YuenglingDragon |
Right now the group is shaping up to be Hungry Ghost Monk, Life Oracle, Two-hander Ranger, and me. This is subject to change since we're about 4 weeks out from starting.
I am using an 20 Point buy but hoping for a 25 so I can boost Str some.
Human Magus 1
Str 14
Dex 18 (16+2)
Con 12
Int 14
Wis 8
Cha 10
I know dropping Cha instead of Wis is more better, however, I want to be able to do Bluff for some social encounters and would prefer not to have a penalty there.
Traits
Heirloom Weapon (Aldori Dueling Sword)
Fast Talker
Feats
1h: Combat Casting
1: Weapon Finesse
3: Weapon Focus (Aldori Dueling Sword)
5: Dodge
5b: Power Attack
7: Furious Focus
9: Combat Expertise
11: Improved Trip
11b: Weapon Specialization (Aldori Dueling Sword)
13: Improved Critical
15: ???
17: Aldori Dueling Mastery
17b: Greater Weapon Focus (Aldori Dueling Sword)
Arcana
3: Concentrate
6: Empowered Magic
9: Hasted Assault
12: Maximized Magic
15: Quickened Magic
Thoughts? Running a Scimitar and making room for Dervish Dance would probably be more ideal but I'm playing a Falchion wielding Paladin right now and I feel like I'd be doing too much of the same thing if I did scimitar. Not totally against it if someone can convince me, though I'm sure my GM will give me sh*t about being a powergamer. Whatever. I will fight him.
Is Hasted Assault a trap? Seems by then I ought to just cast haste, right?
Zoddy |
Well Hasted Assault is a trap ... not only can you cast haste, but there is already Boots of Speed for ~12k, rule of thumb i like to keep whenever is possible is to never waste class abilities/feats on something an item can do.
As for scimitar vs Aldori Dueling Sword, it comes down to same crit threat wise (if we are talking statistics) so only thing in question is flavor you want you char to have.
nighttree |
Your build is very similar to the one I have been playing for the last few levels....we just hit level three.
As a finesse fighter (with a dueling sword) I have had good success hitting, and have yet to have any problem making any of my defensive casts (although I started with a 16 Int).
Are you using the changes mentioned in the Pod cast ?
YuenglingDragon |
Your build is very similar to the one I have been playing for the last few levels....we just hit level three.
As a finesse fighter (with a dueling sword) I have had good success hitting, and have yet to have any problem making any of my defensive casts (although I started with a 16 Int).
Are you using the changes mentioned in the Pod cast ?
I am using the changes from Know Direction, though I hope there will be a new playtest document out before we start in the next month or so. Not having a penalty to concentration for Spell Combat is one of the things that makes me more comfortable with a lowered Int.
Zoddy, I think you may be looking at an old version of the Aldori Dueling sword. It is essentially a long sword (d8 19-20 x2)that is finessable.
YuenglingDragon |
Sorry for the double post.
Zoddy, thinking about what you said about not bothering to sacrifice spells for something I can do with gold, doesn't that naturally conclude that all the "swap spell for bonus x" Arcana aren't worth it? So what's left for level 9, Maneuver Mastery and Familiar, right? Lacking the room for feats for combat maneuvers, I guess I ought to get a Familiar at lvl9. Not much of a bonus there though. It might be handy for a Wizard to be able to use the familiar for touch spells but not really a Magus. The bonus to Bluff from the Viper would be good for the character, though and I suppose it can be a handy scout.
james maissen |
Right now the group is shaping up to be Hungry Ghost Monk, Life Oracle, Two-hander Ranger, and me. This is subject to change since we're about 4 weeks out from starting.
Why not just be a wizard instead?
You already have half the party in melee, why not a second rank wizard?
-James
Zoddy |
Sorry for the double post.
Zoddy, thinking about what you said about not bothering to sacrifice spells for something I can do with gold, doesn't that naturally conclude that all the "swap spell for bonus x" Arcana aren't worth it? So what's left for level 9, Maneuver Mastery and Familiar, right? Lacking the room for feats for combat maneuvers, I guess I ought to get a Familiar at lvl9. Not much of a bonus there though. It might be handy for a Wizard to be able to use the familiar for touch spells but not really a Magus. The bonus to Bluff from the Viper would be good for the character, though and I suppose it can be a handy scout.
Yup, not only are they not worth special abilities but they are actually a trap as well, Look at your spell progression, than a piece of info you probably now, highest possible stat with base races is 36 (18 base +2 race +5 level +5 tome +6 enchantment) that nets you 4/3/3/3/3/2 extra spells. That makes it 9/8/8/8/8/7 at 20th level. Now it sounds like GOD THATS A LOT OF SPELLS, than you we come to crunchy part, first you won't have 36 int, 2nd what would you rather do ? Waste a 2nd-3rd-any level spell slot slot to haste just yourself as a swift action (meaning no quicken that round) OR spend 12k on boots of haste, that do not eat up your spells and are a free action to activate ? Of course best choice is just to cast that g$! d%+n haste, but back to the "spell slot for X bonus" you also got Spell Combat, and yea, while on level 20 with 36 int you can live through 3-4 combats a day without running out of spells (probably) even with "spell for X bonus" realistically you won't be able to keep up 2 combats on some normal pre-20 level spamming Spell Combat and things like Hasted Assault.
Personally ? I would take familiar for ref or fort save, it saves up a possible feat or it gives you a free feat, depends how you look at it :PAs for Aldori vs Scimitar i had the right stats :) 18-20/x2 is same as 19-20/x3 statistically, cause scimitar got higher chance less damage. For example: we will take that both weapons deal 2 damage and that with both weapons two attacks are made. Being how scimitar got higher double threat range if we are to presume that Aldori got crit on 1 hit, than scimitar got crit on both. So simple math
Scimitar(2 crits): 2x2 +2x2 =8
Aldori(1 crit, 1 hit): 2x3 +2=8
Formula doesn't break apart even on more attacks, for example 9, same as above 2 crits for scimitar, 1 crit for Aldori
Scimitar(2 crits, 7 attacks) 8 (2 crits) + 14 (7 attacks) = 22
Aldori (1 crit, 8 attacks) 6 (1 crit) + 16(8 attacks) = 22
Again i didn't take into account damage difference between the two, cause from the start i was talking about crit, not their base damage, and crit wise they are same, its just what you prefer :)
YuenglingDragon |
Can you two-hand the dueling sword when you're not using spell combat?
You can. It's one of the main draws for me. It's only 1 extra damage when 2-handing unless I'm also power attacking.
Why not just be a wizard instead?You already have half the party in melee, why not a second rank wizard?
I suspect I want to play a Magus because I don't want to be a wizard.
Seriously, though, I've always wanted to do a gish PC but the action economy issues have kept me away. If I wanted to choose between casting a fighting I'd play a Cleric. This is a kind of character I've wanted to play for a while and I'm excited about it.
Yup, not only are they not worth special abilities but they are actually a trap as well, Look at your spell progression, than a piece of info you probably now, highest possible stat with base races is 36 (18 base +2 race +5 level +5 tome +6 enchantment) that nets you 4/3/3/3/3/2 extra spells. That makes it 9/8/8/8/8/7 at 20th level. Now it sounds like GOD THATS A LOT OF SPELLS, than you we come to crunchy part, first you won't have 36 int, 2nd what would you rather do ? Waste a 2nd-3rd-any level spell slot slot to haste just yourself as a swift action (meaning no quicken that round) OR spend 12k on boots of haste, that do not eat up your spells and are a free action to activate ? Of course best choice is just to cast that g~@ d!!n haste, but back to the "spell slot for X bonus" you also got Spell Combat, and yea, while on level 20 with 36 int you can live through 3-4 combats a day without running out of spells (probably) even with "spell for X bonus" realistically you won't be able to keep up 2 combats on some normal pre-20 level spamming Spell Combat and things like Hasted Assault.
Personally ? I would take familiar for ref or fort save, it saves up a possible feat or it gives you a free feat, depends how you look at it :P
Yeah, this is where I was starting to get to as well. I'm never even going to have that level of Int to get that many spells. My first two stat increases are probably going to be in Dex. I'll be running one of the Paizo AP's so I won't be getting past level 14-16 probably. I'd be surprised if my Int gets much past 20. So I'll have even less spells to freely burn on Arcana. Familiar it is.
As for Aldori vs Scimitar i had the right stats :) 18-20/x2 is same as 19-20/x3 statistically, cause scimitar got...
Your math is correct but based on false premises. The Aldori Dueling Sword has identical stats to a longsword other than its finessability. The critical multiplier is x2, not x3. The Scimitar thus does slightly more damage and would do even more damage with the Dervish Dance. The only issue with that is it'll be a couple levels before I get to do it and I'd have to push around some feats to make room for Dervish Dance. Gah! Too much brain hurting hurts...
Lyrax |
2-handing that sword is only 1 extra damage now, when you're not buffed.
But a magus doesn't stay un-buffed for very long. They are capable of having very high strength scores at times, so it's good you have a weapon that can be held in both hands.
With a ranger as the big melee damage-dealer, having a guy with high AC in the party could be very useful. You're starting with a 14, which goes up to 18 when you're armored, and 22 with the Shield spell.
If your ranger is willing to use a reach weapon, you can just be the guy who stands in front of him and keeps the bad guys from dealing any real damage.
YuenglingDragon |
Agreed on all counts. The person who might play a ranger is new to the game. Her main desire right now is to carry a big sword. I doubt we'll be able to convince her that a spear is like a sword.
Also, if it matters to anyone's opinion's, I'm really close to getting my brother the possible monk player to remember that monks are horrible. He's leaning toward Summoner. That'll give us another good bank of buffs and damage. And we won't have to carry around a dead monk every 10 minutes.
Lyrax |
Oh wow. A summoner would have three very good allies to buff. His eidolon, you, and the ranger.
But a monk could work well with this party, too. Particularly if he's canny and stealthy. Monks can make great scouts and a monk/ranger team can play effective D&D black ops. The problem is that yes, it's very easy to make a useless monk, and hard to fix that mistake once it's made.
With a summoner replacing the monk, your ranger becomes the best scout.
YuenglingDragon |
Oh wow. A summoner would have three very good allies to buff. His eidolon, you, and the ranger.
But a monk could work well with this party, too. Particularly if he's canny and stealthy. Monks can make great scouts and a monk/ranger team can play effective D&D black ops. The problem is that yes, it's very easy to make a useless monk, and hard to fix that mistake once it's made.
And God help our enemies if the Oracle decides to play a Druid instead. We'll be melee heavy in the extreme but with three pets and a lot of stabby we will end combats pretty quickly.
Raymond Lambert |
a scimitar is one handed not light. perhaps you got mixed up with the rapier? or does it have something to do with the dervish dance? is that the 3.5 prestige class?
why in the world did you leave out the feat Arcane strike? I like the PF 1 and dislike the CW 1. Is the feat automatically put into the class now?
I feel boots of speed are one of the best items in the game. even compared to the 3.5 Magical Item Compendium(best book, stuff for every class, makes swift actions for everyone, inexpensive worthwhile exciting items compared to the same old boring static stuff). With the very poor selection of items in PF, the boots are an outstanding item. Problem is it may be a long time till you can justify the purchase. about level 6/7 if following the guide of no one item being more valuable than 1/2 totl wealth. Same goes with keen over imp crit.
think about improved initiative to maximize the dex value.
Do you really think you can afford giving up bab for power att &/or combat exp with a measly 3/4 bab? buffing takes both a spell slot and an action. for that matter, do u actually think u can trip someone with a 3/4 and weak str? maybe agile maneuvers?
I feel high str is better than dex cause it not only saves a feat on att but adds damage. u can carry more gear with out encumbrence. if u swap str & dex, is dodge still worth it. it becomes covering a weakness that will still be weak instead of maximizing a talent.
Lyrax |
Arcane Strike is a pretty good feat, unless you plan on taking other kinds of swift actions. Unfortunately for the Magus, there's quite a bit of competition there for swift actions. A good thing to consider, but not a foregone conclusion.
I do suspect you might be better off taking Power Attack early than with Weapon Focus. Power Attack will help with all weapons, no matter what, and it can be used in tandem with True Strike. And it's always nice to have when you're two-handing a weapon against soft targets.
True Strike + Power Attack = WIN. Better yet, once you get a reliable concentration check, you can do something like this:
Round 1: Attack, then cast True Strike with spell combat.
Round 2: Cast Shocking Grasp with spell combat, then power attack.
Result: Your attack is pretty much guaranteed to hit, because that -5 runs smack into a +20. If you normally hit on a 17+, this strike hits on a 2+. If it threatens, it is nearly guaranteed to confirm. You will deal weapon damage and spell damage. If it crits, you will multiply weapon, spell damage, and power attack damage.
EDIT: Dang. I just realized something else. What would happen if you took Combat Expertise at 3rd level?
Your high dexterity, when combined with armor, the Shield spell, and Combat Expertise will mean that when you really need it, you'll be able to rock a formidable AC. Put mirror image on that guy and he'll be as close to un-killable as a character ever need be.
YuenglingDragon |
Well, I actually forgot I had Combat Expertise until I looked over the build earlier today. I built a couple weeks ago and only posted now that I'm pretty sure I won't have to play our group's primary healer. I don't need Combat Expertise or Trip. Expertise might come in handy, though.
I should fit Arcane Strike in there. There actually isn't that much competition for swift actions if you're not using any of the spell swapping Arcana. At least not until level 15. I'd rather have Weapon Focus than Power Attack because I'd rather hit more reliably for small damage than hit less reliably for more damage. Arcane Strike will probably make it in at either 7 or 9. Dodge may get moved to later levels or removed depending on how much I'm getting hit.
True Strike and Spell Combat is looking like a massively nasty combo. Shocking Grasp may be switched out for Scorching Ray later. The 5d6 mac on Shocking Grasp is a real pain.
Edit: Also, Spell Strike confuses me. It specifically says it doesn't give you a free attack. Does that mean you have to cast it, hold the charge and then attack in the next turn? Isn't that kind of retarded? There does not seem to be a substantial enough benefit (critting on weapon crit instead of a natural 20) for me to use two turns rather than just touch spell on turn 1 and attack on turn 2.
Edit x2: Oh wait, does the bit about not getting a free attack just mean you don't get to attack and then touch spell through your weapon with another attack?
YuenglingDragon |
a scimitar is one handed not light. perhaps you got mixed up with the rapier? or does it have something to do with the dervish dance? is that the 3.5 prestige class?
It's a feat from the Qadira book. It allows you to use Dex for attack and damage rolls using a scimitar. I'm just not sure if the extra damage is sufficient to reduce the damage when I would be able to 2hand and power attack, in addition to the feat and skill tax.
Zoddy |
Hum ... upon checking srd20pf you are right, all through when i was checking stat block at my friends house in Adventurers Armory it says 19-20/x3 ... i am pretty sure of it ...
As for a monk if you've got APG, monk of the four winds can dish out some pretty heavy smacking with elemental fists and importance of Wis lowers duo to him losing Stunning Fist. Not saying Monk trumps Summoner, but putting it our there, that with Shield Other and buffs from both you and Oracle he can be a heavy hitter and have a staying power.
Edit: Just called my friend, yup in the book says 19-20/x3 ...
YuenglingDragon |
Edit: Just called my friend, yup in the book says 19-20/x3 ...
The book was eratta'd. You can find the free download for that here. The crit for the Dueling Sword and Falcata were switched accidentally.
Zoddy |
Thanks for the link.
As for combat expertise, dump it, you got better things to go than wasting attack bonuses for AC
Magus that almost TPKd my group a while ago. There are some crappy decisions in there, but who knows it could be useful to you.
Note: I did 20 Point Buy for him, as he was BBEG and my group rolled for stats, on other hand i didn't put extra stats from him getting class levels as kind of a balance for using Point Buy.
Male Stone Giant Magus level 14
AC 31; Touch 16 (10 base, 4 dex, 9 armor, 2 deflection, +2 natural, +4 weapon)
Init +8
Defenses: Resist Energy: 30 sonic; 30 fire; DR 10/Adamantine (150 max)
HP: 164
Str 34 (Base 27, +1 level, +6 ench)
Dex 18 (-2 size; +4 ench (cat's grace))
Con 20 (+1 level)
Wis 13
Int 16 (+1 level)
Cha 12
BAB: 11/6/1
Saves 16/10/12
Feats (7 lvl + 1 race + +2 class): Combat Casting(1); Toughness(1); Weapon Focus (Scimitar)(3),Arcane Strike(5), Step Up(5), Power Attack (7), Critical Focus(9) Weapon Spec (Scimitar) (11), Dodge(11),Disruptive (13), Improved Initiative (15)
Note: I used somewhat retarded Arcana (like Hasted Assault, Reflection, etc) cause i didn't want to make him all powerful and cause it was a 1 combat burst guy.
Class Abilities: Spellstrike; Greater Spell Combat; Magus Arcana (Familiar, Empower Spell,Hasted Assault, Maximized Magic, Reflection);Arcane Weapon(+4); Medium Armor; Fighter Training; Heavy Armor; Counterstrike;
Gear: +3 keen unholy flaming defending spell storing Scimitar (+1 defending spell storing, 18300) (Arcane Weapon, + Magic Weapon Greater);
+3 Mithral Breastplate (12,150); Belt of Str +6 (36k), stoneskin diamonds. Cloak of Resistance +2(4k),
ring of protection +2(8k) amulet of natural armor +2(8k)
Attacks: +24/+24/+19/+14 (1d8 +27 +2d6 unholy +1d6 flame /15-20x2)
Spells (0-5; 1st-6; 2nd-6; 3rd-6; 4th-4; 5th-4; 6th-2)
6th(19) - Chain Lighting(15d6, 1 object/creature per lvl, ref half); True Sight
5th(18) - Cone of Coldx2(15d6, ref half, 60 foot burst); Overland Flight; Telekinesis;
4th(17) - Black Tentacles(20 ft spread, CMB 21; Stoneskin; Invisibility, Greater;Solid Fog;
3rd(16) - Displacment; ; Magic Weapon, Greater; Phantom Steed; Wind wall; Dispel Magic;
2nd(15) - Glitterdust; Mirror Image(1d4+5); Cat's Grace; Scorching Ray(3 ray-a) x3;
1st(14) - Feather Fall; Magic Missile(5d4+5) x2; Shocking Grasp(5d6); Unseen Servant;Expeditius Retreat
I am pretty sure that there are few mistakes cause i had to lower him on a spot from level 16 to level 14 on that session, so maybe i f#&+ed up somewhere, if i did i apologize in advance.
nighttree |
Zoddy, thinking about what you said about not bothering to sacrifice spells for something I can do with gold, doesn't that naturally conclude that all the "swap spell for bonus x" Arcana aren't worth it? So what's left for level 9, Maneuver Mastery and Familiar, right? Lacking the room for feats for combat maneuvers, I guess I ought to get a Familiar at lvl9. Not much of a bonus there though. It might be handy for a Wizard to be able to use the familiar for touch spells but not really a Magus. The bonus to Bluff from the Viper would be good for the character, though and I suppose it can be a handy scout.
I have been having the same problem with the Magus Arcana.
I just can't see myself wanting to take any of them.I was hoping the update would be released before I progressed to far, but as it has not I am testing a Hexblade alternate class features variant I have been working on.
YuenglingDragon |
I have been having the same problem with the Magus Arcana.
I just can't see myself wanting to take any of them.I was hoping the update would be released before I progressed to far, but as it has not I am testing a Hexblade alternate class features variant I have been working on.
Jason popped into my thread on the playtest boards to let us know that the Words of Power and Magus rebuild would be coming soon. The Arcana are a little s%%%e right now but from what Jason was saying on the Know Direction podcast, we might have a pool of points similar to ki points. I'd happily burn some free resource for swift action buffing.
Zoddy, thanks a lot for posting that build. It must have taken a not insignificant amount of time. I noticed a few things about your build. First, in order to get that nice shiny AC you had to sacrifice 4 to hit and damage from the Scimitar. That's said though the damage from having a high Str is clearly through the roof.
It was definitely interesting to look over your spell choices. There were a few surprises. No True Strike among your level 1 spells. 2nd level spells are identical to what I plan though I switch cats grace to bulls strength. Does Greater Magic Weapon work to add again to the enhancement bonus if you switch it out with Defending? Wouldn't it still overlap? Unless GMW is for a Bow or something... And then we get to a problem I'd overlooked. There is a vanishingly small number of spells without saves among the Magus's higher level spells. That blows.
Zoddy |
Why would you get True Strike ? Its like shotting yourself in a knee cap. You spend a standard action so your first attack next turn got 5% miss chance ? (5% because on 1 you still fail).
As for defending i never got to using it really, i popped it out there, but AC was never targeted with my group, only Touch AC rest were spams with AoE's cause monk fell to full attack and cone of cold (somewhere around 200 damage with 1 crit), he didn't survive cause they were metagaming BBEG's position (they had a map of a dungeon) so they went in unprepared and unbuffed.
Do note that you turn Defending on/off each round, he simply didn't use it to begin with, won initiative Haste Assaulted, Greater Invis'd himself stealhed with +24 near the monk and on next round quickened chain lighting followed by full attack and cone of cold dropped the monk and pretty much more than halved everyone else, but than Oracle of Life with +11 on init played (Don't ask) popping channel and swift healing himself, than cleric played (don't ask again) he throwed heal on Alchmist, Than Alchemist bomb'd s$*& out of him and Fighter went in hitting a bit, but he missed duo to miss chance.
As for damage, its only +13 duo to Strength, other +14 are Arcane Strike (+3), Weapon Spec (+2), Weapon (+3), Power Attack (+6)
As for switching Bull's Strength with Cat's Grace, on that level you will do same thing as me, as you will have for a +6 str boost but won't have enough for +6 dex boost, after all Magus prepares spells :P
YuenglingDragon |
Why would you get True Strike ? Its like shotting yourself in a knee cap. You spend a standard action so your first attack next turn got 5% miss chance ? (5% because on 1 you still fail).
Well, you assume that I have to use a standard action. With Spell Combat I can full attack and cast True Strike. Next turn I can ensure that I hit with my attack or with a touch spell. I think a very near certainty to hit with a power attack is worth more than d4+1 from a magic missile, though, now that I think of it, probably not worth more than 5d6 Shocking Grasp. OK, so maybe start with True Strike at lvl 1 but switch it out for lvl 2 and on.
james maissen |
Right now the group is shaping up to be Hungry Ghost Monk, Life Oracle, Two-hander Ranger, and me. This is subject to change since we're about 4 weeks out from starting.
I am using an 20 Point buy but hoping for a 25 so I can boost Str some.
Here's the outline of a magus that I was considering for PFS play (cap 12th, 20pt buy):
STR 10
INT 18
WIS 07
DEX 19
CON 12
CHA 07
Race Elf.
Feats (in order):
Weapon Finesse, Dervish Dance, WF: Scimitar, Combat Casting, Arcane Strike, Lunge, WS: Scimitar, Improved Crit: Scimitar.
Salt to taste,
James
YuenglingDragon |
Boy you can really get a lot more out of your skills if you count on Dervish Dance to make up for Str and dump the crap out of non essential skills. I'll look at the bonuses I'm getting to Bluff, I don't want to be the party face, just the option to do something sometimes. Maybe I'll drop it to 8.
I also want to see if my GM will allow me to homebrew a Dervish Dance feat for the Aldori Dueling Sword. Something like
Aldori Duelist
Prerequisites: Dexterity 13, Weapon Finesse, Knowledge (Nobility) 2 ranks, proficient with Aldori Dueling Sword.
Benefit: When wielding an Aldori Dueling Sword, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. The Aldori Dueling Sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand, other than using the Aldori Dueling Sword in both hands.
I don't see any reason why the ability to use Dex instead of Str should be limited to Scimitars. Anyone have issues with the feat?
Lyrax |
Here's the outline of a magus that I was considering for PFS play (cap 12th, 20pt buy):
STR 10
INT 18
WIS 07
DEX 19
CON 12
CHA 07
Race Elf.Feats (in order):
Weapon Finesse, Dervish Dance, WF: Scimitar, Combat Casting, Arcane Strike, Lunge, WS: Scimitar, Improved Crit: Scimitar.
Elf is a great race for a magus! But I can't for the life of me understand why on earth a magus would need an 18 intelligence to start out with. What does an 18 intelligence get you that's so awesome?
That Dexterity looks pretty awesome in combination with the Dervish Dance, though! He'll do a scary amount of damage and have a respectable AC at the same time. I'd probably move Combat Casting up (instead of Weapon Focus), but I don't really like Weapon Focus much.
james maissen |
Elf is a great race for a magus! But I can't for the life of me understand why on earth a magus would need an 18 intelligence to start out with. What does an 18 intelligence get you that's so awesome?That Dexterity looks pretty awesome in combination with the Dervish Dance, though! He'll do a scary amount of damage and have a respectable AC at the same time. I'd probably move Combat Casting up (instead of Weapon Focus), but I don't really like Weapon Focus much.
Well combat casting & weapon focus both come at 5th level.
The 18INT helps with bonus spells, combat casting, save DCs, number of skills, bonus to some skills. Goal was to have a 20INT on the character and as DEX is bumped via level bumps then it would just require a +2 headband (again 12th level cap here).
All in all it seems worthwhile when you're looking at a race with a bonus to INT to pay for the 16 rather than a 14 here.
Traits would be of course heirloom weapon & focused concentration. With a level+11 concentration check (after the headband & 5th level combat casting feat) he should be able to cast even without his bonded weapon in hand which would be good for say lesser extending a GMW, etc.
-James
james maissen |
Elf would be really good stat-wise but I'd have to fiddle with the Feats to do it. It would be sad not getting Combat Casting at 1st level just to get a bump to Int.
Not all that sad. A +2 int bonus is a +1 to all casting checks as well as DCs. At low levels you won't do much casting in combat anyway, rather it will be casting before engaging. Or after the proposed change to the magus, will just be taking a large penalty to hit.
-James
YuenglingDragon |
Not all that sad. A +2 int bonus is a +1 to all casting checks as well as DCs. At low levels you won't do much casting in combat anyway, rather it will be casting before engaging. Or after the proposed change to the magus, will just be taking a large penalty to hit.
-James
Well, I'll be playing with the changes from Know Direction so I really will be casting in combat at 1st level. With my current build I have a 55% chance at lvl 1 to get off level 1 spells, 60% if my GM approves the feat above and I move my Str points into Int. That's 10-15% better at early levels.
Speaking of the feat above, anyone have any issue with it?
The only other thing keeping me from Elf is backstory. I'm trying to find time to read Taldor, Echoes of Glory but not getting around to it. Anyone recall elves relative positions in Taldor?
YuenglingDragon |
OK, so barring any convincing evidence that the Aldori Duelist feat I created above sucks, my GM has approved it. New stats and feats below.
Human Magus 1
Str 14
Dex 18 (16+2)
Con 12
Int 14
Wis 8
Cha 10
I know dropping Cha instead of Wis is more better, however, I want to be able to do Bluff for some social encounters and would prefer not to have a penalty there.
Traits
Heirloom Weapon (Aldori Dueling Sword)
Fast Talker
Feats
1h: Combat Casting
1: Weapon Finesse
3: Aldori Duelist
5: Dodge (Switch this to 7 for Arcane Strike if I'm not getting hit or we have surplus healing)
5b: Weapon Focus (Aldori Dueling Sword)
7: Arcane Strike
9: Improved Initiative
11: Deceitful or Skill Focus (Bluff)
11b: Weapon Specialization (Aldori Dueling Sword)
13: Improved Critical
15: Blind Fight
17: Aldori Dueling Mastery
17b: Greater Weapon Focus (Aldori Dueling Sword)
Arcana
3: Concentrate
6: Empowered Magic
9: Familiar
12: Maximized Magic
15: Quickened Magic
I had also thought to trade out something for Additional Traits so I can pick up Desperate Focus and something else.