Magus Build for Serpent


Advice


I would love some advice on my magus for the serpent´s skull adventure path.

Race: Human
Stats before adjustment:
25 points pointbuy

STR: 17 DEX: 14 CON: 13
INT: 16 WIS: 10 CHA: 10

2 Traits:
Combat: Considering Deft Dodger or Threatening Defender
Magic: Magical Knack or Magical Lineage (Shocking Grasp)

Feat Wish list: Combat Casting, EWP Katana, Weapon Focus, Dodge, Intensify Spell, Quicken Spell, Elemental Spell, (Echoing Spell, Mercifull Spell), Spell Perfection, Power Attack, Craft magic arms and armor, Improved Unarmed Strike, Hex Strike, Extra Arcane Pool, Combat Expertise, Lunge

Archetypes: Hexcrafter and Bladebound

The Plan: Once I have my first hex (Sleep, or Evil Eye) I´ll get improved unarmed strike and hex strike to maximize action ecconomy. Until level 3 I plan to use a longsword, an when I get my black blade katana I will buy profiency. At level 4 it´s time for my hex after that... I am uncertain.

Option A: Magus till the end (Magical Lineage (Shocking Grasp) seems better)
Option B: 2 levels of Monk:
Upside: better saves, improved unarmed strike (1d6 damage), evasion, 2 bonus feats (dodge and deflect arrows - always have an hand free ^^, )Stunning Fist, more class skills
Downside: no spellcasting for 2 levels, - 1 BAB,
Magical Knack to counter the loss of CL
Option C: ??

So what do you think? Is it worth going into monk?
Downside:


With a 10 Wisdom and wearing armor, there is no real reason to go into Monk. It's not worth a dip for any caster class. Magical knack would only counter the loss in caster level, not extra spells, and the improved spell progression is important.

Have you considered the Kensai archetype? You'd get free proficiency in the katana, and a number of other abilities in exchange for the loss of some spellcasting and proficiencies. Though admittedly Kensai tends to be better for Dervish Dance builds, since a high Dexterity offsets the lack of armor.


SunsetPsychosis wrote:

With a 10 Wisdom and wearing armor, there is no real reason to go into Monk. It's not worth a dip for any caster class. Magical knack would only counter the loss in caster level, not extra spells, and the improved spell progression is important.

Have you considered the Kensai archetype? You'd get free proficiency in the katana, and a number of other abilities in exchange for the loss of some spellcasting and proficiencies. Though admittedly Kensai tends to be better for Dervish Dance builds, since a high Dexterity offsets the lack of armor.

Thank you for your reply. Kensai is the "other" option and maybe I could talk my DM into allowing some kind of Dervish Dance feat for the katana, but well I kinda want to use hexes and ultimately kensai, is nice too:

I would go:

Elf

STR:10
DEX:18
CON:12
INT:18
CHA and WIS: 10

The elven racial traits are quite awesome for a kensai, since you get profiency with a bow (and some other weapons) to survive the first levels.


I'm playing a Kensai with a 2 level Monk (Zen Archer) dip, and the Magical Knack trait.

He's an Elf but I wanted to use a Katana rather than a scimitar so he's not totally optimised but great fun to play.


My experience with building magus character has been that they have some MAD issues. You need strength for melee hit and damage. You start with light armor, so you need a decent dex for survive in melee. If you are going to be up close and personal, then you need con as well. Finally, you need int for your casting stat. Generally speaking, you don't want to dump wisdom, so charisma is your only unecessary stat.

Due the the MAD problems of the Magus, I have found that going scimitar + weapon finesse + dervish dance is really nice. This allows you to have a 10 strength(13 if you want power attack) and still put out decent damage.

Since magus spellcasting and dervish dance both require your off-hand be empty, there is no real downside to going this route. Scimitar is also a 18-20/x2 weapon which gives you a higher chance of critting with spellstrike.


Charender wrote:

My experience with building magus character has been that they have some MAD issues. You need strength for melee hit and damage. You start with light armor, so you need a decent dex for survive in melee. If you are going to be up close and personal, then you need con as well. Finally, you need int for your casting stat. Generally speaking, you don't want to dump wisdom, so charisma is your only unecessary stat.

Due the the MAD problems of the Magus, I have found that going scimitar + weapon finesse + dervish dance is really nice. This allows you to have a 10 strength(13 if you want power attack) and still put out decent damage.

Since magus spellcasting and dervish dance both require your off-hand be empty, there is no real downside to going this route. Scimitar is also a 18-20/x2 weapon which gives you a higher chance of critting with spellstrike.

The only issue with that build is it is one concept but many other exist. Appears to be the best concept though.


voska66 wrote:
Charender wrote:

My experience with building magus character has been that they have some MAD issues. You need strength for melee hit and damage. You start with light armor, so you need a decent dex for survive in melee. If you are going to be up close and personal, then you need con as well. Finally, you need int for your casting stat. Generally speaking, you don't want to dump wisdom, so charisma is your only unecessary stat.

Due the the MAD problems of the Magus, I have found that going scimitar + weapon finesse + dervish dance is really nice. This allows you to have a 10 strength(13 if you want power attack) and still put out decent damage.

Since magus spellcasting and dervish dance both require your off-hand be empty, there is no real downside to going this route. Scimitar is also a 18-20/x2 weapon which gives you a higher chance of critting with spellstrike.

The only issue with that build is it is one concept but many other exist. Appears to be the best concept though.

The biggest downside is that it pretty much locks you into using a scimitar for all attacks. If you have to use any other weapon, then your damage drops dramatically.


A scimitar is a solid weapon, though. It's not like you're forced to use something crappy. It can be two-handed for extra damage and Power Attack goodness and it has the ever-important high crit range.

Being high Dex also means high AC and Reflex and the ability to use ranged weapons decently well in a pinch.


Thx everyone for the input, I decided to prepare 2 characters and will take the one that fits best in the new group. If he have a bunch of strong guys, it will be a finesse option, if no one needs the armor, I´ll find a use for it ^^.

Incidently I could be wrong here, but the kensai will turn into quite the tank in the end. With + 6 items and + books for INT and CHA and bracers +8 he will have AC 39 and thats without dipping into monk (and enhancing WIS) or the shield spell active.


A tome for Charisma would be wasted, as it's a dump stat. But yes, you'll end up with a decent AC.

The biggest problem with Dervish Dance builds is the fact that they pretty much suck until level 3. Expect that and hope you level quickly. You'll probably be using a bow a lot for those first few levels. But you'll be decent at it. At 1st level, you can use Arcane Pool + Magic Weapon to get a +2 longbow. With an 18 Dex, you'll be shooting at a +6 for 1d8+2. That's not too bad.


SunsetPsychosis wrote:

A tome for Charisma would be wasted, as it's a dump stat. But yes, you'll end up with a decent AC.

The biggest problem with Dervish Dance builds is the fact that they pretty much suck until level 3. Expect that and hope you level quickly. You'll probably be using a bow a lot for those first few levels. But you'll be decent at it. At 1st level, you can use Arcane Pool + Magic Weapon to get a +2 longbow. With an 18 Dex, you'll be shooting at a +6 for 1d8+2. That's not too bad.

Sorry I meant INT and DEX. ^^ And if I end up using the finesse option, I plan to use weapon finesse and a rapier from level 1 to 3 (I get the profiency - elf ^^=

Scarab Sages

To throw thing totally off the rails, what if you focus on Str/Int and Elven Curve Blade or Nodachi Kensai? Go for Extra Arcane Pool and focus on damage output and keen weapons. Once you hit 4th you can use AP points for max damage or bumping your crit mod, make sure to take Anatomist trait. Power attacking (with Furious Focus) you should have some great damage, you could be casting shield on yourself and enlarge, by 7th you could have Keen Edge and wading into a fight with 15-20 x2 with 1d10+(10to18) depending on your Str and item build out, confirming crits on 14-20 and being able to boost it to x3, with around 9 AP points if you take Extra AP feat.

That seems really fun. That takes it in a FAR more martial direction with less focus on spells, which is what the Kensai is geared towards.

Is this totally weird? Just an idea.

Shadow Lodge

Krail Stromquism wrote:

To throw thing totally off the rails, what if you focus on Str/Int and Elven Curve Blade or Nodachi Kensai? Go for Extra Arcane Pool and focus on damage output and keen weapons. Once you hit 4th you can use AP points for max damage or bumping your crit mod, make sure to take Anatomist trait. Power attacking (with Furious Focus) you should have some great damage, you could be casting shield on yourself and enlarge, by 7th you could have Keen Edge and wading into a fight with 15-20 x2 with 1d10+(10to18) depending on your Str and item build out, confirming crits on 14-20 and being able to boost it to x3, with around 9 AP points if you take Extra AP feat.

That seems really fun. That takes it in a FAR more martial direction with less focus on spells, which is what the Kensai is geared towards.

Is this totally weird? Just an idea.

I like this idea! It wouldn't really be optimal, since you would be losing on the damage the spells offer when used with a full attack, but it sure sounds fun. 14-20 is a mistake though. 15 is the max threat range one can get in PF.

I'm actually in a similar kind of situation as OP. We are about halfway through Serpent's Skull and I have to build a replacement character, since I happened to introduce my next PC(for Jade Regent) by mistake into the campaign and have him tag along our camp members in City of Seven Spears. Whoops. A Str kensai would be interesting, but it seems rather unviable without a magic item shoppe to fall back on.


SunsetPsychosis wrote:

A scimitar is a solid weapon, though. It's not like you're forced to use something crappy. It can be two-handed for extra damage and Power Attack goodness and it has the ever-important high crit range.

Actually, you can't. Dervish Dance requires you to keep your off hand empty. If you wield your scimitar two-handed, you lose your dex to damage bonus.

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