A Magus / Alchemist


Advice


So I'm going to be in my fifth campaign now and want to try to do something a little out of the ordinary:

A kensai magus who wields three swords and can still use spell combat.

What my problem is is that I'm unsure of how to not fall too far behind as we go up in level, as I'll be getting kensai abilities two levels later than usual and the alchemist levels are only to get the bonus arms.

Any insight would be helpful, thanks!

Information that will help:
- 25 point buy, no stat dumping
- Human
- Starting at level three, will be going up to around level 14
- Kensai weapon will be a saw tooth sabre
- Kathasa is not allowed
- Regardless of interpretation of vestigial arm, I've gotten the OK from my DM about it working with multiweapon fighting and spell combat
- Spheres of power are allowed


You are obviously heavily using house rules as well as 3rd party materials (I like SoP but it does change a lot) so advice will be difficult.

My first thought though, is that any GM that will allow vestigial arms for attacks will probably allow the Kasatha race, so just do it that way and skip the whole alchemist thing.

edit: It is also possible, although not guaranteed to be allowed, for Alchemist and Magus casters levels under the SoP system. Depending on how your GM wants that to work it could change a lot.


Well, try asking your GM if its going to be possible during the campaign to pay an NPC to cast Polymorph Any Object on you. If he'll allow it ask about becomming a High Girallon permanently. That will give you a mostly humanoid body with 4 arms and the ability to speak. You'll also be large which is generally good for a melee type. If you don't like being a hairy ape get a hat of disguise.

The spellcasting services for such a wizard would only be (15x8x10) 1200gp so it would be something you could afford around 4th level. The main thing would be finding someone that could offer such a service.


I don't like Kensai. I had a bad experience in my first Pathfinder Society Game session with a character I made. We snuck up to a door of a room full of Goblin Alchemists. We made a plan The Kensai and I (a Half Orc Fighter) were going to run in front and beat on the Goblins while the Wizard Slept them.

Well, the Kensai decided his armor class was too squishy to do that, so he broke with the plan and just sort of hung out picking his nose. The Wizard cast Charm Person on the leader and then didn't know what to do with a Charmed Goblin, so when it was the rest of the Goblins' turn, my character was the only target for the Alchemist Fire, and they all had the Burn! Burn! Burn! Feat.

That's probably the real reason I hate Kensai Magi. But I do feel like the fact that they can't wear Armor + they have Diminished Spellcasting makes the Archetype not worthwhile.

I am fond of the Grenadier Alchemist. They get to add Alchemal Weapons to their arrows. An idea I had was something like this:

Half Orc

Uses an Orc Hornbow, 2d6 Damage.

1Figher1: Point Blank Shot, Precise Shot
2F1Ranger1: freebooter

Freebooter's Bane replaces Favored Enemy. You can pick any opponent as a Move Action, and you and all your allies get +1 Attack and Damage. Plus, even a level 1 Ranger can use Wands with Ranger Spells. I like Gravity Bow. Your Arrows inflict Damage as if they were 1 size bigger, so now you can buff yourself so your arrows do 3d6. Not bad for level 2.

3F1R1Alchemist1: Bombs 1d6, Brew Potion, Throw Anything, Muatagens, Extracts, Feat

You can take a Dex Mutagen and give yourself a +2 to hit with your arrows. You can take the Enlarge Person Extract, so you Arrows do 4d6.

4F1R1A2 Discovery, Alchemal Weapon

As a Move Action, you can attach an Alchemal Weapon like Acid or Alchemist Fire to your arrows, upping the Damage to 5d6.

With your 4th level in Alchemist, you can take Explosive Missile, attaching your Bombs to your arrows as well. You'll be up to 7d6 Damage by then.

You want to multiclass Alchemist with Magus. I see something sexy in the Myrmidarch Archetype. With 4 levels in Myrmidarch, you can use Spellstrike with your arrows, and the Attack is a Touch Attack. So now I'm thinking you use Arrows to fire Say Scorching Ray and deliver your Alchemal Bomb and a vial of Alchemist Fire on a Large, Gravitied Orcish Arrow as a Range Touch Attack that does like 11d6 + 2d6 in a 10'Radius.

Pretty sexy.

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Scott Wilhelm wrote:
That's probably the real reason I hate Kensai Magi. But I do feel like the fact that they can't wear Armor + they have Diminished Spellcasting makes the Archetype not worthwhile.

You make a good point; kensai is way overrated, and at most commonly-played levels diminished spellcasting hurts them badly, and their much-vaunted int-to-AC doesn't measure up to actual armor or for that matter Mirror Image.

That said, for a Magus/Alchemist you probably want the vivisectionist archetype for its melee damage bonus, with either vanilla Magus or Bladebound; OR go for the card caster Magus so you can attach Magus spells to your alchemist bombs (yes, card caster works just fine with thrown weapons that aren't cards). HTH.


Dave Justus wrote:

My first thought though, is that any GM that will allow vestigial arms for attacks will probably allow the Kasatha race, so just do it that way and skip the whole alchemist thing.

I would've played as a Kathasa if he allowed it, but he's been quite clear about no alien races.

Scott Wilhelm wrote:

Well, the Kensai decided his armor class was too squishy to do that, so he broke with the plan and just sort of hung out picking his nose. The Wizard cast Charm Person on the leader and then didn't know what to do with a Charmed Goblin, so when it was the rest of the Goblins' turn, my character was the only target for the Alchemist Fire, and they all had the Burn! Burn! Burn! Feat.

What was your AC? As a kensai, it all should even be touch, so if bombs are touch attacks (I really know little about Alchemist, I was only taking it for access to bonus arms) there shouldn't be a problem.

Meirril wrote:

Well, try asking your GM if its going to be possible during the campaign to pay an NPC to cast Polymorph Any Object on you. If he'll allow it ask about becomming a High Girallon permanently. That will give you a mostly humanoid body with 4 arms and the ability to speak. You'll also be large which is generally good for a melee type. If you don't like being a hairy ape get a hat of disguise.

That spell isn't on the permanency list, so chances are low, but that's worth consideration, at least.

Thanks for the feed back, but I like the idea of the unarmored kensai, and you can still enchant your shirt to get an armor bonus (I know he'll allow that, he does it as a PC). What I mainly want to know is if there is any way to achieve the bonus arms without sacrificing magus levels, as I'd also like to have multiple weapons.


Kurald Galain wrote:
You make a good point; kensai is way overrated, and at most commonly-played levels diminished spellcasting hurts them badly, and their much-vaunted int-to-AC doesn't measure up to actual armor or for that matter Mirror Image.

I never felt any issue with diminished spell casting. Pearls of Power are cheap and Magus tend to multiple memorize spells a lot more than other casters so that doesn't even cause them to lose variety.

Not counting mithral and other such stuff light and medium armors pretty much max out at +8 for armor bonus + max dex. Middle game, having INT and DEX total to a +12 isn't hugely unlikely and the Haramaki/Ceremonial Silk option provides a +1 and enhancements. Most Kensai will have a better AC than other Magi by level 8 if not sooner. They do have issues at early levels though, and how much that matters to you is of course a judgement call.

Since neither a Kensai or other Magi get mirror image, I can't see how that is relevant.

I will also note that Spheres of Power changes a lot. Without a specific GM rules, there aren't any inherent limitations on which spheres/talents a Magus can choose, and how a kensai's diminished spell casting would be reflected is questionable as well. SoP spell points are vaguely similar to spell slots, but quite a bit different as well, and there is plenty you can do when you have no spell points at all. A spherecaster without any spell points is a weaker, but still dangerous opponent, a spell caster that has used up all his spell slots is pretty much useless.


I believe with spheres of power the alteration sphere has an additional limbs talent which can give an extra pair of arms (2 talents altogether, the base sphere and extra limbs although there are ways to reduce this) spends a spell point means it lasts 1 minute per caster level.

This might be a better option than a 2 level alchemist dip.


It appears SoP provides the answer you are looking for with the whole 4 arms thing. But if you have to take 2 levels of Alchemist, might as well make it a Gun Chemist and get a free pistol out of the deal. And you can craft ammunition in your downtime to sell/use as currency.

And about increasing Kensai Magus AC:
A level of Monk goes well with the Kensai Magus. INT and WIS to AC helps a lot. Grab Combat Reflexes or Dodge as the bonus feat. Make it Sohei Monk to always be able to act in the surprise round. If you value CHA over WIS, Scaled Fist Monk's AC bonus keys off CHA. Either way, one level of Monk gets you a second ability score contributing to your AC.


Dave Justus wrote:


Since neither a Kensai or other Magi get mirror image, I can't see how that is relevant.

wut


tearnImale wrote:
Scott Wilhelm wrote:
… Well, the Kensai decided his armor class was too squishy to do that, so he broke with the plan and just sort of hung out picking his nose.… so when it was the rest of the Goblins' turn, my character was the only target for the Alchemist Fire, and they all had the Burn! Burn! Burn! Feat.
What was your AC? As a kensai, it all should even be touch, so if bombs are touch attacks (I really know little about Alchemist, I was only taking it for access to bonus arms) there shouldn't be a problem. ]

On her first PFS adventure, Olga Blakovitch was a Half Orc Level 1 Fighter in Scale Mail and a Heavy Shield with a Dex of 14, so 10 +5 Armor, +2 Shield, +2 Dex = AC 19 and a Touch AC of 12.

I don't know what that's Kensai's AC was. I just know he was a jerk, or thinking the best of him, Kensai Magi suck.


I have always hated Rogues because of a character in the party played like a selfish jerk, and happened to be a Rogue. Before the game ended, my big dumb Fighter was picking up the Rogue and literally throwing him at traps the Rogue was refusing to disable.

Long story short, it's not the class of the character that matters, it's how much class the player has.

It's not the fault of the Kensai archetype, or the Magus class, it's the clown that was playing that character is who let poor Olga get bombed by goblins.


tearnImale wrote:
Thanks for the feed back, but I like the idea of the unarmored kensai, and you can still enchant your shirt to get an armor bonus (I know he'll allow that, he does it as a PC).

There is Silken Ceremonial Armor, No Arcane Spell Failure chance. It only gives +1 Armor Bonus to AC, but it is Enchantable. Its Armor Check Penalty is 0, so it doesn't even matter if you aren't Proficient with it.

You will gain Light Armor Proficiency as an Alchemist. You could wear Darkleaf Cloth Leather Armor. That has an Arcane Spell Failure chance of 0%

tearnImale wrote:
What I mainly want to know is if there is any way to achieve the bonus arms without sacrificing magus levels

Are you talking about Vestigial Arms? That's an Achemist Discovery. You need 2 levels. After that, you can get more Discoveries with the Bonus Feat Extra Discovery. I don't know if there is a Magus Archetype or something that will let you take Alchemal Discoveries.

tearnImale wrote:
I'd also like to have multiple weapons.

Multiple weapons with Vestigial Arms? Do you mean to attack with those weapons? The rules as written say you can't. There are some cheesy things you can do such as 2 weapon fight or use a 2 handed weapon with 2 arms and use a Shield for the AC bonus with the 3rd. Is there a houserule in your campaign that will allow you to multiweapon fight with Vestigial Arms?

There is the Spell Monstrous Physique that you could cast to Polymorph yourself into a Monstrous Humaoid such as a Kasatha or 4-armed Sahuagin. That's actually a Magus Spell: no levels of Alchemist Required.

Shadow Lodge

tearnImale wrote:
Dave Justus wrote:

My first thought though, is that any GM that will allow vestigial arms for attacks will probably allow the Kasatha race, so just do it that way and skip the whole alchemist thing.

I would've played as a Kathasa if he allowed it, but he's been quite clear about no alien races.

So he's not allowing elves then? ;)


tearnImale wrote:


Meirril wrote:

Well, try asking your GM if its going to be possible during the campaign to pay an NPC to cast Polymorph Any Object on you. If he'll allow it ask about becomming a High Girallon permanently. That will give you a mostly humanoid body with 4 arms and the ability to speak. You'll also be large which is generally good for a melee type. If you don't like being a hairy ape get a hat of disguise.

That spell isn't on the permanency list, so chances are low, but that's worth consideration, at least.

PAO doesn't need permanency cast on it. What you are trying to transform the target into needs to be close enough for it to be permanent. You and a High Girallon are both Animals (+5), Mammals (+2), and as a Magus you're Int should be higher than 12 (+2). That gives a duration of Permanent.

But once again it comes down to will the GM allow you to find a NPC that is willing to sell you one casting of PAO?

Also you might ask if you can trade a trait for it so you can start the game as a Girallon. Wealthy Family will give you 900gp to start, so its not entirely impossible to start with 1200gp.

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Dave Justus wrote:
Since neither a Kensai or other Magi get mirror image, I can't see how that is relevant.

Maybe you should read that spell again :P

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