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Logan8054's page

Pathfinder Society Member. 33 posts. No reviews. No lists. No wishlists.


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TarkXT wrote:
Logan8054 wrote:


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...

I think before you answer any of those you need to figure out what is it that you want to do.

Not "tank".

Tank is a bad word. I've all but expunged it from my vocabulary where pathfinder is concerned.

Think of what you want to do as an actual verb.

Do you want to control the fight? Or do you want to end it?

If you want to end it then you're on the right track. You have the defenses to weather the backlash from your first couple of rounds and the potential damage to drop opponents left and right. Endurance may be an issue but your goal means the rest of the group blows fewer resources anyway so it all evens out. You may want to actually wait until after buffers and full casters have gone before you rush in and destroy but that is at your discretion.

If you want to control it you may want to rethink how you work. Damage prevention to your group (what most people consider the traditional tanking role) can be accomplished by your class without having to enter melee at all. With spells like Glitterdust and Major Image on your list control is very much a thing that you can do. While feasible reach weapons aren't in your repertoire you do ahve access to enlarge person which lets you increase your reach reasonably well enough to increase personal control of territory. With added mobility and a very high initiative modifier being able to control the pace of the fight so your dwarven barbarian friend does the majority of the getting hit part makes you very much a kind of tank if that's what you prefer...

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.


TarkXT wrote:

Read this.

Then this.

And finally this.

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.


Hi Guys,

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.

Thanks.


AndIMustMask wrote:
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


Hi Guys,

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.


Blootsvoets wrote:

Mechanically, presumably there wouldn't be a cost for your initial summoning of a familiar - that would be covered by your selecting that particular Magus Arcana. The price for re-summoning would only factor in if and when your familiar dies.

A regular familiar would never be a threat comparable to a full-fledged party member, so, in my experience, DM's tend not to focus on them. (Why waste actions on a creature that's not actively threatening or barely even helping threaten the opposition?) Nevertheless, if you're feeling especially protective, you can always opt for a Familiar Satchel for 25 GP.

** spoiler omitted **

A Compsognathus is often regarded as one of the best choices, because of the +4 bonus to initiative it grants. (The equivalent of the Improved Initiative feat.) Alternatively, the raven's intelligent, speaks a language, and has graspy claws, which is generally interpreted as it being able to use wands whilst flying overhead, i.e. out of melee range. (So put ranks into Use Magic Device.)

Of course, to get the most out of your familiar, I'd recommend the Improved Familiar feat (available from level 7 onwards). My particular favourite is the Imp. In addition to the advantages of the raven, the Imp can cast Invisibility (self only) at will, as well as several other handy Spell-like Abilities, has some nice resistances/ immunities, and Fast Healing II, making this quite a resilient little creature. If you wait 'til 8th level to upgrade, you can even get a Consular Imp, which has the added benefit of 50 ft. telepathy and an improved Beast Shape.

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?


martryn wrote:

Hoping for some more feedback...

Playing a Second Darkness campaign. Built a Fetchling Ninja and just hit level 2. I've had an idea for this character for a while, but haven't really penciled it all in yet, as I'm not sure what feats are most useful in what order.

Setim, LE male Fetchling Ninja (Scout) level 2
Str 16
Dex 16
Con 12
Int 12
Wis 8
Cha 13

Improved Init

2 ki points and Vanishing Trick

Martryn,

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.

example.

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.


Hi Guys,

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.


Artanthos wrote:

You won't get much burst from a wand of shocking grasp. 1d6 vs the 1d3 you get from using close range to cast ray of frost.

Any particular reason your using a wakazashi instead of a katana?

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.


Matt2VK wrote:

I have a straight magus built kind of like what you're going for. What I have done is the wand arcana, a wand of true strike (stored in a wrist sheath, spring loaded), and the feat improved trip.

For spells, I run with defensive, AoE, and range for added flexibility.

Tactics: Start with casting defensive type spells or ranged attack spells. Then in melee drop the wand of true strike into my hand' activate it, then use improve trip with the +20 to hit from true strike. Target goes down.
Trip works better for this tactic as you can trip a lot more creatures then you can disarm.

What's nice about this build is you have a bit more flexabilty then a standard magus build in that you supply battlefield control with some ranged/AoE.
What's bad is you do not have the burstyness and damage output of the normal magus.

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.


Hey Guys,

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.


RainyDayNinja wrote:
Jiggy wrote:

You can do better than Yet Another Dervish Magus. Be creative!

Also, change your avatar back. Blech.

Well I thought about using an Elven Curved Blade, but I wouldn't be able to use Spell Combat. And since Wayangs have that racial bonus to DEX, trying to break out of the Dervish Dance paradigm would be inefficient. At least I got away from the Magical Lineage/Empowered Shocking Grasp cliche. I'm focusing on wrecking people with weapon damage, which will be especially fun when I'm tiny-sized.

Jiggy wrote:
Bee tee dubs, also remember that a small creature's carrying capacity is less per point of STR than that of a medium creature. Watch your encumbrance, if you're going to have such low STR.

Considering the Kensai doesn't wear armor, I think I'll be fine.

MULTI CLASS BARBARIAN LVL 2, "TITAN MAULER"

Jotungrip (Ex)

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


Riuken wrote:

Looks like you've got it figured out. Shame about grasping tail, but that's how it goes sometimes. I still maintain that disarm isn't a very good maneuver unless you know you will fight many armed opponents beforehand, but if you want to do it your kensai looks up to the task.

Also note, although with a high crit weapon like that you would normally want to put thundering/___ burst/speed on it, you will need to get the enhancement bonus to +5 as fast as possible to help with the disarm. A weapon with the disarm property gets an additional +2, but I can't think of a one-handed one with an expanded crit range.

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.


Nathonicus wrote:

Recently I've been inspired by some DMs I've seen use low CR monsters very effectively due to numbers and good tactics. The prime example being militarized hobgoblins using readied action to move and attack in formation, granting flanking bonuses and really hemming the party in.

I am about to have my the level party enter the Shudderwood, and want to use wolf packs in a way that reflects how wolfs actually hunt, and see if I can make a bunch of cr 1/2 critters really dangerous.

My thoughts are:

1. Tail the party: Wolves should be able to track them and attack when they are separated/unprepared. There will be a whole pack of wolves, 12-15, with an "alpha pair" that are advanced and have a single combat maneuver feat.

2. Separate the weak: If the wolves can pull off an ambush, they will charge and attempt bite/trips in the first round, targeting the smallest/ weakest looking characters. Should any be successful, in successive rounds wolves that are adjacent to a downed character will attempt to aid a Drag combat maneuver to pull the character away from the "herd".

If noone is tripped in the first round, they will surround a "weak" member of the party and use flanking and aid another to try and get trips or drags going.

One a character is separated, additional wolves that have delayed or readied will then step in to block the path and either fight defensively or take total defense to try and cover the retreat, as the remaining wolves try and drag off and kill the prey.

3. Morale: Being animals, they are out to hunt and will flee if getting the worst of it.

Questions:

Would trying to grapple, then grapple/move in later turns be better than drag as far as gaining distance?

Even with good hunting tactics, are basic wolves likely to put much fear into a level 7 party? (ACs are 18-22 ish, CMD on the weakest member is around 15/16.)

Any other thoughts for cool hunting tactics?

Thanks.

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.


Riuken wrote:

Disarming will be slightly difficult as the magus is a 3/4 BAB class. You can do it, but CMDs get stupid high pretty quickly, and most of the things with truly dangerous melee attacks can't be disarmed anyway.

PRD wrote:
If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.

Sounds like if you used a weapon you don't get to pick it up for free, so you would be looking at using the swift from grasping tail.

PRD wrote:

Grasping Tail

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).

You will be able to pick up one item they drop as a swift action when you disarm so long as you don't have the greater disarm feat.

PRD wrote:

Greater Disarm (Combat)

You can knock weapons far from an enemy's grasp.
Prerequisites: Combat Expertise, Improved Disarm, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.
Bold mine. So basically it's going to be hard for you to disarm between your 3/4 BAB and not being able to take greater disarm, assuming you want to pick up the weapon. You could just scrap the whole grasping tail thing and you might be able to do it. Fighters can have a hard time disarming with full BAB, imp/greater disarm, weapon training, high strength, and magic weapons. Not saying you can't do it, just that you shouldn't expect stellar results.

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.

Prerequisites: Tiefling.

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.


Ninjaxenomorph wrote:
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.


Logan8054 wrote:
Legoman wrote:

For extra Kensai AC:

Armor of the Pit
Your fiendish traits take the form of a protective scaly skin.
Prerequisite: Tiefling.

Benefit: You gain a +2 natural armor bonus.
Special: If you have the scaled skin racial trait, you instead gain resistance 5 to two of the following energy types that you don't have resistance to already: cold, electricity, and fire.

From the new races book so its legit.

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?

Additional question.

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.


Legoman wrote:

For extra Kensai AC:

Armor of the Pit
Your fiendish traits take the form of a protective scaly skin.
Prerequisite: Tiefling.

Benefit: You gain a +2 natural armor bonus.
Special: If you have the scaled skin racial trait, you instead gain resistance 5 to two of the following energy types that you don't have resistance to already: cold, electricity, and fire.

From the new races book so its legit.

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?


Riuken wrote:

1) keen and improved critical don't stack.

2) if you want to crit alot you need to dual wield (not really an option for a kensai). You are correct that you want an 18-20 crit range weapon, boost that to 15-20, and haste/speed to get an extra attack to maximize your crit chance.
3) it seems there is no advantage to using a wakizashi instead of a katana. take that for what you will. You may also want to consider the Dawnflower Dervish feat to cut your dependence on str (more on that later).
4) if you aren't already thinking it, you want critical focus at level 13, and probably bleeding and/or staggering critcal soon after.
5) you will be in melee, with no armor, as a d8 HD class, based on int and str (meaning lower dex and con). You will need to take EXTREME steps to boost your survival. Bracers of armor (or mage armor), ring of deflection, amulet of natural armor, a high con score, the toughness feat, using your favored class for HP: these are all things you should consider.

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.

Thanks.


Lastoth wrote:
Are crafting feats allowed? If so I have some thoughts.

yes, he even brought them up to me.


Hey Guys,

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.


AzureKnight wrote:

You can't Rage and cast at the same time...that is one big drawback. Also you are losing 2 levels of casting and other abilities to have a -2 to hit with a weapon that does on average +2 to damage. I'm not sure that is a good trade off unless you just like the thematics of it. Then I say go for it and damn the numbers :-)

-AK

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:
Logan8054 wrote:

Hey Guys,

So my DM may not allow Dervish Dance cause its OP, is that the concensus I was curious to see others thoughts. Since is a paizo feat and his original thought was no 3rd party. The fact he wants to axe this seems lame. Does this feat break us as a class or make us OP in anyway?

Thanks

The only thing you lose over using a rapier with weapon finesse is a little damage and the dex based magus become a little more MAD due to needing strenght and dexterity. A strenght based magus using a scimitar or a katana can keep up with damage potential. If you want to mess with the GM's mind do a whip based magus. 15 foot reach with the correct feats allows for a lot of control.

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.


Hey Guys,

So my DM may not allow Dervish Dance cause its OP, is that the concensus I was curious to see others thoughts. Since is a paizo feat and his original thought was no 3rd party. The fact he wants to axe this seems lame. Does this feat break us as a class or make us OP in anyway?

Thanks


Ninjaxenomorph wrote:
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.


Ninjaxenomorph wrote:
Logan8054 wrote:
Maiathreen Gyssearnith wrote:

Use a scimitar and take dervish dance at 3rd level. It will be difficult for your first 2 levels, but after that you will be able to use Dex for attack and damage.

Of course if the rapier is for flavor your spells damage will make up for the lost damage.

I would love to take Dervish Dance, however thats 3rd party publisher.
Nope. It is in Ultimate Combat, which you obviously use if you want to be a Kensai. Anything mentioned in the guide is from the Paizo books.

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?


Ninjaxenomorph wrote:
Logan8054 wrote:
Maiathreen Gyssearnith wrote:

Use a scimitar and take dervish dance at 3rd level. It will be difficult for your first 2 levels, but after that you will be able to use Dex for attack and damage.

Of course if the rapier is for flavor your spells damage will make up for the lost damage.

I would love to take Dervish Dance, however thats 3rd party publisher.
Nope. It is in Ultimate Combat, which you obviously use if you want to be a Kensai. Anything mentioned in the guide is from the Paizo books.

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:

Use a scimitar and take dervish dance at 3rd level. It will be difficult for your first 2 levels, but after that you will be able to use Dex for attack and damage.

Of course if the rapier is for flavor your spells damage will make up for the lost damage.

I would love to take Dervish Dance, however thats 3rd party publisher.


Maiathreen Gyssearnith wrote:
Is this before or after racial modifiers?

after


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.

15str
18dex
14con
19int
11wis
12cha

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.


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