Magus lockdown build: is it viable?


Advice


Given the way that trip and other combat maneuvers have been nerfed in pathfinder, and the general lack of enthusiasm for these builds, I have to ask: can I make a viable lockdown build as a Magus? The idea is to use spells such as frostbite, combining them with Rime spell and Enforcer to stack multiple conditions on an opponent (fatigued leading to exhaustion; shaken and entangled). Attacking through a reach trip weapon via spellstrike stacks up the conditions before applying a trip attack. Feats such as lunge expand the area under lockdown, while Arcane accuracy (and/or True strike) increase probability of success.

The question is, would it work, and would it still be viable at higher levels? When would it not work and what can be done about that?


The frostbite,rime Spell, enforcer combo is not bad but things with cold immunity or resistance can be annoying. I find that it works very well also damage wise. And with a High crit chance weapon a Spell like frigid touch becomes really good. Just remember to have somthing for the frost Giants also;)
I am not sure i undestand the lockdown thing is that an area that you have under your control?


lockdown is using a large threat area with reach weapons and combat maneuvers (trip, disarm, etc.) to keep opponents from being effective. If I can keep opponents tripped, they are effectively "locked" in place and can be killed more easily by other party members using ranged attacks, spells, or anything else that works.

damage is not really a consideration, what is important here is being viable in making the trip attempt and keep on making it. Combat reflexes is essential to maximise the number of attacks by opponents trying to get by.

The question becomes, can it be done? is it viable or would this character be useless (especially at higher levels)? It involves a massive investment across the character as he levels up, reducing his utility in situations where this is not feasible. Is the trade-off worth it?


Well, the only weapon you could use with a magus that has reach and still lets you spell combat is the Whip, if I' not mistaken.

DEX whip magus with weapon finesse and Fury's fell will trip/disarm just about everything, but it's a pretty feat heavy build. Later on you can off hand a wand of truestrike and succeed on all combat maneuvers forever.

The other method is the hexcrafter magus/white haired witch tht can get pretty ridiculous pretty fast.


I tried a whip magus (strength based, but dexterity is better if you use point buy) and it was awesome. Great damage and great control potential (ohhh, you are tripped and staggered ? sad for you...). If the enemy can't be tripped, just keep a rapier or scimitar ready as a secondary weapon and do what a standard magus do. Weapon finesse is never a waste, and whip provides an exceptional reach (15 feet) for spell-strike. You can even try to disarm without a lot of feat investment (so much reach). At higher level, you can select a magus arcana (Manoeuver mastery) that provides you a CMB equivalent to a full BAB class for one manoeuver.


I'm also looking into this but with the bladed scarf archtype which looks like fun personally.

Lantern Lodge

This combination is one of my personal favorites theory crafts!

Here's a build I'm going to play very soon:

Combine these ideas into one character:
Frostbite (fatigued)
Rime Spell (entangled)
Enforcer (shaken)
Cruel Weapon Enchantment(sickened)

Since this doesn't take too many feats, you can mesh this with other concepts. One involves this:

Dip into White Haired Witch (1) and Maneuver Master Monk (1) (Grab magical knack to keep your spell level up to par).

Spell strike as normal and add in your natural attack and take every chance you can to grapple.

Once you have them grappled, Flurry of Manuevers to get a full attack and combat maneuver (use that to maintain). You can still cast a quickened spell and use spell strike too! Note however, that this only works with monk weapons (and later in a game you can use blade of the sword-saint, a katana. This weapon is not allowed in PFS though).

When your grappling and if you have a rod of quicken, you can use frostbite still (good synergy with pinning knockout), or you can be really evil and cast truestrike and attempt to tie them up.

This works good for single target lockdown, and since your using grapple AND your proposed method you have a good chance of having at least one of them work (Undead are immune to frostbite's nonlethal damage, but not to grapples and being tied up).

Area lockdown it's not as great, though since your not grappled (Your using your hair) you can still do things like trip others.


If it is about reach and tripping then remember that Lunge only gives you +5' on your own turn.
And that you need a hand free to use Spell-combat, so meta rods are only good if you have an extra arm.

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