Jordan Wolf |
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I did some more planning for the Whip Kensai/Lore Warden build and I think I've improved it a lot. It is rough at level 1, but it should be fun and effective from then on. I'm going to start this character in a PFS game today. I'd love to hear any thoughts or advice you have.
Race: Tiefling with the prehensile tail alternate racial trait
Traits: Magical Knack (+2 CL) and Adopted:Whip Master(+2 to trip with whip)
Attributes:
Str 7
Con 14
Dex 19
Int 18
Wis 10
Cha 5
I dumped strength because it won't be important after lvl 1, and charisma because I don't mind playing a gruff, unlikable tiefling. With that, I can start with 14 con and +4 in both my major stats.
Level 1; Kensai 1: Weapon Finesse, Whip Proficiency (B), Weapon Focus Whip (B)
This will be a rough level: 1 first level spell, no martial weapons, and the whip doing 1d3-2 damage. Probably have to stick to tripping, using a weak sickle, and casting a color spray every once in awhile. I'll just let someone else carry me through the first module.
Level 2; Lore Warden 1: Dervish Dance (fighter)
This feat will help me be useful at lower levels, and I will trade it out at level 9 for a whip specialization. The whip isn't great at this point, but I can now deal some great damage with my scimitar and throw out a spell every once in awhile.
Level 3; Lore Warden 2: Whip Mastery, Combat Expertise (B), Improved Trip
Alright, now I have options. If they can be tripped, pull out the whip and go to town. If not, I can still deal some great damage with my scimitar.
Level 4; Kensai 2: +1 dex
Now I get spellstrike and a second spell slot with caster level 4. I can start tripping someone from 15 feet away, and then hitting them with shocking grasp for 4d6 while they are down. Around this time, I should be able to afford some pearls of power. Eventually, I want to have several level 1 pearls so that I can cast all of my spells every battle.
Level 5; Kensai 3: Fury's Fall, Magus Arcana(Arcane Accuracy)
At this point, my CMB for whip trips can easily get up to +27 (4 BAB + 2 enhancement + 1 WF + 12 dex twice + 4 arcana + 2 trait + 2 feat). I can trip huge creatures with an enlarge person scroll. And the scimitar and shocking grasps are still very effective when damage is called for.
Level 6; Kensai 4:
Level 2 spells are finally here. The kensai lvl 4 ability sucks for whips, and no spell recall is a bummer. But not spending my arcane points on recalling spells means I can keep up arcane accuracy more. And pearls of power pick up some of the slack from losing recall. This level is also when my dex bonus to AC maxes out at +9 without attribute enhancements. Not bad, with enchanted ceremonial silk armor on top of it.
Level 7; Lore Warden 3: Improved Whip Mastery
I want Kensai 5 more, but I need to get +6 BAB this level to make my feat progression work. The +2 CMB is nice, and being able to threaten with my trip-tastic whip is great. But one AOO isn't nearly enough...
Level 8; Kensai 5: +1 dex, Combat Reflexes (bonus)
This is more like it: 10 foot threaten radius with 6 AOOs per turn. Or enlarge self to make it 15 feet. Trip them and then AOO them again when they stand up. Level 5 also means I can start adding effects to my weapons.
Level 9; Lore Warden 4: Greater Trip (bonus), Weapon Spec (trade out dervish dance), extra arcana(maneuver mastery trip)
Now that I have an agile scorpion whip that threatens and doesn't provoke AOOs, I don't need a scimitar any more. Greater trip and maneuver mastery round out my AOO-tripping excellence.
Level 10; Kensai 6: Disruptive (magus arcana)
Level 11; Kensai 7: Greater Whip Mastery
That is as far as I can expect to go in Pathfinder Society games, but it should be really effective throughout. Anything that can be tripped will be tripped. Anything else will still suffer ranged touch spells and frequent AOOs. I'll be behind the curve when it comes to spell casting, but it should be worth it.