Help!!! Unique Magus Theme Problem


Advice


so here is the issue I'm building a Magus for a Game I will be joining We can only use Core pathfinder so the Dervish Dex build is out. We were encouraged to be one of the Planar races. So I decided on:

Oni-Spawn

Blade-Bound, Hexcrafter

23 pt build

STR: 16 +2 (18)
DEX: 14
CON: 13
INT: 14 +2 (16) Infernal Heritage
WIS: 10 +2 (12)
CHA: 10 -2 (8)

1st level feat Infernal Heritage.

I will start at level 6

Here is the Rub I was planning on going the Intensified shocking grasp route the initial description of the game said we would be Adventuring in Hell. No problem, However after talking to the GM he meant that figuratively. We will be in the Abyss fighting Demons where most of them have Immunity to Electricity .

So the Question Is how do I proceed in creating this character?


I find it both sad and telling that not being able to use shocking grasp makes your magus unique :(

You could always take Elemental Spell metamagic and that trait that lowers the metamagic cost by 1 for a single spell.

Lantern Lodge

chill touch...

and magus arcana, wand wielder paired with a true strike wand


Trait - Magical Knack - Shocking Grasp
Feat - Elemental Spell
Both from the APG.

I know you are saying Core Pathifnder, but if you are permitted to use the magus which is in ultimate Magic I think maybe you mean the PFRPG line? If that is the case the APG shoul be ok. Magical knack lets you lower the cost of metamagic by one, elemental spell will let your shocking grasps be a different energy type of your choice.


Kolokotroni wrote:

Trait - Magical Knack - Shocking Grasp

Feat - Elemental Spell
Both from the APG.

I know you are saying Core Pathifnder, but if you are permitted to use the magus which is in ultimate Magic I think maybe you mean the PFRPG line? If that is the case the APG shoul be ok. Magical knack lets you lower the cost of metamagic by one, elemental spell will let your shocking grasps be a different energy type of your choice.

To all above thank you for your responses.

Let me clarify The books I can uses are Core and APG, UM, and UC.

I looked at elemental spell and thought about it, but decided not to because it can exacerbate the issue. without intensify spell shocking grasp does 5d6 (bear with me, I suck at math) lets say I roll 18 damage, now 9 is still electricity and negated. The remaining 9 can only be fire, acid or cold which Demons have resistance 10. I do no damage. I need to roll between 21 and 30 damage to deal between 1 and 5 points to a demon.

This is the second Magus I have played, and the first was a Staff Magus that used toppling spell, and was a battlefield controller, and a secondary melee combatant. In this game I will be the primary front line damage dealer. We have a Rogue, Cleric, Bard, and Sorcerer.

I'm hoping for some Ideas outside of the box. If you have a good suggestion from outside of the books mentioned, I can always try to bribe my DM to let me have a go at it.

Thanks again.

Liberty's Edge

Also, worth mentioning as a prepared spellcaster focusing on a specific spell Preferred Spell would be a nice option (once the major options are taken such as intensify spell and so on). This feat allows you to fast-cast your preferred spell in place of a prepared spell AND add meta-magic without increasing casting times. I use the feat for my scorching ray focused wizards and it gives me a lot of freedom when prepping spells.

Liberty's Edge

Dalamar666 wrote:


I looked at elemental spell and thought about it, but decided not to because it can exacerbate the issue. without intensify spell shocking grasp does 5d6 (bear with me, I suck at math) lets say I roll 18 damage, now 9 is still electricity and negated. The remaining 9 can only be fire, acid or cold which Demons have resistance 10. I do no damage. I need to roll between 21 and 30 damage to deal between 1 and 5 points to a demon.

Intensify Spell:

Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.

You have the option to replace all OR half of the spell's damage. You could have a shocking grasp which deals completely acid damage for example. The option for half is more an opportunity to figure out by trial and error what the creature is immune/resistant to during combat(when knowledge fails).


Nipin wrote:
Dalamar666 wrote:


I looked at elemental spell and thought about it, but decided not to because it can exacerbate the issue. without intensify spell shocking grasp does 5d6 (bear with me, I suck at math) lets say I roll 18 damage, now 9 is still electricity and negated. The remaining 9 can only be fire, acid or cold which Demons have resistance 10. I do no damage. I need to roll between 21 and 30 damage to deal between 1 and 5 points to a demon.

** spoiler omitted **

You have the option to replace all OR half of the spell's damage. You could have a shocking grasp which deals completely acid damage for example. The option for half is more an opportunity to figure out by trial and error what the creature is immune/resistant to during combat(when knowledge fails).

Bloody hell, I can't read. I read that feat 20 times and never got the "OR" in it.

OK am I right in saying that Acid is the best element to choose?

Liberty's Edge

In my experience it is, but I have not verified my gut feeling on that one. You can always choose fire and cold (two feats) and have the two opposing elements. Very rare to find a creature resistant to both fire AND cold without being resistant to all energy types. However, if I were to choose just one I would choose acid.

Liberty's Edge

Nipin wrote:
Dalamar666 wrote:


I looked at elemental spell and thought about it, but decided not to because it can exacerbate the issue. without intensify spell shocking grasp does 5d6 (bear with me, I suck at math) lets say I roll 18 damage, now 9 is still electricity and negated. The remaining 9 can only be fire, acid or cold which Demons have resistance 10. I do no damage. I need to roll between 21 and 30 damage to deal between 1 and 5 points to a demon.

** spoiler omitted **

You have the option to replace all OR half of the spell's damage. You could have a shocking grasp which deals completely acid damage for example. The option for half is more an opportunity to figure out by trial and error what the creature is immune/resistant to during combat(when knowledge fails).

I just noticed I said Intensify Spell on the spoiler and meant to say Elemental Spell.


Nipin wrote:
Nipin wrote:
Dalamar666 wrote:


I looked at elemental spell and thought about it, but decided not to because it can exacerbate the issue. without intensify spell shocking grasp does 5d6 (bear with me, I suck at math) lets say I roll 18 damage, now 9 is still electricity and negated. The remaining 9 can only be fire, acid or cold which Demons have resistance 10. I do no damage. I need to roll between 21 and 30 damage to deal between 1 and 5 points to a demon.

** spoiler omitted **

You have the option to replace all OR half of the spell's damage. You could have a shocking grasp which deals completely acid damage for example. The option for half is more an opportunity to figure out by trial and error what the creature is immune/resistant to during combat(when knowledge fails).

I just noticed I said Intensify Spell on the spoiler and meant to say Elemental Spell.

NP, I know what you meant.

Take a look at this post and tell me what you think.

click


If I may chime in here, there is the corrosive touch spell from UM,it´s d4 instead of d6 so a little less damage but you don´t need elemental spell as it´s already acid damage.

Dark Archive

Would a level of admixture wizard allow converting magus spells to other elements?


For feats after level 15 I would highly recommend Spell Perfection, Maximize Spell and Empower Spell

Dark Archive

Mergy wrote:
Would a level of admixture wizard allow converting magus spells to other elements?

Bah, level dips are bad.

buy a lesser rod of elemental spell (heck, their cheap buy 3 of them and save your feats for something useful).


Now that this question is answered lets move optimization talk to the other post.

Thanks.

Dark Archive

Mathwei ap Niall wrote:
Mergy wrote:
Would a level of admixture wizard allow converting magus spells to other elements?

Bah, level dips are bad.

buy a lesser rod of elemental spell (heck, their cheap buy 3 of them and save your feats for something useful).

While bad, the wizard dip would also provide a familiar or bonded object. It's not an elegant solution, but it's not the worst dip possible. I would avoid rods with a magus because of the whole needing-a-hand-free thing; do you know of a way to circumvent that?

Sovereign Court

Mergy wrote:
I would avoid rods with a magus because of the whole needing-a-hand-free thing; do you know of a way to circumvent that?

I'll point you at a couple threads recently that I started about the subject:

Effectively diversifying damage type for a Magus

and

Nonrod metamagic item creation

I'd like to see more discussion on the topics.

Dark Archive

Mergy wrote:
Mathwei ap Niall wrote:
Mergy wrote:
Would a level of admixture wizard allow converting magus spells to other elements?

Bah, level dips are bad.

buy a lesser rod of elemental spell (heck, their cheap buy 3 of them and save your feats for something useful).
While bad, the wizard dip would also provide a familiar or bonded object. It's not an elegant solution, but it's not the worst dip possible. I would avoid rods with a magus because of the whole needing-a-hand-free thing; do you know of a way to circumvent that?

He's a Hexcrafter with Prehensile hair, he can retrieve, hold and use the rod with his beard. Save the feat, buff your spells with your nose hair and in a pinch beat the bad go to death with your eyebrows.


Mergy wrote:
Mathwei ap Niall wrote:
Mergy wrote:
Would a level of admixture wizard allow converting magus spells to other elements?

Bah, level dips are bad.

buy a lesser rod of elemental spell (heck, their cheap buy 3 of them and save your feats for something useful).
While bad, the wizard dip would also provide a familiar or bonded object. It's not an elegant solution, but it's not the worst dip possible. I would avoid rods with a magus because of the whole needing-a-hand-free thing; do you know of a way to circumvent that?

Character won't need a hand for rod, and as Bladebound cannot have a familiar or focus, sword would get jealous.


You could skip the standard damage magus and go for a curse and control magus instead. Focus completely on using the hair to attack, there's threads devoted to a build or two using the natural attack rules to make the hair a primary attack with Int x1.5 for damage. If the hair attacking is too weird, see if it can cast spells as a hand, and use it to do so while 2handing a katana or fauchard. If you just hate the hair, pick a weapon for the maneuvers or reach it allows regardless of crit range, and focus on truestrike maneuver spellcombat and curse spellstrike/combat.

Dark Archive

I missed the bit about the prehensile hair. Fair enough.

Scarab Sages

OT, but ...In the Abyss at Lvl 6? Ouch...

Uriel


Uriel393 wrote:

OT, but ...In the Abyss at Lvl 6? Ouch...

Uriel

Quick plot prophecy of worlds doom characters hired to find a artifact that can find a rift to some where else. The characters succeeded but not in time the first rift opened in the heart of the city. I was in this part of the campaign it was D&D 3.5 and I was a Druid. My son was then Born and I had to take a Hiatus(the campaign took some time off to). almost 1 year later and my wife has Sundays off from work and I can game again. The campaign switched from 3.5 to pathfinder, and the character have entered the rift to find a way to close it. My character did not accompany them because I didn't think I would be back.

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