| Peet |
Was looking at building a Magus and I am thinking that the Dawnflower Dervish feat might be a good way to maximize the Magus' abilities, since it basically allows you to dump Strength. Get Weapon Finesse at 1st level, then at 3rd level you get DD and all you need to worry about is Dex and Int.
Seems to me the Dawnflower Dervish requirement of not having anything in your off-hand is good for a magus, since he won't have anything in that hand anyway.
What do you guys think?
Peet
Malachi Silverclaw
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| 3 people marked this as a favorite. |
Was looking at building a Magus and I am thinking that the Dawnflower Dervish feat might be a good way to maximize the Magus' abilities, since it basically allows you to dump Strength. Get Weapon Finesse at 1st level, then at 3rd level you get DD and all you need to worry about is Dex and Int.
Seems to me the Dawnflower Dervish requirement of not having anything in your off-hand is good for a magus, since he won't have anything in that hand anyway.
What do you guys think?
Peet
I think that if it were a good idea, then someone, somewhere would have thought of it already.
| Peet |
For a dex based magus it's a must.
Not that a kensei can get a higher AC than a str based magus - but is a few points behind in spells and damage.
Looking at the Kensai... it looks interesting although losing armor and a spell slot seems expensive for the canny defense benefit. You can gain an exotic weapon proficiency for free but then you lose all other martial weapons. The other abilities are nice but they also replace abilities that are pretty good too.
I figure typically most Magi will have an intelligence of around 16. This gives them access to all magus spell levels, and you need your attribute points to buy other stuff like Dex, Con, and Str (not Str of you are playing the Dawnflower Dervish build). That means all these nifty Kensai abilities are probably giving you a +3 to these nifty powers until you get an item which enhances INT. Meanwhile a regular Magus can use a chain shirt which gives him the benefits of this over the haramaki the kensai is wearing, and at 7th level he can upgrade to breastplate, etc.
Do you often see Kensai who also use Dawnflower Dervish? It's annoying that DD can only be used with scimitars, though there's no reason a Kensai couldn't choose that as their weapon.
I think that if it were a good idea, then someone, somewhere would have thought of it already.
Hmmm, I cast detect sarcasm.
Never said nobody else has thought of it. Rather, more interested in hearing from people who have tried it. If you have, perhaps you would share your experience?
Peet
| Suobiiellee |
Walters Guide To The Magus discusses the dex build at length and there are some extremely helpful posts in the discussion section afterwards. As a recent convert to the Magus and PF in general I found that guide extremely helpful in terms of optimisation and generally understanding the advantage and disadvantages of dex vs str build, archetypes, appropriate feats and the like.
Yes, there are 1392 posts, but there are some gems in there!
| Wasum |
Typical Kensai-build can dump STR and gain lots of Dex/Int (assuming elf) you start with at least 18 in both stats.
Your armor will therefore be way better than a regular Magus as he wont be able to use all his dex (if dex build at all) and armor. So you are - without any doubts better off with the kensai. Th best armor ingame is celestial plate armor. 9 + 5 + 6 = 20.
Kensai ends up with something like 8 + 12 + 9 = 29
| Suobiiellee |
I think he may have made a new post just so he DOESN'T have to read 1392 posts...just saying...I know I would :P .
"We learn more by looking for the answer to a question than we do from learning the answer itself"
If you haven’t got the time to read the posts (which I fully understand as it took me nearly 3 days to get through them all!)then read the guide. It covers all the basics and Walter has been very good at including the most relevant points in the guide.
Good reading and good luck.
Suob.
| Peet |
Typical Kensai-build can dump STR and gain lots of Dex/Int (assuming elf) you start with at least 18 in both stats.
Your armor will therefore be way better than a regular Magus as he wont be able to use all his dex (if dex build at all) and armor. So you are - without any doubts better off with the kensai. Th best armor ingame is celestial plate armor. 9 + 5 + 6 = 20.
Kensai ends up with something like 8 + 12 + 9 = 29
Not sure how your math works...
Celestial Plate is +3 plate... but Celestial Plate is not legal for PFS, and this is for a PFS character. I could always get +5 mithral plate, which will be one point better AC than Celestial Plate for a non-kensai magus with Dex 18.
Assuming an 18 to DEX and INT, not counting feats, rings, or amulets, a magus with a +5 mithral agile breastplate will have an AC of 25; with a +5 mithral full plate it becomes 27, though you lose some maneuverability. A Kensai with a +5 haramaki will have an AC of 24. He could get +8 bracers of armor to get to AC 26. In my mind it works out to about the same, though obviously as the stats increase so does the AC. I will probably start with an INT of 16 rather than 18 though so I can put some points into CON as well.
But of course the Kensai is also much more limited in terms of spells. One less spell per day per level and no spell recall is a big drain. Also, the non-kensai magus with a dex build is also pretty decent with a longbow which isn't so important later in the game but is handy at low levels.
Peet
Malachi Silverclaw
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Peet wrote:I think that if it were a good idea, then someone, somewhere would have thought of it already.Was looking at building a Magus and I am thinking that the Dawnflower Dervish feat might be a good way to maximize the Magus' abilities, since it basically allows you to dump Strength. Get Weapon Finesse at 1st level, then at 3rd level you get DD and all you need to worry about is Dex and Int.
Seems to me the Dawnflower Dervish requirement of not having anything in your off-hand is good for a magus, since he won't have anything in that hand anyway.
What do you guys think?
Peet
I'm sorry, I couldn't resist. : )
I was making fun of the fact that, of the 1392 posts on that thread, around 1391 of them basically say that if your magus doesn't have Dawnflower Dervish then you're wasting your own and everybody else's time and shouldn't even bother turning up!
| james maissen |
Celestial Plate is +3 plate... but Celestial Plate is not legal for PFS, and this is for a PFS character.Peet
Well I would give the following advice:
GM a bit for PFS, and start your Magus at 3rd level based on the GM credit you can get for GMing their mods. This will take you out of the only rough spots for a magus in PFS play levels.
For the 3-12 level range I think that core rulebook celestial chain will likely be your top armor. Your DEX will cap around +8 or +9 (depending on item investments).
I would suggest avoiding archetypes. You could go with blackblade, but you will want to run the math on it and how it's give and take applies to you. I think that getting a spell storing weapon as a magus is very strong in the levels that you could afford one until the level where PFS ends play. But you will want to consider it.
You might wish to poll people in your area on the average number of encounters per day in PFS scenarios. This will give you an idea of the value of spell recall/improved spell recall. It will also give you an idea of the need you will have to conserve resources.
I think that my normal dex magus build is on Walter's thread, but here's a quick view of it:
STR 07
INT 18 (16+2racial)
WIS 10
DEX 19 (17+2racial, bumps go here)
CON 12 (14-2racial)
CHA 07
Racial variations: there's one that trades Elven weaponry for +2 concentration checks.. take that.
Traits: Magical Lineage (shocking grasp), Wayang Spellhunter (shocking grasp)
Feats: Weapon Finesse (1st), Dervish Dance (3rd), Heighten Spell (5th), Preferred Spell: Shocking grasp (M5), Intensify spell (7th, spelling might be off), Empower Spell (9th), Elemental Sub: Acid (11th), varies (M11)
The last could be: Quicken, improved crit: scimitar, spell penetration, improved familiar, etc.
I suggest that level12 is taken in crossblooded sorcerer (Orc/black dragon), and then return to magi levels. This will give you a nice damage boost at the end of your normal levels of play.
Arcana: Wand Wielder, Familiar, Spell Blending, possibly some of the later weapon enhancing options.
I tend to avoid Arcana where I need to spend from my pool. Those are for recovering spells and enhancing the weapon.
-James
| Bigtuna |
"Feats: Weapon Finesse (1st), Dervish Dance (3rd), Heighten Spell (5th), Preferred Spell: Shocking grasp (M5), Intensify spell (7th, spelling might be off), Empower Spell (9th), Elemental Sub: Acid (11th), varies (M11)
The last could be: Quicken, improved crit: scimitar, spell penetration, improved familiar, etc.
I suggest that level12 is taken in crossblooded sorcerer (Orc/black dragon), and then return to magi levels. This will give you a nice damage boost at the end of your normal levels of play."
- feats - way to much metamagic IMHO. intensified spell - yes. Empower spell - yes. Then go for combat orintated feats. No use being in melee if you no good at it.
I think lvl 12 is too late for the sorc dip - lvl 8 once you have the medium armor. would be my suggestion. The extra damage counts for more at low level - and you get the benefit for a longer time...
I think the arcane pool is to little - so with so little in the pool i might as well give up spell recall - imp spell recall would be worth it - but thats to late to mean much in most Paizo AP.
| james maissen |
To each their own, but I disagree with each of the following posters.
- feats - way to much metamagic IMHO. intensified spell - yes. Empower spell - yes. Then go for combat orintated feats. No use being in melee if you no good at it.I think lvl 12 is too late for the sorc dip - lvl 8 once you have the medium armor. would be my suggestion. The extra damage counts for more at low level - and you get the benefit for a longer time...
I think the arcane pool is to little - so with so little in the pool i might as well give up spell recall - imp spell recall would be worth it - but thats to late to mean much in most Paizo AP.
1. The magus is perfectly fine in melee. It's the ability to drop offensive and defensive spells while full attacking that makes him viable.
Preferred spell is pricy, but the ability to trade out any memorized spell for a shocking grasp (complete with proper metamagic) is invaluable. Couple this with spell recall and then later, improved spell recall and 1st level pearls.. and you will start to see the strength of the build.
2. Level 12 is late. But earlier will delay improved spell recall, higher level casting, concentration checks, BAB, and more. That goes into 'bread & butter' discussions that will have to be tailored for the individual PC. You can fit it in earlier if you'd like.. but if you notice I'm going with acid rather than electricity for it (black dragon).. so you'd have to make another decision there. Seeing as demons are immune to electricity, they are going to ruin your day otherwise.
3. Arcane pool is huge. At low levels it gives you some reliable reuse of 1st level spells (others are too pricy for me), which let you last through more encounters. I'm imagining that you will desire this, as opposed to say some APs where there are single encounters per day.
I would not suggeest dumping Strength. Power Attack can still be used with Dervish Dance, and I've played an Inquisitor that used them both often. Then there are things like Encumberance to think about...
Power attack with a 1-handed weapon held in one hand, on a class that relies on hitting to deliver big swing damage?
It's not worth spending 7 stat points to achieve for me. Lay out an alternate stat array, and we'll see what power attack is costing beyond a feat.
Encumbrance can be managed. A mithril scimitar is a nice way to start. Likewise there are easy ways to mitigate it, should it be an issue. For me I don't see it as worth it.
For my first magus I set strenght to a 14 both to get power attack and use an Oathbow (+2 str). I never put any more into strenght after that but it is important to have other options when you can't use your primary attack.
The magus should work harder to have his primary attack. He is a very versatile class that has a lot of options for being able to deliver just that. Investing in an oathbow is not something that someone is going to do in PFS due to its level range and the way it watches your funds.
But to the OP: weigh everything for yourself, and make the calls that are right for you. There are many very nice magi builds out there.
-James
KrythePhreak
|
I personally enjoy dipping at level 1 into Dawnflower Dervish for an immediate Dervish Dance feat. This of cource means you gotta worship Sarenae which isnt a biggie since shes pretty fun as a deity. Also Battle Dance is a nice buff for a couple rounds a day plus Knowledge and access to CLW is never a bad thing. In exchange you lose a level of progression in Magus but for what you get its not a bad trade AND you're not gonna hit 5th level spells in PFS...as of yet at least.
| Peet |
GM a bit for PFS, and start your Magus at 3rd level based on the GM credit you can get for GMing their mods. This will take you out of the only rough spots for a magus in PFS play levels.
Well, I can make a more hardy 1st-level MAD Magus and then when leveling to 2nd I can rejigger him. That's when spellstrike comes into effect which I think makes a dex magus feasible with arcane mark.
I think that my normal dex magus build is on Walter's thread, but here's a quick view of it:
STR 07
INT 18 (16+2racial)
WIS 10
DEX 19 (17+2racial, bumps go here)
CON 12 (14-2racial)
CHA 07
Well, honestly it feels like cheese to me to dump two stats down to 7. At 3rd level you are fine but at 2nd level you have a problem. I think I'd probably leave STR at 10 and have INT at 16 instead of 18.
Racial variations: there's one that trades Elven weaponry for +2 concentration checks.. take that.
I notice elf seems to the be the standard race... but I was actually thinking I would take Tiefling. The Tiefling magus archetype (Fiend Flayer) gives you a couple extra things for free.
Traits: Magical Lineage (shocking grasp), Wayang Spellhunter (shocking grasp)
Where do I find "Wayang Spellhunter"? What does it do?
I was thinking Magical Lineage and Loremaster, myself.
Feats: Weapon Finesse (1st), Dervish Dance (3rd), Heighten Spell (5th), Preferred Spell: Shocking grasp (M5), Intensify spell (7th, spelling might be off), Empower Spell (9th), Elemental Sub: Acid (11th), varies (M11)
Preferred spell is neat but you have to take Heighten Spell, which seems like a waste for a magus... a feat tax for taking preferred spell.
I suggest that level12 is taken in crossblooded sorcerer (Orc/black dragon), and then return to magi levels. This will give you a nice damage boost at the end of your normal levels of play....
Can you even take Sorcerer levels with a CHA of 7?
Peet
| Matt2VK |
I would not go with Fiend Flayer (Tiefling Archetype) as most of those nice abilities require you to do self inflicted CON damage and you have to have that CON damage on you to use the Fiend Flayer abilities.
I suggest you pick up Weapon Focus as soon as possible and foret about power attack. Magus is a 3/4 BAB class and you're taking a -2 to hit when using spell combat. Then if you plan on using Power attack you're taking another negative to hit to do more damage.
Is this character for PFS?
If it's so, I suggest you forget about putting skill points into UMD. Unless you're planning on grabbing a familiar and the improved familiar feat. Be sure your Improved Familiar is able to use UMD and you meet the requirements to have that type of familiar as only a limited number of Familiars can use UMD by PFS rules.
Reasoning behind this - You will not have a positive modifeir for your CHA. This means a very poor UMD skill and UMD skill checks to go off are pretty high. By the time you do get your skill up high enough to use UMD your character is reaching retirment. You can get around this by grabbing a Improved Familiar able to use UMD but think the best requires you to be CG in alignment.
| james maissen |
Well, honestly it feels like cheese to me to dump two stats down to 7. At 3rd level you are fine but at 2nd level you have a problem. I think I'd probably leave STR at 10 and have INT at 16 instead of 18.
It's a point buy system.. it's not 'cheesy', but rather inherent trade-offs.
What do you mean you aren't taking five 13s and a 14? Power Gamer! Next you'll want to put that 14 into the prime stat for your class! Sheesh!
If you want that 10STR for real reasons, then go for it. But don't make the choice on some misguided perception that you are describing. The lower INT will alter your arcane pool, your concentration checks, the save DCs, and bonus spells you will get. These are all significant losses. At the same time an Ant's Haul spell will likely more than make up for all that the 10 STR score will give you over a 7 STR.
Preferred spell is neat but you have to take Heighten Spell, which seems like a waste for a magus... a feat tax for taking preferred spell.
I like to think of preferred spell as being worth both 5th level feats that you get. This way you never need to pick how many shocking grasp spells you need to memorize. Rather you can pick interesting change ups that could be useful, but if they aren't then they can be used for shocking grasps in the combat then recalled.
When you need a shocking grasp, perhaps it's an empowered one, but perhaps it's not. Maybe you need to deal acid damage, or electric damage is better. You don't need to be a fortune teller, you make the call at the moment.
It's a huge advantage, and well worth two feats.
And yes, there is no CHA requirement for a sorcerer level. By the time that you are taking it, the single spell that you would know isn't worth the effort to cast as one.
-James
| Kazejin |
Don't doubt the usefulness of Preferred Spell. It is 100% worth the two feat slots for a Magus. One of the key weaknesses of a prepared caster is "how many of this spell do I need today?" If you can cast your favorite spell (usually Shocking Grasp for Magi) spontaneously, you will be amazed at how much this helps. Magus is one of the very few casters that can get away with heavily specializing in a 1st level spell - take advantage of this, it makes the overall endurance of your spellcasting ability over the course of the adventuring day a lot greater.
With Preferred Spell, you are effectively preparing two spells in every spell slot. Every slot is now the spell you chose to prepare, or a Shocking Grasp, whichever winds up being more useful when it's time to cast. "Ah, I didn't need to cast Obscuring Mist in this fight. I'll convert it into some extra damage instead."
This advantage also increases the usefulness of Spell Recall several-fold, because literally any spell you recall can become your bread-and-butter spell, or a way to recover a sacrificed spell if you have to second-guess your options. (Incidentally, this also makes Pearls of Power a bit more useful as well, for basically the same reason). "Looks like I might need that Obscuring Mist after all... Good thing I've got Arcane Pool points."
And don't forget that it's one of the few ways to be able to apply metamagic on the fly with a prepared caster.
| Pendagast |
Follow my logic on this:
If I use TWF and have a 14 STR, my on hand weapon gets +2 bonus to damage and my off hand a +1.
With a 7 str my on hand weapon gets a -2 damage... what about my OFF hand weapon? does it get -1 damage because it's half of the on hand modifier?
Same goes for THF with a 7 str do I get -3 damage modifier on my battle axe because I decided to use TWO hands instead of one?
No.
Neither would I allow an 18 Dex dervish dancer to apply his full Dex to damage if he has a negative modifier on STR.
7 str + 18 Dex = (-2 for Str +4 for Dex) +2 damage modifier in combat.
IF you want to realize your full dex to damage, you need to NOT have a negative modifier in str.
So you need to have a 10 or 11 in Str.
In the case of something that required not strength or effort, like a touch attack delivering an effect, this wouldn't apply because there is no inherent damage from the touch itself, thus there is no damage to modify.
Your Swinging a scimitar, in melee. Dumping STR to min max an already dubious feat IS cheese.
I wouldn't allow it at my table unless it was modified as above.
You need to be at least at a normal, no modifier, str.
Edit: also consider how this will affect things like combat maneuvers, some one, anyone could just grapple you, and easily and your done. A negative STR modifier is not a good idea in so many ways for someone who is even thinking about melee, nevermind something MEANT to do melee.
Malachi Silverclaw
|
Follow my logic on this:
If I use TWF and have a 14 STR, my on hand weapon gets +2 bonus to damage and my off hand a +1.
With a 7 str my on hand weapon gets a -2 damage... what about my OFF hand weapon? does it get -1 damage because it's half of the on hand modifier?
Same goes for THF with a 7 str do I get -3 damage modifier on my battle axe because I decided to use TWO hands instead of one?
No.
Neither would I allow an 18 Dex dervish dancer to apply his full Dex to damage if he has a negative modifier on STR.
7 str + 18 Dex = (-2 for Str +4 for Dex) +2 damage modifier in combat.
IF you want to realize your full dex to damage, you need to NOT have a negative modifier in str.
So you need to have a 10 or 11 in Str.
In the case of something that required not strength or effort, like a touch attack delivering an effect, this wouldn't apply because there is no inherent damage from the touch itself, thus there is no damage to modify.
Your Swinging a scimitar, in melee. Dumping STR to min max an already dubious feat IS cheese.
I wouldn't allow it at my table unless it was modified as above.
You need to be at least at a normal, no modifier, str.Edit: also consider how this will affect things like combat maneuvers, some one, anyone could just grapple you, and easily and your done. A negative STR modifier is not a good idea in so many ways for someone who is even thinking about melee, nevermind something MEANT to do melee.
Interesting house rule.
Don't care for it, myself.
| Pendagast |
IF you used RAW then TWF and THF would be messed up with negative str modifiers.
So if you stick to RAW on one clutch of eggs, you have to adhere to it on all of them, there by defaulting to RAI in this case, a weak person doesn't do much damage in melee.
If you want to go the RAWYER route, they you are forced to accept a 7 str person does LESS damage with his battle ax TWO handed, then he does ONE handed. and that same person gets damage BONUS to his off hand weapon when TWF, according to RAW.
So are you really going to make the 7 str guy do less damage with two hands on his B axe? Or more damage with his off hand?
| Peet |
Part of it seems to be that the plan of having only 7 STR includes getting around playing your character at 2nd level. For 3 adventures you will be stuck with a -2 damage for every hit. If the plan is to GM some adventures so you don't have to play your character at second level, this also seems cheesy to me, and I may not get the opportunity to do that anyway.
Having a 10 STR means that at 2nd level I do normal damage, and with arcane mark I can get two attacks in a full round of them. The benefits are not so great later on but there still are some.
Having a 16 INT instead of 18 costs you one arcane pool point and one point off your concentration checks. Admittedly those are things that you would miss but it's not the end of the world to lose them. At 10th level and beyond it costs you a spell per day if you don't have an INT-boosting item by then. Except that you will.
And @ Matt2VK, Yes this is for PFS. I'm aware that 2 of the 3 Fiend Flayer abilities require you to do CON damage to yourself, but you don't have to use them. Meanwhile you don't lose any of the Magus' other abilities, so they are basically free options that other magi don't get. If it is getting late in the adventure, and I really need another arcane pool point, I have the choice of sacrificing CON to get it.
Malachi Silverclaw
|
A modifier can be a penalty or a bonus.
A bonus is always positive in this game; a penalty is always negative.
When using a one-handed weapon in two hands, or when using a two-handed weapon (in two hands), add one-and-a-half times the character's Strength bonus to damage rolls.
Not modifier. Bonus.
It's been this way since 3.0; it hasn't changed since.
| Lord Pendragon |
Neither would I allow an 18 Dex dervish dancer to apply his full Dex to damage if he has a negative modifier on STR.
7 str + 18 Dex = (-2 for Str +4 for Dex) +2 damage modifier in combat.
Obviously, you must also apply a penalty to strength-based characters who have negative dexterity, right?
| Nunspa |
The reason why I play a Kensai is Perfect Strike...
There will be a day I will drop a 30d6+3d8+3d10+30 strike on the main villain and cut him down in one stroke.
Kensai is not about the AC.. its about the perfect cut... Int to Critical Conformation rolls, stupid boost to Init, add Inelegance to damage During a surprise round or when attacking a flat-footed opponent?
Note During a surprise round.... Regardless of your targets flat footed condition.
| Matt2VK |
And @ Matt2VK, Yes this is for PFS. I'm aware that 2 of the 3 Fiend Flayer abilities require you to do CON damage to yourself, but you don't have to use them. Meanwhile you don't lose any of the Magus' other abilities, so they are basically free options that other magi don't get. If it is getting late in the adventure, and I really need another arcane pool point, I have the choice of sacrificing CON to get it.
You're right about that. Sorry, for some reason, I thought the Fiend Flayer gave up something for those abilities.
| Kazejin |
IF you used RAW then TWF and THF would be messed up with negative str modifiers.
So if you stick to RAW on one clutch of eggs, you have to adhere to it on all of them, there by defaulting to RAI in this case, a weak person doesn't do much damage in melee.If you want to go the RAWYER route, they you are forced to accept a 7 str person does LESS damage with his battle ax TWO handed, then he does ONE handed. and that same person gets damage BONUS to his off hand weapon when TWF, according to RAW.
So are you really going to make the 7 str guy do less damage with two hands on his B axe? Or more damage with his off hand?
Neither, since the rules also state that taking half on an ability penalty doesn't turn the "half" into a bonus. The same as how losing your DEX mod to AC can't increase your AC when your DEX would have been a negative mod. The lower of the two always applies.
Dervish Dance, both thematically and mechanically, is there to allow one's speed and precision to negate the need for brute force. If the person wants to dump their strength while using it, they're perfectly allowed to. If you want to punish them for it, there's better ways to do it. Have a shadow inflict STR drain on them (note that ability drain is far worse than ability damage) until they can no longer lift the scimitar. Then you get to have your evil villain laugh. (STR drain, unlike STR damage, does impact one's weight capacity). Personally, I choose not to pursue that path against my players unless they're actually doing something broken. The DEX build has enough pros and cons against the STR build, that I see no need to specifically hamper the DEX build.
It seems to me that you take more issue with players dumping stats, period. Which is a fine stance to take, mind you, as you can run things however you like in your games. But since the point-buy system allows it, most of the community allows it too. I do look for my players to roleplay their lack of strength if they choose to dump it, though. "The orc calls you a wimp and challenges you to an arm-wrestle... how do you respond?" I usually get some humor out of people with that.
| james maissen |
I've had two modules in PFS that dealt with being attacked by Shadows.
I would not wanted to have been a 7 STR character in either of them.
I would not have wanted to have been a 10 STR character in those either.
A high incorporeal touch AC character that can cast magic missiles? That's not as bad.
The difference between a 7 STR and a 10 STR isn't going to make any of the downsides of a 'low' strength disappear. It's a question of what can you make work?
For those 4 stat build points, I would make the 7 STR work over a 10.
If you have to play him at 2nd level, then pick up a wand of shocking grasp. Plan to burn it up in 3 scenarios (ie by 3rd level).. you will contribute fairly well (better than a 10STR magus with a scimitar), you can fight defensively when attacking, and with a shield spell up you should be sporting a reasonable AC.
-James
| Matt2VK |
If you are planning on running with a low strength character, plan on being called on encumbrance checks. Have all your items weight figured out and clearly listed on a sheet of paper with your encumbrance limits.
I have a cleric in PFS that has a STR of 10 and he's at his max light encumbrance limit with just his weapon, armor, and misc battle stuff. Had to higher a PFS porter for 5 PP to carry around all my other gear. Swear that guy has ranks of Ninja as he always vanishes whenever a fight breaks out.
| Pendagast |
I personally can't build a magus with Dervish Dance as find being a Dervish too restricting. It's one concept, a good concept but not all Magi should Dervishes. Sure in that setting fine but I just can't see viking styled magus from the Land of the Linorm kinds acquiring this feat.
No cosac magi?
| Peet |
Okay, here's a question:
Dervish Dance requires that I have 2 ranks in dance before I can take the feat. Can I take the feat in the same level as I acquire the second rank (assuming I can get a feat at 2nd, i.e. fighter level), or do I have to wait until third level, so that I have the ranks before leveling up?
Malachi Silverclaw
|
Okay, here's a question:
Dervish Dance requires that I have 2 ranks in dance before I can take the feat. Can I take the feat in the same level as I acquire the second rank (assuming I can get a feat at 2nd, i.e. fighter level), or do I have to wait until third level, so that I have the ranks before leveling up?
You can take the feat in the same level that you get that 2nd rank in Perform(dance), so you can get the feat as a 2nd level character.
| chaoseffect |
The reason why I play a Kensai is Perfect Strike...
There will be a day I will drop a 30d6+3d8+3d10+30 strike on the main villain and cut him down in one stroke.
Kensai is not about the AC.. its about the perfect cut... Int to Critical Conformation rolls, stupid boost to Init, add Inelegance to damage During a surprise round or when attacking a flat-footed opponent?
Note During a surprise round.... Regardless of your targets flat footed condition.
Could you tell me where those numbers are coming from and the feats that make it possible? Is that supposed to be one hit, or many?
As for me I never really saw the appeal Perfect Strike; you get to spend one of a limited resource to do max damage on a single d6 - d10 die roll, as opposed to being able to spend that point to do 4d6 (at the level you get the ability) with a Shocking Grasp (or hell, 10d6 when you get Improved Spell Recall and Intensified Spell). The improved critical multiplier is cool, but at 2 points per use and not being able to stack it with max weapon damage, it seems much less so.
| james maissen |
Okay, here's a question:
Dervish Dance requires that I have 2 ranks in dance before I can take the feat. Can I take the feat in the same level as I acquire the second rank (assuming I can get a feat at 2nd, i.e. fighter level), or do I have to wait until third level, so that I have the ranks before leveling up?
Yes, the same way that a 1st level character can take Mounted Combat (required 1 rank in Ride).
What you cannot do is somehow try to take a level in a PrC that requires X ranks in something and claim to be spending some the the skills from the PrC level to satisfy that requirement.
Essentially you can consider spending skill points as occurring before picking feats, but after picking the class for that level.
-James
| Nunspa |
Nunspa wrote:The reason why I play a Kensai is Perfect Strike...
There will be a day I will drop a strike on the main villain and cut him down in one stroke.
Kensai is not about the AC.. its about the perfect cut... Int to Critical Conformation rolls, stupid boost to Init, add Inelegance to damage During a surprise round or when attacking a flat-footed opponent?
Note During a surprise round.... Regardless of your targets flat footed condition.
Could you tell me where those numbers are coming from and the feats that make it possible? Is that supposed to be one hit, or many?
As for me I never really saw the appeal Perfect Strike; you get to spend one of a limited resource to do max damage on a single d6 - d10 die roll, as opposed to being able to spend that point to do 4d6 (at the level you get the ability) with a Shocking Grasp (or hell, 10d6 when you get Improved Spell Recall and Intensified Spell). The improved critical multiplier is cool, but at 2 points per use and not being able to stack it with max weapon damage, it seems much less so.
Sorry it should be (added 1d10)
30d6+3d8+2d10+30
Remember if you are attacking with a touch spell though your weapon, and the weapon crits.. it crits... Katana is x2 crit.. but x3 with the above.
10d6 Shocking Grasp (Intensified), 1d8 base weapon damage, 1d10 from Shocking burst, +3 weapon, +3 damage (Arcane Strike), +4 Strength.
x3 crit multiplier - Perfect Storm...
| chaoseffect |
Spells only crit for x2; that is independent of the weapon's crit multiplier.
Besides that, yeah it is a nice crit, but it's also two Arcane Points per for it to happen which leaves me unconvinced. Eventually each Arcane Point translates into an extra 10d6 shocking grasp for a base magus and the lose of that and reduced spells per day makes it seem like you'll not be doing that much. INT to damage is cool, but considering it can only be used on a surprise round or against flat footed enemies, it doesn't seem like it would help that often and at the very least you'd probably never get more than one attack with that bonus.
| Kazejin |
Remember if you are attacking with a touch spell though your weapon, and the weapon crits.. it crits... Katana is x2 crit.. but x3 with the above.
The rules for Spellstrike state that the spell damage is always x2 modifier, no matter what the weapon's crit modifier is. Kensai does not change that. When you use the Kensai ability, your weapon damage becomes x3, but the spell damage remains x2.
| Nunspa |
Nunspa wrote:Remember if you are attacking with a touch spell though your weapon, and the weapon crits.. it crits... Katana is x2 crit.. but x3 with the above.The rules for Spellstrike state that the spell damage is always x2 modifier, no matter what the weapon's crit modifier is. Kensai does not change that. When you use the Kensai ability, your weapon damage becomes x3, but the spell damage remains x2.
Ok fair enough (just saw that) but its a lot of damage either way.
20d6+3d8+2d10+57 if the stars align.
@chaoseffect.. getting your target flat footed is not all that hard.. let alone the fact that a Kensai can have a +16 Init, also By the time you get a Magus to 13th level I would expect to have vanish or Improved Invisibility loaded.
as for Arcane Points.. remember Kensai loses spell recall, which is the main AP drain for most magus. there is also that nice ring that allows you to store APs
| chaoseffect |
True enough for Improved Invisibility; didn't realize that was on the Magus spell list, so INT to hit would be quite usable with it. Init doesn't really help as much though for it, as you're not getting your full rotation due to having to spend your first turn moving up (unless you Force Hook Charge... fun spell) so no full attack where it would give the greatest benefit. Still Improved Invisibility is awesome. For Arcane Points, I know Kensai doesn't get Spell Recall; what I meant was that replacing it with Perfect Strike seems like a poor trade.
| Nunspa |
I agree.. it's not a "full attack" combo..
but if it lines up you can drop a main baddy to 1/2 it's HP or kill them outright in the opening round.
I think of the power as a "boss fight" power or the "Get it off get it off!" power. It's on demand burst damage.
Critical Perfection just feeds into it..
I have been thinking of taking Critical Focus and a Critical Feat (as a Katana will be crits on 14-20 with Improved Critical)but I still have not made my mind up.
Bleeding Critical looks yummy...