| Phasics |
Well not all GM's will permit a wand weilding familiar
but as to what a blackblade gives you ? its fun from an RP perspective to have the blade dominate your mind
as for mechanics
black blade strike is a nice damage boost which stacks with your other enchantment ability
and energy atunment is nice for throwing out force damage when your weapon isn't going to beat DR
but compared to a wand familiar if you can have one , yeah really doesn't hold a candle in comparison
| Jin Takashi |
Well not all GM's will permit a wand weilding familiar
but as to what a blackblade gives you ? its fun from an RP perspective to have the blade dominate your mind
as for mechanics
black blade strike is a nice damage boost which stacks with your other enchantment ability
and energy atunment is nice for throwing out force damage when your weapon isn't going to beat DR
but compared to a wand familiar if you can have one , yeah really doesn't hold a candle in comparison
I LIKE the fact that I can guarantee I have a nice enchanted weapon (I am playing as a straight hexcrafter in an AP where NOBODY even has a +1 weapon yet at level5) a black blade by comparison would be +2.
So beyond upping it further via arcane pool (erasing the full bab char to hit advantage) are there any "whoa that'sawesome" things I am not seeing?
| Phasics |
Phasics wrote:Well not all GM's will permit a wand weilding familiar
but as to what a blackblade gives you ? its fun from an RP perspective to have the blade dominate your mind
as for mechanics
black blade strike is a nice damage boost which stacks with your other enchantment ability
and energy atunment is nice for throwing out force damage when your weapon isn't going to beat DR
but compared to a wand familiar if you can have one , yeah really doesn't hold a candle in comparison
I LIKE the fact that I can guarantee I have a nice enchanted weapon (I am playing as a straight hexcrafter in an AP where NOBODY even has a +1 weapon yet at level5) a black blade by comparison would be +2.
So beyond upping it further via arcane pool (erasing the full bab char to hit advantage) are there any "whoa that'sawesome" things I am not seeing?
not really its a mechanically ok option , its certainly not a go to option, its also worth mentioning you can't take Magus Arcana until level 6 which might hurt whatever build you had in mind
(also means you can't take Extra Arcana until 7th)
| STR Ranger |
Jin Takashi wrote:Phasics wrote:Well not all GM's will permit a wand weilding familiar
but as to what a blackblade gives you ? its fun from an RP perspective to have the blade dominate your mind
as for mechanics
black blade strike is a nice damage boost which stacks with your other enchantment ability
and energy atunment is nice for throwing out force damage when your weapon isn't going to beat DR
but compared to a wand familiar if you can have one , yeah really doesn't hold a candle in comparison
I LIKE the fact that I can guarantee I have a nice enchanted weapon (I am playing as a straight hexcrafter in an AP where NOBODY even has a +1 weapon yet at level5) a black blade by comparison would be +2.
So beyond upping it further via arcane pool (erasing the full bab char to hit advantage) are there any "whoa that'sawesome" things I am not seeing?
not really its a mechanically ok option , its certainly not a go to option, its also worth mentioning you can't take Magus Arcana until level 6 which might hurt whatever build you had in mind
(also means you can't take Extra Arcana until 7th)
Yeah that sucks but on my other hexcrafter build I only took Arcane Accuracyand obtainfamiliar
| oneplus999 |
Haven't done this myself but might be cool to do scorpion whip, just pick up 1,500g ioun stone and you can do lethal damage from 15' away with a slashing weapon :)
Alternatively do standard scimitar+dervish dance build. I'm doing it w/ kensai and it feels pretty broken (I think straight magus looks pretty broken too tho, so it might not be from the archetypes).
| Some Random Dood |
take the arcane eldritch heritage for a familiar if you want. pretty big feat tax. but you can have some sorc/wiz spells added to spells known at 11th 13th and 17th levels. Thats a recipe for kicking ass in my book.
If you have a black blade, you cannot have a familiar from any other class.
| STR Ranger |
Text from black blade dissallows ANY familiar at all.
I don't mind the hit
You could still use your sword for extra skill checks per round (mostly perception), but it cannot scout or cast from wands for you.
If am working on a build though. I wanted a Sword Master, but am finding little that helps.
The archetype gives you a magic sword, but doesn't make you any better at wielding it.
Kensai gives cool sword master stuff but is not IMO worth the spell casting hit. Nearly though.
Myrmydarch sux.
| oneplus999 |
I was curious about this, so I made a table of "blade value vs WBL", and unsurprisingly it's really useful in the lower levels, but isn't as important at higher levels.
Level WBL Blade Percentage
3 3000 2300 77%
4 6000 2300 38%
5 10500 8300 79%
6 16000 8300 52%
7 23500 8300 35%
8 33000 8300 25%
9 46000 18300 40%
10 62000 18300 30%
11 82000 18300 22%
12 108000 18300 17%
13 140000 32300 23%
14 185000 32300 17%
15 240000 32300 13%
16 315000 32300 10%
17 410000 50300 12%
18 530000 50300 9%
19 685000 50300 7%
20 880000 50300 6%
So its effectiveness maxes out at 5th level, when its worth ~8,300g and your WBL is only 10.5k. At 13 it's still 23% of your wbl, so that's not too bad, but at super high levels it's maybe not worth it.
| Phasics |
that's about what I expected, oddly enough the 5th level blackblade ability is pretty much the last ability you get of note from the blackblade.
in low magic campaigns or campaigns that will finish early they are reasonable choice although all Magus builds suffer from the small issue of low concentration checks until mid levels
| Hakken |
you could just take 8 levels of dwarf gunslinger. Their favored class bonus is neg 1 to misfire chance every 4 levels. this reduces the misfire down to 0--but 1 at most
now get two +1 reliable pistols. reliable takes both the misfires down a further negative 1 to a zero misfire chance.
dual pistol misfire 1-2 + alchemical cartidge (+1)=+3
8 levels of dwarven gunsmith=-2 on misfire and reliable =-1 on misfire--so at level 8 you can never misfire
blackbloodtroll
|
true--but it is RAW legal. black blade requires a 1 hand slashing and a musket axe is two hand.
Well, the Ax portion counts as a Battle ax, a one-handed slashing weapon.
So, while it is a two handed ranged weapon, it is also a one handed melee weapon.Ninja'd
You could always go Sword Cane Pistol Blackblade, and later go Pistolero.
| Phasics |
its an interesting way around the issues of misfires and the broken condition would let you use alchemical cartridges without incident, the 1d8 x3 for the blackbalde isn't great for a Magus since spells max out at the x2 crit but its an interesting choice
I wonder If you could do something interesting with this and the Spellslinger wizard which is normally pretty bad as written.
| Phasics |
If the whole one/two handed thing prevents a Musket Axe, but allows a Pistol Dagger, then you can finesse it.
You might also consider spellblade for the force atheme which is also a dagger meaning you can TWF daggers assuming you don't plan on taking alot of Magus levels.
kinda handy to have a dagger that does force damage and bypasses pretty much all DR and resistance out there.
Illeist
|
Actually, there's a few problems with Black Blade firearms. Axe muskets, dagger pistols, and sword cane pistols are all double weapons, and only the melee halves are one handed slashing weapons. Since double weapons are enchanted separately for each end, a Black Blade dagger pistol gives you a +1, unbreakable dagger attached to an entirely mundane pistol.
blackbloodtroll
|
If you choose a firearm as a Blackblade, you could combine it with this:
Sharpshooter’s Blade
Aura moderate transmutation; CL 10th
Slot none; Price 7,305 gp; Weight 1 lb.
DESCRIPTION
This bloodstained, skull-bedecked bayonet (Advanced Player’s
Guide 176) has thin blood gutters running along both sides
of its 14-inch blade. When attached to a magic crossbow or
firearm, a sharpshooter’s blade gains the enhancement bonus
and other weapon special abilities of the ranged weapon it
is attached to, and feats, spells, and abilities that enhance or
improve attacks with the ranged weapon can be used with
the sharpshooter’s blade, provided these would work with a
weapon of the bayonet’s type (a two-handed piercing melee
weapon). These bonuses and benefits don’t stack with bonuses
or benefits of the same type or from the same source. For
example, a character with both Weapon Focus (bayonet) and
Weapon Focus (heavy crossbow) would only gain the benefits
of one of those feats when attacking with a sharpshooter’s
blade attached to a heavy crossbow. Use-activated abilities
of the ranged weapon can be triggered through the
sharpshooter’s blade but count toward the usage limitations of
the ranged weapon.
When not attached to a magic crossbow or firearm, a
sharpshooter’s blade has no enhancement bonus, but is still of
masterwork quality and counts as magic for the purpose of
overcoming damage reduction.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, greater magic
weapon, versatile weapon (Advanced Player’s Guide 254);
Cost 3,805 gp
| DreamAtelier |
Blackblade has to be a one handed weapon of a very specific type, so not really Lune.
When picking your black blade's purpose, I recommend choosing something that will allow you to say it would try to dominate you if you get hit by an effect that turns you against your party. Functionally you get a second saving throw against the most dangerous effects for you to be hit with (since being dominated as a magus can often result in you killing a party member every round)
At higher levels the ability to have it teleport to your hand can let you still have access to it in a lot of places you normally wouldn't.
Technically whips are a one handed slashing weapon. So you could have a black blade whip, which would let you get reach for your touch attack spells.
You can sometimes convince a DM that a dancing black blade can pick and choose targets of its own accord, since it is sentient and doesn't need direction from you.
blackbloodtroll
|
| 1 person marked this as FAQ candidate. |
Normal Double weapons cannot be Blackblades, as they are two handed weapons.
The Sword Cane Pistol, Pistol Dagger, and Musket Axe are different.
As melee weapons, they all require only one hand.
So, the question is: Does the one handed quality of melee portion, or ranged portion, allow it to qualify for a Blackblade?
| STR Ranger |
OK got a Build. 25 pt buy.
[b]Traits: Wayang Spell hunter (Frostbite), Magical Lineage (ShockingGrasp)
1- Rime Spell
2
3- Black Blade +1, Power Attack
4- Slumber Hex
5- Black Blade +2, Intensify Spell, Extra Arcana: Hex Arcana- Flight
6- Arcane Accuracy, Racial: Hex Arcana- Evil Eye
7- Extra Hex: Hex Arcana- Cackle
8
9- Black Blade +3, Hex Arcana- Prehensile Hair, Blindfight
10
11- Combat Exp, Moonlight Stalker
12- Hex Arcana- Ice Tomb, Racial: Hex Arcana- Retribution or MajorHealing
13- Black Blade +4, Extra Arcana: Devoted Blade
14
15- Arcana- Bane Blade, Craft Rod
16
17-Black Blade +5, Quicken Spell, Spell Perfection:Shocking Grasp
18- Hex Arcana- Summon Spirit, Racial: Lifegiver
19- Maximize Spell
20
Gotta work now.
I'll explain why I think this is good later.
| STR Ranger |
OK got a Build. 25 pt buy.
Traits: Wayang Spell hunter (Frostbite), Magical Lineage (ShockingGrasp)
1- Rime Spell
2
3- Black Blade +1, Power Attack
4- Slumber Hex
5- Black Blade +2, Intensify Spell, Extra Arcana: Hex Arcana- Flight
6- Arcane Accuracy, Racial: Hex Arcana- Evil Eye
7- Extra Hex: Hex Arcana- Cackle
8
9- Black Blade +3, Hex Arcana- Prehensile Hair, Blindfight
10
11- Combat Exp, Moonlight Stalker
12- Hex Arcana- Ice Tomb, Racial: Hex Arcana- Retribution or MajorHealing
13- Black Blade +4, Extra Arcana: Devoted Blade
14
15- Arcana- Bane Blade, Craft Rod
16
17-Black Blade +5, Quicken Spell, Spell Perfection:Shocking Grasp
18- Hex Arcana- Summon Spirit, Racial: Lifegiver
19- Maximize Spell
20
Gotta work now.
[b]Why is it good?
Usually I like to spam Arcane Accuracy when I spell combat full Attack.
Blade bound has fewer pool points, so slumber takes out mooks (with a better DC than.my spells) and If I run out of spells or want to Debuff the enemy for a Buddy, Evil Eye and Cackle let's me use the witch's best debuff cycle when I am having trouble hitting.
Ice Tomb for a fort save or lose.
I am unsure if misfortune might be better than retribution (normally I have a wand wieldingfamiliar spamming Ill Omen but a familiar is not an option with bladebound)
Prehensile Hair is for holding a rod of 'x' while using spell combat.
Flight hex is awesome.
I split focus on Rime Frostbite (Monstrous Physique for extra limbs/gore )so I can full attackwith a Scimitar + secondary natural attacks to deliver heaps of non- lethal bonus damage+ fatigue. Intensified SG for move+Spellstrike as another option.
Quicken heaps later, at the same level as Spell perfection so I can spam 2x SG's per round and free attacks. Later at 19 Attack routine is Quicken Intensified SG+Touch, Full attack with Maximized Intensified SG. Only costs 2, level 1 slots.
Between Devoted Blade and later Bane Blade, My weapon kicks ass vs Anything.
Why Blindfight, Moonlight Stalker and Combat expertise?
Well unlike Wpn fcs, spec and Gtr weapon fcs these feats do more and work with any weapon.
Blur and Gtr Invis are on the magus list so concealment is not an issue.
Any advice/ideas?
| STR Ranger |
Also on a 25 point buy
His scores are
Str 16
Dex 14
Con 13 (pump to 14 at level 4)
Int 18 (all other bumps to make it 22)
Wis 10
Cha7
If any one can work out how to get a similar stat break Down with a 20 point buy let me know. Perhaps starting Middle Aged could help?
Best I can manage is
str 16
dex 14
Con 13
Int 18
wis 7
Cha 7 but I need one more point
Sebastian Hirsch
|
STR Ranger made some very good suggestions. I am currently running a hexcrafter magus with a black blade through serpents skull, and it's a blast.
Depending on the campaign you are playing slumber hex is great... or not. I decided against it for serpents skull since way to many things are resistant to it. And every round you are using your hex, you can't use spell combat.
My build:
Danaris Kosuke Andarin
LN Magus 4
Stats:
STR: 19 (16 point buy +2 human +1 from leveling )
DEX: 14
CON: 12
INT: 16
WIS: 10
CHA: 8
Traits:
Heirloom Weapon (my black blade katana)
Magical Lineage
Feats: Toughness, Dodge, Weapon Focus (Katana) (legal since the Katana is a martial weapon)
Armor: currently chain shirt
Hex: still undecided; evil eye screws up spell combat action economy,
My planed Build:
Feats per Level:
1. Toughness, Dodge
3. Weapon Focus (katana)
5. Intensify Spell, Craft Magic Arms and Armor
7. Elemental Spell / Piercing Spell / Combat Casting / Spell Penetration
9. Lunge / Spell Penetration / Combat Casting
11. Improved Critical (katana), Quicken Spell
13. Extra Arcana (to pick up an arcana - spell blending sounds good - or another major hex )
15. Spell Perfection (shocking grasp could be fun, or maybe vampiric touch)
17. Greater Weapon Focus (katana), Extra Arcana
Magus Arcana:
3. None
6. arcane accuracy
9. ?
12. Retribution hex, Icy Tomb hex - or devoted blade
15. Bane blade
18. ???
Oh and before I forget it, at level 5 you could have a +3 keen weapon, allowing you to damage creatures with DR cold iron. Very usefull against ... well spoiler^^