![]() However, even baring that, you can't just get it enchanted, as it isn't a masterwork item (it used to be, but then the trait got the nerfbat), so you'd have to get a Masterwork Transformation () spell, and cast it on the whip. It depends on the GM and campaign style, and not all of it you can guarantee against. There's a lot of ways to lose one's weapon, being jailed, having to leave your weapon when meeting the Duke, the camp guard sleeping on duty ect. Who would steal it anyway? Its not like you need a magical one, just use your arcane pool for the extra to hit you might need to hit something. Unfortunately, there are plenty of ways to counter it, but then you can just fall back on the awesome damage potential of Shocking Grasp, the standard Magus damage spell for a reason.Įdit: What you can do, is be a Half-Elf, and get the Ancestral Arms alternate racial trait, and take whip as your weapon, or just be human and get an extra feat.ĭon't lose the weapon then? There are many ways to prevent loss/theft of a whip. ![]() Or, if you are in a campaign with plenty of humanoid opponents, a disarm attack is devastating to most enemies, especially if your companions get wise, and pick up the weapon. Get Maneuver Mastery, then trip stuff or kill stuff depending on your whim (not everything can be tripped). Get a Scorpion Whip (same proficiency), and you won't have to think about dealing non-lethal damage. Probably trip, but it depends on the campaign. I'd go with full Dex Magus then, get weapon finesse ASAP, and focus on one of either Disarm or Trip combat manoeuvres. Besides, the Magus is a strong enough class that you can optimize your way out of such little things. Roleplaying/Minds eye concepts beats optimization any day of the week. If you like the sound of it, it is worth it. Is it worth investing a feat into using a whip? Watch the morale of your enemies plummet! Plus, cursing someone with a whip strike is awesome. Trait2: Magical Lineage (shocking grasp), for 10d6 dmg shocking grasp at higher levels, with only a 1st level spell slotĭo take the Hexcrafter archetype and deliver touch spells from 15 ft away, while you Cackle to keep your Evil Eye hex active. Trait1: Heirloom weapon (whip), gives free proficiency with whip The image of cracking your whip at the barbarian, it bouncing off his head (no dmg) and suddenly he doubles in size as Enlarge person takes effect, is delightful. With this setup, you can easily use a buckler, use touch attacks to deliver your spells at range and even use your whip to deliver buff spells to your allies (+1 AC or +3 natural AC takes no damage from the whip). Allows for your Spell Combat to be used effectively, leave you able to strike when AoO appears and keeps you out of the front line most of the time. Like the effects of bestow curse, a greater brand cannot be dispelled, but it can be removed by any means that removes a mark of justice.Do you want to be able to deliver touch spells from 15ft away? My favorite low-level magus combination is spiked guantlet + whip. While the symbol is blazing, the recipient is sickened. In addition, a greater brand blazes as bright as a torch when brought within 30 feet of a visible symbol of your faith. This spell functions like brand, except that it inflicts 1d6 points of damage when applied and cannot be removed, even temporarily. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed. The mark may be placed on any exposed portion of the creature, typically the head or forearm. Saving Throw Fortitude negates Spell Resistance yesīrand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage.
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