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Outside of rolling for ability scores, is there any way to get an ability score other than your base class's key ability score up to 18 starting at level 1? If not, I feel like this would be a positive change for building martial/caster hybrids (mainly with a martial base class). It also has me worried about the possibility of the Magus not having the option of intelligence as its key ability.

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The playtest Magus has Strength or Dexterity as their key ability, and I don't believe that that's going to change.
Yeah, that's what I'm worried about. Aside from the Magus getting up to 9th level spells, I'm expecting Investigators taking the Wizard dedication and then likely being able to dip into Magus Dedication for Spell Strike will be for the most part better than a pure Magus. I hope I'm wrong though.

The-Magic-Sword |

Zaister wrote:The playtest Magus has Strength or Dexterity as their key ability, and I don't believe that that's going to change.Yeah, that's what I'm worried about. Aside from the Magus getting up to 9th level spells, I'm expecting Investigators taking the Wizard dedication and then likely being able to dip into Magus Dedication for Spell Strike will be for the most part better than a pure Magus. I hope I'm wrong though.
Devise a Stratagem would be pretty hell on action economy if you're trying to use it that way though.

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John R. wrote:Devise a Stratagem would be pretty hell on action economy if you're trying to use it that way though.Zaister wrote:The playtest Magus has Strength or Dexterity as their key ability, and I don't believe that that's going to change.Yeah, that's what I'm worried about. Aside from the Magus getting up to 9th level spells, I'm expecting Investigators taking the Wizard dedication and then likely being able to dip into Magus Dedication for Spell Strike will be for the most part better than a pure Magus. I hope I'm wrong though.
How so? Currently (as of the playtest), Striking Spell is a free action and usable only once per turn. Also Devise a Stratagem only requires you to Strike an enemy versus take the Strike action. The way Spell Strike works, it also say you make a Strike without taking the Strike action via a Cast a Spell action so I would think it would work.

HumbleGamer |
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It annoyed me greatly that a gymnast Swashbuckler couldn't main Str instead.
They are extremely free with allowing rogue any key stat for some weird reason, even though few builds should have less than 18 starting dex or str probably.War Priest can't main an attack stat either.
I think the problem is not being able to main str, but rather that athletics works on str.
Making the gymnast able to use dex for its athletics DC and checks would probably make things easier than granting it the possibility to also choose str ( for the sake of the character, I mean. Not to push towards full plated swaggers).
But in the end every swashbuckler relies on dex + another stat, so seems balanced around this way ( excel in thumble through and a little less on their specialization skill).

pixierose |
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You can absolutely still "main" a stat and not start it at 18. 18 isn't the norm, its the specialized equivalent that chooses specialization as opposed to average skills. But for the most of the game you won't even be that far off from a player that starts at 18 if you start at 16.

Lawrencelot |
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You can absolutely still "main" a stat and not start it at 18. 18 isn't the norm, its the specialized equivalent that chooses specialization as opposed to average skills. But for the most of the game you won't even be that far off from a player that starts at 18 if you start at 16.
You'll be 1 behind for half of the game (lvls 1-4 and 10-14 and 20). So it's about a 0.5 point difference. That is noticeable, but not as bad as some other suboptimal things in the game.

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pixierose wrote:You can absolutely still "main" a stat and not start it at 18. 18 isn't the norm, its the specialized equivalent that chooses specialization as opposed to average skills. But for the most of the game you won't even be that far off from a player that starts at 18 if you start at 16.You'll be 1 behind for half of the game (lvls 1-4 and 10-14 and 20). So it's about a 0.5 point difference. That is noticeable, but not as bad as some other suboptimal things in the game.
When getting up to legendary proficiency is more of the standard for spellcasting, I think that -1 is going to be felt even more. My understanding is that success levels with legendary progression spellcasting is about on par with master progression weapon proficiencies: you'll land the spells consistently but critical are still a blessing and not to be relied upon.