Which build should I play tomorrow? Two are presented


Round 1: Magus


The set-up.

A 6th level party

Spoiler:
Shield Fighter out of APG, Shadowdancer, 2x Druids, Paladin, Cleric, Barbarian and now me as the Magus (I was a Rogue/Wizard going for Arcane Trickster)
.

We use 25 point buy, we don't use traits, we use the racial hp bonus' from the original playtest for Pathfinder, and 6th level means the standard 16000gp worth of items.

My two builds try to abuse Spell Combat. The first does so by using a returning Starknife, taking a 5' step after casting the spell in Spell Combat and throwing the starknife at, well, anyone I want. Yes, it is not in the spirit of the rules, but mechanically it works.

The second build uses a flail for disarming/tripping. Which is done in place of the normal melee attack during Spell Combat. Again, all RAW.

The question I have, is which one should I use?

Now for the builds.

Elf magus 6

Spoiler:

CG Medium humanoid (elf)
Init +4; Senses low-light vision.; Perception +8
 DEFENSE
AC 21, touch 14, flat-footed 17 (+6 armor (chain shirt +2), +4 Dex, +1 nat)
hp 46 (6d8+6 (con bonus)+6 (favored class)+4 (racial starting hit points))
Fort +7, Ref +7, Will +6; +2 vs. enchantment
Immune sleep
 OFFENSE
Speed 30 ft.
Melee +2 returning Starknife +7 (1d4+3 20 x3)
Spell Combat +2 returning Starknife +3 (1d4+3 20 x3) and Spell (concentration check at -2, DC 15+twice spells level)
Ranged +2 returning Starknife +10 (1d4+3 20 x3) or dagger +8 (1d4+1 19-20 x2)
Ranged with Deadly Aim +2 returning Starknife +8 (1d4+7 20 x3) or dagger +6 (1d4+5 19-20 x2)
Spells Known (Magus 6th) – concentration +10 (+14 defensively, grappling or spell combat)
Vs Spell Resistance +8 (+2 racial bonus)
2nd —acid arrow, invisibility, mirror image, spider climb
1st —color spray, grease, magic missile, shield, shocking grasp
0 —detect magic, ghost sound, light, mage hand, spark
 STATISTICS
Str 13, Dex 18, Con 12, Int 18, Wis 10, Cha 9
Base Atk +4; CMB +5; CMD 19
Feats Combat Casting, Deadly Aim, Point Blank Shot, Quickdraw Magus Arcanas concentrate, empowered magic
Skills Acrobatics +9, Knowledge Arcana +13, Knowledge Dungeoneering +10, Knowledge Planes +10, Perception +8, Spellcraft +13, Stealth +9 ; Racial Modifiers +2 Perception, +2 Spellcraft to identify items: Armor Check Penalty: -1
Languages Abyssal, Celestial, Common, Gnome, Elven, Undercommon
SQ
 SPECIAL ABILITIES
Arcane Weapon (Su)
The +1 returning starknife is now +2 because of this ability.
Concentrate (Ex)
A magus with this magus arcana can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before it is determined if the roll is a success. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.
Empowered Magic (Su)
A magus with this magus arcana can cast one spell per day as if it were modified by the
Empower Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 6th level before selecting this magus arcana.

Equipment: +1 returning Starknife (8324gp), +2 chainshirt (4250), cloak of resistance +1 (1000), amulet of natural armor +1 (2000)
Tactics: Shocking Grasp provides a +3 to hit armored foes, these foes tend to be the most dangerous, an Empowered Shocking Grasp to open up a combat once per day is certainly not a bad deal. It also makes you the prime target. If you're lucky enough to have a Shield spell and Mirror Image up before hand then you will own in that combat. If going in raw (buffless) then both Grease and Color Spray are good enough to buy you the time you need to either charge up the Shocking Grasp or lay the Shield/Mirror Image down on top of your head.
Spell combat as written does allow you to throw in melee. This is because thrown weapons count as melee weapons as well. If you don't want to provoke then use your 5' step after casting your spell with spell combat and finish your attack(s) outside of reach.

Human magus 6

Spoiler:

LN Medium humanoid (human)
Init +0; Senses Perception +2
 DEFENSE
AC 17, touch 10, flat-footed 17 (+6 armor (chain shirt +2), +1 nat)
hp 54 (6d8+12 (con bonus)+6 (favored class)+6 (racial starting hit points))
Fort +8, Ref +3, Will +6
 OFFENSE
Speed 30 ft.
Melee +3 Flail +12 (1d8+7 20 x2) +16 to trip, +14 to disarm
Spell Combat +3 Flail +8 (1d8+7 20 x2) +12 to trip, +10 to disarm and Spell (concentration check at -2, DC 15+twice spells level)
Spells Known (Magus 6th) – concentration +9 (+13 defensively, grappling or spell combat)
Vs Spell Resistance +6
2nd —acid arrow, bull strength, invisibility, mirror image
1st —color spray, grease, magic missile, shield, shocking grasp
0 —detect magic, ghost sound, light, mage hand, spark
 STATISTICS
Str 18, Dex 10, Con 14, Int 16, Wis 10, Cha 10
Base Atk +4; CMB +8 (+12 with trip, +10 with disarm); CMD 18 (22 vs trip, 20 vs disarm)
Feats Combat Casting, Combat Expertise, Improved Disarm, Improved Trip, Weapon Focus Flail Magus Arcanas concentrate, maneuver mastery (trip)
Skills Climb +13, Knowledge Arcana +12, Knowledge Dungeoneering +9, Knowledge Planes +9, Perception +6, Spellcraft +12
Languages Abyssal, Celestial, Common, Orc, Undercommon
SQ
 SPECIAL ABILITIES
Arcane Weapon (Su)
The +2 Flail is now +3 because of this ability.
Concentrate (Ex)
A magus with this magus arcana can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before it is determined if the roll is a success. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.
Maneuver Mastery (Ex)
This is applied to the trip combat maneuver. Whenever the magus uses trip he uses his magus level in place of his base attack.

Equipment: +2 Flail (8324gp), +2 chainshirt (4250), cloak of resistance +1 (1000), amulet of natural armor +1 (2000)
Tactics: Shocking Grasp provides a +3 to hit armored foes, these foes tend to be the most dangerous, an Empowered Shocking Grasp to open up a combat once per day is certainly not a bad deal. It also makes you the prime target. If you're lucky enough to have a Shield spell and Mirror Image up before hand then you will own in that combat. If going in raw (buffless) then both Grease and Color Spray are good enough to buy you the time you need to either charge up the Shocking Grasp or lay the Shield/Mirror Image down on top of your head.
Spell Combat as written technically allows you to make a trip or disarm attempt in place of melee attack, since both of those maneuvers can replace any melee attack. A foe on the ground is much easier to hit and avoid attacks of opportunity from.

Alternatively, I could use a rapier and make it keen, just for the high crit potential with the human build. The feats would look like this; Cleave, Combat Casting, Furious Focus (from APG), Improved Bullrush, Power Attack. That translates into +10 to hit, 1d6+6 to damage, threaten on a 15+. With PA it becomes +10 to hit,(thank you Furious Focus) 1d6+10 damage.

What do you think?


Bump

No, seriously, I'd like some advice. Starknife thrower or trip monkey.

Pleases?


I think I'd go with the trip monkey. I really like the 4 points more AC on the starknife thrower, but I think you might feel underpowered in melee. That version just doesn't seem like it could do much damage, and I've always favored a good offense. Also, I personally don't care for the starknife as I think it is a silly weapon.

If you have any money left I'd consider picking up a scroll of shield or something. You might find he needs to cast defensive buffs frequently, and I've heard others talking about how quickly a Magus runs through his spells.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

I vote the human, because flails are cool. Also, elves are pansies.


I also vote for the trip monkey.

However I see another build on this forum, one with a whip. You might want to look into that.
But your builds seem more "classic".


I like the whip build a lot, but I really don't think it's legal. The whip acts as a ranged weapon in just about every situation, also I'd have to take an exotic for scorpion whip or I'd never deal damage to anyone ever.

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