Strength Magus, Dexterity Magus


Round 3: Revised Magus Discussion


Over in the playtest forum, I've been trying out a Dex-based human magus. Someone suggested I also build a Str-based magus for comparison, so here it is. For this campaign, the build is 20 point buy, no traits, with material drawn from the core book, APG, and the Magus playtest doc.

Grigori, Lvl 1 Human Magus (Dex):

Human Magus, Lvl1 (20 point buy, core+APG+Magus Playtest, no traits)

10 Str Light Load < 33 lbs < Med Load < 66 lbs
18 Dex init +4
12 Con
16 Int Common, Draconic, Sylvan, Aklo
8 Wis
10 Cha

BAB +0 Combat Maneuver Bonus: 0

•Rapier + Daze + Arcane Pool Enhancement
+3 to hit (+4 dex, +1 enhance, -2 Spell Combat)
d6+1 dmg (+1 enhance), Crit x2 18-20
Attempt concentration check d20+8 vs DC 15
Humanoid Foe with 4 or less HD must save Will vs. DC 13 or takes no action for 1 round.

•Rapier + Chill Touch + Arcane Pool Enhancement
+3 to hit (+4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-20
Attempt concentration check d20+8 vs DC 17
Chill touch Attack +2 vs. touch AC (+4 dex, -2 Sp. Combat) d6 dmg DC 14 fort save or 1 pt. str damage

•Rapier + Arcane Pool Enhancement
+5 to hit (+4 dex, +1 enhance)
d6+1 dmg (+1 enhance), Crit x2 18-20

•Short Bow +4 to hit (dex) Damage d6 Range 60'

Max HP 10 (8 Hit Die, +1 con, +1 favored class)

Saves: Fort +3 (+1 con, +2 class) Ref +4 (+4 dex) Will +1 (-1 Wis, +2 class)

AC: 17 (+4 dex, +3 armor) Flat-footed: 13 Touch: 14 CMD: 14 (10 +4 dex)

Feats and Class Features:
Weapon Finesse
Combat Casting (Human)
Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat

Spells/Day
0th: 3 Save DC 13 Concentration DC 15
1st: 2 Save DC 14 Concentration DC 17

Spellbook:
0th lvl: All Magus
1st lvl: Chill Touch, Grease, Obscuring Mist, Shield, Shocking Grasp, Silent Image

Spells Memorized
0th: Ghost Sound, Prestidigitation, Daze
1st: Shield, Chill Touch

Skills: 6 ranks (2 class, +3 int, +1 racial) Class skills*
3 Acrobatics (+4 dex, -1 Armor)
3 Appraise (+3 int)
0 Bluff
-1 Climb* (+0 Str, -1 Armor)
4/8 Concentration [+3 int, +1 lvl, (+4 casting defensively or grappled)](feat))
7 Craft Alchemy* (+3 int, +3 class skill, +1 rank)
0 Diplomacy
0 Disguise
3 Escape Artist (+4 dex, -1 Armor)
2 Fly* (+4 dex)
-1 Heal (-1 wis)
0 Intimidate*
7 Know Arcana* (+3 int, +3 class skill, +1 rank)
7 Know Planes* (+3 int, +3 class skill, +1 rank)
-1 Perception (-1 Wis)
0 Perform
3 Ride* (+4 dex, -1 armor)
-1 Sense Motive (-1 Wis)
7 Spellcraft* (+3 int, +3 class skill, +1 rank)
3 Stealth (+4 dex, -1 armor)
-1 Survival (-1 Wis)
-1 Swim* (+0 str, -1 armor)
4 Use Magic Device* (+3 Class skill, +1 rank)

Starting Cash 105gp (as Bard)
Cash: 2.6 Gold Weight of Gear: 31.5 lb.
Cost /Item / Weight/ Stored
Free Explorer's Outfit 0 Worn
20 Rapier 2 Sheath on Back
8 Kukri 2 Sheath on Chest
25 Studded Leather 20 Worn
Free Traveling Spellbk* - Tashtigo's Backpack
5 Component Pouch 2 Belt
0.5 1 Day Rations - Tashtigo's Backpack
1 Waterskin - Tashtigo's Backpack
8 Ink (1 oz) 0 Pocket
1 Scroll Case 0.5 Pocket
1 Parchment x5 0 Scroll Case
0.1 Ink Pen 0 Scroll Case
1 Flint+Steel 0 Pocket
0.8 Signal Whistle 0 Cord around neck
30 Shortbow 2 Carried
1 20 Arrows 3 Slung at hip

*See APG

Arcane Pool (Su): At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond
1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. This ability counts as the Arcane Strike feat for meeting any prerequisites. Multiple uses of this ability do not stack with themselves

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding
a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus to his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. The magus must have one hand free to use this
ability, even if the spell being cast does not contain somatic components.

Haroun, Lvl 1 Elf Magus (Str):

1st level Elf Magus, with Str prioritized over Dex

(20 pt buy, Core + APG + Magus Playtest, no traits)

16 Str Light Load < 76 < Med Load < 153
14 Dex +2 Init
12 Con
16 Int Common, Elven, Celestial, Draconic, Sylvan
8 Wis
10 Cha

Max HP 10 (8 +1 con, +1 Fav Class)

BAB +0 CMB: +3 (+3 str) CMD: +5 (+3 str, +2 dex)

Saves:
Fort +3 (+1 con, +2 class)
Ref +3 (+3 Dex)
Will +1 (-1 Wis, +2 class) +2 vs. Enchant (Race)

AC 15: (+2 dex, +3 armor) Flat-footed: 13 Touch: 12

Feats, Race, and Class Features:
Combat Casting
Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat
Low-Light Vision
Immune to Magic Sleep, +2 to save vs. Enchant
+2 racial to overcome spell resistance
+2 racial on spellcraft checks to identify magic items
+2 Perception

Spells/Day
0th: 3 Save DC 13 Cast Defensive DC 15
1st: 2 Save DC 14 Cast Defensive DC 17

Spells Memorized
0th: Ghost Sound, Prestidigitation, Daze
1st: Shield, Chill Touch

Spellbook:
0th lvl: All Magus
1st lvl: Chill Touch, Grease, Obscuring Mist, Shield, Shocking Grasp, Silent Image

•Longsword + Daze + Arcane Pool Enhancement
+2 to hit (+0 BAB, +3 Str, +1 enhance, -2 Spell Combat)
Dmg d8+4 (+3 Str, +1 Enhance) Crit 19-20, x2
Attempt concentration check d20+8 vs DC 15
Humanoid Foe with 4 or less HD must save Will vs. DC 14 or takes no action for 1 round.

•Longsword + Chill Touch + Arcane Pool Enhancement
+2 to hit (+0 BAB, +3 Str, +1 enhance, -2 Spell Combat)
Dmg d8+4 (+3 Str, +1 Enhance) Crit 19-20, x2
Attempt concentration check d20+8 vs DC 17
Chill touch Attack +1 vs. touch AC (+3 dex, -2 Sp. Combat)
Dmg d6, 14 fort save or 1 pt. str damage

•Longsword + Arcane Pool Enhancement
+4 to hit (+0 BAB, +3 Str, +1 enhance)
Dmg d8+5 (+4 (1.5 x Str), +1 enhance) Crit x2 19-20

•Shortbow +2 to hit, d6 dmg, Crit x3, Range 60'

Skills: 5 ranks (2 class, +3 int) Class skills*
2 Acrobatics (+3 dex, -1 Armor)
3 Appraise (+3 int)
0 Bluff
2 Climb* (+3 Str, -1 Armor)
4/8 Concentration [+3 int, +1 lvl, (+4 casting defensively or grappled (feat))]
0 Diplomacy
0 Disguise
2 Escape Artist (+3 dex, -1 Armor)
2 Fly* (+3 dex -1 Armor)
-1 Heal (-1 wis)
0 Intimidate*
7 Know Arcana* (+3 int, +3 class skill, +1 rank)
7 Know Planes* (+3 int, +3 class skill, +1 rank)
1 Perception (-1 Wis, +2 racial)
0 Perform
2 Ride* (+3 dex, -1 armor)
-1 Sense Motive (-1 Wis)
7 Spellcraft* (+3 int, +3 class skill, +1 rank)
2 Stealth (+3 dex, -1 armor)
-1 Survival (-1 Wis)
2 Swim* (+3 str, -1 armor)
4 Use Magic Device* (+3 Class skill, +1 rank)

Starting Gold 105gp (as Bard)
Cash: 11.4 Carried Weight: 53
Cost/Item/Weight/Stored
Free Explorer's Outfit 0 Worn
Free Spellbook 5 Backpack
30 ShortBow 2 Sheath on back
25 Studded Leather 20 Worn
15 Longsword 4 Sheath at hip
8 Kukri 2 Sheath on chest
5 Spell Component Pouch 2 Belt
5 Spare Spell Component Pouch 2 Backpack
2 Backpack 2 Worn
1 20 arrows 3 Quiver at hip
1 Flint+Steel 0 Backpack
1 Waterskin 4 Backpack
.5 1 day Rations 1 Backpack
0.1 Bedroll 5 Backpack

Arcane Pool (Su): At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond
1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. This ability counts as the Arcane Strike feat for meeting any prerequisites. Multiple uses of this ability do not stack with themselves

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding
a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus to his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. The magus must have one hand free to use this
ability, even if the spell being cast does not contain somatic components.


Exle wrote:

Over in the playtest forum, I've been trying out a Dex-based human magus. Someone suggested I also build a Str-based magus for comparison, so here it is. For this campaign, the build is 20 point buy, no traits, with material drawn from the core book, APG, and the Magus playtest doc.

** spoiler omitted **...

Why are you taking a -2 Spell Combat penalty on your touch attack with Chill Touch?

Magus, Round 3 wrote:
As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action

This doesn't specify a penalty.


Magus, Round 3 wrote:
As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action

Ooh, thanks for pointing out that!


the dex based is nice, the +3 to damage is nothing when you can start slinging spells.

Beyond the core and agp, the dex build would work nice with the dervish dance feat from the Qadira book

-
Dervish Dance (Combat)

You have learned to turn your speed into power, even with a heavier blade.

Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.

Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
-

Then you could maximize your dexterity's usefulness.

For this class, I don't see strength as much of a benefit as compared to the dex benefits, and with a 10 for strength you can shift them into a nicer stat like Int, Con or Wis.


Estarion wrote:
the dex based is nice, the +3 to damage is nothing when you can start slinging spells.

That's my hope, but it made for a rocky lvl1 and lvl2.

Estarion wrote:
Beyond the core and agp, the dex build would work nice with the dervish dance feat from the Qadira book

I agree that dervish dance would be a great deal for the dex build, but my DM has set the core book, APG, and Magus Playtest as the source material. Personally, I feel like dex is enough of the god stat without getting added to damage.


Here's the next level.

Grigori, Human Magus (Dex Build), lvl 2:

Human Magus, Lvl2 (20 point buy, core+APG+Magus Playtest, no traits)

10 Str Light Load < 38 lbs < Med Load < 76 lbs
18 Dex init +4
12 Con
16 Int Common, Draconic, Sylvan, Aklo
8 Wis
10 Cha

BAB +1 Combat Maneuver Bonus: 1

•Rapier + Daze + Arcane Pool Enhancement
+4 to hit (+1 BAB, +4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-2
Attempt concentration check d20+9 vs DC 15
Humanoid Foe with 4 or less HD must save Will vs. DC 13 or takes no action for 1 round.

•Rapier + Burning Hands + Arcane Pool Enhancement
+4 to hit (+1 BAB, +4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-2
Attempt concentration check d20+9 vs DC 17
Burning Hands: 15' cone, 2d4 damage, reflex save DC 14 for half-damage. May set flammables alight.

•Rapier + Shocking Grasp + Arcane Pool Enhancement + Spellstrike
Attempt concentration check d20+9 vs DC 17
+4 to hit (+1 BAB, +4 dex, +1 enhance, -2 spell combat) d6+1 dmg +2d6 lightning dmg (+1 enhance), Crit x2 18-2

•Rapier + Arcane Pool Enhancement
+6 to hit (+1 BAB +4 dex, +1 enhance) d6+1 dmg (+1 enhance), Crit x2 18-20

Max HP 14.5 (12.5 Hit Die, +2 con, +2 favored class)

Saves: Fort +4 (+1 con, +3 class) Ref +4 (+4 dex) Will +2 (-1 Wis, +3 class)

AC: 18 (+4 dex, +4 armor) Flat-footed: 14 Touch: 14 CMD: 15 (10 +1 BAB +4 dex)

Feats and Class Features:
Weapon Finesse
Combat Casting (Human)
Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat
Spellstrike

Spells/Day
0th: 4 Save DC 13 Concentration DC 15
1st: 3 Save DC 14 Concentration DC 17

Spellbook:
0th lvl: All Magus
1st lvl: Burning Hands, Chill Touch, Enlarge Person, Grease, Obscuring Mist, Shield, Shocking Grasp, Silent Image

Spells Memorized
0th: Ghost Sound, Prestidigitation, Detect Magic, Daze
1st: Shield, Burning Hands, Shocking Grasp

Skills: 12 ranks (2 class, +3 int, +1 racial) x 2 Class skills*
4 Acrobatics (+4 dex, -1 Armor, +1 rank)
3 Appraise (+3 int)
0 Bluff
-1 Climb* (+0 Str, -1 Armor)
5/9 Concentration [+3 int, +1 lvl, (+4 casting defensively or grappled (feat))]
8 Craft Alchemy* (+3 int, +3 class skill, +2 rank)
0 Diplomacy
0 Disguise
3 Escape Artist (+4 dex, -1 Armor)
2 Fly* (+4 dex)
-1 Heal (-1 wis)
0 Intimidate*
8 Know Arcana* (+3 int, +3 class skill, +2 rank)
7 Know Planes* (+3 int, +3 class skill, +1 rank)
0 Perception (-1 Wis +1 rank)
0 Perform
3 Ride* (+4 dex, -1 armor)
-1 Sense Motive (-1 Wis)
7 Spellcraft* (+3 int, +3 class skill, +1 rank)
4 Stealth (+4 dex, -1 armor, +1 rank)
-1 Survival (-1 Wis)
-1 Swim* (+0 str, -1 armor)
5 Use Magic Device* (+3 Class skill, +2 rank)

Starting Cash 1000gp (2nd lvl)
Cash: 352.6 Gold Weight of Gear: 37.5 lb.
Cost /Item / lbs/ Stored
Free Explorer's Outfit 0 Worn
20 Rapier 2 Sheath on Back
8 Kukri 2 Sheath on Chest
250 Masterwk Chain Shirt 25 Worn
Free Traveling Spellbk* - Tashtigo's Backpack
5 Component Pouch 2 Belt
0.5 1 Day Rations - Tashtigo's Backpack
1 Waterskin - Tashtigo's Backpack
8 Ink (1 oz) 0 Backpack
1 Scroll Case 0.5 On Belt
1 Parchment x5 0 Backpack
0.1 Ink Pen 0 Backpack
1 Flint+Steel 0 Backpack
0.8 Signal Whistle 0 Cord around neck
75 Ioun Torch 0 Orbiting head, or tucked in pocket
100 Alchemist's Lab 0 Left with trustworthy PC
20 Alchemist's Fire** x2 2 Backpack
50 Masterwk Backpack 4 Worn
25 Scroll of Mount 0 Scrollcase
25 Scroll of Obscuring Mist 0 Scrollcase
50 Potion of Cure Light 0 Pocket
5 Spare component pouch 0 Tashtigo's Backpack

*See APG
**Made for 1/2 price with Alchemy skill, taking 10.

Arcane Pool (Su): At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond
1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. This ability counts as the Arcane Strike feat for meeting any prerequisites. Multiple uses of this ability do not stack with themselves

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus to his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. The magus must have one hand free to use this ability, even if the spell being cast does not contain somatic components.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If used with spell combat, this does not grant an additional attack.

Haroun, lvl2 Elf Magus (Str Build):

1st level Elf Magus, with Str prioritized over Dex

(20 pt buy, Core + APG + Magus Playtest, no traits)

16 Str Light Load < 76 < Med Load < 153
14 Dex +2 Init
12 Con
16 Int Common, Elven, Celestial, Draconic, Sylvan
8 Wis
10 Cha

Max HP 14.5 (12.5 Hit Die, +2 con, +2 favored class)

BAB +1 CMB: +4 (+3 str, +1 BAB) CMD: +5 (+3 str, +2 dex, +1 BAB)

Saves:
Fort +4 (+1 con, +3 class)
Ref +3 (+3 Dex)
Will +2 (-1 Wis, +3 class) +2 vs. Enchant (Race)

AC 16: (+2 dex, +4 armor) Flat-footed: 14 Touch: 12

Feats, Race, and Class Features:
Combat Casting
Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat
Spellstrike
Low-Light Vision
Immune to Magic Sleep, +2 to save vs. Enchant
+2 racial to overcome spell resistance
+2 racial on spellcraft checks to identify magic items
+2 Perception

Spells/Day
0th: 4 Save DC 13 Cast Defensive DC 15
1st: 3 Save DC 14 Cast Defensive DC 17

Spells Memorized
0th: Ghost Sound, Prestidigitation, Detect Magic, Daze
1st: Shield, Burning Hands, Shocking Grasp

Spellbook:
0th lvl: All Magus
1st lvl: Burning Hands, Chill Touch, Enlarge Person, Grease, Obscuring Mist, Shield, Shocking Grasp, Silent Image

•Longsword + Daze + Arcane Pool Enhancement
+3 to hit (+1 BAB, +3 Str, +1 enhance, -2 Spell Combat)
Dmg d8+4 (+3 Str, +1 Enhance) Crit 19-20, x2
Attempt concentration check d20+9 vs DC 15
Humanoid Foe with 4 or less HD must save Will vs. DC 13 or takes no action for 1 round.

•Longsword + Shocking Grasp + Arcane Pool Enhancement + Spellstrike
Attempt concentration check d20+9 vs DC 17
+3 to hit (+1 BAB, +3 dex, +1 enhance, -2 spell combat)
Dmg d8+4 (+3 Str, +1 Enhance) Crit 19-20, x2, +2d6 lightning dmg

•Longsword + Burning Hands + Arcane Pool Enhancement
+3 to hit (+1 BAB, +3 str, +1 enhance, -2 Spell Combat)
Dmg d8+4 (+3 Str, +1 Enhance) Crit 19-20, x2
Attempt concentration check d20+9 vs DC 17
Burning Hands: 15' cone, 2d4 damage, reflex save DC 14 for half-damage. May set flammables alight.

•Longsword + Arcane Pool Enhancement
+5 to hit (+1 BAB, +3 Str, +1 enhance)
Dmg d8+5 (+4 (1.5 x Str), +1 enhance) Crit x2 19-20

•Masterwork Composite Longbow for Str 16
+4 to hit (+1 BAB, +2 Dex, +1 Mwk) Increment: 100'
Dmg d8+3, Crit x3

Skills: 10 ranks: (2 class, +3 int)x2 Class skills*
3 Acrobatics (+3 dex, -1 Armor, 1 rank)
3 Appraise (+3 int)
0 Bluff
2 Climb* (+3 Str, -1 Armor)
5/9 Concentration [+3 int, +2 lvl, (+4 casting defensively or grappled (feat))]
0 Diplomacy
0 Disguise
2 Escape Artist (+3 dex, -1 Armor)
2 Fly* (+3 dex -1 Armor)
-1 Heal (-1 wis)
4 Intimidate* (+1 rank, +3 class skill)
7 Know Arcana* (+3 int, +3 class skill, +1 rank)
7 Know Planes* (+3 int, +3 class skill, +1 rank)
2 Perception (-1 Wis, +2 racial, +1 rank)
0 Perform
2 Ride* (+3 dex, -1 armor)
-1 Sense Motive (-1 Wis)
8 Spellcraft* (+3 int, +3 class skill, +2 rank)
2 Stealth (+3 dex, -1 armor 1 rank)
-1 Survival (-1 Wis)
2 Swim* (+3 str, -1 armor)
5 Use Magic Device* (+3 Class skill, +2 rank)

Starting Gold 1000gp (2nd lvl)
Cash: 11.4 Carried Weight: 59
Cost/Item/Weight/Stored
Free Explorer's Outfit 0 Worn
Free Spellbook 5 Backpack
675 Mwk Comp. Lg Bow 3 Sheath on back
250 Mwk Chain Shirt 25 Worn
15 Longsword 4 Sheath at hip
8 Kukri 2 Sheath on chest
5 Spell Component Pouch 2 Belt
5 Spare Spell Component Pouch 2 Backpack
2 Backpack 2 Worn
1 20 arrows 3 Quiver at hip
1 Flint+Steel 0 Backpack
1 Waterskin 4 Backpack
.5 1 day Rations 1 Backpack
0.1 Bedroll 5 Backpack

Arcane Pool (Su): At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond
1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. This ability counts as the Arcane Strike feat for meeting any prerequisites. Multiple uses of this ability do not stack with themselves

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus to his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. The magus must have one hand free to use this ability, even if the spell being cast does not contain somatic components.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If used with spell combat, this does not grant an additional attack.


the complaint was the 1-3rd level magus wasnt doing much in the damage category.

a dex prioritized fighter or rouge would suffer similarly.

The choice of weapon fineese/rapier says "hits more often for less damage"

The choice of long/bastard sword says "does more damage"

do you want to knick the enemy to death? Or risk missing occasionally but smack it when you do.

rapier at 3rd level on that character maxes out at 6 damage w/o a crit.

bastard sword on same character (switch con and str around) will AVERAGE 6 damage and top out at 11.

I still say bastard sword is a magus's best friend, especially if you are going to have a 14 or higher strength.


I think the real test would be to compare the DPR formulas, which I ...am not going to try.

But I'd like to see DPRs once SpellStrike is considered.


Gruuuu wrote:

I think the real test would be to compare the DPR formulas, which I ...am not going to try.

But I'd like to see DPRs once SpellStrike is considered.

well spellstrike is really a constant regardless of which attack form you use, its going to be what it is.

the only difference is choice of weapons, and allocation of stats. the rest wont change.

the real issue is, at low level for survivability and usefulness, if you dont have a fighter you really need to step up to the plate, if you ARE the fighter then what?

the dex build is nice but you have to wait several levels to come into your own.

I think a blend of dex/str i think is the key for a magus, as, because he limited on spell levels (6th) he doesnt need a crazy high int.

if using point buy, 20 in the case being discussed:

Str 15 (7)
dex 14 (5)
Con 10 (0)
Int 15 (7)
Wis 10 (0)
Chr 10 (0)

That's 19 points which means you can make a dump stat and take a negative to get more points, or just make one stat of your choice an 11 if you want to bump it later.

at 3rd level the magus can take the bastard sword (if he so chooses) or in my case i took falcata at 5th because i found a magic one.

at 4th level the magus can bump his 15 str to 16 getting another plus to hit and damage

at 8th level he can bump his int to 16, assuring the ability to cast 6th level spells.

remember the magus as a class will eventually move into heavier armors so the high dex is great at first, but isnt going to compare in the progression of the class.

we cant all make dervish dancing magi.

yes he doesnt have good con, so take toughness at level 1 if it concerns you so much, or give the last point to con to make it an 11 and bump str, then con, then int at 12 (when you really need it)


Pendagast wrote:
well spellstrike is really a constant regardless of which attack form you use, its going to be what it is.

Spellstrike requires you to connect with the weapon. So it really is two different animals.

As you expounded, Str Based Magus with a Bastard sword hits harder less often. Dex based with Rapier hits softer more often.
That's why DPR calculations are there. Unfortunately, DPR calcs fail to account for a target with finite hit points (won't be swinging forever). I'm not really sure how you would figure that in.


Gruuuu wrote:
Pendagast wrote:
well spellstrike is really a constant regardless of which attack form you use, its going to be what it is.

Spellstrike requires you to connect with the weapon. So it really is two different animals.

As you expounded, Str Based Magus with a Bastard sword hits harder less often. Dex based with Rapier hits softer more often.
That's why DPR calculations are there. Unfortunately, DPR calcs fail to account for a target with finite hit points (won't be swinging forever). I'm not really sure how you would figure that in.

oh i see what your saying figure in the spellstrike with each weapon because the rapier will hit more often on average carrying the spellstrike with it. well in that case you would also have to factor in DR on certain creatures to be fair.

Swinging away at a dr/5 monster with a rapier and no str bonus is going to get you nowhere fast.

additionally at the lower levels of concern 1,2,3 and maybe 4 and 5.
things arent going to be that hard to hit (1-3 especially) and the OPs concern with the character build was damage, or rather the lack there of.

The dex build is always going to lack damage,

I merely suggested with his original character moving the con to str, and picking a heavier weapon.

if he still needed the extra dex to hit something use a bow, which gets dex bonus without the feat tax.


Pendagast wrote:


The choice of weapon fineese/rapier says "hits more often for less damage"

The choice of long/bastard sword says "does more damage"

Actually, this isn't the case, at all.

Weapon Finesse let's you hit just as often as someone who put their good stat in Str, instead of Dex, but you'll do less damage.

Weapon Finesse, then, is more like, "Get hit less often (because you'll have a slightly higher AC) sorta*, while hitting as often as you'd've been if you'd just gone Strength-based while doing less damage; oh, and you need to use an inferior weapon, too - probably."

* Because you don't have a shield, mostly, or you're taking another hit to your attack rolls from the ACP. And, depending on your specific ability scores, light armor + all of dex can be less AC than heavier armor + a portion of dex.


Here's Lvl 3 Strength and Dex. based Magi. I find it ironic that the Elf is the strong one.

Grigori, 3rd Level Human Magus (Dex Build):

Human Magus, Lvl3 (20 point buy, core+APG+Magus Playtest, no traits)

10 Str Light Load < 38 lbs < Med Load < 76 lbs
18 Dex init +4
12 Con
16 Int Common, Draconic, Sylvan, Aklo
8 Wis
10 Cha

BAB +2 Combat Maneuver Bonus: 2 (2 BAB + 0 Str)

•Rapier + Daze + Arcane Pool Enhancement
+6 to hit (+2 BAB, +4 dex, +1 enhance, +1 feat, -2 Spell Combat)
d6+1 dmg (+1 enhance), Crit x2 18-20
Attempt concentration check d20+10 vs DC 15
Humanoid Foe with 4 or less HD must save Will vs. DC 14 or takes no action for 1 round.

•Rapier + Burning Hands + Arcane Pool Enhancement
+6 to hit (+2 BAB, +4 dex, +1 enhance, +1 feat, -2 Spell Combat)
d6+1 dmg (+1 enhance), Crit x2 18-20
Attempt concentration check d20+10 vs DC 17
Burning Hands: 15' cone, 3d4 damage, reflex save DC 15 for half-damage. May set flammables alight.

•Rapier + Shocking Grasp + Arcane Pool Enhancement + Spellstrike
Attempt concentration check d20+10 vs DC 17
+6 to hit (+2 BAB, +4 dex, +1 enhance, +1 feat, -2 Spell Combat)
d6+1 dmg +3d6 lightning dmg (+1 enhance), Crit x2 18-20

•Rapier + Arcane Pool Enhancement
+8 to hit (+2 BAB +4 dex, +1 enhance, +1 feet)
d6+1 dmg (+1 enhance), Crit x2 18-20

•Rapier + Arcane Pool Enhancement + Wand of Magic Missile (Wand Wielder Arcana)
+6 to hit (+2 BAB, +4 dex, +1 enhance, +1 feat, -2 Spell Combat)
d6+1 dmg (+1 enhance), Crit x2 18-20
Cast Magic Missile from wand for d4+1 force dmg

Max HP 23 (17 Hit Die, +3 con, +3 favored class)

Saves: Fort +4 (+1 con, +3 class) Ref +5 (+4 dex, +1 class) Will +2 (-1 Wis, +3 class)

AC: 18 (+4 dex, +4 armor) Flat-footed: 14 Touch: 14 CMD: 16 (10 +2 BAB +4 dex)

Feats and Class Features:
Weapon Finesse
Combat Casting (Human)
Weapon Focus: Rapier (3rd lvl)
Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat
Spellstrike
Magus Arcana: Wand Wielder

Spells/Day
0th: 4 Save DC 13 Cast Defensive DC 15
1st: 4 Save DC 14 Cast Defensive DC 17

Spellbook:
0th lvl: All Magus
1st lvl: Burning Hands, Chill Touch, Enlarge Person, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, Silent Image, Unseen Servant

Spells Memorized
0th: Ghost Sound, Prestidigitation, Detect Magic, Daze
1st: Shield, Burning Hands, Shocking Grasp, Silent Image

Skills: 18 ranks (2 class, +3 int, +1 racial) x 3 Class skills.*
7 Acrobatics +4 dex, +3 rank
3 Appraise +3 int
0 Bluff
0 Climb*
6/10 Concentration +3 int, +3 lvl, (+4 casting defensively or grappled (feat))
11 Craft Alchemy* +3 int, +3 class skill, +3 rank, +2 Alchemist's Lab
0 Diplomacy
0 Disguise
4 Escape Artist +4 dex
2 Fly* +4 dex
-1 Heal -1 wis
0 Intimidate*
8 Know Arcana* +3 int, +3 class skill, +2 rank
8 Know Planes* +3 int, +3 class skill, +2 rank
0 Perception -1 Wis +1 rank
0 Perform
4 Ride* +4 dex
-1 Sense Motive -1 Wis
8 Spellcraft* +3 int, +3 class skill, +2 rank
7 Stealth +4 dex, +3 rank
-1 Survival -1 Wis
0 Swim*
6 Use Magic Device* +3 Class skill, +3 rank

Starting Cash 3000gp (3rd lvl)
Cash: 21.1 Gold Weight of Gear: 34.5 lb.
Cost Item lbs Stored
0 Explorer's Outfit 0 Worn
0 Traveling Spellbk* 1 Backpack
1100 Mithral Shirt 10 Worn
750 Wand of Magic Missile 0 Belt
340 Cold Iron Rapier 2 Sheath on Back
325 1/2 Cure Light Wand 0 Tashtigo
200 Alchemist's Lab 0 Left with trustworthy NPC
75 Ioun Torch* 0 Orbiting head or tucked in pocket
50 Masterwk Backpack* 4 Worn
25 Holy Water 1 Pocket
25 Scroll: Obscuring Mist 0 Scroll Case
25 Scroll: Mount 0 Scroll Case
20 Alchemist's Fire** x2 2 Backpack
8 Kukri 2 Sheath on chest
8 Ink 0 Backpack
7.5 Alkali Flask** 1 Backpack
5 Spell Component Pouch 2 Belt
5 Spare Component Pouch 0 Tashtigo
5 Wpn. Blanch: Silver** x2* 2 Backpack
1 Waterskin 4 Backpack
1 Scroll Case 0.5 Belt
1 Parchment x5 0 Backpack
1 Flint+Steel 0 Backpack
0.8 Signal Whistle 0 Cord around neck
0.5 1 Day's Rations 1 Backpack
0.1 Ink Pen 0 Backpack

*See APG
**Made for 1/2 price with Alchemy skill, taking 10.

Arcane Pool (Su): At 1st level, a magus can expend 1
point from his arcane pool as a swift
action to grant any weapon he is
holding a +1 enhancement bonus for
1 minute. For every four levels beyond
1st, the weapon gains another +1 enhancement
bonus, to a maximum of +5 at 17th level.
These bonuses can be added to the weapon,
stacking with existing weapon enhancement
to a maximum of +5. This ability counts as
the Arcane Strike feat for meeting any
prerequisites. Multiple uses of this ability do not
stack with themselves

Spell Combat (Ex): At 1st level, a magus learns to cast
spells and wield his weapons at the same time. This
functions much like two-weapon fighting, but the offhand
weapon is a spell that is being cast. To use this
ability, the magus must have one hand free, while wielding
a light or one-handed melee weapon in the other hand. As
a full-round action, he can make all of his attacks with
his melee weapon at a –2 penalty and can also cast any
spell from the magus spell list with a casting time of 1
standard action. If he casts this spell defensively, he can
decide to take an additional penalty on his attack rolls,
up to his Intelligence bonus, and add the same amount
as a circumstance bonus to his concentration check. If
the check fails, the spell is wasted, but the attacks still
take the penalty. A magus can choose to cast the spell
first or make the weapon attacks first, but if he has more
than one attack, he cannot cast the spell between weapon
attacks. The magus must have one hand free to use this
ability, even if the spell being cast does not contain
somatic components.

Spellstrike (Su): At 2nd level, whenever a magus casts
a spell with a range of “touch” from the magus spell
list, he can deliver the spell through any weapon he is
wielding as part of a melee attack. If successful, this
melee attack deals its normal damage as well as the
effects of the spell. Instead of the free melee touch attack
normally allowed to deliver the spell, a magus can make
one free melee attack with his weapon as part of casting
this spell. If used with spell combat, this does not grant
an additional attack.

Wand Wielder (Su): A magus with this magus arcana can
activate a wand or staff in place of casting a spell when
using spell combat.

Haroun, 3rd Level Elf Magus (Strength Build):

3rd level Elf Magus, with Str prioritized over Dex

(20 pt buy, Core + APG + Magus Playtest, no traits)

16 Str Light Load < 86 < Med Load < 173
14 Dex +2 Init
12 Con
16 Int Common, Elven, Celestial, Draconic, Sylvan
8 Wis
10 Cha

Max HP 23 (17 Hit Die, +3 con, +3 favored class)

BAB +2 CMB: +5 (+3 str, +2 BAB) CMD: +7 (+3 str, +2 dex, +2 BAB)

Saves:
Fort +4 (+1 con, +3 class)
Ref +4 (+3 Dex, +1 Class)
Will +2 (-1 Wis, +3 class) +2 vs. Enchant (Race)

AC 17: (+2 dex, +5 armor) Flat-footed: 15 Touch: 12

Feats, Race, and Class Features:
Combat Casting
Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat
Spellstrike
Low-Light Vision
Immune to Magic Sleep, +2 to save vs. Enchant
+2 racial to overcome spell resistance
+2 racial on spellcraft checks to identify magic items
+2 Perception
Magus Arcana: Familiar (Raven, speaks Draconic)
Alertness (From Familiar)
Exotic Weapon Proficiency: Bastard Sword

Spells/Day
0th: 4 Save DC 13 Cast Defensive DC 15
1st: 4 Save DC 14 Cast Defensive DC 17

Spells Memorized
0th: Ghost Sound, Prestidigitation, Detect Magic, Daze
1st: Shield, Burning Hands, Shocking Grasp, Silent Image

Spellbook:
0th lvl: All Magus
1st lvl: Burning Hands, Chill Touch, Enlarge Person, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, Silent Image, Unseen Servant

•Bastard Sword + Daze + Arcane Pool Enhancement
+4 to hit (+2 BAB, +3 Str, +1 enhance, -2 Spell Combat)
Dmg d10 +4 (+3 Str, +1 Enhance) Crit 19-20, x2
Attempt concentration check d20+10 vs DC 15
Humanoid Foe with 4 or less HD must save Will vs. DC 13 or takes no action for 1 round.

•Bastard Sword + Shocking Grasp + Arcane Pool Enhancement + Spellstrike
Attempt concentration check d20+10 vs DC 17
+4 to hit (+2 BAB, +3 dex, +1 enhance, -2 spell combat)
Dmg d10+4 (+3 Str, +1 Enhance) Crit 19-20, x2, +3d6 lightning dmg

•Bastard Sword + Burning Hands + Arcane Pool Enhancement
+4 to hit (+2 BAB, +3 str, +1 enhance, -2 Spell Combat)
Dmg d10+4 (+3 Str, +1 Enhance) Crit 19-20, x2
Attempt concentration check d20+10 vs DC 17
Burning Hands: 15' cone, 3d4 damage, reflex save DC 14 for half-damage. May set flammables alight.

•Bastard Sword + Arcane Pool Enhancement
+6 to hit (+2 BAB, +3 Str, +1 enhance)
Dmg d10+5 (+4 (1.5 x Str), +1 enhance) Crit x2 19-20

•Masterwork Composite Longbow for Str 16
+5 to hit (+2 BAB, +2 Dex, +1 Mwk) Increment: 100'
Dmg d8+3, Crit x3

Skills: 15 ranks: (2 class, +3 int)x2 Class skills*
4 Acrobatics (+3 dex, -1 Armor, +2 rank)
3 Appraise (+3 int, +3 Familiar)
0 Bluff
2 Climb* (+3 Str, -1 Armor)
6/10 Concentration [+3 int, +3 lvl, (+4 casting defensively or grappled (feat))]
0 Diplomacy
0 Disguise
2 Escape Artist (+3 dex, -1 Armor)
2 Fly* (+3 dex -1 Armor)
-1 Heal (-1 wis)
5 Intimidate* (+2 rank, +3 class skill)
7 Know Arcana* (+3 int, +3 class skill, +1 rank)
7 Know Planes* (+3 int, +3 class skill, +1 rank)
4 Perception (-1 Wis, +2 racial, +1 rank, +2 Alertness)
0 Perform
2 Ride* (+3 dex, -1 armor)
1 Sense Motive (-1 Wis, +2 Alertness)
9 Spellcraft* (+3 int, +3 class skill, +3 rank)
4 Stealth (+3 dex, -1 armor, +2 rank)
-1 Survival (-1 Wis)
2 Swim* (+3 str, -1 armor)
6 Use Magic Device* (+3 Class skill, +3 rank)

Starting Gold 3000gp (3rd lvl)
Cash: 82.4 Carried Weight: 68.5
Cost/Item/Weight/Stored
Free Explorer's Outfit 0 Worn
Free Spellbook 5 Backpack
1250 Chain Shirt+1 25 Worn
675 Mwk Comp. Lg Bow 3 Sheath on back
379 Cold Iron Bstd. Swrd 6 Sheath at hip
325 Halfsies on a wand of CLW 0 Cleric Buddy
75 Ioun Torch 0 Orbiting head or in pocket
50 Tanglefoot Bag 4 Backpack
50 Mwk Backpack* 4 Worn
25 Scroll: Obscuring Mist 0 Scrollcase
25 Scroll: Mount 0 Scrollcase
25 Holy Water 1 Pocket
8 Kukri 2 Sheath on chest
5 Spell Component Pouch 2 Belt
5 Spare Spell Component Pouch 2 Backpack
1 20 arrows 3 Quiver at hip
1 ScrollCase 0.5 Belt
1 Flint+Steel 0 Backpack
1 Waterskin 4 Backpack
.5 1 day Rations 1 Backpack
0.1 Bedroll 5 Backpack

*APG

Arcane Pool (Su): At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond
1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. This ability counts as the Arcane Strike feat for meeting any prerequisites. Multiple uses of this ability do not stack with themselves

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus to his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. The magus must have one hand free to use this ability, even if the spell being cast does not contain somatic components.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If used with spell combat, this does not grant an additional attack.

Consider Grigori's "big attack":
•Rapier + Shocking Grasp + Arcane Pool Enhancement + Spellstrike
Attempt concentration check d20+10 vs DC 17
+6 to hit (+2 BAB, +4 dex, +1 enhance, +1 feat, -2 Spell Combat)
Dmg d6+1 (+1 enhance), Crit x2 18-20, +3d6 lightning dmg

Here's Haroun's equivalent:
•Bastard Sword + Shocking Grasp + Arcane Pool Enhancement + Spellstrike
Attempt concentration check d20+10 vs DC 17
+4 to hit (+2 BAB, +3 dex, +1 enhance, -2 spell combat)
Dmg d10+4 (+3 Str, +1 Enhance) Crit 19-20, x2, +3d6 lightning dmg

This is Grigor's "nothing special" standard attack:
•Rapier + Arcane Pool Enhancement + Wand of Magic Missile (Wand Wielder Arcana)
+6 to hit (+2 BAB, +4 dex, +1 enhance, +1 feat, -2 Spell Combat)
d6+1 dmg (+1 enhance), Crit x2 18-20
Cast Magic Missile from wand for d4+1 force dmg

And Haroun's equivalent:
•Bastard Sword + Arcane Pool Enhancement
+6 to hit (+2 BAB, +3 Str, +1 enhance)
Dmg d10+5 (+4 (1.5 x Str), +1 enhance) Crit x2 19-20


may i suggest a Human Strength based magus with a longsword.

Shinkuro:

3rd level male Human (Tian-Min) Magus (20 pt buy, Core + APG + Magus Playtest, no traits)

Str 16
Dex 14
Con 14
Int 16
Wis 12
Cha 8

Feats; Power attack, Toughness, weapon focus (Longsword)

HP 29 (17 Hit Die, +6 con, +3 favored class +3 Toughness)

BAB +2 CMB: +5 (+3 str, +2 BAB) CMD: 17 (+3 str, +2 dex, +2 BAB)

Saves:
Fort +5 (+2 con, +3 class)
Ref +3 (+2 Dex, +1 Class)
Will +3 (+1 Wis, +3 class)

AC 17: (+2 dex, +5 armor) Flat-footed: 15 Touch: 12

Spells/Day
0th: 4 Save DC 13 Cast Defensive DC 15
1st: 4 Save DC 14 Cast Defensive DC 17

Spells Memorized
0th: Ghost Sound, Prestidigitation, Detect Magic, Daze
1st: Shield, Burning Hands, Shocking Grasp, Silent Image

Spellbook:
0th lvl: All Magus
1st lvl: Burning Hands, Chill Touch, Enlarge Person, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, Silent Image, Unseen Servant

Starting Gold 3000gp (3rd lvl)
Cash: 82.4 Carried Weight: 68.5
Cost/Item/Weight/Stored
Free Explorer's Outfit 0 Worn
Free Spellbook 5 Backpack
1250 Chain Shirt+1 25 Worn
675 Mwk Comp. Lg Bow 3 Sheath on back
330 Cold Iron Jian (Treat as Longsword) 6 Sheath at hip
325 Halfsies on a wand of CLW 0 Cleric Buddy
75 Ioun Torch 0 Orbiting head or in pocket
50 Tanglefoot Bag 4 Backpack
50 Mwk Backpack* 4 Worn
25 Scroll: Obscuring Mist 0 Scrollcase
25 Scroll: Mount 0 Scrollcase
25 Holy Water 1 Pocket
8 Kukri 2 Sheath on chest
5 Spell Component Pouch 2 Belt
5 Spare Spell Component Pouch 2 Backpack
1 20 arrows 3 Quiver at hip
1 ScrollCase 0.5 Belt
1 Flint+Steel 0 Backpack
1 Waterskin 4 Backpack
.5 1 day Rations 1 Backpack
0.1 Bedroll 5 Backpack
49 extra unspent gold

skills

Skills: 15 ranks: (2 class, +3 int)x2 Class skills*
3 Acrobatics (+2 dex, -1 Armor, +2 rank)
6 Appraise (+3 int, +3 Familiar)
-1 Bluff
2 Climb* (+3 Str, -1 Armor)
6 Concentration [+3 int, +3 lvl)
0 Diplomacy (+1 rank -1 cha)
-1 Disguise
1 Escape Artist (+2 dex, -1 Armor)
1 Fly* (+2 dex -1 Armor)
+1 Heal (+1 wis)
5 Intimidate* (+2 rank, +3 class skill)
7 Know Arcana* (+3 int, +3 class skill, +1 rank)
7 Know Planes* (+3 int, +3 class skill, +1 rank)
6 Perception (+1 Wis, +3 rank, +2 Alertness)
0 Perform
1 Ride* (+2 dex, -1 armor)
+3 Sense Motive (+1 Wis, +2 Alertness)
9 Spellcraft* (+3 int, +3 class skill, +3 rank)
3 Stealth (+2 dex, -1 armor, +2 rank)
+1 Survival (+1 Wis)
2 Swim* (+3 str, -1 armor)
5 Use Magic Device* (+3 Class skill, +3 rank -1 cha)

class abilities and feats

Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat
Spellstrike
Magus Arcana: Familiar (Raven, speaks Draconic)
Alertness (From Familiar)

if traits are allowed, i really reccomend focused mind and heirloom weapon (Longsword). both of which are actually legal in pathfinder society.

Here's Shinkuro's big attack:
•Long Sword (Jian) + Shocking Grasp + Arcane Pool Enhancement + Spellstrike
Attempt concentration check d20+6 vs DC 17
+4 to hit (+2 BAB, +3 dex, +1 enhance, +1 feat, -2 spell combat-1 power attack)
Dmg d8+6 (+3 Str, +1 Enhance +2 power attack) Crit 19-20, x2, +3d6 lightning dmg

And Shinkuro's standard attack:
•Long Sword (Jian) + Arcane Pool Enhancement
+6 to hit (+2 BAB, +3 Str, +1 enhance -1 power attack)
Dmg d8+8 (+4 (1.5 x Str), +1 enhance +3 power attack (1.5 for 2handed)) Crit x2 19-20.

Shinkuro has similar to hit bonuses to Haroun, but deals slightly more average damage damage on a hit, and he has a few more hit points, despited most of Haroun's stats being stolen and tweaked to fit this suggestion. i figured a Tian male of slight build wearing a loose black Kamashita (think samurai) was the visual i was going for. i figured that a Jian and a longsword are similar enough that they would count as the same weapon. his concentration modifier may be lower, but the focused mind trait can fix that and the heirloom weapon traight ought to help his to hit bonuses. both traits are PFS legal. the only way you wouldn't be getting traits is if you were playing a home game, and the only reason my saturday DM doesn't use traits is because he doesn't know what they are. with a 25 point buy, you could give this guy an 18 strength.


My Magus Alcoss has a decent str and dex with buff items and racial he has 18 in both. I have Close Range for my Magus Arcana so that I can use my melee touch or ranged touch (my choice for ranged up close with no AOO) since normally even casting defensively ranged touch spells provoke AOO (page 186 Core Book Ranged Touch Spells in Combat). Things get heavy in melee and I cant make it back out, then I start casting my ranged touch spells as melee touch and I am not getting free hits against me. Decent stats in both are just as important in INT, the others can take a hit but for your bread and butter attack spells its worth it.


Why are you both using the -2 penalty for spell combat when using spellstrike?
Don´t you get a free melee attack with no penalties whatsoever when using spellstrike?
Or am I reading something the wrong way?


I rolled an incredibly decent fighter for the serpent's skull campaign who screamed eldrtich knight. Which is where i was going with him, until the magus came out.

So I made him a Magus instead.

El' Andiel
lvl 7 Elf Magus

Str 17
Dex 18
Con 8
Int 18
Wis 10
Chr 9

the way i rolled him, with his elf adjustments and the level 4 +1 attribute just worked out great for this character.

he's got an ac 22 and 53 HP ( I use the preferred class +1 hp to offset the con -1) I also gave him toughness.

He uses a bow alot, and sometimes just spells alot.
When he swtich hits he can be nasty due to spell combat with a keen falcata I found ( I took another feat once I found the sword, was running around with a +1 longsword)

this character build I would have to say is an accidentally optimized magus, but it was either rolled that way, or I found it in game.

But it has been a very enjoyable character so far.


Dela wrote:

Why are you both using the -2 penalty for spell combat when using spellstrike?

Don´t you get a free melee attack with no penalties whatsoever when using spellstrike?
Or am I reading something the wrong way?

No, you're not - you do not take the spell combat penalty when using spellstrike.

Unless you're using them together, which, if you don't have multiple attacks already, is generally a poor idea. Even if you do have multiple attacks, it's probably a poor idea.


Dela wrote:

Why are you both using the -2 penalty for spell combat when using spellstrike?

Don´t you get a free melee attack with no penalties whatsoever when using spellstrike?
Or am I reading something the wrong way?

Now I see that I was reading it wrong. Using spellstrike is a standard action that does not require spell combat also to be used. This is a advantage because it means magi can do a move action as well as spellstrike, as well as not taking the -2 to hit.

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