I am trying to run a game for 2 kids 7 & 9. I have introduced them both to a game separately. They both are the easiest class for kids: fighters. So the parents said they had the idea of making them brothers and playing some support classes: bard, cleric, etc... I plan on trying to run it this weekend. Since there will be 5 characters I thought of a one shot pathfinder society game or one of the smaller games. However I would like to have it kind of combat heavy since they both got semi-bored with the RP. I have to work all week so I won't have tons of time to adjust it, but I can just add monsters or HP etc to make it semi risky and fun for even the parents. Does anyone have any suggestions? Thanks in advance for any tips!
When I hit an attribute bump at 4. If I have a 17 INT and bump that to 18 I qualify for an extra language. Do I have to pick one of the ones I got as options during character creation or since I gained this new intelligence while adventuring I can pick any bonus language as if I had taken the linguistics skill?
I have read a few posts on languages gained and all agree that you get a new language retroactively when you gain INT, but no one clarified if it has to be one of the few choices you got at character creation or if you could pick from any of the others in the game.
I'm a gnome have a Hafling party members... seems like I could benefit from Hafling, but my options left to choose from are Dwarven, Giant, and Goblin. Is this an ask your GM type of question or are there actual rules on which languages are "legal"?
Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon.
"Armed" Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).
Note that being armed counts for both offense and defense (the character can make attacks of opportunity).
FAQ/Errata
What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?
Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).
As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).
So basically this is all the info I can find. Assuming the GM allows it (which he should) and since a ranged weapon provides attacks of opportunity with a 10ft. reach and Improved unarmed strike provides attacks of opportunity with a 5ft. reach you could potentially threaten larger areas and maximize a characters ability with possibly higher Dex. and combat reflexes? correct?
I just see a monk with a polearm (traditional old kung fu) swinging at guys who come at him and then when its his turn he plants it in the ground and uses it to balance while he unleashes his flurry of kicks at his enemies. There are very few ranged monk weapons (kyoketsu shoge & double chained kama) so it might be a feat or two to be able to flurry at range(both are exotic), but a feat to get a polearm and then just flurry at close range. Both ranged monk weapons are on a chain so the image I had wouldn't work... however a polearm would be just as if not more fun and full of flare.
Thoughts? I know it's not optimal, but fun? I see potential!
No I was going for a flavor build... Sin Eater Inquisitor with a necromantic Scarred Witch Doctor. I know not optimal but the concept seems fun and we have a big group so I can RP with it and not have to worry about maxing out damage or anything.
I know usually when you create a PC you have to take the archetype at creation, but if you wanted to multi-class are you allowed to take the second class and archetype? Since you are still replacing the abilities from that class before you use them?
I appreciate the feedback Theo. I made sure to factor in these things when I play already. I usually have one of the higher initiatives with my Dex and Int adding into my initiative and it being my 2 main stats. However, I don't charge in. I usually assess then react. So I can cast a range spell or just delay until people are in place. I play the smart jerk who sometimes doesn't feel the battles are worth my tyme.
Then if you are immune to shock I took close range arcana and can deliver Scorching Ray spell strikes.
I did hear that the magus is kinda front loaded, til 10, but I'm not tons worried about that with group make up they can take over and I can support. By the tyme we get to 10 I think we will have enough resources to not worry about me doing the damage... that's why I am starting to look now for alternatives. Haste and the like...
I have role played a few instances where everyone dismounts and rushes off and I gather the horses. Then walk over to the fight and kinda have this pissed off look and sarcastically say "always running off to fight things...not worried about the horse" then I shocking grasp do 30-40 damage and it dies and then I be like OK can we go now. Also the GM has mentioned that he wants to RP the Black Blade as a different alignment than me and have me kinda start to go crazy and more evil. SO that will be fun to RP as well. I rather enjoy being more RP than damage. I see the barbarian hit 2 tymes and its d12+17 or something... 2 of those and she does more damage than me. I think all the dice just makes people think I'm doing a ton more than other people.
When I initially made this character I was going to be the damage guy. We had a generic cleric who pretty much buffed and healed and didn't do much else. We were running a 3PC/1NPC party with a cleric just around to heal and occasionally buff. I was helping the GM by playing him but I didn't do much cause he was there to assist not overshadow the party. I ended up starting trouble with my Magus cause he has an attitude problem... and then the group would look for the cleric to smooth it over so I eventually gave up starting trouble cause I would have to RP the trouble then smooth it over. It gets old lol
Initial party make up:
Inquisitor, Druid, Magus, and NPC generic Cleric
Since then the Inquisitor was killed in combat. She re-rolled into a fighter. Then the GM's wife wasn't enjoying the druid so when we got to town. He allowed her to switch from a Druid to Ranger. She wanted to do the damage and have the animal assist not have the animal be more of the damage and her support with spells and ranged.
Then we had some friends join the group. So one guy made a cleric to replace the one we had and be more effective. Also, I wouldn't have to run 2 toons. Then his wife made a barbarian and one of our other friends made a rogue to play with us as well.
So we now have 3 melee character and an animal companion on top of my magus... So it allows me to be a trouble maker again and my damage isn't over the top if I deliver it in doses. Thus I run around in combat setting up flanks and not attacking. I don't mind not attacking if the rogue or fighter get all the extra attacks and what not. I just would have made the character different if I knew we would have 6 instead of the initial 3.5...
We have so much damage now that I take off fights and no one really notices. We had 3 combats yest. and I made 2 attacks (both crit!) I use a lot of utilities to help out with placement and light source etc. Yell out battle instructions or info I notice about the mob... I kinda wish I was a cavalier or bard now with some group buffs or paladin with heals to let my cleric go more attack not heal or possibly be a different class. I think I might ditch some damage spells and start going for the few buffs I can toss out. Any suggestions?
So last night I used an Arcane Point to make my scimitar Keen for 1 minute (18-20 crit now 15-20)... Then in consecutive attacks with shocking grasp(inspired by greatness allows 1 extra caster lvl on 1 spell (shocking grasp) magical lineage allows for 1 lvl of a meta feat to not count vs. spell lvl and used intensified for 8D6-16d6 on crit) Using spell strike I rolled a 17 and confirmed a crit for 77 points of damage. Then the next attack rolled a 15 and confirmed for a second critical that hit for 60. If the monster we were fighting hadn't been incorporeal I likely would have killed it, but instead it took that and 2 vital strikes from the fighter, a smack by the barbarian and a sneak attack from the rogue. (yes we are damage heavy)
Now I know that was best case scenario, but the last two weeks I have felt like I was outshining the party. Last week was a 15 minute work day type of battle. We were about to rest and a monster popped up and I used Scorching Ray twice with Pyromaniac to get 8D6 with that as well. I have even been not attacking ever round and doing some RP in combat to give others the opportunity to kill the monsters. I passed up an opportunity to fireball a group of enemies shooting at us with arrows and instead ran past them into the tower they were on. The cleric however did fireball and took out 3 of the 6. I have been doing a lot of damage, but not always getting the killing blows. I have never been a blaster type of character and I am just curious if this is the normal way things will go for me or am I just blasting a little to much lately and it wont continue to be this way... I know the party benefits from kill fast strategy, but I don't want to do it all and everyone not be enjoying things. I try to support them giving hi fives and with them getting killing blows maybe I am just over thinking the situation.
I just felt that in the battles we had I was blowing it up so when it came to the last fight I stayed back and RP'd the entire battle while the party ran in and chipped away the BBEG. This serves two purposes 1 I saved spells for later fights since day wasn't over and two it allowed others to kill it without me so maybe they don't notice me as much. I attacked twice last night and both were big critical hits.
So does it sound like I am overpowered or just having a good run on the dice and it doesn't seem like a problem? I will talk with the GM as well just to see how he feels about it. I know he was probably frustrated with how the fights went last night. The Mind Control (not sure what spell maybe suggestion?) on the barbarian worked like we all thought it would, but on her 3 attacks she rolled 2,2,5 before the cleric countered the MC with Hold Person. Just seemed like we all hit everything perfect and the fights weren't nearly as tough as they could have been. I know if I was a GM that would be kinda frustrating. Then again who knows what lies ahead.
I'm hesitant to say which AP we running cause I know people will jump in with all kinda spoilers and I don't want that. I don't want people to be like oh you running King Maker you don't need disable device... or Carrion Crown you won't be sneaking around so its not a big deal. I'd prefer to just make the character for a purpose and if it doesn't come up then oh well I wasted some skill points or a feat. I know these boards are usually for optimization, but I'm ok with not being top notch just want to make sure I bump the things I need. If I was going optimal I would be knife master with like a rapier or something going after them d8s.
I'm a hafling who worships Sarenrae. Im building my backstory to fit the cleric in the group. We joining at the same time so I am playing off his deity. I work for the church as a spy gathering info and things of the like. Kinda playing it like an infiltration expert.
11 STR
21 DEX
15 CON
12 INT
15 WIS
12 CHA
Rogue Talents
Finesse Rogue- can swap and take weapon finesse feat just know there is more flexibility in feats
Canny Observer- +4 perception for traps and overhear conversations hidden objects
Slow reactions- if enemy is hit by sneak attack can't make attack of opportunity for 1 round
Feat
Iron Will
3 left to choose.
I was given +1 short sword, +1 leather armor, belt of dex +2, ring of protection +1, Cloak of resistance +1, boots of elvenkind +5 acrobatics, and bag of holding. oh and a regular shortbow.
The group is large so asking the DM to remember trap spotter might get over looked.
I'm building a rogue to join a campaign at lvl 7. I have a good deal of skills as any rogue does. I even have been taking my fav. class bonus as HP due to the fact that I'm just not sure how much skills I need. I haven't finalized it and may change my mind, but ATM I just think a few extra HP would be better.
Anyways to the point of the post.
22 acrobatics
19 stealth
20 disable device
15 sleight of hand
21 perception with trap sense
Since I will be more RP focused and utility and less about max damage and combat potential (tons of sneaking around and doing info gathering without getting caught)... are these skill enough or should I take some skill focus to get an extra 3/6 at 10 or one of the ones that will bump 2 skills by 2/4 at 10... potentially both? I know traps could be a major thing, but is 20 disable enough plus a roll or should I take skill focus: disable device and deft hands to go up to 25 now and 33 at lvl 10? Should I add to stealth and perception? I know failing a check can hurt, but is bumping skills that important or should I take some other feats to help the character?
I have Iron Will (+2 Will) already and Sanctified Rogue archetype (+1 Will & Fort) as well as indomitable faith trait (+1 Will). +10 Will at lvl 7 +12 ref +7 Fort.
20 AC
Belt of Dex +4 8,000 GP
CL8 +5 creation +5 to do 1,000 GP in 4 hours instead of 8 for 18 total or 23 if I don't take Cat's Grace.
If GM allows me to take 10 in a controlled enviornment and I have 13 Spell Craft. I would have 23 and finish the belt in 4 days. Does that look correct?
Barring the stipulation of GM making me roll since a failure would make it a cursed item. He suggested me take 10 so I don't think it would be an issue. Just wanted to double check my math.
Belt of Incredible Dexterity
CL8
Construction Requirements
+2 Dex 2,000 GP
+4 Dex 8,000 GP
+6 Dex 18,000 GP
Craft Wonderous item & Cat's Grace
The DC to create a magic item is 5+ CL of the item. Note that all items have prerequisites in their discriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator. The DC to create a magic item increases by +5 for each prerequisite the caster does not meet.
So the minimum LvL to create a Belt of Dex is lvl 3 when you can take the Craft Wonderous feat, but the DC Craft check would be CL8 +5 for creation +5 if you don't have Cat's Grace for a total of 18 if you had the 2,000 GP.
They don't state any lvl requirements on creating with higher bonuses. So would a +4 Belt of Incredible Dexterity be possible if you could afford it?
I'm lvl 7 and was curious about creating a +4 belt, but know some items like Amulet of Natural Armor has a prerequisite of the caster level be 3X's the enhancement bonus. I didn't see any such restriction on the Belt and was curious. It also says that there is a 3X's Caster level to the enhancement on Armor. Anyone have a clarification on this?
So much dislike for Tsuto and I thought he made a great misunderstood pathetic bad guy who was just competent enough to not get caught up and die to early and could torment the party for a while... I am running this AP in a few weeks for my group and I had thought that I would let Tsuto escape and taunt the party then realize that his GF was gone and the adventurers took her from him and he would vow revenge and then spend months stalking the party reworked as a ninja. Then one of my players told me he wanted to play a half-elf ninja that dual wieldes wakizashi. He just didn't know how to work in an Asian back story. So I told him that there was a shipping family that lived in the city that was Tian or Asian and he said he wanted to be the bastard son.... So when they encounter Tsuto I will have him call my player brother and maybe have some kinda personal grudge that he was sent away while the player got to stay in town. Depending on how the player reacts I think it can make for great RP. Any ideas for what you would do with such a softball lobbed up perfect fitting backstory? Feel free to PM me don't want to clog the thread with a side topic. I still would like to keep Tsuto around so I might buff up his bluff and have him act like he feels bad for what he has done and try to make friends with his brother and then betray him later. Idk I just think there is to much to do to kill him off that early.
I've decided to abandon my antisocial secret personal messaging and join in on the public chats, but don't want to post to much and get people excited when they come in and see that (1 New) next to the post. Then totally disappointed when they check to see what was written but find out it is just me and not an actual post from Nobodyshome.
As Nobodyshome already knows really love reading the game and can't wait to run it for my group in a few months. They seem to be ok with a little more RP than usual so I hope that we can get some nice stories going like you guys and I will try to write out something like this. I got 1 backstory to work with so far and it was so perfect that I cant wait to play with it. He wants to play a half-elf ninja that is the bastard son on the Kaijitsu family. So I think I will make him and Tsuto twins seperated at birth or something... thoughts? PM me don't want to have posts on this in Nobodyshome's post.
I am currently playing in the Carrion Crown game and am just curious if you will be posting a journal of those games? I hope so I would love to see how different our game was from yours. We are about halfway thru the 2nd book. Anyways... keep doing what you doing we all enjoying it!
Did anyone have issues with seperating the party in the first session? I haven't run the game, but I am reading thru it and it seems they want to sort of alienate people at specific parts to develope story points. In the first session it seems like seperating the party could frustrate some of the players. I know our first sessions are usually slower moving with the RP and development and if I suddenly pull one player off for a solo encounter while it might be funny, enjoyable and make for a great plot development I could see others being a little put off by this. I am just wondering if anyone else had issues with this. I might be overthinking this as it will prolly be at most a 10 minute encounter and others will hardly notice. Then again seperating the party might make the others realize something is going on and they would pay attention and note that this could be something developing the story and get them more involved in the RP aspects of this town. This might work better than I am thinking. Any feedback on this?
I know that there are alot of people that use herolab or some similar products in conjunction with running pathfinder games. I am just wondering if anyone knows about how often it takes for Hero Lab to get the info from a new AP installed into their system and/or if the Rise of the Runelords (Anniversary Edition) is already in their system and if so what package is it under? I am going to be running this game for some friends and wanted to get the right packages so they have all the traits and what not available to them.
Our long tyme group recently due to work and tyme issues has sorta seperated from one large group into a smaller group. Our usual DM never gets to play so I told him I would give it a try since I know the rules farely well, get into character and ideas, and could try to push the story... So I ran a one shot society game for him and his wife that took about 4-5 hours and all seemed to go fairly well. Even got some compliments from them for some things I did that he doesn't do. We all had fun which is the major part and I actually look forward to DM'n again. I had to convert the adventure from 3.5 which isn't to hard, but there were one or two parts that I could have done better and it was a small adventure not an entire AP. Anyways... Our old members are starting to get tyme and have the itch to play again so we are going to try and start running with them. However, the current group and that group would rather stay seperate since this game will likely meet less frequently. Our current group is running Carrion Crown and my DM was looking forward to running Skull and Shackles for the next game, but he doesn't think he will be able to run two games at the same tyme. So I told him I would run the game, but he wants to run that AP. I don't know which AP would be best to run being a newer DM. I don't know about running a sandbox game, but dont want to railroad the players. Our group is really easy going and think that we could RP enough without getting to off base. I wouldn't mind converting a game if I had to, but if there are any good APs to run that I wouldn't have to convert I would be ok with that too. We have a very casual experienced group that has been playing for the better part of the last 15 years, we usually work as a cohesive unit but I have no problem with SMALL party conflicts, we usually run good campaigns, I want an AP that will keep their interest and they will WANT to finish and enjoy. We have had to many games fall apart around lvl 10 right as we are getting to the meat of the adventure.
Are there any suggestions? I was looking at maybe Rise of the Runelords, Shadow in the Sky, and/or possibly taking some smaller adventures and stringing them together so we can start higher than lvl 1... that is getting a lil old to some of the players. Anything out there that I should be checking out feel free to point me towards. I dont really know much about DM'n and havent read a ton of APs.
I don't get why anyone would go for Beast Totem if they lose all attacks to get 2 claw attacks. I could have a Great Sword and take 3 swings getting 2d6+13 or I can take 2 claw swings at 1d8+9. Granted the claws would both be at a higher BAB, but even if only 1 swing with the great sword would hit it would be close to the same amount of damage.
15-25x3 Great Sword
10-17x2 Claws
That is not taking into account that more than likely you will have a magic weapon. The only way to get the claw attacks magical would be to take more rage powers or feats to make the natural attacks magical. You could give up a neck slot for amulets of mighty fists instead of magical weapon, but its give and take. I guess I am looking to much into Min/Max and not going with the flavor of a build... I always look at Min/Max and never make them to play I just make them as concepts.
I don't understand how you would be allowed to make a claw attack after 2 swings with a melee weapon. What would you do just drop the weapon to take the claw attack? It just seems alot weaker than I would picture it being. However, I guess with the claws more than likely to hit its alot better to have those guaranteed hits with solid damage than the -5 and -10 with the 2nd and 3rd great sword attacks. I'm sure someone has worked out the numbers and it probably equals out to close to the same or the developers would have tweaked it, but with a high STR build 20,15,10 BAB at lvl 11 I think I would still prefer the 2 hander.
As for what race and class etc... I am open to any mixture or things. I am just playing around with things for the concept. I might look at dipping ranger to take two weapon fighting and grabbing some knuckle axes or something. IDK... I am just looking for something different.
The Greater Beast Totem which I wouldn't get until 10 would bump the damage to 2d6 instead of 1d8 so this was basically a prereq to get the 2d6 later on. I could delay it, but at lvl 6 when you get 2 attacks so basically 4 claw attacks the 4d6 going to 4d8 could be nice. Then at 10 having 6 claw attacks at 2d6 each it could be a pretty good take. It would be almost like a flurry of blows from a barbarian.
Just realized that Improved Natural Attacks is a Monster feat.
After a little toying I came up with something like this...
Feats:
1-Power Attack
3-Weapon Focus: Claws
5-Toughness
7-Cornugon Smash
9-Intimidating Prowess
11-Extra Rage Power
13-Extra Rage Power
15-Dodge
I was looking at making a semi savage type barbarian using Lesser Beast totem to get claw attacks and taking toothy racial to get a bite attack and making him more primal than any kind of social character. Stacking the physical stats and dumping mental/social ones. I know it is not optimal and casters will probably Mind Control me all over the battle map, but this is just something I want to try at lower levels for some pretty solid damage. Also looked at taking the Invulnerable Rager Archetype for extra DR.
Can you stack Improved Natural Attack with itself? I don't think you can, but just double checking. If not I can still take it twice to improve the Claws from the Lesser Beast Totem Rage power and the Bite attack. Claws would go from 1d6 to 1d8 and bite from 1d4 to 1d6 adding Str. to both damage while raging and its a potential for about 2d8+12 from Claws and 1d6+6 from bite in 1 round.
Any suggestions or other classes that might fit this concept better?
I just threw this together kinda quickly and know that it isn't the best, but wanted to get ideas on the concept before I get in to far and someone suggests something that is much better and I wasted a ton of tyme on something that I will never use.
Feel free to suggest gear as well. I was thinking mostly hide or possibly ditch armor for bracers of armor and going true beast man.
I dont see it being a problem, but the party likes to take for granted that the DM just lets us slide on a few to many things. So now just by saying did you mark off your arrows can make them feel like he is being a hard ass... However, at any moment in our current campaign setting we can resupply by simply taking 15 min out of the day to buy more. We stay in an inn in a large city nightly. So it really shouldn't be a problem, but in case it ever did come up it would be nice to just be like hey I have an never ending quiver I'm good.
The money is basically the same way. We often just say I hand the Inn keep 2 gold to pay for our room. does it matter that all I have is a coin pouch filled with silver? No, but would it be better to have a pouch where I can just say hey I give him 2 gold and it actually be 2 gold. These were basically just cosmetic things. I don't see our DM asking us to make perception checks while we sleep to catch someone breaking into our room to steal our coin pouch cause I pulled out platinum to pay 7 silver for a room and food. However, if I was DM I could totally see myself doing that just to add flare to the story. Maybe that is how you make a friend in the town and the inn keep suddenly remembers things about the questions you were asking around about now that you helped get rid of Sammy Stickyfingers. I have found that the most memorable parts of a game are the ones that no one is really prepared for. So in a "quest" type go here and kill these bandits if someone tries to rob you and there is suddenly a chase through the city... or if you get pickpocketed while you been drinking at the bar... then have to fight with lower physical stats it can be a nice fun change from the normal serious grind. Imaging trying to shoot a bow while drunk? not gonna happen DM rolls a d6 and you lose that much Dex for the fight. It can be both frustrating and funny. I think I just had an idea about my next DM'n session :)
You could also be a magus and then intensify shocking grasp so you would do 20d6 on a crit plus weapon damage... if you want to be different than the fighter do it with magic... You could also use your arcane pool to add effects to your weapon. If you go 1 hander you could have a +5 longsword arcane pool it to give you flaming, firey burst, or bane etc... and then on a crit you would do 20d6 +2d6 weapon +2d6 flaming or whatever effect you stick on there. So potentially 24d6 on a crit... then that fighter will want to be like you. Also as a Magus at lvl 13 you have the same armor proficency and get some fighter abilities. Just an option... also with a fighter doing that much damage as long as its not nonstop fighting you could have the spells to constantly be using shocking grasps. If not check out a Ring of Wizardry to double your spells for a specific lvl. You might be more powerful than that fighter come lvl 13 if you crit and pace yourself.
Was the Never ending quiver an item that was lost in the transition and if so is there anything similar named different or will I just have to custom make it? Our Druid gets frustrated when the DM says did you subtract your arrows and from my memory a never ending quiver isn't that expensive. I just took craft wonderous and figure I can make her one for a thousand gold or so.
Also there was a 4th ed. item called pouch of platinum. It converted coins and gems into the equal value in platinum. Is there anything like it or similar in Pathfinder? While coin weight is ignored in our campaign it would be nice to just be able to convert it with a simple magic item. Maybe make it like a handy haversack coin pouch where you think I need 7 silver to pay for my room and meal and pull it out without having to pull out 1 platinum and have every broke starving villager stare at you. I haven't looked into making one, but most of the things I have read said there really isn't a spell to convert coins... so any suggestions?
Is it possible his weapon had firey, frost, corrosive, shock effects etc... to cover all damage types, on it that would go off on a crit? At lvl 13 there is a good chance he would have some type of magic weapon. Instead of making it a +4 or +5 he might have decided to go with a enhancment bonuses. It is the only thing I can think of...
A 6th level Bladebound Magus has his black blade. Once he gets into combat he can spend a point from his Arcane Pool to make his Black blade +2, or make it +1 Flaming. There is no spending 2000gp to make the black blade a +1 weapon. It will never be +1 without using the Arcane Pool.
At lvl 5 the Blackblade lvls up to a +2 Weapon and the enhancement provided goes up to a +2. So, spending an arcane pool point at lvl 6 would make it +4 or +2 flaming without the gold cost. Also you can add both flaming and +2 for an 2 points.
If the weapon isn't magical you have to add at least a +1 to make it magical and then can add an effect(ex. flaming). Thus, you can add both and they do stack. If it is the last fight of the day and you have 5 points left you could put a +2 (1pt.) Keen (1pt.) flaming (1pt.) flaming burst (2 pt.)for a total of 8 weapon enhancment bonuses at the cost of 5 arcane points.
The only restrictions are that the enhancements cant be stacked on each other to use 2 arcane points to add +2 and another +2... all the others seem to be legit as long as they dont pass the +10 weapon enhancement bonus. I could be wrong but don't see anything on it in the arcane pool section or OGC website.
How combat heavy is the campaign? How much magical loot does the DM usually hand out? Does he customize it for the group? How big is the group and will you have to wait for your turn to get loot? Do you have a ton of melee and can sneak into melee after the fighter, warrior, or other heavy armor big mean looking guy gets the enemies attention? Do you have a rogue a dex build with disable device might help some traps.
There are a few reasons I liked the blackblade and went Kensai and Dervish Dance archetypes.
1. If you like the scimitar and its 18-20 crit rate and can stomach 2 levels of being subpar melee (Which can be counteracted with some decent 0-1 lvl spells and go by rather quikly)you will be much more powerful at 3 and beyong as long as there aren't a TON of fights per day (Even then you are still doing just as much damage as others just not bursting as much). Also check with your DM about the Arcane Mark spell... some DMs think it is a cheap 2 attack, but some think it was put there just for this class. It does 0 damage, but allows you the free touch attack with your sword. SO basically you get 2 melee attacks at the spell combat's -2.
2. You can take weapon focus to get a +1 to hit with the scimitar(I always say whats the point of swinging if you dont hit so the more +'s the better). This is if your DM doesnt tailor loot for each person in a campaign. You fight a ton of beasts what are the chances they will have your specific weapon just lying around to loot after the combat. Some DMs do hook you up others run premaid APs and the loot is what you get. No point in having Weapon Focus Greataxe if the first loot you get is a +1 Keen bastard sword. BlackBlade eliminates that problem.
3. The Blackblade lvls up with you. So you will NEVER have to buy a new weapon. While your party members are off spending most of their money trying to find a blacksmith to sell them a +2 weapon (only once you get back in town) you will have it when you level up. Also with your arcane pool points you can actually make it better than its bonus. Say you have 4-5 arcane points at level 4 so for 4 minutes or basically 4 fights you can ADD a +1 to your already +1 weapon. Then upon reaching lvl 5 you can add effects such as Keen, flaming, or Bane etc. for arcane points. Nothing like having a +2 weapon suddenly become +4 Keen for 2 arcane points... My lvl 5 magus attacks at +11 with a 18-20 crit. for 2 arcane points I would attack at +13 with a 15-20 crit and since your touch spells crit with your weapon crit, a 30% chance to deal 10d6 shocking grasp is a great deal. (also look into magical lineage trait to reduce 1 lvl of a meta-spell and intensify (add 1 for this meta spell, but negated by magical lineage) shocking grasp so you can get up to 10d-6 crit at 20d6 for a lvl 1 spell! There are other traits that increase caster level so you can do this before lvl 10 as others have suggested.)
4. As a Magus Kensai your two major stats are Int for spells and AC and Dex for hit, damage, and AC. They work very well together with the dervish dance Kensai and you never suffer AC penalties or get slowed by movement or spell failure (which you would eventually lose, but the class eliminates it from even being a worry for you) You might not have armor, but with a +3 INT bonus to AC it will equal out. Also since you aren't using your money to buy a weapon or armor you can use it to get a belt of dex and headband of INT for AC bumps or if your DM customs loot he can hook you up with this instead of weapons and armor so now you have a great magic weapon, bonus AC, and better spells stats or attacks and damage.
5. I don't see the point in a familiar. I see the blackblade as much more powerful. As a magus you want to be in melee range so your can spell combat and deliver the touch spells through your blade... what benefits does the familiar provide that would be better than a lvl'n magic weapon that you can tweak at will? The flare might be better, but will a raven's +3 appraise be better than +2 keen weapon? You can use the familiar to attack but it uses your BAB with its attack stat which is not going to be better than you magic weapon and dex mod.
6. The one thing I do wish I hadn't given up is the extra spells, but I am patient enough to know to save my big burst spells for the "Boss" fights and use the smaller ones to chip the normal enemies down like the rest of the group. This also gets me attacked less and I don't blast like a wizard or sorcerer. Getting attacked less means staying alive more and I like that concept. It would be nice to be able to spell recall, but with 3-4 shockings grasps (and getting more each lvl) as lvl 1 spells if you know how to pace yourself and use arcane mark (if allowed) you can steadily put out 10 (1d6+4 dex +1 weapon more if you min max and get magic items) damage a hit or possible 20 damage a round with spell combat... without shocking grasp. (Another great magic Item I found to counter the loss of spells is Ring of Wizardry lvl 1: it doubles your lvl 1 spells... as intensified shocking grasp is a lvl 1 spell once you can afford it you can basically have 5-10 shocking grasps a day. Who needs spell recall?)
So depending on playstyle and group make up a character who doesn't need to be fighting over weapon & armor, and can possibly get other loot (belts, headbands, cloaks, rings, etc.) or can go un-noticed for a round or two of combat while the fighter or barbarian gets in the enemies face to take the hits, and then can sneak in and drop a 5-10D6 +weapon damage attack to kill or severly cripple an enemy is great for me. I like to go a lil un-noticed in a fight until I see what the fight looks like and then show up with a giant attack that says hey you should have been looking at me. I play a gnome with attention issues and a temper when overlooked and underestimated :)
There are a ton of factors when making a character. You also don't want to outpace your party. You do not want to be the only guy doing the killing while everyone else is getting bored cause you are so much better than everyone else. If it is a low magic campaign you might get OP, but that might be a problem for the DM to handle exp if there aren't a ton of combats and you can shocking grasp everything and completly dismantle the entire fight while others are buffing and only getting to attack 1-2 tymes while you are one shotting things. I think the class and build w/ archetypes are pretty great you get some of the bursts of a wizard with less of the versatility. It all has its pros and cons... for me it has more Pros and I am very much enjoying it. I hope this helps.
I am using this build and went with the starting trait:
Magical Lineage: Benefit- Pick one spell when you pick this feat. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining its final adjusted level.
SO my intensified shocking grasp is still only a first level spell.
Also we are in Carrion Crown and I took my campagin trait
Inspired by Greatness: Choose one spell you cast and from now on you always cast that at a +1 caster level.
My lvl 5 Intensified Shocking Grasp will be hitting at 6d6.
I went Bladebound Archetype so I have arcane pool points about 5 a day to make my scimitar Keen for 1 min per point. Mix in the dancing dervish feat to get my Dex added to damage... On a 15-20 I can crit and deal 12d6+ weapon damage. Then things die :)
Also don't forget that with shocking grasp you get a +3 to hit things that are wearing or holding metal armor or weapons. I know right now with the +2 blackblade and my Dex build I am attacking at a +11 without using arcane points or adding in the pluses for metal. This might counteract the spell combat's minus 2, but if you forget it you get a -2 instead of a +1. The Magus is great for burst damage.
I just looked into it a little more and there are only 3 suits of armor you can potentially wear with no ACP and 0% ASF: Armored Kilt, Silken Ceremonial Armor, and the Haramaki... It seems to be a nice loop hole. I will have to talk to my GM about it. Great find!
I dont believe you can use the Haramaki. It is considered light armor and as a Kensai you give up all armor proficency.
Although nonproficency only adds the AC penalty to attacks and strength & Dex skill checks. Since the AC penalty is 0 technically you could wear this, but it kinda seems like taking advantage of something that isnt intended for the use.
Interesting idea... let me know how that flies. I dont think my GM would let it go, but RAW it seems to be ok.
I agree that Intimidate alone isn't something to build around, that was a skill I thought could help out from tyme to tyme. That is why I thought the Bard with the group Buffs it provides as well as with a solid spell list and a Whip to attack from 10-15 ft. back would be my go to combonation. A flail for backup in case I get into melee range to avoid the attacks of opportunity. The inquisitor looks to be a great class with tons of solid abilities, but it is less group oriented. If I play more of a caster I would want more benefits from other abilities. The bard also has a ton of voice focused spells... Ear- Piercing Scream, Chord of Shards, Blistering Invective, Piercing Shriek, Haunting Choir. The flavor is just a better fit. Thanks for all the feedback.
The Inquisitor would catch the bard around lvl 4 with no magic items as both would be at 14 intimidate IF I dropped all my bonus HPs into the 1/2 intimidate ability. I would prefer to keep the HP so the Inquisitor wouldn't catch the bard until 10.
I think that it is a solid option IF I am not getting attacked much and the extra HP won't be useful, but when are extra HP not useful? My Con isnt great. I don't have a great Dex and only Light Armor Prof. So at best Chain shirt and a heavy shield for a 17 AC. I can't see ditching 10 HP for +5 intimidate. However, if a few magic items fall my way and I get a respectable AC then a possible HP loss here or there for the bonus intimidate might be ok.
I kept the high Charisma for the extra rounds of Bardic Performance. I doubt I would need them, but you never know and if you use Virtuoso Performance Spell they go quick. Also the spell saves are harder to pass with the buff. I don't plan to do a TON of melee so I would expect a higher Charisma to be more useful. This could change when I get in the game and see what works best. A magic item here or there and I might not need the Charima or they might not be able to save on my spells. I can buy a belt of strength if it gets to that point. It is all a work in progress.
If this was a Dark Heresy game that would be a totally different situation. I would love to try that game out. I just listened to a few podcasts and man it sounds pretty wicked.
Cavalier prolly would be hard to pull off in a pirate game, but then again it might work... I dont see it though.
Inquisitor would work great, but it really doesn't allow me to help out others unless I am missing out on something. We have an Inquistior in the current group and granted they arent very experienced, but I dont see alot of abilities to buff others. I would be solid at intimidating but not be able to also inspire courage giving the party a buff. Intimidate would be something I would want to use here and there, but as it is only a short term debuff I would like to have other benefits.
I agree that in a min/max way the inquisitor would eventually out pace a bard in intimidate, but with a bard relying on charisma and an inquisitor relying on wisdom the lower level inquisitor would be a little less than the bard. With my current rolled stats Charisma would likely be my low stat at 11. The Inquisitor would catch the bard around lvl 4 with no magic items as both would be at 14 intimidate IF I dropped all my bonus HPs into the 1/2 intimidate ability. I would prefer to keep the HP so the Inquisitor wouldn't catch the bard until 10. They would also be level at 11... and that is ONLY if the Bard which relies on Charisma doesn't get anything to boost Charisma by lvl 10-11. In an AP that stops at lvl 15 or 16... I would play almost 2/3 of it with less benefits from what I want to be one of my abilities. All while providing no buffs to the party.
Notice I said most USEFUL not Best intimidation build. I just dont see how an inquisitor would be better in a group than a bard. I will look more into it, but I am still leaning towards the bard.
I was looking at making a character that wouldn't necesarily be the most in battle damage dealer, but be more of the party lead and intimidating presence...
This MIGHT be used for the Skull and Shackles AP I havent read the Players guide so I have no clue if this is even viable. (Please no spoilers)
I was leaning towards a Half-Orc Bard for the high charisma and racial traits... also I planned to have a high enough INT to take combat expertise and use more CMB attacks...
Concept would be to take inspiring courage and mix that in with some intimidating to debuff... then stand a lil back with a Scorpion Whip and trip or disarm people while talking slow and methodically about the systematic dismantling of the creature or creatures we are fighting. EX. "The Gods frown upon you today and sent you to your death when he walked you out in front of me. The group with me was seen in a vision taking the items off your dismembered bodies. It is a shame you didnt travel in a different direction for then maybe you would have lived."
Rolled stats:
Str-14
Dex-12
Con-13
Wis-11
Int-13 (need for Combat Expertise and Improved CMBs down the line)
Cha-16 +2 Race=18
I was planning on taking the Adopted trait and going with Bred for War trait which is exclusive for Shoanti humans. It gets a +1 Intimidate and +1 CMB due to being big. Prereq. 6ft. tall. (my half-orc is 6'5")
Then as a racial trait take Chain Fighter to get proficient with the Flail for more damage options and keeping in mind my CMB trips and disarms.
For flavor I took Prestidigitation and Ghost sound as 0 LVL spells... so I can talk and have lightining and thunder going off behind me as I speak. It just seems like a fun way to play it. I thought about Vocal Alteration as LVL 1 Spell, but want a few damage spells so I took Ear Piercing Scream and Chord of Shards to go with my mostly talking character. I think some of the others would be great, but the limited amount of things you can do with the low HD effected people. I just felt these would be more long term beneficial. However I am up for options on other spells.
I haven't gotten a chance to read over all the classes with this in mind nor any of the archetypes for the bard. This was my first thought and I thre it together. So if anyone can think of a class that might fit this role better please feel free to suggest. Thanks in advance for any tips and advice!
I totally understand that not ALL flails were B and P some were just B... However, the description in the book is a spiked metal ball connected to a handle by a sturdy chain.
You posted alot of old farm equipment. I understand that this is where the flail got its start, but it wasn't primarily used as a weapon. Like say
This This This This This
I was just curious if there was an actual reason to call it a spiked ball on a chain and not give it spikes... and then if you look at the picture in the CRB it looks just as spiked as the picture of the morningstar they have. Yet, the morningstar is B and P while the flail was just B. I am fine with a house ruling I was just coming to see if there was a specific reason it wasn't both.
I am also on board with a distaste for elves and tend to shy away from Dwarves as well. I think this comes from a LOVE for Half-Orcs who usually are mistreated and hated on by elves and dwarves.
Just an idea, but maybe play an elf that dislikes how elves approach the raids in his area and their laid back non-action taking selves. He is an ambitious guy who doesn't understand why with their allegedly superior selves they wouldn't just intervene an put a stop to things before tons of innocent people suffer and or die. He clashes with the elders and goes out to try to prove that he alone can make a difference. When he arrives to help he is at first greeted with distrust and cruelty for his races stereotypical avoidance of problems not directly of their concern. However, as he mingles with the villagers and expresses his distaste of his races stance on things he earns their trust. He proves to be a valuable asset and is then seen as a hero to the village. The raids come less and less frequently and he feels his job is done here so he takes to the road to find another village in need of his help. As he travels his name becomes more and more well known. He can then have that knowledge that he HAS made a difference. He developes a bad taste in his mouth for elves who take an indifference stance on things when small actions could have great effects.
So you get to RP an elf and use all the reasons you disklike them as part of the character.
Maybe go Blade Bound Kensai Magus to capitalize on the two bonus atributes and be able to play a melee type with some casting abilities. He would be mostly set up to show off his melee prowess and if needed blast the BBEG with a spell to show off his less developed magical talents. He left the elves before he learned as much as he could have to become a full out wizard, but had some talent with spells... and also he wasn't a full trained warrior so he is only really knowledgeable with his favored weapon. Also as a story tie in for the black blade maybe have a village elder who in his younger days felt the same way about the elves stance on things give him the blackblade and say I never had the courage to change the world like you do. Take this and use it for how it was supposed to be used.
If not the ranger with a long bow who picks up an animal companion when he leaves the elves because of the same disagreement with village elders. However, the concept with the story I have in my head made me think of all to many versions of Drizzt. The choice is up to you.
I always assumed that a flail was both, but after going to the CRB for the exact stats I noticed it was only Bludgeoning. This kind of strikes me as odd. Since a morningstar is both how is a flail not also? Is it just depending on the size of the spikes?
Morningstar Pics: A Morningstar is a spiked metal ball, affixed to end of a long handle.
Flail Pic: A flail consists of a spiked metal ball connected to a handle by a sturdy chain.
I see this as a simple house rule fix. Was there a reason for the omission? Since the flail is also a trip and disarm was making it B and P to much of a benefit? Is a morningstar only considered Piercing if you stab with the spike at the top of the weapon? No then it would be B or P not B and P... It just caught me as being a lil off and wanted to check with people who might know. Any info or thoughts would be appreciated. Thanks in advance.
So most of the loot has been wands: cure light wounds and restoration, masterwork armor and weapons, and a few magic items the entire group can use (Rope of climbing and cube of alarm). With the consumables (potions and holy water) being evenly distributed. The only thing I have taken was the old spell book cause I am the only person that could use it. I plan on seperating that from the group loot and selling it later. Most of the other things are just going to be sold as group found and divvied up. The only problems are going to be when we get magic items.
The group makeup is a Cleric, Inquisitor, and Druid with a bow. So the loot has helped a good deal with the Inquisitor getting to bump AC and Weapon (unfortunately no one is proficient with the keen longsword), Cleric bumped AC and got a ranged option, and the druid got a bump in AC and some magic arrows.
As Selgard stated I have been passing on the loots so I expected first pick on the very few things I will be able to use... However, We have gotten a ring of protection +1 that everyone is interested in(as per usual). I have kinda mentioned I wouldn't mind it since I cant use any of ther other things and they all bumped AC with other gear, but since the druid hasn't gotten anything specificly magic yet she also wants it. This would bump her to 18 AC which is what I have. So while I probably need it more since I am more often in Melee. I was going to give it to her to avoid the party conflict. However, she might let me have it. We haven't discussed loot split when we finished it was late. We both just kinda mentioned we wouldn't mind it. Also considered giving it to the inquisitor just to bump the AC over 20 since she is usually in the front taking on the BBEGso having her AC higher never hurts.
What Jodokai suggests would be a good option, but that is just to serious for the group. I am really the only person that gets that into it and if I suggested something like that they would be confused and feel like I was seperating the group to much. They don't treat the game as adventurers just meeting and out for themselves... they treat it like we have been friends since HS lets not dick each other over, but if sumthing shinny drops I WANT IT! eventhough it might be better for someone else. They are to casual for a cut throat game. I have learned to accept it.
The GM hasn't given me any special spells or bonuses to anything and I am not going to ask for any special treatment cause my class is built around this style(aka I did it to myself). I just was wondering if I can expect to constantly get over looked when it comes to loot. Since I will usually just get a share of the gold and get no actual loot they will slowly out value me unless I outfit myself which comes at a cost. I do plan on charging them a slight bit if they expect me to craft stuff for them to make up for that loss I can make it for 50% or they can buy it from town for 100% so I can get it to you for 75% multiply that x3 and I come out ok. I was going to use this to equal it out a bit. Instead of complaining about the actual splits. It seems the only way to actually balance it without looking like an ass and having people complain about things. I might still get the evil eyes from the GMs wife as she usually just expects things to go her way, but Im not married to her so I dont get bothered by her eyes that she thinks are so intimidating.
I think for the most part it will all work out, but I was just curious as to if others have had issues in the past.
We have been playing our current game for about 2-3 months now and while it has been a slow process and with my build slowly getting better as we lvl the gear upgrades haven't been needed. As with the Kensai I get a boost to AC with my Int bonus(+3) so each level from 2 and 3 added one to AC and when I hit lvl 4 I added a point to my Dex to bump it again. So after 4 levels my AC has gone up 3 points with no gear. Also with my Black blade my weapon has gone from a scimitar to a +1 scimitar black blade and with the Dervish Dance build I went from a +0 melee attack at lvl 1 to a +9 at lvl 4. So I really have no issue with how my character is progressing, but my lack of need of loot has me usually just writting down what we get and thinking ok we can sell this and this and this... then when something drops the party can use I am ok with letting the party have it cause what works for the party works for everyone.
My issue is since I am technically getting no loot atm. will this be a problem later on. I plan on taking crafting wonderous items so I can make a few pieces to boost my stats which will help my AC and other skills. Should I start taking loots no one wants to sell solo or should I just continue to keep a group loot mind set to please the party? I only have 9 STR as a Gnome so unless I make a bag of holding at lvl 5 I usually will need someone to carry things for me.
Has anyone else had problems as a Blade Bound Kensai and not getting their share of loot?
We are all friends and game together regularly. I am the more experienced played and usually the least worried about loot. I know the nature of the others and have built my character to try to limit looting issues(there have been small disagreements in the past). However, I don't want them to just assume since I dont NEED anything that I don't WANT anything. I might not be able to use it, but it doesn't mean I want to split the gold 4 ways (at least not on everything) when they are getting magic items and then an equal share in the gold. Ideas? I may be able to work out a deal with GM to let me sell off the gear they upgrade from since usually they grab new gear and forget old gear. Just a thought...
I usually spread my stats. I was just in a maximize build mode. Also with the Improved Natural Armor a no go I have room to play. I would probably go with a 16,14,13,12,10,10
Grab Indominable Faith and Deft Dodger (which is one I had)
Possibly take Additional Traits as a feat to grab Defender of the Society and Bellis Axe Master for the confirm crit bonus.
Iron WIll and Lightining Reflexes
Dodge
The AC would prolly drop by 7-8, but I could bump all saves and pick up a few more balanced skills or spread out combat options.
Also possibly a headband to get some higher mental stats and skills. There are options I would have to play with it some more. I appreciate the tips and understand where you coming from. I just dont see many fighters being that high on the saves I guess thats why you suggesting taking all the things to bump that option. Never a bad reason. I usually dont get high enough to have to deal with the big difference in saves. So I really am just buidling characters with NO CLUE of high end game play. Thanks for the tips though!
Nice work. I do not play fighters so I don't have alot to say, I did see something that might have to be worked out with the DM. Improved natural armor is a monster feat from bestiary. Not sure how DM's are handling PC using them?
Possible replacement feats if you cannot use the feat could be: Dodge / Mobility / Missile Shield.
Improved Natural Armor (Monster)
This creature's hide is tougher than most.
Prerequisites: Natural armor, Con 13.
Benefit: The creature's natural armor bonus increases by +1.
Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.
Didn't notice it was a "Monster only feat" just tossed it together in Hero Lab and they just have it pop up when you have 13 Con and Iron Hide. So that pretty much takes this idea and tosses it out the window. Nice catch.
As for the Will saves I know they are low and like I said this was thrown together with one thing in mind upfront Melee. I am asking for tips to see how it might/could it possibly work. Cloak of Resistance could bump it a bit. Still would be on the low side. Possible Headbands for stat bump. I just dont know that many barbarians and Fighters that arent susceptible to Failed Will saves.
Base 6 at lvl 20... what suggestions you got? Max Cloak gets it to 11. What else make a Wisdom based Fighter? I mean I know they have options, but what you think is the best choices? Granted now knowing I can't take Improved natural armor I could take Iron WIll but that only gets me to 13. Still not that impressive at 20.
Magus: Shocking Grasp
Magical Lineage(reduces Meta Feats by 1 LVL) and in Carrion Crown Inspired by greatness (casts select spell at +1 caster lvl). Allowing you to cast shocking grasp as a lvl 1 spell with a higher caster lvl and meta feat with no hold backs. Pretty powerful! Around lvl's 5-9 when you can use a lvl 1 spell with Intensified and do 6-10D6 and compete with fireball(lvl 3 spell) how can you not be excited?
I have heard of some people using a massive hit like that knocking you unconcious Fort save or whatver you feel like using. I agree that the half damage rules being an outright kill is a little to much exp. at lower levels or if say a rogue gets the jump on a caster. A big hit hurts enough in HP why would you take the character out the game... he will be hurt and behind the rest of the battle anyways. Their are to many abilities that allow for 1 big hit and to have that kill a PC is just to much.
I have seen a ton of builds with people tweaking out AC to make them unhitable, but then the character is on the weaker side of things. I have also seen characters that are very much unstopable, but are extremely hard to lvl up due to so many feat dependancies that are useless until late in game. So I was brainstorming one that I could play from LvL 1 and never be lacking and also seem only to get better and better. This isn't gear dependant, but the right gear would make it that much more powerful.
Half-Orc or Dwarf (I usually go Half Orc just personal preference and you can bump the STR.)
Also could go (18,12,15,8,8,8); (18,14,14,9,8,7); (18,16,14,7,7,7) or some other variations. Just depends on how you want to make the guy. Just need 13 Con and max STR.
Depending on funds at lvl 1 get biggest AC boost and Heavy steel shield. Probably Scale Mail +5 (50G) or Chain Mail +6(150G) Steel shield +2 (20G), Battle Axe (10G)
So LVL 1 AC should be 18 or 19 and +7 attack with Battleaxe at 1d8+5.
Lets move along to LVL 10.
Stat bump at 4 and 8 to STR.
STR: 22
Con: 13
Dex, Wis, Int, Cha: 10
Weapon Training:
LVL 5: Axes (Battleaxe)
LVL 9: Close (shield and gauntlets)
Gear upgrades +2 mithral full plate, +2 heavy shield and +2 Keen battleaxe (could be more or less, but lvl 10 with +2 gear isn't that big a stretch) Also I didn't give him any other magical items.
LVL 10 AC 32 and +22,+17 1d8+12 (19-20x3)
Now LVL 20
Stat Bump at 12 and 16 go to STR giving you 24.
Stat Bump at 20 to Con to get you the extra HP if you want them here.
Gear upgrades +5 Mithral full plate(keeps you in medium armor and thus 30 ft movement) or +5 Adamantite Full Plate (drops you to 20 Movement, but gives you +3 DR with fighter class that would be +8) +5 Heavy Sheild, and +5 Keen Battleaxe.
LVL 20 AC 43 and +38,+33,+28,+23 1d8+20 (19-20X4)
Toss in a Belt of Physical Perfection +6, Amulet of Natural Armor +5, and Ring of Protection +5.
You are now at AC 56 and +41,+36,+31,+26 1d8+23 (19-20X4)
If your DM wouldnt have a problem with some Manuals of STR, Dex, Con. you could add 2-3 more AC, 2 more to hit and damage, and about 40 HPs I know that is asking for a lot, but hey this is sumthing I am just tossing together why not make it maxed out.
The class would be nothing but a melee guy, but thats what most fighters are anyways. This one selects a special weapon and tries to max out his effectiveness. A lvl 20 with 56-61 AC and DR 8 isn't to bad a meat shield. The gear selections at the end would be best case and make it optimal. However, even without the MAXED gear listed the build still seems to be pretty effective IMHO. I haven't been able to try it out, but if anyone would be able to give me some feedback on what they think of the build and how it would play please let me know.
Also I toyed with the idea of taking Intimidating Prowess and Cornugon Smash since Intimidate is the only class skill I found usefull for this guy. I just thought that some of the other options filled out the character better. Thanks in advance for all feedback.
I mostly came to try to get a ruling on the extra LvL 0 spell. However, as I read more INTO the rule I started trying to re-interprut the rule. I agree that it seems to be written to take 1 spell away per day (which is how I had been playing it), but they wrote it as cast. Now looking at the way a Wizard/Magus prepares spells and thus practically casts the spell to mem them into their mind to hold for a later release... then I would say that it would take one spell away. I agree that thats how it SHOULD be, but it is just written a little open for interprutation. I wouldn't argue it if anyone ruled it either way, but I would probably lean towards no spell as most of you have stated.
However, the LvL 0 spell I lose for being a Kensai... with a high INT you get to cast 1 extra spell per level, but on p. 17 of the CRB it doesn't allow you to add an extra 0 level spell with a high INT. Was this a mistake or purposely done? It just seems that if I can mem 1 extra lvl 1 I would be able to Mem an extra 0. Wonder what the reason that was left off was.