I started this character off at 4th level. It was a replacement for another character lost. I gave the DM a copy of the character before hand, but to say that he would know everything that the character was capable of wouldn't be fair.
We are all 25 pt builds with anything available from all Paizo books, so by that rule Dervish Dancer is viable. I went that route so I wouldn't step on the toes of the strength based Barbarian. I'm going to try to tone the character down through roleplaying (she's a bit crazy and talks to her sword a bit.) As one fight that happened yesterday on a boat, I couldn't reach the monster on the prow (only room for two folks) so I sat on the rail of the boat, kicking my legs, waiting for the Barbarian or the Rogue to be knocked out or retreat. (I didn't have any ranged spells ready and I threw my one dagger.)
I may rethink Dervish Dancer to tone down the build if it doesn't work through roleplaying. I've already swapped out Arcane Strike for Combat Casting. This will still help me out a lot, but reduce the damage I do and keep from outshining other players. I will still have Weapon Finesse for a Rapier for hitting well with a high dex, it will just reduce the damage bonus that I receive by a bit. At which point I would probably replace Dervish Dancer with Dodge and work more towards being a skirmish fighter. We shall see, thanks for the replies all. :)
The pu dao (long staff broad sword) and the yue ya chan (crescent moon spade) were both chinese weapons that could both be considered polearm style weapons. I'm sure if you talked with your GM you could come up with an equivalent version of one of these. Though I'm thinking the yue ya chan would be more of a double weapon than a pole arm. The pu dao is definately a pole arm, similar to a halberd.
OK, thank you! I just wanted to get opinions since I am very new to Pathfinder in general. However, I don't want to piss of the party or cause issues in our gaming group.
Most of the characters I play are wild and all over the place. Usually this ends up making them useless in combat but semi-usefull out of combat.
So, for once, I've made a character this is useful in combat. I made what the title says. I did this since the group converation had recently turned to how my characters are usually useless in combat. At the moment we are all level 4 but very close to level 5. At level 5 I will be able to make my Black Blade keen and damage will really start to fly. After a talk with the GM, I'm wondering if this is too powerful?
The party has a Barbarian, Rogue, Fire Based Druid, Monk, and a melee sorcerer who is going towards Dragon Disciple. I didn't think it was too far out there after I saw the sorcerer doing 25+ dmg with a single swipe of his claws with a spell discharge.
I like the character and don't plan on changing it. Are there any suggestions you all can toss out to tone down the character to still be playable, aleviate the DM's fears of outshining other players, yet still be usefull?
The best I can think of is just not to full attack or use the keen power on my weapon... I don't think it will be too terrible since at level 5 I will only have shocking grasp memorized twice and Frigid Touch once. The rest of my spells will by utility, like Shield, Bladed Dash, Mirror Image, etc.
Any opinions welcome, thanks!
Widjit, I also have an elf dervish dancer who is VERY effective, defensively speaking. Perhaps she could inspire your small dervish?
I emailed her a link to that character and she really likes it. We are going to work on changing it over to a halfling this weekend. Thanks Ravingdork!
Can you suggest a level progression to it?
Thanks everyone for the great feedback.
It's a home game using a 25pt buy, Paizo only books, and she wants to be a halfling melee character (in armor so no monk or barbarian).
I was thinking the Derv build would be best to optimize the bump to dex and penalty to str.
That's my loving term for a halfling.... halfthing. :)
Thanks for the advice, I'm trying to help a friend of mine build a viable halfling fighter for her first time playing Pathfinder (which I'm also new at). But she wants to be an up front fighter, not a ranged fighter.
Bad Man wrote:
It was actually a hindu man who killed a muslim man.
Is this your artwork? If so, it is incredible!
Azaelas Fayth wrote:
If you have access to the Class Feature that grants you access to Wizard spells as Magus spells you can access some more Cold based spells.
I couldn't find a class feature for the Magus that lets them access the Wizards spell lest, unless you are talking about the ability you can take that will let you use your Magus abilities with spells you have in other classes you have levels in?
That's a pretty awesome Arcana but I want to try to stay to a single class. So I think the metamagic one to change the spell is my best bet at this time. Though, I plan to talk to my gm about changing the color of some of the spells to ice to fit the character theme.
So, I've just about finished a Magus build I'm working on but I'm trying to give it a theme, but there don't seem to be enough spells to work with it. I'm going to be using the Blackblade with the color that the sentient blade looks like it is made of deep blue ice, so I'm trying to find a way to fit the cold / ice / frost theme into the spells known and used but there don't seem to be many on the magus spell list.
Is there a way to convert the element of other spells like say.... Burning Hands, Acid Arrow, or Shocking Grasp are usable with cold instead of their respective elements?
Our GM is using the crit deck in our games and so far our group loves it. He also uses the crit fumble decks. We have house rules governing it all.
If you roll a crit, you don't have to confirm it. You just chose if you want your damage multiplied or if you want to draw a crit card. We all voted to use crit fumble cards if you roll a 1 in combat just because it is more fun that way.
OK, for a Magus it seems like Magical Lineage with Shocking Grasp is the way that most people go. However, has anyone looked at taking Two World Magic and taking the Wizard Cantrip Touch of Fatigue? This would make it a cantrip on the Magus's spell list and allow him to use Spell Stike every round with Touch of Fatigue.
Worth it as a replacement for Magical Lineage? Or pointless?
I had to look up what an MMO was but I did know what a toon was. lol
So, I love the idea of the EK. However, I keep going back and forth between it and the Magus. Is there really anything that the EK does that the Magus can't do better?
Was the EK made obsolete by the Magus or is it just for very specific character builds? (Like the one I am thinking about for Dimensional Dervish)
I think it's an awesome idea personaly. A lot of people are saying, "No, it can't happen, the rules say this."
However, some of us are lucky enough to have GMs that work with us around the rules when we have a fun concept that doesn't break the game, and the other players are in on giving it a go.
People are making a lot of assumptions. This may be a neutral part, in which case, people may not care that it's an undead. He already said that she might actually be worshiping another god.
I don't think bluff is going to be required since your character believes that it is her child. Bluff is to convince others that you aren't lying... if you don't think you're lying, why would you need to convince them otherwise?
Is your child going to be a small undead or a full size undead? If small, maybe have it ride around on a pony or mule behind you wherever you go? I can see that as being believable. Keeping the child mounted so he doesn't tax himself following the party.
What happens if you go into a dungeon? Will you be taking your child with you or leaving him behind to "tend" the mounts and keep the camp?
Good luck with it, sounds fun!
Edit: As a way to get around a holy symbol if you don't actually worship Pharasma, maybe look into the Birthmark trait.
Simple , problem solved. Inquisitor with the travel domain, has solo tactics, doesn't need the "ally"
I didn't think that the Inquisitor would get the spells from the cleric domains? However, a cleric with the travel domain gets Dimension Door as a spell.
I agree with you, I'm just stuborn. =\ lol
I really love the school abilities for Conjuration (Teleportation) and it feels like there has to be a way to make that viable for melee combat!
At level 6 the Magus can take an ability to let them use spells from other classes with their abilities, but that seems like an awful lot of levels to invest just for that. However, a level 8 Wizard / lvl 6 Magus would be able to teleport at will and use spells from both classes with the Magus abilities.
14 levels just seems like a ton to invest. I'm willing to invest it, I'm just not sure if our campaign would ever see it since we are only at level 4. =\ lol
That being said, if we did make it to level 14, would it still be a viable combination? Once at 14, just stick with Magus from then on out or with Wizard from then on out?
Sorry if these seem like silly questions. However, I love the idea of the character and I would like to find out definitively if it is just a pipe dream or actually doable. Some of the feats that exist seem awesome but with no viable way to put into actual use!!!
I guess the main reason at this point for the wizard is to take the Conjuration (Teleportation) school so that eventually when the wizard get the dimension door at will it will work with the ideo of taking the Dimension Agility line of feats which the character would work off of.
OK, where I'm at with the idea so far is lvl 1 Magus, this gives me Spell Combat, which if I'm reading it correctly, will allow me to cast wizard spells that are on the Magus Spell List using the Spell Combat ability. Though, I think the ability to cast magus spells while wearing light armor will not effect the wizard spells. At which point, would it be better to stick with Fighter and use the bonus feat for Arcane Armor or forgo armor completely, stick with Magus for Spell Combat and use Mage Armor and Shield spells as regular spells cast before combat?
As for the Wizard, I was thinking that spec in Conjuration (Teleportation) would be ideal. This would allow a fast mobile teleport around the battle field and once at lvl 8 you could Dimension Door at will for quite a bit.
Ok, I have a quetion about Spell Combat, one of the first level abilities of the Magus.
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
I bolded the part my question pertains to.
If I have a lvl 1 Magus / lvl x Wizard, can I use the wizard spells with Spell Combat as long as the wizard spell being cast is on the Magus spell list? Or does it have to be a spell that I have as a magus that I can cast?
Wow, that's pretty bad ass! Thanks for the write up. I'm going to start breaking it down and studying it. I'm fairly new to pathfinder so I have to figure it out per level. lol
Thanks everyone for all of the awesome suggestions and ideas! There are some great ones here!
I think I have found the perfect feat! The Dimension Agility line from Ultimate Combat book.
This looks perfect! However, it looks like in order to get the feats you either have to have Abundant Step or the ability to cast Dimension Door. Abundant Step looks to be a level 12 Monk ability. And to cast Dimension Door, you would need to either bee a level 7 Wizard or level 10 Bard. I can't see this really working for a Wizard though.
Can anyone thing of another way to get Dimension Door earlier? I think this could actually be something!
I'm just brain storming on an idea for a character who bounces around the combat arena. Mobility being the largest aspect to the character.
I'm taking this idea from a character that I built for the Champions RPG that was a fencer that had the main power of teleportation. He would teleport around the field of battle attacking where least expected. If he was knocked back or thrown it would also trigger his teleport ability so that he would vanish and could appear right behind his attacker to attack again and again.
While I'm aware that this isn't completely doable in Pathfinder, since it doesn't have nearly the freedom or flexibilty of rules that Hero does. Can anyone suggest ideas that would allow me to build something close to this idea, if it is even possible?
I've been looking at a race like Sylph, with their +5 movement racial ability. Barbarian and Monk can both get bonuses to movement. (I know movement isn't teleportation, but I'm trying to work withing the realm that is available). There is a cleric domain that will give extra movement, though I'm not sure if dipping cleric would be worth it. Unless I used it for say, an Inquisitor.
What do you all think? Any ideas? Is it doable?
There is a crossbow that fires items like the alchemists bomb, you could probably enchant that item though I'm not sure if it changes it from a touch attack to a regular one.