[UM] Walter's Guide to the Magus


Advice

751 to 800 of 1,668 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Liberty's Edge

The point of mirror images is that they do get popped. For every mirror image that does it's job, think how many hp you saved. Compare that to a casting of something like false life.


Opinions please:

My character in Jade Regent is a bladebound magus. Here's his general stat alignment:

STR 16
DEX 13
CON 14
INT 15
WIS 10
CHA 10

Wielding a longsword.

My traits are Childhood Crush (DC15 Cha check for +1 to all saves) and World Traveller (+1 to Diplomacy, Diplomacy as a class skill)

At 4th level, I'm putting my stat point into Int to make it a 16.

My feats:

1. Toughness
1b. Additional Traits (Magical Lineage [Shocking Grasp], Focused Mind)
3. Power Attack
3b. Alertness (while holding black blade)

Currently sitting on 3 arcane pool points.

Due to the nature of APs, I'm expecting a lot of on-site dungeon crawling in this campaign. I'm going for Enduring Blade arcana as a result. I also like Arcane Accuracy-- it makes my intensified shocking grasp full attacks a lot more poignant and likely to succeed on high priority targets.

At 6th, I'll have 2 (level) + 3 (int) arcane pool points.
At 9th, I'll have 3 (level) + 4 (int) + 2 (extra arcane pool) arcane pool points.

I'm thinking of taking Enduring Blade at 6, but I realized it'll use a lot of my daily allotment of points to give me 6 minutes of power up-- which might be 3 fights. Or I could just use 2 points to bring me through 2 fights, and have arcane accuracy for when I need it...

So, the question is: 1. should I take enduring blade at 6, or at 9? I'm heavily considering both and no one I've talked to has anything relevant to say so far, and

2. any advice?

Liberty's Edge

1) I don't know anything about the AP, but in general having a high enhancement bonus on your weapon will also make your attacks more likely to succeed. Take the Enduring Blade.

2) I don't care for your stats, I believe a higher strength and lower int will serve you better. And it seems to be a 21 point buy or did you roll these? Either way, I'd probably try and get an 18 strength. I take it you don't like dump stats?

I prefer the scimitar for the magus, as do many other people, simply because of the crit range. (Of course, scimitars are cool also, arabian cavalry, ftw.) Let generic npc magi use long swords.

For feats aren't focused mind and magical lineage both magic traits? You can't take two traits from the same category, even with additional traits.


ShadowcatX wrote:
1) I don't know anything about the AP, but in general having a high enhancement bonus on your weapon will also make your attacks more likely to succeed. Take the Enduring Blade.

Forsooth.

Quote:


2) I don't care for your stats, I believe a higher strength and lower int will serve you better. And it seems to be a 21 point buy or did you roll these? Either way, I'd probably try and get an 18 strength. I take it you don't like dump stats?

14+2 = 5

13 = 3
14 = 5
15 = 7
10 = 0
10 = 0

20 point buy

I hate dump stats. This character isn't an absent-minded drooling idiot and he definitely is personable while not a social butterfly. A 7 Cha would make him uncouth and shy and a 7 Wis would make him unable to string his sentences together without losing it to chase a butterfly. Oh, and the -2 to Will and -2 to Diplomacy would be annoying, too.

I'm buying headbands of intelligence as an afterthought after I get 16 int. Dropping Int to 14 would've given me 2 more points, which I would've used to make Str a 17-- but I want more arcane pool points for longevity, and I want more bonus spell slots.

Quote:


I prefer the scimitar for the magus, as do many other people, simply because of the crit range. (Of course, scimitars are cool also, arabian cavalry, ftw.) Let generic npc magi use long swords.

No. Everyone's magus has a scimitar. Literally everyone. And they're all dervish dancing tieflings. Not the character I'm playing. My character's hometown is nowhere near anywhere where they would use scimitars, and my character's father was a priest of Cayden Cailean who wielded a rapier. I don't even worship Sarenrae.

Quote:


For feats aren't focused mind and magical lineage both magic traits? You can't take two traits from the same category, even with additional traits.

My GM let me stretch it because I actually took the feat additional traits because I took another trait as a roleplaying choice.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ice Titan wrote:


So, the question is: 1. should I take enduring blade at 6, or at 9? I'm heavily considering both and no one I've talked to has anything relevant to say so far, and

I think Enduring Blade is pretty weak. But just tally your encounters. But for enduring blade to be effective you have to have 3 or more encounters within a x(magus level) minute period. If you have only 2 you could just have used your arcane pool twice. And if you only have 1 well you saved yourself an arcane point.

In most dungeon crawls getting 3 combats in a 20 minute time period is the exception rather than the general trend as people tend to search and loot as they go. And when it does happen, the encounters generally come extremely close together such that a 2 minute enchant might cover all 3.

I'd hold off till 9th at the very least. In mean time try to track how many times it actually saves you an arcane point and how many times it would have cost you an extra point.


Radu the Wanderer wrote:
Get Improved Familiar as soon as possible for a Mephit or other familiar with oppose-able thumbs and speech, get some wands and scrolls with useful spells. Keep your Use Magic Device skill high (you're doing this, right?)

Well for one, my DM most likely won't let me just get any improved familiar I want (or can), I know it's RAW but he needs to justify everything. But let's say I use monstrous physique to polymorph the normal familiar into a harpy (or a similarly evolved creature), it should be able to use such items much like the improved familiar, right? There's a problem with that tactic though, although that would work in theory, the normal familiars have a low charisma score and don't get your training bonus for UMD, so they wouldn't be able to use those items anyway. I'm gonna ponder on this overnight.

Another important point is that our DM doesn't like giving us magic items, especially not spell trigger/completion items, he's convinced that they make the characters way too overpowered, so in the last campaign I didn't get a single wand (not even a lvl1) and the party could not acquire a scroll of invisibility (at level 12 or so). I'm glad I at least don't have to worry about my weapon with the magus because otherwise I'd probably have to go kill Rovagug (or at least the tarrasque) to get a +1 holy scimitar from the church of Sarenrae, and even then I'd have to pay for it.

Anyway, I'm thinking blur should be a slightly better investment than mirror image. If I consider half of the destroyed images would have been actual hits (an the rest near misses) then a single casting saves me from 4 hits. Blur should last throughout the entire fight (unless dispelled) and block every fifth hit, so in average probably around twice as many. Although the behaviour is more random, it's not subject to being beaten by lots of weak attacks.

Also, I figured out yesterday that I can't use reduce person on myself since tieflings are outsiders (that's just ridiculous). Any alternatives to that? Alter self feels like somewhat of a waste for a 2nd level spell slot and a wand is already a 6k investment (that's if I could get one in the first place).


Maezer wrote:
Ice Titan wrote:


So, the question is: 1. should I take enduring blade at 6, or at 9? I'm heavily considering both and no one I've talked to has anything relevant to say so far, and

I think Enduring Blade is pretty weak. But just tally your encounters. But for enduring blade to be effective you have to have 3 or more encounters within a x(magus level) minute period. If you have only 2 you could just have used your arcane pool twice. And if you only have 1 well you saved yourself an arcane point.

In most dungeon crawls getting 3 combats in a 20 minute time period is the exception rather than the general trend as people tend to search and loot as they go. And when it does happen, the encounters generally come extremely close together such that a 2 minute enchant might cover all 3.

I'd hold off till 9th at the very least. In mean time try to track how many times it actually saves you an arcane point and how many times it would have cost you an extra point.

+1. It will depend a lot on the DM and the AP. I've played both Kingmaker and CotCT (the latter with a rapier wielding bladebound Magus) and I can think of very few situations in which combats were close enough to merit Enduring blade

On your build: I think that 15 (soon to become 16) is a good choice. I'd change toughness for extra arcane pool

At level 5, I'd recommend arcane strike and, if there are casters that are willing to cast haste on you, consider experimental wordcaster to have access to accelerate (personal lvl 2 haste)

Liberty's Edge

Ice Titan wrote:
20 point buy

My bad.

Quote:
No. Everyone's magus has a scimitar. Literally everyone. And they're all dervish dancing tieflings. Not the character I'm playing. My character's hometown is nowhere near anywhere where they would use scimitars, and my character's father was a priest of Cayden Cailean who wielded a rapier. I don't even worship Sarenrae.

First, every magus where? How many has your character personally ran into that wield scimitars? But fair enough on the rest.

Quote:
My GM let me stretch it because I actually took the feat additional traits because I took another trait as a roleplaying choice.

Cool.

------

As I said I'm not familiar with the AP, and that's a very good point about the encounters not happening that close together.


If your GM is not very liberal with the magic items then I think a lot of the advantage of familiars goes away. Wizards can still pull it off with Scribe Scroll and Craft Wand, but you might be better off looking at another Magus Arcana if that is the case. It's good to know the kind of games you're going to be playing the character through--- some kinds of characters don't work especially well in item starved games, while others will shine just fine.


Radu the Wanderer wrote:
[...] but you might be better off looking at another Magus Arcana if that is the case.

I've been looking at other magus arcana, all the core ones suck at 6th level and we can't use 3rd party ones. A familiar still gives me the equivalent of 2 feats and has some very nice utility outside of combat.


This magus (the alias) doesn't use a scimitar...


ShadowcatX wrote:
Diffan wrote:
See, I think there are more applications for that Arcana. Firstly, I don't think any sensible DM would allow a player to spam Arcane Mark the way people do. Using it exclusively to spellstrike every turn is just cheesy and no where near RAI.

First, how is it any cheesier than two weapon fighting? Secondly, you say its no where near RAI but it is a touch spell on the spell list of a class that gets bonuses with touch spells. Do you honestly think the developers are so incompetent that they didn't look at every touch spell on the magus list twice before the published ultimate magic?

I DO think the Devs didn't consider people using that spell with the way people are spamming Spell Combat/Spellstrike. And really, if it was intented to be used as such, would that mean you would be using it at 1st level with Spell Combat to cast Arcane Mark + 1 melee attack? I thought not. As for TWF being cheesy, it's really not. Multiple threads will tell you that many people feel TWF is far inferior to other methods of attacking. In addition, TWF requires a Stat-requirement AND a feat to use with any sort of success.

ShadowcatX wrote:
Diffan wrote:


Close range allows you to use Acid Splash and Ray of Frost in such a way to make this accessable (and deal a whopping 1d3 damage to boot *sarcasm*).
So using it with arcane mark is cheesy, but doing the exact same thing with a different spell is somehow better?

Obviously, and for two distinict reasons. First the spells in which I'm using are damage dealing spells or, were there other cantrips that have some direct usage in combat, are clearly what the Devs had in mind when using Spell Combat and Spellstrike in conjunction. Second, the two-fold effect of using Reach arcana is to add Ray spell to their Spellstrike, which in turn allows your 2 different cantrips plus a slew of other options. It's the way in which the ability is designed (Spellstrike) that intones a combat relevance with spell usage. The cantrip "light" works in the exact same fashion as Arcane Mark yet I don't see people using that particular spell with Spellstrike, so why is that?

ShadowcatX wrote:
Diffan wrote:


Secondly, with multiple rays it's worthless and I wouldn't use it but really how many spells have multiple rays on the Magus (or even wizard's) spell list? There are other spells and ranged touch spells on the Magus list which opens up some versatility. Take into account other supplements (like v3.5 Spell Compendium) and it becomes more viable
If you need 3.5 material to be viable, then obviously its not viable. Guides, and this one specifically, are written about pathfinder. Not pathfinder and 3.5.

Hmm, so footnotes and exceptions are completely without merit? Becuase, you know, no one ever uses non-PF material in their products, even all those 3PP ones ON PF's OWN SITE. And gee, I don't remember posting there being a requirement of 3.5/3PP material for this arcana to be a viable option. I said "take into account other supplements and it becomes more viable", Meaning that without those supplements, it has an array of usages AND is even more beneficial with other things taken in.

ShadowcatX wrote:


Is it cheesy for a monk to get multiple attacks without having to spend a feat via flurry of blows?

And flurry has the added benefit of granting a higher attack bonus, so you can't say "well that's its only purpose."

I just do not see how someone can argue that using the class abilities with the spells the class has on its on list to get two weapon fighting (a generally inferior method of fighting) is cheesy.

Of course, it's my own darned opinion that spamming Arcane Mark is cheesy and not RAI, though it's a perfectly viable option with RAW and I've never said otherwise. This is a reason I gave this option to my DM so they could make the call. As for using Arcane Mark itself, it's not the intended purpose of that particular spell to be used in the way of which Spellstrike/Spell Combat works. What I feel is the intended use of Spellstrike/Spell Combat is to attack using a TWF-style, while being able to cast a spell for combative/defensive purposes. NOT to inscribe your personal rune on a target. Even in the wording of Spellstrike, the second sentence says: "Instead of the free melee touch attack normally allowed to deliver the spell" which might make people pause and think "Hmmm....Arcane Mark doesn't require a melee touch attack..."

I'll reiterate, however, that I feel it works RAW but I don't think the Devs intented the spell to be used in such a way. Using a spell not designed for combat just to give yourself a second attack is, IMO, cheesy.


I'm curious if you've thought about making a Magus/Arcane Archer, based off of your Dervish build. As an elf with a high DEX, in an arcane spellcasting class with a medium BAB progression and the ability to stack enchantments on your bow attacks (Arcane Pool giving insight bonus to accuracy, and elemental attacks to arrow combined with automatic effects that the Arcane Archer gets)


Diffan wrote:
As for using Arcane Mark itself, it's not the intended purpose of that particular spell to be used in the way of which Spellstrike/Spell Combat works.

Actually, just about none of the spells were designed with spellstrike/spell combat in mind since they were designed before the magus, please stop using broken logic to justify your argument. The purpose of spellstrike was to allow the magus to channel a touch spell through their weapon because the devs thought it was cool. Whether or not they overlooked Arcane Mark when they were choosing the cantrips for the magus is pure conjecture and it makes just as much sense that they left it on the spell list because they didn't think it was too strong unlike touch of fatigue.

Diffan wrote:
Using a spell not designed for combat just to give yourself a second attack is, IMO, cheesy.

Yes, it's cheesy by the definition of the word and it's also perfectly practical. You do it because you can, because in battle you don't have time to worry about such things, you use any resource at your disposal and you either win or you die (in most cases). The character does it for the same reason the player does, because channeling a spell increases their attack speed (it's a free attack after all), what the effects of the spell are is irrelevant. I don't see why you would need to justify casting arcane mark multiple times any more than that.


Keneth wrote:
Diffan wrote:
As for using Arcane Mark itself, it's not the intended purpose of that particular spell to be used in the way of which Spellstrike/Spell Combat works.

Actually, just about none of the spells were designed with spellstrike/spell combat in mind since they were designed before the magus, please stop using broken logic to justify your argument. The purpose of spellstrike was to allow the magus to channel a touch spell through their weapon because the devs thought it was cool. Whether or not they overlooked Arcane Mark when they were choosing the cantrips for the magus is pure conjecture and it makes just as much sense that they left it on the spell list because they didn't think it was too strong unlike touch of fatigue.

I rather thought the purpose of Spellstrike was to channel a "melee-touch spells" through their weapon since most of the "touch" spells are designed for attack purposes. And of course it's conjecture! Though that doesn't diminish my view or opinion in the slightest. Unless a Dev comes here and specifically says "Yea, we kept Arcane Mark in their spell list so people could use that for consistant Spellstrike/Spell Combat combination" then it's anyone's guess as to WHY it's there other than cool, flavorful effects. And really, touch of fatigue too strong? Really?

Diffan wrote:
Using a spell not designed for combat just to give yourself a second attack is, IMO, cheesy.
Yes, it's cheesy by the definition of the word and it's also perfectly practical. You do it because you can, because in battle you don't have time to worry about such things, you use any resource at your disposal and you either win or you die (in most cases). The character does it for the same reason the player does, because channeling a spell increases their attack speed (it's a free attack after all), what the effects of the spell are is irrelevant. I don't see why you would need to justify casting arcane mark multiple times any more than that.

All I was saying is that it's cheesy and you've affirmed that statement. I also never said I wouldn't use it and again left it to my DMs judgement if it's allowed or not. In the end, that's what really matters not RAW or RAI.


Nym Vallidorn wrote:
This magus (the alias) doesn't use a scimitar...

You're using a rapier. Which is a scimitar that does piercing damage.

Next is going to be a kensai using a katana.


Ice Titan wrote:
Nym Vallidorn wrote:
This magus (the alias) doesn't use a scimitar...

You're using a rapier. Which is a scimitar that does piercing damage.

Next is going to be a kensai using a katana.

This soon to be Magus has asked his GM to allow a Blackblade Gauntlet that is 1d3 20x , to which the GM replied "sounds cool"


Pathfinder Rulebook Subscriber
Ice Titan wrote:
Nym Vallidorn wrote:
This magus (the alias) doesn't use a scimitar...

You're using a rapier. Which is a scimitar that does piercing damage.

Next is going to be a kensai using a katana.

However, neither a rapier nor a katana work with dervish dance so a pure dex build is not going to be effective. The mathematics of the critical are just going to favor high critical range weapons for the magus. Personally I prefer the rapier over the scmitar just for theme reasons. In the hands of a non-magus the falchata is the best one handed weapon, unfortunately the *3 critical multiplier does not affect spells.


Can a magus using Bladed Dash spell move through occupied spaces? I can't find any indication that he wouldn't be able to.


DougErvin wrote:
Ice Titan wrote:
Nym Vallidorn wrote:
This magus (the alias) doesn't use a scimitar...

You're using a rapier. Which is a scimitar that does piercing damage.

Next is going to be a kensai using a katana.

However, neither a rapier nor a katana work with dervish dance so a pure dex build is not going to be effective. The mathematics of the critical are just going to favor high critical range weapons for the magus. Personally I prefer the rapier over the scmitar just for theme reasons. In the hands of a non-magus the falchata is the best one handed weapon, unfortunately the *3 critical multiplier does not affect spells.

Not sure why dervish dance is so important now that we have the agile enchant (aside from 2h damage).


Because not everyone can get an agile enchant and some of us prefer to spend that +1 on something else with the additional bonus that the feat doesn't cease working in AMFs and dead magic areas. That's not to say that it isn't a valid alternative, just like you have several alternatives to increase your critical threat range, it depends mostly on the type of campaign you are playing.

Not to mention that it's a +2 weapon at the minimum. In a normal game, if your DM is generous and follows the WBL table, you should be able to get it at lvl6 (since you're not supposed to spend more than half your wealth on any single item). That's almost a third of your career if you're aiming for lvl20, considering that you've probably dumped your strength in favor of dexterity, you're gonna have trouble keeping up during that time.


I tried wading through all this but just couldn't make it. Could someone briefly tell me if Close Combat is a good choice for my first arcana if I am NOT going use Arcane Mark to get multiple attacks?

If it's still a bad choice, could you let me know why? It seems like a great choice to me but I'm assuming that channeling a ranged touch spell through your sword no longer counts as making a ranged attack. Is that right?

Silver Crusade RPG Superstar 2014 Top 16

Ki_Ryn wrote:

I tried wading through all this but just couldn't make it. Could someone briefly tell me if Close Combat is a good choice for my first arcana if I am NOT going use Arcane Mark to get multiple attacks?

If it's still a bad choice, could you let me know why? It seems like a great choice to me but I'm assuming that channeling a ranged touch spell through your sword no longer counts as making a ranged attack. Is that right?

"...but I'm assuming that channeling a ranged touch spell through your sword no longer counts as making a ranged attack."

This is exactly why it's a bad choice. You're always going to be better off targeting touch AC, and there are better touch attacks than ranged touch attacks anyway, so it's a waste of an Arcana. And the biggest problem with this is if you're using a ranged touch that would normally be more than one ray (like Scorching Ray) you lose all the extra rays and just get one.

Get Arcane Accuracy (+Int to attack rolls for the whole turn by spending an arcane point as a swift action) or Wand Wielder (use wands for spell combat/spellstrike, awesome to keep from wasting your spell slots) as your first Arcana at second level. Trust me on this one.


I'm inclined to agree, there simply aren't enough good ranged touch attack spells to warrant wasting your arcana on close range, or rather you're better off casting those that are decent normally.


cartmanbeck wrote:
Ki_Ryn wrote:

I tried wading through all this but just couldn't make it. Could someone briefly tell me if Close Combat is a good choice for my first arcana if I am NOT going use Arcane Mark to get multiple attacks?

If it's still a bad choice, could you let me know why? It seems like a great choice to me but I'm assuming that channeling a ranged touch spell through your sword no longer counts as making a ranged attack. Is that right?

"...but I'm assuming that channeling a ranged touch spell through your sword no longer counts as making a ranged attack."

This is exactly why it's a bad choice. You're always going to be better off targeting touch AC, and there are better touch attacks than ranged touch attacks anyway, so it's a waste of an Arcana. And the biggest problem with this is if you're using a ranged touch that would normally be more than one ray (like Scorching Ray) you lose all the extra rays and just get one.

Get Arcane Accuracy (+Int to attack rolls for the whole turn by spending an arcane point as a swift action) or Wand Wielder (use wands for spell combat/spellstrike, awesome to keep from wasting your spell slots) as your first Arcana at second level. Trust me on this one.

There's nothing in the description of Wand Wielder which says a magus can use a wand in combination with Spellstrike (and the description of Spellstrike starts by saying "whenever a magus casts a spell," which eliminates the possibility of using a wand), which makes it a lot less appealing. That's not to say there aren't some interesting things you could do with wand wielder, of course.

Silver Crusade RPG Superstar 2014 Top 16

OdinsBeard wrote:
cartmanbeck wrote:
Ki_Ryn wrote:

I tried wading through all this but just couldn't make it. Could someone briefly tell me if Close Combat is a good choice for my first arcana if I am NOT going use Arcane Mark to get multiple attacks?

If it's still a bad choice, could you let me know why? It seems like a great choice to me but I'm assuming that channeling a ranged touch spell through your sword no longer counts as making a ranged attack. Is that right?

"...but I'm assuming that channeling a ranged touch spell through your sword no longer counts as making a ranged attack."

This is exactly why it's a bad choice. You're always going to be better off targeting touch AC, and there are better touch attacks than ranged touch attacks anyway, so it's a waste of an Arcana. And the biggest problem with this is if you're using a ranged touch that would normally be more than one ray (like Scorching Ray) you lose all the extra rays and just get one.

Get Arcane Accuracy (+Int to attack rolls for the whole turn by spending an arcane point as a swift action) or Wand Wielder (use wands for spell combat/spellstrike, awesome to keep from wasting your spell slots) as your first Arcana at second level. Trust me on this one.

There's nothing in the description of Wand Wielder which says a magus can use a wand in combination with Spellstrike (and the description of Spellstrike starts by saying "whenever a magus casts a spell," which eliminates the possibility of using a wand), which makes it a lot less appealing. That's not to say there aren't some interesting things you could do with wand wielder, of course.

I disagree completely, casting a spell from a wand is still casting a spell. There's no reason to think otherwise that I've ever seen.


I'm still missing something, because Close Spell still seems like a good deal to me.

If I take the Close Combat arcana, then I can use Ray of Frost to attempt an extra attack with my sword every round. The spell casting requires a concentration check, but the spell no longer provokes for being ranged.

"You're better of making a touch attack" doesn't make sense to me.
"You can use Arcane Mark" is not applicable to my game.

I can see that some of the other Arcana are pretty good too, but I don't see the badness inherent in Close Spell (and if it is there, I want to understand it).


Ki_Ryn wrote:

I'm still missing something, because Close Spell still seems like a good deal to me.

If I take the Close Combat arcana, then I can use Ray of Frost to attempt an extra attack with my sword every round. The spell casting requires a concentration check, but the spell no longer provokes for being ranged.

"You're better of making a touch attack" doesn't make sense to me.
"You can use Arcane Mark" is not applicable to my game.

I can see that some of the other Arcana are pretty good too, but I don't see the badness inherent in Close Spell (and if it is there, I want to understand it).

The general assessment is that there are relatively few spells which are on the magus list by default with which Close Range is usable, and as such it is a less than stellar option.

Particularly when combined with the fact that a fair number of those spells are nerfed because of the limitations of only hitting one target (scorching ray, for instance). At each spell level there are usually only two spells that are capable of being used with the Close Range Arcana (that's based on a quick glance at the spell list, not exhaustive research).

Similarly, the damage bonus from using a sword with your attack is often considered negligible (on average you're looking at a 1d8+7 damage), compared to the benefit of attacking something's touch AC (which is usually an auto-hit scenario, in most people's opinion).

All that having been said, I admit that I wish my current magus had Close Range. He recently took a large amount of permanent dex damage, such that he's far more likely to be hitting on a melee attack against full ac than a ranged touch against Touch AC. A negative dex modifier is not a fun thing.

Thank god I went with a strength build rather than dervish dance.


Ok thanks, that helps. I guess I'm just too focused on the infinite use Ray of Frost cantrip giving me an extra sword attack each round. At high level especially, that seems really good (certainly compared to the d3 the ray does on it's own :). I guess with short adventuring days you wouldn't run out of better stuff to do though.


Ki_Ryn wrote:

Ok thanks, that helps. I guess I'm just too focused on the infinite use Ray of Frost cantrip giving me an extra sword attack each round. At high level especially, that seems really good (certainly compared to the d3 the ray does on it's own :). I guess with short adventuring days you wouldn't run out of better stuff to do though.

If you are not opposed to being a Hexcrafter (and they're awesome.) You get BRAND as a 0 level spell. It grants the free attack and does damage. Plus you get access to the awesome witch hexes which never run out and have higher save DC's than your spells....

Grand Lodge

STR Ranger wrote:
Ki_Ryn wrote:

Ok thanks, that helps. I guess I'm just too focused on the infinite use Ray of Frost cantrip giving me an extra sword attack each round. At high level especially, that seems really good (certainly compared to the d3 the ray does on it's own :). I guess with short adventuring days you wouldn't run out of better stuff to do though.

If you are not opposed to being a Hexcrafter (and they're awesome.) You get BRAND as a 0 level spell. It grants the free attack and does damage. Plus you get access to the awesome witch hexes which never run out and have higher save DC's than your spells....

I may have to look that up... I see 'Brand' as a level 0 spell for Inquisitor, not witch. Is there a way they qualify for Inquistor spells? I cant claim any expertise here.


I might be missing something, but how is the 0 level spell scoring you another attack?


If all you want to do is spam extra attacks with a cantrip then take Spell Blending and Touch of Fatigue at some point.

But if you can get away with Hexcrafter and Brand, I would personally like to kick your DM for not letting you use Arcane Mark which is basically the same thing.


Ki_Ryn wrote:

Ok thanks, that helps. I guess I'm just too focused on the infinite use Ray of Frost cantrip giving me an extra sword attack each round. At high level especially, that seems really good (certainly compared to the d3 the ray does on it's own :). I guess with short adventuring days you wouldn't run out of better stuff to do though.

At higher levels between pearl of powers and the rest of your spells you shouldn't need to use a cantrip to be able to get an extra attack.

Grand Lodge

Cant get into the google doc... when was the last time the Doc was updated? Does it include the Innersea Magic new archetype?

Being trapped behind the Great Firewall of China can be a drag.

Can anyone also do me a favour and access the Doc and copy/paste the review part about the Myrmidarch?


Walter hasn't been around in months, the last update was in June. I'm afraid you're gonna have to scour this thread for advice on anything concerning ultimate magic and later releases.


Helaman wrote:
STR Ranger wrote:
Ki_Ryn wrote:

Ok thanks, that helps. I guess I'm just too focused on the infinite use Ray of Frost cantrip giving me an extra sword attack each round. At high level especially, that seems really good (certainly compared to the d3 the ray does on it's own :). I guess with short adventuring days you wouldn't run out of better stuff to do though.

If you are not opposed to being a Hexcrafter (and they're awesome.) You get BRAND as a 0 level spell. It grants the free attack and does damage. Plus you get access to the awesome witch hexes which never run out and have higher save DC's than your spells....
I may have to look that up... I see 'Brand' as a level 0 spell for Inquisitor, not witch. Is there a way they qualify for Inquistor spells? I cant claim any expertise here.

Read lower on Hexcrafter page. Hexcrafters get ALL curse descriptor spells added to their spellist. Brand is a curse.

Silver Crusade RPG Superstar 2014 Top 16

Ki_Ryn wrote:

The spell casting requires a concentration check, but the spell no longer provokes for being ranged.

Casting a spell with a range still provokes from anyone threatening you, so this would still provoke every time. Though, you'd always want to cast defensively as a Magus, and you get such a huge buff to concentration checks you don't usually have to worry about wasting a spell.

Silver Crusade RPG Superstar 2014 Top 16

Lastoth wrote:
I might be missing something, but how is the 0 level spell scoring you another attack?

Casting any spell of range "touch" gives a Magus an extra melee attack with which to deliver that spell as part of a full attack action. It's all there in the Spellstrike definition.

Liberty's Edge

IMO, even without arcane mark / spell strike, close range arcana to get the cantrips is a bad idea. At low levels you're taking a significant risk of causing one or both attacks to miss and your spell to fail. Instead wield the weapon in both hands (which is probably more optimal than using arcane mark anyways, its just less flavorful). By the time you're hitting reliably enough and passing the concentration check reliably enough for this tactic to be worth while, you'll have shocking touch often enough to cover the important fights without expending a very limited amount of resources.

For the spire defender, I like it more as a dip (for a full martial class) than as an archetype for a magus. As a dip you're gaining 2 bonus feats (and getting around the int 13 requirement of combat expertise, which is much less important for a magus) and an exotic weapon proficiency (whip anyone?). As for running a spire defender to 20 as a magus, I'd say its very suboptimal. Loosing spell recall sucks and the competence bonus to your skills won't stack with a competence bonus from items. Also, there's no clear image what happens when you get improved spell recall, if your DM rules that you get improved spell recall despite not having spell recall, and if you're starting at a level where you have improved spell recall, then this archetype is much better (though probably still barely on par with a normal magus).


Ki_Ryn wrote:

I'm still missing something, because Close Spell still seems like a good deal to me.

If I take the Close Combat arcana, then I can use Ray of Frost to attempt an extra attack with my sword every round. The spell casting requires a concentration check, but the spell no longer provokes for being ranged.

"You're better of making a touch attack" doesn't make sense to me.
"You can use Arcane Mark" is not applicable to my game.

I can see that some of the other Arcana are pretty good too, but I don't see the badness inherent in Close Spell (and if it is there, I want to understand it).

It's not going to make or break your character, and as I've advocated it's not a useless Arcana to take. I would, however, take Arcane Accuracy first and foremost. Then, perhaps at 6th level take Close Arcana for your ray of frost or acid splash + Spellstrike combo (which is what I'm probably going to do).

I also feel it depends on what sources your allowed in your campaign. If it's strictly PF material, then Close range arcana probably isn't the best for Character Optimization yet if you have access to the Spell Compendium, then it opens up more options and gives more reason to have it. Also, the Magus can take spells from the Wiz/Sor spell list and there are quite a few choices from there as well. Heck, you could even take Spell Blending at 3rd level to grab 2 wizard Cantrips like touch of fatigue which is usable at-will for consistant fatigue attacks (though after the first is delivered, the target can't become MORE fatigued though the duration is still upkept).

And fatigue is a pretty nice condition to place on targets: (A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted). So that's an automatic -1 to attack, damage, CMB, and skills AND -1 to AC and CMD and skills. Not bad for a cantrip that you can do all the time.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Cantrips are nice baby magic, but eventually you just want to grow out of them, especially when you have the spells, and spell recall to start casting better stuff along with your weapon strikes.

Silver Crusade

Can some one on the board tell me what knolwdge pool does?


Knowledge pool basically allows a magus to prepares spells that he doesn't actually know.

For instance, on acheiving seventh level as a magus, let us suppose that a PC chooses to add the spells Haste and Force Hook Charge to his spell book as his two third level spells that he gained.

Using the knowledge pool ability, he could spend an Arcane Pool Point at the beginning of the day to prepare any other third level Magus spell in one of his spell slots, thereby gaining the ability to cast that spell over the course of the day (once for the basic preparation, and then additional times if they use spell recall). If you want to use two spells you don't know, then you'd have to pay another pool point.

It is highly situational as far as utility, when the ability is received. If you know you're going to be doing something during the day that you don't have a good spell for, you can proceed to get access to a useful spell for the day. But you do need to have enough time to prepare that more useful spell.

Of course, as the list of spells in a magus' spell book grows, the ability becomes even less useful. But if you're playing in a game with a GM who doesn't often hand out new ways of learning spells, it can definitely be helpful to round out the spells you can use.

Grand Lodge

WalterGM wrote:


EDIT: Attn Everyone: what sort of equipment would you equip your magus with?

I am starting as a dwarf. I will be starting with the Dwarven waraxe to deal 1d10+str. I will be switching to a whip at third level to a whip. (a-la CastleVania) taking whip mastery -> Improved Whip Mastery. I think the idea of delivering spells through a whip is pretty killer.

Grand Lodge

STR Ranger wrote:


Also, a Good Trick to help any Magus AC (especially the STR build).
If you can fit Quickdraw into your build. Buy a Quickdraw Light Shield.
Getting said shield out and putting away is a free action.

So: Start a around with sword and shield. Enemies attack you, vs your AC+shield. Your turn, free action sheathe it, then take your spell combat full attack (your offhand is empty) , when you finish-get your sheild out again :)

Also works with Move+Spell strike, letting you take your attack two handed. Just remember- always sheathe at the start of your turn and take out again at the end of your turn.

Not a bad trick which at high levels can keep your AC up by 6 (for a +5 Light steel shield.

I thought quickdraw was worded for Weapons/ hidden weapons only. If things like alchemical items, potions, scrolls and wands do not get this luxury.... do shields?

If so I am all about this particular mode of operation.


It is flavorful but as already pointed out in this thread, using a whip is suboptimal, just like using a dwarven waraxe is.

And no, shields generally can't be used with quickdraw unless they are specifically made for it (a.k.a. quickdraw shields). And it also requires you to be proficient with any such shield for the trick to work (magus isn't by default).


Currently loving my first time character a level 10 Magus.

But I'm gonna be building a new character soon, and had a great idea for ranged Gestalt Magus Archer. I know there is an Arcane Archer Prestige Class. But I wanted some input on whether anyone thinks using Spellstrike as you draw/nock arrows as legit?

My thought process:
1. Magus has a Bow, activates Spell Combat.
2. Free Action - Frees right hand, casts Chill Touch.
3. Free Action - Draws an arrow from their quiver, uses Spellstrike to put one charge of Chill Touch on the arrow.
4. Full-Round Attack - First arrow is fired, it hits. Deals Spell damage and bow damage. Following attacks are as normal. (Or if allowed by DM, all arrows have Chill Touch added)

or with the feat Manyshot.
3. Free Action - Draws 2 arrows this has to be with one hand, uses spell strike and 2 charges of Chill Touch, 1 each an arrow.
4. Full-Round Attack - 2 arrows fired etc...

Or if you used a single charge spell like Shocking Grasp, obviously only the first arrow would get the charge. I definitely see missing with Spellstriked arrows being a HUGE bummer. But then this sparks another question.

What if you roll a 19 total for the attack roll, but the enemy's Base AC is 20, but their touch AC is 10. Your attack roll is not enough to completely miss, but depending on how your DM roleplays it you didn't hit the armor hard enough to pierce through, but your arrow did "Touch" them. If it's been Spellstriked that's enough to discharge a spell? Any thoughts guys. I know I've seen abilities that mention causalities for being too low to hit some DC, but high enough to hit this similar but lower DC, so x happens instead.

Thanks!

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
godoffire04 wrote:

Currently loving my first time character a level 10 Magus.

But I'm gonna be building a new character soon, and had a great idea for ranged Gestalt Magus Archer. I know there is an Arcane Archer Prestige Class. But I wanted some input on whether anyone thinks using Spellstrike as you draw/nock arrows as legit?

It's not legal for at least one basic reason, you have no hands free. If your GM allows it, then that's all you need to worry about.


LazarX wrote:
It's not legal for at least one basic reason, you have no hands free. If your GM allows it, then that's all you need to worry about.

I understand for all intents and purposes bows are two handed weapons, and if necessary there is the third party Magus Arcana: Enruned Great Weapon.

But if you think about it the mechanics any person wielding a bow is supporting the weight in the other hand, because their main hand is constantly drawing/nocking arrows to fire at enemies? Drawing/nocking is considered part of your attack standard/full-round otherwise you wouldn't be able to attack more than once with a high BAB with bows.

But its just a thought, this would be my 2nd DnD character so I understand if its not feasible. But its still awesome as a concept.

1,451 to 1,500 of 1,668 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / [UM] Walter's Guide to the Magus All Messageboards

Want to post a reply? Sign in.