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![]() Tholomyes wrote:
CE already has the name Anti-Paladin already. I like Dread Knight or Terror Knight for LE. ![]()
![]() Are you going with any archetypes or are you going plain Magus? As for opener spells, Bladed dash can be a great one. For strength Magus look at the Monstrous Physique spells. They can give you extra natural attacks, more strength and other assorted goodies. Feats can very a lot based on what you want to be able to do. I like rime spell and enforcer for my first few feats, but that is largely dependent on the magical lineage trait with the frostbite spell. Intensify is a good feat if you go with a shocking grasp spell with magical lineage or wayang spell hunter trait. You should probably get that feat at or after level 7 though. Extra arcana and toughness are good early on too. ![]()
![]() Bill Dunn wrote: No, I think the paladin got exactly the boost (in mechanics and character) that it needed. It doesn't need to be widened into a more generic holy warrior. I wouldn't have opposed a sidebar describing alignment alternatives to the paladin, but I don't want to see it replaced by that idea. I agree completely. Paladin is one of my favorite classes as is. Far better than previous incarnations in other games. I too would have liked to see some alignment alternatives. In particular LE. I get the impression that the Warpriest is supposed to ease the alignment choice void. ![]()
![]() Drogos wrote: Just to piggy back on this as I am looking at making a PFS Magus in the nearish future; is there a reason to use a Bastard Sword over a Falcata? I know scimitars are generally regarded as best due to Dervish Dance, but I'm looking at doing a more STR focused build and was curious about going with the Falcata. Even outside of Dervish Dancer builds the extra crit range is why the scimitar gets so much attention. Touch spell damage is multiplied by 2 on a critical hit, regardless of the weapons critical multiplier. If you are set on using that feat or racial trait on a weapon, I would go with a katana. Mathematically it will be better than the bastard sword or falcata for a strength Magus. I still don't think its worth the feat or racial trait though. ![]()
![]() Take a look at the 2 Magus guides floating around on here. Their pretty well put together. I tend to be against pool strike. Its stronger to spellstrike with shocking grasp and use pearls of power or spell recall to get the spell back. Arcane accuracy is a solid choice, but is more useful when you have more than one attack. Are you interested in any archetypes, or are you going plain Magus? ![]()
![]() Grenouillebleue wrote:
I'm going to have to chime-in in defense of the Dervish build. Your looking primarily at the AC difference, and not mentioning the other benefits: higher reflex save, higher initiative, higher dex based skill checks, attribute consolidation. Each of the previous benefits can compensate for a feat. You can also get a weapon with the agile weapon quality to compensate for one of those feats. I can agree with some of ShadowcatX's points. Spell penetration built in is nice, and with higher point buys the benefit of going dex based is diminished. As for the initiative thing.....agreed. ![]()
![]() Why is it too late? Your level 2 you can still take em. Can't be bladebound till level 3, hexcrafter till level 4. If thats the preference you have... cool. No sweat. Vanilla magus is still pretty good. I have to agree with Varrel though. I think he's pretty dead on from a optimization perspective. Intelligence over strength equates to the following. With arcane accuracy you'll hit just as often if not more. More arcane points, higher chances spells will stick, and more bonus spells. Str over int your attack is higher(offset with arcane accuracy), and your damage is a point or 2 higher (offset by the additional use of a number of spells, which again you have more of with int). With a magus you'll always be front liner with additional options. Thats the default role. Spell blending is a great option. What spells are you looking at for that? ![]()
![]() Grenouillebleue wrote:
I don't mean to seem like I'm picking on you Eben, but I agree with Grenouillebleue here. Power attack is better on a character with full base attack, and preferably a two handed weapon. I do agree with your other recommendations. Weapon focus is less optimal. The plus 1 to hit may seem useful at low levels, but the higher your level gets the less useful it will be. I need more info on what you want to recommend anything. Do you intend to take any archetypes? Do you have any arcanas that you really want? Arcane accuracy is better on characters that intend to make intelligence there primary stat. Where do you want to allocate your stat bumps at levels 4,8,12,etc? ![]()
![]() @dunebugg- Rime spell and the enforcer feat both synergize well with frostbite. Tactical acumen was mentioned earlier on this thread just a few posts ago. Its great for improving flanks as it improves the flank bonus to attack. If you want to get to flanking position without taking attacks of opportunity there are a couple of spells that can make that happen. I agree with shoulderpatch's advise. The Hexcrafter seems perfect for what you want to do. Spell blending is great so that you can take whatever wizard spells you want to improve your ability to debuff and add utility. @ShoulderPatch- I think Icetomb is stonger. There is a reason you can't get it till later. There are a number of enemies that can't be put to sleep. Waking a sleeping target is easier than breaking one out of icetomb. They do target different saves and therefore very different types of enemies though. Both are pretty useful. My own build has both. I have never found the official range to ice tomb. We have been using 60ft. If you find the official ruling please let me know what it is. ![]()
![]() Parus Paron "Par" Donner wrote: Somebody correct me if I'm wrong, but a dervish dancer magus would not get a good attack bonus with the scimitar until level 3, since scimitar is no longer affected by weapon finesse, right? That is correct. Most use another finesse weapon (usually a rapier) until level 3 or utilize a ranged weapon. ![]()
![]() Ultimatley unless the devs say something, this is totally up to your DM. My 2 cents is as follows. Being that I play a bladebound now, I would love to be able to improve my weapon, but I fully understand not allowing it too. Ego score and power balancing become tricky. Determining the cost of improving (if your weapon is still going to continue leveling with you from its adjusted power level) is also an issue. I don't see why there would be an issue with a player "swaping out" enchantment bonus for an equivalentit weapon property. ie: instead of my black blade being +2 could I make it +1 agile, or +1 spellstoring, or even +1 orc bane. Some of those options may actually fit great from an RP stand point, and are not going to lopside weapon power. Why should a dex character be forced into the same cookie cutter scimitar dervish build? If my weapons secret mission is to obliterate an entire group of beings, wouldn't the bane property seem fitting? As far as when the player recieves his weapon....(whether its an heirloom weapon, or a weapon the character suddenly recieves at level 3).. who cares!? As long as the blackblades powers dont "manifest" until the appropriate time (level 3), then what difference does it really make? ![]()
![]() Sebastian Hirsch wrote:
No sweat. Thank you too. I had not heard of ablative barrier. Great spell. Been using it quite a bit. ![]()
![]() Mike Schneider wrote:
Why not use Agile weapons and continue using a dex build? ![]()
![]() Mathwei ap Niall wrote:
I was refering to the aforementioned "pairing". Tactical Acumen +4 (higher levels), charge +2, high ground +1. 7. ![]()
![]() Mathwei ap Niall wrote:
I think the +7 without the feat is still pretty useful. Great spell if you have a rogue (or anything else with sneak attack) in the party. Does that stack with the imp. flanking teamwork feat? ![]()
![]() STR Ranger wrote: Also, what do people think of the Bane Blade Arcana? Bane Blade rocks!! It only takes up 1 point from the enhancement you can place on your weapon, and is a +2d6 damage bonus to whatever you want it to be against. Wish I could get it earlier than level 15. Stronger than just about any other option available at that point. ![]()
![]() Sebastian Hirsch wrote:
I would go with the flight hex. I took slumber at that level, but I wasn't dealing with mental resistant enemies much. In addition, your strength build likely doesn't want the celestial armors. At level 12 I would take the ice tomb hex. Retribution is nice, but still leaves you fighting the big bad melee dude. Ice tomb takes out the target right then and there. They both target a different type of enemy though so you may want to find a way to get both. Devoted blade I think is one of the weaker options for you. Your build is lawful neutral, so you actually only qualify for one of the enchantment options..axiomatic. Even if you also had good or evil, each option takes 2 points of the enhancement. Not too harsh late game, but rough earlier. ![]()
![]() Varrel wrote: That's why I'm not sure. See we've been low.on wbl, so a free magic weapon frees alot of gold but the blade's powers seen pretty ordinary. And no extra arcana sux (i was gonna use it.to get flight hex next chance.) The money savings was what tipped me towards that archetype too. The weapons power is negligible. Being able to use the force descriptor for weapon damage has been useful. You can purchase stronger weapons by mid levels. The flight hex is one of the better ones. I left it out of my build though. I went dex build, and figured I was going to be wearing Celestial Chainmail. The flight spell being built-in I thought I wouldn't need it. I've had mixed results. There are a few times it still would have been handy. ![]()
![]() Varrel wrote:
Depends on what your wanting to do. From a power level perspective the improved familiar casting with wands will probably be stronger than the bladebound. The hit to your arcane pool won't hurt you much from what you've mentioned, but will lossing your back up scout hurt you? Will not being able to take the extra arcana feat till level 7 mess with your build? Your bladebound weapon could provide the same comedic value. Might be able to get your GM to turn your familiar into the weapon. Bladebound tends to lean more towards flavor than power. It has some utility powers that are nice, but is less powerful than what you were already planning. That being said... I currently play a bladebound hexcrafter, and it is the most fun I've had with a character in a long time. ![]()
![]() Fleshworm infestation is pretty beastly. This is the first I've heard of that spell. What is the general concensus on the summon monster spells? Obviously a magus's summonings can't compete with those of casters with all 9 tiers of spells, but a meat shield that can help set up flanks is always handy. I was also debating golden lion figurines. ![]()
![]() If you plan to take a exotic weapon for a strength based magus I would suggest the katana. I like the falcata also, but mathematically the katanas crit range works better for a magus. Spells only multiply by 2 on a crit regardless of the weapon. @ gallahad2112- I can see the writing loop hole your trying to use, but I doubt thats legal. If your DM lets that slide you may also want to get the enforcer feat, and raise your intimidate skill. +1 to Tiefling. Great for a magus. Less so for a strength build, but still good. +1 to bladebound. A strong choice. ![]()
![]() In our current campaign I am playing a level 8 Hexcrafter Magus. I went with a dervish build and thing are working very well. I'm getting to the point were I will be able to afford Celestial Armor soon, and I was wondering if the armor can be modded out a little differently and if so the cost difference. I read the following thread and it seems legit http://paizo.com/forums/dmtz3aj4?Can-you-augment-specific-magical-armor-and My questions are..... 1) I took the fight hex and don't need the built in fly spell. Can I replace it with Haste? 2) Could I put the same template on a breast plate instead for the difference in price between chainmail and a breastplate? 3) After reading the thread I am confused a little. Can you make the item +5 instead of +3, and what would be the difference in price if you can. I know these are subject to DM's approval, but are they legal in pathfinder (not necessarily pathfinder society)? ![]()
![]() Edgar Lamoureux wrote:
I don't think those matter. The feat description seems to imply specific spell effects not weapon feats. "if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell". ![]()
![]() Does any one know Walter? I was wondering if he intends to do a follow-up to his guide. Of the new archetypes the only one I like is the Kensai. Was wondering if I was missing something from the other archetypes. Pity Kensai and Hexcrafter can't be combined. Some of the new aracanas seem promising. I like lingering pain. Thoughts? ![]()
![]() @gallahad2112, you may also want to look at some of the self polymorph spells later on. (Monsterous physique and Elemental form) Once you get to a high enough level those spell lines help you accomplish some of the same things (and then some) as enlarging and raging while still allowing you to cast spells. ![]()
![]() galahad2112 wrote:
Yes, but the problem isn't the order... its the raging and casting together. You can cast OR you can rage. To my knowledge you can't cast, spellstrike, or spellcombat while raging. I could be wrong. There might be an archetype, or feat, or third party material that allows for some of those abilities to be used in conjunction, but I don't remember seeing one. Cool character concept though. I don't think the dervish dancers are the end all be all either, but they are one of the stronger options. ![]()
![]() galahad2112 wrote:
In step 2-3, I don't think you can maintain the charge for spellstrike while raged. Katana's extra crit range is better for the magus. ![]()
![]() I would like to see what new weapons are released. I would love a d8, 18-20 crit, 1 handed weapon. Something that does for the scimitar what the bastard sword does for the long sword. Might be worth the ewp. Maybe make that the stats for katana instead of it being a bastard sword with a different look. ![]()
![]() Can a medium character take the exotic weapon proficiency to weild a small weapon without penalty? Meaning could my half-elf magus use ancestral arms to take the ewp feat for "small elven curve blade" and thus weild it one handed? I know it would be a die step lower, but the 18-20 crit range d8 weapon, that can be used with one hand is hard to pass up. I know I would not gain the proficiency for the standard sized Elven curve blade by doing this, but is it technically legal? |