Really? You think taking 3 levels of Rogue is going to make for a viable Magus, when you only have 11 effective levels to work with in PFS? How does having 2nd level spells at 7th level work?
Let me ask my Bloodrager, Paladin or Ranger.
You go ahead and ask your full BAB dippable classes...
Bloodrager couldn't hear me over the crappy saves. And all 3 lose class abilities when you dip, way harder than anyone but the Bladebound or Kensai.
Really, that's your argument? Players dip paladin all the time for charisma to saves or ranger for combat styles. Bloodragers get dipped for rage and arcane abilities. What do people dip magus for. Oh right. Nothing.
I love me those blanket statements that are incorrect.
So we have a moral excuse for bloody violence upon other sentient beings: namely decapitating the guy holding the whip.
We LIKE violence. The problem is that its usually wrong and using it would make you the bad guy. In order to eliminate this dichotomy, the hero gets a good reason or excuse to engage in dicing people to pieces: to stop an evil wizard, revenge, or a crusade against an injustice so great that smashing peoples heads in becomes a viable moral alternative.
Note: Be careful when going after "the guy holding the whip." as he is not always the bad guy.
One of my PCs, who has been Andoran faction, and is likely to stay in Liberty's Edge, is a fighter-type who wields a whip.
CG, Andoran, what else would you want the whip wielder to be? ;)
I'm sorry you wanted me to do what again? Isn't digging in the dirt what the fighter is for?
No, sorry. Doesn't the Wizard have a bunch of spells to handle that aspect of the dig? I am the cataloguer, the gatherer of information. Although I will be hapopy to crack the whip over you to make sure you perform to your best, and fulfill our expectations for your contributions.
I try to keep every NPC alive if possible. Not only is it in character, but someone might need them. Fixing "they're alive" is much easier than fixing "they're dead.
Heh. Whip Mastery is your friend. Whips may not have a lot of variance in their damage amounts, other than crits, but being able to decide, on th efly and without penalty, whether you are doing lethal or non-lethal damage is awesome.
I suspect that we had less trouble in The Ruby Phoenix Tournament because my character was a tripping, disarming, non-lethal damage nut.
Whip Mastery: Lethal or non-lethal, not blocked by armor or natural armor, does not provoke.
Improved Whip Mastery: Able to take AoOs out to 10' (for Medium or Small, Enlarge Person is another matter). Trip & Disarm keywords.
Greater Whip Mastery: Swing from chandeliers. Does not drop weapon to avoid failed trips. Able to grab small unattended items. Even able to grapple with the whip.
In quiver:
Adamantine Blanched Arrows (10)
Arrows (10)
Arrows, Blunt (10)
Cold Iron Arrows (10)
Ghost Salt Blanched Arrows (10)
Silver Blanched Arrows (10)
In handy haversack:
Arrows (40)
Arrows, Blunt (10)
Cold Iron Arrows (10)
Celestial Armor
Note that the Dueling is the +1 enhancement from APG
Other Gear:
Amulet of Natural Armor +1
Belt of Giant Strength, +2
Cloak of Resistance, +2
Efficient Quiver (62 @ 14 lbs)
contents listed above, and include the bow and spare whip
Handy Haversack (90 @ 74 lbs)
some contents listed above
additional contents:
Antiplague (vial)
Antitoxin (vial)
Bedroll
Climber's kit
Courtier's Jewelry
Courtier's outfit
Crowbar
Holy Water Flask (2)
Oil of Daylight
Potion of Cure Light Wounds (2)
Potion of Cure Moderate Wounds
Potion of Darkvision
Potion of Enlarge Person (2)
Potion of Fly
Potion of Gaseous Form
Potion of Invisibility
Potion of Restoration, Lesser
Ram, portable
Rations, trail (per day) (5)
Rope, silk (50 ft.)
Tanglefoot bag (2)
Tent, Small
Waterskin
Headband of Vast Intelligence, +2: Acrobatics
Ioun Torch
Pouch, belt (8 @ 4 lbs)
contents:
Air Crystal
Alchemist's Fire Flask (2)
Chalk, 1 piece
Flint and steel
Sunrod (2)
Vermin repellent
Ring of Feather Falling
Ring of Protection, +1
Wayfinder, Standard (1 @ 0 lbs)
contains Ioun Stone, Clear Spindle
Weapon Cord (on primary whip)
Items and most feats can be changed, this is still a preliminary build, but it is based off of an existing third level build, so some of it won't change.
Some things that can help some of the issues mentioned by Dragonchess Player:
First range increment: Stand behind your tank, he should be able to help keep you safe while close.
Reach issues: Point-Blank Master is your friend
Weapon cord: Point-Blank Master helps overcome this issue, as well, since you can fire without provoking at melee.
Myself, I am going to be building (actually, am partway built/played to 3rd level, so far) a PC that uses pistol and whip, and the whip gives AoOs at 10' range (15' when under Enlarge Person), so shoot 'em while they are moving in, then hit 'em with the whip (trip is your friend) when they get into AoO range. Bwhahaha!
If you take a character who has level(s) in another class, and multiclass him into Gunslinger, does he get the free gun?
I couldn't find anything in the FAQ on it, and the class write-up seems to allow it, but I would rather have something approaching a definitive answer before I multiclass my PFS character into Gunslinger in a couple of levels.