New player need help!


Advice


i made a Tiefling Magus for my first game.

i want to be heavy dmg and mostly up close and personal
im just not sure what feats/build i should go with. like i said im new to pathfinder so not sure what to do, help would be awesome. oh i think i made my magus with a 28 point start. my dex and int are both high and ive already taken weapon fin. what not??

Liberty's Edge

Well, I have heard people say that the Dervish Dance feat is good. It allows you to use your DEX bonus for damage instead of your STR bonus, when you wield a scimitar..

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I'll be blunt: a tiefling magus with a 28pt buy sounds like an absolutely terrible idea for a new player.

1) A 28pt buy for stats is waaaay above normal. That's really going to skew how things work and give you a poor impression of game mechanics.

2) The tiefling, being a nonstandard PC race, is going to have similar issues.

3) The magus is full of class features like "take X which works one way and do Y with it instead, in a way which works kind of like Z but a little different". And even veterans keep getting Z wrong, let alone a custom-modified version of it.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

To be a little more helpful, I suggest you pick a core race and a core class, and see if you can get the GM to put everyone on a more reasonable set of stats (maybe 15 or 20 point buy). You can learn how the game really works a lot better this way. Later on, when you know how things normally work, you'll have an easier time with the weird variations like tieflings and maguseseses and 28pt stats. :)


You should tell us what level you are and the party composition.

Straight magus is nice.
Solid choices for feats would be dervish dance (unless you are sure to be able to buy an agile weapon) and combat casting. Intensified spell is good at mid level for shocking grasp. You can also consider maneuvers feats.
For spells, anything you can channel through your weapon that does not allow saves and either debuff your enemies or deals damage. Other buffs such as heroism or haste are good but it would be better to have another caster take care of those.


I dont agree jiggy, the game 'normally' works however a group wants it to work, if the groups norm is 28 point buy with some of the more powerful races as playable then there is nothing wrong with that. So long as the OP understands he will be more capable then a character in a standardized game.

That said, OP, if you are looking for high dex then definately have a look at the dervish dance feat (can someone link him to it on pfsrd? I cant access it here). You will need to use a scimitar as your weapon of choice, but since that is a rather good one handed weapon it works out just fine. The feat is actually from the campaign setting line of products produced by paizo so check with your dm about using it.

And if you want to do up close and personal damage, you sure picked the right class. The magus is REALLY good at up close and person. Some suggestsion:

Assuming you do take dervish dance, you will want to maximize dex and int stats and take the weapon finesse feat. If you dont end up with dervish dance you will want a descent strength score as well to help your damage.

What level are you starting at? Has your dm offered restrictions on which books you are allowed to use? That will help people in making suggestions.


Dervish dance

Note that you will need str 13 for power attack (which is always useful).

Did you already take a look at this?

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I still maintain my position regardint the magus, though. You've got a class feature that, on the one hand, screws with spells' casting times; and on the other hand, emulates-TWF-but-isn't-TWF and even veterans get TWF wrong sometimes anyway.

I think classes with custom versions of existing rules are poor choices for beginners.


Jiggy wrote:

I still maintain my position regardint the magus, though. You've got a class feature that, on the one hand, screws with spells' casting times; and on the other hand, emulates-TWF-but-isn't-TWF and even veterans get TWF wrong sometimes anyway.

I think classes with custom versions of existing rules are poor choices for beginners.

I agree with you, but if he's playing with more experienced players they will help him.

If all of them are new to the game, they will get things wrong regardless of if they play a straight fighter or the most obscure of the combinations. I see this happening all the time, is not really a big deal, the game would suck for us but it will be fun for new players: in time they will get the hang of it.

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