PFS Magus with Whip for Reach


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Liberty's Edge

Anyone tried the magus with a whip? Did it work well?

Seems like it would allow you to deliver those touch attack spells at reach to stay a bit safer.


Yes whip works well.

Depends tho. Make sure you have a sword for back up, especially at low level the whip doesnt do lethal on it's own, but if you take the right feats it can eventually be rewarding.

Either half elf or half orc and city raised (they get whip as a WP)

so one racial trait for WP whip, and then level 1 feat for whip focus.

You can either run a regular magus, a hex crafter or technically a bladebound (but it is a stretch, it is one handed and slashing) OR you can use a skirnir.

the skirnir is helpful at lower levels especially because of it's shield, which makes it much easier to not get based trying to cast spells.

The trade off is no spell combat until 8th. But you get spellstrike at level 1 (making use of the whip right away) so you don't get the 'extra' attack by doing spell combat/spell strike, but the non spell strike weapon attack you would normally get isn't lethal with a whip anyway, and you get to do this at range.

Also if something comes up on you, you can shield bash it (yes you lose the ac but hey) or use shield bash for AoOs.

Skirnir is a hmmm archetype IMO, but really comes into it's own when using whip.


It works well, yes. It is somewhat taxing on feats though (needing exotic weapon, and a 2-3 feats just to get it to threaten squares) but you'd be able to cast your shocking grasp safely from 15 feet away. I'd recommend going human for the extra feat. Level 1 feats will be Weapon Finesse and Exotic Weapon Prof (whip), level 3 is Weapon Focus(whip), then level 5 is Whip Mastery and something else. You don't really kick into gear until level 5, but you're not ineffective at lower levels.

You main stats are Dex and Int, Con as your secondary. You can drop Cha for extra buy in points if you feel like power gaming. If I'm correct, PFS is a 15 point buy in, so this is what your stats should look like.

STR 10
DEX 16+2 Human
CON 12
INT 14
WIS 10
CHA 8

If it's 20 points, then bump your Dex to a 17 and either put the remaining two points in Wis for +1 to Will saves or bring your Cha up to a 10.

Edit: Use a scorpion whip to deal lethal damage at low levels. It will only cost you a few more gold (5 at the most) so you won't have a problem getting your hands on one.


You may also want to look at Kensai. Since you will be a DEX based fighter anyway, the archtype features will help out quite a bit. Kensai will get whip for free, leaving you free to choose any race (like Tiefling, hint hint)

Personally I would go Half-Elf for the low light and other benefits over human. Half-Elf can get Exotic Weapon prof. as a racial trait, so you'll have the same feats as the human, you'll just lose the skill point per level.


The Spire Defender archetype gives a free weapon proficiency in a 1-handed weapon with the trip feature, so it works for getting a whip too. It's elf-only though, and takes out armor profs for a few extra feats.

Liberty's Edge

Hmm... Well since I am not very familiar with the magus (I've never run one and only seen them used a few times) I am not sure I was to try one of the archtypes. Usually they are more complicated than the base class and this one seems pretty complicated already. But I wil look them over.

I looked at the scorpion whip, but it doesn't say it has reach, disarm, or trip. I really want the reach and the other 2 might be nice to have on occasion.

A whip can be finessed. But is there any reason it needs to be finessed? Seems like I could just keep my strength up then when I want to do real damage I could draw a sword or whatever and do reasonable damage with it. Then I am not at too much of a disadvantage before I get all the whip feats.

So if I did half-orc and the trait that gives whip prof.
Str 16, Dex 12, Con 14, Int 16 (14+2), Wis 12, Cha 7
1 weapon focus whip
3 whip mastery
5 combat reflexes
7 improved whip mastery
9 ?
11 greater whip mastery

How does this seem?


problem with human is you need +1 BAB you get it as a feat (exotic weapon) The other races can get it as a trait and therefor dont require it.

Sczarni

I have a whip magus using the blade bound and Kensai archetypes...I went for trip heavy build but I dominate the encounters in many ways due to the versatility the bladebound has.


Another way to get whip prof if you don't want to be locked into a race would be to take Bard as your first level. An archetype like Archaeologist would be ideal.

Liberty's Edge

Carp. Don't have BaB +1 at first level so can't get weapon focus yet unless I go Kensai and get it for free at first.Plus I forgot the 2 free magus bonus feats.

Kensai opens up all the races again. So I will probably look to see what the favored class bonuses are for all the races.
Str 16, Dex 12, Con 14, Int 14, Wis 12, Cha 7 (prior to racial adjustments)

1 combat reflexes
1 kensai weapon focus whip
3 whip mastery
5 combat expertise
5 magus improved trip
7 improved whip mastery
9 improved disarm
11 greater whip mastery
11 magus greater trip

How does this seem?

Edit: Just noticd they don't get mage armor. Might be worth getting a wand of that along with the dangerously curious trait so I can use it on myself.


If you're going trip/disarm route, look at serpent lash/gr serpent lash, basically cleave for trip/disarms.

I'd dip 3 levels Lorewarden fighter since you're focusing on more weapon than spell anyways, and grab the 3 free feats and the +2 to all maneuvers at the cost of the highest level spells.


You could go half-orc and take the alternate racial trait beastmaster or city-raised and be proficient with whips. Also, the Scorpion Whip does lethal damage and only requires proficiency in whip to be use it.

Edit: I see this was already covered. :)

Sczarni

Well since it builds off the Canny Defense, you *can* wear light armor and still get your INT to AC, you just have to get rid of the ASF and Armor Check penalty. So a mithril chain shirt, or the darkleaf cloth studded leather (yes still ACF of 5, but that is generally an acceptable spell failure, roll a d20, 1 fails). With these two options you lose the need for Mage Armor..although at really low levels you might pick up a few pots of it to get your going.
Of course, if you travel with a wizard or a sorc *consistently* you might just spring for a pearl of power for them to cast one on you two :)
Me-I went armor route..have +3 studded leather (darkleaf) so get a +6 ac with max dex of +7.

Sczarni

Couple of notes (man this is pretty much my build but with dex and int the focus) I will plug for the bladebound further down. Picking Human gives a free feat and if you go dex build would be finesse. Also the human racial class bump is 1/4 extra arcana...You should consider that.

There is a trait from the pirate player companion that gives you a +1 damage with a whip...this is really a must have if you don't have a specific choice otherwise. I know a lot of people talk about the trait to lower the Metamagic cost of a spell, but since you have none of those in your build, I would say don't bother with the metamagic thing.
Also there is a trait that reduces the penalty of combat expertise by 1.

I would switch feat order.
1 Combat expertise (reflexes is not useful until your whip becomes legit for AoO's)
3 Whip mastery
5 Improved Trip
5 Combat reflexes (Going DEX finesse build really makes this shine)
7 Improved whip mastery
9 Greater trip (you will want the level 9-11 use of this, it makes your life better and the DM's worse...and honestly really starts to shine at this point. Forcing the enemey to provoke when its tripped is awesome)
11 Improved Disarm
11 -open- I would seriously consider not getting greater whip mastery. It seems cool, but you are giving up your attacks to possibly lock down one enemy with a so-so grapple check.

Some notes to consider when using your whip for this build: Since you are using a weapon for Combat manuevers, you use all your normal statistics for using that weapon on your CMB check. So if you were dex heavy and took weapon finesse then you would add that to your roll, plus any enhancement bonuses, weapon focus, weapon buffs that apply, etc. Currently my level 10 has a +23 with constant -1 for combat expertise. When I use my aracana if I need to it goes up to +25 (making it a +5 weapon) and if I really think its important, can get some extra mileage with a few other things (I love playing with a bard nearby, and the emergency of truestrike is nice).

Now when you actually play him, at low levels you will feel he is harder to use than others...just stay focused on tripping enemies at range or disarming them. If they have no armor or natural armor then whip away. Your spells are limited so disabling your enemies will often do more 'damage' to them than a straight attack.

Once you hit level 3 you can use your mediocre combat abilities to actually inflict damage with the spikes of damage when you use your spells. At this point doing a spell battle combo of weapon attack trip followed up with spell strike through whip is pretty nasty. I often would try to trip the enemy followed up with a mushroom stamp whip (my arcane mark). Also, if you went bladebound at this point you now have a free magic whip for the cost of the arcana that level. At first it seems like a burden, but it plays out well later. Just keep in mind that your only aracanas will come at level 6 and 12+ because of Kensai.

At level 5 you can now add elemental damage to your whip. You can also trip while threatened. This is the WOW moment of the build. Basically you have a couple of choices in every combat. If the enemies are fairly easy to hit/trip and don't have resistences to energy, use your 2 points of enhancement to add flaming and shock at the same time (or frost). If you went bladebound you now have a +2 whip that you can change the weapon damage to pure energy. THIS is where the bladebound really starts to shine!!! So basically you can have either +2 whip with flaming/shock/frost combo or you can have a +4. If your advesary has DR that is hard to get through but is easy to hit, spending an aracana point of the whip to turn it to an energy it has no resistences to plus adding the d6's of energy damage becomes awesome!. I would take on earth elementals flensing them to ruin because of this. When you change your weapon to energy it is no longer a weapon attack for DR purposes... If you didn't go bladebound then at this level you would likely want to have a +2 weapon if possible. I know in PFS this can be hard to make happen all the time. If you decided to go DEX build you might consider +1 agile...the ONE downside of getting the free weapon from bladebound is I cannot get the agile enchant...but that is made up for in other areas.

Starting at level 9 if you have a strong trip ability and took greater trip you suddenly become the reason fights don't last that long. 1st: You always get AoO's+quick draw in the surprise round! I have literally ended the threat of a fight with this as I was towards the front. Charging barbarians + AoO trip=dead barbarians once the full round begins. Disarming them as they fall prone just adds insult to injury. 2nd: Now if you are a regular magus hopefully at this point you either have a +2 weapon with some ability (agility if dex build) or its a plain +3. You can either way use your arcana to buff up to a +5 weapon if you need to hit bonuses, or can add all 3 elements if you don't need the accuracy. If you went bladebound at this point your become really evil >:). The +3 weapon + aracana means you get past any DR that is not based off B/P. OR you can ignore DR by changing your weapon to energy if that works. Also, fighting incorpereals with your weapon becomes really nasty as you can turn your weapon into force, thus negating the 50% damage; with the right buffs going into that series of hits, you can destroy or seriously damage many incorpreals. Honestly all through level 9 I would only cast a few high damage spells through my weapon, mostly I just stuck to arcane marks. When you roll 1d3+4(or up to +13) +3d6(fire cold and electric), with 2 attacks at full bonus -2 and 1 at -7, you are tripping (which really means you don't give up an attack as they provoke now rememeber?) and flensing them for lots of damage on its own. Your spells really come in for getting spikes of damage as you go along.

I have to say...my magus has really been a load of fun. Dm's hate him, archers hate him, but clerics and spell casters like him keeping enemies disabled so they don't have to heal or aren't being attacked much.

My PFS Lavode De'Morcaine wrote:

Carp. Don't have BaB +1 at first level so can't get weapon focus yet unless I go Kensai and get it for free at first.Plus I forgot the 2 free magus bonus feats.

Kensai opens up all the races again. So I will probably look to see what the favored class bonuses are for all the races.
Str 16, Dex 12, Con 14, Int 14, Wis 12, Cha 7 (prior to racial adjustments)

1 combat reflexes
1 kensai weapon focus whip
3 whip mastery
5 combat expertise
5 magus improved trip
7 improved whip mastery
9 improved disarm
11 greater whip mastery
11 magus greater trip

How does this seem?

Edit: Just noticd they don't get mage armor. Might be worth getting a wand of that along with the dangerously curious trait so I can use it on myself.


My PFS Lavode De'Morcaine wrote:


A whip can be finessed. But is there any reason it needs to be finessed?

I did out a half-orc based on the whip and it was STR based.. it was a hexcrafter that dipped 3 levels into fighter (lorewarden). I think it is floating around here on the boards somewhere.

-James

Liberty's Edge

The problem with anything other than Kensai is that I can't get weapon focus until 3rd and whip mastery until 5th. I wasn't really wanting the reduced spell casting of the Kensai. But if I'm going for the whip I want it as soon as possible.

Edit: I guess I could take 1 level of fighter or lore warden and the rest as magus or any other archtype of magus. That would still be a better caster than the Kensai. I see the reasons for 3 levels of lore warden, but I think that hurts the spell casting more than I want.

Liberty's Edge

Let's try...

Half-Orc, Chaotic Good, Lantern Lodge Faction (dunno why, but magus just seems oriental to me)
Str 16, Dex 12, Con 14, Int 16 (14+2), Wis 12, Cha 7
Alternate racial traits:
city raised (whip prof)
sacred tatoo (+1 luck bonus to saves)
shamans apprentice (endurance feat)
Build Traits:
story teller, lanter lodge (1/day add + int mod +3 on knowledge check)
heirloom weapon (+2 trip with whip)

1 lore warden 1 - combat expertise, weapon focus whip, all intelligence skills are class skills
2 lore warden 1 / magus 1 - arcane pool, spell combat
3 LW1/M2 - spell strike, whip mastery
4 LW1/M3 - magus arcana (arcane accuracy)
5 LW1/M4 - spell recall, improved whip mastery
6 LW1/M5 - combat reflexes
7 LW1/M6 - magus arcana (spell shield), improved trip
8 LW1/M7 - knowledge pool, medium armor
9 LW1/M8 - improved spell combat, greater trip
10 LW1/M9 - magus arcana (reflection)
11 LW1/M10 - fighter training, improved disarm

What y'll think of this?

Liberty's Edge

OR only magus...

Half-Orc, Chaotic Good, Lantern Lodge Faction (dunno why, but magus just seems oriental to me)
Str 16, Dex 12, Con 14, Int 16 (14+2), Wis 12, Cha 7
Alternate racial traits:
city raised (whip prof)
sacred tatoo (+1 luck bonus to saves)
shamans apprentice (endurance feat)
Build Traits:
story teller, lanter lodge (1/day add + int mod +3 on knowledge check)
heirloom weapon (+2 trip with whip)

1 - arcane pool, spell combat, combat expertise
2 - spell strike,
3 - magus arcana (arcane accuracy), weapon focus whip
4 - spell recall
5 - whip mastery, combat reflexes
6 - magus arcana (spell shield)
7 - knowledge pool, medium armor, improved whip mastery
8 - improved spell combat
9 - magus arcana (reflection), improved trip
10 - fighter training
11 - improved spell recall, greater trip, improved disarm

This gets the whip feats later, but is a better caster.


Dex isnt a good way to go really with a whip magus, you need str for CMB. Trip builds are STR.

Kensai isn't Ideal either because it really WANTS to be a dex build.

Straight Magus, Bladebound, Hexcrafter or Skirnir are really the best choices.

If you didn't want to trip, I suppose a dex build would be fine.

It's also an extra feat (on top of being already feat intensive) to go Weapon finesse and then the whip doesnt get any STR damage bonus and whip is already light on damage.

Should really look HARD at skirnir whip magus, it does A lot all the way from level one.

Sczarni

Pendagast, relook at the combat manuever part: "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."

If you are using a finessable weapon and have weapon finesse, you use your dex for your combat manuevers used with that weapon.


1) I think that's really fishing the rules hard. 2) it's STILL and extra feat and costs you damage to a very low damage weapon.

It's not the route to go in this case. Dex isn't the answer to EVERYthing. This is one of those cases.

Sczarni

1st: I should have put this here to prevent your response, so here is the relevent FAQ entry..fishing nothing man

MAGUS...their damage normally isn't coming from the weapons so much as from the spells they do. In the basic build he was going for he would have the full spell casting. Even though as a reach magus you aren't as likely to get hit in melee, it still happens. So with a little investment of a feat (finesse) and for non-blackblades a weapon enchant (agile) he can pull out a decent amount of damage still, have a better AC, and do what he was saying.

Now in the build I built for, the magus was more of a way to get some additional utility out of the guy when a trip attack wasn't as viable, initially it was not meant for the weapon itself to really deal much damage..but over time I have been grouped with peeps that the damage starts ramping up and some class features of the blackblade I didn't fully appreciate came in too. Going straight fighter would have been better for the trip aspect, but more pigeonholed.


Shfish wrote:
"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 Ability Score Modifier is not considered a spell, a feat or a "other effect" since is already summed into the CMB. If you reason that way, a STR based char would add STR to his CMB and then adding it a second time as a "bonus to hit". It doesn't work that way. If you want dex to CMB you need this

Sczarni

Click on the FAQ link I posted....

Dekalinder wrote:
Shfish wrote:
"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 Ability Score Modifier is not considered a spell, a feat or a "other effect" since is already summed into the CMB. If you reason that way, a STR based char would add STR to his CMB and then adding it a second time as a "bonus to hit". It doesn't work that way. If you want dex to CMB you need this


I really like the idea of a whip magus (I played a STR based 1/2 Orc Bladebound whip magus in a home game), It's a really powerful combo. However, since this is for PFS (at least it looks like it is), I would recommend keeping your int down to 14 (since you'll never cast higher than 4th level spells) and bumping str to 18. Instead of the Sacred tattoo, I would take Toothy, as it gives you a primary natural attack (thus 1.5x Str to damage), and you can threaten without any additional feats. Also, instead of trying to get all of the really nice whip feats, you can just save your cp until you have 22 fame (probably about lv.5 or so, about the same time that you could take the whip mastery feat) and just buy a +1 deadly whip for 8k. You won't threaten with it, but you will still threaten adjacent with your natural attack, and you'll deal lethal damage when you attack. Admittedly, you will still provoke when you use the whip, but that's why you have reach anyway, right?

Also, since it seems that you are interested on having a trip build, instead of taking combat expertise, imp. trip, and greater, just take the wand wielder arcana and use a wand of true strike for your spell combat. You'll ALWAYS have at least a +23 CMB (at lv. 1), so tripping ANYTHING that PFS will throw at you is certainly do-able.

Liberty's Edge

I agree, I have seen that FAQ before (I had forgotten it, but I have seen it). Dex can be the stat for CMB if using a finessable weapon to disarm or trip.

However, I don't think I want that for this character. It would cost me a feat when I really don't have all the ones I want anyway.
If I just have magus levels (which is where I'm leaning) I won't have whip mastery until level 5. That's almost half his PFS career.
Plus the few magi I've seen need to fight as at least a secondary martial character much of the time since they just don't have enough spells to use them often. That may not be the case at later levels, but it definitely is early. A strength of 16 and medium armor will let me get by in that role.


@ OP

Also, upon inspection of your proposed build of a few hours ago, your choice of arcanas seems sub-optimal (and in one case illegal).

Arcane Accuracy is nice, but it's much better when you have a higher INT score. I'm sure that you're thinking "but my 16 INT is pretty darn good!", and, for PFS, it is, however, trading the racial +2 from INT to STR means that you ALWAYS have +1 attack and damage, and when you use the Accuracy arcana, you'll still have the same total bonus. However, blowing a point of your limited pool for 1 round of attacks at +2 just isn't worth it (at lv.3 anyway.) Perhaps once you have a +int headband or are casting fox's cunning, it will be far more effective (as say a lv. 6 arcana, or from taking the Extra Arcana feat at 5 or 7).

The Spell Shield arcana is total Admiral Akbar material. Why blow a precious pool point, and an immediate action (read: swift action next turn) to get a measly +int as a SHIELD bonus for 1 ROUND? Just snag a wand of shield for 2 PP, and have a +4 shield bonus (that's better than a regular shield, btw) for EVERY BATTLE.

The Reflection Arcana is pretty hot, I will admit. However, it will never be seen in PFS play, as it's got a lv. 15 pre-req.

Instead, you might look at just getting a familiar, using the wand wielder arcana, maybe prescient attack, spell blending is always a nice option, and accurate strike can be REALLY nasty, especially when facing a flat footed foe.

Liberty's Edge

Oops! Didn't notice the pre-req on that one. Drat.

I actually was considering dropping the str down to 14 and raising the int to 18, which would make the arcane accuracy more attractive.

Don't think I want a familiar learning this class is complicated enough without also dealing with a familiar. Plus I don't have the enough spare feats for improved familiar and I don't think I'd want one without it.

Not sure what you mean by "Admiral Akbar material' but yeah, I wasn't too sure of that one.

I can't think of any single spell that I'm sure enough of wanting to use up an arcana to get.

So I'm now thinking ghost strike and maneuver mastery (trip). For the other I was thinking about still going with arcane accuracy or maneuver mastery (disarm)


My PFS Lavode De'Morcaine wrote:
Not sure what you mean by "Admiral Akbar material' but yeah, I wasn't too sure of that one.

"IT'S A TRAP!"


His only line of note was "It's a trap!"

I just meant that the arcana isn't really helpful at all, thus it is a trap arcana.

I really can't blame you on the familiar. If you're looking for something straightforward, familiar isn't going to be for you.

As far as dropping STR and Raising INT, my question is "Why?"
There are several possible reasons, such as wanting higher DCs for things like color spray or grease, getting that +1 bonus spell of 3rd and 4th levels (and an additional 1st level once you get a headband), more skill points, pool points, etc.
But as far as a combat decision, having the higher STR score will help you out quite a bit more. You won't use your pool points as much because there will be less need, and if you take the Toothy alt. racial trait, you'll net +3 damage on your natural attacks.

Before you get going on the maneuver mastery arcana, though, I recommend being very hesitant on that. Over the course of your PFS career, you will only be netting a +3 on that particular type of maneuver. It's really a very small gain, when you consider that the wand wielder arcana lets you use a wand of true strike (thus saving your precious shocking grasps, etc.), which grants a +20 bonus. This also kind of applies to the combat expertise/trip chain of feats as well. I mean, every little bit helps, but...a +20 blows them all out of the water.

The spell blending arcana is actually pretty decent, depending on how cheesy you find arcane mark to be. If you're cool with being a magical whip-wielding Zorro, that's cool and the gang. However, if you're of the school of thought that it's kind of lame/cheesy/whatever, take a look at the cantrip "touch of fatigue". It grants you that same touch attack, but you get a cool little rider to boot. Since it's a cantrip, you could also pick up the resistance cantrip (since spell blending gets you 2 for 1 if they are both below your highest spell level), which really isn't bad, as it saves you a cloak slot (there are quite a few cool ones) and 1000 gp.

The Ghost Strike arcana is a pretty cool one. I can definitely get behind that.

I am a little confused, however by the combat reflexes feat. It will only get you 1 additional attack of opportunity, and if you do something like, say, have Enlarge Person cast on you (another fantastic choice for a wand), you won't be able to get any benefit at all from the feat, as your DEX bonus will be +0. You may be better off taking more feats that will up your damage or attack bonus, or, just taking extra arcana, so you can really use your pool points for arcane accuracy without worrying about having some left for the next fight.

Liberty's Edge

Ah, ok, I didn't remember that line. It's been a long time since I watched the movies.

Combat reflexes is mostly left over from when I started thinking of it as a dex build. I had considered switching dex/con, there is the spell cat's grace which I've always liked, and eventually I would want to get the belt. But PFS career is short enough that I probably won't have that and everything else I want. So it probably isn't needed.

I looked again at wand wielder and spell combat. I was thinking of wand mastery which didn't seem that great to me. And for some reason, I've always thought spell combat meant that the spell had to be an attack spell. But it really doesn't say anything like that. That and 1st level wands are easy in PFS.

So yeah, I will take wand wielder.

---------------------------------------------------------
So now I'm at...

Half-Orc, Chaotic Good, Qadira
Str 16, Dex 12, Con 14, Int 16 (14+2), Wis 12, Cha 7
Alternate racial traits:
city raised (whip prof)
sacred tatoo (+1 luck bonus to saves)
shamans apprentice (endurance feat)
Build Traits:
eastern mysteries (1 spell ea day +2 save DC)
heirloom weapon (+2 trip with whip)

1 - arcane pool, spell combat, combat expertise
2 - spell strike
3 - magus arcana (wand wielder), weapon focus whip
4 - spell recall
5 - whip mastery, improved trip
6 - magus arcana (spell blending or maneuver mastery trip)
7 - knowledge pool, medium armor, improved whip mastery
8 - improved spell combat
9 - magus arcana (ghost strike), greater trip
10 - fighter training
11 - improved spell recall, improved disarm, greater disarm


My PFS Lavode De'Morcaine wrote:
If I just have magus levels (which is where I'm leaning) I won't have whip mastery until level 5. That's almost half his PFS career.

You could swap to slow progression once you hit level 5. That way you have 15 missions till level 5, then 36 more missions till level 11.

15 out of 51, well that is just 29% of your career.

Liberty's Edge

Salindurthas wrote:

... You could swap to slow progression once you hit level 5. That way you have 15 missions till level 5, then 36 more missions till level 11.

15 out of 51, well that is just 29% of your career.

You can switch progression rate? I thought once it was picked it was fixed.

Don't think I will do that anyway even if allowed. I don't get to play all that often and would like to get at least a couple up to high levels someday.


I thought you could switch at every level up. I guess it doesn't matter anyway, though.

Grand Lodge

That is correct, you can switch progression rate between normal and slow whenever you level up, as long as you exactly level up.

That proviso covers playing a module or AP section that grants 3 XP when you are less than that away from leveling.

I was working on a whip Magus, but decided that he was going to be similar, overall, to my lore warden whip wielder, so I switched him back to the iconic scimitar.

I would tend to recommend swapping Dex and Con for your build, especially if you retain Combat Reflexes. Using a whip should, usually mean that you are more than a 5' step from your opponents, so you shouldn't need the extra hit points very often, if at all.

Looks like you are going vanilla Magus?

It does take a while before the whip comes into its own. You might consider packing a longspear or other reach weapon for the first few levels. Oil of Magic Weapon, or the judicious use of your Arcane Pool can still let you have a magic weapon when needed. One of the reasons I switched from whip on my Magus was the confusion of whether my Shocking Grasp, when delivered by a non-lethal weapon, would do lethal or non-lethal damage....

But scimitar Magus is both Bladebound and Kensai, so he is a bit sick, and, at 5th level, is likely to get sicker yet. For most purposes, I suspect, I will be using the Arcane Pool point to add +1 and keen to his scimitar, as a 15-20 crit range, which also applies to his Intensified, +1 CL Shocking Grasp (in a first level slot) would be ugly. 1d6+6d6+6 before the crit multipler is sick for the few times he can cast it. And, in PFS, if you pay attention, you'll know when to use your precious spells, and when to let the Fighter shine.

Also, even with a 16 Int, a well-timed Color Spray, and bad luck for the GM's saving throw, helped against an opponent. And, most of all, don't get stuck on just the spellstrike spells. My PC's second level spell slot was filled with a Mirror Image for my last game, and that saved his life, and, since his Shocking Grasp attack had caught the BBEG's attention, that of the rest of the party. Not to mention the Fighter having drunk a Blur potion for the rounds when I had retreated to get healed. A BBEG who can cast Deeper Darkness at will, with sneak attack dice, and the ability to see through his Deeper Darkness is just plain ugly.


My PFS Lavode De'Morcaine wrote:


Str 16, Dex 12, Con 14, Int 16 (14+2), Wis 12, Cha 7

Might I suggest 18STR and 14INT?

But then again I'm more focused on seeing you make a tripper, and you might be trying to see yourself as a bit of both tripper and caster. I'm just thinking that you might wish to optimize more. Your call on it, as PFS certainly doesn't need much thought along those lines as I've heard.

-James

Liberty's Edge

Yeah, I've been thinking about that. But I'm trying for a gish type concept that is at least as much of a caster as a martial.

My build concept process went something like this.
I was previously trying to do it with a dragon disciple but PFS basically retires just as that is getting good. So that wasn't working out for me.
Then I started looking at eldritch knight with arcane armor training. But that started to look more and more like a magus anyhow. So I switched to magus.
So I was thinking about how to rally use his spells and fighting he has to get into melee with only light armor. So maybe he could deliver his spells with a reach weapon. What has the most reach? The whip.
The whip doesn't do alot of damage, but I could stay out of melee and still deliver the spells. If I'm using the whip anyway, might as well trip and/or disarm (tripping seems to be the more popular choice so I will take that first).

I hate PC's that are too specialized to function any other times. So this gives me an attack caster (I wish they had more utility spells), int is the casting stat so I will have skills, a controlling martial with trip and disarm, can always whale away with an axe if just need more damage, and will usually try to stay out of melee to be more survivable. I think I'm going to like this. But I may tweak it a bit more just for grins.

I appreciate everyones' opinions and suggestions.
Thanks Guys. =)


Have Fun!

Sczarni

If you want a little more utility you can pick the Spell Blending arcana.

Liberty's Edge

Thinking about it, but that is a really expensive way to get 2 spells added to my list.

Shadow Lodge

I have one .. for PFS ... and it is VERY Feat heavy ... making everything work is a bit of a nightmare

It took me 2 levels of fighter and a level of Monk to really work ... heres my build

Fighter / Spire Defender / Flowing Monk

Elf

Str 12
Dex 19 (+1 at 4, 8, and 12)
Con 10
Int 16
Wis 10
Cha 8

Traits: Adopted - Chainfighter - Shackleborn Tiefling
Traits: Two World Magic (Touch of fatigue)

(1)Magus

(Level 1)Weapon Finesse
(Free)EWP Whip,
(free)Dodge,
(free)Combat Expertise,
t

(2)Fighter(1)
(Fighter) Weapon Focus (Whip)

(3)Fighter(2)
(fighter) Improved Trip,
(L3)Whip Mastery

(4)Magus(2)

(5)Magus(3)
(Magus Arcana) Wand Wielder
(level 5)Serpent Lash

(6)Monk (1)
(Monk)Combat Reflexes

(7)Magus(4)
(Spire Defender) Arcane Augmentation
(Level 7)Imp Whip Mastery

(8)Magus(5)
(Bonus)Greater Serpent Lash

(9)Magus(6)
Empower Arcana,
(Lvl 9)Greater Trip

(10)Magus(7)

(11)Magus(8)
(L11) Greater Whip Mastery

get yourself a +1 agile Whip (Enchantment from Society field guide) allows you to add your dex to damage with a whip

eventually with enough dex Items your going to outgrow the mithril BP .. and your going to want celestial armor

Spring loaded wrist sheaths for Quick Wand draws to use with spell combat (I recomend True strike and shield)

Sczarni

My PFS Lavode De'Morcaine wrote:
heirloom weapon (+2 trip with whip)

Hate to burst your bubble, but Heirloom Weapon was errata'd to be only a simple or martial weapon, and a whip is exotic.

Liberty's Edge

Nefreet wrote:
My PFS Lavode De'Morcaine wrote:
heirloom weapon (+2 trip with whip)
Hate to burst your bubble, but Heirloom Weapon was errata'd to be only a simple or martial weapon, and a whip is exotic.

Carp Again! Didn't know that. Oh well, that is a minor part of the build. Most of my CMB plus is going to come from the wand of true strike.

May just go with the old standby of reactionary (+2 to init), but that seems boring since almost every other PC has it.

Sczarni

Do +1 to a save. Or Magical Lineage (Shocking Grasp).

Sczarni

Take the pirate whip trait for +1 damage.

Liberty's Edge

Magical Lineage won't do me anything since I have not metamagic feats. I could do the will save thing. Those are usually really bad to fail.

What is the pirate whip trait called? I can't find it.

Sczarni

Pirates of the inner sea-whip specialist


Dumping the feat chain for deadly whip is an all around bad idea. The whip feat chain does more than just make the whip do lethal damage,

A skirnir magus can threaten with his shield (improved bash would let him keep his AC)

Spell combat at 8th seems late, but it's when the magus can actually USE it the best (have enough spells to use it regularly and have enough BAB that suffering the -2/-2 still means he can hit most targets)

Liberty's Edge

I'm not sure what you mean. I didn't dump the whip mastery chain. That's what the whole thing is built around. I'm not planning on greater whip mastery since that seems to be mostly just grappling with the whip which I don't think I want to do.

The only thing I can find for 'deadly whip' is a weapon property that I won't need by the time I could afford it.

I did consider the skirnir. But it is giving up a lot including spell casting ability for a shield. With a 15' reach, I'm hoping I won't feel the need for the shield too much.

Spell combat kinda pretty much IS the magus. So I'd rather not wait until I'm almost retired before I get it.


I think that Pendagast is referring to my suggestion of dumping the feat chain, not that you were necessarily planning on doing that. Although, I'm not sure what he plans on advising with this skirnir magus build. The only things that I can see as beneficial are:
1) Spellstrike (with shield bash) at level 1
2) Having a shield (and getting the AC bonus)
3) Threatening adjacent, since you can shield bash

However, you can spellstrike at lv.2, which is plenty soon enough, you can cast the Shield spell (from a wand, from your 2nd session on), and a Toothy half orc threatens with his bite, does the same damage as a shield, but can apply 1.5x his str. bonus to damage rolls.

I'm not really sure what the benefit of the skirnir magus is. I'm totally with you on utilizing spell combat as soon as possible, and with the wand wielder arcana, which it seems like your are in favor of taking (I know I am!), you can pretty much spell combat every round at 3rd level and beyond.

The reason that I suggest dumping the feat chain is that the deadly whip can do lethal damage to anyone, regardless of Armor bonus, natural armor, etc. (this is the weapon enchant that you found, right?)

The things that the whip mastery chain get you are:
1) You do not provoke with the whip (Whip Mastery)
2) You deal lethal damage with the whip (Whip Mastery)
3) You threaten (at all) with the whip, and you do so at your natural reach + 5 feet (Imp. Whip Mastery)

So, yes, the whip mastery chain does do a few things for you, besides dealing lethal damage. However, one of the things that it does is pretty much negated by the fact that the whip has reach, and the other is just as easily achieved with a casting of Enlarge Person and an alternate racial feature (one that I highly advocate). That leaves only the lethal damage part of it, which the deadly property deals with.

Don't get me wrong, the whip mastery chain was conceived, at least AFAIK, with this specific purpose in mind, however, you could easily spend your feats to give FAR more versatility (intensify spell, rime spell, extra traits, arcane strike, etc.)

Of course, this IS your build, and we on the boards only offer commentary, advice, and suggestions. The final choice is yours, and the only wrong choice you can make is the one that you don't have fun with.

Happy Gaming!

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