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Unless he's a staffed magus of course.
The way spell strike works high threat weapons are superior to high multiplier weapons. Unlike, the rapier, the scimitar can be wielded in both hands if the magus is strength based and wants to deal some extra damage without spell combat.
And if the magus is dexterity based, Dervish Dance makes the scimitar superior to the rapier for obvious reasons.
Unlike a stupid fighter like Valeros, even the iconic magus Seltiyiel knows what's the best weapon for his class.

Ksorkrax |

And if the magus is dexterity based, Dervish Dance makes the scimitar superior to the rapier for obvious reasons.
While that's true applying the RAW, as a DM I might consider interpreting the RAI of Dervish Dance in a way that forbids simultaneously using the feat and performing the somatic component of a spell - I mean, Dervish Dance is supposed to be some kind of weird dance battle style, I imagine it all about balance (that's why no shield is allowed) and when you gesticulate with one arm, it should be even worse than having a shield
(but oh well, it's no gamebreaker after all)
Cheapy wrote:Because the Urumi exists with 1d8 damage and 18-20 crit?Is that worth the feat? I guess it's nice for half elves and certain traits, though.
I agree, d6 -> d8 is no good deal for a whole feat

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While that's true applying the RAW, as a DM I might consider interpreting the RAI of Dervish Dance in a way that forbids simultaneously using the feat and performing the somatic component of a spell - I mean, Dervish Dance is supposed to be some kind of weird dance battle style, I imagine it all about balance (that's why no shield is allowed) and when you gesticulate with one arm, it should be even worse than having a shield(but oh well, it's no gamebreaker after all)
Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar 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.
What RAI? You cannot wield a weapon or a shield in your off hand, but are free to use it. There's nothing stopping characters from wielding a flag in that hand to gain the benefits of the flagbearer feat.

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Yeah... whips, battle poi, falcatas, aldori dueling swords, bastard swords, flails, and probably other stuff all have their reasons to use them. One might also happen to be a DEX-focused character WHO ISN`T FROM QADIRA and thus isn`t likely to take Dervish Dance for that combo.
Dex 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar
No mention of Qadira.

Quandary |

`Dervish` still seems associated with Sarenrae and Qadira/Kelesh in Golarion, so anybody reasonably engaged in the setting would seem to continue with that association... which is a reason why a non-Qadiran Magus might not take it. Obviously, some Maguses could travel to Qadira solely to learn their fighting style, but that doesn`t equate to EVERY Magus.
Was it really stripped of any connection to Qadira/Sarenrae? 8-O I don`t think it ever had a de-jure `Pre-Req` of Qadiran background, but that was clearly the setting of Feat. I mean, otherwise why shouldn`t it be a generic `select one 1H weapon to use DEX for ATT and DMG` Feat? If so, I find it somewhat disturbing, given I bought the Qadira Companion, but it`s content is now being stealth `Errata`d` not even for mechanical purposes, but simply negating it`s fluff.
Regardless, there`s plenty of other weapons Maguses can use without being embarassingly bad at their job.

Blackest Sheep |

TBH, I'd only take it as a halfelf too, but functionally it's Weapon Spec
Half Weapon Specialisation, actually. Average for a d6 is 3.5 and it is 4.5 for a d8. So it is an increase of 1 on average.
Probably not worth a feat for most classes without bonus feats or races without an racial option.
A scimitar is probably the best option for a magus, even without Dervish Dance, as the Magus benefits from the higher threat range while still being able to two-hand the scimitar for extra oomph.

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can someone explain to me the connections between a urumi and halfelves?
the urumi in the original campaign setting has the ultra great old fashioned 3.5 style spike chain ability to threaten both adjacent and reach at the same time but the Adventurers Armory increases the threat range but does not list anything about reach/special nor does the errata. it gives no text, just a point towards the cs. i was under the impression that it lost the special reach. was i wrong about that?

Adam Ormond |
Aside from weapons designed for combat maneuvers (Flail, Heavy Flail, Guisarme, Ranseur), reach weapons with higher crit ranges (Bardiche), and the staff, the Scimitar does seem to be the obvious choice. Although that does give you 6 decent alternatives to the scimitar.
Were Scythe-produced mega-crits really that big of a deal? The Fighter can put out pretty much the same damage, due to a higher base STR, better STR-enhancing equipment (the Magus is going to want +INT), and a host of feats and class abilities that grant +hit, +dmg, and +crit effects that a Magus simply isn't going to have.

Cheapy |

Cheapy wrote:TBH, I'd only take it as a halfelf too, but functionally it's Weapon SpecHalf Weapon Specialisation, actually. Average for a d6 is 3.5 and it is 4.5 for a d8. So it is an increase of 1 on average.
Whoops, I thought WS was +1 damage. Shows how much I play fighters. Thanks.
Also, the Urumi / Half-Elf connection is that Half-Elves can become proficient with one exotic or martial weapon for free. Urumi is an exotic weapon with nice stats, so a half-elven magus wouldn't do bad to select it.

DougErvin |

`Dervish` still seems associated with Sarenrae and Qadira/Kelesh in Golarion, so anybody reasonably engaged in the setting would seem to continue with that association... which is a reason why a non-Qadiran Magus might not take it. Obviously, some Maguses could travel to Qadira solely to learn their fighting style, but that doesn`t equate to EVERY Magus.
Was it really stripped of any connection to Qadira/Sarenrae? 8-O I don`t think it ever had a de-jure `Pre-Req` of Qadiran background, but that was clearly the setting of Feat. I mean, otherwise why shouldn`t it be a generic `select one 1H weapon to use DEX for ATT and DMG` Feat? If so, I find it somewhat disturbing, given I bought the Qadira Companion, but it`s content is now being stealth `Errata`d` not even for mechanical purposes, but simply negating it`s fluff.
Regardless, there`s plenty of other weapons Maguses can use without being embarassingly bad at their job.
Agreed. If you are starting the Kingmaker AP your character could take the Sword Scion trait and focus on the long sword or Aldori dueling sword due to the +1 trait bonus to hit.

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Because magic longswords are more commonly found than scimitars?
Kingmaker Spoiler! ** spoiler omitted **
Since Briar is a key part of this adventure, you should consider changing it from [B]bastard swordinto some other weapon if no one in your campaign uses swords - the point is to give the PCs a weapon they can use, not to punish them for deciding to build characters who focus on other types of weapons.
Also, of all classes, the magus is the most able to get a vorpal weapon on the fly.

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Style.
Also, the magus is a very feet starved class so Dervish Dance may not find space in the build. And I think a dex heavy build is kind of iffy if you plan to play at levels higher than 11 and use full plate.
That said a scimitar is a solid weapon choice, but not I think so strong that you are clearly wrong to use a longsword.

Banpai |

Unless he's a staffed magus of course.
The way spell strike works high threat weapons are superior to high multiplier weapons. Unlike, the rapier, the scimitar can be wielded in both hands if the magus is strength based and wants to deal some extra damage without spell combat.
And if the magus is dexterity based, Dervish Dance makes the scimitar superior to the rapier for obvious reasons.
Unlike a stupid fighter like Valeros, even the iconic magus Seltiyiel knows what's the best weapon for his class.
Oh and btw our iconic Magus is using a longsword, at least it was statted as a longsword in the AP. On the other hand he wears leather armor, its a rather crappy choice for EK and magus.

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Style.
Also, the magus is a very feet starved class so Dervish Dance may not find space in the build. And I think a dex heavy build is kind of iffy if you plan to play at levels higher than 11 and use full plate.
That said a scimitar is a solid weapon choice, but not I think so strong that you are clearly wrong to use a longsword.
I'm loving the scimitar and because the Magus is so feat starved I like the idea of a level dip of fighter at 2 to get Dervish asap for that pure Dex build.

Momar |
Saving the need for an extra stat by using dervish dance is nice, although if you want to pick up power attack you still need some str anyway (unless there's a way to make a scimitar light for piranha strike?). It depends a little on what level your character is starting at as well. As pointed out if you're close to getting heavy armor dex isn't so important, but when you're level 1 with a chain shirt an extra point or two of dex mod is very welcome.

DangerousDarth |

Scimitars can be great if you're looking specifically at damage and critical range; however, without even going into the expanded material, PH has certainly streamlines many weapons for additional abilities like:
sickle: trip (I always love tripping)
Flail: Disarm, Trip (both useful)
Trident: Brace (because you never know just what your DM can throw at you)
Whip: non-lethal, reach, trip
On top of these special abilities, daggers are now both useful for melee and as thrown weapons, and with can be hidden in a weapons check using slight of hand...food for thought anyways. Kukri's also have that 18-20 crit range although I generally prefer the dagger idea because a few points in slight of hand can take you a long way.
This always depends on the build you want to make, but I felt there were a few extra options to think

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i dig str/int based blackblade maguseseses so scimitar is great (or great scimitar for d8 damage). plus if you have a multiple touch spell in the weapon or hold the charge on a spell you can 2 hand power attack with furious focus+arcane strike+blackblade extra damage for tons of hurt that all multiplies on a crit

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Why spend 2 feats to finesse a scimitar when you can finesse a rapier for only one? The threat range is the same. And you also aren't required to have 2 ranks in Perform.
Dervish Dance isn't just finesse. It's Finesse, adding Dex to damage as well. And you just can't do that with a rapier.

Matt Stich |

Saving the need for an extra stat by using dervish dance is nice, although if you want to pick up power attack you still need some str anyway (unless there's a way to make a scimitar light for piranha strike?). It depends a little on what level your character is starting at as well. As pointed out if you're close to getting heavy armor dex isn't so important, but when you're level 1 with a chain shirt an extra point or two of dex mod is very welcome.
Piranha Strike is for light weapons only. But then again, you only need a 13 STR, which on high point buy or rolling is not that hard to get. But, if you build a DEX based guy, you won't need the heavy armor. Get a Mithril chain shirt and you have the same AC if you focus on dex as a guy in full plate. Or more, depending.

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Jason Ellis 350 wrote:Why spend 2 feats to finesse a scimitar when you can finesse a rapier for only one? The threat range is the same. And you also aren't required to have 2 ranks in Perform.Dervish Dance isn't just finesse. It's Finesse, adding Dex to damage as well. And you just can't do that with a rapier.
I love DD but how else are people getting extra damage?? Power Attack?? Enlighten me on the ways to pull bonus damage...i understand stacking spell damage on top on melee damage but thats all dice damage, where are all the big solid numbers coming from for a DD build???

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If you focus your Magus on the scimitar, you will also be able to take advantage of Flame Blade (through UMD), which basically gives you a scimitar that does touch attacks.
Note however that your STR or DEX modifier to damage will not be added to the Flame Blade and neither will your Power Attack bonus.

Grey Lensman |
As has been mentioned, other weapons give decent options.
The whip allows a 15' reach with spellstrike.
The character might be planning on using heavy armor, and went str based rather than dex. With enough bonuses to damage the falcata becomes an attractive option, especially when the arcane pool is large enough to grant elemental burst effects.
The player expects to only get one attack much of the time, and has a GM who will allow the Magus to combine spellstrike and the vital strike feat chain. He would want the biggest die a one handed weapon can give.
The GM might not allow spell combat to be used with the dervish dance feat. While it can be interpreted that it should not, attacking with the off hand (or using it to cast spells) can be seen as going against the spirit of the rule.
The GM might be notorious for not changing the weapons in the AP to match what the characters uses, so the PC has chosen to use a longsword for the chance of better loot. Or the party might have 3 scimitar users already, so he has chosen something else to be first in line for the magic weapon of his (more common) type. A player in our Second Darkness AP chose the longsword for her oracle of battle based on this very fact, that no other PC is using that type of blade.
And from a non-optimized standpoint, he may have designed his character based on a really cool miniature just purchased, and wants to use the weapon the figure has.

Anburaid |

I think that what makes a falcata work for martial characters is the damage boost provided by feats in combination with the x3 crit. Since spell combat spells do not get the weapon's multiplier, the scimitar is still better if you are using spellstrikes with things like shocking grasp, but their would need to be a DPR comparison because you only have so many shocking grasps per day.

Grey Lensman |
I think that what makes a falcata work for martial characters is the damage boost provided by feats in combination with the x3 crit. Since spell combat spells do not get the weapon's multiplier, the scimitar is still better if you are using spellstrikes with things like shocking grasp, but their would need to be a DPR comparison because you only have so many shocking grasps per day.
I was thinking the character went with Str instead of Dex for melee combat, then adding in buff magic/effects (the Magus probably doesn't adventure alone) in addition to an eventual burst weapon. I haven't sat down with the spreadsheets to figure out if this is an optimal build, but if I have to do something like that in order to feel effective then it is time to find a new hobby.

Anburaid |

Anburaid wrote:I think that what makes a falcata work for martial characters is the damage boost provided by feats in combination with the x3 crit. Since spell combat spells do not get the weapon's multiplier, the scimitar is still better if you are using spellstrikes with things like shocking grasp, but their would need to be a DPR comparison because you only have so many shocking grasps per day.I was thinking the character went with Str instead of Dex for melee combat, then adding in buff magic/effects (the Magus probably doesn't adventure alone) in addition to an eventual burst weapon. I haven't sat down with the spreadsheets to figure out if this is an optimal build, but if I have to do something like that in order to feel effective then it is time to find a new hobby.
Sure. A falcata is a decent weapon in general. It just doesn't synergize with the spell damage as well as a keen scimitar, boasting a crit range of 15-20. The scimitar's physical damage is almost a secondary consideration, when it can rock 10d6 lightning damage.

Grey Lensman |
A falcata is a decent weapon in general. It just doesn't synergize with the spell damage as well as a keen scimitar, boasting a crit range of 15-20. The scimitar's physical damage is almost a secondary consideration, when it can rock 10d6 lightning damage.
True, but in the end it all depends on what you are going for, and what the game in question is like. If the party tends to run several encounters (preventing the magus from going nova all the time) then the weapon might be chosen for what it does, with spell synergy the secondary (but still important) concern. In a game where encounters rarely go above 2 per day, then how things affect the spell damage become the sole concern, with anything else being secondary.
Of course, another option is to just use a rapier, forgo the additional damage the dervish dance feat provides, and invest it into extra arcane pool points, arcana abilities, or metamagic feats. Because if 10d6 lightning damage is good, then 20d6 lightning damage or 24d6 fire damage is probably even better :D
There is more than one way to skin a cat, or to build a magus.