Useplanb
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The wind up:
Starting at 4th level, 10K gold, and allowing multiple traits from same category. Making a Tiefling Magus (because I love playing the tolerable ass every once in a while, and because I have yet to try the Magus class). Been looking through Walters guide to learn and understand the mechanics of the class and I am leaning towards the Dervish style.
The pitch (strike 1):
Ignore the Scimitar and Dervish Dance feat and instead go with +1 Agile Rapier. Pros: gain a feat. Cons: Lose over 8,300 starting gold. Thinking of sticking with Scimitar, but am willing to listen to other ideas and advice.
The pitch (strike 2):
Take Magical Knack trait and level dip 1 level into Rogue. Pros: wider skill base, more skill points, and 1d6 precision damage. Cons: Lose 2nd level spell (+ INT bonus spell), 1 overall BAB, and Spell Recall.
The pitch (strike 3):
Take Magical Knack trait and level dip 2 levels into Rogue. Pros: wider skill base, more skill points, 1d6 precision damage, evasion, weapon focus. Cons: Lose more spells, Spell Arcana, and Spell Recall.
Im out:
Any suggestions or ideas from the gallery?
| proftobe |
couple quick ones
1. obligatory never multiclass from a caster speech yada yada
2. scimitar, dervish dance, and 2 levels of master of many style monk; take crane wing or snake style. You get improved unarmed combat + all good saves and that's worth a feat or 2+ evasion+ stunning fist(excellent against casters). Skills shouldn't be a problem because int is either number 1 or 2 priority.
3. as above but instead add 2 levels of vivsectionist alchemist. You get the precision damage plenty of good skills, brew potion, throw anything, and two good saves. dex mutagens for the win. plus a few extractions for buffs and whatnot
4. This isn't my idea. take 1 level in the spellslinger prestige class, 1 level in gunslinger(optional) then magus all the way. Cast spells or buff through your magic gun at a distance(against touch AC) and then go scimitar spell combat at close range. Nice dex synergy
Useplanb
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couple quick ones
1. obligatory never multiclass from a caster speech yada yada
2. scimitar, dervish dance, and 2 levels of master of many style monk; take crane wing or snake style. You get improved unarmed combat + all good saves and that's worth a feat or 2+ evasion+ stunning fist(excellent against casters). Skills shouldn't be a problem because int is either number 1 or 2 priority.
3. as above but instead add 2 levels of vivsectionist alchemist. You get the precision damage plenty of good skills, brew potion, throw anything, and two good saves. dex mutagens for the win. plus a few extractions for buffs and whatnot
4. This isn't my idea. take 1 level in the spellslinger prestige class, 1 level in gunslinger(optional) then magus all the way. Cast spells or buff through your magic gun at a distance(against touch AC) and then go scimitar spell combat at close range. Nice dex synergy
1. Yeah, its hard to validate dipping.
2. Right out. Lawful alignment restriction won't work for me. To be the tolerable ass, I push a Chaotic Neutral slant to things.3. Very very interesting. I can see some promising things here. Anything that will annoy the two aasimar's will be fun. But why 2 levels? What does the discovery give that is so important to dip twice?
4. Interesting but I like the idea of running with the rogue and assisting with flanks. I imagine that the two of us can reduce most enemies to paste quickly enough and still maintain our maneuverability. Being a ranged individual might not be as beneficial for the group. Besides I'd be standing back with the aasimar oracle of life. Bleh. :)
| PhelanArcetus |
You can dip rogue, but be realistic. If you're dipping rogue, you're doing it for the skills, not the 1d6 of sneak attack. If you go two levels, you're doing it for skills and evasion (and a rogue talent).
That one level of rogue gets you a net bonus of 6 skill points (5 if you're, for some reason, spending favored class on skill ranks), and makes a lot of skills count as class, which can be substantial. But if you've already got a rogue in the party, unless you're going to shore up some skills which others won't have, I wouldn't bother with it. I'm playing a magus with the 2-level rogue dip, and the evasion has been nice, and the skill additions fit the character well, but it has not made him more powerful (and given other party members, the skills haven't helped too much either, though with the rogue leaving due to moving away, that may change).