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It depends on how far you expect this campaign to go and how badly you want to optimize. Strength is probably better overall at low level but dexterity far overshadows it at middling to high levels. If you expect the campaign to go to the end and your DM is the sort to tailor his encounters to challenge the PCs, dexterity is probably the better choice.
If you expect the campaign will peter out halfway through or the DM is only going to run the encounters from the book, a dexterity-based magus is overkill and you'll end up trouncing the whole thing by yourself.
I saw it last night. I enjoyed it enough but there was definitely parts that felt slow and other parts that felt wholly unnecessary in what was already a very busy movie.
thing that bugged me the most at the end:
I understand Magneto switching sides turned the tide and allowed the heroes to save the world but he was still responsible for casualties (I'm guessing in the millions?). Is there really no accountability for that?
Special three-tiered kids program. Rules lite. PFS legal. Ages 6+.
Kids track transitional. Splash weapon lessons. Grappling lessons. At the end of transitions a character will be level 2.
Ratings system for scenarios to warn GMs to adjust for kids. Trigger warnings.
Premiering at Gencon.
Year of the Stolen Storm. Dealing with malevolent elemental forces.
Adventure Card Guild News.
New season based on comics. Season of the Goblin. New characters and old favorites. After that Season of the Mummy. This season will not match the AP story. Card Guild boons to match PFS boons - extra power at a cost.
Preview Time! I'm typing this on my phone so forgive the typos and formatting issues.
Corruption system. Bring the horror to characters by tempting them with power. Examples are monk with ghoul powers, Meresiel with hive insect powers, and Valeros with construct parts.
Expanded fear rules. Seven levels of fear to fill the gap between shaken and frightened.
Archetypes including archetypes for villains. Mythos hunter cleric, serial killer vigilante, mad scientist alchemist, gingerbread witch.
New feats. Story feats. New style feats. Monster feats.
New spells. Contact 'entity' for all your mi-go needs. Fleshwall. Decapitate. Specialized maze spells.
New subsystems. Curse system. Contagious curses. New diseases. New environmental rules and hazards. Fleshwarping. New haunts and haunt templates including cleric-immune haunts.
GMing section on how to run a horror themed game. Don't forget consent! Types of horror. Creating atmosphere. Tips on rules improvisation.
New magic items. The 'black heart' is a spotless item that you can squeeze to deal damage to enemies. Special holy symbols. New cursed items.
No new monsters. Monster templates. Implacable stalker can't be killed and teleports behind you. Waxwork monster. Simple vampire template.
I just got back from Thai place across the street. It's good every time!
Even though the character I brought is a poor fit for them (a paladin), I'm really enjoying all the intrigue-heavy scenarios. I'm looking forward to possibly getting a peek at what the theme for next season will be at the banquet.
I haven't actually played one myself but I DMed a PFS scenario recently that featured a geokineticist as a villain and she was a terror. Between strong defenses, utility, and damage potential, I'm not sure what all the complaints are about. Had I run her to her full potential I'm confident she could have killed a couple of the PCs or potentially caused a TPK.
I will agree the class feels a bit overly complex. The bad guy in question is level 8 and had three different class features that granted access to 'free' burn but they're scattered across the text (and in some cases nested within other class features that already do other stuff). The 'free' burn stuff is cool but could stand some streamlining.
You are encountering the inevitable result of most optimization arms races. At this point there's no solution that isn't going to result in frustrated players and frustrated DM or hurt feelings.
If you ignore the characters with high AC in favor of attacking the moderate-low AC characters, the moderate-low AC characters are going to feel like you're picking on them.
If you rebuild your encounters to counter the high AC characters by using incorporeal creatures, gunslingers, etc, the high AC characters are going to be frustrated because you invalidated their optimization.
If you rebuild your encounters to feature creatures with super attack attack bonuses, the high AC characters are going to be frustrated because you're negating their optimization and the moderate-low AC characters are going to be frustrated because everything suddenly hits them on 2s. (In my experience this is the worst option.)
From my experience, the best solution is to work with the high AC characters to bring them down to reasonable levels. Anything else is going to result in someone being really unhappy.