Bladebound Magus: Is it worth it?


Advice

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Hi there! First time poster here for a first time player. I played a metric ton of 3.5e, so I'm familiar with the basic rules of Pathfinder, but this is my first time delving into an actual game. I love the gish types, and I think magus does a splendid job of blending the two together. I also like the general theme of heirlooms, magic weapons, ad weapons that grow with you vs being pciked out at the magic mart, so the Bladebound archtype screamed out at me. it's oozing with flavor.

That being said, things that I've read about the Bladebound have been less than stellar. It seems like it takes a significant power drop for a subpar weapon that never breaks. So I ask you this: Is the build really *that* bad? Will the drop in arcane points and the loss of my level 3 arcana set me back that far? I realize there's a ton of hesitation since the Black Blade can't actually be enchanted with any permanent enchantments, and on top of that you're more limited by your arcane points so you can't even apply temporary enchantments as often. But it's so cool from a flavor perspective. I just want to make sure that I'm not going to ruin the class for myself in the process. Thank you for your time!


Depends on how long you plan on playing.

At low-mid levels it's pretty good (you get most of your arcane points from INT at that point, and that's where having a free magical weapon helps you out the most).

It's only at higher levels it drops off.

Scarab Sages

I'm nowhere close to first-time poster or first-time player, but I confess to being interested in this as well.

It doesn't look that bad to me - it has some interesting and weird abilities beyond being unbreakable (including the ability to offer a rude shock to most forms of damage reduction, and at the very highest levels, the ability to restore arcane points in the vampiric fashion, and you say that's where and how it "drops off"), and the Black Blade even has its own arcane pool (however small) to buttress your own. What are you giving up - a base arcane pool of 4 at 12th level rather then 6? Flexibility in exchange for power, perhaps? Alertness and a bit more in exchange for an Arcana (which the Extra Arcana feat demonstrates to be considered the equivalent of a feat - we all know The World Needs More Lerts)? It all sounds fair to me.


The big one is not being able to put spell-storing on it, and higher level weapons just plain out-pacing the enhancements on it.

Scarab Sages

*Does a double-take at which forum this is in*

Perhaps in my case I should stipulate: Do the complaints change/wane/wax at all in the context of an Organized Play character?


I'm Hiding In Your Closet wrote:

I'm nowhere close to first-time poster or first-time player, but I confess to being interested in this as well.

It doesn't look that bad to me - it has some interesting and weird abilities beyond being unbreakable (including the ability to offer a rude shock to most forms of damage reduction, and at the very highest levels, the ability to restore arcane points in the vampiric fashion, and you say that's where and how it "drops off"), and the Black Blade even has its own arcane pool (however small) to buttress your own. What are you giving up - a base arcane pool of 4 at 12th level rather then 6? Flexibility in exchange for power, perhaps? Alertness and a bit more in exchange for an Arcana (which the Extra Arcana feat demonstrates to be considered the equivalent of a feat - we all know The World Needs More Lerts)? It all sounds fair to me.

Now I was under the impression that you couldn't tap into the blade's arcane pool until later, and that involves a very specific action to do so. The rest of all of that sounds nice. I'm just worried about spreading myself thin. Running our of resources, etc.

@LoneKnave: We're starting at level 1, so I guess I have a bit of time to decide. It's going to be low level to start, for sure. It seems like it would be pretty good. How badly do I need my 3rd level arcana?


The answer is a definite maybe. It depends on your preferences. If we break it down point for point, your arcane pool is 4 points smaller at 20th level, and it costs you an arcana. But wait! You can siphon two arcane points back from your blade during the day by 20th, reducing the overall difference to 2 arcane points. That's a feat, extra arcane pool. So the overall cost is equal to two feats, extra magus arcana and extra arcane pool. In exchange, you get:

-Alertness (Not a great feat, but still a feat)
-50,000 in sword-value
-Life Drinker, which is an AWESOME capstone and much better than the magus's actual capstone.
-Unbreakable and Teleport Blade, two great insurance abilities.
-Whatever uses you can come up with for a talking sword.

Depending on campaign, the 'minor' features of the blackblade can be incredibly useful. Imprisoned? Oh, I'll just teleport my sword to my hand, thank you. Have to leave your weapons at the door? Not so scary now. Low wealth campaign? That scaling weapon is going to be a huge asset.

The other thing is, there aren't a lot of good magus arcana. You can pick up arcane accuracy at 6th, accurate strike at 9th, and bane blade at 15th without trouble. You can't take the familiar arcana. So what are you missing, spell blending? If you took arcane accuracy at 3rd instead, you still can't pick up great spells taking spell blending at 6th unless you're a kensai who badly wants mage armor. And you've got an arcana floating at 12th to grab spell blending if you want.

Personally, I like the archetype. The only major drawbacks are that you can't take the familiar arcana, or use spell storing on your main weapon, at least in PFS play.


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The worth of bladebound magus depends almost entirely on how WBL limited you are likely to be. The free enchantments on the blade free up a % of your WBL which, in a low-magic game, can be quite substantial. However, if you are playing a high magic game with high WBL, chances are your blade is holding you back as a normal magic weapon will end up with access to more and more varied abilities given an equal charater level.

To put it another way, assuming standard WBL, bladebound gives you a delayed main weapon enhancement progression in exchange for not having to pay for that progression. The less gold you are earning, the more valuable that free progression becomes.


For me with a low wealth DM it is definitely worth it.

Alternately if you are in a high role-playing group it can also be really fun with the intelligent item aspect.

The unbreakable and later teleporting parts can be useful for groups where you encounter sundering, can expect to be captured/stripped of items, or other realistic scenarios where you don't always necessarily have 10 weapons and your entire adventuring backpack on hand at all times.


Those are all very good points. It gets some pretty neat powers. The one thing I'm worried about is having a smaller Arcana pool, *and* being more strongly encouraged to use those on enhancements for my blade spreading me thinner. But I really did enjoy the selling points for Bladebound. All in all I think it's a dang neat concept. I think I'll most likely stick with it. Backstory can do a lot to make a character interesting, and this DM seems the type to make me think outside the box.


Just rememered that you also can't have Agile on it.

Make no mistake, it's not terrible, and I usually play it if for nothing else, because that's one less thing to worry about. Blackblade does have some cool niche builds, admittedly, but also needs to stay even more single classed than other magi.

Having a gun-blade for a black blade for example is pretty awesome with (or without, really) Myrmidarch.


I liked it for flavor and story and i disagree with it not being good in the High end.But my BB magus often regrettet not having hos main weapon being adamantine.


Craft Arms and Armor is imo a more worthwhile feat than the whole archetype, since your weapon will be half as expensive (so you're paying half the gold on it a bladebound would normally get) but also customizable, AND you get cheaper armor, AND you apply that across your entire party (making the group more powerful and making them like you more as a +)

That's only if your DM allows crafting feats though (which they probably won't since it leads to party power creep).

Scarab Sages

Blakmane wrote:

To put it another way, assuming standard WBL, bladebound gives you a delayed main weapon enhancement progression in exchange for not having to pay for that progression. The less gold you are earning, the more valuable that free progression becomes.

So where does Pathfinder Society stand in that regard (assuming there's a clear answer to be given)?


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The biggest drawback is not being able to get an Improved Familiar. If you don't plan to, then bladebound get's good.
People forget that the "delayed" progression is in no way a problem since by level 9 your weapon is already +6 thanks to your arcane pool ability, and any enchantment more than that have a greatly reduced efficiency.
Moreover, your saved up gold can buy you other offensive boost like more str/int or something like luckstone/pale green prism.
Also, black blade strike and energy attunment are great abilitys.


Bladebound is something you definitely have to discuss with the GM. You're bringing in an intelligent weapon at low levels, and that, even while the blade's ego is weak, is always a bit extra work for the GM.

I was waffling back and forth between bladebound and soul forger for my current campaign, and I chose soul forger. It is not as raw powerful, but i feel the insane level of magical crafting down the line (with the ability to craft for the entire party, not just yourself) will far outpace the blade bound. IT helps that we are running a low loot city based home-brew, with downtime rules in place, so the utility of a master craftsman is something that has already at 2nd level started to come into play.


Yeah it's something I've discussed with him, and he seems to be fine with it. In fact when I told him about it his response was, "Awesome, I'm looking forward to playing your Black Blade." So I think he's excited too. And no, I was never planning on taking a familiar. I hate them overall. I'm planning on going a Dex build. The DM's making a semi-homebrewed feat that is essentially Dervish Dance, without the dance requirement and let's it work with anything that works with Weapon Finesse (I want to use a rapier). So most likely Human, Weapon Finesse/Homebrew Feat at 1, Arcane Strike at 3, and I dunno what past that. It sounds like it's not as crippling as it appeared at first, and more than makes up for any lost power with cool factor. I'm also a chronic dabbler. I love to multiclass, and prestige and all that, and this is the first class that makes me not want to do that. Then again, this may just be a Pathfinder thing. Straight Magus looks like a genuinely fun class to play from top to bottom.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Being Bladebound is what turned my magus from a glass cannon to a glass cannon covered in lightning and surrounded by the eviscerated corpses of a thousand DR-covered enemies. That freaking free sword let her defensive gear skyrocket, let her bedazzle herself with magical jewelry, metamagic rods, and scrolls, outpace the enchantment of nearly every other player's weapon (especially when combined with arcane pool).

It is a swiss army broadsword. It is a one-weapon tool of mass destruction. And all it costs you is roughly the equivalent of a feat.

When our (non-mythic) group was battling in the Worldwound in Pathfinder Society, during a special scenario, the GM put down a mythic Vrock at the table and started kicking our collective asses with its DR/epic and nigh-unbeatable SR.

My magus grabbed her sword, turned its blade into FORCE, made the lightsaber sound effect, and flew into battle and cleaved it apart. Same for the other two mythic Vrocks which followed one round after the previous one's death.

Black Blades are crazy-good, man, and super fun.


Well color me sold. That sounded awesome. I don't know what some of those things mean, but it all sounded impressive at least. I'm looking forward to this. I dunno how loot/money is gonna be handled, but I'm sure it'll be fine. I'm also looking forward to the extra layer of resource management. My spells, my arcane pool, and my sword's arcane pool. Should be good fun. And this gets me so many more BUTTONS to press. I really like having a lot of options, and I feel like this gives me a ton of options. :D

Dark Archive

CommandoDude wrote:

Craft Arms and Armor is imo a more worthwhile feat than the whole archetype, since your weapon will be half as expensive (so you're paying half the gold on it a bladebound would normally get) but also customizable, AND you get cheaper armor, AND you apply that across your entire party (making the group more powerful and making them like you more as a +)

That's only if your DM allows crafting feats though (which they probably won't since it leads to party power creep).

Crafting feats are not allowed in PFS.

Dark Archive

LoneKnave wrote:

Just remembered that you also can't have Agile on it.

Hence the large number of Dancing Dervish magi.


Sagotel wrote:
CommandoDude wrote:

Craft Arms and Armor is imo a more worthwhile feat than the whole archetype, since your weapon will be half as expensive (so you're paying half the gold on it a bladebound would normally get) but also customizable, AND you get cheaper armor, AND you apply that across your entire party (making the group more powerful and making them like you more as a +)

That's only if your DM allows crafting feats though (which they probably won't since it leads to party power creep).

Crafting feats are not allowed in PFS.

That may be, but this is not the PFS forum. In a real campaign, crafting weapons and armor for an entire party is going to win out over the Black Blade alone. The Soul Forger (with it's Master Smith ability) can end up being more important than a BladeBound.


Pathfinder Adventure Path Subscriber
ArkthePieKing wrote:
Well color me sold. That sounded awesome. I don't know what some of those things mean, but it all sounded impressive at least. I'm looking forward to this. I dunno how loot/money is gonna be handled, but I'm sure it'll be fine. I'm also looking forward to the extra layer of resource management. My spells, my arcane pool, and my sword's arcane pool. Should be good fun. And this gets me so many more BUTTONS to press. I really like having a lot of options, and I feel like this gives me a ton of options. :D

PFS is very restrictive with wealth limits and having that magic blade gratis is a very nice edge in low-mid level play, which is exactly where Society Play runs.

Regarding Mythic. Closest equivalent to 3.5 is epic style feats, spells, and abilities. There are only a very very few adventures in Society where mythic is thrown in as it is not a regular feature and not legal for Society PCs. I know of exactly one regular adventure and it is a limited one-shot affair. I do not know of the special that the other poster is referring to, but if the PCs were not mythic (and they should not be normally) then it sounds grossly unbalanced.

Also, take a look at Hexcrafter. You are allowed to take multiple archetypes as long as they do not overlap class ability replacement. Bladebound and Hexcrafter are stackable.

Good luck and have fun whatever you decide!

Scarab Sages

Rerednaw wrote:

Also, take a look at Hexcrafter. You are allowed to take multiple archetypes as long as they do not overlap class ability replacement. Bladebound and Hexcrafter are stackable.

As is the Kensai, which is what I was inclined to be.

Actually, most other presently-extant Magus Archetypes coexist just fine with Bladebound (if not otherwise with each other), though some (such as the Staff Magus, Mymidarch, or Soul Forger) would work with it poorly, if at all. Other Archetypes that could work well and be quite interesting alongside Bladebound would be the Kapenia Dancer, Greensting Slayer (which does modify the Arcane Pool feature, but in a completely different way than the Bladebound does), Skirnir (likewise), and Spire Defender.


Myrmidarch works perfectly well with the bladebound, especially if you grab a dagger pistol or sword-cane pistol as your black blade.

Scarab Sages

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A Black Blade has to be a sword-cane, rapier, or "one-handed slashing weapon" - do dagger pistols count? That's an honest question, and one worth raising here anyways: It says "one-handed slashing weapon," but do they mean that in the sense that excludes "light" weapons (like the dagger)?

Also, I was more observing that one thing the Myrmidarch gets is Weapon Training in several different categories of weapon, which kind of shortchanges anyone who fixates on a single weapon.


The combination weapons is not really well described regarding how you make them magic in general. So there you will have to ask your GM or expect table variation if it is PFS.


Well, if you discount dagger pistols because the dagger part is "light", although the dagger pistol itself is listed as one-handed, you could use the axe musket instead, as the battle axe is a one-handed weapon (although the axe musket is a two handed firearm).


Btw
Idk if/how this works, but
Wyroot special material on a high crit weapon
Especially useful if you can knock people out
Very easy to refill arcane pool with this

If your dm lets you have why root on whatever, scimitars are nice for black blades


LoneKnave wrote:
Well, if you discount dagger pistols because the dagger part is "light", although the dagger pistol itself is listed as one-handed, you could use the axe musket instead, as the battle axe is a one-handed weapon (although the axe musket is a two handed firearm).

The problem with using a musket is that unless you dip Gunslinger(Musket Master) you won't be able to full attack with Ranged Spellstrike.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
I'm Hiding In Your Closet wrote:
Blakmane wrote:

To put it another way, assuming standard WBL, bladebound gives you a delayed main weapon enhancement progression in exchange for not having to pay for that progression. The less gold you are earning, the more valuable that free progression becomes.

So where does Pathfinder Society stand in that regard (assuming there's a clear answer to be given)?

1. Pathfinder Society doesn't use standard WBL.

2. You play the bladebound as it in the book. The blade does it's normal progression, and you don't get the option to enchant it. (that that I think it's needed.)

Scarab Sages

CraziFuzzy wrote:


That may be, but this is not the PFS forum. In a real campaign, crafting weapons and armor for an entire party is going to win out over the Black Blade alone. The Soul Forger (with it's Master Smith ability) can end up being more important than a BladeBound.

In a real campaign, the first crafting feat you grab is Craft Wondrous Item.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Artanthos wrote:
CraziFuzzy wrote:


That may be, but this is not the PFS forum. In a real campaign, crafting weapons and armor for an entire party is going to win out over the Black Blade alone. The Soul Forger (with it's Master Smith ability) can end up being more important than a BladeBound.
In a real campaign, the first crafting feat you grab is Craft Wondrous Item.

And there are such things as "real campaigns" in which no one takes up crafting feats at all.


You mean there are "real campaign" where crafting feats are actually allowed? Must be the same DM who allow leadership.

Scarab Sages

LazarX wrote:
Artanthos wrote:
CraziFuzzy wrote:


That may be, but this is not the PFS forum. In a real campaign, crafting weapons and armor for an entire party is going to win out over the Black Blade alone. The Soul Forger (with it's Master Smith ability) can end up being more important than a BladeBound.
In a real campaign, the first crafting feat you grab is Craft Wondrous Item.
And there are such things as "real campaigns" in which no one takes up crafting feats at all.

And we were talking in the context of taking crafting feats.

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Dekalinder wrote:
You mean there are "real campaign" where crafting feats are actually allowed? Must be the same DM who allow leadership.

Believe it or not, a lot of players I know don't want to bother with crafting magic items. And again, snark aside, leadership has nothing to do with this topic, unless you're the kind of player who shunts his item crafting to craftbots made with the leadership feat.

I'm one of those DM's who obviously does not run a "real campaign" because I don't allow the leadership feat. I DO allow cohorts to be gained through roleplay, but they remain NPC's with minds and desires of their own.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
ArkthePieKing wrote:
Those are all very good points. It gets some pretty neat powers. The one thing I'm worried about is having a smaller Arcana pool, *and* being more strongly encouraged to use those on enhancements for my blade spreading me thinner. But I really did enjoy the selling points for Bladebound. All in all I think it's a dang neat concept. I think I'll most likely stick with it. Backstory can do a lot to make a character interesting, and this DM seems the type to make me think outside the box.

In PFS, I've never been "dictated" by other players as to how my Maga should be spending her Pool points. The reason she became a bladebound is because during the Year of the Jade Regent, I receieved a boon that gave me a free Tienese weapon proficiency feat. Since I was running my brand new spic and span magus at the time, I decided that she would acquire a katana that would awaken as a black blade when she hit third.

Liberty's Edge

Dekalinder wrote:
You mean there are "real campaign" where crafting feats are actually allowed? Must be the same DM who allow leadership.

I allow both these things (well, in most games...my current game I banned Leadership and pets because there are seven players). Never been a problem so far.


LazarX wrote:
I'm one of those DM's who obviously does not run a "real campaign" because I don't allow the leadership feat. I DO allow cohorts to be gained through roleplay, but they remain NPC's with minds and desires of their own.

The squire and leadership feats are not outs to get away from role-playing. To me, the feats are a tax to offset the benefits of the cohort, they do not conjure one from the abyss to serve you. To get someone to follow you without the appropriate feat is of course possible, but it is harder, and more expensive. By focusing on improving your leadership and/or tutoring abilities, you would be able to have someone tag along with you just for the benefit of your experience. THAT is what the leadership feat is. This is the same reason intern's work (slave) for free.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
CraziFuzzy wrote:
LazarX wrote:
I'm one of those DM's who obviously does not run a "real campaign" because I don't allow the leadership feat. I DO allow cohorts to be gained through roleplay, but they remain NPC's with minds and desires of their own.
The squire and leadership feats are not outs to get away from role-playing. To me, the feats are a tax to offset the benefits of the cohort, they do not conjure one from the abyss to serve you. To get someone to follow you without the appropriate feat is of course possible, but it is harder, and more expensive. By focusing on improving your leadership and/or tutoring abilities, you would be able to have someone tag along with you just for the benefit of your experience. THAT is what the leadership feat is. This is the same reason intern's work (slave) for free.

A feat that gives you an entire character to work with and customise is hardly what I call a "tax".


I've been having a whole lot of fun with a Magus playing the bladebound and kensei archtypes together. I don't know if it's the best optimized use of a Magus as some players would want, but it's fun as hell.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Bob of Westgate wrote:
I've been having a whole lot of fun with a Magus playing the bladebound and kensei archtypes together. I don't know if it's the best optimized use of a Magus as some players would want, but it's fun as hell.

It's a matter of style and preference. I considered going Kensai with my maga, but did not want to give up that much of her magic.


LazarX wrote:
Bob of Westgate wrote:
I've been having a whole lot of fun with a Magus playing the bladebound and kensei archtypes together. I don't know if it's the best optimized use of a Magus as some players would want, but it's fun as hell.
It's a matter of style and preference. I considered going Kensai with my maga, but did not want to give up that much of her magic.

Yeah the reduced casting is a bit of a hit

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Bob of Westgate wrote:
LazarX wrote:
Bob of Westgate wrote:
I've been having a whole lot of fun with a Magus playing the bladebound and kensei archtypes together. I don't know if it's the best optimized use of a Magus as some players would want, but it's fun as hell.
It's a matter of style and preference. I considered going Kensai with my maga, but did not want to give up that much of her magic.
Yeah the reduced casting is a bit of a hit

But that reduced casting is perfectly fine if you're looking to create a character that's more of a wuxia fighter.


"Real Campaigns?" Pretty sure I recall at least a few of those where Leadership was allowed. I think one of the cohorts in a 'Real Campaign' was called Joe Biden.
Not sure what any of it has to do with Pathfinder, which is decidedly not real.

Anyways, if you are going by standard WBL, BB magus is a little on the weak end, but not crippling. If crafting is allowed, go with that instead. If you are at really low wealth and crafting is not allowed, BB magus is really powerful.

Now, the key question is whether you want just want a character with a personalized weapon, or you specifically want a class with 'magus' in the name. If the former, the thing to consider is a soulknife. In most cases, BB magus has a higher optimization ceiling than a soulknife, but a much lower optimization floor. Soulknife is a lot more beginner friendly, and doesn't have the brokenness associated with the magus, so for a first time player, soulknife is probably the way to go.


LazarX wrote:
CraziFuzzy wrote:
LazarX wrote:
I'm one of those DM's who obviously does not run a "real campaign" because I don't allow the leadership feat. I DO allow cohorts to be gained through roleplay, but they remain NPC's with minds and desires of their own.
The squire and leadership feats are not outs to get away from role-playing. To me, the feats are a tax to offset the benefits of the cohort, they do not conjure one from the abyss to serve you. To get someone to follow you without the appropriate feat is of course possible, but it is harder, and more expensive. By focusing on improving your leadership and/or tutoring abilities, you would be able to have someone tag along with you just for the benefit of your experience. THAT is what the leadership feat is. This is the same reason intern's work (slave) for free.
A feat that gives you an entire character to work with and customise is hardly what I call a "tax".

It gives you less of a character than another player would. In my playstyle, RPG's aren't competitive. 'Power Level' is only relative to the enemies power level. CR vs. APL still works with cohorts in the mix. And as was brought up by others, this isn't a 'free character' for the player to toy with, this is an NPC, that is tutored by the player. For this reason, I have only ever created cohorts as a team between player and GM, and then the player is able to GUIDE the advancement (as he would as the de facto tutor). The cohort is under less PC control than a intelligent weapon, and we seem to have no problem letting the GM alter the weapon's behavior to suit his needs. A cohort is smarter than an animal companion or familiar, so is more likely to realize when his loyalty is being abused. All of these things come into play. That is a lot of limitations placed on this single feat - but it is up to the GM and players to recognize and honor these limitations.


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this isn't the place for this leadership discussion
please drop it
we have all heard it before

its up to the GM whether leadership works or not, and that's all we should really say about it


Any campaign run by real people, in reality, is real. The only alternative to a real campaign is a fictional campaign.

FWIW, I really like the Bladebound archetype, my Whip Kensai is bladebound (a whip is a one-handed slashing weapon!) It's a legitimately a blast to play, particularly if the GM is going to have fun with the intelligent weapon thing. Fair warning, check with the GM to see if he or she is cool with having to run an intelligent weapon, since it does make more work for the GM and you never want to court the resentment of the person in charge. If your GM is cool with it, then run with it even if it's not the most powerful choice, since it does ooze flavor.


I'd like to re-iterate how powerful changing the damage type on your Black Blade is.

Consider a wood golem. You just hit 5, and the DM slaps one of these down (with some other stuff around too of course). Pretty much any martial is going to be poking the thing for -5dmg. In addition it has spell immunity, rendering it immune to good ol' shocking grasp and most other magi approaches. Good thing you can turn your blade into fire and deal 50% additional damage, while negating that -5!

It let's you bypass any DR, and much of the time let's you essentially "empower" your melee damage.


Beopere wrote:

I'd like to re-iterate how powerful changing the damage type on your Black Blade is.

Consider a wood golem. You just hit 5, and the DM slaps one of these down (with some other stuff around too of course). Pretty much any martial is going to be poking the thing for -5dmg. In addition it has spell immunity, rendering it immune to good ol' shocking grasp and most other magi approaches. Good thing you can turn your blade into fire and deal 50% additional damage, while negating that -5!

It let's you bypass any DR, and much of the time let's you essentially "empower" your melee damage.

That is a great feature, but it is only marginally better than the default magus being able to make the weapon a flaming weapon.

Ignoring strength modifiers:

Base Magus using a +2 longsword Against DR5/fire
- Spend 1 point from arcane pool, add 'flaming' to sword.
- A hit deals 1d8+2-5DR slashing + 1d6 fire (averages 1.5 slashing and 3.5 fire - total average of 5 damage)
- This 1 arcane pool point effect lasts for 1 minute (2 minutes with the Bladed Magic trait).

BladeBound Magus using Lvl 5 Black Blade
- Spend 1 point from Blade's arcane pool, atune weapon to fire.
- A hit deals 1d8+2 fire. (averages 6.5 fire damage)
- This 1 arcane pool point effect lasts for 1 ROUND.

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