| Blymurkla |
I'd love some help improving my level 13th elf magus (kensai) build. This character is an NPC who might come to fill a sort of mentoring roll later in my campaign. She is, or at least was, part of an adventuring group and is thus built a bit more like a PC - I want her to function as a cog in a party, rather than as a solo encounter. I don't need a super-optimized build, but I don't want players that laugh at poor choices I made for her, and I need the practice building a (fairly) high level character.
Rules-wise she's an NPC, with a 15 point build and NPC gear (or rather, "NPC automatic bonus progression", but that shouldn't matter).
I chose the Kensai archetype to get both Dex and Int to AC as well as some crit abilities and other nice things, but I'm giving up all armor and some spellcasting. To synergize with Kensai, I gave her Staggering Critical and Tripping Strike. I'm not sure if this is at all viable.
I'm a bit worried about a low AC, at 22. This can be improved by Shield, there's plenty of other defensive spells like Displacement and with Flamboyant Arcana she can spend arcane pool points to parry like a swashbuckler. Still, I wonder if she's to scrawny. But maybe that's just magus for you?
The spell list is very much a placeholder, I know it will need some improvement. I'm finding it hard squeeze in enough touch spells for that nice magus damage when there's so much defensive buffs available. Still, spells are easy to swap out so its not my first priority.
I haven't gotten around to stat up her skills yet. I know she could use a high Fly skill, but if there's any other skills that's important for her to function in combat I'd love to hear it.
I'm allowed to chose a single trait for my NPCs, but I haven't even thought about one for this character yet. Suggestions welcome.
In the spoilers below you'll find the stat block (hopefully fairly in compliance with standard entry format), a breakdown of special abilities (mostly class features) should you want a quick reference and lastly an example on what she does with a full attack action.
I welcome all constructive criticism, from tips on a single detail to suggestions to scrap the whole build for something completely different (the only thing that's really set in stone is that she has to be an elf and be at least decent in melee).
The Wanderer; CR 12
XP 19,200
Elf Magus (Kensai) 13
N Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +?; May always act during surprise round and draw weapon as a swift action
DEFENSE
AC 22, touch 21, flat-footed 12 (+1 armor, +5 Dex, +1 deflection, +5 dodge)
hp 75 (13d8+13)
Fort +10, Ref +10, Will +9, +2 against enchantment
Immune sleep
OFFENSE
Speed 30 ft. (fly 40 ft. with overland flight)
Melee keen scimitar +16/+11 (1d6+5/16-20)
Ranged light crossbow +14 (1d8/19-20)
Magus Spells Prepared (CL 13th, +2 to overcome spell resistance; Concentration +18, +2 to cast defensively)
- 5th - overland flight
4th - caustic blood (DC 19), dimension door
3rd - 2x displacement, slow (DC 18), vampiric touch
2nd - bladed dash, defending bone, glitterdust (DC 17), mirror image
1st - frostbite, 2x long arm, 2x shield, vanish
0th - arcane mark, detect magic, light, read magic
STATISTICS
Str 10, Dex 20, Con 12, Int 20, Wis 10, Cha 8
Base Atk +9; CMB +9; CMD 19
Feats Critical Focus, Combat Expertise, Dervish Dance, Dimensional Agility, Greater Trip, Improved Trip, Staggering Critical, Tripping Strike, Weapon Finesse, Weapon Focus (Scimitar)
Skills Skills
Languages Common, Elven, 5 other languages
SQ arcane pool (11 points), magus arcana (Accurate Strike, Empowered Magic, Flamboyant Arcana, Hasted Assault), automatic bonus progression (Resistance +1, Armor attunement +1, Weapon attunement +1, Deflection +1, Mental prowess +2, Physical prowess +2)
Gear keen scimitar
SPECIAL ABILITIES
Accurate Strike (Ex)
Spend 2 points from his acrane pool as a swift action to resolve all melee weapon attacks until the end of his turn as melee touch attacks.
Arcane Pool (Su)
11 points
Canny Defense (Ex)
Int mod as Dodge bonus (canny defense)
Critical Perfection (Ex)
At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon.
Empowered Magic (Su)
Once per day, cast one spell as if it was Empowered (+50% to numerical effects – dice rolls and bonuses)
Fighter Training (Ex)
Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.
Flamboyant Arcana (Ex)
Derring-Do (ex); Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, she can spend 1 arcane pool point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The magus must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Hasted Assault (Su)
The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste (+1 attack bonus +1 dodge bonus, AC, +1 Reflex saves, +30 ft. movement, one additonal attack) but only targets the magus and lasts for a number of rounds equal to the magus’s Intelligence bonus.
Iaijutsu (Ex)
At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.
Iaijutsu Focus (Ex)
At 13th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0).
Perfect Strike (Ex)
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
Superior Reflexes (Ex)
At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.
Spell Combat (Ex)
Spellstrike (Su)
Hasted Assault activated (but no extra enchantments via arcane pool or other buffs and bonuses), full attack with spell combat & spellstrike:
Attack modifiers: +15/+15/+15/+10
Damage: 1d6+5 (plus damage from any spell used)
Critical: threatens on 15-20, additional +9 on confirmation roll, if successful the target is staggered for 1 round and an additional 1d4 if it fails a DC 19 Fort save. The confirmation roll* is also compared with the targets CMD, if higher the target is tripped and provokes an AoO.
*perhaps with an additional +4, depending on how one rules Tipping strike
Kurald Galain
RPG Superstar 2009 Top 32
|
Here you go, Magus guide. And yes, your main defenses come from your spells and not from your AC.
| Trekkie90909 |
I like grabbing black blade (bladebound) along with kensai, it adds some neat extra combat options as well as all the fun RP of a sentient item ('familiar'). Plus it frees up some gold to help that flimsy AC
How does a 13th level magus meet the 13 bab pre-requisite for staggering critical?
Tripping strike is bad for a PC, for an NPC however it can be good, and the Kensai has some nice synergy since Iaijutsu grants int to crit confirmation rolls and you can grab keen for free with arcana. I think tripping and combat maneuvers play nicely to a martial-mentor figure. That said if a magus crits something (on the order of a dungeon boss) it's usually 2-3x dead, so that's something to consider.
22 AC is bad for a 13th level character, as a minimum you need something in the low to mid thirties to be relevant -- more if you're fighting PCs. That said, if you're using the NPC mostly as a guide/tutor character, it's probably irrelevant since you want the PCs to be able to hit as part of training.
Metamagic Master/Magical Lineage are pretty much the default magus trait, especially for high level Magi -- free Intensified Spell is too good to pass up on shocking grasp. That said, it'll steal PC thunder, so it would help if you clarified more what role this NPC is playing in the campaign.
As a general critique I think your feat selection is too heavy on the martial side, and neglects some really useful magical options. Also for a high level magus the 1/day metamagic arcana are not exactly useful. If you want limited use metamagic at least use a rod (you can put it in you sword with the "Spellsword" spell (3rd level), and then use it whenever you want -- it's far superior to the arcana).
For what it's worth the hasted assault arcana (and haste in general) is a trap option for magi. You kill things in one hit. It's what you do; why do you need more attacks? But even if you want haste there are more effective ways of getting it -- the easiest is having any allied spellcaster (the PCs would work), or the familiar arcana + wand of haste. The only real advantage it gives you is if you're surrounded by little things, but you have DDoor and fireball for that. Similarly since the nerf flamboyant arcana isn't as great; it's a nice flavor thing, but there are mechanically better options.
I would not buy a keen scimitar on a class which can grant keen for free up to 11 times per day for 13 minutes per use (if you take extend arcana).
| Blymurkla |
Here you go, Magus guide. And yes, your main defenses come from your spells and not from your AC.
Yeah, I know. That's where I got most ideas, without it I doubt I would have made anything even resembling a decent build =) Intended to mention that I've read the guide, but I forgot.
I like grabbing black blade (bladebound) along with kensai, it adds some neat extra combat options as well as all the fun RP of a sentient item ('familiar'). Plus it frees up some gold to help that flimsy AC
I'm not entirely sold on the bladebound archetype, partially because I considered picking up an actual familiar. But I'll read it again, maybe I'll change my mind.
How does a 13th level magus meet the 13 bab pre-requisite for staggering critical?
Critical Focus, which a Kensai gets at level 9, lets him count Magus levels instead of BAB for crit-feat prereqisites. So I think I qualify for Staggering Critical.
Tripping strike is bad for a PC, for an NPC however it can be good, and the Kensai has some nice synergy since Iaijutsu grants int to crit confirmation rolls and you can grab keen for free with arcana. I think tripping and combat maneuvers play nicely to a martial-mentor figure.
Hm. There are tripping build, aren't there? Though, perhaps they're far from optimal. I know tripping is rather limited, but it isn't exactly everything the build can do. And there's Enlarge Person (as a 1st level magus spell or scroll/wand) if you fight a huge but otherwise tripp-able monster. But it's feat intensive, so I'll consider removing it.
22 AC is bad for a 13th level character, as a minimum you need something in the low to mid thirties to be relevant -- more if you're fighting PCs. That said, if you're using the NPC mostly as a guide/tutor character, it's probably irrelevant since you want the PCs to be able to hit as part of training.
As I said, I want a properly build character. Maybe she'll never see combat at my table, but I need the practice building decent characters and I like having my bases covered if I can.
I know 22 AC is bad for a 13th level character, and am familiar with the AC=level+20 guideline. But how would one accomplice that with an elf kensai? Shield gives +4 for 26, but that's still not good and it'll take up half the 1st lvl spell slots if it has to last an entire adventuring game. Though, perhaps there aren't that many other 1st lvl spells that's relevant at level 13. But there are other defences. Mirror Image, Displacement, Invisibility. Defending Bone gives DR 5/bludgeoning until it has soaked up 50 hp. I'm asking, does these make the low AC problem irrelevant?
Metamagic Master/Magical Lineage are pretty much the default magus trait, especially for high level Magi -- free Intensified Spell is too good to pass up on shocking grasp. That said, it'll steal PC thunder, so it would help if you clarified more what role this NPC is playing in the campaign.
Thanks. Stealing thunder should not be a problem.
As a general critique I think your feat selection is too heavy on the martial side, and neglects some really useful magical options.
Yeah, you're probably right.
Also for a high level magus the 1/day metamagic arcana are not exactly useful. If you want limited use metamagic at least use a rod (you can put it in you sword with the "Spellsword" spell (3rd level), and then use it whenever you want -- it's far superior to the arcana).
The Myrrh, Frankincense, and Steel guide disagrees, listing Empowered Magic as an excellent choice. But, perhaps it has played out its usefulness at level 13. I'll consider switching it out.
That said if a magus crits something (on the order of a dungeon boss) it's usually 2-3x dead, so that's something to consider.
/.../
For what it's worth the hasted assault arcana (and haste in general) is a trap option for magi. You kill things in one hit. It's what you do; why do you need more attacks? But even if you want haste there are more effective ways of getting it -- the easiest is having any allied spellcaster (the PCs would work), or the...
I know a Magus is supposed to nova things on a crit, but I'm not seeing it.
A though enemy at this level has what, 150 hp?
On a crit, my magus does (1d6+5)*2, or on average 17. Or probably a bit higher, depending on how many arance pool points the weapon is currently enchanted with. With the Kensai's Perfect Strike I can spend 2 arcane points after confirming the critical to make it a x3 weapon, which is nice. But that's still only about 25-30 on average.
And yes, I know, spells with spellstrike. Intensified shocking grasp does 10d6, or on average 35. On a crit, that's a whopping 70, for a total close to a 100 hp.
But I need a lot of intensified shocking grasp or similarly damaging spells prepared, since I can only cast one per round and I'm far from guaranteed to crit, and not just hit, with it.
Am I misunderstanding something? Just underestimating how damaging it can be? Or does this particular build need something (other than Intensified spell ...) to get that oomph a magus should have on a crit?
| Trekkie90909 |
I missed critical focus, that's good. There are tripping builds, I would assume that a trip-focused magus would want to play a staff magus and pick up on some quarterstaff feats -- unfortuately it's bad at most traditional magus things.
I like a good static AC for my primary defense, and I'm going to be biased towards it in any discussion. That said if you're using the automatic bonus progression you should have a +5 dex bonus, a +5 int bonus, and +2 nat armor bonus (toughening) and +2 deflection from inherent bonuses at 13th level; this starts you out at 24. You could throw in bracers of armor which are bad with automatic progression bonuses, a haramaki (0% arcane spell failure, still get int to ac) which with attunement grants you a +3 armor bonus for 3 gp, or pick up mage armor scrolls/wands/from a friend (free). That gets you to 27-28, shield brings it up to 31-32 which is at least decent. Prescient Defense (arcana, magus level 9) can grant you an untyped int bonus to AC for 1 round against a single enemy which you hit which pumps it up to 36-37 against important enemies (also grants a bonus on reflex saves) -- adequate under most circumstances, note this does stack with the int dodge bonus. Then you can add on mirror image, etc (all of those illusion spells you mention are bad after level 9 -- 95% of everything CR10 and up has true seeing, which negates their effects; you need blink by 13 if you want to rely on miss chance). Stoneskin and vampiric touch work if you want a non-ac defensive buffer until enemies have +4 weapons and can bypass stoneskin's dr 10/adamantine, other spells like that (ablative barrier/defending bone) aren't bad, but they're increasingly easy to bypass with level increases. In any event AC is the most permanent defensive buff you can get so I advise investing into it at least marginally.
Re damage: You have some options here, the least effective involve manipulating your base weapon. Kensai get proficiency with one weapon of their choice (including exotic), so you could pick up say a falcata (1d8, 19-20/x3 crit range/multiplier) make it +1 impact (2d6+1) with an effortless lace to make it finesseable then use your arcane pool to make it keen (17-20/x3 crit range) and +4. Ignoring any other possible bonuses, and self enlargement spells and given you've dumped str that's 11 damage on an average hit, 16 if you spend one arcane point for a perfect strike. On a crit it's an average of 33, 44 with an average perfect strike crit. Assuming you don't grab weapon specialization, arcane strike, power attack, or the bladebound archetype's blackblade. Obviously taking these things, or a bulls str on yourself will improve results.
That's a trap option however since you have wonderful spells which we can get to crit more consistently with a 15-20 weapon. Lets look at some options; shocking grasp by default is 5d6 at that level for an average 17 bonus damage, we'll of course be using intensified shocking grasps since they're the same level spell bringing the average up to 35. We can dip one level of crossblooded sorcerer (orc/draconic bloodlines) to grant ourselves a +20 static bonus to this. We can also grab a cheap (9k?) lesser empower metamagic rod (store it using spellsword) so that we get a 3/day empowered, intensified shocking grasp (which uses a first level slot, and can be cast using either our sorcerer or magus spells per day (note we now also have access to the mage armor spell from the sorc level) to cast them -- we can use it with both spellstrike and spell combat regardless since it is on the magus spell list). That makes it a 15d6+30 1st level shocking grasp for an average of 82 damage (164 on a crit) + weapon damage. We could alternatively pick up the empower metamagic feat, allowing us to burn third level spells to accomplish the same thing, and use a maximize metamagic rod with our spellsword. This would make our 3rd level slot shocking grasp deal 120 static damage (240 on a crit) + weapon damage.
If you're really concerned about damage output you swap out the maximize rod for a quicken rod, and swift action spell strike, then spell combat (33% chance one of them crits), if one of them crits we can use the once per day critical strike arcana (which I don't really recommend since if we crit something it's dead already), and it will let us cast a spell and spellstrike as a free action. This means we can do somewhere between 164 and 720 dpr + weapon damage depending on luck and exact spec. One level in bard (juggler) for example lets us use all the rods we want in one hand, and still attack with our sword in it, plus the added benefit of not wasting a 3rd level spell per day.
Hope that helps.
| MageHunter |
I like to compare builds to the statistics per CR table in the bestiary. Level 13, we look at CR 13. A typical monster has AC 28, and an attack bonus of 22. You have a 35% accuracy rate, and the monster has 100%.
Not sure how much that helps, but wanted to show the numbers.
Oh and the HP to beat is 180.
Good test for all builds in general.
Kurald Galain
RPG Superstar 2009 Top 32
|
It is very silly to think that you can routinely kill level-appropriate enemies in one hit, even with intensified shocking grasp. Simply put, big monsters have more hit points than that, and many combats feature multiple enemies (and you'll occasionally miss, at which point extra attacks give you retries). Yes, all melee characters want as many attacks as they can get, and yes, Haste is an excellent effect.
Even with Aroden's Spellsword, the Empower arcana remains a good choice because (1) you won't have the spell running all day; (2) the arcana works on higher level spells; and (3) at most levels, there are other things you'll want to use spell slots (and 9,000 gp) for.
And yes, defensive spells can compensate for a lower AC. If half of attacks automatically miss you (Displacement) then it's viable to just not invest in AC all that much. It depends on what your build priorities arew.
Note also that spamming Shocking Grasp every round is easily the most boring way to play a Magus. It's a very versatile class, don't be a one-trick pony.
Kurald Galain
RPG Superstar 2009 Top 32
|
I like to compare builds to the statistics per CR table in the bestiary. Level 13, we look at CR 13. A typical monster has AC 28, and an attack bonus of 22. You have a 35% accuracy rate, and the monster has 100%.
Showing the numbers is good.
Compare in this situation: if you boost your AC by four points, the monster accuracy is now 85%. If you cast Displacement, the monster accuracy is now 50%. That's a rather shocking difference.
| MageHunter |
MageHunter wrote:I like to compare builds to the statistics per CR table in the bestiary. Level 13, we look at CR 13. A typical monster has AC 28, and an attack bonus of 22. You have a 35% accuracy rate, and the monster has 100%.Showing the numbers is good.
Compare in this situation: if you boost your AC by four points, the monster accuracy is now 85%. If you cast Displacement, the monster accuracy is now 50%. That's a rather shocking difference.
When I have spare time (which is fleeting) I try to make combat score formulae. Support from gude makers is appreciated, my profile has morw.
[/shameless plug]
Back on track did you finish the gear? I may have missed it but that'll fix a lot of stuff. Look for attack bonus and AC specifically, as that seems to be the weak points. You do have a crit build and magi spells so damage should be good.
Sorry for the shameless plug