Can someone suggest some alterations for this spire defender build?


Advice

Silver Crusade

Bonus Feat 1:Combat Expertise
Bonus Feat 2:Dodge
1.Weapon Finesse
3.Weapon Focus(Whip)
Bonus Feat 1:Mobility
5.Whip Mastery
7.Improved Whip Mastery
9.Combat Reflexes
Bonus Feat 2:Combat Patrol
11.Greater Whip Mastery
13.Extra Arcana(Close Range)

Over all i think i got the right idea, this class was clearly meant to be a combat maneuver specialist. The question is should i go full trip build or keep on the combat patrol path since a 15 foot wide no fly zone would be incredibly helpful.


Combat patrol conflicts with doing spell combat + true strike which is one of the best tricks of a combat maneuver magus. At least long arm (or enlarge person, tho' that's not the dex maguses favorite thing) has a useful duration to work with it.

If you're going for greater whip mastery then you almost have to have grapple feats; you might as well not get it without them.

As given you can trip enemies but won't do much else to them. That seems to require a melee DPR specialist in the party as well. Do you have that?

You have a bunch of other magus arcana, which are you getting?

Silver Crusade

3.Maneuver Mastery(Trip)
6.Disruptive
9.Hasted Assault
12.Maneuver Mastery(Grapple)

And i figured conduiting frostbite through spellstrike would be enough damage to make me at least relevant.


The action economy is bad with a buff to make tripping more successful, frostbite and then combat patrol. Maneuver mastery, zero trip feats and no buff isn't enough IMO. Drop mobility & combat patrol and get the improved/greater trip feats and you're going to be more successful - you may even be able to skip the buff sometimes.

If you really want combat patrol then you need that goon in the party. Someone needs to jump on the tripped enemy and pound them into the ground and you're not it. You won't always have time to both cast frostbite and set up combat patrol, not when you're likely to want a buff up, and without frostbite you're likely doing about 1d3+2 damage on AoOs as they stand up.

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