The Aldori Magus


Advice

Sovereign Court

2 people marked this as a favorite.
Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I've always loved the flavor of the Aldori Swordlords and the Aldori Duelist. After reading Inner Sea Combat, I really wanted to make one again, but found using the fighter and corresponding archetype to bland.

Then I saw the Kensai archetype for the Magus and realized you could use that as a basis for an ALdori Sworldlord prestige class.

This is my first time building a Magus, So I may make a few missteps. I wanted to see the general impression people have of the core build. I'll post at 1st, 5th, 8th, and 12th, using a 20 point buy and PFS building rules.

One note, Inner Sea Combat is not in Herolab yet, so I will have to add that content in manually, so may make a few mistakes.

So here is the build at level 1.

Spoiler:
Unnamed Hero
Human (Taldan) Magus (Kensai) 1
N Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +2
Defensive Abilities canny defense
--------------------
Offense
--------------------
Speed 30 ft.
Melee aldori dueling sword +4 (1d8+1/19-20)
Magus (Kensai) Spells Prepared (CL 1st; concentration +3):
1st—shield
0 (at will)—detect magic, light
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 14, Wis 11, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Dazzling Display, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits fast-talker, vigilant battler
Skills Acrobatics +4, Bluff +5, Intimidate +4, Knowledge (nobility) +3, Sense Motive +2 (+4 on opposed rolls to counter a feint in combat), Spellcraft +6
Languages Common, Draconic, Skald
SQ arcane pool, chosen weapon, spell combat
Other Gear aldori dueling sword, 130 gp
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Sword, Aldori dueling) Kensai abilities only function when wielding a weapon of this type.
Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Vigilant Battler +2 to Sense motive when making opposed rolls to counter a feint in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Okay, At level 3, He is behind the curve a bit on wanted/ needed feats. He is not a spell striker primarily, His spells are ment to enhance his combat potential.

Spoiler:
Unnamed Hero
Human (Taldan) Magus (Kensai) 3
N Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 24 (3d8+6)
Fort +5, Ref +4, Will +3
Defensive Abilities magus arcana (spell shield), canny defense
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 sword, aldori dueling +7 (1d8+2/19-20)
Special Attacks spellstrike
Magus (Kensai) Spells Prepared (CL 3rd; concentration +5):
1st—shield, true strike, vanish (DC 13)
0 (at will)—detect magic, light, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 14, Wis 11, Cha 10
Base Atk +2; CMB +3; CMD 16
Feats Combat Casting, Dazzling Display, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits fast-talker, vigilant battler
Skills Acrobatics +6, Bluff +7, Intimidate +6, Knowledge (nobility) +5, Sense Motive +4 (+6 on opposed rolls to counter a feint in combat), Spellcraft +8
Languages Common, Draconic, Skald
SQ arcane pool, chosen weapon, spell combat
Combat Gear potion of barkskin +2, potion of cat's grace; Other Gear +1 sword, aldori dueling, 70 gp
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +2 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Sword, Aldori dueling) Kensai abilities only function when wielding a weapon of this type.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Shield +2 (Su) 1 Arcane Pool: +2 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Vigilant Battler +2 to Sense motive when making opposed rolls to counter a feint in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

At level 5 he is starting to catch back up. He has decent saves across the board, but none stellar. He has dropped most of his wealth into his sword at this point. His spells are still more often going to be used to buff him rather than spell strike.

Note, I am building this and posting it as a go, so nto a huge amount of thought is going into this to min/max.

Spoiler:
Unnamed Hero
Human (Taldan) Magus (Kensai) 5
N Medium humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 10 (+6 Dex)
hp 38 (5d8+10)
Fort +7, Ref +6, Will +5
Defensive Abilities magus arcana (spell shield), canny defense
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen sword, aldori dueling +9 (1d8+2/17-20)
Special Attacks spellstrike
Magus (Kensai) Spells Prepared (CL 5th; concentration +7):
2nd—bladed dash, blur
1st—shield, shocking grasp, true strike, vanish (DC 13)
0 (at will)—detect magic, light, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 14, Wis 11, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Combat Casting, Combat Expertise, Dazzling Display, Improved Feint, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits fast-talker, vigilant battler
Skills Acrobatics +7, Bluff +9, Intimidate +8, Knowledge (arcana) +7, Knowledge (nobility) +5, Perception +2, Sense Motive +6 (+8 on opposed rolls to counter a feint in combat), Spellcraft +10
Languages Common, Draconic, Skald
SQ arcane pool, chosen weapon, perfect strike, spell combat
Combat Gear potion of barkskin +2, potion of cat's grace; Other Gear +1 keen sword, aldori dueling, cloak of resistance +1, 570 gp
--------------------
Special Abilities
--------------------
Arcane Pool (+2) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +2 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Sword, Aldori dueling) Kensai abilities only function when wielding a weapon of this type.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Shield +2 (Su) 1 Arcane Pool: +2 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Vigilant Battler +2 to Sense motive when making opposed rolls to counter a feint in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

At 6th he started into Aldori Swordlord PrC. And by Judicious spending of standard WBL his AC is almost equal to non cracked out AC character. I owuld have to have spent some money on a few new spells in play, but this works for a thought expiriment.

Spells in his spell book not listed are: (1) Corrosive ouch, Expiditious Retreat, Fallback strategy, Frostbite, Infernal Healing. (2) Cat's Grace, Frigid Touch.

Spoiler:
Unnamed Hero
Human (Taldan) Magus (Kensai) 5/Aldori Swordlord 3
N Medium humanoid (human)
Init +7; Senses Perception +2
--------------------
Defense
--------------------
AC 24, touch 19, flat-footed 16 (+3 armor, +2 shield, +8 Dex, +1 deflection)
hp 62 (3d10+5d8+16)
Fort +9, Ref +10, Will +7
Defensive Abilities magus arcana (spell shield), canny defense, defensive parry
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen sword, aldori dueling +13/+8 (1d8+6/17-20)
Special Attacks spellstrike
Magus (Kensai) Spells Prepared (CL 5th; concentration +8):
2nd—bladed dash, blur
1st—shield, shocking grasp, true strike, vanish (DC 14)
0 (at will)—detect magic, light, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 17, Wis 11, Cha 10
Base Atk +6; CMB +7; CMD 23
Feats - Custom Feat -, Aldori Dueling Mastery, Combat Casting, Combat Expertise, Dazzling Display, Improved Feint, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits fast-talker, vigilant battler
Skills Acrobatics +11, Bluff +12, Escape Artist +13, Intimidate +11 (+13 to demoralize with Dazzling Display & Aldori dueling sword, +12 to demoralize with Dazzling Display & Aldori dueling sword), Knowledge (arcana) +11, Knowledge (nobility) +9, Perception +2, Sense Motive +12 (+14 on opposed rolls to counter a feint in combat), Spellcraft +14
Languages Common, Draconic, Hallit, Skald
SQ arcane pool, chosen weapon, deft strike, display weapon prowess, perfect strike, spell combat
Combat Gear potion of barkskin +2, potion of cat's grace; Other Gear +1 keen sword, aldori dueling, belt of incredible dexterity +2, bracers of armor +3, cloak of resistance +2, headband of vast intelligence +2, ring of protection +1, 1,070 gp
--------------------
Special Abilities
--------------------
Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Aldori Dueling Disciple Gain +2 morale bonus to demoralize opponents, and the DC to demoralize you increases by 2. When participating in a duel, increase these bonuses to +4.
Arcane Pool (+2) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +3 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Sword, Aldori dueling) Kensai abilities only function when wielding a weapon of this type.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you.
Defensive Parry +1 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Display Weapon Prowess +3 (Ex) Bonus to Dazzling Display, perf combat, & dueling parry and resolve.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Shield +3 (Su) 1 Arcane Pool: +3 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Vigilant Battler +2 to Sense motive when making opposed rolls to counter a feint in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Owner - October Country Comics, LLC.

I've just started playing a Kensai Magus in PFS so take my thoughts and questions with a grain of salt.

Why that particular stat array?
You could grab a tad more INT(i don't really know what would be ideal) up front by dropping your STR and WIS. Now i don't usually advocate dropping WIS but with WILL being one of the Magus strong saves you could look to drop some. Same goes with STR. Unless you need it for feat pre-reques or are going to bump it to 13 for PA you could grab a few build points by dropping it and using potions of Ant Haul for your lugging needs.

You could do an array of 10/15+2/14/16/8/10 and then bump your DEX each time.

Another thought would be to drop Combat Casting since you'll mostly be buffing so you don't really need it. You could take something like Combat Reflexes or move some other feats up so you can take Lunge or Greater Weapon Focus later on.

Just some of my inexperienced insights.

Scarab Sages

With a Dex based magus, Will is your weakest save.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

At 12th, he is pretty competitive. His standard AC is 30 and with Combat expertise and Spending a Spell pool point he can up it to 36. He gets his dex to damage instead of Str, has 2 saves in the 2 digit range, and on the whole is a solid character.

*note: IF he can go to 13th he will take Falling Water gambit for his feat which lets him increase his crit threat range on his Aldori Dueling Sword by +1 against creatures he has successfully feinted, and gains a +2 to confirm the crit hit.

Spoiler:

Unnamed Hero
Human (Taldan) Magus (Kensai) 5/Aldori Swordlord 7
N Medium humanoid (human)
Init +9; Senses Perception +6
--------------------
Defense
--------------------
AC 30, touch 25, flat-footed 18 (+3 armor, +2 shield, +12 Dex, +3 deflection)
hp 94 (7d10+5d8+24)
Fort +11, Ref +15, Will +9
Defensive Abilities magus arcana (spell shield), canny defense, defensive parry
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 keen sword, aldori dueling +20/+15 (1d8+9/17-20)
Special Attacks spellstrike
Magus (Kensai) Spells Prepared (CL 5th; concentration +10):
2nd—bladed dash, blur
1st—expeditious retreat, frostbite, shocking grasp, true strike, vanish (DC 16)
0 (at will)—detect magic, light, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 24, Con 14, Int 20, Wis 11, Cha 10
Base Atk +10; CMB +11; CMD 31
Feats - Custom Feat -, Aldori Dueling Mastery, Combat Casting, Combat Expertise, Dazzling Display, - Custom Feat -, - Custom Feat -, Improved Feint, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits fast-talker, vigilant battler
Skills Acrobatics +18, Bluff +16, Escape Artist +19, Intimidate +15 (+19 to demoralize with Dazzling Display & Aldori dueling sword, +16 to demoralize with Dazzling Display & Aldori dueling sword), Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (nobility) +13, Perception +6, Sense Motive +16 (+18 on opposed rolls to counter a feint in combat), Spellcraft +20, Stealth +19
Languages Common, Cyclops, Draconic, Giant, Hallit, Skald
SQ adaptive tactics, arcane pool, chosen weapon, deft strike, dextrous duelist, display weapon prowess, saving slash, perfect strike, shatter confidence, spell combat
Combat Gear potion of barkskin +2; Other Gear +2 keen sword, aldori dueling, belt of incredible dexterity +6, bracers of armor +3, cloak of resistance +3, headband of vast intelligence +4, ring of protection +3, 1,370 gp
--------------------
Special Abilities
--------------------
Adaptive Tactics (Ex) Use Sense Motive to gain +2 attack or AC vs. creature struck last round. (DC 10+BAB)
Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Arcane Pool (+2) (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Sword, Aldori dueling) Kensai abilities only function when wielding a weapon of this type.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you.
Defensive Parry +1 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Dextrous Duelist (Ex) Retain Dex while Acrobat, Climb if one hand free. No AoO standing up from creature struck.
Display Weapon Prowess +5 (Ex) Bonus to Dazzling Display, perf combat, & dueling parry and resolve.
Duelist of the Roaring FallsWhen you deal damage to a shaken, frightened, or panicked foe you gain your dex bonus to damage. If you already get your dex to damage, gain a +1 bonus to damage instead.
Duelist of the Shrouded LakeWhen attempting to Bull Rush or Reposition a foe, gain a +1 insight bonus to the Combat Manuver check and a +4 dogde bonus to AC agains any AoOs you provoke. You also gain a +1 insight bonus against bull rush and repostion attempts against you.
Greater Saving Slash (Ex) 50% chance to reduce melee crit damage to normal w/dueling sword. (25% ranged)
Improved Feint You can make a Bluff check to feint in combat as a move action.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Shatter Confidence (Ex) Intimidate to suppress morale bonuses on target after crit, disarm, repos, sunder, or if shaken.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Shield +5 (Su) 1 Arcane Pool: +5 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Vigilant Battler +2 to Sense motive when making opposed rolls to counter a feint in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

EZrider: I went with a 12 strength so I did not have to watch my encumbrance as closely. If you noticed I kinda glossed over his gear. But I guess since he doesn't wear armor, (not a proficiency with the Magus) that isn't as critical as I thought it would be.

I only put the 1 extra point in Will in case I decided to put one of my stat bumps there. I see your point about not really needing it, since it is wasted there. I wouldn't drop the Wis below 10 though. Too many of his skills need it.

I'll have to look at the point on combat casting. I'll have to look into that. I remeber seeing something dealing with the Aldori that mentioned Vital Strike but cannot find it now.

Sczarni

I was going your direction but jumped ship at lv 6kensai. Went shadowdancer instead.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

One thing that kinda hurts - Since you cannot take favored class bonuses witha PrC, I lose out on a bunch of skill points.

Owner - October Country Comics, LLC.

Tim Statler wrote:

EZrider: I went with a 12 strength so I did not have to watch my encumbrance as closely. If you noticed I kinda glossed over his gear. But I guess since he doesn't wear armor, (not a proficiency with the Magus) that isn't as critical as I thought it would be.

I only put the 1 extra point in Will in case I decided to put one of my stat bumps there. I see your point about not really needing it, since it is wasted there. I wouldn't drop the Wis below 10 though. Too many of his skills need it.

I guess your Sense Motive would suffer but if that's the case then drop the strength to 8 instead. Bags of Holding, Handy Haversacks and Glugging down potions of Ant Haul will help you lug around your gear. Otherwise i get what you are saying and i'm basically splitting hairs.


This is an interesting build, one that I hadn't previously considered.
How does he measure up against an Aldori Swordlord/Swordlord?

Grand Lodge

Aldori Dueling Sword is Exotic.

What about Half-Elf with Ancestral Arms, to get Exotic Weapon Proficiency at first level?


blackbloodtroll wrote:

Aldori Dueling Sword is Exotic.

What about Half-Elf with Ancestral Arms, to get Exotic Weapon Proficiency at first level?

Kensai Weapon and Armor Proficiency wrote:
A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice.

I was once at the stage where I wanted to use an Aldori Sword. I still sort of am, since the flavor's brilliant. I would really want to know if anyone could optimize that advantage.

That being said, the crit range for a duelling sword is 19-20/x2. Assume you confirm all your crits - at higher levels, Kensais should confirm most of their crits - that's a crit range of 10%. Get a Keen weapon or the Improved Critical feat and you get 20%.

With a scimitar you get 15%; with Keen or Improved Critical you get 30%. Maguses live and breathe touch spells because they can transmit these through their weapon attacks. Also note a segment of this class ability:

Spellstrike wrote:
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack... the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Now, think about setting off a Maximized Intensified Empowered Shocking Grasp... and then doubling it.

Liberty's Edge

Kensai gives proficiency with any one weapon, making Half-Elf unnecessary.

EDIT: Ninja'd.

Grand Lodge

Dang. I forgot that.


How set are you on Dazzling Display?

Asking because you don't really have the stats to be great at it and as you climb in levels, there will be so many other things to do during the round. Same with Improved Feint (another problem with these two feats is they only work on certain types of creatures).

You also don't really need Combat Casting. While it is nice at start, you can work around not having it by using some tactics. After about 7th level, you can almost get away with casting defensively with no problem.

The Arcane Spell Shield is a waste of your AP. (My opinion) It only gives you +2 Shield AC and only last 1 Round. If you can, pick up a couple of Pearl of Powers, 1st level and cast the Shield spell at the start of each fight.

You might want to grab the Feat that gives you extra Arcane Points. Just looking at how you have your build now, I can see you going through all your AP in a single encounter.
So you need to either pick up some AP some where (as in the Feat) or change out some of those abilities that will use up your APs.

Remember - to take advantage of Spell Combat, you need to use a full round action. So any abilities you pick up that use a move or standard action, you're loosing out on what makes a Magus a Magus. In your case a Kensai.


Dazzling Display isn't useful by itself but it does provide a step up to Shatter Defenses, which makes shaken/frightened/panicked enemies flat-footed to your attacks, and the Kensai Iaijutsu Focus feature at level 13 that adds Int to damage on flat-footed enemies. You only need a mechanism for scaring opponents which you could do with the Bruising Intellect trait, allowing you to intimidate with your INT and the Enforcer feat which gives a free action to intimidate every time you deal nonlethal damage with your weapon which could be taken with the Frostbite spell which stores charges or even the Blade of Mercy religion trait which allows you to deal nonlethal with slashing weapons. Add further effects to intimidated enemies and there you have it.

I would strongly suggest reading up on this Kensai Magus Guide, this Hexcrafter Magus Guide, or the general Magus Guide for the full set of information.


Dazzling Display is also a requisite for the Aldori prestige class.

I've built a character like that, but he went Magus X/Aldori 1. I believe there aren't that many important abilities that justify an even lower spell progression.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

So far I am being convinced that Combat casting isn't a good choice. So I will want to rework my spells also.

And I was wondering about my arcana, I picked it early when my AC was low and a worry, but you are right it doesn't do anything at higher levels.

And Katydid, I'm a member of Team Snake eyes. I don't roll high numbers very often. (I once rolled a nat 3 on 3d6 weighted to roll 6s) Kenn is important to give me a chance, not to guarantee a crit, And he's not built fr spell combat anyway.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Major;
So far he is just an expiremental theory build. I haven't played him, or a full on Aldori yet. I can tell he will offer more out of combat untility, but not have as many options in combat.


Have you considered adding the Bladebound archetype? If I am not mistaken it can stack with the Kensai, and it gives you a weapon that gets more powerful as you level. Plus I personally like the concept for for the Bladebound.

Scarab Sages

1 person marked this as a favorite.

Conceptually kensai and bladebound are a perfect match.

The warrior who focuses on a single weapon now has a singular weapon.


I was thinking about an NPC Magus Bladebound/Kensai Aldori in mine Kingmaker AP campaign. Mine players will met him as an Agent of the Swordlords.
Since mine players loves to find "quotes" from their favorites television series, books and others; I'll call him "Pylyp Aldori" and his bound aldori sword "Lola"

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Artanthos wrote:

Conceptually kensai and bladebound are a perfect match.

The warrior who focuses on a single weapon now has a singular weapon.

The downside is that you do give up on a fair amount of magical ability, especially from the Kensai side.


I'm running Kingmaker for my group right now, and one of my players is heavy attached to the Aldori Swordlords (his father was one).

As I've been fleshing out alot of their RP with Restov I made one of the swordlord academies there actually focus on teaching the Magus way.

I love alot of the Restov Swordlord background and alot of the politics with Brevoy during the campaign has moved through Restov and dealt with the Swordlords (much of this is because the King PC is the character I mentioned above and usually comes down on the side of the Swordlords in any of the Brevoy based politics of the campaign).

Restov is an interesting city to have good RP in.

Scarab Sages

LazarX wrote:
Artanthos wrote:

Conceptually kensai and bladebound are a perfect match.

The warrior who focuses on a single weapon now has a singular weapon.

The downside is that you do give up on a fair amount of magical ability, especially from the Kensai side.

I play the bladebound kensai as a martial character with spellcasting support.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Aegys;

According to Inner Sea Combat, there is an Aldori Dueling academy in Restov.


Yeah, there are several actually. I was just saying I made one of them focus on teaching its students to be Magus.
I haven't read Inner Sea Combat yet though, I'm just going on what's in the Kingmaker campaign, what's in the Inner Sea World Guide, and what's in other fluff books.


How many regions possess the Swordlord titles, again? Is this Kingmaker-centric, or are there other sourcebooks/APs that go into this?

LazarX wrote:
The downside is that you do give up on a fair amount of magical ability, especially from the Kensai side.

Boy, if this was all about optimizing, I'd never have moved from 3.5! :p


Katydid wrote:
How many regions possess the Swordlord titles, again? Is this Kingmaker-centric, or are there other sourcebooks/APs that go into this?

Restov in Brevoy and Mivon in the River Kingdoms


Pylyp Aldori:

Pylyp Aldori CR 3
XP: 800
human magus (bladebound, kensai) 4
LG Medium humanoid (human)
Init +4; Senses Perception +2

DEFENSE
AC 18, touch 17, flat-footed 11 (+4 Dex, +3 dodge, +1 armor)
HP 22 (4d8+4)
Fort +4, Ref +5, Will +4

OFFENSE
Speed 30 ft.
Melee mwk aldori dueling sword (Lola) +10 (1d8-1/19-20)
Ranged mwk light crossbow +8 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks black blade arcane pool (1 point), black blade strike (+1 dmg rolls), spell combat (-2 attack), spellstrike
Magus Spells Prepared (CL 4th; concentration +7) 2nd-invisibility 1st-shield, shocking grasp (2) 0th-acid splash, mage hand, prestidigitation

STATISTICS
Str 9, Dex 18, Con 10, Int 16, Wis 10, Cha 8
Base Atk +3; CMB 3; CMD 19
Feats Additional Traits (Hard to kill, Sword Scion), Alertness, Toughness, Weapon Finesse, Weapon Focus (aldori dueling sword)
Skills Climb +3, Fly +8, Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (nobility) +5, Knowledge (planes) +10, Perception +2, Ride +8, Sense Motive +2, Spellcraft +10, Swim +3, Use Magic Device +3
Languages Common, Draconic, Elven, Skald
SQ arcane pool (4 points), black blade (Lola), canny defense, diminished spellcasting, perfect strike
Gear bolts (10), potion of cure light wounds (2)
Other Gear noble outfit, jewelry (worth 400 gp), signed ring (swordlords), bracers of armor (+1), intelligent mwk aldori dueling sword (Lola: Int 11, Wis/Cha 7, Ego 5), mwk light crossbow, light horse (combat trained), military saddle, saddlebags, small tent, bedroll, trail rations (10), 35 gp, 10 sp

Quotes: "Don't touch Lola!"

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / The Aldori Magus All Messageboards

Want to post a reply? Sign in.