Hey all, like I said, first time playing Pathfinder, but did run a 3.5 campaign up to epic as an Abjurer so not entirely new.
I loved the flavour and mechanics of the Magus, and generally like finesse-style characters, so I went with the Kensai archetype. I'm loving how everything is interacting, and am pretty happy with how my character is progressing, but I've just hit level 5 and I'm not sure which of a couple options I want to take.
Our GM's been pretty great so far, a little light with magic weapons, and we're a fair ways behind the WBL curve right now, but it's more just situational fights in that we've been doing running engagements where we haven't managed to loot the dead, which he's acknowledged and it should get better in the next few games.
Elf Kensai Magus 5
NG, Ini +4
Offense
+1 Scimitar +9 (1d6+5, 18-20/x2)
Defense
AC: 20, touch 19, flat-footed 11 (Silk Ceremonial, Dex +4, Int +5)
HP 43 (5+5d8)
Fortitude +6, Reflex +6, Will +6
Spells
0th (3/day): Arcane Mark, Detect Magic, Light
1st (5/day): Shocking Grasp/Frostbite, Shocking Grasp, Reduce Person x2, Vanish
2nd (2/day): Mirror Image, Bladed Dash
Stats
STR 12, DEX 18, CON 13, INT 20, WIS 12, CHA12
BAB +3, CMB +4, CMD 18
Traits: Magical Lineage (Shocking Grasp), Arcane Focus (Elf Alternate Racial)
Feats/Abilities: Lvl 1)Weapon Finesse,Lvl 1) Kensai Bonus: Weapon Focus, Lvl 3)Dervish Dance, Lvl 3) Arcane Accuracy Arcana, Lvl 5) Intensified Spell, Lvl 5)TBD
Skills: Climb (+5), Fly (+8), Intimidate (+9), Knowledge (Arcana) (+13), Knowledge (Dungeoneering) (+11), Knowledge (Planes) (+13), Linguistics (+7), Perception (+8), Perform (Dance) (+3), Profession (City Watch) +5, Ride (+8), Spellcraft (+13, +15 Defensive Casting), Swim (+5), UMD (+5)
Gear: +1 Scimitar, Cloak of Resistance +1
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We have a Witch (mostly Slumber goodness so far), a Cleric (Mostly Healbot-ish) and a Two-Hander Paladin in the party as well. Between Reduce Person, and the Mage Armour the nice witch gives me for clutch fights, I have the highest AC by far in the group. I play a bit of a Striker/Off-Tank sort of role, and mostly focusing on using things like Reduce Person and Frostbite to increase overall damage as we've been fighting hordes of lower level goons spaced with a PC levelled boss (We did a naval boarding action last session where we dropped something like 45 goblins and a levelled Hobgoblin Monk; and in the session before 3 Goblin Vulture Riders, 10 Worg Riders and a Hobgoblin Lieutenant on a Winter Wolf); and the session before something like 50 Hobgoblins in Half-Plate; the last three sessions we sprung about 100 slaves from a Hobgoblin run slave camp and fought a running battle to get them back to safety).
I've got a little over 2k gold and a week's rest right now to pick up a magic item or two, and was thinking of duplicating some of my spellbook as well.
I was thinking either a couple lvl 1 pearls of power, a Handy Haversack, or holding onto it to save up for a Dex belt; but I'm not sure what might serve me best.
As far as feats, I'll be taking Empowered Spell, Critical Focus, and eventually Bleeding Critical and Spell Perfection, but looking at taking the Step Up feat chain, coupled with the Distruptive/Spellbreaker feats I can get through Arcana fits my character background, but I'm not sure what use I'll get out of them.
I was also considering taking an Improved Familiar as a Faerie Dragon to give me some utility, between it's casting and what wands I can supply it with.
Or even, just focusing on using a spell like Long Arm, taking Combat Reflexes, Improved initiative and Additional Traits (Warrior of Old [+2 Initiative] and Seeker [+1 Perception/Class Skill]), and maybe
Toughness.
Just asking for folks' experience in having used any of these options and what might they suggest? The party isn't extraordinarily optimised, but the DM seems pretty keen to keep a lot of our fights on the knife's edge, so I'd like an edge in being able to survive.