I more or less have the idea down and i just wanted to know if there was something im missing.
So i'm finalizing the build for a bloodrager i have that focuses on vital strike, question is which route would be better?
Assuming the campaign ends at level 13 would it be better to go for cleaving smash, or Dreadful Carnage?
The idea being i can either build this bloodrager to cut a bloody swath through all enemies due to the extra reach and the fact that cleaving smash applies vital strike to cleave
or maximize the sheer one shot potential of vital strike and scare the piss out of everybody.
Both sound fun to play around with, but which one would be the most optimal route to go?
Did you pre-clear "I'm going to blow you up, but you're good at dodging explosions right?" with the rogue?
Yeah.....I just didn't specify how big the blast would likely be.It was admittedly only a rough guess on my part. How was i suppose to know the blast would literally turn them into ground beef?
Seriously there were body parts flying everywhere.
So here's a senario that happened in a one shot i was in. Me and my group were exploring this dungeon, we come across a room filled with trogs, a head on fight would basically be impossible.
So i devised a plan, gave our party rogue(who has evasion) a bag, and told her to throw the contents of the bag at a concentrated group of trogs,the bag was filled with pellet grenades, I then cast a fireball spell which caused a chain reaction that pretty much cut their numbers in half(And yes the rogue got blasted back by the shockwave but survived),the remaining trogs then focused entirely on the explosion and followed the rogue into a funneled hallway where i then used CC spells like stone call and grasping tentacles to cover her escape, after which everyone else went in and mopped up the rest.
With this description, what alignment would you say such a character is?
Actually the idea is the opposite, would a monk that focus's on crane style even bother with flurry? That's the question.
Ok so long story short. Flurry of blows functions like two weapon fighting meaning that every attack takes a -2 to hit.
Crane style centers around one fighting defensively which if you have the feats take another -2 to hit meaning that every attack you have with flurry takes a -4,which makes it horrendously unreliable and even more so considering that the monk is a 3/4th bab class.
And no, you can't take combat style master because crane style is one of those styles where you can't swap out on the fly cause then it will be even more inaccurate since fighting defensively lasts until the start of your next turn.
So with this in mind would a crane style user just ignore flurry entirely?
Slim Jim wrote:
That's not a bad idea but....i just find diplomacy more versatile, due to its gather info aspect, it allows me to kinda do my own side investigations during downtime and it keeps me from making too many enemies. Thought it would be a more...direct approach wouldn't it?
Volkard Abendroth wrote:
Well i intend to just go bladebound then get spellshield, accurate strike, hasted assault and reflection.
And i always thought arcane strike was terrible for magi, due to how much it would be competing with your other swift actions.
Volkard Abendroth wrote:
Problem focused mind is a magic trait and i plan to get magical lineage for frostbite, and you're right it probably is overkill. But i cant figure out what else to replace combat casting with you got any ideas?
So a while back i was working on a magus build that i would enjoy playing, and i thought i had it down pact but recent events forced me to look back on it and now i've come down to 2 Feat paths(Both builds are human and both go up to level 13)
I like this spell over all as it gives both firepower and versatility, You're almost assured to pass upclose concentration checks. But i have 2 very big issues that bug me, First is defenses don't scale as high as i would like since this build is way more reliant in armor for decent ac, but the big issue is, while most may say it isn't an issue. If you get caught in a situation where you can't use magic you're kinda screwed unless you're really good at thinking on your feat since this build path is very reliant on spells to do proper damage(Primary spell being frostbite)
This one is much more combat proficient and won't be cause with their pants down in the case of any sort of anti magic shenanigans(You say it won't happen, I've seen dm's pull this if they feel the team is too reliant on magic.) I used a wayfinder embedded with a deep red sphere to get the Improved unarmed strike proficiency needed.
Downside to this path however is, well.....spell combat is basically useless until level 11 as the negatives you take to your attack bonus end up being just too big to use spell combat reliably.
So between these 2 who has the better chance of making it to level 13?
So I came up with 2 more builds per the suggestion of the people above
Duel Minded:Iron Will
This one imo covers all my bases, Combat competency as well as utility
Though I'm sure I'm missing something
This one sounds really fun as it takes the social aspects and amps it up to 100 while still having good utility.....there is just one problem i have. Until this character hits like level 6 or 7 they are completely useless outside of a pure support role. Which is annoying to me. But if it's better then the first one i can try and live with it.
So I've actually had A Brazen Deceiver/Sound Striker Bard on the back burner that is mostly done. Thing is I actually came up with 2 Different Routes She could take and I'm not sure which one is better over all. So which one do you think is better?
Duel Minded:Iron Will
Well my idea would fall more along the lines of being a mundane healer who primarily heals outside of battle, with an emphasis in mantis style to kind of signify their knowledge of biology and anatomy.
At first i thought this was pretty clear cut, one has magic and the other doesn't case closed right? Well the more i compared the 2 the less it became clear cut, Because it became clear that the sacred fist needs divine favor and divine power just to keep up with the unchained monk in terms of BAB. Not to mention the amount of styles you have access to is limited since sacred fist doesn't have stunning fist naturally. Ad that to the fact that most of the sacred fists best spells are buffs anyway. And suddenly these 2 look rather comparable, in fact i've felt before that sacred fist is a straight downgrade to an unarmed warpriest.
But what do you guys think?
Now you would think this would be an open and shut case due to the advantage of having magic and self buffing....but honestly I would argue that it's the sacred fist's only real advantage and since most of it's spells are buffs the gap isn't as wide.
Not to mention that the only styles a sacred fist can get without dipping is like Crane, pummeling, snapping turtle, etc. Point is not that many.
And personally if you can't make a class or archtype work without dipping its not very good. Not to mention Quiggong monks do have spell like options albeit somewhat limited but they are there.
So is sacred fist still better then a quiggong monk or is it more up in the air then a lot of people like to say it is?
Its more you have the same amount of Pool points but how you can use the ones in the black blade are much more limiting.
@Mr Charisma Well this might be just me personally, but i generally found that You either have to focus on spell recall or Enchant weapon to make your character effective.
Regardless of whether or not you go Dex or Int Magus. If you try to use both you will burn through your Arcane pool points so fast you wont have any left. And that's assuming you DON'T get some of the arcana that also use pool points.
It's mostly because i wanted to focus on the more important ones Bonus feats, and knowledge pool are nice but imo take a back seat. And I seldom see you using any heavier then light armor in 80% of cases so armor upgrades are kind of a moot point. And fighter training in general is just....meh to me
As for Counterstrike, Greater spell access and True magus, come on when was the last time you ever played a campaign where any of these abilities ended up being a large factor?
This is why I never understood why they put greater spell access so high? If you got it at level 13 or something. It would be amazing, but as it stands now it's pretty much pointless in most campaigns since you will likely never go long enough to get it. In fact I think there's like only 1 adventure path that goes up to level 20 and that's the mystic campaign "wrath of the righteous"
As for the sub-par caster thing......no. Just No. That's assuming The magus would do nothing but stay in the backline and cast spells, when in reality he would play more like aqua from kingdom hearts birth by sleep. Very spell heavy to be sure, but plenty capable of getting in your face.
Besides comparing something to a wizard is a fallacy since you could say why should i play "Insert class here" instead of a wizard and it would work.
This might say a lot about my character, but the only time i would ever play a wizard, is if i want to make everyone else at my table feel useless.
This is why i also said no matter which route you go with, never have a strength score lower then 12. You will be able to carry anything you need until you get your hands on a handy havarsack.
Also you might enjoy the staff magus as i find you basically have to play it like a STR/INT hybrid to reach its max potential.
And this is why i generally recommend the cutlass over the scimitar, much more RP friendly.
I didn't add Alchemical Grease Mostly because 1. You need to know its coming for it to be useful. And B as late as it is, if you really needed a way out of a grapple you could use dimension door to get out easily.
I can see where you're coming from, but you would still need to know that it can grab you, and you just happen to have some on hand. Basically you would need a lot of pre prep for alchemical grease to be useful.
Dave Justus wrote:
Very good, Didn't think anyone would notice that right away. It's as you say, i think the idea of a caster focused magus is highly underestimated. I am content with how it is at the moment, but you're right i should look back and rewrite it to emphasize my avocation for a caster focused magus.
I also tend to make my characters under the assumption that i wont be able to go to ye old magic mart every time i finish a dungeon or a quest i tried that once and i instantly regretted it.
I can make a few additions talking about the tactics such a character would use however.
One thing about the wand wielder arcana. A wand of true strike is possible and cheap. True strike + spell combat = +18 to your first attack each round (which will also ignore concealment). Especially recommended for combat maneuvers which can replace attacks, like trip.
Oh I agree that is useful, i still would only recommend wand wielder for the staff magus. I simply see very little reason any other type of magus would get wand wielder as it would just become very unwieldy imo. Again far from a bad choice and people are more then welcome to do otherwise.
Also changed situational from orange to purple if that's ok.
And the only reason i made 6 categories was for the must picks, there are very few things that i considered absolutely required so you wouldn't see that color often.
What color choices would you suggest?
I was under the impression you needed dimensional agility to even use it with spell combat.
Not gonna lie, that one is more i just dont like the evil vibe of infernal.
and i get the feat thing but with some builds like i like to do you generally don't have the room. So its a good idea to get some of them in rod form.
Oh i knew i was forgetting something. Personally i dont like it cause it gets rid of spell recall, but ill add it in real quick.
Ok so after working on this for months I finally finished my magus guide, admittedly this ended up becoming more of a personal reference log then anything else, but even so i hope someone finds some use out of this.
And yes i know its animu as hell....don't judge me.
Cause right now my build has Dirty Fighting, Improved and greater trip, Weapon focus and specialization power attack and craft staff and i dont know where to go from here
This is the feat list i have cause i know im missing something.
Bonus class Feat:Quarterstaff Master
Trust me i get how frustrating it is,I'm trying to make a sacred fist warpriest work despite knowing the standard war priest is just so much better combat wise. Problem being I REALLY want that monk vibe for this character or i fear it wont make much sense combat wise.
I'm afraid i don't follow. I've always been under the impression that Snake Style, Pummeling style, Crane style all that. You have to be in combat and you have to spend a swift action to get the benefits. Are you saying that's no the case?