Rolero
2014-12-29, 07:29 AM
Hi folks, I've been bored this past days, so I kill the boredom making a build for a specialized whip combatant. After some combinations, I have reach this current build, which I present with all the levels progresion and some raw numbers:
Race: Half Elf
Alternate Racial traits: Dual Minded
Character Traits: Second chance, Magical Knack (Magus)
Class: Magus (Kensai) 11, Fighter (Lore Warden / Martial Master) 9
Abilities: (25 point buy +2 to Dex)
11/19/14/16/10/7
Level 20 cap
17/34/20/26/16/13 (+5 to Dex +6 Items + 2x +4 Tomes to Dex & Int)
HP 223
AC 38
FOR +23 REF +23 WIL +20
BA +17
CMB +33 CMD 51
Skills: Perception, Spellcraft, Use magic device, Knowledge (arcana, nature, planes) maxed
Inic +20
Progresion
01 - Kensai 01 - Arcane pool, Cantrips, Spell combat, Exotic Weapon Proficiency (Whip), Weapon focus (Whip), Weapon Finesse
02 - Kensai 02 - Spell strike
03 - Fighter 01 - Whip Mastery, Serpent Lash
04 - Fighter 02 - Combat expertise, Arcane strike
05 - Kensai 03 - Magus arcana (Arcane Accuracy), Greater Serpent Lash
06 - Fighter 03 - Maneuver Mastery
07 - Fighter 04 - Combat Reflexes, Improved Whip Mastery
08 - Fighter 05 - Martial Flexibility
09 - Kensai 04 - Perfect Strike, Pirahna Strike
10 - Kensai 05 - Lunge
11 - Kensai 06 - Magus arcana (Lingering Pain), Disruptive
12 - Kensai 07 - Fighter Training, Iaijutsu
13 - Fighter 06 - Spell breaker, Teleport tactician
14 - Fighter 07 - Know Thy Enemy
15 - Fighter 08 - Pin Down, Greater weapon focus
16 - Kensai 08 - Improved Spell combat
17 - Fighter 09 - Weapon specialization (Whip)
18 - kensai 09 - Critical Perfection
19 - Kensai 10 - Greater weapon specialization
20 - Kensai 11 - Superior Reflexes, Greater Whip Mastery
Notable gear: Agile Scorpion Whip, Belt of physical perfection +6, Headband of mental superiority +6, Manual of Quickness of Action +4, Tome of Clear Thought +4 Cloak of Resistance +5, Bracers of armor +8
Comments:
First, I made him half-elf for the multitalented trait, making him human will net an additional feat, but I don't think is necessary, since you end up with 20 feats anyway, and in exchange you can get a +2 to Will with the Dual mind trait which is always welcomed for a warrior type.
At the beggining I considered taking an inicial dip to Bard to grab the Whip proficiency, but in the end the Kensai worked better since it grants weapon focus too, which is need in the whip mastery feat tree. I have another build which starts as a warrior and ditch the kensai for a normal magus. But the canny defense ability is really good for a Light Armored character.
The main focus of the build is to be an annoying battlefield controller warrior. Having the ability to enlarge yourself and the whip's reach combined with its feats, nets you a 15' threatening area, and a reach of 30', both expandable with lunge.
In lower levels, you are terrible in dealing damage, so the main objetive is to focus on triping and disarming with your whip and use Serpent Lash to try to get two enemies per turn.
Once you reach 7th level, you become an AoO nightmare, and by this level you should have gotten an Agile Scorpion Whip, which should be your very first important buy, so combined with arcane strike, you can start to deliver serius pain.
While the Magus class ends up being the one with more levels, for the majority of the build acts as a support, neting some buffs and an ocassional bost to damage through spell strike. By mid-high levels, you can pile lots of bonuses and being able to score any maneouver, which you can get through Martial versatily if needed.
This build works greatly with another melee character more focused in damage dealing, like a 2H weapons warrior or a rogue. One trick I like a lot is to use Greater Serpent Lash to reposition a dangerous enemy to a flanking position and let your companion finish the job. Freedom of movement does not prevent this and you get to move him anywhere within your reach, as long as you exceed his CMD for an appropiate amont (and you should). If you have some dps pal around, this can be a killer move for any enemy mage.
In later levels, with Pin Down, Disruptive, Spell breaker, Lingering pain, Teleport tactician and even a distracting weapon, this character is essentially a mage lock, and since in later levels almost everything have some dangerous magic tricks, He stays relevant in almost any encounter.
The numbers presented do not count any bonuses archived through buffs and class skills, and only the equipement listed is taking into that math.
I think the build works well as it is, but I would like to read some expert opinions and suggestions.
And by the way, Merry Christmas!
Race: Half Elf
Alternate Racial traits: Dual Minded
Character Traits: Second chance, Magical Knack (Magus)
Class: Magus (Kensai) 11, Fighter (Lore Warden / Martial Master) 9
Abilities: (25 point buy +2 to Dex)
11/19/14/16/10/7
Level 20 cap
17/34/20/26/16/13 (+5 to Dex +6 Items + 2x +4 Tomes to Dex & Int)
HP 223
AC 38
FOR +23 REF +23 WIL +20
BA +17
CMB +33 CMD 51
Skills: Perception, Spellcraft, Use magic device, Knowledge (arcana, nature, planes) maxed
Inic +20
Progresion
01 - Kensai 01 - Arcane pool, Cantrips, Spell combat, Exotic Weapon Proficiency (Whip), Weapon focus (Whip), Weapon Finesse
02 - Kensai 02 - Spell strike
03 - Fighter 01 - Whip Mastery, Serpent Lash
04 - Fighter 02 - Combat expertise, Arcane strike
05 - Kensai 03 - Magus arcana (Arcane Accuracy), Greater Serpent Lash
06 - Fighter 03 - Maneuver Mastery
07 - Fighter 04 - Combat Reflexes, Improved Whip Mastery
08 - Fighter 05 - Martial Flexibility
09 - Kensai 04 - Perfect Strike, Pirahna Strike
10 - Kensai 05 - Lunge
11 - Kensai 06 - Magus arcana (Lingering Pain), Disruptive
12 - Kensai 07 - Fighter Training, Iaijutsu
13 - Fighter 06 - Spell breaker, Teleport tactician
14 - Fighter 07 - Know Thy Enemy
15 - Fighter 08 - Pin Down, Greater weapon focus
16 - Kensai 08 - Improved Spell combat
17 - Fighter 09 - Weapon specialization (Whip)
18 - kensai 09 - Critical Perfection
19 - Kensai 10 - Greater weapon specialization
20 - Kensai 11 - Superior Reflexes, Greater Whip Mastery
Notable gear: Agile Scorpion Whip, Belt of physical perfection +6, Headband of mental superiority +6, Manual of Quickness of Action +4, Tome of Clear Thought +4 Cloak of Resistance +5, Bracers of armor +8
Comments:
First, I made him half-elf for the multitalented trait, making him human will net an additional feat, but I don't think is necessary, since you end up with 20 feats anyway, and in exchange you can get a +2 to Will with the Dual mind trait which is always welcomed for a warrior type.
At the beggining I considered taking an inicial dip to Bard to grab the Whip proficiency, but in the end the Kensai worked better since it grants weapon focus too, which is need in the whip mastery feat tree. I have another build which starts as a warrior and ditch the kensai for a normal magus. But the canny defense ability is really good for a Light Armored character.
The main focus of the build is to be an annoying battlefield controller warrior. Having the ability to enlarge yourself and the whip's reach combined with its feats, nets you a 15' threatening area, and a reach of 30', both expandable with lunge.
In lower levels, you are terrible in dealing damage, so the main objetive is to focus on triping and disarming with your whip and use Serpent Lash to try to get two enemies per turn.
Once you reach 7th level, you become an AoO nightmare, and by this level you should have gotten an Agile Scorpion Whip, which should be your very first important buy, so combined with arcane strike, you can start to deliver serius pain.
While the Magus class ends up being the one with more levels, for the majority of the build acts as a support, neting some buffs and an ocassional bost to damage through spell strike. By mid-high levels, you can pile lots of bonuses and being able to score any maneouver, which you can get through Martial versatily if needed.
This build works greatly with another melee character more focused in damage dealing, like a 2H weapons warrior or a rogue. One trick I like a lot is to use Greater Serpent Lash to reposition a dangerous enemy to a flanking position and let your companion finish the job. Freedom of movement does not prevent this and you get to move him anywhere within your reach, as long as you exceed his CMD for an appropiate amont (and you should). If you have some dps pal around, this can be a killer move for any enemy mage.
In later levels, with Pin Down, Disruptive, Spell breaker, Lingering pain, Teleport tactician and even a distracting weapon, this character is essentially a mage lock, and since in later levels almost everything have some dangerous magic tricks, He stays relevant in almost any encounter.
The numbers presented do not count any bonuses archived through buffs and class skills, and only the equipement listed is taking into that math.
I think the build works well as it is, but I would like to read some expert opinions and suggestions.
And by the way, Merry Christmas!