Help me put this concept into PFS


Advice

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Grand Lodge RPG Superstar 2012 Top 32

I have an itch.

My very first RPG campaign oh so many years ago (short-lived though it was) was a 4E game in which I played a tiefling Swordmage. Loved playing him. I even bought my very first mini (tiefling with a one-handed sword and a green cape; I'd link it if I knew where to find a pic).

Now I'm itching to make a PFS character out of him, and give My First Mini some use again.

Thus, I'm looking at a tiefling magus.

Except I hate how overdone the typical tiefling magus is. I'm not interested in "tiefling dervish-dancing scimitar magus #3489653".

So... How do I make a tiefling magus who wields a one-handed sword without making the above?

Bonus points if the weapon used is a longsword. :D


Taken a look at the Hexcrafter at all, Jiggy?

Grand Lodge RPG Superstar 2012 Top 32

Lamontius wrote:
Taken a look at the Hexcrafter at all, Jiggy?

Yes, and I'll be considering it, though it seems kinda parallel to my main build dilemma. I mean, I could take it (or leave it) regardless of whether I'm a dervish dancer, a STR-based longsword magus, or whatever. Or am I missing something?


Could try using the newish rulings for EK and go fighter1/wizard1/EK 10 - perfect use for the longsword too.

I don't know how invested you are into the magus idea though. If you wanted to be more 'sword' then 'mage' you could do something like combine the kensai / blackblade archetypes. Step up the longsword to either a bastard sword, katana, or falcata.

Grand Lodge RPG Superstar 2012 Top 32

Thinking about it more, he wouldn't even HAVE to be a magus. The real non-negotiables are these:
1) Must be a tiefling
2) Must be melee-oriented
3) Must use a one-handed (or light) weapon
4) Must be an arcane caster (preferably INT-based)

I suppose this could include magus, Eldritch Knight, Arcane Trickster...

EDIT: Ninja'd.

Grand Lodge RPG Superstar 2012 Top 32

Hawktitan wrote:
Could try using the newish rulings for EK and go fighter1/wizard1/EK 10 - perfect use for the longsword too.

That's another option. The race-agnostic early entry to EK involves being a diviner, which sort of fits with the intended personality of being focused, analytical, and discerning.

On the other hand, I already have an 11th-level human EK who happens to be a diviner... So I'm worried it might not feel unique enough. :/

Liberty's Edge

Quote:
Except I hate how overdone the typical tiefling magus is. I'm not interested in "tiefling dervish-dancing scimitar magus #3489653".

Do you really have 3489652 tiefling dervish dancing scimitar magi in your PFS group, or are you worried about how the concept is theoretically over done? And if the second case is the case, does it really matter if there aren't any in your play group?

Grand Lodge RPG Superstar 2012 Top 32

They exist locally, but it's more a matter of awareness: I don't like playing cookie-cutter or "obvious" builds, for the most part.

Also, if possible I'd prefer a less-curved blade than the scimitar. ;)

Liberty's Edge

Int based casters:

Magus, wizard, sage sorcerer, alchemist, and witch.

Of those, magus seems to be out immediately. Wizards, witches, and sorcerers can't fight for crap on their own. And I'm guessing alchemist isn't really what you want. And you don't seem to want an eldritch knight or a magus.

So now let's discus something. Why do you feel arcane casting is a must as opposed to divine casting / tricks? How good do you need to be with a sword? What breed of tiefling are you?

Were this not PFS legal there'd be so many other awesome options.


From my limited experience in PFS EK's are fairly uncommon, maybe less so now with the rulings though.

Though my personal opinion is don't worry about what is unique or not and go with what is fun to play. Don't want to dervish dance that's fine. Since you already have an EK the question you should ask is would you find another one fun to play.

Two other options too add I can think of but they aren't INT arcane casters - bard (arcane duelist archetype immediately comes to mind) - or something a bit different paladin/sorcerer/DD using longsword + natural attacks.


My first impulse was to build a tiefling arcane duelist bard (as you won't see many of those). However, you said INT based preferred.

Alcharian the Tiefling

S: 16 D: 16 C: 13 I: 14 W: 10, CH: 8 (20pt Tiefling)

Racial Trait:
- Prehensile Tail

Feats:
- Accelerated Drinker (1st)
- Power Attack (3rd)
- Arcane Strike (5th)

Levels:
- Barbarian 1
- Alchemist 1
- Alchemist 2
- Alchemist 3
- Alchemist 4
...

Favored Class Bonuses into bomb damage.

Strategy:
- hit hard with a long sword (up to 1d8+7 at 1st level)
- fast moving at 40 ft
- rage, mutagen, and extracts for fun combat buffs
- swift action tail, move action potions, excellent action economy
- 6 skill points per level increases flavor potential


Jiggy wrote:

Thinking about it more, he wouldn't even HAVE to be a magus. The real non-negotiables are these:

1) Must be a tiefling
2) Must be melee-oriented
3) Must use a one-handed (or light) weapon
4) Must be an arcane caster (preferably INT-based)

I suppose this could include magus, Eldritch Knight, Arcane Trickster...

EDIT: Ninja'd.

Perhaps a tiefling bard spec'ed for melee? Either vanilla or with a suitably martial archetype -- maybe archaeologist, the "robber of tombs in the name of knowledge" thing would certainly suit the Pathfinder modus operandi.

And of course you could still do the EK thing if you've a mind.


Might try the Spellblade archtype. I've never seen one played. Then pick arcana that are not normally taken. Sure it would be sub-optimal (but it shouldn't be awful). You are good enough to survive a sub-optimal build.

RPG Superstar 2013 Top 16

Dude. Seriously. You already have a Tiefling battle cleric (and an Eldritch Knight, and an Arcane Duelist...).

But I've been toying with the idea of a Kensai Magus. So maybe something like this...

Tiefling Magus (Kensai)
7/19/14/18/8/6

1: Weapon Finesse, Weapon Focus (Wakizashi)
3: Piranha Strike
5: Combat Reflexes, Arcane Strike
7: Weapon Specialization (Wakizashi)

This would be built with GM credit until I can get my +1 Agile Viridium Wakizashi (probably level 6). So at that point, I can count on attacking at +10 for 1d6+12/15-20 (including the +1 Keen from using the arcane pool). Plus a ridiculously high touch AC, arcane casting, etc.

Grand Lodge RPG Superstar 2012 Top 32

ShadowcatX wrote:
And I'm guessing alchemist isn't really what you want.

Correct.

Quote:
And you don't seem to want an eldritch knight or a magus.

Huh? In the OP, I'm specifically asking for magus advice. The only thing I said I didn't want was to be a dervish-dancer. How did you get that I "don't seem to want an eldritch knight or a magus"?

Quote:
So now let's discus something. Why do you feel arcane casting is a must as opposed to divine casting / tricks?

Flavor, based on the original PC described in the OP.

Quote:
How good do you need to be with a sword?

Good enough to have melee combat be my M.O. without sucking.

Quote:
What breed of tiefling are you?

The original character was made without any specific heritages (don't know if they even existed in 4E), so any of them are available as needed.

Grand Lodge RPG Superstar 2012 Top 32

Hrm, I can't remember: are there any +STR/INT tiefling heritages?


Jiggy wrote:

Thinking about it more, he wouldn't even HAVE to be a magus. The real non-negotiables are these:

1) Must be a tiefling
2) Must be melee-oriented
3) Must use a one-handed (or light) weapon
4) Must be an arcane caster (preferably INT-based)

I suppose this could include magus, Eldritch Knight, Arcane Trickster...

EDIT: Ninja'd.

Have you though about a Skirnir archetype magus? They're definitely less common than the Dervish Dancers, but I don't know how you feel about a spellcasting, sword and shield using tiefling. Maybe you could name him Tom or Timothy or something? :P

Although it wouldn't be an Int based caster, what about a Cavalier/Bard/Battle Herald?

Along with the core cavalier, Emissary, Gendarme and Standard Bearer archetypes would be interesting for a two level dip. Order of the Blue Rose, Order of the Cockatrice, Order of the Dragon all have great (and varied) RP hooks as well as useful benefits.

Grand Lodge RPG Superstar 2012 Top 32

RainyDayNinja wrote:

Dude. Seriously. You already have a Tiefling battle cleric (and an Eldritch Knight, and an Arcane Duelist...).

But I've been toying with the idea of a Kensai Magus. So maybe something like this...

Tiefling Magus (Kensai)
7/19/14/18/8/6

1: Weapon Finesse, Weapon Focus (Wakizashi)
3: Piranha Strike
5: Combat Reflexes, Arcane Strike
7: Weapon Specialization (Wakizashi)

This would be built with GM credit until I can get my +1 Agile Viridium Wakizashi (probably level 6). So at that point, I can count on attacking at +10 for 1d6+12/15-20 (including the +1 Keen from using the arcane pool). Plus a ridiculously high touch AC, arcane casting, etc.

I was curious about the kensai, though I'm concerned about my AC. Would I use bracers? Cast mage armor a lot (or use a wand)? The reduced spellcasting is also a bit scary.

I dunno... I have mixed feelings about the kensai. Tempting, but I'm also wary.

And what about an arcane trickster? Or am I kidding myself with that?


Jiggy wrote:

Huh? In the OP, I'm specifically asking for magus advice. The only thing I said I didn't want was to be a dervish-dancer. How did you get that I "don't seem to want an eldritch knight or a magus"?

That's funny...

I too got the impression that you were wanting to avoid the tiefling magus in general.

For just a magus that avoids dex to damage, just go strength and straight magus. Since you are limited to one handed weapons, you can't leverage power attack and strength nearly as much as you can with wielding a two handed weapon. That doesn't stop you from doing so out of flavor though.

Magus the Tiefling

S: 16 D: 16 C: 13 I: 14 W: 10, CH: 8 (20pt Tiefling)

Racial Trait:
- Prehensile Tail
- Scaled Skin (+1 natural armor AC, 5 resistance to fire)

Feats:
- Accelerated Drinker (1st)
- Power Attack (3rd)
- Arcane Strike (5th)

Levels:
- Magus 1
- Magus 2
- Magus 3
...

Strategy:
- swift action tail, move action potions, excellent action economy
- carry a potion of Enlarge Person in your tail
- grow large and smack someone hard (2d6+8 @ 1st level) without casting a spell, all in 1 round

Grand Lodge RPG Superstar 2012 Top 32

Rory wrote:

Strategy:

- swift action tail, move action potions, excellent action economy
- carry a potion of Enlarge Person in your tail
- grow large and smack someone hard (2d6+8 @ 1st level) without casting a spell, all in 1 round

Like many before you, you seem to have forgotten a very important restriction on Accelerated Drinker. ;)


Jiggy wrote:
Hrm, I can't remember: are there any +STR/INT tiefling heritages?

No STR/INT. Yes STR/CHA and STR/WIS.


Jiggy wrote:


I was curious about the kensai, though I'm concerned about my AC. Would I use bracers? Cast mage armor a lot (or use a wand)? The reduced spellcasting is also a bit scary.

I dunno... I have mixed feelings about the kensai. Tempting, but I'm also wary.

And what about an arcane trickster? Or am I kidding myself with that?

I've been looking into Str based kensai lately, I think the key is to treat them more like a fighter or ranger: Your damage comes from melee and your spells are there for support. Keep Mage Armor up, get Mirror Image/Blur/Displacement up for defense and have as high a Con as you can get.

Diminished spellcasting isn't the big issue, lack of spell recall seems to be their biggest limiting factor.

Liberty's Edge

shadowcatx wrote:
Jiggy wrote:
And you don't seem to want an eldritch knight or a magus.
Huh? In the OP, I'm specifically asking for magus advice. The only thing I said I didn't want was to be a dervish-dancer. How did you get that I "don't seem to want an eldritch knight or a magus"?

Apparently I can't read. Sorry.

Quote:
Quote:
So now let's discus something. Why do you feel arcane casting is a must as opposed to divine casting / tricks?
Flavor, based on the original PC described in the OP.

So was the flavor specifically "I cast arcane spells" or was the flavor "I can do X, Y, and Z"? And if the latter, what are X, Y, and Z?

Scarab Sages

Maybe you could be a strength-based Bladebound Kensai Spellblade Magus, who two-weapon fights with longsword/summoned force dagger. You'd need 15 dex for TWF, but that is doable.
Since spellblades lose spellstrike, you'd by default play differently then everyone who delivers shocking grasps every turn from their scimitars. Your focus would probably be much more heavily on your weapons than your spells during fights. You could focus on prebuffs, positioning spells like Bladed Dash, and have controller spells for when they are needed.

Grand Lodge RPG Superstar 2012 Top 32

ShadowcatX wrote:
So was the flavor specifically "I cast arcane spells" or was the flavor "I can do X, Y, and Z"? And if the latter, what are X, Y, and Z?

It was "I'm an arcane swordsman".


Jiggy wrote:
RainyDayNinja wrote:

Dude. Seriously. You already have a Tiefling battle cleric (and an Eldritch Knight, and an Arcane Duelist...).

But I've been toying with the idea of a Kensai Magus. So maybe something like this...

Tiefling Magus (Kensai)
7/19/14/18/8/6

1: Weapon Finesse, Weapon Focus (Wakizashi)
3: Piranha Strike
5: Combat Reflexes, Arcane Strike
7: Weapon Specialization (Wakizashi)

This would be built with GM credit until I can get my +1 Agile Viridium Wakizashi (probably level 6). So at that point, I can count on attacking at +10 for 1d6+12/15-20 (including the +1 Keen from using the arcane pool). Plus a ridiculously high touch AC, arcane casting, etc.

I was curious about the kensai, though I'm concerned about my AC. Would I use bracers? Cast mage armor a lot (or use a wand)? The reduced spellcasting is also a bit scary.

Wand(s) of Mage Armor probably. Decent investment of PP points.

Your build is fine, although I find it slightly interesting that agile enchant is ok but dervish dance isn't as the end result is fairly similar. Especially since a wakizashi is essentially a light scimitar (in pathfinder anyway).

Dark Archive

Jiggy wrote:
ShadowcatX wrote:
So was the flavor specifically "I cast arcane spells" or was the flavor "I can do X, Y, and Z"? And if the latter, what are X, Y, and Z?
It was "I'm an arcane swordsman".

Well, drats.

Having tired of my magus' fragility I was looking at an outcast Snowcaster / Kellid half-elven Barbarian-1 /Wizard (Evocation {Admixture})-X. Now I am going feel like I am copying Jiggy!

Grand Lodge RPG Superstar 2012 Top 32

Hawktitan wrote:

Your build is fine, although I find it slightly interesting that agile enchant is ok but dervish dance isn't as the end result is fairly similar. Especially since a wakizashi is essentially a light scimitar (in pathfinder anyway).

Er, that was RainyDayNinja's build, not mine.

RPG Superstar 2012 Top 32

Jiggy wrote:
My very first RPG campaign oh so many years ago... was a 4E game

hahaha, oh you young kids...

to be more helpful- no, there is not a +str/int tiefling (or aasimar); you can do +str/cha though... i don't do any society play, so i'm not entirely certain how to help there (cause i'm not entirely up to date on what's even legal). it sounds like a magus is the most obvious way to get what you want... a hexcrafter will help with resource management (since you can use hexes repeatedly, giving you stuff to do without burning up spells), pair it with bladebound and you'll always have a decent longsword (and i like the dark slightly sinister feel of those two archetypes brought together). focus on str then int, take just enough dex/con to not be frightened for your life- either completely dump Cha (7 will come buck up to 9 anyway...) or put 1 point in it so you'll qualify for an eldritch heritage feat (if you want to take it). pick up power attack and remember that you can 2hand your longsword all the time, unless you happen to be using spell combat that round.


Sorry about that Jiggy :)


Jiggy wrote:
Like many before you, you seem to have forgotten a very important restriction on Accelerated Drinker. ;)

Please expound.

Tell me why it won't work?

Free Action - swap potion from tail to hand at the end of a turn. You can do this after using Spell Combat and/or Spellstrike to attack, or any time you have notice of incoming combat. Holding the potion in the tail just means you don't have to use up a swift action to draw it (magus use lots of swift actions, especially with Arcane Strike).

And then in 1 round (with potion in hand):

Swift Action - charge up your sword to +1 (if you haven't already)
Move Action - Quaff Enlarge Person potion
Standard Action - Two hand grab that longsword and play whack-a-mole

What am I missing?

The text of the Accelerated Drinker feat is pretty funny. One part says you can quaff without even using hands while the next part says that you have to use hands.

Grand Lodge RPG Superstar 2012 Top 32

Rory wrote:
Jiggy wrote:
Like many before you, you seem to have forgotten a very important restriction on Accelerated Drinker. ;)

Please expound.

Tell me why it won't work?

Free Action - swap potion from tail to hand at the end of a turn. You can do this after using Spell Combat and/or Spellstrike to attack, or any time you have notice of incoming combat. Holding the potion in the tail just means you don't have to use up a swift action to draw it (magus use lots of swift actions, especially with Arcane Strike).

And then in 1 round (with potion in hand):

Swift Action - charge up your sword to +1 (if you haven't already)
Move Action - Quaff Enlarge Person potion
Standard Action - Two hand grab that longsword and play whack-a-mole

What am I missing?

Oh! I thought you were having me tailing out the potion as a swift action, then drinking as a move action that same turn.

In that case, you're mixing up how Prehensile Tail works. It's not until you have both that AND the Grasping Tail feat that you gain the ability to carry a retrieved item with your tail, to be transferred to your hand later. Even then, the action to move the item from your tail to your hand is undefined, so assuming it's a free action (like you're claiming) is risky business.


1 person marked this as a favorite.

Now I'm thinking, mechanically, of a soundstriker bard.

This brings me to thinking, thematically, of a tiefling who strides through the battlefield, longsword in hand, exploding people with infernal killing words.


Jiggy wrote:
In that case, you're mixing up how Prehensile Tail works. It's not until you have both that AND the Grasping Tail feat that you gain the ability to carry a retrieved item with your tail, to be transferred to your hand later. Even then, the action to move the item from your tail to your hand is undefined, so assuming it's a free action (like you're claiming) is risky business.

See the bolded text in Prehensile Tail.

**************************

Alternate Racial Trait: Prehensile Tail

Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

**************************

Prehensile Tail + Grasping Tail just lets you grab things off the ground within 5 ft as a swift action. It doesn't take both to carry items in your tail.

Grand Lodge RPG Superstar 2012 Top 32

Rory wrote:
Jiggy wrote:
In that case, you're mixing up how Prehensile Tail works. It's not until you have both that AND the Grasping Tail feat that you gain the ability to carry a retrieved item with your tail, to be transferred to your hand later. Even then, the action to move the item from your tail to your hand is undefined, so assuming it's a free action (like you're claiming) is risky business.

See the bolded text in Prehensile Tail.

**************************

Alternate Racial Trait: Prehensile Tail

Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

**************************

Prehensile Tail + Grasping Tail just lets you grab things off the ground within 5 ft as a swift action. It doesn't take both to carry items in your tail.

I'll see your quote, and raise you another. ;)

Grasping Tail wrote:
Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand).

(Bolding mine.)

So if the racial trait already lets you carry the items, then why is that being spelled out as something that the trait/feat combo enables? Seeing as the line from the racial trait is the introductory sentence, it's probably just fluff. Not that all introductory sentences are automatically "just fluff", but ones which conflict with less-commonly-fluffy text (such as the second half of the "special" section of a feat) probably are.

And aside from all that, there's still the risk of assuming that the transition from tail to hand is a free action (which you didn't respond to).

--------------------------------------

But anyway! Back to arcane tiefling swordsmen! :D
Any thoughts on an Arcane Trickster version?


Not quite what you're looking for but I have a Tiefling touch-attack sorcerer here.

Awesome artwork from Liz Courts too.

He was originally going to be a hex magus making touch attacks with his beard (hair), but had to change after the ruling that the Magus stuff had to be with weapon in hand.


Jiggy wrote:
Rory wrote:
Jiggy wrote:
In that case, you're mixing up how Prehensile Tail works. It's not until you have both that AND the Grasping Tail feat that you gain the ability to carry a retrieved item with your tail, to be transferred to your hand later. Even then, the action to move the item from your tail to your hand is undefined, so assuming it's a free action (like you're claiming) is risky business.

See the bolded text in Prehensile Tail.

**************************

Alternate Racial Trait: Prehensile Tail

Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

**************************

Prehensile Tail + Grasping Tail just lets you grab things off the ground within 5 ft as a swift action. It doesn't take both to carry items in your tail.

I'll see your quote, and raise you another. ;)

Grasping Tail wrote:
Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand).

(Bolding mine.)

So if the racial trait already lets you carry the items, then why is that being spelled out as something that the trait/feat combo enables? Seeing as the line from the racial trait is the introductory sentence, it's probably just fluff. Not that all introductory sentences are automatically "just fluff", but ones which conflict with less-commonly-fluffy text (such as the second half of the "special" section of a feat) probably are.

And aside from all that, there's still the risk of assuming that the transition from tail to hand is a free action (which you didn't respond
...

You ALL seem to be forgetting that it's a moot point in this case, since Enlarge Person doesn't work on Tieflings.

Grand Lodge RPG Superstar 2012 Top 32

The fact that I argued a point doesn't mean I forgot that it was moot. ;)


You could do an arcane trickster. I think that you'd find yourself using the sword less and less as you get up in levels though, but as long as you are ok with that.

Ninja 3/Wizard 1/AT 8

I see nothing wrong with it.

Grand Lodge RPG Superstar 2012 Top 32

Hrm, what if I did an EK along these lines?
.
.
.
.
Tiefling (Oni-spawn)

STR 18 (16+2)
DEX 14
CON 13
INT 16
WIS 09 (07+2)
CHA 05 (07-2)

Take Armor of the Pit at 1st level and get a mithral chain shirt for armor. That's 18 AC out of the gate.

Second level is Wizard1, with the appropriate Divination focus. I prep mostly true strike or other non-somatic spells.

At 3rd, I take EK1. Thanks to Magical Knack keeping my CL up, I can now take Arcane Armor Training for my bonus feat. Normal feat could be, I dunno, whatever. I can now prep whichever spells I desire.

Compared to a fighter, I'm only down 1 BAB, but I also have my nifty alter self racial SLA for +2 STR. So I'm basically a fighter who has spellcasting instead of bonus feats. Seems cool.

----------------------------------

For arcane trickster, I could use a base tiefling for a Finesse build:

STR 10
DEX 18 (16+2)
CON 12
INT 18 (16+2)
WIS 10
CHA 06 (08-2)

Starting at 2nd level with GM credit, I could start with Rogue2 (or Ninja2) and use the talent for Finesse, freeing up my 1st-level feat for Armor of the Pit to make the front lines a bit safer for me (AC20 with nothing but a chain shirt).
At 3rd, I take Wizard1. I either spend my feat on AAT and stick with a mithral chain shirt, or I start using mage armor. Probably the former, because I'm a shameless AC whore - a simple wand of shield makes me a legitimate tank (AC24 at 3rd level).
Low-ish damage until I get an agile weapon and scale up my sneak attack a bit, but on the other hand I have high enough INT to not have to stick with buffs and other no-save spells to be effective. I.e., if I can flank for sneak attack, great! If not, I can start slinging spells around.

That actually sounds like tons of fun. I might just have a winner...

Shadow Lodge RPG Superstar Season 9 Top 8

Some thoughts. They might be a mute point at this point.

If you want to make those shocking grasps hit harder, consider dipping a level of crossblooded draconic/orcish sorcerer. Add that +2 per die to damage.

If you want to get some more STR, consider taking levels of dragon disciple. In 4 levels you get +4 to STR, and if you combine it with the crossblooded sorcerer, you'll start really packing a punch.

Getting proficiency with a high crit, non scimitar weapon is ideal if you want to distance yourself from every other magus ever in the history of Golarion. Consider a katana. If you don't want to employ spellcombat, consider a nodachi. If the eastern theme isn't your bag, check out the falchion.

A CB Sorc 1/Kensai Magus 4/Dragon Disciple 4/EK X wouldn't have much trouble at all ripping through combats. At level 9 you could feasibly have a 26 or 28 strength. That makes up for your wounded BAB. With electric immune foes you're a unique fighter. With spells you're melting faces with that keen spellstoring whatever.

Quick math... I can see you hitting for 1d8+18 base with 7d6+14 electric on a regular hit. Increase those numbers on a crit, releasing your stored spell, spending arcane points to increase your multiplier... you get something like 3d8+21d6+96? Screw scimitars.

Grand Lodge RPG Superstar 2012 Top 32

WalterGM wrote:

Some thoughts. They might be a mute point at this point.

If you want to make those shocking grasps hit harder, consider dipping a level of crossblooded draconic/orcish sorcerer. Add that +2 per die to damage.

I hate that dip. Mainly because I hate that the orc bloodline exists. :/

Quote:
If you want to get some more STR, consider taking levels of dragon disciple. In 4 levels you get +4 to STR, and if you combine it with the crossblooded sorcerer, you'll start really packing a punch.

Oh, now that's interesting. I hadn't thought of that. Clever!

Quote:
Getting proficiency with a high crit, non scimitar weapon is ideal if you want to distance yourself from every other magus ever in the history of Golarion. Consider a katana. If you don't want to employ spellcombat, consider a nodachi. If the eastern theme isn't your bag, check out the falchion.

Gotta be one-handed for the mini. ;)


Jiggy wrote:
So if the racial trait already lets you carry the items, then why is that being spelled out as something that the trait/feat combo enables?

As crazy as it is...

The Grasping Tail feat is the one that doesn't say you can carry items without Prehensile Tail. With Prehensile Tail, you can carry items.

Prehensile Tail only = can carry items
Prehensile Tail + Grasping Tail = can carry items
Grasping Tail only = cannot carry items

I think that is just poor wording in the Grasping Tail feat though. Unless a player got real picky and forced my hand, I'd let them carry things with Grasping Tail only too.

Jiggy wrote:

And aside from all that, there's still the risk of assuming that the transition from tail to hand is a free action (which you didn't respond

...

Tell me, what kind of action would this be except for free action?

I cite the precendence of swapping things held from hand to hand as a free action.

I cringe at the idea of support for adding an additional rule to that precedence for an appendage able to grasp something.


zefig wrote:
You ALL seem to be forgetting that it's a moot point in this case, since Enlarge Person doesn't work on Tieflings.

Ha... yes, I do keep forgetting that.


Jiggy wrote:

Hrm, what if I did an EK along these lines?

.
.
.
.
Tiefling (Oni-spawn)

STR 18 (16+2)
DEX 14
CON 13
INT 16
WIS 09 (07+2)
CHA 05 (07-2)

Take Armor of the Pit at 1st level and get a mithral chain shirt for armor. That's 18 AC out of the gate.

Second level is Wizard1, with the appropriate Divination focus. I prep mostly true strike or other non-somatic spells.

At 3rd, I take EK1. Thanks to Magical Knack keeping my CL up, I can now take Arcane Armor Training for my bonus feat. Normal feat could be, I dunno, whatever. I can now prep whichever spells I desire.

Compared to a fighter, I'm only down 1 BAB, but I also have my nifty alter self racial SLA for +2 STR. So I'm basically a fighter who has spellcasting instead of bonus feats. Seems cool.

----------------------------------
Are you sure you can take EK at lvl 3 and stay PFS legal as I read the prerequest it says you need ability to cast third lvl arcane Spells
(with an s in the end) as in more than one,
when you compare that with the prerequest for the Trickster it says mage hand and at least one arcane spell of 2nd lvl or higher.

So it seems to me that you need to be able to cast at least 2 3rd lvl arcane spells to qualify for EK or am I putting to much into that little s. not asking to ruining any ones build, but if you only need one spell it opens up for all kinds of really early prestiges class builds, and I just might be tempted my self to try one out in the future so nice to know.

Grand Lodge RPG Superstar 2012 Top 32

Rory wrote:
I cite the precendence of swapping things held from hand to hand as a free action.

Great! Go ahead and cite it. I'll wait.

;)

Grand Lodge RPG Superstar 2012 Top 32

moan wrote:
So it seems to me that you need to be able to cast at least 2 3rd lvl arcane spells to qualify for EK or am I putting to much into that little s. not asking to ruining any ones build, but if you only need one spell it opens up for all kinds of really early prestiges class builds, and I just might be tempted my self to try one out in the future so nice to know.

Yes, there were some recent FAQs (representing an interesting shift in design intent between the original 3.X authors and the current Pathfinder Design Team) such that SLAs count for "able to cast X" prereqs. One of the FAQs even goes so far as to say "yes, we know this allows early entry into certain PrC's". As for the plurality issue, the Design Team commented (and I can dig up the link if you like) that if they meant "two or more", they'd have used language to that effect, so you just need one qualifying SLA.


Jiggy wrote:
moan wrote:
So it seems to me that you need to be able to cast at least 2 3rd lvl arcane spells to qualify for EK or am I putting to much into that little s. not asking to ruining any ones build, but if you only need one spell it opens up for all kinds of really early prestiges class builds, and I just might be tempted my self to try one out in the future so nice to know.
Yes, there were some recent FAQs (representing an interesting shift in design intent between the original 3.X authors and the current Pathfinder Design Team) such that SLAs count for "able to cast X" prereqs. One of the FAQs even goes so far as to say "yes, we know this allows early entry into certain PrC's". As for the plurality issue, the Design Team commented (and I can dig up the link if you like) that if they meant "two or more", they'd have used language to that effect, so you just need one qualifying SLA.

Nah I won´t demand you prove it the answer was enough thanks, was asking because i didn´t knew and therefore didn´t wanted to make a build just to get it rejected when I wanted to play it,this oppens up alot of new options what to play next :)


Jiggy wrote:
Rory wrote:
I cite the precendence of swapping things held from hand to hand as a free action.

Great! Go ahead and cite it. I'll wait.

Wow... I'll take that as my cue to bow out of this thread. I was only trying to help. Cheers!

Grand Lodge RPG Superstar 2012 Top 32

Oh come on, I even gave you the Smiley of Amiable Intentions!

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