I realized early on that Pathfinder doesn't use a clear rule system to define the roles. This is fine, because my character in truth doesn't really fit one. If anything he is closer to a Hybrid of all roles. I have wand of cure light wounds like most, but because of Spell combat I have had situations where i played a healer and still swung.
I am not the best at any one thing, and my build only gets stronger in 1st few rounds of combat down the road, but the thing I am not quite understanding. If I have so much defense what am i doing wrong? Even the DM doesnt think im a tank.
As a kensai at lvl 7 i get high ac from Intelligence and Dex, I also get high initiative stacking these modifiers together for both. Usually enabling me to always go first, even acting while flat footed with attacks of opportunity.
For Mobility/Utility in offense and defense I have fly, Bladed dash, Mirror image spells and many more. These spells allow me to get the greatest opportunity for positioning, and full round attacks, or survivability.
For Defense, I run wands like shield, vampiric touch, vanish and items like Jingasa, and Aegis of Recovery. I still have much more i can get though.
For offense, I focus on Intensified Shocking Grasps, Frigid Touch and a few others but this is mainly combined with Arcane Pool to add Keen to my Agile +1 Wakazashi which puts my crit range at 15 to 20.
As i grow my all my character strengths only grow, and our DM uses the % crit table out comes, so i have one shotted a mini boss, and a couple other creatures.
The problem I am trying to solve is should I push energy into my hp at the loss of gold for retrains vs other offensive/defensive/utility items?
AND if i did that, does stacking up another hit worth of HP going to make as much difference as another piece of offensive/defensive/utility magic item?
But finally is my thought process wrong, my goal eventually will be charging into a fight on surprise rounds using sandals of quick reaction, superior reflexes to use swift action to do whatever is needed, and then standard for spell strike. Now 1st round in position again because of initiative full round attack with 15 to 20 crit range, and at lvl 9 i will be running a plus 10 on confirming criticals. Shortly after that I reach prerequisite for maximize spell strike feat. Essentially allowing me to expend resources when I know they will have the greatest effect.
Sorry for the loads of detail, but looking for good advice from experienced players as this is only my first pathfinder character.
I am currently playing a Kensai Magus and with current gear, class/racial feature and wand of shield i usually run around with 31 ac at level 7.
Because of this and my overall build with spells like mirror image and a few others, I have been believing I can hold the tank role for our group. However my dm has eluded to me that my ac doesn't mean much in pathfinder. We also have a dwarf barbarian running almost 2x my hp. Because of the fact he is slow and hardly is ever focused by the DM he believes he holds the tank roll and basically because of this thinks he is indestructible.
Can anyone clarify for me what i should try to work on if I am planning on holding this role? I am highly confused because my ac is nearly twice the dwarfs and other than his hp is 2ndary stats arent any better than mine save maybe fort.
Please any advice on this would be appreciated.
how exactly are they smiting?
not quite sure what you mean, through class feature.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
this is the gain, but we seem to have different takes on the meaning
Looking for rules help on Inquisitor Smiting.
We recently played a session and had multiple takes or views on Smiting. Anyone really familiar with this feature could explain the rules with an example in various forms.
Also looking for the benefit of this per say vs Magus Arcane Pool which seems to be a similar but obviously different effect.
Hey thanks for the response, i didn't know about the satchel and thats cheap. I wanted to make sure about the initial cost on the first acquisition of the familiar before i went into next session.
Funny thing is I am getting an imp but its a reskinned "parrot" I really want to get the improved familiar but i dont have the feat space for it, unfortunately.
On a side note, if my familiar is on my shoulder and we are doing perception checks, i get bonus to alertness, but since my pet has decent intelligence and perception does it get a separate perception roll. So essentially giving my character 2 perception rolls?
So interesting topic, I am in a campaign playing as a Tiefling Kensai and my Buddy is a Fletchling Ninja.
To be honest he never seems to get hit, many encounters he will be invisible and the opposition is dead before he acts. however his character is incredibly strong by itself. His main 2 stats are CHA/DEX. He runs High Stealth and CHA for Disguise/Bluff/Intimidate so that he can assassinate in crowds.
Uses weapon finesse to get dex base to hit and ignores strength its not really needed and if your focusing a build off one feat, power attack probably wont get you that far in comparison to other builds that work with your stats and not against. Remember another stat you really kind of want more of is Wisdom because its also part of the skills that you will need to be the parties rogue. By being a ninja you lose some of the bonuses rogue gets for basic things like finding traps.
Btw we are level 6 and not that this is very high but our builds are planned until lvl 20 and each level they get so much stronger it seems OP.
My best recommendation would be to look at your 5 things and after that everything you pick out for feats/skills/other should relate to those.
1. weapon (Katana) if your goal is to use this weapon review what benefits it gets and which feats make it strong.
2. Skills (if your party rogue...) may want to think ahead about how you will be scouting or disabling traps, that sort.
3. Stats (too little) you cant do everything, pick skills and features that tie together your top 2 or 3 stats.
4. Defenses (Ac vs Saves) to me this seems kind of moot. Our ninja has high stealth and disguise in addition to ki point invis. He can get in and out of combat easily removing him from most attacks to begin with. Dont think like a fighter, think how a ninja will go for initial attack or perfect attack in a fight. Play your role dont just be a target on the battlefield. OH DONT FORGET FLETCHLING DEFENSE BONUS IN DARKNESS.
5. Utility (what you bring to table) this in my opinion is the ninjas benefit over other rogues. Because they get Ki points, they are able to pull off some interesting tactics. 1 hint which you may or may not know hidden trick (any trick use - 2 ki points) and ring that reduces cost of tricks by 1 point to a minimum cost of 1. Basically with hidden trick and that ring you get all ninja tricks for 1 point. So yah wow, add your other class features and your build and wow.
Hope that helps, if you message me more i have some more insights.
Looking for info or insight on acquiring a new familiar and how to maintain them.
I am playing a Magus and I just reached level 6. I am picking up magus arcana (familiar) which works off the wizards "Arcane Bond" rules for acquiring a familiar.
Either I am missing or it or its just plane to obvious, but when I hit level 6 and get this ability how do I get a new familiar. Is it the same as re-summoning one if it dies. That seems like the cost of a decent level familiar could add up quick. Or at the very least the initial acquisition equal to a magic item.
Also any advice on keeping them out of threat range from enemies. I like the idea that it would be perched on my shoulder but obviously sometimes it wont be near me and I could see dm going after it even when its on my shoulder.
Tips, thoughts or tricks.
Well i know for sure my DM wont allow that, which is good to know. My DM wouldn't allow dancing dervish feat in his campaign another reason i went Wakazashi.
So I may stick with Straight Kensai.
Any thoughts on strengthening Crit damage or nova rounds beyond whats already said.
I have not tried to use lvl 0 touch spells yet, but I am sure when I do he will say no.
I use the wakazashi because it qualifies for weapon finesse, as a Kensai my main stats are dex and int.
As far as wand of shoking grasp it was just a general statement, because it was a damage spell thats a touch attack and with weapon wand works the way I would use my own spells. Anything that would help for more options to both increase a single nova round or give me more rounds of attacks like this.
Yah I am kinda wanting to work out a more often burst build character. I would love to pull of a 1 shot on a boss. Empowered arcana landed with crit because of weapon crit range being 15-20 then with Kensai Perfect Strike, on an already Intensified Shocking Grasp that didnt go up because of Magic Lineage Trait.
What I am running into concern about is number of times I can do something like this and also that spell diversity, which is why I was thinking wand wielder could be fun. Plus my DM is using crit table, so I am hoping I will be critting an allot creating crazy combat rounds.
As for Trip or Disarm, we have a very powerful Barbarian who will be will be very strong, my concern is that DM has laughed about how easily they become Dominated and I am concerned the axe will be swung at me, so i thought going this route could create a both offensive/defensive strength in my character.
I am currently working on my first pathfinder character, we have only played 1 session. Upon review of my initial character plan and my future I have looked at some options.
Currently I have built a kensai with Wakazashi and I am debating looking at going the Combat Maneuver Magus with Improved Disarm feat to be a bit of a fencer style Kensai or a more Nova round Kensai by using Weapon Wand spell with Wand Wielder Arcana to have access to more Shocking grasp strikes among other options.
I am curious if anyone has done either of these builds and what are their strengths and weaknesses.
Please comment, tip, advice, thoughts appreciated.
MULTI CLASS BARBARIAN LVL 2, "TITAN MAULER"
At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
This ability replaces uncanny dodge.
This gives you option to use a bigger weapon, take a hit to your bab but eventually can get caught up nice thing is free weapon focus from kensei takes the edge of this early, not to mention barbarian had bab bonus.
I was thinking about trying this myself, but we had a player actually build a barbarian titan mauler, so it took away the uniqueness.
I am currently in final stages of building kensei tiefling using a wakazashi
Yah i think i have figured it out, im still unsure how much i will see a need for disarm, thought it would be a nice back up to crit build. As for the "Greater Disarm" is it that important to have for a disarm build. I realize the +2 is a bonus, but if i dont get that feat and use gasping tail instead to grab the weapon dropped to the targets feet. It serves the purpose both to disarm more permanently and possibly more.
As for the weapon i plan on running either Speed or dex based bonus damage as i will be able to get keen from arcane pool eventually get improved critical. I will be able to cast haste eventually also, so im working out what will be best option. I think im goaling for multiple uses of shocking grasp with many attacks and crit table/range damage.
Unless anyone has any alternate thoughts or options.
Another major factor that would help pack tactics. Is the wolves could hunt at night, some of your players might have poor sight while the wolves senses are perfect at night.
Depending how intelligent the wolves are they're hunting as a pack and im sure are quite good at it. Distracting opponents can open up weaknesses in the group. Using some wolves in the front that get the fighter to charge up leaving the weak healer or what have you in the back to be sprung upon by the rest of the pack. Many options here. The closer you get to giving the players the ambiance that they are in thick woods and possibly even tell them they're being hunted, or they hear howls during course of time. Creates tension that all builds to a well thought out encounter.
If you use mini's recommend variant in color and size. will help track the wolf pack but even more so could create a better option on the distraction or effect of the pack. One thing I would recommend, if it is a pack, they should get some kind of bonus when adjacent to a pack member.
good luck, nice idea.
Thanks for this information. Something I was looking at was Maneuver Mastery, which lets my magus levels equal my bab for doing Disarms. Aditonally I can use my dex with weapon finesse, as for Improved Disarm and Greater Disarm i will be using Kensei magus and i believe i get a bonus to purchasing feats through one of the class features at 7 i think. even so i could still easily go this route.
Thoughts on that.
Paladin of Baha-who? wrote:
If you are using a weapon to disarm, you get to add weapon focus, weapon fibesse if it is an eligible weapon, weapon enhancements and anything else that would normally affect the weapon attack.
Nice, i thought so. Thanks.
I like the maneuver mastery, may not pick it up till later though, I think i will test out how often i can disarm and how much of a factor it is in combat.
Anyone know if this would work without provoking.
Benefit: You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person as a swift action.
Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand).
granted i would provoke from an unarmed foe, so regardless would probably still be worthwile if i could make a strong disarm option.
You have to get a feat to use Dex on CMBs, I think. Also, check out the Manuever Mastery arcana, should help a bit.
Yah i found that, agile maneuvers. But what confuses me is these two sentences.
Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
Based on what its saying I would get to add Weapon focus and finesse because it directly affects the weapon im using on attacks.
If i were to take cmb at face value its +2 bab + +2 Str = +4 CMB
But reading those sentences out of the paragraph as a whole I would get.
+2 BAB + +4 Dex(weapon finesse) + +1 Weapon Focus + +1 Masterwork weapon.
Or am i completely off base.
My one thought as to why i would be right. is that looking at my character, if i followed that logic, my standard attack is +8 but my unarmed attacks are +4. It would be highly unusual for an attack using the same weapon your using to make attacks be the same as unarmed attacks.
With weapon finesse feat do i use my str or dex for CMB's. The way i read this im thinking i would get to use dex. Please teach me...
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
Nice, i appreciate the recap on this. I overlooked this feat because i thought i lost the resistances but i missed that if i took feat with trait i kept those bonuses and added the armor.
I am not using scimitar my dm wont allow Dervish dance. Benefit to wakazashi is that i get finesse, deadly, and Piercing/Slashing weapon. Plus we have a ninja in our group so might do some craft weapon stuff.
My main question for this advice forum that you guys might be able to help with.
With Grasping Tail/Prehensile Tail. If i tried to do a disarm magus maybe not being the best but good at it. Could i disarm use my tail to grab there fallen weapon without provoking. And if i could do this, would it be viable for a magus, can they make strong disarming characters?
1. i knew that, what i was going to do was use keen through my arcane pool until i can get improved critical.
2. cant dual wield, so thats out, however, spell strike creates an extra attack by using touch attacks. So not as often but still its there.
3. Katana cannot gain the benefit of weapon finesse. Otherwise i would use it.
4. Looking at crit feats and disarm feats.
5. I get no armor but I get Canny defense so int plus dex. My ability points will increase my armor. Magic int helm, Dex belt. bracers of armor, ring of deflection amulet of natural armor and my Con is 14. While having 19 Dex and 18 Int. We rolled our numbers. So i am sitting ok.
Any other thoughts, what about disarm. My thought on this was if i used disarm could i use Grasping Tail to grab opponents weapon after i disarmed them?
I am new to pathfinder. Starting with some friends and trying to build a solid character. As i know i cant out damage the barbarian in my group i thought i would see what i could do with kensei.
Our dm is using the crit table, so i have decided to use a wakazashi, combined with keen eventually improved critical and haste/speed. I want to get as many attacks as i can for possible crits again maybe not for damage but for the possible affects that could come with those crits.
However i have been thinking about the fact that I am a Tiefling and i have prehensile tail with grappling tail feat.
My thought is if i could do disarms relatively good, i could use tail to grab weapon if knocked to the ground.
Any suggestions on this and how to do it efficiently. I dont know much about disarm rules but looking for pointers in feats, magic items, and anything else that might be worth noting.
I appreciate all the responses so far.
My dm has locked out Dervish Dance.
So with that I have decided to use a Wakazashi, and use Haramaki. Since it fits the Kensei almost eastern version of the Magus.
Will still focus on Dexterity as main score followed by Intelligence.
I am trying to make my guy about getting as many swings as possible with high crit chance.
Would you guys have any other suggestions about options or feats or anything I could look at.
Oh btw doing tiefling and gonna have decent stealth and weapon crafting to tweak on the fact that im a old japanese weapon smith master of his creations.
Well i would like to play a kensei tiefling with scimitar for dervish dance. I am waiting to see if that option is available or not.
Was hoping to find strong alternate options, for trying to max out crit range tables. Scimitar is 18-20. One of the reasons i had thought about titan mauler multiclass was for craziness.
Saint Bernard wrote:
So question, is Multi classing very good. I am playing around with the idea of multiclassing a barbarian 2 levels for Titan Mauler. To get Jotuns Grasp. Wielding 1 handed the Elven Long Blade.
Does anyone see this as a bad idea or can give me ideas of large weaknesses.
Dervish Dance is in Ultimate Combat, in addition to the other sources mentioned.
Any recommendations on handling stats as I level, Ninjaxenomorph or Maiathreen?
Also how many swift actions to magus end up using. As I kinda like the armor prof light and arcane armor idea. Or should i focus on damage dealing feats between spell and weapon feats.
Oh i did have one particular question about leveling of a dancing dervish character.
As i level especially since im kensei. Should i focus my stat points in dex or int? I was planning on putting my first point into int to get a 20 int, which increases my number of shocking grasps and a few other things but looking or recommendations on this.
Oh btw is it work getting light armor prof and arcane armor or will i use my swift actions often? pros/cons to going this route?
Thank you for clarifying I was told it was 3rd party. I dont have all the books myself.
Are there any other big pointers you guys would recomend for a kensei that varies from standard magus?
Maiathreen Gyssearnith wrote:
I would love to take Dervish Dance, however thats 3rd party publisher.
Looking for Advise, help, even criticism please.
Looking for pointers on developing my first Paizo Pathfinder Character. We are coming off D&D 4e, and I have decided to play a Magus(kensei). I have also chose as a race, Tiefling. My current goal is to build a character that takes advantage of keen early because the dm is running Crit table. However I am not allowed to use guns or 3rd party published rules.
I am hoping the new weapon guide comes out with something a bit stronger for my character but at the moment i am looking at using a rapier.
Also my starting stats are good as we got to use a roll system.
I am focusing on dex as my secondary stat. For weapon finesse and because of canny defense.
PLEASE post me any suggestions or advice that you might have. As this is my first character in the system i dont want to be stuck with something I dont enjoy due to lame combat.
As for RP already very excited by the race and class combination coupled with my focus on skills and spells, tons of fun options here.