Whip Magus build critique requested


Advice

Shadow Lodge

so Ive been working on this for a PFS Game and wanted some feedback / opinions on the build

this build focus's on the whip and its utility

Elf

Str 10
Dex 18
Con 12
Int 18
Wis 9
Cha 7

Traits: Prehensile Whip
Traits:

Fighter (Lore Warden)
Magus (Kensai)

Im leaving in class features (feats) gained and at what level for feat tracking purposes as well as fighter training

(1)Fighter(1) +1 (L1) Equipment trick (Rope), (Fighter)Weapon finesse
(2)Fighter(2) +2 (Fighter)Improved Trip,(Bravery Sub Lore Warden)Combat expertise
(3)Magus(1) +2 (Kensai)EWP Whip,(Kensai)WF Whip,(L3)Whip Mastery,
(4)Magus(2) +3
(5)Magus(3) +4 (Magus Arcana)Close Range Arcana
(6)Magus(4) +5 (L6)Improved Whip Mastery,
(7)Magus(5) +5 (Bonus Feat)
(8)Magus(6) +6 (Magus Arcana)
(9)Magus(7) +7 (L9)weapon specalization whip, Fighter training,
(10)Magus(8) +8
(11)Magus(9) +8
(12)Magus(10) +9 (L12)Greater Whip Mastery

2nd Trait is undecided
Bonus feat at 7 is undecided as well because it provides some wiggle room
Magus Arcana at 8 is undecided because I want the character to work before I go there

plans are Mithril shirt since Canny defense will work with Light armor and the 10% ASF can be overcome at 7th lvl by Arcane armor if needed (Wiggle room from the bonus feat)

Agile Enchantmeent for the whip at the earliest possible point is a must for this build

also I am avoiding the scorpion whip due to the intense table variation that I see and the lack of Dev Clarification on how it works (unless there has been something solid said)

I realize that the 1st 2 levels are not going to fall in line with the Idea of the whip and plan to use the ECB as my weapon to get through those levels

Dark Archive

For your second trait, grab Two-World Magic to grab touch of fatigue as a cantrip. Hit twice all day, every day.


Pathfinder Starfinder Roleplaying Game Subscriber

I dont see agile manuevers in your feats, unless I missed it. If you want to make use of improved trip, you'll need it.

Dark Archive

Looking at your stats, I'd go human.

Str 10, Dex 18, Con 14, Int 15, Wis 12, Cha 7, first increase into intelligence and then dexterity after that. You'll also have the ability to take exotic weapon proficiency: whip at first level, and can skip out on kensai in favour of straight magus.

What problems have you run into involving the scorpion whip?


I believe you can use weapon finesse for improved trip.


Pathfinder Adventure Path Subscriber
Kolokotroni wrote:
I dont see agile manuevers in your feats, unless I missed it. If you want to make use of improved trip, you'll need it.

Agile maneuvers is NOT needed, because combat maneuvers you use a weapon for and that are finessable provide it via weapon finesse.

Shadow Lodge

Kolokotroni wrote:
I dont see agile manuevers in your feats, unless I missed it. If you want to make use of improved trip, you'll need it.

dont need it based on the FAQ stating that if you use a Finesseable weapon to preform the Maneuver use Dex instead of Str when calculating the CMB as per the following quote

James Jacobs wrote:

Weapon Finesse, Weapon Focus, and similar feats would only apply when you're attempting a combat maneuver with that weapon. For the most part, this would be limited to things like disarm or sunder or MAYBE trip. You wouldn't get this bonus to things like overrun, bull rush, or grapple that don't use a weapon attack as part of their requirements.

Agile Maneuvers applies to EVERY maneuver every time.

If you're a rapier fighter who uses Weapon Finesse and won't be ever doing many bull rushes, Weapon Finesse or Weapon Focus is the feat for you and Agile Maneuvers is not.

If you're a bard or rogue or monk who wants to be all about the kung-fu or swashbuckly elements of ALL of the combat maneuvers, regardless of what move you want to make or what weapon you use, Agile Maneuvers is the feat you want and Weapon Finesse/Focus is not.

Mergy wrote:

Looking at your stats, I'd go human.

Str 10, Dex 18, Con 14, Int 15, Wis 12, Cha 7, first increase into intelligence and then dexterity after that. You'll also have the ability to take exotic weapon proficiency: whip at first level, and can skip out on kensai in favour of straight magus.

What problems have you run into involving the scorpion whip?

1st thats a net loss of 1 feat Kensai gives 2(EWP and WF) Human only gives 1 and WF is required for whip mastery forcing either the cut of something (equipment trick) or forcing a complete redistribution of feats

Also the High int synergizes well with Kensai's Canny defense
Numbers without +magic Items

Mithril shirt +4
Canny defense max +5 (due to lvl 12 Cap)
Dex +4

Total 23 without any magical bonuses

also straight magus would eliminate the possibility for Greater whip mastery (weapon spec Whip would be forced to the lvl 12 feat slot ousting GWM)

The other side of it (if I kept Kensai and went human) is what feat would I add
Combat reflexes isnt viable until 6th level
imp unarmed strike would Force me to pick up improved Grapple at 7th level(and only be useful at lvl 12 with greater whip mastery)

as for the scorpian whip ... I DESPISE Table variation and I see it with this one ... as well as the debate raging around it ...

does EWP Whip allow it to do real damage or not
damaging Enemies with a +1 Armor bonus / +3 natural bonus
Scorpian whips actual reach 10 or 15
what exactly does EWP Scorpian whip grant ...

all 4 of those need to be answered in detail before I can even consider using it ... Last thing I want is to be using it with EWP Whip and get told by a DM that Its illegal while another tells me it is

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