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Zaister wrote:
I wonder why is it still called a draft when it is the final version?

Because in writing (particularly when it comes to legal documents), "draft" means "version". Draft does not (necessarily) mean "first" or "rudimentary".


Michael Gentry wrote:

Well, I guess be aware that the equation is just an estimation, and gets less and less accurate as you plug in higher tiers, probably because the curve isn't really a proper parabola, it just sort of resembles one. I think by the time you get to tier 20 it's off by about 25 BP.

Another way to look at it is that the table starts at 55 BP and then goes up by 20 for the first six tiers, then up by 25 for a few tiers, then up by 40, then up by 50, and then there's a big jump where the last five tiers go up by 100 each. It's not consistent, and it obviously was designed by feel rather than by any mathematical progression.

If you were going to extrapolate past tier 20 you could probably do worse than having the next few tiers go up by 150 each, or maybe 200. I think if you dig down you're going to discover that lots of the numbers are, in fact, quite arbitrary, and imposing a system onto it means you're going to have to make some arbitrary decisions of your own.

I mean, obviously ALL starting points for systems like this are going to have an arbitrarily-chosen starting point (after all, how DO you calculate the fictional value of a fictional Starship?), but once that arbitrary base is set, then everything else should follow from a mathematical standpoint. If it weren't then there wouldn't be an entire branch of study dedicated to the mathematics of gaming. But yes, it definitely seems as though the Tier/BP relationship was determined by Dartboard rather than math.

I'm having some trouble using that formula you gave me though. I get some really crazy numbers that don't come anywhere close to what the table shows. I may not be a mathematician but I do know how to use BEDMAS, however it's obvious I'm doing something wrong.

Taking Tier 1 as an example and for simplicity's sake: BP = (2.77256 * tier^2) – (11.8741 * tier) + 103.066

BP= (2.77256 * 1^2) - (11.8741 * 1) + 103.066
BP= (2.77256) - (11.8741) + 103.066
BP= 93.96

You can see I get the wrong answer but I don't know why. What am I missing here?


Michael Gentry wrote:
Quote:
Anyone know how Tier and BP relate to each other, mathematically speaking? And no, I don't mean "How many BP do I get at each Tier?" I can read tables.

Not sure exactly what you mean by this, since the mathematical relationship between tier and BP is, literally, a table.

My graphing calculator estimates the curve to be BP = (2.77256 * tier^2) – (11.8741 * tier) + 103.066, but I don't know how helpful that is.

You're not wrong that it's a table, but that table doesn't explain the relationship between the Tier and BP progression.

The reason is I'm trying to extrapolate beyond Tier 20, and as I mentioned in my OP, the BP costs for everything seem to be entirely arbitrary and nonsensical (see my examples of Shuttle vs. Pioneer frames, and weapon BP cost increases).

In fact, Starfinder's devs have essentially admitted that they half-assed Starships because they "knew players would freak out" if it was absent and that they "actively encourage players to homebrew"; they basically included it to forestall any outcry from us. Those a direct quote from a dev, BTW (I've been trying to find the relevant Reddit post stating this but no luck). Starships was lifted almost entirely from FFG's X-Wing but overall poorly incorporated into SF. I absolutely know I'm not alone in this sentiment, as both Paizo's Starfinder boards and subReddit are positively littered with complaints and clarifying questions on this topic.

I'm trying to sort it out to some degree to the best of my (admittedly limited) abilities.

Thank you for doing the math! I'm not much of a mathematician so your help is very much appreciated. Your answer is extremely helpful and I think I can definitely use that in my efforts.


Has anyone figured out the relationship between Starship Tier and BP? I'm trying to homebrew some rules for starships but every time I try to do any major rules revision it all comes back to that relationship.

I've been trying to extrapolate the algorithm/relationship between Starship tiers and the amount of BP granted at each level but so far I haven't been able to tease it apart. I was wondering if anyone else had figured it out.

I know I'm not the only one who thinks this, but Starfinder's Shipbuilding Rules are a total mess. I'm trying to bring some order to the chaos.

Every component BP cost feels completely arbitrary, like there's is no mathematical foundation behind the numbers. Here's a perfect example:"The heavy nuke launcher is too good of a deal for 10BP? Meh, just bump the BP cost by 25 points; that should git'er'dun." This seems to be an entirely arbitrary increase without any numeric basis. For weapons, there should must be a formula which returns a BP value based on damage X range X effect but as I pointed out above, it seems to be entirely arbitrary values based on what "seems" to be "fair", rather than any mathematical basis.

Other examples include starship base frames; there should be a relationship to the frame BP cost and what it offers (weapon mounts, expansion bays, number of crew, base HP and increment) but there literally seems to be no logic whatsoever behind the design, especially when it comes to designing your own frames: pick a size, pick a number of weapon mounts, pick a number of expansion bays, pick a number of crew, then assign a BP number based on.....what, exactly?

Compare the Pioneer frame to the Shuttle frame: both Small, but one has 3 Expansion Bays, 1 weapon mount, and 4 crew for 6BP, the other has 1 Expansion Bay, 3 weapon mounts, and 3 crew, for 2BP. The BP cost doesn't add up unless there are additional numbers used in the calculation, which there probably is should be but for some reason Paizo considers this to be a State Secret, else the calculations would be more obvious or else simply made available.

I also think the CRB errata for weapon BP costs is far too much of an over-correction (nothing new for Paizo; anyone remember the Quickrunner's Shirt nerf? Jingasa of the Fortunate Soldier? Arcane Deed magus arcana? They could have just raised their prices or created PFS-specific rules but noooooo, utter destruction instead); I'm trying to reduce them to a more reasonable and appropriate level (10BP-35BP for a heavy nuke launcher? Are you kidding me?!).

Contrary to what the printed rules would have us believe, there is a mathematical foundation behind the numbers, but it all rests on the BP/Tier relationship. Without knowing that relationship, every attempt to balance Starship building is essentially just throwing a bucket of peas at a wall to see which pea sticks.

That's no way to build a game.

So. Anyone know how Tier and BP relate to each other, mathematically speaking? And no, I don't mean "How many BP do I get at each Tier?" I can read tables. :)

I really hope that Paizo gets serious about incorporating Starships with the upcoming book because they really dropped the ball with Starships 1e.


jbadams wrote:

Why would you want to?

If you can tell us the specific result you're trying to achieve we may be able to advise rules-legal methods of doing so.

It's a question that came up at my table. No specific situation, just conversation.


You can voluntarily fail a save, CMD, or Skill check.

Can you voluntarily fail a successful attack?


Multiclass Archetypes

Hey there, Elghinn! I was searching for multiclass archetypes and came across your post, but the link is either dead or you have some restrictions on it.

Do you by any chance have a re-up somewhere?

EDIT, apologies, just read the final post in this thread.

Thank you!


This sounds like a FAQ candidate if you ask me.


Beorn the Bear wrote:

Yes, a spell with the [evil] descriptor is an evil act.

Neutral casters have more flexibility, but no paladin could ever cast it, and I would determine that a good cleric would also not be given access to that spell by their good deity.

Evil for detect and smiting purposes has to do with character alignment, not spells known/cast. A neutral caster could know and cast evil spells without being evil, and therefore would not be detected as evil and could not be smited (smitten? that just sounds wrong...).

It's "smote". Yeah, I know it's years later. Sue me. :)


tonyz wrote:
Necroing a bit, but death knell will temporarily increase your caster level -- though clerics of good deities will not, of course, be able to cast an evil spell. Enemy's heart will do the same thing, but since it works like death knell, I don't know if they stack.

Strictly speaking, clerics are not prevented from casting spells opposite their alignment. They will, however, have to square things with their god and possibly seek atonement for violating the guildelines of their alignment.


As a front-line combatant, you'd want a pretty high constitution score to begin with, which would help with your Fort saves. Your Ref saves will already be off the charts because of your relatively high dexterity (you did make it high, right?). That will leave you with a relatively weak Will save, which could be corrected with items, or by being in a party with a good support class character.


You could affix a bayonet to the head of your lute, and a maul head to the bottom of it. Voila! No need to take your hands off your instrument.


In reverse order:

Probably Magus from here on in, with a possible dip in a full BAB class later for reasons.

On my list already. :) As is adamantine.

Agreed, dirt cheap, but situationally useful. Still, 500gp..

I disagree. I'm already -2 vs a full BAB character. Adding another -4 seems the height of foolishness, when I can just switch weapons, then get Sap Adept through Forgotten trick. Although, merciful does the same thing as using a sap, except for the cost in gold and a weapon permanently welded to merciful.

I haven't used them much, I admit. They have been used though, against skeletons and other P/S damage resistant creatures. Same for the bow, same for the dagger: they're backups, there when when needed, that's all.

Agreed, and on my list for most of my weapons. The armor idea was mentioned earlier by another poster, it's a good idea. There is a spell, Blood Money, which has a similar effect to the Bloodstone, and it's first level. Much better than the bloodstone, if you ask me.

I believe you already mentioned this, and I already agreed (and had come to that conclusion long before you mentioned it).

Already on the list.

Bow: already discussed and settled, as was the Katana question.

After game-wide the power-creep which affected every class out there (Wizards, clerics, druids, and summoners especially), and the amount of class neglect the devs have lavished on the rogue, small wonder people think it's a useless class; every other class around it has gotten stronger, and poached it's territory. It used to be a very powerful class, long before 3.5, when it was still called a thief.

Bards certainly aren't the best buffers in the game. In fact, many people have claimed the bard is useless; they just don't understand how to make it work, because it is a subtle class. The best are cleric, witch, or oracle. And yes, bards are second best at everything. They have 3/4 BAB, they're 3/4 spontaneous casters, they fill in as healer, fill in as database, have less feats available to them. They're very good as a buffer, but any full caster has them beat after level 5. This isn't just my opinion, but Treantmonk's, Ravingdork's, and Rogue Eidolon's. While my ideas and opinions may not carry much weight here, I know theirs do.

I'll remember to be more courteous. Again, I've spent quite a bit of time in more rough-and-tumble environs, which conditioned me to be more volatile. I'll relax more. :)

Take a look at any PFS character picture. What do you notice about them? Go on, I'll wait. Seriously, go take a look.

Give up?

They're bristling with weapons. I have the extra weapons because I don't want to be a 1- or 2-trick pony. Which is something that I mentioned in my OP: versatility.

I did. Expansively. Multiple times. In painstaking detail. As though I were trying to explain it to a young, dull child.

It started like this:

I wanted the boost to my skills, proficiency in something more interesting than a scimitar or rapier, and have as many in-class skills as possible. I wanted to be able to sneak attack, as well as self-buff, and cast some spells. Having various SLAs or other abilities was a definite appeal. Is there a single class which lets me have proficiency in Eastern Weapons, gives me all but two skills in-class, lets me sneak attack, cast spells, and depend primarily on two ability scores, and doesn't require a mount?

In short: No, there isn't.

This is why he's what he is. This is exactly the character I wanted. I'm not rebuilding him, no matter how much I'm implored.

I just wanted crazy weapon ideas, frankenstein monsters, and all I got was Kittens and apple pie.

I appreciate everyone who contributed to this thread, but clearly, there is some disconnect here. You can't understand why I have built this character the way it is, and I can't solicit any useful information because this is a serious mental obstacle for people to get around to be able offer advice specifically on what I'm asking.

Thanks for playing everyone.


Fruian Thistlefoot wrote:

Hey man its alright. I understand frustration.

I want you to be happy with your character through his entire life. I have a friend of mine who would try to build roleplay concept and it work in the early levels but come end game his builds always fell short and either got him hefty ressurection costs (hurting him and the group further). Or he would just become outshined by everyone else and started to feel like dead weight. Those two things I do not wish anyone to endure for the months it takes to run a campaign. After a while he finally asked for help from the rest of the community and now is much more satisfied as a player. I believe many people on these boards are like that.

This is actually a really good community. Plenty of very experienced and mathematically gifted people here. Most here are not munchkins but they pick the stronger options when building a character.

I'm sorry if you feel your question has not been answered but the main consensus on the weapons is go with just a few main ones and just get non magical ones for your flavor. Even most ninja choose a special weapon to master even when they could use many different ones. It also will let you put all that extra gold into better items.

When it comes to armor mithral chain all the way...you can have it under your robes or paint it dark blue like ninjas. Ninja typically didn't wear black it was a dark blue.

I understand what the general consensus is. I'm not after general consensus. I'm looking for fringe whacko consensus. I'm more at home with fringe whackos. :)

As for feeling like dead weight or anything else: again, it's not a concern. I'm not marrying him, and I don't have any problem retiring him when it's time. There are plenty of fish in the sea. :)

As a point of note for role-play: when was the last time you ever met anyone who was efficiently optimized around a single career path, and how common are those people? Most people you meet are flawed, most deeply so, and are a mess of contradictions.

This is why I have no issue with "eventual high-level nerf", why I don't understand why people don't understand, and my level of frustration. People keep telling me, "He's flawed!" I keep answering, "I know. I'm fine with it. Please suggest crazy weapon builds." and they all including you, ignore the fact that to me, that is irrelevant.

Here's another analogy: it's as though I started dating someone everyone thought wasn't attractive in the same way I think they're attractive, like she has odd looks or a weird hairstyle or small boobs or whatever. Everyone is trying to convince me that I'd be happier with a girl with conventional looks, "the Rachel" haircut, and 36DDs, when I've been telling everyone I like bold noses, pear-shapes, and pixie cuts. I'm asking for Bonnie Rotten and I'm getting Haley Cuoco.

I do like your idea of painted mithril. :) One of my items is Sleeves of Many Garments. I can make his clothes anything he needs, be they midnight blue or urban camouflage.


I think I have to post this disclaimer: When I'm explaining things, I get more formal and verbose. This is a result of my academic background, and is even more pronounced when I'm writing. I'm not trying to come across as condescending or anything along those lines; it's just my style of communicating.

I'm not really worried about long-term satisfaction/dissatisfaction, as I doubt our campaign will take us higher than level 14 or so. If we're dealing less damage at a given level than we should be, none of us are bothered as we're not building for PFS, and our DM adjusts our encounter CR to suit.

So perhaps now you can understand that this, what seems to me to be nearly fanatic focus everyone has on mechanical and numeric perfection, is totally irrelevant to everyone in my group and why I was becoming irked. I'm asking for creative, blue sky ideas on weapons, not build advice. When people tell me why my character won't make it to higher levels when they don't even know anything about the campaign I'm in, how my DM structures his games, the makeup of our party, how we're equipped, or how we work together. You may understand how I get could irked when someone with perfect ignorance of everything other than what I've posted here tells me I'm ruining my game. It's arrogant and insulting, on top of asking for chocolate and getting salted licorice instead.

Moving forward, let me try it from another angle to see if I can convey my intent.

Character concept

Would anyone consider a bard, or a rogue, to be an imperfect class?

Having seen the evolution of classes around the rogue and how many of them have poached what used to be rogue-only territory (such things as Trap sense, skill monkeying, and sneak attack), I could certainly see how many people would consider the rogue, at best, a nerfed class, and at worst, a defunct class, suitable really only for dipping, and only barely for that. The bard is a more subtle class, not the best at anything, but also not the worst. Bards also do not deal out huge damage, have a limited caster list (especially so, being a spontaneous caster), and a broad range of skills and knowledge. But no one would consider them to be flawed, just less-powerful than other classes.

This is kind of where I was going with how I built my character, a second-best at many things, but from a different approach than the bard. I initially built it as a Ninja/Wizard, but I liked the synergy of Ninja/Magus better. Plus I liked the idea of a nova-y ninja.

The bard acts as secondary caster, secondary healer, secondary ranged combatant, secondary/ melee combatant, secondary rogue. He is all of these things and none. Need a buff? Here you go. Need some extra blades in combat? Coming up. Can you give me some hit points? Sure, be healthy.

Recognition of tradeoffs

Am I limiting his already limited casting? Absolutely. Does this affect his ability to be effective in combat? Sometimes, yes, but generally, no. I know it seems as though it would be very limited, but I try to be creative and not rely solely on weapons. We also use the environment, in addition to various magic items like wands, to boost our combat capability creatively. How do I make up for lesser combat capability? Buffs, debuffs, heals, and distractions in rounds I can't do damage. Knocking down trees onto enemies. Setting traps. Causing cave-ins. There's more to ways to fight other than with swords, and more to Pathfinder than combat.

Until the departure of our barbarian, he was the secondary/tertiary melee guy, the scout, the face, the sole caster, and the only healer. Now, because the party has changed and we have a ranger, he is now the primary/secondary melee combatant (ranger is an archer), secondary scout, secondary face, primary healer, the only infiltrator, and party crafter. Why? I let the story influence his build. We needed better weapons and items than we were getting. My magus, who by writ of the class description, would probably want to remedy that by learning how to make what he wants if he cannot acquire it. The realm we're in is fairly shadowy, letting me make extensive use of Sneak Attack, courtesy of my darkvision (dhampir). He's the second-most stealthy character in the party (the new ranger changed that, but various skill buffs make it a close second). I specifically intended him to have various redundancies as well.

Background

He's a ninja because of his "asian" heritage, and because he duped his family into thinking he was becoming a monk while learning to be an assassin. Ditto for magus vs wizard; he came from a rich and noble family and showed the knack, so his family sent him to the arcane college, because money, as well as having been raised around men-at-arms for the same reason.

He's a dhampir because of the usual story, mom bit while pregnant, father killed defending mother, blah blah. Raised by his uncle, and was then exiled because he was found out to be a smuggler, something which brought shame to his (actually) noble family.

I hope this explains why I don't think there's any issues with Hondo. The build of the character suits his backstory, and is influenced by what happens in the story.

With that in mind, I hope this alleviates the general confusion experienced by everyone about the why and the method to the madness.

Why this particular choice of classes/levels/feats?

It's not that I'm a genius; it's not that I don't appreciate the feedback. It's that what I'm asking for is being largely ignored in favor of a dogged focus on "making the build right". I know how to build a character correctly; just follow the template and read some guides, pick a feat tree and stick to it. *yawn* I've done all of that.

I'm mad-scientisting here, trying to create a Frankenstein's monster of a build. I'm bored with the standard builds and the archtypes. I am looking for similarly mad-scientist ideas. There have been a couple of promising ideas, but most have been pretty standard, nothing that anyone with the source books could puzzle out on their own.

I don't care if the ideas live or die, just that they come. I'm looking for inspiring, non-obvioius, creative combos: hydraulic push and grease; flaming sphere/fire trail and pyrotechnics; aqueous orb and lightning bolt/hideous laughter/freezing sphere; frostbite and rime spell; or obscuring mist/acid fog, dancing lights, and ghost sound. Using Gloomblind bolts to heal my Dhampir.

My Own Errors

Perhaps that should have been my tack from the start, asking for creative, non-obvious, sky-is-the-limit ideas. But I could swear that's what I've been doing from the start.

I'm hoping this doesn't come off as a rant, because I'm not trying to rant here, just clarify. I feel that may have been the issue and I may just start a new thread with a more clarified title, more obvious goals, and a clearer acknowledgement of the "flawed" nature of my character and to help clear the air a little.

I'm considering posting my character, in toto, online, just so everyone can see it. Stats are one thing, a fully-equipped, kitted, and backstoried character another.

TL;DR The character is an experiment as a sort-of bard, but from another approach. I'm a mad scientist trying to create a monster. Please create monstrous weapons and items with me. Mechanical perfection not necessary.

PS: I might have been a bit of a |)ick. I'm sorry.


kestral287 wrote:
TomatoFettuccini wrote:
I came here from reddit, on the advice that it was much friendlier and would glean more useful information from the community. If you've been reading my posts, I have been friendly and courteous until it seems I'm starting to get trolled.

Now, let's be honest to all parties: that's not really true. Or, if it is, you have a really, really thin skin. You're very quick to go off on people; instead of considerately asking people to read the OP you jump immediately to chewing them out. The first time that happened, in your second line you called the poster "pretty dumb". That's not friendly and courteous. After that you ranted on people not reading the OP-- and it was a rant.

And to be frank... yeah, that does have a lot to do with your lack of success here I'd think. Heck, I didn't even see you respond to any of my actual suggestions past pointing out that Merciful Saps is redundant, or more than a few reasons behind some other people's suggestions (bow vs. crossbow being the obvious). People certainly should read the opening post, but as someone who followed the thread from the opening post and read every one... I gave up trying to do what you wanted, because what you say you want and what your actions say you want are two entirely different things. You say you want help. Your actions are picking fights with everybody who doesn't help you and ignoring a lot of the help you get. These two things do not add up.

You're right, my language does seem inflammatory. I suppose I've been sensitized by the level of trolling I got on reddit.

I'm sorry to you, kestral, Deighton, Friulan, Cap. Darling. I know you're trying to help.

I suppose I've spent too much time in troll-infested forums of late and I'm making you suffer.

I'll try to moderate my language. Really, I'm a decent guy, but I do get frustrated fairly easily. I sometimes forget that there are other people out there in keyboardland.


LoneKnave wrote:

It's 200 GP/attack. It's terrible, unless you are using it for shurikens or arrows.

Which you intend to do. So nevermind.

Heh. So many people object to throwaways. 200gp is cheap for an encounter, especially if you're trying to hit incorporeal.


Experiment 626 wrote:
TomatoFettuccini wrote:


I see what you mean. I didn't think to check the tables. But yes, nothing in the description says melee only. And agreed, i don't see why you couldn't either. Arrows of ghost touch? Seems reasonable to me.
Going this route would be cheaper. I also like the image of sticking a net in a pot full of boiling goop to "treat" it for the next ghostly encounter.

That's kind of neat. I like the theme, too.


Eigengrau wrote:

I'm hoping this thread continues. I hope to stumble upon some items, feats or magic that my opportunisitic magus overlooked or didn't know of.

One thing I dud at lower levels when my chill touch was about to expire was cast true strike at the end of spell combat, quickdraw out a pair of bolas and launch that at another enemy. I since have retrained quickdraw thiugh and have not used that trick for many levels now.

I'm working on it, Eigengrau, but I could use a little support from anyone else (like you! :)) in the thread with similar goals to keep wayward conversations in line.


Cap. Darling wrote:

I was commenting on the Way you was responding to folk that try to give you what you want.

And you told us that you were trolled on another forum. Pehaps you are ruining it for your self with your bad attitude?
Feel free to disregard my advice.

If my attitude seems bad it could be from getting trolled by people who tell me I have a bad attitude when I get annoyed with people who don't read the OP, follow the thread, or understand and follow forum guidelines regarding such things.

I may be a newbie to Paizo's forums, but I'm not even remotely new to forums.

I came here from reddit, on the advice that it was much friendlier and would glean more useful information from the community. If you've been reading my posts, I have been friendly and courteous until it seems I'm starting to get trolled.

I have politely and repeatedly asked people to read the OP, which, if I know only one thing about online forums, this is it: read the OP and lurk a while before posting. Hardly anyone here has, including Mr. Thistlefoot and yourself.

Somehow I'm the bad guy for asking people to obey the rules and stay on topic.

You people crack me up.


Cap. Darling wrote:
TomatoFettuccini wrote:
Cap. Darling wrote:

It sounds like you are Way above WBL? That is not nessesarily a problem but it makes advicing a little hard. For damage you need to decide on one weapon and put feats and gold in that in stead of spreding it out. For theme just get all kind of different moves and weapons if that is the theme.

Edit: i Think using forgotten trick to get a combat feat is a poor deal, 4 rounds of some feat for 2 ki points looks like a expencive version of Martial flex.

Please see

this comment

this comment

this comment

and this comment.

Pay particular attention to the parts in bold type.

I have detailed what I'm looking for more than once, and detailed my character more than once as well. Please read the thread before commenting. Pay particular attention to the parts in bold type.

C'mon guys. At least read the OP before chiming in.

Good luck.

Thanks. Do you have any weapon ideas?


Fruian Thistlefoot wrote:

You where not the talking about unarmed strikes. You asked about a pair of weapons. A pair of weapons insinuated you plan to be swinging 2 weapons and not unarmed strikes. I never saw IUS on your feats. So I was taking it as hold a weapon in both hands. Sure you can waste time juggling weapons to make it work but most players loath watching others waste time while they are being beaten down.

I still recommend a 1 weapon and amulet of mighty fist with spellstoring. You then can load up the amulet and still fight as a single weapon. No time lost of juggling weapons and you can enchant your main weapon with stronger enchants.

If you had read the OP, you'd know that he has cesti. I never said anything about IUS. I don't have IUS. Nor do I have natural weapons. Why would recommend something which specifically requires IUS?

Posters like you are the reason I get annoyed.


Fruian Thistlefoot wrote:

I'll say at least make sure your following the rules.

A you CAN NOT spell combat and TWF. You must have your off hand free to cast.

2nd I read something about being in the shadows and sneak attack. First in low light...if you have no special vision low light offers 20% concelment/miss chance to all your targets. Any concealment turn Sneak attack off. The darker it gets the worst SA becomes without special vision.

3rd: If you want different weapons to cover different defenses look at an adamantine slashing weapon and a MW. cold iron b/P weapon like a morning star. For ranged go with a bow because unlike a crossbow you don't waste time reloading. Get special arrows. You now have about 4 weapons enough to get you through whatever you have need of.

Lastly a person doesn't have to tank character effenicy to roleplay. This means you don't have to take sub par crap to make a character accomplish roleplay. Pathfinder is a combat game as much as a roleplay game. Just not caring about combat effiency will surely get you or someone else killed eventually.

Also I'd stop getting mad at people here trying to help. They see your build is terribly sub par. Taking 2 classes without full BaB as a twf is mechanically suicide. Taking magus levels as a twf is laughable. I read how you claim your DM is accusing you of munchkin but your damage is so laughable and the opposite of munchkin. Your DM only needs to follow the rules to see you can't TWF and Spell combat. That's a huge thing.

You'd know this if you had read any of the thread: when using spellstrike, Sneak Attack, and TWF, but I can reliably dole out 12-15d6+10 per round, a lot more when I nova, at +12 to hit. I'm not going to tell you how, though, because I know you'll explode trying to figure out, and because that's not what this thread is about.

I wouldn't say he's underpowered.


kestral287 wrote:
Fruian Thistlefoot wrote:

Ah yes edited and fixed. Good catch. Thanks.

Still point remains the same. TWF and Magus do not mix.

They can. There are some interesting builds involving Frostbite that use one weapon + Spell Combat, then next round mix in unarmed strikes or a second weapon to deliver more Frostbites than are normally doable. Since using another Spell Combat will override your remaining Frostbite charges, at the higher levels this is a decent way to maximize your spell efficiency, and it gives you more endurance than the norm.

That's not this build, mind, but this build is far off the well-built track. The OP's got a heavy dose of Stormwind in him and isn't going to budge on his concept. Fighting him on that is pointless.

Thank you for understanding what I'm after and being the only person who has been remotely on my side.

To be honest, I don't even know why I bother asking in online forums, because everyone is fixated on min-maxing or DPR, and when I ask for something that isn't that, people lose their minds. They become fanatical.

And yes, as you said, TWF and magus do mix as long as you use spells with uses/level like Frostbite and Chill Touch (which is even in the FAQ).


Zantaskan wrote:

Hello everyone, first time poster.

I am a brand new GM starting up a Pathfinder group at work. I have a pretty large group (8!); most people have never played a table-top RPG before, 1 person is a PF pro and another has played DnD.

I am looking for a basic 1st level module I can use that encompasses good examples of the many different aspects of a table-top RPG (role-playing section, combat section, NPC interaction section, etc). I want to find a module that can give a good overall introduction to people so they can see what RPGs can offer and decide if they want to keep going.

Thanks!

I've never DM'd a group that large before, but every DM I've ever listened to says that the optimal group size is 5 players max, plus DM.

Additionally, as a beginner DM, you'll find that managing the needs of such a large party, such as calculating encounters and treasure, taking each player's turn in combat, and other demands will be a huge amount to take on. Even veteran DMs avoid having such large groups for this very reason.

If you're serious about getting these people interested in gaming, I suggest splitting the group and playing 4 at a time. Otherwise you'll be shortchanging them and depriving them of the best part of the experience, the immersive role-play and story-telling.

Why, especially for a beginner DM? If you're not familiar with the rules of the game, you'll spend more time looking up rules than you will be gaming. If you don't know the rules well, how and when they apply, and how they work together, especially with a system like Pathfinder which has hundreds of options for any given character, then you'll quickly find yourself overwhelmed.

TL;DR For a shiny DM, with shiny players, 8 is way too many.


Kalindlara wrote:
kestral287 wrote:
That said, a GM who doesn't like Agile... probably won't like the Lace. Worth a shot, but I won't bet too highly on it.
I would also have this concern. :)

I'm playing a ninja/magus with craft magical arms and armor, and I just put agile on my wakizachis, and my DM b|tched and moaned about it, claiming it makes Dexterity the overpowered, go-to stat, "and-why-would-anyone-play-anything-other-than-a-dex-build?"

Yes, DMs will complain. Count on it. But if they don't nerf it off the bat then you can probably keep it.


Kaiin Retsu wrote:
TomatoFettuccini wrote:
Think Brotherhood of Nod's stealth tank combined with the Obelisk of Light
Look up RenegadeX, it is a free remake of CnC Renegade, you might like it! Love the reference though. My question is though, what is the theme you are looking for? I still think Katanas go well, and anything with a high crit rate and the burst energy types just for the fact that it keeps the theme of blades and magic.

Thanks for joining the conversation Kaiin, but you've been part of the thread since almost the beginning. I've been pretty clear about what I'm looking for. Just scroll up a bit.


Cap. Darling wrote:

It sounds like you are Way above WBL? That is not nessesarily a problem but it makes advicing a little hard. For damage you need to decide on one weapon and put feats and gold in that in stead of spreding it out. For theme just get all kind of different moves and weapons if that is the theme.

Edit: i Think using forgotten trick to get a combat feat is a poor deal, 4 rounds of some feat for 2 ki points looks like a expencive version of Martial flex.

Please see

this comment

this comment

this comment

and this comment.

Pay particular attention to the parts in bold type.

I have detailed what I'm looking for more than once, and detailed my character more than once as well. Please read the thread before commenting. Pay particular attention to the parts in bold type.

C'mon guys. At least read the OP before chiming in.


Eigengrau wrote:

I remember now why I thought Ghost Touch didn't work with Ranged Weapons. Under this table: Link

It shows the enchantments available for Melee and Ghost Touch is listed under melee enchants, further down in the Ranged table it doesn't list it as an enchantment available. HOWEVER, nothing in the actual Ghost Touch description does it state that it can't be used on ranged weapons. So after seeing no restriction in the description I don't see why it couldn't be placed on a ranged weapon though. Makes sense to me anyway.

I see what you mean. I didn't think to check the tables. But yes, nothing in the description says melee only. And agreed, i don't see why you couldn't either. Arrows of ghost touch? Seems reasonable to me.


Deighton Thrane wrote:

Well, it's easier to optimize by changing the build than it is to fix with weapons/items. Also there is such a thing as retraining, so the changing feats or archetypes taken at 1st level isn't that dumb.

As for what you actually wanted, the weapons. The first things I have to say is spreading out your WBL is going to have diminishing returns. What you probably want to do is focus on 2 or 3 solid weapons.

Weapon Versatility would really let you cut down on all the weapons you need and allow you to focus with a couple of good melee weapons, preferably the wakizashis. Then I'd seriously consider using longbow for attacks at range, unless throwing weapons are something you really want to do. It's a serious drain on resources to get a solid set of throwing weapons going. Also Quick Draw becomes a mandatory feat, although with your build I'd suggest it anyway.

I've seen the warrior with a 100 weapons before, but none of them have ever been better than a warrior that focuses on 1 or 2. If your looking for something to mitigate the deficiencies of using a number of less powerful weapons, I don't think you're going to find it. If you want to continue with the numerous weapons for fluff reasons, that's fine, but it will put you at a mechanical advantage.

Thanks again for your feedback. I appreciate your thoughts, but I'm set on building it the way he is.

I wanted him to be versatile both in and out of combat. In-combat, I wanted to be able to adapt to as many given situations as possible, including using skills. Bad guy is immune to regular steel? I've got cold iron and silver. Half damage from slashing or piercing? I've got Sais or a mace. Need to do ranged damage? Ranged proficiency at will.

I have used most of my weapons thus far, some more than others. The cesti are armor, which means I can't be disarmed of them and they don't take up the hand slot. The sais are for dealing bludgeoning damage. After having it spelled out to me I'll probably switch to the bow for ranged, supplemented by shuriken (which I can launch up to 5 thanks to various buffs, and hit for sneak attack as well at close range). The dagger is a safeguard/backup, much like the cesti. Everything was chosen specifically for an asian theme, explaining my choice of ninja, and thus weapons.

So not necessarily 100 weapons. Believe it or not, I have thought it through, even though many people seem to think I'm either deficient or daft. I'm fine with toting around 6+ weapons. Why aren't you fine with me being fine with it?

I'll say it one more time for those who haven't really gotten the point yet:

I am not building this character to be a mechanically sound DPR machine.

I am building it for ROLE-PLAYING purposes.

Thank you for your concern, but I am not concerned. I have been warned, threatened, trolled and warned again about hampering his damage potential.

I am soliciting creative weapon enhancement/enchantment combinations which are more thematic than damage oriented.

It may seem like I'm being kind of an a-hole with the point, but FFS, how many people cannot read a simple instruction given repeatedly? If this were a thread asking how can I boost my DPR into the stratosphere I'd have a million useful suggestions. Ask for something else? People go mental and it breaks their brains.

Please read the OP thoroughly.

I know that many people chiming in believe they are helping me, and I appreciate that, but rather than trying to change my mind about how I develop my character, I would appreciate support in the form I'm asking and have asked repeatedly.

It's kind of like that aunt who keeps buying you sweaters that you'll never wear, because you have different ideas of what's attractive.

I'm trying to tell my aunt that I don't like loud patterns and she keeps buying me ugly cardigans.

You guys are being that aunt. Please stop giving me ugly sweaters.


Eigengrau wrote:

If I remember right, ghost touch can't be placed on ranged weapons. You could put it on weapons that are both ranges/melee though and Anchoring would seriously hose incorporeals due to them not having str scores.

These aren't weapons but I have these two rings that a sneaky ninja type could use. The Decoy Ring and Sidhereon Ring. I know the last ring I didn't spell right but its on the Articles of Nethys website for about 30k. Very handy stuff. Also look at getting a pair of immovable rods, they can be used as light maces, a ladder, and instant door blocking devices.

An anchoring, ghost touch net would seriously hamper anyone incorporeal. I like that idea! Thanks!


TomatoFettuccini wrote:
Eigengrau wrote:

If I remember right, ghost touch can't be placed on ranged weapons. You could put it on weapons that are both ranges/melee though and Anchoring would seriously hose incorporeals due to them not having str scores.

These aren't weapons but I have these two rings that a sneaky ninja type could use. The Decoy Ring and Sidhereon Ring. I know the last ring I didn't spell right but its on the Articles of Nethys website for about 30k. Very handy stuff. Also look at getting a pair of immovable rods, they can be used as light maces, a ladder, and instant door blocking devices.

Ghost touch can be placed on any weapon. It's an easy check, which I did, and you remember incorrectly.

I checked out the decoy ring; it's meh. I have either a Ring of Arcane Mastery and/or a Ring of Ki Mastery in mind. As for the other ring.... well, if I don't have the right spelling it's very difficult to find it. But thanks anyway.

I already have a couple of rods. Which sounds dirtier than I meant it to.

Yes, I have, but I had forgotten about it. Thanks for the reminder.

I found the ring, Sihedron ring; it's the same as Ring of Force Shield. +2 AC as a free action. Not bad, but shield gives +4 shield bonus and doesn't take up a ring slot, is a 1st level spell which stops magic missile, and lasts minutes per level. AC bonuses don't stack, so if your armor is better than +2AC it's pointless. Overall, it's a subpar option for just about anyone other than a straight caster, and even then bracers of armor +2 beat it by a country mile.


Eigengrau wrote:

If I remember right, ghost touch can't be placed on ranged weapons. You could put it on weapons that are both ranges/melee though and Anchoring would seriously hose incorporeals due to them not having str scores.

These aren't weapons but I have these two rings that a sneaky ninja type could use. The Decoy Ring and Sidhereon Ring. I know the last ring I didn't spell right but its on the Articles of Nethys website for about 30k. Very handy stuff. Also look at getting a pair of immovable rods, they can be used as light maces, a ladder, and instant door blocking devices.

Ghost touch can be placed on any weapon. It's an easy check, which I did, and you remember incorrectly.

I checked out the decoy ring; it's meh. I have either a Ring of Arcane Mastery and/or a Ring of Ki Mastery in mind. As for the other ring.... well, if I don't have the right spelling it's very difficult to find it. But thanks anyway.

I already have a couple of rods. Which sounds dirtier than I meant it to.

Yes, I have, but I had forgotten about it. Thanks for the reminder.


kestral287 wrote:

You're not very clear in what you're looking for here.

Are you looking at buying all ten of those weapons? Or just some of them, and that's what you're looking for?

Do you have a priority list for which weapons are most important to you?

Which weapons do you use most often?

What's his combat strategy? In that whole post you actually say almost nothing about this.

What's the budget here? Talking about "hundreds of thousands of gp" doesn't actually say much. Should I be suggesting how you turn all ten of those into +10 weapons, or should we be looking at level 7 WBL, or level 20 WBL, or do you have some actual amount here?

In lieu of anything else: Merciful does nothing on saps, as they're already nonlethal.

noble peasant wrote:
Also I am working on a Ninja/magus and was curious about the order you took your levels.

You can see it in his post. Ninja-Ninja-Magus-Magus-Ninja-Ninja-Magus.

Sorry, I just realized that my first reply wasn't much in the way of a reply. Let me correct that here.

In order:

Mainly I'm looking for ideas in terms of what weapon enhancements (including permanent enchantments) might be suitable for my character, chiefly in terms of theme, with DPR very much a secondary (or lesser) consideration. I would like to make up for some damage capability, I do good damage already because of how much utility I get out of sneak attack (through feinting, flanking, smokesticks, and other methods), and my enhanced shocking grasp courtesy of Magical Knack (a trait that gives +2 to caster level). I'm already the chief damage dealer of the group (after our barbarian went rogue), but that's not how I have designed him. I designed him to be stealthy but with good damage potential, and to be the party face. Spellcraft, UMD, Acrobatics, Stealth, Bluff, Perception, and Sense Motive are maxed or near-max, and I get various bonuses which push them into the mid-to-high teens. Because of the combination of classes, I have all but Heal and Survival as class skills, and have been investing at the very least a single point in everything, for various reasons, most of which have to deal with role play. He's a magus, which means that, in terms of role-play, he'd be doing a lot of research and would know many things. Additionally, he would also be widely knowledgeable in combat, something which is brought about by means of Forgotten Trick (lets him access every feat tree he needs temporarily). Additionally, he's a smuggler and would have a wide variety of skills through his profession. This is why I'm not interested in DPR as much as versatility.

Thematically, he's decently good at everything, knowledgeable about many things, and good enough in combat to not be taken for granted or lightly. Think along the lines of sneaky, burst bard rather than in your face combat mage. Why didn't I play a bard? Why do I need a reason?

I'm also the party item and weapon crafter.

I have all of those weapons; the list is my wish-list of upgrades.

I listed them in order of use.

I try to use Sneak Attack as much as I can in concert with Spellstrike (shocking grasp, chill touch, frostbite, or whatever other touch spell I have available; I've even used arcane mark to b|tch-slap the BBEG and leave my initials on his face). I like being stealthy and attacking from flanking or the shadows as much as possible.

Before you say it: Yes I know I won't get greater invisibility or Ghost Blade. I knew this before I had dozens of min-maxers flame me about it.

If I can't flank, attack from shadows, or otherwise incapacitate their ability to see me, I feint. If I can't get any of those conditions, I debuffs and then go full-frontal. I try to pin them down with web, or trip them with thunderstomp, or blind them with obscuring mist or mudball. But those are general combat strategies. I don't like fighting the same way in each encounter, and I don't have any real preferred tactics, because I don't want my GM to get used to a combat style from me and start throwing me curveballs (I like being the one to throw those). I do often end up casting any party buffs because I'm the only reliable caster and because of my UMD score.

I also make extensive use of the magic items we have on-hand, and my favorite spells are mage hand, detect magic and prestidigitation. I have detect undead as a 3/day SLA. Between my perception (which is currently being put to shame by our new ranger party member) and my other detection spells, I'm kind of the party sensor suite. Think Brotherhood of Nod's stealth tank combined with the Obelisk of Light.

Blue sky it. I want to hear creative, not necessarily DPR-related ideas for weapon and armor enhancements or enchantments. That's why I said I don't care about gp value. I'm looking for ideas, so go wild.

Eg: Hondo is a dhampir. Something like a cruel, ominous, life-stealing, enervated weapon, or (as previously discussed) leather Darkleaf shadow spell storing armor. I'm looking for ideas, and not ones necessarily attached to DPR. I know how to get ridiculous DPR. I'm looking for off-the-wall ideas and neat combinations of abilities.

Thanks for the correction on saps.


kestral287 wrote:
TomatoFettuccini wrote:
kestral287 wrote:
TomatoFettuccini wrote:
kestral287 wrote:

And thus we learn why the rapier is one of the most awesome weapons in the game.

Tomato: How often do you use Spell Combat? I'd seriously consider a single rapier/katana in your case.

As often as I can make it happen.

I'm still not getting the point of the rapier over wakizachis. They do the same damage, have the same crit threat and multiplier, work as well with my abilities as is. I don't get rapier at all.

I had it in my head that wakizashis were 1d4, but as-is the big edge is Fencing Grace. If that's not a concern (really depends on whether or not you have the feat budget to support it) then they're the same. Rapier is just an easy comparison point for me.
Also another couple points in favor of the wakis: I was already proficient with them. I'm wondering about proficiency with katanas; does that mean that I am able to wield them one-handed, because I am proficient with them as an exotic weapon? I've read a number of very good arguments both for and against, but I haven't found any solid answer. It was the ambiguity that made me choose the wakis, plus I could wield two with no extra feat.
There's only one kind of proficiency. If you are proficient in a katana, then you can one-hand it.

Well. That changes a couple of things now. Hmm.. must do some thinking.


LazarX wrote:
TomatoFettuccini wrote:
noble peasant wrote:

Curious about the decision for a crossbow rather than a bow, they simply seem more feat intensive, and the dark leaf leather armor would probably be outclassed by a mithral shirt unless I am missing something. Also a returning dagger could be fun in the off chance you take someone out and have an extra attack, I think it'd be legal to use the extra attack to throw the dagger anyway.

EDIT: Scratch the dagger thing, forgot about all the TWFing

Also I am working on a Ninja/magus and was curious about the order you took your levels.

I decided on crossbow because of the better damage delivery. I don't have high strength, so the 1d8+1 is objectively better than the 1d6+2, and I eventually won't really be concerned with feats, as I'll be able to access any of the ones I want through forgotten trick.

I'm aiming to make as much use of Sneak attack as possible, but it seems our combat of late has been more straight-up fights and farming than the more situational damage of SA. We're primarily in a shadowy realm, so I get to use SA quite a bit. Plus I can also make it happen through feint.

I like the darkleaf because it's thematic and works well with my character's roleplay as well. He's not supposed to be a straight-up combat monster, but to deliver a crapload of SA damage, and debuffs as well.

BTW, I am armed to the t~@!, because I like the idea of my ninja/magus bristling with weapons, and a variety of means to deliver it.

Just remember all that gear WEIGHS.

It's not an issue when you have a bag of holding for your loot, and our DM trusts us to keep everything legal. We do, but he often thinks of my... well, I'm not munchkining per se, but he seems to think so. Hell, I'm not even close to being optimized. I can only imagine the complaints we'd get if I was actually playing a level 7 magus.

In our last campaign, we had a party of 6 11th level characters: a human shadowcaster, a kitsune druid, a half elf jedi (you heard me), a fetchling shadowcaller (summoner), a warforged artificer, and a human vivisetionist.

We were flat-out massacring giants every encounter through sheer combat ability and our DM was wondering why. We worked well together and knew how to make plans. Plus being crazy powerful.

It would have been fun to take on a dragon. :(


kestral287 wrote:
TomatoFettuccini wrote:
kestral287 wrote:

And thus we learn why the rapier is one of the most awesome weapons in the game.

Tomato: How often do you use Spell Combat? I'd seriously consider a single rapier/katana in your case.

As often as I can make it happen.

I'm still not getting the point of the rapier over wakizachis. They do the same damage, have the same crit threat and multiplier, work as well with my abilities as is. I don't get rapier at all.

I had it in my head that wakizashis were 1d4, but as-is the big edge is Fencing Grace. If that's not a concern (really depends on whether or not you have the feat budget to support it) then they're the same. Rapier is just an easy comparison point for me.

Also another couple points in favor of the wakis: I was already proficient with them. I'm wondering about proficiency with katanas; does that mean that I am able to wield them one-handed, because I am proficient with them as an exotic weapon? I've read a number of very good arguments both for and against, but I haven't found any solid answer. It was the ambiguity that made me choose the wakis, plus I could wield two with no extra feat.


Eigengrau wrote:

When I was just starting out with my Kensai Magus I thought about taking levels in Ninja, seeing as how it fit the oriental theme I was going for as well. I also thought about taking some Duelist levels but decided against that route.

I eventually changed my mind with taking levels in Ninja and I just play him like one anyway. Our stats aren't too different with how your's are set up. Kensai offers a lot for a Ninja, INT to AC, INT to Initiative, INT to AoO's and the ability to draw your weapon & make AoO's flat footed.

With the AoO's I went with a Fortuitous enchant along with Keen & Impervious & Spell Storing. I thought about Courageous but decided against it.

There's a trick with an Adamantine Impervious Anchoring weapon that I want to get eventually when funds permit. Basically when you hit someone with it, the Anchoring keeps that enemy from moving anywhere unless they make a DC30 STR check as a full round action. Your enemy would need a minimum Strength bonus of +10 to even have a chance of making that check on a Natural 20 roll. The Adamantine/Impervious part comes in to help it resist Sunder attempts. With your wish to have multiple weapons on your person to optimize certain encounters/situations this could be a big help.

Combine that Anchoring enchant with a Spell Stored Ray of Enfeeblement or Spell Combat Ray of Enfeeblement. Also maybe have a Returning enchant on it, so you can call it back to you once you've gotten away from someone you didn't want to fight. Serious Ninja-Arcane sneaky tricks with this.

This isn't something I'd considered, but anchoring combined with ghost touch would ruin anyone who liked being incorporeal's day. I just read about a +1 net with ghost touch. If you're hit with it you're auto-entangled and must work to become un-entangled, and if you're a ghost you're pooched.

I just noticed sneaky, a +5000 gp upgrade, which lets me deal sneak attack to a designated target 1/day (2x/day if you're a rogue - wonder if that means ninja, which is an alternate rogue class?)even if the situation doesn't normally allow for it, and only until the end of the next turn. It's a decent daily, but it'd be better if it scaled.

I like the idea of darkleaf armor with the shadow ability. Again, nice and thematic. I also just noticed Deathless, which prevents the first 10 positive or negative damage done, and ignores healing spells (they pass through).


kestral287 wrote:

And thus we learn why the rapier is one of the most awesome weapons in the game.

Tomato: How often do you use Spell Combat? I'd seriously consider a single rapier/katana in your case.

As often as I can make it happen.

I'm still not getting the point of the rapier over wakizachis. They do the same damage, have the same crit threat and multiplier, work as well with my abilities as is. I don't get rapier at all.


Kaiin Retsu wrote:
Oh my bad, I thought the Rapier was a 19-20 crit range! Haha well then, don't I just feel foolish now.

The rapier's an 18-20x2 crit range, does 1d6 piercing, whereas the wakis do that already, plus slashing, and also have the deadly property.

If I were to go the Effortless Lace route, its not an issue as I have taken Craft Wondrous and Craft Magical Arms and Armor. I can make any of my weapons or items anytime, all I need is gold and downtime. As things stand, Im probably sticking with the wakis for the forseeable future, until I can get some other shenanigans going. I like the idea of having at least one katana, thematically, but I would have to put effort into making it work with spell combat.


kestral287 wrote:

He'd have to dip Swashbuckler to make use of the katana, and frankly... neither Impacting nor Energy Burst is very good. He already rolls fistfuls of dice between Spellstrikes and Sneak Attacks; consistent damage and accuracy boosts hold greater value for him.

Mechanically, the easiest Dex to Damage via feats available for most classes is Fencing Grace, and with Effortless Lace it can support TWF. But... we're well beyond the point of trying to figure out the mechanically preferential option.

Actually, no, I wouldn't. He's a ninja, so he already has proficiency with the katana. It would be a matter of taking Slashing grace, or putting agile on it and taking Weapon Focus for it. The only thing that wouldn't apply is Weapon Finesse because it's not a light weapon.

Ok, now I just read Effortless Lace. OMG, twin katanas here I come!


kestral287 wrote:

Yeah, that's... the math doesn't support that. At all.

Let's start with a CR7 creature at his current level. AC 20 average, by the creation chart. Straight rapier versus straight katana.

Katana does 1D8+1, needs a 14 or better to hit (35%).

Rapier does 1D6+1, needs a 10 or better to hit (50%).

Sans Sneak Attack, the rapier averages 16% more damage. With Sneak Attack, that jumps to 30% more damage.

Now sure, let's dial it forward to level 20. Dex goes up by ~12, to 32 (+11 mod). He has no reason to ever touch Str, so that's still 13.

With this many weapons, there's no way he's getting any of them up to a real +5, especially as he's primed more toward abilities than numbers it seems. As a Magus he can partially solve that, so we'll go for your Impact-Shocking Burst idea, but that would be the extent of its abilities. However, his patterns have emphasized "Agile everything", so it's reasonable to assume that a rapier would get Dexterity to Damage. Agile and Keen there. Note that this is +2 off abilities to the +3 we're giving the katana.

Katana does 3D6+6, hits on a 19 or 20, gets a bonus +1D10 damage for a crit multiplier of x2

Rapier does 1D6+16, hits on a 9-20.

Average damage of the katana? 1.9275

That is not a typo. It averages less than two damage.

Average damage of the rapier: 15.21

And then the real advantages. Add in a +2D6 Sneak Attack (I'm assuming levels going forward will be Magus, but more Ninja isn't actually going to change the final results here).

Now the Katana is up to 2.6275, while the Rapier jumps to 19.41. That's better than seven times as much damage.

Add in a 10D6 Shocking Grasp The Katana hits for-- and note that at this point, if it does hit, it's rolling 15D6-- 6.6525 damage.

The Rapier? 46.71. Still better than seven times as much damage.

Accuracy matters. The Katana doesn't have accuracy.

The idea of adding a belt to Str... still doesn't fix things. Let's add the Pale Green Prism too (which he really should get
...

I have to ask, why the to-hit and damage differential between the Katana vs rapier? I don't understand why a katana would hit less often than the rapier, considering I would have feats appropriate to keep the to-hit bonuses up, and currently with my wakis, they're at +12/10 (single weapon/Spell combat/TWF), not to mention identical stats and, of course, the upgrades. The only thing I could see being different would be wielding two rapiers vs 1 katana.

He's already proficient with katanas, and would need to get Agile for the damage bonus and retrain weapon focus. If I added that Effortless Lace on top of it, I'd be able to wield twin katanas or at least one as a light weapon in my off-hand.

I also don't understand how you're getting the difference in accuracy. It's my weapon proficiency and to-hit bonus which dictates that, not the weapon itself. With the right feats the accuracy rate should be identical.


And yes, I know a tunnel brute is CR7; my DM boosted it to CR9.


Matt2VK wrote:

Armor - Spell Storing, put frigid touch in it. Just make sure both you and GM agree on how spell storing armor works. Has been errata, but I think its still confusing.

Frigid Touch in your armor can save your character a world of hurt.

Now this is exactly what I've been asking for.

Great idea. I've also been eyeing Shadow and Hosteling.


Deighton Thrane wrote:

Well, it's easier to optimize by changing the build than it is to fix with weapons/items. Also there is such a thing as retraining, so the changing feats or archetypes taken at 1st level isn't that dumb.

As for what you actually wanted, the weapons. The first things I have to say is spreading out your WBL is going to have diminishing returns. What you probably want to do is focus on 2 or 3 solid weapons.

Weapon Versatility would really let you cut down on all the weapons you need and allow you to focus with a couple of good melee weapons, preferably the wakizashis. Then I'd seriously consider using longbow for attacks at range, unless throwing weapons are something you really want to do. It's a serious drain on resources to get a solid set of throwing weapons going. Also Quick Draw becomes a mandatory feat, although with your build I'd suggest it anyway.

I've seen the warrior with a 100 weapons before, but none of them have ever been better than a warrior that focuses on 1 or 2. If your looking for something to mitigate the deficiencies of using a number of less powerful weapons, I don't think you're going to find it. If you want to continue with the numerous weapons for fluff reasons, that's fine, but it will put you at a mechanical advantage.

What you say about retraining is true, but my DM looks at me doing this as munchkining, and it's bad enough that I just crafted a whole bunch of magical weapons and bought a whole bunch of new spells, plus pearls of power. My DM seems to have some prosaic views on the game. But retraining a whole archetype is a bit much, as it would completely change the way my character works and plays.

I have to stress again, because it seems everyone is missing the point: I did not design him to be a DPR monster but rather to be versatile, and more suited for social situations, and also able to dish it out in combat. He is not repeat NOT a DPR machine and was not designed or intended to be one. I am not attempting to make up for his "weak points" with weapon enhancements, although I can see how some would interpret it that way.

I agree with your assessment on the wakizachis; they've served me well, and quick draw is on my list of To Get feats. The shuriken I can draw as many as 6 in a round and apply sneak attack damage to those attacks. It's not a lot of damage, 1d4+2d6 per hit, but it adds up, so it makes them worthwhile long into the game.

I get a lot of recommendations specifically for a bow, but numerically I don't really why, other than the single point of damage. The crossbow has a better crit range, which I like. If i really want more damage, I'll upgrade to a heavy crossbow and enchant it. I suppose because it works with quick draw.

I have the cesti specifically if he's ever unarmed, which has happened, and I've been glad to have them, and gotten extra damage using spell combat and arcane mark to Zorro a BBEG's face with them. The sais....well, so far they've been used twice in 7 levels. Daggers are always handy to have, and has proven useful repeatedly. The crossbow, not a lot either, but it's good to have a ranged weapon.

Thanks for Weapon Versatility, that's a good feat. What about weapon ability enhancements? That is, specifically, why I opened this thread.

I already have agile on the wakis, keen will be next, then maybe
ominous and/or cruel (or one on each waki?). I'm planning on making all of my melee weapons agile, putting stalking on my crossbow.

Other enhancements I'm interested in are menacing, courageous, ghost touch, called, deceptive, and spell storing.

I'm trying to be thematic with my weapons and build, which is why I've made the choices I have, like Darkleaf, or Cthonic steel, or WHY.


TomatoFettuccini wrote:
noble peasant wrote:

Curious about the decision for a crossbow rather than a bow, they simply seem more feat intensive, and the dark leaf leather armor would probably be outclassed by a mithral shirt unless I am missing something. Also a returning dagger could be fun in the off chance you take someone out and have an extra attack, I think it'd be legal to use the extra attack to throw the dagger anyway.

EDIT: Scratch the dagger thing, forgot about all the TWFing

Also I am working on a Ninja/magus and was curious about the order you took your levels.

So I went and took a look at the damage of a longbow. It's the same as a crossbow. Realistically, I'm not going to put extra anything into strength, so a crossbow with stalking is perfect.

I like the idea of the shuriken, and I can deliver a lot of SA damage with them, but I have to get the ring I'm after to really make forgotten trick work the way I want it to so I can make use of it more than once an initiative. I'll admit, until I get both the ring and the necklace or amulet, forgotten trick does have limited utility. But it's politics, unfortunately; my DM already thinks my character is overpowered.

So I have to slightly downplay my character's power level to keep him happy. He complains that he has to throw more powerful creatures at us. To which I'm kind of like, "Well, obviously. We level up. They're gonna get more powerful." Pathfinder's feat tree is heavily combat oriented, as are the classes.

I like the darkleaf because it's thematic and works well with my character's roleplay as well. He's not supposed to be a straight-up combat monster, but to deliver a crapload of SA damage, and debuffs as well.

BTW, I am armed to the t+!$, because I like the idea of my ninja/magus bristling with weapons, and a variety of means to deliver it.


thunderbeard wrote:

I'd say, unless you're taking an archetype, you've seriously crippled yourself by multiclassing ninja with magus. A ninja's damage comes from sneak attacks, which benefit a lot from two-weapon fighting—which a magus normally isn't capable of. Instead, your magus levels are seriously lowering your sneak attack damage, and what you want to build sounds like it could be accomplished much more easily with levels in Arcane Trickster, which advances both spells AND sneak attack (but doesn't bring any other abilities with it, which is why it's usually used with sorcerer/wizard instead of magus).

Improved Two-Weapon Feint, which it sounds like you want, has a lot of pre-requisite feats. (Right now, feinting is mostly useless to your character). The Magus levels also prevent you from getting to Greater Invisibility through either of your classes, which sounds like what you want. The best way to play this character, I think, would be to take advantage of your large pool of skills and tricks and focus on regular damage, because you've chosen two classes that make it quite hard to deal anything noticeable with your sneak attack.

First, if you want to use multiple weapons, you'll seriously need Quick Draw. Right now, you can only TWF or Spellstrike in a battle without switching between... drawing a weapon is a move action, spell strike is a full action and so is TWF, which means you can't switch between combat styles without nerfing yourself.

Forgotten Trick isn't a great ability for this, because it takes a standard action to use.

Next, let's talk about archetypes. If you're going for throwing weapons, Myrmidarch will let you do some nice things with, for instance, scorching ray on a full attack. Kensai would let you benefit more from your high Dex. Both would lower your spells per day, but are still worth thinking about. Hexcrafter, to add another, would give you some nice hexes, including flight which could be used to position yourself flanking more easily.

As for weapons—a magus is proficient with...

I appreciate you taking the time to reply, but...

Giving someone advice about 1st level decisions when they've posted stats for a 7th level character is, well... pretty dumb. I guess I'll just go back and change that feat/archetype, right?

My character is hardly nerfed, at any level. In fact my DM complains about how much damage he does. So, at the risk of sounding rude, you don't know what you're talking about. I built him in this fashion for very specific reasons, which have to do with the R in RPG (which doesn't stand for "damage-per-round").

Please read the OP.

What I'm looking for is advice on weapon and armor upgrades. What I'm not looking for is a critique of him, advice against making him a strength build, rules lawyering or digressions from the main topic.

I'm more than happy to discuss the build, or alternative build, Or anything else, but not here.

Before we get into the build, yes I know I'm talking about potentially a Hundred thousand gp, that you may not like my build, or any other number of objections, but really, all I'm looking for is input about likely Armour and weapon upgrades, nothing more.

I hope this doesn't come across as aggro, or dickish. That's not my goal and if I come across that way I apologize. I'm just trying to narrow down the amount of data I need to sort through.

Basically, I'd like feedback about weapon abilities that would complement his abilities. Obviously, to some this seems unrealistic and that's fine if you do. However, I'm only interested in hearing about weapon abilities. If you'd like to discuss my build, please Pm me.

Why is this such a difficult concept for people to grasp? Every single place I've posted this, from Reddit, to GitPG, and Enworld, there's always someone who comes along and doesn't read the OP.

I mentioned this specifically in the OP, not once, not twice, not thrice, not four times, but five times.


LoneKnave wrote:

Alright, now let's see what you are giving up:

>Magus 7 vs Magus 3 has:

-3rd level spells (vs. 1st)
-About 6-9 extra spells thrown about the levels.
-Spell recall (you now have about 6 extra spells)
-An arcana
-A bonus feat
-Medium armor prof
-Knowledge pool (you now know every single magus spell)
-Improved arcane pool (more points and better buff)

>You give this up for situational 2d6 extra damage, skill points that you are already not short on (since you'llhave a pretty good INT as a magus), and that spells replace almost entirely, and 2 Ninja tricks that spell combat and first level spells replicate entirely.

I get to use SA quite a bit, because of the realm we're in (it's rather shadowy), and I also can feint quite well, so I can almost always get it. As far as the skills go, ninjas are rogues and get 8+int whereas a magus gets 2+int, not to mention having every skill in class except for two, heal and Survival.

Which translates into 48 skill points vs 24, and gives me a distinct advantage in spellcraft, Knowledge: Arcana/Religion/Planes/Nature, plus UMD, and stealth, and perception, and acrobatics, and Diplomacy, and Bluff, and Intimidate, as well as single points in a whole bunch of other skills too. Which I get to use pretty often.

I also took Spell Scars, lets me use pretty much any spell I have whenever I want, and I also have Pearls of Power. I'm probably not going up to Med armor (why give up my dex bonus?), I got 2 "feats" in ninja tricks, am still on track for my BAB, have a good set of saves all around, plus evasion, I myself can't be flanked unless by an 8th level rogue, have an AC of 20 (24 with shield).

I know it seems to you that I don't know what I'm doing. Let me assure you that I do.

LoneKnave wrote:
>Forgotten trick is the only saving grace, but until you get a ring of ki storing, it takes 2 ki out of your, what, 4? to get a feat.

5, actually, soon to be 6, as well as 6 arcane points. And I don't mind waiting for it to get to full bloom. My DM has actually complained about how powerful my character is.

LoneKnave wrote:
>Sure, you are having fun with it, but Magus 7 is objectively better. It pretty much won out at 3rd level spells.

You make it sound like fun is the secondary reason for playing the game: "Sure you're 'having fun', but your fun would be more fun if your fun was more like my idea of fun."

I play role-playing games for fun playing the character and not to make handsful of die-rolls for tons of damage. If I wanted to do that, I'd play Warhammer. I'm playing the character I specifically designed to be this way because I wanted to play a character with these characteristics and qualities for role-playing purposes. The fact that I built it this way should also have strongly suggested to you that DPR isn't my main concern from the outset.

For the record, I did take on a tunnel brute (CR9) almost single-handedly (with minor assist from one other party member) and win, at 6th level. So he does pretty well for damage-dealing, I think.

If you some of my other posts, you'd realize that I've likely read all of the tables you have, particularly the ones which list what abilities I get, and when. I also happen to have the books which contain the classes. I know exactly what I have given up. I built the character in this fashion, for this reason, because I wanted it to be this way. I designed it specifically for extreme versatility and some redundancy, to be highly skilled and also really nasty in combat. I give up things on either end for that versatility, but that's the cost.

LoneKnave wrote:
>2 levels of ninja can be worth it for a Ki pool (double your Ki arcana if you are CHA heavy for ES maybe?), so you can get an extra attack when you spell combat, the single trick that can be forgotten trick (or you can retrain it into that later I guess), so you can grab the tricks you want once you get a ring of Ki storing, and maybe at low levels the skill points aren't bad. 4 levels is an overkill, plain and simple.

Well, that just, like, your opinion, man. I have another opinion, and I think 4 levels in ninja is just perfect. I might take another, specifically ninja level 5, just to offend you some more, because it's a dead level and I know it'll irk you. :P


kestral287 wrote:

You're not very clear in what you're looking for here.

Are you looking at buying all ten of those weapons? Or just some of them, and that's what you're looking for?

>Do you have a priority list for which weapons are most important to you?

I listed them in order of general importance, but I figured their priority would be obivous: wakzaichi, cesti, sai/crossbow, dagger

>Which weapons do you use most often?

Wakizashi, then cestus, then crossbow, then sai/dagger.

>What's his combat strategy? In that whole post you actually say almost nothing about this.

Attack from SA as much as possible, using feint, vanish/invisibility/darkness. He's also a magus, standard archetype, so do the math with that as well (shocking grasp, touch spells, etc). Often ends up doing straight-up combat often though, since we lost our barb.

Basically I try to go for a team buff, then a debuff of the opposite team, targeting specific NPCs (like casters or lieutenants) to lessen their teamwork advantage and any combos they may have planned. This style of team gameplay (there's 4 in our party), targeting their main team buffers or any casters has been very effective. We were due for a couple of really nasty fights in a row (as our DM warned us ahead of time) and we mopped them pretty badly both times. I'm an assassin, who also has magus levels. Or a magus with assassin levels, take your pick at this point.

>What's the budget here? Talking about "hundreds of thousands of gp" doesn't actually say much. Should I be suggesting how you turn all ten of those into +10 weapons, or should we be looking at level 7 WBL, or level 20 WBL, or do you have some actual amount here?

I'm looking for ideas, and blue sky it. I don't care about dollar values, just interesting combinations or things I haven't thought of that might work.

>In lieu of anything else: Merciful does nothing on saps, as they're already nonlethal.

Hmmm... when I initially read it, I thought it said "damage delivered by a merciful weapon." Now, it says "damage it deals." I could have delivered my shocking grasps as nonlethal with the former wording. Which would have been really gross. Something like 15d6 with a sap and the Sap Master feat.

noble peasant wrote:
Also I am working on a Ninja/magus and was curious about the order you took your levels.

>You can see it in his post. Ninja-Ninja-Magus-Magus-Ninja-Ninja-Magus.

What he said.


noble peasant wrote:

Curious about the decision for a crossbow rather than a bow, they simply seem more feat intensive, and the dark leaf leather armor would probably be outclassed by a mithral shirt unless I am missing something. Also a returning dagger could be fun in the off chance you take someone out and have an extra attack, I think it'd be legal to use the extra attack to throw the dagger anyway.

EDIT: Scratch the dagger thing, forgot about all the TWFing

Also I am working on a Ninja/magus and was curious about the order you took your levels.

I decided on crossbow because of the better damage delivery. I don't have high strength, so the 1d8+1 is objectively better than the 1d6+2, and I eventually won't really be concerned with feats, as I'll be able to access any of the ones I want through forgotten trick.

I'm aiming to make as much use of Sneak attack as possible, but it seems our combat of late has been more straight-up fights and farming than the more situational damage of SA. We're primarily in a shadowy realm, so I get to use SA quite a bit. Plus I can also make it happen through feint.

I like the darkleaf because it's thematic and works well with my character's roleplay as well. He's not supposed to be a straight-up combat monster, but to deliver a crapload of SA damage, and debuffs as well.

BTW, I am armed to the t**@, because I like the idea of my ninja/magus bristling with weapons, and a variety of means to deliver it.

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