Eldritch Knight or Magus? Assistance in deciding


Advice


Hello everyone,

I have never played a Magus nor an Eldritch Knight, so I am looking for advice first on which kind of build to choose, and then how to build it.

I have always been a fan of the fighter class (yes, even with all of its shortcomings) but never managed to actually built a resourceful melee combatant quite the way I wanted to. I have waded through many mixes and options to try and get what I would like – heck, I even invested hard in UMD to allow my fighter to get that additional edge he may need in combat.

By edge I mean that stuff like blur, mirror image, enlarge person, dimension door, expeditious retreat, fly, shield, etc., offer such versatility in the battlefield that is really hard to match by being simply a martial class – I am aware that Pathfinder is a group game, and that classes and roles should complement each other, and that will make the adventurers prevail, but there is still an amount of self buffing that is clearly possible.

The closest I got was a Dervish of Dawn, which actually performed quite well – that boosted inspire courage… Damn! But still he ended up somewhat limited in spell selection. So I got to thinking about the good old ‘gish’ and naturally veered towards the Magus and Eldritch Knight, but really cannot make my mind on which path to follow. Here’s a breakdown of what I am looking for:

- An effective martial melee combatant (have decent defences and dealing decent damage);
- Defensive versatility on the battlefield (that guy hits hard? I use mirror image. That guy hits a lot of times? I use Blur. We need to bail? I cast Expeditious Retreat);
- Offensive versatility (That guy is flying? I fly too. That caster in the back is wreaking havoc? I dimension door to him and now I am in his face. They are swarming us? I cast Enlarge Person. This guys is more vulnerable to X? I cast X on my weapon. You guys get the drift);
- Out of combat utility (I guess the higher than average Int on both the Magus and EK will help me with that);
- I am not obsessed with early entry through SLA or something like that;
- If I had to pin it down to a character concept, I guess I would make him a fighter at heart, from a martial background (perhaps a soldier), who has gone through a lot of fights in his life and understood not all can be gained by simply swinging his weapon, so he looks for ways to be more effective and versatile in the battlefield;
- I envision him more ‘strong’ than ‘dextrous’ but I know that with Dervish Dance, dexterous characters can also deal the abovementioned ‘decent damage’;
- One thing that confuses me about the EK is that if the entry is done through a class that cannot cast while armoured, he will never be able to do so – so if he is not dextrous, his AC will suffer badly;

I’ve got more stuff in my head, but getting advice on the points I referred would already be really useful to me – if any feedback is possible, I thank you guys and gals.


Well, I´d actually suggest a psychic warrior, but then again I do like psionic gishes. If your DM is cool with that power source give it a look - the mechanics are freely available - and I think you may like it. Of the two classes you give here, imo the EK should have more utility, but the Magus can do its thing since pretty much the start.

Actually, if you had the Dervish of Dawn in mind, why no just go for the Arcane Duelist? You end up casting in heavier armors, the spells are useful in a fair few situations, and out of combat you are just as useful as into it. The concept jives a bit with what you are planning but you can consider your performance to be warcries and orders helping the team.

P.S.: Eldritch knights can use mithral armor and arcane armor training or mastery to essentially negate the miscast chance, and with the higher level slots available to them stilled spells are also an option. Do note that arcane armor training takes the swift actions other gishes use for arcane strike or the like.


Albion, The Eye wrote:

Hello everyone,

I have never played a Magus nor an Eldritch Knight, so I am looking for advice first on which kind of build to choose, and then how to build it.

I have always been a fan of the fighter class (yes, even with all of its shortcomings) but never managed to actually built a resourceful melee combatant quite the way I wanted to. I have waded through many mixes and options to try and get what I would like – heck, I even invested hard in UMD to allow my fighter to get that additional edge he may need in combat.

By edge I mean that stuff like blur, mirror image, enlarge person, dimension door, expeditious retreat, fly, shield, etc., offer such versatility in the battlefield that is really hard to match by being simply a martial class – I am aware that Pathfinder is a group game, and that classes and roles should complement each other, and that will make the adventurers prevail, but there is still an amount of self buffing that is clearly possible.

The closest I got was a Dervish of Dawn, which actually performed quite well – that boosted inspire courage… Damn! But still he ended up somewhat limited in spell selection. So I got to thinking about the good old ‘gish’ and naturally veered towards the Magus and Eldritch Knight, but really cannot make my mind on which path to follow. Here’s a breakdown of what I am looking for:

- An effective martial melee combatant (have decent defences and dealing decent damage);
- Defensive versatility on the battlefield (that guy hits hard? I use mirror image. That guy hits a lot of times? I use Blur. We need to bail? I cast Expeditious Retreat);
- Offensive versatility (That guy is flying? I fly too. That caster in the back is wreaking havoc? I dimension door to him and now I am in his face. They are swarming us? I cast Enlarge Person. This guys is more vulnerable to X? I cast X on my weapon. You guys get the drift);
- Out of combat utility (I guess the higher than average Int on both the Magus and EK will help me with that);
- I am not...

Magus for melee

Eld. Knight for ranged (Think gunslinger or archer/caster)

Scarab Sages

Magus will be smoother, fit your concept from level 1, and will actually be able to cast and fight in the same round, but has a limited spell list.

Eldritch knight will be more powerful end game with a better BAB, spell versatility, and access to 9th level spells, but will not have the magus' action economy or arcana boosts.

Which is better is a question of personal play style and the level range you game is likely to take.


The Shaman wrote:

Well, I´d actually suggest a psychic warrior, but then again I do like psionic gishes. If your DM is cool with that power source give it a look - the mechanics are freely available - and I think you may like it. Of the two classes you give here, imo the EK should have more utility, but the Magus can do its thing since pretty much the start.

Actually, if you had the Dervish of Dawn in mind, why no just go for the Arcane Duelist? You end up casting in heavier armors, the spells are useful in a fair few situations, and out of combat you are just as useful as into it. The concept jives a bit with what you are planning but you can consider your performance to be warcries and orders helping the team.

P.S.: Eldritch knights can use mithral armor and arcane armor training or mastery to essentially negate the miscast chance, and with the higher level slots available to them stilled spells are also an option. Do note that arcane armor training takes the swift actions other gishes use for arcane strike or the like.

Thank you for your feedback The Shaman - I remember well the Psychic Warrior back from the days of D&D - they were an amazing class, but I admit I really do not master psionics in Pathfinder. Not sure if the GM will accept it either...

I have considered the Arcane Duelist, mainly because it skips the Magus limitation of not being able to wield a 2h weapon, but the bard spell list is kinda gimped - right off the bat at level 1: no shield, no Protection From evil, etc. - which ends up making them less combat effective (heck, I even considered entering EK at level 10, after getting the medium armour proficiency but the spell list is a problem, don't you think?)

I took a look at the arcane armour training, and it doesn't seem impressive - like you said, it eats up swift actions + it works only for one round :/

Imbicatus, in the meantime I was trying to build a Magus, but both in the STR or DEX focus versions, the damage is... Lackluster... Given, I was not factoring all the shocking grasp dice they can put out and so forth (and I understand this is a staple of the class), but I was trying to get an idea of how he would fare without it (because I was planning on having him casting other stuff like mirror image, blur, shield, etc...). Is there any arcana that boosts damage instead of accuracy for example?

My thing with the EK is the AC - there has got to be a way to make that one rise higher, right? :D


Personally I'm a huge fan of the kensai archetype for magus. Adds INT to AC and Initiative, always act in surprise rounds, take the arcane talent(s) that let you use wands as well as cast spells during a full attack...later in life add in the dimensional agility feat chain, add in a wand of dimension door...fun is had. Throw in UMD and a wand of cure serious/critical and you can heal and full attack simultaneously if need be. Just have some way of easily swapping wands or be willing to drop them if you have to. I remember a 3E set of bracers from Dragon Mag that held 6 wands simultaneously, and would burn a charge off if you wanted to swap them out, but you effectively wielded 6 wands and still had open hands. That's obviously something the DM would have to approve. I don't remember which volume it came from, but I think it had to do with gnomes and was called Bracers of Wands.

There are a couple downsides, like one less spell per day per spell level, can't wear armor, fewer and lower level spells than what 1 Fighter/9 Wiz/10 EK will give you, but if you're worrying more about lower level utility spells the magus has you covered.


I actually am working on a Cad/Hedge Witch/Eldritch Knight 8/2/10 build. It ends up with a +19 BAB at 20, lots of bonus feats, a heavy focus on the dirty trick maneuver, and level 6 spells. I haven't worked it all out yet, the lack of an easy way to get lots of AC while keeping spellcasting hurts, and while some hexes are useful, you have to be really selective (you are not a real witch, your DCs are low.)

The short version is Magus fits concepts and is pretty easy to build, EK takes a while to come into its own but at high levels is strong and through SLA's you can get it by level 3.


I think Eldritch Knight fits better with what you want. You want someone who fights with a weapon and uses magic for buffs and utility purposes. A magus tends to be a bit more focused on using his spells to deal damage as well, which is something you don't seem to be interested in.

The armor thing is a problem. The easy way around is the arcane armor training and arcane armor mastery feats, but that gets you in trouble at higher levels when you want to cast quickened spells. You can get around that with the still spell feat, but that raises the spell level by +1. You can also try to just use mirror image and the like and not worry about armor as much. You can get pretty solid hit points between a starting con of about 14, the toughness feat, the physical stat bonus from the transmutation wizard school (+2 con, assuming you go into EK as a 5th level wizard) and spells like false life and vampiric touch. Then there's (communal) stoneskin at higher levels.


soupturtle wrote:
You want someone who fights with a weapon and uses magic for buffs and utility purposes. A magus tends to be a bit more focused on using his spells to deal damage as well, which is something you don't seem to be interested in.

Well, the big difference is the magus can cast and fight at the same time (assuming the full attack action) from level 1, which means they can buff and fight simultaneously, and then, yes, switch to more offensive spells once they feel secure enough with defensive spells. Magus has enough versatility in their spell list to handle it, including Shield, Blur, Mirror Image, Blink, Haste, Fly, Dimension Door, and Wall spells. EK can only pull that off at level 10 (so around 15+/-2 character level, depending on how you entered EK) when they confirm a critical hit, and then the spell they cast must include the target of the aforementioned critical...which means not a defensive or utility spell.

Don't get me wrong...the magus is never going to pull out Reverse Gravity or Time Stop like an EK may eventually do, but I feel they are arguably more martially-oriented for the longer part of their careers, which is what it seems the OP is looking for - martial oriented with added spells. The EK feels more magic focused with martial on the side. I know the EK has full BAB compared to the magus 3/4, but that is usually offset by the weak BAB classes used to come up with the spellcasting requirements for entry to EK in the first place, and let us not forget the boosts from arcane pool and magus arcana.

Short version: Spell Combat makes the difference in feel and fluidity. At least for me.


Magi only really function well as pure melee blasters. You are just too dependent on the blast spells for your damage to waste much of your store with buffing. This makes sense, since this was the specific gap in the bard's repertoire the Magus was designed to fill.

If you want to go the self-buff route, Bard, Inquisitor, Warpriest, and Cleric should be your go-tos. Probably in that order. The Bloodrager may actually join that list in the final version, probably at the end as a partial caster.

The Eldritch Knight is an interesting approach, but it does have the disadvantage of being mostly-caster for about half the campaign, more or less (assuming a typical AP.)


Thank you guys for all the feedback so far. So, once again into the breach :D

@Vanykrye: I read a couple of things on the Kensai, and I actually like the flavour behind it - I am not sure how much point there is in comparing his spellscasting to that of the usual EK build, because it will never be comparable in versatility, or scope - it may be, however, more than enough to get the job done.

Here's the thing about the Magus, I kinda dislike the fact that they cannot wield 2h weapons, because it sort of forces you into depending on your spells for consistent damage, thus meaning you have less options as far as versatility goes (since you basically need to expend the spells to cause real damage and that's that) - bottom line, you need to save spell slots to perform well as far as damage goes, this means reduced versatility as far as buffs go. At least that is my impression.

If I uderstand correctly, even the staff magus will not actually wield the weapon 2-handed, correct?

As for your second post, the fact that the magus can fight and cast simultaneously is definitely amazing, and their spell list seems perfectly geared for what I am looking for (as opposed to the Bard spell list - no mage armor, no shield, no fly for example seem like a HARSH blow, though he could probably pull it off from a scroll). Magus would be the complete package right out of the box, that's for sure, and if I add on top of that, the fact that they can wear armour well... Still, my claims above may still hold valid?

@Gregory Connolly: I hadn't thought at that possibility - Cad and Hedge Witch are two archetypes I am not very familiar with, nor builds around Dirty Trick - could you perpahs detail a little further the logic behind the character?

That the EK seems to improve at higher levels seems to be the general idea I have encountered, yet the AC issue really does not seem easy to surpass (even with Amulet of Natural Armour, Dex 14 - maybe upped to 16, Ring of Protection, Mage Armor, Shield spell - well, actually maybe I'll have to do the math and see how it comes out, is it possible it is not THAT bad?).

@soupturtle: I'm starting to veer in that direction also, though I am not counting the Magus out just yet as they seem REALLY well rounded. Again I admit I have never played an EK but... Arcane Armour Training and Arcane Armour Mastery seem so lackluster to me - you are after all investing a feat to be able to activate a one round abilty and decrease 10% of your ASF... But since I never used it, I may be missing the power behind it.

I think you are correct that the way to go is focus on defensive spells instead of those feats (perhaps pumping AC through magical items?)

@Chris Kenney: That is my feeling also regarding using spells to buff a magus, when you need them to really lay down the pain.

I have played inquisitors, and while they can become REAL beasts, I don't think they offer the spell versatility I was aiming at. Now Bards... That is something I am definitely considering, Inspire Courage is a great boost to yourself and your companions' combat prowess, Arcane Duelist has some decent abilities added to it, I could swing a 2h-weapon and would benefit from some very decent self buffs (Blur, Mirror Image, etc), even though I would be missing some basic stuff like Shield and Mage Armour... Perhaps I could cast them from scrolls?

On the other hand, lets say I want to move in on EK from Bard, I'll still be missing the Martial Weapon proficiencies, so I guess my questions (apart from the comments above) would be:

- Should I even consider it? I mean, I have to be able to cast level 3 Arcane spells, which means AT LEAST level 7 - seems kinda harsh...
- What is the best way to get those martial proficiencies? I guess I already know the answer to this - Paladin - but lets assume my character concept does not fit the paladinhood, what about Cavalier?;
- How far should I go with Bard? I'm thinking if I go Aasimar, with their favored class option for bards, if I push it to level 8, I'll get the +3 to Inspire Courage - perhaps early entry into EK and then return to Bard?
- Does it make any sense to throw another Charisma based class into the mix? Like some iteration of Oracle or Sorcerer? I wouldn't want to deviate much from the effective martial build, but am open to suggestions.

What say you people?


If you want to go EK i suggest you Pick a full caster class to work with. The only thing the EK Does better than the magus is spells past level 6.
You Can get Martial weapons from the full melee dudes and from warpriest and sohoi monk.
The magus Can use two handed weapons just as well as the EK he Will just not be able to use spell combat. But with a katana or scimitar you Can use it in two hands when needed. As a magus you Will be on par with the EK damage wise unless you you use spellstrike.


Eldritch knight bards don't work that well imo. Unlike many full casters, bards get a fair few goodies in their class levels in exchange for their weaker casting - and the EK sacrifices other class features to boost your casting. If you are using the bard spell list, a martial bard archetype could do better imo.

As for the list, well, a class with shield proficiency doesn't need it quite as much, unless you choose to wield a two-handed weapon. Losing PfE is a pain (though most other classes have it, so someone can probably do it for you), but you have a fair few other buffs.


Agreed with the above: bard into eldritch knight doesn't make sense, as bards get so much of their power through abilities that scale with class levels. Eldritch knight is really only for wizards and sorcerers.

If you want to play a bard, you should probably stay a bard. A bit of bard works very well with dragon disciple, but that's mostly a melee character with some spells, which doesn't seem to be what you want to play.

I think you have three options in the end:
- Play a magus. They're straightforward, and pretty powerful, but they are also clearly designed with the idea of casting offensive spells at your opponents. If you don't do that, I'm unconvinced that they're as good as an eldritch knight, as the latter does have a better spell list (the magus doesn't get false life or heroism, for example, and gets all level 4+ spells later than the eldritch knight).
- Play a bard. Bards can be solid melee combatants. The archaeologist archetype is an interesting option if you don't want the whole 'buffing others' thing. I think this is probably a better option than playing a magus who doesn't use offensive spells.
- Play an eldritch knight. If you don't want to use the early entry options, go for a 1 fighter, cavalier or ranger / 6 transmutation wizard / 10 eldritch knight. At low levels you're a bit behind the other options, because you lose 3 points of base attack bonus early, have crappy hit dice and your spells aren't any better than the bard's or magus's yet. Once you get to level 9 or so you should start to become close to the others in melee and better in spellcasting. You have some problems with defense, but putting the bonus from being a transmuter in con, picking up toughness and using false life a lot probably solves most of that problem.

As for arcane armor training: the trick is that you use it to reduce the arcane spell failure chance of your armor to zero as a swift action, then cast whatever spell you wanted to cast. Arcane armor training lets you reduce the ASF of a mithral chain shirt to 0, the mastery variety works with a mithral breastplate. So now you have a set of armor with an armor rating of 6 that can be easily enchanted to give a bigger bonus. The problem is that it consumes your swift action, which means it doesn't combine with the quicken spell feat, which you will want to use at high levels. There are some workarounds (using still spell, mostly), but it's not ideal. In the end, it's pretty much a toss up between arcane armor training and just relying on mage armor and mirror image, and it depends largely on at what levels you mostly expect to play.

RPG Superstar Season 9 Top 16

Eldritch Knights are basically wizards who can optionally fight. Magi are fighters who can cast spells as they fight. The difference is that a magus can fight and cast spells at the same time.

Magi are very strong combatants. Dervish Dance is popular, but I personally prefer Strength magi.

Grand Lodge

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

Eldritch Knights are basically wizards who can optionally fight. Magi are fighters who can cast spells as they fight. The difference is that a magus can fight and cast spells at the same time.

The other important difference is that an Eldritch Knight can cast ANY wizard spell, not just a select list of battle spells. When he's home from the battle field he can put on the full wizard robe and function fully in the way any other normal wizard can.

Shadow Lodge

archer is best as an EK, and a melee fighter is best as a magus.

conjuration spec EK, trapper ranger 1/wizard (teleportation school)5/EK 4/AA4/ek6. you want to build it like an archer and use god spells, summons, and control spells.
Pros: 9th level casting, full access to sorcerer/wizard list, can craft, fills 3 roles in the group, both physical and spell based damage.

best used in 1-20 games

magus is best played, IMO, as a hex crafter debuffer with 2x cestuses. you can get away with shinanigans with 2x cestuses.
massive debuffing will assist the entire group combat, access to some utility spells, high spell damage but low physical damage.

best used in 1-12 games


After thinking about it for a while longer, I agree Bard -> EK doesn't seem to make sense, thanks for pointing it out The Shaman.

Ok, so just for my own sake, I decided to compare the three most obvious choices – Bard, Magus and EK, wielding a 2h-weapon (maybe the comparison doesn't make sense for the Magus?)

Thing is, I was aiming to use the spells more for a versatility and defensive reason then simply blast the bad guys out of the water, so the Magus (which seems more inclined to the ‘blasting out of the water’ part may come up short, lets see:

Level 1:

Male Human Bard (Arcane Duelist) 1
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +1

Melee longspear +3 (1d8+5/×3) // +4(1d8+6/x3) with Inspire Courage (6 rounds/day)

Bard (Arcane Duelist) Spells Known (CL 1st; concentration +3):
1st (2/day)—expeditious retreat, vanish
0 (at will)—detect magic, light, mage hand, resistance
Choosing useful spells for combat at this level was definitely not easy…

Statistics
Str 17, Dex 14, Con 12, Int 13, Wis 8, Cha 14
Feats Arcane Strike, Combat Reflexes, Dodge
Skills 8 total skill points
Gear lamellar (leather) armor, longspear

++++++++++++++++++++++++++++++++++++++++++++++++++++

Human Magus 1
CG Medium humanoid (human)

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) <- Goes to 20 with Shield spell
hp 10 (1d8+2)
Fort +4, Ref +2, Will +2

Melee bardiche +3 (1d10+4/19-20) || +4 (1d10+5/19-20) with Arcane Pool (4 minutes/day)

Magus Spells Prepared (CL 1st; concentration +4):
1st—enlarge person (DC 14), shield
0 (at will)—acid splash, detect magic, light
Better spells no doubt

Statistics
Str 17, Dex 14, Con 14, Int 16, Wis 10, Cha 8
Feats Combat Reflexes
Skills 5 total skill points
SQ arcane pool, spell combat
Gear lamellar (leather) armor, bardiche

++++++++++++++++++++++++++++++++++++++++++++++++++++

Human Wizard 1
CG Medium humanoid (human)

AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge) <- (Goes to 17 with Mage Armor, or 21 with Mage Armor + Shield)
[b]hp
9 (1d6+3)
Fort +2, Ref +2, Will +2

Melee quarterstaff +4 (1d6+6)

Wizard Spells Prepared (CL 1st; concentration +4):
1st—expeditious retreat [S], mage armor, shield
0 (at will)—acid splash, light, mage hand

Statistics
Str 18, Dex 14, Con 14, Int 16, Wis 10, Cha 8
Feats Dodge, Scribe Scroll
Skills 5 total skill points
SQ arcane bonds (arcane bond [familiar])
Other Gear quarterstaff

Enhancement Associated School: Transmutation
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.

So, I would say that, at level 1 both the Bard and Magus are pretty equal, while the Wizard starts lagging back a bit, mainly due to lacking armor (I preferred to start wizard due to game logic - it always seems to me that anyone can pick up a weapon and fight better, but becoming a wizard all of a sudden... meh):

- Hit and damage are on par;
- Hit points are on par;
- AC, the Magus pulls ahead with Shield, because the Wizard needs to cast almost all his level 1 spells to catch up. Without buffs, Bard AC is better (he doesn't have any to cast anyway :/);
- Spell selection shows some important differences, but the comparison is complicated, because the wizard has more of them and where to chose from, but he is casting them to stay on par with the others (without them needing to cast anything);
- Wizard goes first due to familiar;
- Bard has 3 more skill points

Any comments on this so far guys? I'll have a level 3 comparison up soon.

Shadow Lodge

Check out the other archtypes in Ultimate combat, they gain more fighter abilities. And I have seen on the forums where many people say you can wield a two handed weapon and use spell /combatstrike for the magus it is a matter of if your GM is one of those people. I have been playing a magus in RotRL and he does fine if not casting spells I use arcane strike feat to amp up the damage and two hand my sword (long sword or bastard works). And yes the arcane pool ability to make my black blade do all kinds of damage is nice including the black blades ability to make all your damage a certain energy type against those who have a weakness.


While a magus does need to weild a one handed weapon and have a hand free to use spell combat, but you can wield that weapon in two hands if you are not using spell combat. Switching hands like this is pretty typical for a strength based magus.

So yes, if you are casting a spell that round, you won't do as much melee damage. On the other hand, any other class who casts a spell in a round doesn't do melee damage at all.

I had a black blade kensai, dervish dance build, and he did a lot of damage. Since I really only needed dex and int I had very good scores in those two abilities, with weapon specialization, enhancing the black blade through arcana and a few other tricks even without a shocking grasp it was quite solid damage, and when you go full out...tons of damage. Plus I had a huge AC, very good battlefield mobility and enough tricks to always be able to contribute.


As others have mentioned, as a magus use a one-handed weapon that can be used two-handed - perfectly able to switch between spell combat and using it two-handed when you decide you aren't going to cast spells.

Also, if you're going to use the Arcane Duelist for Bard, then might I also suggest you look at some of the Ultimate Combat archetypes for magus in your comparisons.


Queen's Raven, could you detail which Archetypes? I have perused the archetypes in the d20pfsrd and can't seem to find the ones you are referring to. Also, a link to the forum post where you saw the reference to using 2h-weapons on the Magus would be great. Though... Is there anything keeping from holding the longspear for example, in one hand, and still use spellstrike to attack with the other? Also, I think I read multiple posts on the forums regarding the Blackblade, and the fact one cannot enhance it to have any particular special ability - apart from the ones received through Energy Attunement - isn't that a big limitation after a certain point?

Dave Justus, I added in both your suggestion and Vanykrye's giving the Magus EWP with Falcata (but see my notes below).

You guys are ninjaeing me while I write this so I can't keep up :D Along these lines, what Archetype would you suggest me adding to the Magus?

----------------

Ok people, here follows the level 3 comparison - there are some significant differences here, as I decided to dip two levels in fighter for both the bard and Wizard going EK. I did not dip on the Magus, because I think the character really wins out more in the long run by staying single class - am I correct in this assumption?

Level 3:

Male Human Bard (Arcane Duelist) 1/Fighter (Lore Warden) 2
CG Medium humanoid (human)

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge) <- (Goes up to 18 with Expertise - not that good...)
hp 24 (2d10+1d8+4)
Fort +4, Ref +4, Will +1

Melee bardiche +6 (1d10+4/19-20) || +6(1d10+9/19-20) with Arcane Strike, Power Attack and Inspire Courage

Bard (Arcane Duelist) Spells Known (CL 1st; concentration +3):
1st (2/day)—expeditious retreat, vanish
0 (at will)—detect magic, light, mage hand, resistance

Statistics
Str 17, Dex 14, Con 12, Int 13, Wis 8, Cha 14
Feats Arcane Strike, Combat Expertise, Combat Reflexes, Dodge, Mobility, Power Attack, Weapon Focus (bardiche) <- (Hesitating between Weapon Focus and Iron Will)
Skills 20 total points

Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action) (6 rounds/day) Your performances can create magical effects.

++++++++++++++++++++++++++++++++++++++++++++++++++++

Human Magus 3
CG Medium humanoid (human)

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) <- (Goes up to 20 with Shield Spell)
hp 24 (3d8+6)
Fort +5, Ref +3, Will +3

Melee falcata +5 (1d8+4/19-20(x3)) || +8(1d8+8/19-20(x3)) with Arcane Pool, Arcane Accuracy and Power Attack

Magus Spells Prepared (CL 3rd; concentration +6):
1st—enlarge person (DC 14), shield, shocking grasp, shocking grasp
0 (at will)—acid splash, detect magic, light, ray of frost

Statistics
Str 17, Dex 14, Con 14, Int 16, Wis 10, Cha 8
Feats Exotic Weapon Proficiency (Falcata), Power Attack <-(Hesitated between taking EWP or getting another available weapon like a falchion, and using the feat for something else)
Skills 15 total points

Arcane Accuracy +3 (Su) 1 Arcane Pool: +3 to attack rolls until the end of your turn.
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.

++++++++++++++++++++++++++++++++++++++++++++++++++++

Wizard going EK
Human Fighter (Lore Warden) 2/Wizard 1
CG Medium humanoid (human)

AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge) <- (Goes to +21 with Mage Armor and Shield, ot 17 if individually. Combat Expertise can add another +1 to AC)
hp 25 (2d10+1d6+7)
Fort +5, Ref +2, Will +2

Melee bardiche +6 (1d10+6/19-20) || +5(1d10+9) with Power Attack

Wizard Spells Prepared (CL 1st; concentration +4):
1st—expeditious retreat [S], mage armor, shield
0 (at will)—acid splash, light, mage hand

Statistics
Str 18, Dex 14, Con 14, Int 16, Wis 10, Cha 8
Feats Combat Expertise, Combat Reflexes, Dodge, Mobility, Power Attack, Scribe Scroll
Skills 19 total points

Augment (+2 ability or +1 AC, 1 rds) (6/day) (Sp) Grant either +2 to an ability score or +1 natural armor by touch.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Ok, here's the outcome:

- Hit: Magus>Bard>Wizard/EK
- Damage: Bard=Wizard>Magus (of course I am not factoring in Spellstrike :D
- Hit points are on par;
- AC, again the Magus pulls ahead with Shield, because the Wizard needs to cast almost all his level 1 spells just to catch up. Without buffs, Bard AC is better (but still a very short margin to improve - only Combat Expertise :/);
- Spell comparison - the Magus is definitely pulling ahead (also the others did not raise their spellcasting class) - with more and better spells to use;
- Feats: The Bard and Wizard are clearly ahead, but of course they have dipped two levels in a Fighter class so I guess that can't be compared at the moment.
- Wizard goes first (Initiative) due to familiar;
- Bard 20 skill points > Wizard 19 skill points > Magus 15 skill points

Keep those comments coming guys - I'll work on the level 5 comparison :D


Albion, The Eye wrote:

...

I have never played a Magus nor an Eldritch Knight, so I am looking for advice first on which kind of build to choose ...

It is really a matter of what you want to do and what you expect the campaign to have.

Magus is usually much better in a fight.
They can fight and cast at the same time.
They can deliver spells with their weapons.
However, their spell list is much smaller, doesn't get into the highest level spells, heavily weighted to combat spells (few utility), and they get much fewer spells per day.
Magus eventually gets to very good armor.
Magi tend to be rather the Nova character. Meaning they blow all or nearly all of their capabilities to be nearly invincible in a big fight. But they just a mediocre fighter the rest of the day. Especially at low levels.

Eldritch Knight can get the full 9th level spells, the full wizard spell list, and many more spells per day.
With a few feats can get to pretty decent armor.
Can have very nearly a full wizard casting capability.
Tend to not be as Nova as a Magus, but more so than a Fighter.
At the very highest level, I have read (we don't play that high) they become more powerful than a Magus in combat since you only need a single spell to end the combat. You won't need the Magi's action economy.

From your initial description I'm not sure which you want.
If you want access to lots of utility spells, you almost have to go EK.
If you really want to focus on spells and magic both in combat, that really points you at the Magus.

Shadow Lodge

http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/magus.htm l Myrmidarch, Skirnir, Soul Forger. As far as links to threads my post fu is not so strong, nor my memory. I would just have to point you to the search bar in the upper left corner and tell you to limit the search to message boards. Black blades cannot be enhanced or enchanted like normal magic weapons. That said arcane pool still works the same on a black blade and combines with the energy attunement, novaed a few energy sensitive types. The black blade does get some pretty sweet abilities on its own and its free leaves more money for gear. plus the combined arcane pool from the blade and your own puts you over the top. Ultimate Combat has enough magus arcana to give you all the enchantment you could want for any weapon you would wield. I have played both EK and magus, the magus is my choice because I do like to cast and sword fight at the same time. The EK was either fight or cast... blah and the PRC just has little to offer than a BAB and caster levels. A magus can be mixed and matched to your preference and at 19th level, depending on your archtype, you get 14 spells from the wizard list that are not on the magus list.


Samsarans
Mysterious humanoids with pale blue flesh and transparent blood like the waters of a trickling brook, samsarans are ancient creatures even in their youth. A samsaran's life is not a linear progression from birth to death, but rather a circle of birth to death to rebirth. Whenever a samsaran dies, it reincarnates anew as a young samsaran to live a new life. Her past memories remain vague and indistinct—and each new incarnation is as different a creature and personality as a child is to a parent.
Samsarans appear similar to humans, with dark hair and solid white eyes with no pupils or irises. Skin tones are generally shades of light blue.
Samsaran Racial Traits
All samsarans are humanoids with the samsaran subtype. They have the following racial traits.
+2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and strong-minded, but their bodies tend to be frail.
Medium: Samsarans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Samsarans have a base speed of 30 feet.
Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.
Mystic Past Life (Su): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Languages: Samsarans begin play speaking Common and Samsaran. Samsarans with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, and Terran.
Alternate Racial Traits
The following racial trait may be selected instead of existing samsaran racial traits. Consult your GM before selecting this new options.

via Eldretch hierage chain destined Blood line

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.
Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Bladebound (Archetype)
A select group of magi are called to carry a black blade—a sentient weapon of often unknown and possibly unknowable purpose. These weapons become valuable tools and allies, as both the magus and weapon typically crave arcane power, but as a black blade becomes more aware, its true motivations manifest, and as does its ability to influence its wielder with its ever-increasing ego.

Black Blades
A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus's possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential. A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade's type upon gaining the blade, and once chosen, it can't be changed. As a blade bound magus increases in level, his black blade gains power. A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder's goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade's mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can roll randomly for the weapon's purpose using the Intelligent Item Purpose table. Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.

Black Blade (Ex): At 3rd level, the blade bound magus' gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Instead of the normal arcane pool amount, the blade bound magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
Magus Arcana: The following magus arcana complement the blade bound magus archetype: arcane accuracy, broad study, dispelling strike, and reflection.
Black Blade Basics: A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.
Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the blade bound magus (at 3rd level, 5th level, and so on).
Wisdom and Charisma: As the blade bound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.
Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance using the items against characters rules. Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.
Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM's choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.
Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.
Black Blade Ability Descriptions: A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder's magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.
Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade's arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade's arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade's arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus's next turn.
Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade's arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.
Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade's arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade's ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted.
Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon's arcane pool as a free action; he then gains SR equal to his black blade's ego until the start of his next turn.
Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade's ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus's character level for this to occur.

Heirloom Weapon Trait
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
*Benefit: When you select this trait, choose one of the following benefits:
• proficiency with that specific weapon
• a +1 trait bonus on attacks of opportunity with that specific weapon
• a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Note: You pay the standard gp cost for the weapon.

This build is all about a guy with his sword. He die come back finds his sword and they just get better. Forever through out time why is it like that... Well it just his destiny...

Scarab Sages

An interesting option is to be both. Take a level of Skinir Magus for your martial class. This gives you the ability to cast Magus spells in light armor, a limited arcane pool, spellstrike, and The ability to cast spells while holding a shield. Then go wizard for your EK side. You'll lose a point of BAB over a martial entry, but you end up getting the best of both worlds between Magus and EK.


Chris Kenney wrote:

Magi only really function well as pure melee blasters. You are just too dependent on the blast spells for your damage to waste much of your store with buffing.

I can only tell you my experience, but I have (at 10th level) 7 first level spells and 12 pearls of power (1st) in addition to 9 arcane pool... I can blast all day with that many spells, I use spells of level 2+ as defensive and "additional" blasting capacity, but realistically I dont blast much from those. It's all about ultility and defense up there with a scorching ray and intensified burning hands and acidic shocking grasp for some help. If I need any of those a second or third time, that's what recall is for.

In any event, I buff every single fight on my magus. Usually you need to move to get up there anyway, may as well mirror image + move. With Dervish Dance a full attack looks pretty good even without a shocking grasp.

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