What are the biggest trap options?


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Scarab Sages

andreww wrote:
Imbicatus wrote:
12d8+28 is 124 every time with Furious Finish, which bloodragers qualify for.
Which ends your rage and leaves you fatigued and therefore unable to rage again even if you wouldn't normally be fatigued. A single CR11 opponent has on average 145hp so you have failed to kill your target and are pretty weak for the rest of the encounter which may well be against multiple opponents.

Unless you use one of the many ways to rage cycle.

Liberty's Edge

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Yeah, yeah, the Bloodrager example I gave isn't 100% optimal. But it's fine, and the player is having a blast with it. Vital Strike is an option that works well enough in some circumstances, and never outright penalizes you. Therefor, IMO, not a trap.

Shall we move on to other options?


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BigDTBone wrote:
Imbicatus wrote:
As I said, it's worth it with two-handed weapons. Without them and without a way to offset the accuracy hit, it becomes a trap against high AC opponents.

This is demonstrably false.

I don't care what weapon style you are fighting with. And I don't care how high the AC is. A 5% reduction in accuracy for +2 damage is always beneficial to DPR.

Apologies to all for continuing the derail, but it is not 'demonstrably false'.

Let's say I'm currently hitting only on a 19. My normal damage is 2d4+5 for an average of 10. That's a 10% chance of hitting, so average damage is 1 per attack.

If I throw in -1 to hit and +2 damage, I have a 5% chance hitting for damage of 2d4+7. That's an average damage of 0.6. So in this case using power attack would reduce my damage output by 40%.


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If 'trap option' means anything less than optimal, then I agree that Vital Strike is a trap option.

But my definition of 'trap option' is an option that provides 0 or very close to 0 benefit. Vital Strike gives you free additional damage for standard action attacks, so it's not a trap option for me. Free 7 damage can make a difference against many CR 4 ~ 8 enemies.

A real trap option is something like Skill Focus Craft (underwater basket weaving) in a desert campaign.

Scarab Sages

voideternal wrote:


A real trap option is something like Skill Focus Craft (underwater basket weaving) in a desert campaign.

And even that unlocks Eldritch Heritage (Homebrew bloodline that has Craft (underwater basket weaving) )


voideternal wrote:
A real trap option is something like Skill Focus Craft (underwater basket weaving) in a desert campaign.

Haha, nice image.

Though, to be a true "trap" option, it would need to at least seem to be a good choice on the surface.


Imbicatus wrote:
Power Attack/Deadly Aim/Piranha Strike - Too situational and will often times hurt your damage output.

I agree on less than full BAB classes. For full BAB it's fine. Each of those characters I've always ran into the situation where I was needing not-a-1 on my highest attack to hit or needing a 10 for my lowest attack for CR appropriate AC per the stats by CR table and have to work to diversify the build.


Imbicatus wrote:
Unless you use one of the many ways to rage cycle.

I am fairly sure you cannot rage cycle with Furious Finish. It specifies that you become fatigued even if you wouldn't normally be so you get fatigued even if for example you are otherwise immune. The best you can hope for then is something like potions of lesser restoration which then cost actions.


In my experience it varies from game to game, setting to setting, table to table.

Example: If I run a campaign that is extremely heavy on intrigue and extremely light on combat, then Power Attack becomes a trap option in comparison to Skill Focus(Sense Motive).

Example: If I run a game set in Marion Zimmer Bradley's Darkover then all missile weapons become trap options in comparison to thrown weapons because possession or use of a missile weapon of any type carries a Death Penalty in every civilized region of the planet.

Grand Lodge

andreww wrote:
Imbicatus wrote:
Unless you use one of the many ways to rage cycle.
I am fairly sure you cannot rage cycle with Furious Finish. It specifies that you become fatigued even if you wouldn't normally be so you get fatigued even if for example you are otherwise immune. The best you can hope for then is something like potions of lesser restoration which then cost actions.

There's actually a difference between "even if you would not normally be" and "even if you are immune." The line's there because of the Tireless Rage class feature, it doesn't overcome immunity.

As for a trap feat, I nominate Elephant Stomp.


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Monkey Lunge: spend a standard action to remove the penalties from the lunge feat. The lunge feat has not actions. You just spent your standard action and can no longer attack.

Elephant Stomp: This feat gives you the ability to move and make single attack if you pass a CMB check by 5 or more by eating your swift action in addition to your move and standard action.


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Actual Traps:

Building traps. They're expensive and feeble. Even a Trapper Ranger can't make it worthwhile, and it's certainly not worth the loss of spellcasting.

On which note, anything to do with using poison.

Exotic Weapon Proficiency (some are borderline OK, most are just v weak).

Heavy Armour Proficiency unless it comes as a class feature.

Kukri unless you do a lot of bonus damage or are a dedicated critfisher.

Cockatrice Strike. It's not going to work and you can CdG him anyway so why bother?

TWF unless you do phat bonus damage like sneak, FE or Smite, AND use identical/double weapons. And even then it's poor.

Grand Lodge

Biggest trap options are the core only monk and the current rogue. Crossbows and thrown weapons, two weapon fighting, and finally grappling/other combat maneuvers.


andreww wrote:
Imbicatus wrote:
Unless you use one of the many ways to rage cycle.
I am fairly sure you cannot rage cycle with Furious Finish. It specifies that you become fatigued even if you wouldn't normally be so you get fatigued even if for example you are otherwise immune. The best you can hope for then is something like potions of lesser restoration which then cost actions.

Agreed. The unusual wording is certainly to specifically exclude Furious Finish from the rage cycling game.

Mudfoot wrote:
Actual Traps: Kukri unless you do a lot of bonus damage or are a dedicated critfisher.

The kukri is the optimal choice for a TWF'er, I'd hardly call it a trap.


James Jacobs disagrees, although I've heard he doesn't like to be quoted about rules issues.

But that's good enough for me.


Uwotm8 wrote:
Imbicatus wrote:
Power Attack/Deadly Aim/Piranha Strike - Too situational and will often times hurt your damage output.
I agree on less than full BAB classes. For full BAB it's fine. Each of those characters I've always ran into the situation where I was needing not-a-1 on my highest attack to hit or needing a 10 for my lowest attack for CR appropriate AC per the stats by CR table and have to work to diversify the build.

Nope. A typical augmented medium BAB class will have the same accuracy at most levels as un-augmented full BAB when both are power attacking and at many levels has one fewer iterative to miss with. Any time a samurai or ranger not fighting his favored enemy or cavalier not charging or paladin not using smite should power attack an inquisitor or alchemist or divine caster running divine favor or selfish bard should also power attack. Bards can also hit the "power attack by default" accuracy level, but won't match an unaugmented full BAB power attack accuracy solely because they boost him as well. Investigators have over-augmented medium BAB and a power attack viability threshold more like a fighter or raging barbarian or slayer.


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Power Attack derail


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Avoron wrote:

James Jacobs disagrees, although I've heard he doesn't like to be quoted about rules issues.

But that's good enough for me.

I would love if the feat was written that way.

It is not. It clearly even makes undead barbarians fatigued. The devs need to write better. People don't buy their product to scrounge through the someone's post history of someone to figure out what words like "normally" mean.

Silver Crusade

Great thread! Thanks, Bret!

I'll weigh in on the Power Attack to mention that the people arguing against Power Attack mostly don't do rigorous math. It's only a bad option if you choose to play e.g. a TWF Smiting Paladin or a TWF Rogue, or some other option that gets the worst version of Power Attack and has lots of bonus damage. Even then, it's not a Trap option, it's just a poor choice.

I'll call out DEX-based melee combat as a trap. Some builds use it semi-effectively, but it's still a trap. At the end of the day it costs more feats and does less damage. Also, this approach eschews reach tactics, so it loses doubly. Sure, there are exceptions so there's no need to go offering counter-examples, but it's still largely true.


Magda Luckbender wrote:
I'll call out DEX-based melee combat as a trap. Some builds use it semi-effectively, but it's still a trap. At the end of the day it costs more feats and does less damage. Also, this approach eschews reach tactics, so it loses doubly. Sure, there are exceptions so there's no need to go offering counter-examples, but it's still largely true.

I'll come out and say that DEX-based magi is also a trap.

Strength/INT is just better.


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Mathius wrote:

skill focus sounds great and actually has a nice effect on said skill. With out some trick to make said skill useful in combat it hurts your combat ability more then you would think.

Many new players will think that skill focus acrobatics is great choice for their nimble character but hit does not add much at all.

I am sure there are worse.

I actually had the eidolon of a 19th level summoner take Skill Focus (Perception) as her 19th level (15 HD) feat. She had a very high Perception bonus but could still want to boost it since our DM has super hard to detect foes and traps. It would be her last feat ever, so she could not start a new feat chain and had nowhere to go with the previous ones. I don't regret picking up that +6 bonus for the climax of our campaign.

Sovereign Court

Should we put all the story feats as trap options? Relying on some plot to be completed?


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How about Favored Enemy for a humanoid creature sub-type that you completely wipe out at 1st level and then never encounter again?


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Marroar Gellantara wrote:
Magda Luckbender wrote:
I'll call out DEX-based melee combat as a trap. Some builds use it semi-effectively, but it's still a trap. At the end of the day it costs more feats and does less damage. Also, this approach eschews reach tactics, so it loses doubly. Sure, there are exceptions so there's no need to go offering counter-examples, but it's still largely true.

I'll come out and say that DEX-based magi is also a trap.

Strength/INT is just better.

I'm having difficulty seeing this, unless you are going for a debuff build.


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Marroar Gellantara wrote:
Magda Luckbender wrote:
I'll call out DEX-based melee combat as a trap. Some builds use it semi-effectively, but it's still a trap. At the end of the day it costs more feats and does less damage. Also, this approach eschews reach tactics, so it loses doubly. Sure, there are exceptions so there's no need to go offering counter-examples, but it's still largely true.

I'll come out and say that DEX-based magi is also a trap.

Strength/INT is just better.

Justify that one please?

It's rather game-specific. Dex shines in the lower levels (1-6) because you're more survivable. But if you're starting at level 7, or even a level or two below that, or you have some other way to ensure survivability (Tiefling Armor of the Pits-- between Tiefling's +2 Dex and Armor's +2 AC, you're netting +3 AC over an equivalent-build Human at the cost of a feat), then I'd agree.


Here's a trap, barring unusual circumstances:

Exotic Weapon Proficiency (any melee weapon)
unless
a. You are not proficient with martial weapons.
or
b. You are focusing on combat maneuvers or flurrying tactics that rely on that weapon.
or
c. The weapon is a double weapon with reach.
or
d. The weapon is the Falcata, Fauchard, or Sawtooth Sabre (did I miss anything?).


Xethik wrote:
Marroar Gellantara wrote:
Magda Luckbender wrote:
I'll call out DEX-based melee combat as a trap. Some builds use it semi-effectively, but it's still a trap. At the end of the day it costs more feats and does less damage. Also, this approach eschews reach tactics, so it loses doubly. Sure, there are exceptions so there's no need to go offering counter-examples, but it's still largely true.

I'll come out and say that DEX-based magi is also a trap.

Strength/INT is just better.

I'm having difficulty seeing this, unless you are going for a debuff build.

Get 18 strength, pump int, pump arcane pool as much as possible.

Spam arcane accuracy, use polymorph spells, buff, make use of your spont casting.

It works out really well. My magus keeps up with tier 2 mythic character, even though he doesn't have mythic tiers. The arcane pool is really really useful. I'm level 13 and have taken extra arcane pool like 7 times.

Char: Point buy is 26 for this game. If it was lower I would decrease con and cha.


Magda Luckbender wrote:
I'll call out DEX-based melee combat as a trap. Some builds use it semi-effectively, but it's still a trap. At the end of the day it costs more feats and does less damage. Also, this approach eschews reach tactics, so it loses doubly. Sure, there are exceptions so there's no need to go offering counter-examples, but it's still largely true

Dex-based combat can be very effective. (Ok, I know you said "no need to go offering counter-examples" but I couldn't resist.)


Situations in which you cannot charge or full attack make Vital Strike quite powerful.

For example, my reach Bloodrager used Vital Strike whenever I could not charge my foes. People do not often set themselves up in a straight line.

My party was nearly permanently hasted thanks to our cleric and summoner, so I was able to walk around for 70ft of movement and then smack people with 6d6+Bonuses damage from my Enlarged Vital Striking Lucerne Hammer.

It worked well especially since I was a reach character so I was often setting myself into a new position on my round to force out more AoOs.


kestral287 wrote:
Marroar Gellantara wrote:
Magda Luckbender wrote:
I'll call out DEX-based melee combat as a trap. Some builds use it semi-effectively, but it's still a trap. At the end of the day it costs more feats and does less damage. Also, this approach eschews reach tactics, so it loses doubly. Sure, there are exceptions so there's no need to go offering counter-examples, but it's still largely true.

I'll come out and say that DEX-based magi is also a trap.

Strength/INT is just better.

Justify that one please?

It's rather game-specific. Dex shines in the lower levels (1-6) because you're more survivable. But if you're starting at level 7, or even a level or two below that, or you have some other way to ensure survivability (Tiefling Armor of the Pits-- between Tiefling's +2 Dex and Armor's +2 AC, you're netting +3 AC over an equivalent-build Human at the cost of a feat), then I'd agree.

You have access to the shield spell. You can spam it at level 4. You are also using the polymorph spells that dex builds avoid, further increasing your AC through nat armor.


Oncoming_Storm wrote:
Crossbows and thrown weapons, two weapon fighting, and finally grappling/other combat maneuvers.

Thrown weapons are fun and not completely useless, though they do drop off in effectiveness pretty quickly as you level up in most situations.

At least a light crossbow is better than a sling and I've been in more than one situation where melee characters are forced to fight at range.

I will admit that I agree that heavy crossbows are pretty terrible in most cases though.

Grappling isn't bad for giving casters a hard time.


Fun trick with thrown weapons. If you have a two-handed weapon and quickdraw, you can throw weapons with any extra attacks you have after full-attacking someone.


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Marroar Gellantara wrote:
Xethik wrote:
Marroar Gellantara wrote:
Magda Luckbender wrote:
I'll call out DEX-based melee combat as a trap. Some builds use it semi-effectively, but it's still a trap. At the end of the day it costs more feats and does less damage. Also, this approach eschews reach tactics, so it loses doubly. Sure, there are exceptions so there's no need to go offering counter-examples, but it's still largely true.

I'll come out and say that DEX-based magi is also a trap.

Strength/INT is just better.

I'm having difficulty seeing this, unless you are going for a debuff build.

Get 18 strength, pump int, pump arcane pool as much as possible.

Spam arcane accuracy, use polymorph spells, buff, make use of your spont casting.

It works out really well. My magus keeps up with tier 2 mythic character, even though he doesn't have mythic tiers. The arcane pool is really really useful. I'm level 13 and have taken extra arcane pool like 7 times.

Char: Point buy is 26 for this game. If it was lower I would decrease con and cha.

To be honest, looking at that it seems like you have the trap options backwards. To writ:

-None of your buffs besides Monstrous Physique are actually affecting Str vs. Dex.
-You have plenty of room for improving your feat selection, so the 2-3 feat tax is not significant
-You have room to improve your weapon; replacing the longsword with a scimitar or rapier would be a straight upgrade even on a strength build, in addition to being Dex-oriented.
-You have a huge number of freely available skill points to devote to Dervish Dance (pull 2 from Ride to Perform)
-Monstrous Physique's Str additions are replaceable by picking a Diminutive form instead. This does cost you reach, but the AC boost is significant enough that getting close is a non-issue and the Magus has awesome mobility by that level anyway. Or, my preferred opinion, just cast a more useful spell.
-Net change for simply flipping Dex and Str directly and going to an appropriate armor would be either a -1 or net-zero change in AC (depending on whether or not one considers a Mithril Chain as appropriate, since you'd be close to bumping the Dex cap on it and would with Monstrous Physique active), net zero change in to-hit and damage, -4 pool points, -2 points in Ride, +4 points in assorted skills, reduced ACP preventing losses in various skills (notably, you'd come out ahead in Ride), and -4 points in assorted much-less-useful skills.

Thus: Dex is not a clear trap option based on this character.

Don't get me wrong. You're free to run your character however you like, and certainly I don't always go for a Dex-Magus. But it's not good evidence that going Dex-based is a trap option for a Magus.


kestral287 wrote:

To be honest, looking at that it seems like you have the trap options backwards. To writ:

-None of your buffs besides Monstrous Physique are actually affecting Str vs. Dex.
-You have plenty of room for improving your feat selection, so the 2-3 feat tax is not significant
-You have room to improve your weapon; replacing the longsword with a scimitar or rapier would be a straight upgrade even on a strength build, in addition to being Dex-oriented.
-You have a huge number of freely available skill points to devote to Dervish Dance (pull 2 from Ride to Perform)
-Monstrous Physique's Str additions are replaceable by picking a Diminutive form instead. This does cost you reach, but the AC boost is significant enough that getting close is a non-issue and the Magus has awesome mobility by that level anyway. Or, my preferred opinion, just cast a more useful spell.
-Net change for simply flipping Dex and Str directly and going to an appropriate armor would be either a -1 or net-zero change in AC (depending on whether or not one considers a Mithril Chain as appropriate, since you'd be close to bumping the Dex cap on it and would with Monstrous Physique active), net zero change in to-hit and damage, -4 pool points, -2 points in Ride, +4 points in assorted skills, reduced ACP preventing losses in various skills (notably, you'd come out ahead in Ride), and -4 points in assorted much-less-useful skills.

Thus: Dex is not a clear trap option based on this character.

Don't get me wrong. You're free to run your character however you like, and certainly I don't always go for a Dex-Magus. But it's not good evidence that going Dex-based is a trap option for a Magus.

-Not exactly but we'll get to why with your other points

-Uh doesn't matter 6 arcane pool is more useful than doing less damage and having less AC by being dex based.
-You are forgetting that weapon dice increase with size. I personally rarely roll in the crit range so the jump from 1d8 to 2d6 is worth more than some additional crit chance. I rarely do spell combat either, so criting shocking grasp is rarely a factor.
-Why waste skill points for a worse option?
-Did you forget about reach? Enjoy eating an AOO every attack. For dex-magi it is a bad spell. For strength Magi it is just tons of benefits.
-Forgot that dex builds can't two hand their weapon, so far less damage. AC is less because no one wants to eat AOOs from a dex polymorph.

Thus: You burn some feats and skill points to be worse. No thank you.


The biggest trap is to set the campaign on a world where the star goes supernova. Sort that our Rogue!


-AC is, as noted, equivalent. Better with MP once size bonuses kick in.
-Didn't forget, but it's a relatively negligible part of damage. Incidentally, switching to one of those weapons would upgrade raw damage if you broke out Precise Strike.
-Why waste skill points on Ride? I mean, they're being wasted anyway. You've also yet to actually indicate that it's worse.
-Reach was mentioned. As was "or just cast a more useful spell". Please read the post you're quoting?
-Why is a Magus two-handing anything?

And finally: Not using Spell Combat kind of kills your ability to use that character as any kind of argument in terms of options. At this point you're so incredibly far outside Magus norm as to be an outlier by default, and thus not suitable for discussing the sort of standard options that revolve around trap/not trap. This is akin to the Vital Strike discussion earlier in the same thread: Vital Strike is generally bad, and outliers can make it good. Your character can indicate, at best, that outliers (polymorphs, in particular) can make Dex-based bad, not that Dex-based is a trap in the general sense. To do anything more would require a more standardized comparison.


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Dex is a very good option for the Kensai magus, at least. Rapiers and Scimitars are already some of the best weapons you can use with that crit range, although things like the katana, urumi, and falcata are no doubt tempting, and you can't two-hand anyway. Since you're not proficient with armor at all and that silken ceremonial armor's not boosting your AC THAT much, having super-high dex can help for having great saves and very good AC when combined with Canny Defense.

Human Kensai in particular have Fencing Grace builds online at level 1, which only Swashbucklers can do normally.


kestral287 wrote:

-AC is, as noted, equivalent. Better with MP once size bonuses kick in.

-Didn't forget, but it's a relatively negligible part of damage. Incidentally, switching to one of those weapons would upgrade raw damage if you broke out Precise Strike.
-Why waste skill points on Ride? I mean, they're being wasted anyway. You've also yet to actually indicate that it's worse.
-Reach was mentioned. As was "or just cast a more useful spell". Please read the post you're quoting?
-Why is a Magus two-handing anything?

And finally: Not using Spell Combat kind of kills your ability to use that character as any kind of argument in terms of options. At this point you're so incredibly far outside Magus norm as to be an outlier by default, and thus not suitable for discussing the sort of standard options that revolve around trap/not trap. This is akin to the Vital Strike discussion earlier in the same thread: Vital Strike is generally bad, and outliers can make it good. Your character can indicate, at best, that outliers (polymorphs, in particular) can make Dex-based bad, not that Dex-based is a trap in the general sense. To do anything more would require a more standardized comparison.

Spell combat isn't a damage booster, it is an action economy booster. I use it for casting extra buffs or casting battlefield control spells.

Generating an AOO on every attack is non-trivial. Actually you realize that. That is why you don't think polymorph spells are best buff ever. Strength magi get longer reach 10ft+, better AC since the spell is good for them, higher weapon dice, random side benefits from the various forms.

Two-handing is what you do when you need to do lots of damage. That is just a truth about the game and is no less true for the magus. Dex builds in general are a trap because they are damage focused but cannot two-hand for benefit.


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The rogue.


Marroar Gellantara wrote:

Spell combat isn't a damage booster, it is an action economy booster. I use it for casting extra buffs or casting battlefield control spells.

Generating an AOO on every attack is non-trivial. Actually you realize that. That is why you don't think polymorph spells are best buff ever. Strength magi get longer reach 10ft+, better AC since the spell is good for them, higher weapon dice, random side benefits from the various forms.

Two-handing is what you do when you need to do lots of damage. That is just a truth about the game and is no less true for the magus. Dex builds in general are a trap because they are damage focused but cannot two-hand for benefit.

I am no expert in Magus, but somehow this seems a bit off.

First of all: what is so beneficial for a magus to 2-hand anyway? unless you have a strenght stat in the 20s i'd imagne this is mostly a mid-game scenario.

Just where do two-handers gain their damage from anyway?... its just the damage die on the weapon isnt it? Wouldnt a dex/crit magus do better in general due to crit-range and that all spellstrike spells actually do get 2x in addition to the weapon crit and the elemental brust enchantments?

It just sounds like the same issue some cleric builds have that it rely on having time to buff up first.

Also, i dont think you can use spell combat with a 2-hander anyway as you need to have a hand free anyway so how you can use it to use spells.


One thing I've noticed is that some of the alleged "trap" options become pretty great if you're in a Mythic game. I probably wouldn't have thought much about combining TWF and Power Attack, but with Mythic Power Attack it is great. I'll also probably be taking Mythic Vital Strike to use when throwing my Viking's 1d4 light hammer, turning the "trap options" of Vital Strike and thrown weapons into a decent attack I can make when I can't reach a foe for melee and or feel like spending a mythic point to make an extra attack.


Dracoknight wrote:


Just where do two-handers gain their damage from anyway?... its just the damage die on the weapon isnt it?

I'm not going to go into the rest of your post, but I can answer this specifically:

two-hander builds gain their damage from 1.5x strength mod and the extra 0.5x bonus on power attack. As most damage comes from the damage mod, not the damage die (which is also in two-handers favour anyway), these multipliers add up quite quickly.


Atarlost wrote:
Nope. A typical augmented medium BAB class will have the same accuracy at most levels as un-augmented full BAB when both are power attacking and at many levels has one fewer iterative to miss with. Any time a samurai or ranger not fighting his favored enemy or cavalier not charging or paladin not using smite should power attack an inquisitor or alchemist or divine caster running divine favor or selfish bard should also power attack. Bards can also hit the "power attack by default" accuracy level, but won't match an unaugmented full BAB power attack accuracy solely because they boost him as well. Investigators have over-augmented medium BAB and a power attack viability threshold more like a fighter or raging barbarian or slayer.

Yup. As I said, every full BAB build I've done ends up in a situation where I actively pair down accuracy because it's simply too much. I can't remember the last time took weapon focus or similar feats. When you only miss on a 1, that's too much.


Dracoknight wrote:
Marroar Gellantara wrote:

Spell combat isn't a damage booster, it is an action economy booster. I use it for casting extra buffs or casting battlefield control spells.

Generating an AOO on every attack is non-trivial. Actually you realize that. That is why you don't think polymorph spells are best buff ever. Strength magi get longer reach 10ft+, better AC since the spell is good for them, higher weapon dice, random side benefits from the various forms.

Two-handing is what you do when you need to do lots of damage. That is just a truth about the game and is no less true for the magus. Dex builds in general are a trap because they are damage focused but cannot two-hand for benefit.

I am no expert in Magus, but somehow this seems a bit off.

First of all: what is so beneficial for a magus to 2-hand anyway? unless you have a strenght stat in the 20s i'd imagne this is mostly a mid-game scenario.

Just where do two-handers gain their damage from anyway?... its just the damage die on the weapon isnt it? Wouldnt a dex/crit magus do better in general due to crit-range and that all spellstrike spells actually do get 2x in addition to the weapon crit and the elemental brust enchantments?

It just sounds like the same issue some cleric builds have that it rely on having time to buff up first.

Also, i dont think you can use spell combat with a 2-hander anyway as you need to have a hand free anyway so how you can use it to use spells.

1. You can wield a longsword in two hands.

2. You cannot spell combat while swinging a weapon two-handed.
3. If you have base strength of 18, items increase it and polymorph increases it. You have strength well over 20.
4. Power attack also does more damage while two-handing


Thanks for the answers.

Sovereign Court RPG Superstar 2011 Top 32

Powerful Sneak and Deadly Sneak are two of the trappiest trap options. They look good but actually reduce your average damage in nearly every circumstance.

Sharp Senses gives a character who already has keen senses an additional +2 Perception. So I guess you could take it if you already have both Skill Focus and Alertness, both of which are strictly superior choices.

Fast Learner is almost strictly inferior to Toughness. It lets you take both the hp and skill point when leveling your favored class, but just taking Toughness already gives you a hp every level, so just choose skill point and get the same effect, or choose hp and get even more hp. Fast Learner doesn't allow you to combine other FCB with a hp or skill point, which would make it actually worth taking.


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ryric wrote:
Fast Learner is almost strictly inferior to Toughness. It lets you take both the hp and skill point when leveling your favored class, but just taking Toughness already gives you a hp every level, so just choose skill point and get the same effect, or choose hp and get even more hp. Fast Learner doesn't allow you to combine other FCB with a hp or skill point, which would make it actually worth taking.

There is nothing preventing you from taking both Toughness and Fast Learner.

I think Fast Learner can be nice if it is the skill points you are wanting (probably because you want a 2 + Int skill ranks class) and planned to take your FCB as skill ranks at a few levels. The required 13 Int can cause a character to be too spread out for attributes, especially at 15 point buy, so I wouldn't recommend it in all instances. I would definitely look at it for any Fighter going for Disarm feat.

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BretI wrote:
ryric wrote:
Fast Learner is almost strictly inferior to Toughness. It lets you take both the hp and skill point when leveling your favored class, but just taking Toughness already gives you a hp every level, so just choose skill point and get the same effect, or choose hp and get even more hp. Fast Learner doesn't allow you to combine other FCB with a hp or skill point, which would make it actually worth taking.

There is nothing preventing you from taking both Toughness and Fast Learner.

I think Fast Learner can be nice if it is the skill points you are wanting (probably because you want a 2 + Int skill ranks class) and planned to take your FCB as skill ranks at a few levels. The required 13 Int can cause a character to be too spread out for attributes, especially at 15 point buy, so I wouldn't recommend it in all instances. I would definitely look at it for any Fighter going for Disarm feat.

It's true that you can take both, but it's always a superior option to take Toughness first unless you want the feat chain that comes after Fast Learner.

If your plan is to take a skill point every level, then the two feats are equivalent. If you ever want to take hp or a class-specific FCB instead, Toughness is better because it lets you retain those options while still getting an extra hp.


Dracoknight wrote:

First of all: what is so beneficial for a magus to 2-hand anyway? unless you have a strenght stat in the 20s i'd imagne this is mostly a mid-game scenario.

Just where do two-handers gain their damage from anyway?... its just the damage die on the weapon isnt it? Wouldnt a dex/crit magus do better in general due to crit-range and that all spellstrike spells actually do get 2x in addition to the weapon crit and the elemental brust enchantments?

Bonus damage from strength and some other sources (like Power Attack) are increased by 50% on a crit. The character linked hits a Strength of 28 (post polymorph), so a mod of 9, and normal Power Attack for him is -3/+6. So this brings it from +15 damage to +22 damage, which is a decent jump.

It is, however, less than you'd get off of Spell Combat/Spellstrike, yes. Frostbite at that level adds +1D6+13 damage (nonlethal; admittedly-- Frostbite Magi are typically built to take advantage of that) to each attack in the chain, in addition to granting an extra attack, and adds some debuffs on top. Shocking Grasp, assuming the standard Lineage+Intensified setup, would add +10D6 as well as a bonus attack. Thus, net increase, assuming the +5 longsword and ignoring crits, is +10D6+1D8+20, average of 59.5 damage. This is instead of +7 damage added three times (assuming Haste; likely on that build), so +21.

Thus: unless the Magus is actively trying to conserve their low-level spells or up against an opponent who is immune to magic, two-handing is inferior to Spell Combat. Even immune to electricity just means swapping to a different spell; using Frigid Touch (fixed 4D6 damage) would still result in more net damage than two-handing on top of the no-save staggered.

That said, two-handing is a viable tactical option, especially at the low-levels. As Spell Recall kicks in and more spells are available in general it rapidly drops off in utility though.

As for it being inferior to a Dex/crit Magus... it's an option that the Dex Magus never has, so there's that, and has relatively little to do with a crit since you can two-hand a scimitar just as easily. If we're speaking optimally, barring niche cases like the Whip even a high-Strength Magus should be using a scimitar or rapier for the crit range.

Dracoknight wrote:
It just sounds like the same issue some cleric builds have that it rely on having time to buff up first.
Dracoknight wrote:
Also, i dont think you can use spell combat with a 2-hander anyway as you need to have a hand free anyway so how you can use it to use spells.

You cannot, no. Two-handing for a Magus is sacrificing their versatility for raw damage.

On the subject of trap options and the Magus: Trying to go Dex with a katana. It makes Kestrals sad, don't do it.

Scarab Sages

kestral287 wrote:
On the subject of trap options and the Magus: Trying to go Dex with a katana. It makes Kestrals sad, don't do it.

Speaking of the katana, I'll go one further and say any exotic weapon is a trap. If you can get proficiency via race on a race you were already picking, or via deity favored weapon/Kensai ok, but actually spending a feat to use one is a waste.

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