes it a very easy pass.
this must be why enemy spellcasters seem to be tankier than they should be, despite me having 4 melees dogpiling them. .
There's also a concentration check if you're hit while casting, where the DC is 10+SL+the damage taken... which basically means you automatically fail, since the DC will be something like 60 half the time. This is why, in tabletop, you do stuff like have Step Up and ready an action to attack when the wizard starts casting, because that ignores casting defensively. You'll notice that most of the time, your characters won't even get those attacks of opportunities, because the enemy makes their caster check.
Concentration used to be a skill in 3e (the only one that used Con), but Pathfinder found it a "skill tax", and made it a variation on caster level level check that actually uses Con. Casting defensively is 15+2*SL, so casting your highest-level spell keeps up with caster level if you are a full caster, but casting lower-level spells gets safe pretty quickly, especially if you have Combat Casting and high Con. Also monster spellcasters tend to have higher HD than a pure wizard will, and a 26 HD caster with 30 Con is going to basically never fail a defensive casting check...
I was using legendary proportions in the endgame, but i wasn't discussing endgame. i was discussing early game, like, how to properly use regongar with his touch attacks.
since reading this, i did turn on his touch of fatigue back on. can't really tell what effect it's having on combat. i guess it makes mobs "fatigued" so what is that a -1 to all their dice rolls? i guess any bonus effect added to his melee attacks is good
Yes it works. It depends, it gives your normal sized characters double their reach from 5 feet normally to 10 feet. If an enemy only has 5 feet of reach they can't hit him unless they get closer. And yes, they do get a -1 penalty to AC for their size and -1 for their dexterity penalty. It also increases your damage a bit by adding strength and increasing your weapon damage die. The latter being more useful depending on your weapon. A scimitar will only go from a d6 to a d8 but a longsword goes from a d8 to 2d6. A bastard sword goes from 1d10 to 2d8.
When they're using spell combat and spell strike and cast a spell they get an extra melee attack. So while ToF isn't great, that's not what you're wanting to use it for. It's so he gets an extra attack every time he casts it.
If you're using the Call of the Wild mod there's a spell called Long Arm that is first level and only increases the character's reach, no size changes or anything if you're worried about the AC penalty.
The effect is he gets an extra attack per round. Magi deliver their "touch" spells by reaching out and "touching" people in the face with their sword. Specifically, it uses the Spellstrike feature. Note that this means you can crit with spells and the spells do more damage, ♥♥♥♥ yes! This is why Regongar has a scimitar! I'm sure I don't need to explain this to you because you'd recognize what a fantastic deal it is on your own and not gripe about a piddly -2 to attack, but Spellstrike and Spell Combat stay on at all times, non-negotiable, these two abilities are why someone plays Magus at all.
Enlarge will lower your AC by an effective -2, yes, but if they're not being attacked because they're reaching, it doesn't matter.
Enemies will not reposition themselves to attack so long as they are targeting someone else, so since you have a tank focusing attention on them, that never matters, especially since reaching means they're even less likely to get any attention on them. Enemies do not care what your AC is when they decide who to attack. Also, if you're used to Legendary Proportions, then Legendary Proportions is just the upgraded version of Enlarge Person. (Legendary Proportions also reduces your AC by -2 because it's changing your size. Legendary Proportions just gives more size and more Str, Con, weapon damage, and natural armor bonuses for your trouble.)
As for Touch of Fatigue, yes, it inflicts -2 Strength and Dexterity, which is an effective -1 to attacks, damage, and AC. That's not the point, though. The point is that casting any spell lets you get an extra attack, and you never run out of cantrips, so cast away! I've also seen Magi use spells like Arcane Mark to "Zorro" their initials onto enemies just to trigger the extra attack, but getting some sort of debuff out of it too is nice.
See also all those spells that wizards get you'd never use because they involve touch attacks - they're awesome on a Magus. Shocking Grasp is a classic that deals 5d6 damage plus your extra attack (and with Intensified, can go up to 10d6 - that's a fireball's worth of damage on top of your full attack WITH an extra attack). Chill Touch gives you +1d6 damage to all your attacks for CL attacks and does 1 point of Str damage with every hit (dropping enemy attack and damage) if they fail their save, making it a good "economical" spell. At SL2, Frigid Touch is useful more for the stagger with no save than the damage. At SL 3, Vampiric Touch is fantastic if you ever find Regongar actually being the target of any attacks - it's as powerful as Sneak Attack, and you get to keep the damage as temporary HP - this can often give Regongar about 1/3rd of his max HP in temp HP! Also, remember that Mirror Image is better than worrying about AC.