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Pantshandshake wrote:
I couldn't quote you the rules to save my life, but I know Battletech mechs have inbuilt melee strikes. IIRC, kicks if you have legs and punches if you have arms with hands.

Though if you dived deeper, you could remove some of the lower arm locations to get mechs with gun arms like the Rifleman and Warhammer, gaining some advantages for more difficult melee combat.

Perhaps they could make an arm type with a built-in unarmed attack, or make that the default and do one without it and some advantage to the mounted weapons.

The multiple pilots aspect is the only thing that feels super robot to me, there are no finishing attacks or rocket punches.

And there's nothing that says they have to be humanoid mecha in the rules, you could do a Zoid Liger Zero or Shadow Fox just as easily.


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Relatively new to Pathfinder. I've made a few characters for play by post or chat-based games that ended as soon as they begun. The Magus has been suggested to me and it's a neat class, one with no direct equivalent in D&D, so I've given it a try a few times.

I just don't like the scimitar. It's a matter of preference, not a sort of look I like. Yet it's the only real option for a Magus to do dexterity-based damage. I discovered Slashing Grace and then Rapier's Grace which would allow for it, but one was changed to not work with Magus abilities, then the other was just this week, in the middle of my character generation efforts.

I don't understand why though. If you're going to allow one feat to give a class dexterity-based damage to the Magus, why not others? It's either balanced, or it's not. Why limit it to just one skill and feat combo? Is it the fact that a Magus will have to spend their level 3 feat on it, for balance reasons?

There's no particular link I can see thematically between the magus and using a scimitar, it's not addressed in any of the flavor text or class background. It seems so arbitrary. Was it just an oversight?