Character selection


Advice


I have a game starting on tuesday and I've got 3 different builds I am struggling to choose from. The game master is being generous with 34 attribute points to buy stats and the race I am taking is from the Obsidian Twilight setting. The race is a Harrowed and gets ridiculous stats including +4 Str, +2 Con, -2 Cha, +4 to a bunch of saves and +1 to hit/damage on undead.

All three options I have been toying with for years and the first two really benefit from that extra strength. We're starting at 3rd level but I have built them out to 9th.

Option 1: Multi-classed Monk (Monk of the Iron Mountain & monk of the four winds) 2/Fighter (Weapon Master or Mutation warrior) 4, Brawler 2, Shadowdancer 1. If we make it past 9th level (there is a reasonable chance of this) I will take another level of Shadowdancer then segue into horizon walker and/or Stalwart Defender.
Pro: This one has been rumbling around in my head the longest and I
really want to see if I can make multi classing work by cherry picking
and making sure my BAB never dips below 3/4. This build gets a feat at
all but two levels (I'm counting the one you can change on the fly from
brawler) and excellet saves. Plus evasion and uncanny dodge at 10th
Con: It might fail completely and I'll be stuck with a sucky character.

Option 2: Two-Weapon Fighting Mutation Warrior all the way. I have always felt that fighters make the bets two-weapon fighters and the extra strengh from race and Mutagen will easilly shore up that -2.
Pro: I'm sure this one will perform well
Con: it's a bit of a one trick pony and I may get bored with it

Option 3: Kensai Magus all the way.
Pro: I'm sure it will perform well
Con: It won't really come into it's own until around 9ish

Which do you think you would go with?


A 4th level magus has come into its own IMO. Maybe 5th given the extra tricks with arcane pool then. Saying it doesn't do so until 9th suggests you're missing something or things.

I think your first option would work, and if you've been thinking about it for a while I expect you have an idea or two about how to roleplay it, which would help as much as any mechanics.


I’d go with (1) if you’ve always wanted to do it. As an aside, I’ve always wanted to tack a cleric level onto a monk 1/brawler 2 build to be able to brawler flurry with a falchion or great sword or some such. Or a bow.


avr wrote:

A 4th level magus has come into its own IMO. Maybe 5th given the extra tricks with arcane pool then. Saying it doesn't do so until 9th suggests you're missing something or things.

I think your first option would work, and if you've been thinking about it for a while I expect you have an idea or two about how to roleplay it, which would help as much as any mechanics.

You have diminished spell casting and have (okay,it's just worthwhile IMO) to burn a feat on light armor proficiency with the Kensai magus and I'm not sure it's worth the things you get to replace it with until then. However, I may just be selling it short.

Seriously, thanks for your input!


Lelomenia wrote:
I’d go with (1) if you’ve always wanted to do it. As an aside, I’ve always wanted to tack a cleric level onto a monk 1/brawler 2 build to be able to brawler flurry with a falchion or great sword or some such. Or a bow.

Kensai Magus 1 instead of cleric would net you both exotic weapon proficiencey (or not-exotic if you wished it) and Weapon Focus in the weapon.

Thanks for the input as well!


Tell me you aren't trying to use Horizon Walker for the Terrain Mastery bonus against monsters? If you plan on using it with Terrain Bond it doesn't work nearly as well as you would like. While it lets you consider the terrain you are in as the one you have the highest bonus, it doesn't do anything to alter the creatures and where they come from that are in the terrain.

Like lets say you made yourself a Demon Hunter and your most favored Terrain is the Abyss. Now you are in the artic and you're fighting Ice Worms (native: artic), My-go (native: space), and human cultists (native: urban). When you use Terrain Bond you get to treat this terrain as the Abyss. The Worms are still native to artic, not the Abyss. No bonus. My-go and the cultists weren't native to this terrain already so no bonus.

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