Help me buckle some swashes! Magus, gestalt, e6 campaign


Advice


I'm hoping you mad geniuses can help me with a magus//swashbuckler build!

I took the bladebound archetype as the GM's stingy on items and I don't feel like chasing magic weapons. I was tempted to go kensai so I could avoid armor hassles as well, but I just can't wrap my head around the diminished casting.

We're starting off at 2//2 level as well, and I don't want to wait for a build to come together - I want things to work right out of the gate and keep right on working, as I doubt these characters will even see 6th level. We get 3,000 gp for starting money. No item can be over 1500gp in price.

Any tips? Caveats? Suggested feat progression through level 6?

Here's the build. Thanks!

Unnamed Hero
Elf magus (bladebound) 2/swashbuckler (inspired blade) 2/gestalt 2 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Ultimate Magic 9, 47)
CN Medium humanoid (elf)
Hero Points 1
Init +6; Senses low-light vision; Perception +7
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 24 (2d10+4)
Fort +5, Ref +7, Will +4; +2 vs. enchantments
Defensive Abilities charmed life 3/day; Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+1/19-20) or
dagger +3 (1d4+1/19-20) or
dagger +3 (1d4+1/19-20) or
rapier +7 (1d6+4/18-20)
Special Attacks arcane pool (+1, 4 points), deeds (derring-do, opportune parry and riposte), panache (4), spell combat, spellstrike
Magus (Bladebound) Spells Prepared (CL 2nd; concentration +5)
1st—color spray (DC 14), shocking grasp, windy escape[ARG]
0 (at will)—detect magic, mage hand, prestidigitation, ray of frost, touch of fatigue (DC 13)
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Statistics
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Str 12, Dex 19, Con 14, Int 16, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 17 (17 vs. disarm)
Feats Fencing Grace, Weapon Focus (rapier)
Traits reactionary, two-world magic
Skills Acrobatics +5 (+1 to jump), Bluff +4, Diplomacy +4, Escape Artist +5, Intimidate +4, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nobility) +7, Perception +7, Profession (gambler) +5, Ride +5, Sense Motive +5, Sleight of Hand +5, Spellcraft +7 (+9 to identify magic item properties), Stealth +2, Swim +2; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ arcane focus, elven magic, hero points, inspired panache
Combat Gear wand of shield (13 charges); Other Gear mwk studded leather, dagger, dagger, dagger, rapier, tent, hanging, thread (50 ft.), twine (50'), wrist sheath, spring loaded (2), 119 gp, 9 sp, 8 cp
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Special Abilities
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Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Charmed Life (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Two-World Magic (Touch of Fatigue, Magus [Bladebound]) Add a 0-level spell from another class to your spell list.

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Have you considered the Hexcrafter? It'd get you out of needing Two-World Magic (unless you just like Touch of Fatigue; presumably it's there because the GM dislikes Arcane Mark?), and gets you another toy to play with come 4th level.

Is there any particular reason why you kept Cha at 10? Or were the stats rolled?


kestral287 wrote:
Have you considered the Hexcrafter? It'd get you out of needing Two-World Magic (unless you just like Touch of Fatigue; presumably it's there because the GM dislikes Arcane Mark?), and gets you another toy to play with come 4th level.

I just like Touch of Fatigue. Honestly, it probably won't be worth it. Mooks will drop fast, so the debuff probably won't be necessary and I'd be using shocking grasps or similar to nail tougher customers.

I like the Hexcrafter quite a bit, actually, but was looking to play with spell recall. I'd probably swap dex and int if I was going to be a slumberhexer.

kestral287 wrote:
Is there any particular reason why you kept Cha at 10? Or were the stats rolled?

Stats are rolled. We normally wind up with something between 25-35 point buy with the usual method we use.

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