[UM] Walter's Guide to the Magus


Advice

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Lantern Lodge

If you have a really high intelligence, arcane accuracy starts to really pay out. But it's not for every round of combat, it's for full attacks and when you need to drop something really, really quickly. Also, one great use is with combat maneuvers. As is, CMB is a pain to raise, and arcane accuracy (combined with a wand of truestrike for good measure) can almost guarantee a success with a combat maneuver. Trip someone, and get +4 to your future attacks rolls, or get a free AoO. Or do a really, really good bull rush, drag, or re-position.

If anything, arcane accuracy is that "special ops" that can give you what you need -when- you need it.

Of course, there are other options, and completely up to individual game play. But if your DM allows called shots.... :)


Enlarge person is a better option than shield. Reach negates the casting defensively issue and allows you to use arcane accuracy at reach to trip as you won't get hit back.

Enlarge - True Strike - Trip - pile on the debuffs!


I think I now see the idea of Arcane Accuracy - thanks for clearing that up for me!

stuart haffenden wrote:

Enlarge person is a better option than shield. Reach negates the casting defensively issue and allows you to use arcane accuracy at reach to trip as you won't get hit back.

Enlarge - True Strike - Trip - pile on the debuffs!

I very much disagree with this. Enlarge person gives a -1 size penalty to AC and -2 penalty to dex, for a total of -2 to AC vs +4 to AC. Magus' have low HP and AC already - anything ranged is going to absolutely murder you (and you are an obvious target as a large creature). Anything with reach will negate your own advantage unless you are using a reach weapon on top. Unless you cast true strike at the end of your turn, you won't have it up for when the enemy approaches so will most likely miss on the trip attempt. Spells are very rare at low level, so expending a 1st level spell for each trip is impossible. Once you actually have a bunch of 1st level spells you are at sufficient CL that a shocking grasp is probably a superior choice. Now a wand of true strike + wand wielder would be different, but I still wouldn't combine with enlarge person.


Enlarge precombat, spell combat true strike and trip - now the target is prone, fatigued, shaken and entangled. I'm using frostbite/enforcer. The enlarge means no concentration checks and auto trip/success plus AoO action while arcane accuracy is still in effect as it last the whole round.
And to be fair I'm also coming from a Hexcrafter defiler build which I didn't make clear - a level of WHW gives you an additional 3 1st level spells.
Different build, again I didn't make that clear. Vs ranged or multiple threats tactics will obviously change.


I hate rules lawyers as much as the next guy, but unless they have added errata or there is a rules clarification that i have not seen.You can not combine spell combat with dervish dance. As it is written, spell combat works like two weapon fighting but you use a spell rather than a weapon. Meaning that hand is being used for a purpose of casting a spell as your fighting. So your off hand is not free when you are using that ability. Both of them require the off hand to be free. One used it to cast spells and use touch attacks. The other requires it for balance. You can't even use both your hands to use the scimitar as a two handed weapon and have it work with dervish dance because your off hand has a weapon it it even if its the same as your main hand. Spell cstates the spell is being cast. So the round you use spell combat, you do not get the benefits of deverish dance. It's the same idea you can not use a two handed weapon with spell combat, your off hand is not free.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. [Bold]This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. [/bold] To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), 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 (any attack roll made as part of this spell also takes this penalty). 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 on 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.

Dervish Dance (Combat)

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

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

: 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.

Dark Archive

I suspect that an official ruling that Spell Combat cannot be combined with Dervish Dance would have an impact on many magi, especially bladebound magi and elvish magi. Many players consider the scimitar-wielding dervish-dancing magus the "go-to" build.

Dark Archive

roninwb wrote:

I hate rules lawyers as much as the next guy, but unless they have added errata or there is a rules clarification that i have not seen.You can not combine spell combat with dervish dance. As it is written, spell combat works like two weapon fighting but you use a spell rather than a weapon. Meaning that hand is being used for a purpose of casting a spell as your fighting. So your off hand is not free when you are using that ability. Both of them require the off hand to be free. One used it to cast spells and use touch attacks. The other requires it for balance. You can't even use both your hands to use the scimitar as a two handed weapon and have it work with dervish dance because your off hand has a weapon it it even if its the same as your main hand. Spell cstates the spell is being cast. So the round you use spell combat, you do not get the benefits of deverish dance. It's the same idea you can not use a two handed weapon with spell combat, your off hand is not free.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. [Bold]This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. [/bold] To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), 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 (any attack roll made as part of this spell also takes this penalty). 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 on 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...

You are making assumptions that are not listed anywhere in the feat description.

Dervish Dance does not require your other hand to be empty it just requires you to not have a weapon or shield in it. You can have anything else there you want in that hand (a spell, a scarf, a bowl of fruit, etc) and be just fine.


Artanthos wrote:

I did not count shield into my defenses either, only mage armor. (22-24 hour duration). I also did not count my polymorph spells (alter self/monstrous physique/elemental body). All add +2 dex and small size. No change to average damage per hit, but increases accuracy by +2. Additional bonuses are dependent upon the spell. Air elemeantal adds darkvision 60', fly 60' and +2 natural armor.

You can't use enlarge, tieflings have the native outsider type, not the humanoid type. You can use the other spells I listed. Monstrous Physique II for Troll form may be more appropriate for your build. It will give you +4 strength, +4 natural armor, -2 dexterity and reach.

Your katana is listed as a +2 weapon. Black Blade becomes +3 at level 9.

Enlarge only works on Humanoids, Tieflings are not Humanoids they are Naitive Outsiders


I'm wanting to make a magus(possibly with the blade bound archetype). Is there a viable way to build him so I can take some levels in the Assassin Prestige Class? I'm going to be playing in it in a friends campaign he is hand crafting, and prob just going to be using the CRB/APG/UM/UC, at the most, possibly not even all of them. I'm wanting to play him kind of stealthy. Any suggestions would be appreciated. Keep in mind it doesn't have to be super over the top OP. If magus doesnt work, are there any other interesting classes that work well with assassin(other than the generic rogue/ninja)?

Lantern Lodge

Magi can be quite stealthy.

If you want to avoid ACP, and go dexterity, the Kensai Archetype is golden for the stealthy magus. I have a guide here, and there are some general builds that might interest you for the assassin (though you will only get so far with them...).

Though, most people will look down at trading spell casting for sneak attack and other sch things. However, the spell list is quite in line with being an assassin (vanish, invisibility, and then greater invisibility way, way later), and since both classes use intelligence and dexterity as their main stats you don't become any more MAD.


You could also consider the new Greensting magus archetype. You can't enhance your weapon like a regular magus, instead you grant sneak attack dice once per round.


How well does a magus do when he doesn't crit-fish? This is barring stuff like whip Chill Touch shenanigans.


Half-levels magus.
Because with Knowledge Pool, you can ALWAYS cast Paragon Surge.
Paragon Surge + Extra Arcana + Spell Blending = EVERY BLASTED WIZARD SPELL is at your command.


Uh, ok, what if I don't want to abuse Paragon Surge? I personally hate that feat, and am considering banning it if I GM.

Lantern Lodge

He does fairly well, it's not as *optimal*, but it's not that bad, especially if your not casting spells 24/7


FrodoOf9Fingers wrote:

Magi can be quite stealthy.

If you want to avoid ACP, and go dexterity, the Kensai Archetype is golden for the stealthy magus. I have a guide here, and there are some general builds that might interest you for the assassin (though you will only get so far with them...).

Though, most people will look down at trading spell casting for sneak attack and other sch things. However, the spell list is quite in line with being an assassin (vanish, invisibility, and then greater invisibility way, way later), and since both classes use intelligence and dexterity as their main stats you don't become any more MAD.

Thanks, I'll check it out.

Bardess wrote:

Half-levels magus.

Because with Knowledge Pool, you can ALWAYS cast Paragon Surge.
Paragon Surge + Extra Arcana + Spell Blending = EVERY BLASTED WIZARD SPELL is at your command.

Thanks, but not going to be able to use anything that isn't in the books I mentioned previously.


FanaticRat wrote:
How well does a magus do when he doesn't crit-fish? This is barring stuff like whip Chill Touch shenanigans.

Hexcrafters who focus on delivering curse spells like Blindness/Deafness and Bestow Curse manage fine without fishing for crits.

I threw one at my players today running around with a scizore.


Athaleon wrote:
Actually I just re-read Close Range and it only works on Ray spells. So disregard all of the above, I guess.

Might these be your work-around for that issue?

Quote:


Three times per day, the gloves allow the wearer to treat a ranged magus spell as a spell with a range of "touch," allowing him to deliver the spell with his spellstrike ability. The glove can only affect spells that normally affect one or more creatures at a range greater than "touch" (such as slow), not rays or other created effects.

Scarab Sages

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With the Advent of the ACG, the magus is able to take swashbuckler deeds as arcana, powered by his arcane pool. The prereq is an arcana that gives a preset list of useful deeds. After that, each arcana invested allows any 1 deed. The only restriction is meeting the level requirement for the deed.

Examples

  • Precise Strike: add magus level as precision damage while using a one-handed piercing melee weapon and have at least 1 point in arcane pool. (Dervish Dance allows scimitar to qualify.) (3rd level)
  • Evasive: gain evasion + uncanny dodge as long as you have at least 1 point in arcane pool (11th level)
  • Deadly Stab: save or die vs critical hit. DC 10 + 1/2 level + Dex mod. Costs 1 arcane (19th level)

Plenty of other abilities, but I thought these were noteworthy. The first two since they cost neither actions nor arcane pool expenditure.


I was hoping the magus would get a little bit of Swashbuckler fun, but I had expected an archetype.


Is any of this info online yet/when/where might it be when it is? I haven't had a chance to look at the new ACG book yet but I hear great things.

Silver Crusade

It should be added to the PRD tomorrow or shortly thereafter.


I believe it was stated to be September that it will be on the PRD.


I apologize if these items have been covered previously, but 32 pages is a ton. I've got a couple questions for more experienced players

A. What is the opinion of taking Close Combat if you're GM won't allow you to use arcane mark with spell strike? The ability to constantly get two attacks for a -2 to attack seems great, especially if you can also get the d3 of Ray of Frost. However, I'm still not sure if it's worth spending the arcana on (especially since I'm playing bladebound so I already lose an arcana)

B. What is the opinion on using Reduce Person or Cat's Grace as a Dervish Dance Magus? It seems like the bonuses to DEX (which help both AC, attack, AND damage) seems fantastic. I can see the downside of decreasing your weapon size (and thus damage dice), but I can't see any downside to Cat's Grace, and yet I haven't noticed anyone talk about it

Silver Crusade

Well, cat's grace doesn't stack with a belt of incredible dexterity which any self-respecting dervish dancer should have.

As for the close arcana, if your GM is outlawing arcane mark, it makes it slightly more appealing but still probably not a top 4 or 5 arcana.


Artanthos wrote:

With the Advent of the ACG, the magus is able to take swashbuckler deeds as arcana, powered by his arcane pool. The prereq is an arcana that gives a preset list of useful deeds. After that, each arcana invested allows any 1 deed. The only restriction is meeting the level requirement for the deed.

Examples

  • Precise Strike: add magus level as precision damage while using a one-handed piercing melee weapon and have at least 1 point in arcane pool. (Dervish Dance allows scimitar to qualify.) (3rd level)
  • Evasive: gain evasion + uncanny dodge as long as you have at least 1 point in arcane pool (11th level)
  • Deadly Stab: save or die vs critical hit. DC 10 + 1/2 level + Dex mod. Costs 1 arcane (19th level)

Plenty of other abilities, but I thought these were noteworthy. The first two since they cost neither actions nor arcane pool expenditure.

Wow, these are ridiculous. I'm having to think pretty long and hard just why would I ever play a swash with this available.

Dark Archive

LoneKnave wrote:
Artanthos wrote:

With the Advent of the ACG, the magus is able to take swashbuckler deeds as arcana, powered by his arcane pool. The prereq is an arcana that gives a preset list of useful deeds. After that, each arcana invested allows any 1 deed. The only restriction is meeting the level requirement for the deed.

Examples

  • Precise Strike: add magus level as precision damage while using a one-handed piercing melee weapon and have at least 1 point in arcane pool. (Dervish Dance allows scimitar to qualify.) (3rd level)
  • Evasive: gain evasion + uncanny dodge as long as you have at least 1 point in arcane pool (11th level)
  • Deadly Stab: save or die vs critical hit. DC 10 + 1/2 level + Dex mod. Costs 1 arcane (19th level)

Plenty of other abilities, but I thought these were noteworthy. The first two since they cost neither actions nor arcane pool expenditure.

Wow, these are ridiculous. I'm having to think pretty long and hard just why would I ever play a swash with this available.

Everything we are reading about this book is ridiculous. I'm just going to have to ban the whole book at this point.


Mathwei ap Niall wrote:
LoneKnave wrote:
Artanthos wrote:

With the Advent of the ACG, the magus is able to take swashbuckler deeds as arcana, powered by his arcane pool. The prereq is an arcana that gives a preset list of useful deeds. After that, each arcana invested allows any 1 deed. The only restriction is meeting the level requirement for the deed.

Examples

  • Precise Strike: add magus level as precision damage while using a one-handed piercing melee weapon and have at least 1 point in arcane pool. (Dervish Dance allows scimitar to qualify.) (3rd level)
  • Evasive: gain evasion + uncanny dodge as long as you have at least 1 point in arcane pool (11th level)
  • Deadly Stab: save or die vs critical hit. DC 10 + 1/2 level + Dex mod. Costs 1 arcane (19th level)

Plenty of other abilities, but I thought these were noteworthy. The first two since they cost neither actions nor arcane pool expenditure.

Wow, these are ridiculous. I'm having to think pretty long and hard just why would I ever play a swash with this available.

Everything we are reading about this book is ridiculous. I'm just going to have to ban the whole book at this point.

If you dont leave out the draw backs, they arent nearly as OP. Precise strike won't work with spellstrike or spell combat. Deadly stab isnt any better then the 10 billion other death attacks out there. Evasive is very good for dex magi, a top 5 arcana, but I would still take arcane accuracy and such over it.

Scarab Sages

Calth wrote:
If you dont leave out the draw backs, they arent nearly as OP. Precise strike won't work with spellstrike or spell combat. Deadly stab isnt any better then the 10 billion other death attacks out there. Evasive is very good for dex magi, a top 5 arcana, but I would still take arcane accuracy and such over it.

The limitations are:

Quote:

At 3rd level, while she has at least 1

panache point, a swashbuckler gains the ability to strike
precisely with a light or one-handed piercing melee
weapon (though not natural weapon attacks), adding
her swashbuckler level to the damage dealt. To use
this deed, a swashbuckler cannot attack with a weapon
in her other hand or use a shield other than a buckler.

With both Dervish Dance and Spell Combat, the off hand is free.

I can't begin to imagine where you found anything that would limit spellstrike.


Casting an attack touch spell is considered attacking with a weapon(which is why touch and ray are valid choices for weapon focus). The text for spell combat explicitly references TWF and says the spell cast by the other hand is the weapon.


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Actually, no. Even if the spell that is being cast is an off hand weapon, the hand itself is still empty, the same as it would be empty if it was an unarmed strike (despite then being a light weapon) or a natural weapon.

And even with that wishful reading of the rules, there's really nothing stopping spellstrike.


LoneKnave wrote:

Actually, no. Even if the spell that is being cast is an off hand weapon, the hand itself is still empty, the same as it would be empty if it was an unarmed strike (despite then being a light weapon) or a natural weapon.

And even with that wishful reading of the rules, there's really nothing stopping spellstrike.

You couldnt make an unarmed strike or natural attack with the off-hand and take advantage of precise strike either. I dont really want to quibble rules in an advice thread, so if people want to continue Ill make a rules forum thread on it.


I'm down with it, after the ACG is officially out. Maybe the wording is more restrictive than I think and then why waste a topic?

Scarab Sages

Calth wrote:
LoneKnave wrote:

Actually, no. Even if the spell that is being cast is an off hand weapon, the hand itself is still empty, the same as it would be empty if it was an unarmed strike (despite then being a light weapon) or a natural weapon.

And even with that wishful reading of the rules, there's really nothing stopping spellstrike.

You couldnt make an unarmed strike or natural attack with the off-hand and take advantage of precise strike either. I dont really want to quibble rules in an advice thread, so if people want to continue Ill make a rules forum thread on it.

I started a rules thread here


Speaking of ACG and Magus, how does the Eldritch Scion archetype measure up? It makes the magus a spontaneous caster rather than prepared, with the same spells per day and spells known as bard, and spell combat can't be used except during a special state entered for two rounds after spending an arcane point until level 8, but it also gains a bloodrager bloodline.


Depends on the bloodline. I like Arcane and Fey in particular.


It really doesn't stack up very well. I was excited about it when I heard about it but the 2 rounds per 1 "eldritch point" restriction on both the bloodline powers and spell combat basically kills it. There are some bloodlines that grant you powers that aren't related to bloodrage (like Draconic) that might be worthwhile to consider for some niche thematic builds.

It also in theory doesn't stack with any other archetype that modifies Arcane Pool and you lose Spell Recall. The other archetype that drops Spell Recall off the top of my head is Hexcrafter, which gets Hexes of course, which seems a much stronger trade-off. Also the Magus has both few skill points and a weak skill list, making Charisma your prime casting stat an actual sacrifice (especially if you are using traits).

It might be more worthwhile with a Bloodrager dip to gain a few rounds of Bloodrage to get less costly access to your bloodline powers (but still be gimped for Spell Combat unfortunately).


Does Precise Strike actually allow you to add your magus level to damage?


Consensus so far seems to be pointing towards yes.

On Eldritch Scion, it may make Elemental Knight a bit more viable (what, with Suli's bonus being to CHA). Still, yeah, pretty bad archetype overall considering what it could have been.


Just a thought, but wouldn't eldrich Scion make a dip in Paladin (saves and Smite), oracle (Sidedtep & maybe Mystic Theurge), and dragon Disciple viable if not beneficial for the magus?

Shadow Lodge

hmm i dont have the ACG but from what i hear, theres a magus thats a spontanues caster now? if so that means going the dragon diciple would be awsome lol


@Cass: Yes, it's good for paladin/oracle dip, for example. DD is interesting. It is probably not worth it for most builds, as strength usually isn't that important for the Magus. Also, the first level is so s$!%ty it's incredible (you literally get +1 to two saves and 1 natural armor. WOW, SO MUCH WORTH!). There's also the question of how it exactly stacks with your bloodrager bloodline (on one hand, if it does stack. the bloodrager is slightly superior... buuuut, you need to activate it with a swift and it's not THAT much better).

Actually, I HOPE it doesn't stack with the bloodline. The first level dragon arcana is actually worth it for blaster builds, and the third level ability is soon enough that you can get it fairly early. This also doesn't tie you down to the Draconic bloodrage bloodline which is, all things considered, crap option for the Eldritch Scion.

@Raphael Valen:Yeah, the eldritch scion is a CHA based, spontaneous magus, we are discussing it right now.

EDIT: actually, I'm really disappointed in this archetype now.


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I have an idea. I've been browsing the new technology guide, and it seems to me that the OGL Lightsaber (the "laser torch") has some potential.

It deals elemental damage (fire), has a *3 crit modifier, and resolves attacks against touch AC.

There's a couple of cave-eats though. You can't power attack with it. You can't add your strength to damage with it. It doesn't work against invisible creatures. Considering how expensive it is, and the fact that it's a one-handed weapon, dual-wielding seems inadviseable.

Still, this leaves a lot of options for bonus damage. For those of you that are into that stuff, it's probably a good weapon to deliver high-damage strikes from path of war with. But, more importantly, flat damage and sneak attack works like a charm.

I had a magus build a while back that I shelved, on account of it largely being unable to hit anything. Targeting touch ac should solve that problem nicely.

It goes like this:

Tiefling (Greensting slayer) Magus 3/Rogue 1(ninja or vivisectionist works just as well)/Arcane Trickster 10.
Remember that, according to faq, the tiefling's Darkness SLA counts as him having 2nd level arcane spells. If magi can't cast mage hand, there's a trait out there that let's you cast a 0th level spell once per day or so, use that.
Important feats include weapon finesse (the laser torch is a touch attack, so it can be finessed), and that's just about it.

Important items includes loads of batteries, a +1 agile spell storing "laser torch", a rapier for when pesky things are immune to fire damage, and a belt of +dex.

If your GM refuses to allow greensting slayer sneak attack to qualify, the build changes to magus 2/SA class 3/Arcane trickster +x.

If you can't get your hands on a lightsaber (sorry, "laser torch") that isn't time-worn, you'll have to add some levels of technomancer. The best way to do this is probably something like Aasimar greensting slayer magus 5/rogue 1/Technomancer 3/arcane trickster x, but this is largely beyond the scope of this post.


LoneKnave wrote:


EDIT: actually, I'm really disappointed in this archetype now.

I see where you are getting at with the lackluster Eldridge scion gets but I have recently rolled for an NPC character in the campaign im in being a sybling of mine who is level 13.

The race I build for the campaign with the OK from the GM has improved initiative and Fast Healing 1 as racial features and has weakness so +2Physical/+2Mental/-4Any because i built a mutant class. besides the point the stats i rolled after adding the three ability scores for being level 13 are as stated (Not set in stone).

20Str / 20Cha / 16con / 15dex / 14Int / 10 Wis

Which are not bad stats to start off with. Now as for the limited spells that are given I would see in any other campaign it would be difficult to choose which spells you want.

With his house rule it states that any created chracter pass teh level one knows all spells he or she would of learned at the given level of creation.

Because its a level 13 magus that has the spell allotment of a bard he has access to all spells level 1-5.

Before you say its a broken rule mind you the GM knows that it is and he gives us all these spells because he likes throwing large encounters to test our abilities. None of that Lackluster fights of 5 goblins and a troll.

At level 13 these are what the eldritch scion gets without picking up his magus arcana or feats.

1. Spell Casting | Bloodline (Bronze | Claws) | Eldritch Pool | Spell Combat | FEATS | BONUS FEATS
2. Spellstrike
3. Magus Arcana 1 | FEATS
4. Eldritch Pool (as Arcane Pool) | Bloodline (Draconic Resistance) | ABILITY SCORE
5. Bonus Feats | FEATS
6. Magus Arcana 2
7. Bonus Spells (Shield) | Medium Armor | FEATS
8. Spell Combat (At Any Time) | Bloodline (Breath Weapon 60-foot cone Electricity) | ABILITY SCORE
9. Magus Arcana 3 | FEATS
10. Bonus Spells (Resist Energy) | Fighter Training
11. Bonus Feats | FEATS
12. Magus Arcana 4 | Bloodline (Dragon Wings) | ABILITY SCORE
13. Bonus Spells (Fly) | Heavy Armor | FEATS

How do you feel about that?


Progression over a level 20 Eldritch Scion.

1. Spell Casting | Bloodline (Bronze | Claws) | Eldritch Pool | Spell Combat | TOUGHNESS | WEAPON FOCUS (Scimitar)
2. Spellstrike
3. Magus Arcana 1 (Arcane Accuracy) | ARCANE SHIELD (Combat)
4. Eldritch Pool (as Arcane Pool) | Bloodline (Draconic Resistance) | 1 CHA
5. ARCANE STRIKE (COMBAT) | INTENSIFIED SPELL (METAMAGIC)
6. Magus Arcana 2 (Empowered Magic)
7. Bonus Spells (Shield) | Medium Armor | POWER ATTACK
8. Spell Combat (At Any Time) | Bloodline (Breath Weapon 60-foot cone Electricity) | 1CHA
9. Magus Arcana 3 (SPELL BLENDING | Heroism) | SPELL PENETRATION
10. Bonus Spells (Resist Energy) | Fighter Training
11. WEAPON SPECIALIZATION (SCIMITAR) | IMPROVED CRITICAL (SCIMITAR)
12. Magus Arcana 4 (Critical Strike) | Bloodline (Dragon Wings) | 1 CON
13. Bonus Spells (Fly) | Heavy Armor | LUNGE
14.Improved Spell Combat
15. Magus Arcana 5 (Quicken Magic) | EXTRA ARANA Magus Arcana F1 (Maximized Magic)
16. Bonus Spells (Fear) | Counterstrike | Bloodline (Dragon Form) | 1 STR
17. GREATER WEAPON FOCUS (SCIMITAR) | GREATER SPELL PENETRATION
18. Magus Arcana 6 (SpellBlending | Permanency) | Greater Spell Combat
19. Greater Spell Access | EXTRA ARCANA Magus Arcana F2 (Arcane Edge)
20. True Magus | Bloodline (Power of Wyrms) | 1 STR


Arcane Strike is honestly not great. It puts more pressures on your swift action. Personally, I'd run a rapier and trade out Arcane Strike and Power Attack for Flamboyant Arcana and Arcane Deed (Precise Strike). Power Attack, at its best, adds ten points of damage at the cost of five off your attack roll. Arcane Strike adds five points of damage at best at the cost of your swift action. Precise Strike adds 20 points of damage as long as you sit on a single eldritch point, no other costs.

Arcane Shield requires Caster Level 10th. Extra Arcana for Spell Shield is much better anyway though.

Improved Critical is really not great. Just get a Keen weapon... or do it yourself, you're a Magus.

What are you planning on using Permanency for that makes it worth a feat slot?


I would not invest in the torch and besides, technostuff might not fly with some groups.

<just get a staff or wand with the lasersword spell from the druid spell list or even better use this one http://www.d20pfsrd.com/magic/all-spells/d/divine-trident.
It even is a P weapon and you could use it with Precise strike.
And elemental spell it to any other energy type if required.


The Eldritch Scion can use Blooded Arcane Strike.


master_marshmallow wrote:
The Eldritch Scion can use Blooded Arcane Strike.

nope

blooded arcane strike requires "bloodrage" class feature
eldritch scion has only "bloodlines"

he doesn't qualify


For shame.

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