Bad Touch Magus


Rules Questions


Human Magus with Magical Lineage for Rime Spell on Frostbite.

1. Rime Spell (UM), Combat Casting (Core)

3. Magus Arcana: Close Range (UM), Imp. Unarmed Strike

5. Enforcer (AP), Extra Arcana: Spell Blending (Touch of Idiocy)(Core)

Spells: Frostbite (Magical Lineage), Frigid Touch, Touch of Idiocy

So this is my progression for my bad touch Magus. The idea is to hit with non-lethal damage using an Unarmed Strike with Frostbite created using Rime Spell. So on a successful hit the target is Fatigued and Entangled; -2 to strength and dex, can't run or charge, plus an additional -2 to attack rolls and -4 to dex. All of that is un-savable but all of that is followed by a free action intimidate that could if successful make the opponent take another –2 penalty on attack rolls, saving throws, skill checks, and ability checks for a total of;

-2 strength
-4 penalty to attack
-6 dex
-2 saves and checks
No run or charge

All that just from Frostbite.

What I wanted to know was if I instead switched out Combat Casting for Enforcer, could I, with Frostbite make an unarmed attack (not a touch attack) without incurring an Attack of Opportunity due to not having Imp. Unarmed Strikes? I mean because I have the spell active. So that I can do all of that at level 1 instead of later.


You would provoke. You wouldn't if you dipped MoMS monk or Unarmed Fighter, though, and you'd be able to Crane Style!

As a side note: many take the wording of Enforcer to allow for frostbite when delivered via Spellstrike (myself included)to activate the free-action demoralize. But... you won't get it until 2nd level unless you go Skirnir (there may be other archetypes that give Spellstrike at level 1).


Oh, yeah! Also check out this trait to help out those Intimidate checks.


PRD wrote:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

If your unarmed strike provokes, then using it to deliver a touch attack still provokes. You'll need IUS to solve that.


Oh, I love that trait. I'll have to end up getting that later. It would be great if Enforcer works with Spellstrike. Also its too bad I provoke, but I could still attack.

A melee fighter taking a -5 to attack and a ranged fighter taking -7 to attack. Sick and a spell caster having to take a spell check a DC 15 + spell level. If I switched out the Magus Arcana: Close Ranged to Lingering Pain it would make it much worse. All before level 5.


Kazaan wrote:
PRD wrote:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.
If your unarmed strike provokes, then using it to deliver a touch attack still provokes. You'll need IUS to solve that.

Crud. Thanks.


Fastmover wrote:


What I wanted to know was if I instead switched out Combat Casting for Enforcer,

Watch out for Enforcer feat: some DMs don't let allow the Frostbite+Enforcer combo as long as you don't deal damage with the weapon but with the spell. The wepon may be considered nothing more than an extension of your touch attack. Check it with your master.


The idea is that you deliver the frostbite via Unarmed Strike and the Unarmed Strike is doing nonlethal.

Grand Lodge

Tale blade of mercy and use a scimitar instead. More damage, saves you a feat, and the crit range is what it is. Also, when you can get the cruel enhancement. Add sickened onto your debuff list.


Abyssian wrote:

You would provoke. You wouldn't if you dipped MoMS monk or Unarmed Fighter, though, and you'd be able to Crane Style!

As a side note: many take the wording of Enforcer to allow for frostbite when delivered via Spellstrike (myself included)to activate the free-action demoralize. But... you won't get it until 2nd level unless you go Skirnir (there may be other archetypes that give Spellstrike at level 1).

i have a character similar to this... except he is a hexcrafter magus with a 2 level dip into white-haired witch

he can completely incapacitate nearly any creature inflicting Grappled, Staggered, Fatigued, Entangled, Prone, Shaken and Blind conditions as a full round action witnin a 15 ft reach


Abyssian wrote:
You would provoke. You wouldn't if you dipped MoMS monk or Unarmed Fighter, though, and you'd be able to Crane Style!

One thing to note, keep in mind that Crane Style predicates on you using the Fight Defensively or Total Defense options and Fight Defensively only applies to full-attacks; Spell Combat is not a full-attack, thus you cannot Fight Defensively for it and, thus, cannot use Crane Style with Spell Combat.

Shadow Lodge

A dip in Monk could still be worth your while. You get a bit more damage with your unarmed strike. You could, if you feel like you have the room to multiclass, take magical knack trait, and 3 levels of Monk+Monastic Legacy and your unarmed strike damage goes up with level.


Kazaan wrote:
Abyssian wrote:
You would provoke. You wouldn't if you dipped MoMS monk or Unarmed Fighter, though, and you'd be able to Crane Style!

One thing to note, keep in mind that Crane Style predicates on you using the Fight Defensively or Total Defense options and Fight Defensively only applies to full-attacks; Spell Combat is not a full-attack, thus you cannot Fight Defensively for it and, thus, cannot use Crane Style with Spell Combat.

Good thing frostbite lasts for CL# of touches. So does chill touch for when you need to make undead run away. Typically, I don't use spell combat as intended- I use it to get a free bonus on the concentration check for non-attack spells.


That was something I didn't want to lose, CL. It will help me later one with DCs for spells like "Bestow Curse" or possibly "Arcana Theft."

Though I will be mostly using spells that don't have a save.

Lantern Lodge

I like your idea, I had a similar one a little while ago and this is what I personally found to be great:

Kensai Magus/Lore Warden (It varies with the dip)
Traits: Bruising Intellect and Magical Knack (If I dip)
Human
Str:16
Dex:10
Con:12
Int:16 (18)
Wis:10
Char: 8

I go for this combo:
Frostbite with Rime spell (Fatigued and Entangled)
Enforcer (Free intimidate attempt from non-lethal of frostbite)
Cruel Weapon, gives sickened condition to shakened opponents
Trip for more attacks/prone debuff
(Later on) Shatter Defenses flat footed until end of my next turn (Synergizes well with level 13 ability, add int to damage to flat footed opponents)

1.Weapon Focus, Rime Spell, Power Attack
3.Enforcer (Arcane Accuracy)
4. (Lore Warden)Toughness
5. (Lore Warden)Combat Expertise, Improved Trip, Dazzling Display
...
7. Greater Trip
...
15. Shatter Defenses

Lore Warden gives 3 feats for 2 levels, I take it because I want my build to do one other thing as well... But going with pure kensai is completely valid too.


Been kicking around a similar idea to these for awhile now using Kensai with a whip. I know there is a feat tax to make it work right and it won't get off the ground til lvl 3 but the reach of the whip is very much worth it IMO. Others might not agree though.

The only thing that keeps more from playing it yet is I dislike builds that can be shut down so easy. In this case anything that is immune to non-lethal damage. Yeah I suppose you could still hobble along and make some minor use for yourself in those fights but well I just hate such large investments into something that could be made 100% useless so easy.

That's pretty much my problem with many ideas I like concept wise. Like with say pretty much any CBM builds.

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