A Natural Attacking Magus, Can it Work?


Advice

1 to 50 of 150 << first < prev | 1 | 2 | 3 | next > last >>

So after rolling a phenominal statblock for this character i decided to try out the random backstory generator from ultimate campaign, i decided to play a kitsune and reasoned to just use the human tables for anything race-related. The kid had a very interesting childhood involving his home being destroyed completely and him as well as his twin brother being adopted by a bronze dragon, so i was faced with a choice, being raised by a dragon meant he would have to be trained in some sort of magic, and after a while i decided to go with the Magus, utilizing the Eldritch Scion archetype to base spellcasting off his incredible Charisma and make him spontaneous. (i have a crippling fear of prepared casters, mostly fearing i will screw something up horribly and prepare a totally useless set of spells.) I fluffed the whole thing as the dragon teaching him an form of magical combat that the dragons had created in ancient times. So after looking at his race, class, and bloodline (Draconic: Bronze) i found myself noticing something. This guy is an actually quite respectable natural attacker. The draconic bloodline gives him a pair of claws that deal 1d6 damage each, and as a kitsune he already has a 1d4 bite attack, they are all primary attacks as well meaning there are no penalties for using them all at once. This gave me an idea for his draconic training being of a more feral martial bent. Tearing opponents apart with claws like the great dragons of old. so i took a look through the various forums and i havent seen much on this, is a natural attack magus viable, do abilities like spellstrike, arcane pool, and spell combat work with natural attacks? For those curious about the awesome statblock i rolled the base was 11 17 15 15 16 17, but after racial modifiers it became:
Str 9
Dex 19
Con 16
Int 15
Wis 15
Cha 19

so i was proud of that statblock. the character is starting at level 4 and i am asking the DM if it is possible to let him craft an Agile Amulet of Mighty Fists pre-game by boosting his spellcraft to cant-fail levels and taking the appropriate craft feat

TL;DR Can you use Arcane Pool, Spellstrike, and Spell Combat with natural attacks?


Sure, you can do it, but you're only going to get spellstrike on one of those multiple attacks, so you won't be going the traditional "lolz megacrit shocking grasp" route. You'll probably be less mobile and throwing down spell combat with your multiple attacks more often. It's not the most optimized idea, but it can be viable for low levels I think.


This character is in all likelyness going to be headed into a game of Rise of the Runelords where the DM has been making the enemies stronger because he believes the original path is too easy. i wouldnt know but so far we have had some tough battles,

Major RotRL Spoilers:
When we fought Tsuto, he had about 3 levels more of monk tacked on, to the point that we couldnt hit him until our oracle natural 20'd him with a drow poisoned sword of some sort, he nat 1'd his save and we team coup-de-graced him while he was asleep, later during the fight with the quasit she was quite nasty, the sinspawn were quite painful to be hit by and she summoned (she had levels in witch apparently) a poisonous spider that nearly poisoned us to death before we managed to kill both it and the sinspawn off, we then proceeded to grapple and murder the quasit. we are currently inside of thistletop where the goblin chief almost one-shot my character with spirited charge on his gecko, a couple of fortitude saves, concentration checks to cast in melee, and a natural 20 revenge attack roll after being healed to consciousness and he was dead. we quickly dealt with the mage woman before she could escape (thank goodness for faerie fire) and caught the bugbear off guard before killing him (nearly killed our recently added drow friend with one of those elf-bane arrows), and thats about where we left off last game

so do you think this character would be too weak to handle the kind of threats we are and will be facing? or is he strong enough that he could survive? (i rolled quite well for health, his current total at level 4 is 38 HP)


1 person marked this as a favorite.

If you're using spells like chill touch or frostbite then the three primary attacks each round become more lethal. Sadly the warpriest wins out here because clerics have better personal buff spells.


Well, I haven't played Runelords, but my experience with APs is they're pretty challenging if you're using the rules set for the APs...a suped up version shouldn't be easy with a subpar build.

Your idea really hinges on that agile amulet...here's the thing: even with the spellcraft at max ranks, you can't take craft wondrous item until 3rd level. You know what a 3rd level magus doesn't have? Access to Greater Magic Fang, the required spell to make an AoMF.

Also, you're burning a feat to save money, as they often say in the guides. Not fun.

How in love with the kitsune are you? Your backstory is dragon heavy, but not really "I'm a fox person" heavy.

If you swap to another race...anything without a str penalty, really, but human or half-human is always nice for the floating +2...or you can go with angel-blooded aasimar for perfect eldrich scion stats.

If you did that, I'd swap your dex and strength. You're going to eventually get proficiency/lack of spell failure in heavy armor anyway. Why not take advantage of it? You could still get the dragon claws, and you even qualify for (wait for it...your backstory will appreciate this) dragon disciple at 6th level, giving you an even stronger bite than the kitsune one.

You'll still have 3 attacks from first level using claws and spell combat, and at 6th level if you took DD you can use your bite for spellstrike and get 1.5x your strength on a single blow (if you only do one primary nat attack it gets 1.5 strength even though it doesn't count as 2-handed).


Of course, if you did go DD, you wouldn't get heavy armor...in which case I'd put the 15 from wisdom into dex and put that pre-racial 11 in wisdom. Magi get medium armor at 7th, which is only 2 levels late entry into DD, but it's probably worth it; stacking a breastplate with DD natural armor with no spell failure is just nice on the AC front.


Well, i was quite fond of the kitsune, i may not have focused much on it in the summarization but about half of the backstory was his life with his family before the whole volcano thing, i was also looking forward to using the kitsune shapechanging, do you think it is really that bad? Also, i noticed something of interest with the angel-blooded aasimar you mentioned, aasimars can be of any humanoid race, and angel-blooded specifically gain alter self as a spell like ability, what if i did an Angel-Blooded Kitsune Aasimar? That way i can avoid a re-write of my entire backstory and keep the shapechanging ability, though diminished, plus i gain the ability to make a blue foxfire halo! :D
the aasimar really meshes quite well with the kitsune given a bit of reading through the alternate stuff

Scarab Sages

The advice so far is ignoring an important spell - Bladed Dash. Basically for as often as you can cast that lvl 2 spell, you can Pounce (with an extra attack even!)

So load up on the natural weapon attacks. Get claws to go with your bite. Get the Helm of the Mammoth Lord, and a Wyvern Cloak, and any other item you can find that gives you an extra natural weapon. Stack on Arcane Strike for a bonus to damage on all of them, pump your Strength, and start Pouncing on foes like you are a level 10 Barbarian.

RPG Superstar 2015 Top 32

Don't forget to pick up the Anaconda's Coils once you can afford them, and the Final Embrace feat. It will give every natural attack you're using the Grab and Constrict special abilities, effectively doubling your damage output if you've got a solid CMB.

At that point, one level of White-Haired Witch will get you another one, and at higher levels you might invest in a wand of Monstrous Extremities.

Once you get enough of these, I find that you get massive damage increases from the Furyborn enchantment and Hammer the Gap, from the sheer number of attacks you'll be making.


Thanks for all the advice so far, but i have not been able to find an answer to one of my main questions, can you use arcane pool to upgrade a natural attack?

RPG Superstar 2015 Top 32

Hazrond wrote:
Thanks for all the advice so far, but i have not been able to find an answer to one of my main questions, can you use arcane pool to upgrade a natural attack?

It specifies a weapon you are holding, so it could be argued that you could not. However, This faq allows us to use spell combat and spell strike with natural weapons, and they use the same language about requiring it to be in our hands. So I am assuming that yes, we can do so as long as the natural attack uses the hand.


so my claws will be fine but my bite not so much, that sounds ok since i didnt plan on using the bite attack often anyways, its mostly backup when the claws cant get done what i need them to. does anybody have any other advice for this build?

Grand Lodge

Oh c'mon guys.. Does no one that's answered actually know how a magus works? Spell combat is its own full-round action and cannot be combined with natural attacks without a single specific arcana (Natural Spell Combat) from a random splat book.

Spell Combat does not give you a "full attack" it uses its own full-round action so your natural attacks cannot be added in as if you were doing a normal full attack action.

Spell Combat wrote:
...while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon...

So at best you would get "main claw" and "spell + main claw". You would not be able to use your "off claw" as its being used to cast the spell. You cannot use your bite because you're not doing a full-attack action, you're doing a spell combat full-round action so you cannot add in natural attacks as if you were doing a full-attack. You need to buy the arcana for each additional natural attack you want to use.

In following round if you had a spell that had multiple touch charges you could forego spell combat and deliver the remaining charges via claw/claw/bite--but this is something any caster can do.

In summary, a natural attack magus is horrible because they have to waste all of their arcana on Natural Spell Combat.


not really, if you read the arcana, it would only need one arcana per natural attack type you use, since it goes by category not specific weapon.

Pathfinder Player Companion: Blood of the Moon wrote:
For example, a magus could select this arcana twice, choosing claw attacks and bite attacks. This would allow him to use a full-round action to make all of his claw attacks with his free hand and all of his bite attacks in addition to casting a spell.

Grand Lodge

Hazrond wrote:
not really, if you read the arcana, it would only need one arcana per natural attack type you use, since it goes by category not specific weapon.
Pathfinder Player Companion: Blood of the Moon wrote:
For example, a magus could select this arcana twice, choosing claw attacks and bite attacks. This would allow him to use a full-round action to make all of his claw attacks with his free hand and all of his bite attacks in addition to casting a spell.

If you're going for a "natural attack" build then you're going to want to pick up other "natural attacks". I.e. gore, tail, tentacle, wing, etc. But even wasting one arcana slot on it is wasted as there are far better arcana options.


i wasnt actually planning on gaining tons of natural attacks, i planned on taking improved natural attack instead to boost my damage, at level 8 i have 2d6 on each claw and 1d8 on the bite attack (if i go Dragon Disciple) so that aint really that bad, also, are you able to make iteratives with natural weapons? and one more question, if i took eldritch heritage draconic (since sorc bloodlines are seperate from bloodrager ones) and started taking levels of DD would it stack due to the Blood of Dragons ability (the wording of which slightly confuses me)? would i be gaining Character level + DD level -2 for my eldritch heritage level or would it be some kind of seperate thing?


or would crossing the streams with the bloodlines create all sorts of insanity that would make everything very confusing?


Spell Combat will only allow you to attack with one of your natural weapons.

You would only be able to enhance one natural weapon at a time with your arcane pool.

Spellstrike won't do anything for you since everyone can deliver touch spells with natural attacks.

Maybe a Bloodrager would suit your concept better?


1 person marked this as a favorite.

A good tactic for a natural attacking Magus would be:

Magical Lineage+Frostbite+Rime Spell

Use your first Attack to Spell Combat then spam entangling Strikes.

Going for a Dex build isn't that perfect for a Natural attacking magus, since you will lose out on the strength bonus from Shapechanging spells, you'll gain on the higher levels.
On the lower lvls you'll be good with the Agile Amulett though.

Grand Lodge

Hazrond wrote:
i wasnt actually planning on gaining tons of natural attacks, i planned on taking improved natural attack instead to boost my damage, at level 8 i have 2d6 on each claw and 1d8 on the bite attack (if i go Dragon Disciple) so that aint really that bad, also, are you able to make iteratives with natural weapons? and one more question, if i took eldritch heritage draconic (since sorc bloodlines are seperate from bloodrager ones) and started taking levels of DD would it stack due to the Blood of Dragons ability (the wording of which slightly confuses me)? would i be gaining Character level + DD level -2 for my eldritch heritage level or would it be some kind of seperate thing?

Hold on..when did you mention sorcerer? Magus =/= sorcerer. So if that's your plan you didn't mention that.

You won't get to use both your claws when you're using spell combat, so 2d6 on each claw is a moot point. Also, you can't take Improved Natural Attack because it's a monster feat--unless you're a ranger with the natural weapon combat style.

Natural weapons do not get iterative attacks.

As a magus crits are awesome for you. Natural weapons only crit on a 20.

I suggest you take Magus-kensai for the free weapon focus feat and focus on a rapier. Then take Weapon Finesse and then take Fencing Grace. Now you'll have a weapon with 1d6 base damage and an 18-20 crit range. Using your arcana you can make it keen for a 15-20 crit range. Or make it keen asap. Now you'll have dex to hit and damage. You can keep your bite/claw as backups but don't focus on them. Eventually you'll be able to make AOOs flat-footed and get your weapon out.

Keep a wand of Mage Armor and put some ranks in UMD--since your charisma is good you won't need to worry about not being able to use the wand. And it lasts for an hour so when you go into a dungeon you'll just keep trying at the door until it goes off. And since you're starting at lvl 4, you'll already have a good AC.

If at all possible swap your cha for int and you'll be golden.

This is the magus I have and it works beautifully (I have a bite attack, but no claws as I knew that going in it just wouldn't work well). If your GM is going to let you take INA (since PCs aren't allowed to by default), then that may work for your, but don't plan on using both claws and bites. Just focus on the one claw. But you'll still need Weapon Finesse--and your damage will be 2d6-1 instead of 1d6+dex.

Artoo wrote:

Spellstrike won't do anything for you since everyone can deliver touch spells with natural attacks.

Not quite true. Touch spells give you a free touch attack. Spellstrike will still let him get an actual melee attack with his natural weapon the same turn he casts the spell.


Artoo wrote:
Spell Combat will only allow you to attack with one of your natural weapons.

Not actually true per the arcana mentioned earlier

Artoo wrote:
You would only be able to enhance one natural weapon at a time with your arcane pool.

free action to grasp amulet of mighty fists, i am now holding the amulet of mighty fists per the requirements of arcane pool, i can now enchant the amulet with arcane pool therefore enchanting my entire arsenal can i not?

Artoo wrote:
Spellstrike won't do anything for you since everyone can deliver touch spells with natural attacks.

it gives me the ability to make a move before striking, thats a thing

Artoo wrote:
Maybe a Bloodrager would suit your concept better?

too rage-y i was going more for the mystic focus and training setup that magus has


claudekennilol wrote:
Hazrond wrote:
i wasnt actually planning on gaining tons of natural attacks, i planned on taking improved natural attack instead to boost my damage, at level 8 i have 2d6 on each claw and 1d8 on the bite attack (if i go Dragon Disciple) so that aint really that bad, also, are you able to make iteratives with natural weapons? and one more question, if i took eldritch heritage draconic (since sorc bloodlines are seperate from bloodrager ones) and started taking levels of DD would it stack due to the Blood of Dragons ability (the wording of which slightly confuses me)? would i be gaining Character level + DD level -2 for my eldritch heritage level or would it be some kind of seperate thing?

Hold on..when did you mention sorcerer? Magus =/= sorcerer. So if that's your plan you didn't mention that.

You won't get to use both your claws when you're using spell combat, so 2d6 on each claw is a moot point. Also, you can't take Improved Natural Attack because it's a monster feat--unless you're a ranger with the natural weapon combat style.

Natural weapons do not get iterative attacks.

As a magus crits are awesome for you. Natural weapons only crit on a 20.

I suggest you take Magus-kensai for the free weapon focus feat and focus on a rapier. Then take Weapon Finesse and then take Fencing Grace. Now you'll have a weapon with 1d6 base damage and an 18-20 crit range. Using your arcana you can make it keen for a 15-20 crit range. Or make it keen asap. Now you'll have dex to hit and damage. You can keep your bite/claw as backups but don't focus on them. Eventually you'll be able to make AOOs flat-footed and get your weapon out.

Keep a wand of Mage Armor and put some ranks in UMD--since your charisma is good you won't need to worry about not being able to use the wand. And it lasts for an hour so when you go into a dungeon you'll just keep trying at the door until it goes off. And since you're starting at lvl 4, you'll already have a good AC.

If at all possible swap your cha...

thats sort of the thing though, after creating this characters backstory i wanted to make something unique with him, if i go with the standard magus it will seem like a waste at this point, i already mentioned i was going to go strength after all by going Angel-Blooded Kitsune Aasimar (wow thats a mouthful) per the aasimar of other races rules, as for the mention of sorcerer, the Eldritch Heritage feat gives you an effective sorcerer level for your bloodline and the Blood of Dragons ability from DD increases said level, or so i had though though i think it may be different now that i re-read the ability, as for Improved Natural Attack, i gain two natural claw attacks from my Eldritch Scion levels, the only prerequisites to the feat are BAB 4+ and a natural weapon, of which i have both and after reading the monster feat rules it does not appear to say i am prohibited from taking monster feats anywhere (maybe i should mention this is for a home game)

Grand Lodge

Hazrond wrote:
as for Improved Natural Attack, i gain two natural claw attacks from my Eldritch Scion levels, the only prerequisites to the feat are BAB 4+ and a natural weapon

And being a monster (it's in the bestiary) which you aren't. So you either need something that specifically let's you take it (like being a ranger with natural weapon focus) or you have to have your GM give you permission.

Quote:
if i go with the standard magus it will seem like a waste at this point

It seems like a waste already. Natural weapons have the worst crit range (and having a bad crit range sucks for magus). You also need the specific arcana from a random splat book to make it work.

I guess I didn't read everything as I'm not sure how you're going to be "str based" with only 9 str.


claudekennilol wrote:
Hazrond wrote:
as for Improved Natural Attack, i gain two natural claw attacks from my Eldritch Scion levels, the only prerequisites to the feat are BAB 4+ and a natural weapon
And being a monster (it's in the bestiary) which you aren't. So you either need something that specifically let's you take it (like being a ranger with natural weapon focus) or you have to have your GM give you permission.

There is nothing in the rulebooks that actually says that players can't take bestiary feats. The bestiary just says they are more common for monsters, and if you want to get really techical Kitsune have a bestiary entry anyway.

Sorry, I just hate it when the "Players can't use bestiary feats" misconception gets spread around.

Grand Lodge

Matrix Dragon wrote:
claudekennilol wrote:
Hazrond wrote:
as for Improved Natural Attack, i gain two natural claw attacks from my Eldritch Scion levels, the only prerequisites to the feat are BAB 4+ and a natural weapon
And being a monster (it's in the bestiary) which you aren't. So you either need something that specifically let's you take it (like being a ranger with natural weapon focus) or you have to have your GM give you permission.

There is nothing in the rulebooks that actually says that players can't take bestiary feats. The bestiary just says they are more common for monsters, and if you want to get really techical Kitsune have a bestiary entry anyway.

Sorry, I just hate it when the "Players can't use bestiary feats" misconception gets spread around.

You're right, I'm confusing it because PFS has that houserule.


claudekennilol wrote:
Hazrond wrote:
as for Improved Natural Attack, i gain two natural claw attacks from my Eldritch Scion levels, the only prerequisites to the feat are BAB 4+ and a natural weapon
And being a monster (it's in the bestiary) which you aren't. So you either need something that specifically let's you take it (like being a ranger with natural weapon focus) or you have to have your GM give you permission.

do you have a page number or link to where it says specifically that player characters cannot have monster feats?

Quote:
Quote:
if i go with the standard magus it will seem like a waste at this point
It seems like a waste already. Natural weapons have the worst crit range (and having a bad crit range sucks for magus). You also need the specific arcana from a random splat book to make it work.

when i say a waste, i mean wasting a quite good statblock on an unoriginal cookie-cutter build just because it has the highest DPR, i would rather try to make my own unique concept as good as i can than use a common build that everyone else uses (plus, you cant just google how people found ways around my build :P)

Quote:
I guess I didn't read everything as I'm not sure how you're going to be "str based" with only 9 str.

as i mentioned earlier i traded my strength and dex, then moved my stats around a bit, heres the current stat set (i havent chosen whether strength or charisma will get the level 4 bonus yet)

Str 19
Dex 15
Con 16
Int 11
Wis 15
Cha 19


Hazrond wrote:
Artoo wrote:
Spell Combat will only allow you to attack with one of your natural weapons.

Not actually true per the arcana mentioned earlier

Yes, you can invest two arcana in order to be able to make two attacks (one with a claw, one with a bite) while you spell combat.

Hazrond wrote:
Artoo wrote:
You would only be able to enhance one natural weapon at a time with your arcane pool.
free action to grasp amulet of mighty fists, i am now holding the amulet of mighty fists per the requirements of arcane pool, i can now enchant the amulet with arcane pool therefore enchanting my entire arsenal can i not?

The amulet of mighty fists is not a weapon. The arcane pool can be used to grant a bonus to a weapon.

Hazrond wrote:
Artoo wrote:
Spellstrike won't do anything for you since everyone can deliver touch spells with natural attacks.
it gives me the ability to make a move before striking, thats a thing

Ah, you're right. You do need spellstrike in order to replace the free action touch attack on the round you cast with a regular attack.


right now, i am debating whether i really need dragon disciple or not, if i decide to go with dragon disciple it will amp the draconic in the build up alot and give some nice bonuses, but i will lose everything from 11th level on basically as well as improved spell combat due to eldritch scion pushing it off, maybe i should just use the eldritch heritage tree instead? yeah that would work, i would lose the ability boost, dragon bite, and bonus feats but in return i would get the magus arcanas, heavy armor, and magus bonus feats, i think i may go with the magus levels after all just so i can keep the bloodline stuff from the bloodrager bloodline

Grand Lodge

Hazrond wrote:

Str 19

Dex 15
Con 16
Int 11
Wis 15
Cha 19

This is a horrible stat spread for a magus... Your most important stat is int. If you're starting at lvl 4, you won't even be able to cast the second level spells that you start with.

And I see no way how using Fencing Grace is "cookie cutter" when the book for it was only released a few weeks ago.


claudekennilol wrote:
Hazrond wrote:

Str 19

Dex 15
Con 16
Int 11
Wis 15
Cha 19
This is a horrible stat spread for a magus... Your most important stat is int. If you're starting at lvl 4, you won't even be able to cast the second level spells that you start with.

this is an Eldritch Scion, they are Charisma based isntead of int, Heres a Link.

Grand Lodge

Hazrond wrote:
this is an Eldritch Scion, they are Charisma based isntead of int

Ah, that makes much more sense, then. But do you only want 2 skill points per level?


claudekennilol wrote:
Hazrond wrote:
this is an Eldritch Scion, they are Charisma based isntead of int
Ah, that makes much more sense, then. But do you only want 2 skill points per level?

Well, i was faced with a choice when divying my stats, do i want to dump AC (Dex), Will Save (Wis), or Skill Points (Int). i couldnt bring myself to dump Wis or Dex so it had to be Int (dump is subjective here, it really means "not get a bonus to")

Grand Lodge

Magus already has a will save "dump" your wisdom instead.

Or rather think about it this way. At lvl 4 (your starting level) you can either have 6 or 4 will save, or you can have 8 or 16 skill points. I'd rather have 2 less will save and 8 more skill points.


will saves are the nastiest thing to dump though :/ its kind of why i wanted to avoid that, do you think its really worth the skill points?

Grand Lodge

I think it is, but you already have a good idea of what you want your character to be and we obviously don't agree on that either ;). 2 skill points per level is extremely limiting.


i rolled really well on my HP, i could just put the favored class bonus into the skill points and have 12, do you think that is enough?


Dragon Disciple will not stack with your Eldritch Scion bloodline. Ergo it is really not a good idea. I really, really tried to make a Magus -> DD build work back in the day. I wound up giving up on it until Gestalt was put on the table.

From a mechanical perspective, a natural attacking Magus is a terrible choice. You lose:

  • At least two and possibly more of your Arcanas.
  • Access to Precise Strike, which will tank your damage output. This does offset your Arcanas somewhat-- two for Natural Spell Combat in place of two for Flamboyant Arcana/Arcane Deed-- but it's pretty clearly a loss
  • Damage output via high crit range (the biggest thing that makes Spellstrike worthwhile)
  • Access to Arcane Pool for weapon augmentation.
  • Less wealth since you have to upgrade the overpriced Amulet of Mighty Fists and can't use the above Arcane Pool

And in return you get basically nothing. More attacks, but the marked loss of damage offsets that, frankly even for Frostbite-oriented builds.

So, if your question is "does it work mechanically?", the answer is a very tentative yes. You can force it to work, if you really want to. If your question is "is this realistically viable?", then frankly the answer is a resounding no. But that's not what you want to hear.

Grand Lodge

Honestly your ability scores are already ridiculously good. Specifically, In games I play we use the point buy system to make a character with 15 or 20 points. Your character has 70. You're already so far above the curve not much is going to matter anyways.

Having so few skill points is going to not be fun. For instance, you want to keep at the very least Perception maxed out. Probably going to want spellcraft high. Will probably want UMD high.

If you're going to keep those three things high then you've got almost no skill points for anything else (keeping three things maxed at three points per level leaves you none for anything else). That means no knowledges, no points in climb/swim for those situations where the inevitably arise, no points in linguistics, escape artist, bluff/sense movtive/diplomacy/intimidate etc.


kestral287 wrote:

Dragon Disciple will not stack with your Eldritch Scion bloodline. Ergo it is really not a good idea. I really, really tried to make a Magus -> DD build work back in the day. I wound up giving up on it until Gestalt was put on the table.

From a mechanical perspective, a natural attacking Magus is a terrible choice. You lose:

  • At least two and possibly more of your Arcanas.

i do not see how? i only need to spend one arcana on natural spell combat since i dropped the bite

Quote:
  • Access to Precise Strike, which will tank your damage output. This does offset your Arcanas somewhat-- two for Natural Spell Combat in place of two for Flamboyant Arcana/Arcane Deed-- but it's pretty clearly a loss
  • i do not see how i lose access to Precis Strike, and the talk about the arcanas has me confused without more context.

    Quote:
  • Damage output via high crit range (the biggest thing that makes Spellstrike worthwhile)
  • with keen i still have 19-20, i dont see why one has to crit-fish to be good

    Quote:
  • Access to Arcane Pool for weapon augmentation.
  • explain why i lose this? i can arcane pool my claw for main attacking or (if it works) my amulet of mighty fists to give it to all my natural weapons

    Quote:
  • Less wealth since you have to upgrade the overpriced Amulet of Mighty Fists and can't use the above Arcane Pool
  • i fail to see how this is different from a magical weapon in this case?

    Quote:

    And in return you get basically nothing. More attacks, but the marked loss of damage offsets that, frankly even for Frostbite-oriented builds.

    So, if your question is "does it work mechanically?", the answer is a very tentative yes. You can force it to work, if you really want to. If your question is "is this realistically viable?", then frankly the answer is a resounding no. But that's not what you want to hear.

    the thing is, i want to MAKE it work, the backstory for this character got me so inspired to make this that i want to make it work however i can. i would appreciate if you could give me advice on how to make it work instead of telling me that its bad and i should feel bad for trying to make it.


    claudekennilol wrote:
    Honestly your ability scores are already ridiculously good. Specifically, In games I play we use the point buy system to make a character with 15 or 20 points. Your character has 70. You're already so far above the curve not much is going to matter anyways.

    really? i never went to go check my point buy but 70?! thats crazy!

    Quote:
    Having so few skill points is going to not be fun. For instance, you want to keep at the very least Perception maxed out. Probably going to want spellcraft high. Will probably want UMD high.

    perception is one of the reasons i want a decent Wis score, but i just had a thought, why not bring down my Dex instead?

    Quote:
    If you're going to keep those three things high then you've got almost no skill points for anything else (keeping three things maxed at three points per level leaves you none for anything else). That means no knowledges, no points in climb/swim for those situations where the inevitably arise, no points in linguistics, escape artist, bluff/sense movtive/diplomacy/intimidate etc.

    bringing my dex to 11 and bringing my int to 15 would mean i would have 2 less AC, but with my bonus natural armor that should be fine what do you think, does that seem decent enough to stay afloat?


    Arcanas: If you dropped Bite you're down to only losing one, but in turn your net damage output is going to suffer even more. This depends on the level that the campaign goes to (I know my GM is looking at RotRL so I haven't taken any kind of look at it), but especially once the Magus gets his third iterative you're behind.

    Precise Strike: Requires piercing weapons and can't be used with natural attacks, so Claws fail to qualify on two fronts. The Arcanas bit was referencing the fact that the standard Magus' two most critical Arcana choices are usually Flamboyant Arcana and Arcane Deed: Precise Strike. Instead, you'll be taking Natural Spell Combat (at the time I presumed twice). Thus, net you lose 0 Arcanas, but do suffer from losing level-to-damage.

    Criticals: The big advantage of Spellstrike-- indeed, almost the entire reason it's useful-- is because it dramatically increases the level of damage of your spells. For example, Shocking Grasp at level four-- 4D6. Average of 14 damage, assuming their AC isn't a problem (5% 0 damage on a natural one, 90% 14 damage, 5% 28 damage on a crit).

    Shocking Grasp, Spellstrike, Keen Rapier? 17.5 damage (5% 0 damage, 65% 14 damage, 30% 28 damage). That's a full 25% increase in damage by comparison.

    This matters less for Frostbite-based builds, but a substantial part of the Frostbite build relies on a dubious rules interaction so I generally advise against using it.

    Arcane Pool: An Amulet of Mighty Fists is not a weapon. You cannot use your Arcane Pool with it. Using it on your claw is somewhat debatable, but the wording of a singular weapon does make it clear that it would apply to a single claw-- and with Eldritch Scion eating swift actions and arcane pool points, it's incredibly time-consuming and resource-consuming to do so. In particular, if your GM lets you use it on a claw at all you'll want to ask how that works when you transition from Kitsune claws to Dragon claws, since they're technically different weapons.

    Money: Amulet of Mighty Fists is overpriced compared to a weapon. Simple as that. A +5 sword is 50,000, a +5 AoMF is 100,000.

    You want to make it work. Okay. What does that actually mean? What are you trying to do with this character? Because if the strategy is "make an effective Magus", you are, by default, going to be less effective than the huge majority of Magi.

    You can, I would bet, find something interesting to do. And if you can come up with something I'm happy to help. But working from zero? All I can do is lay out the problems and leave them there.


    kestral287 wrote:
    You want to make it work. Okay. What does that actually mean? What are you trying to do with this character? Because if the strategy is "make an effective Magus", you are, by default, going to be less effective than the huge majority of Magi.

    the real problem i see here is our definitions of Effective in this context, yours seems from what i have been reading to be that Effective means Operating at Maximum Efficiency, whereas mine is Good Enough to Survive, and what i mean by that is that the magus needs to be good enough to survive in combat against the enemies of the RotRL (with a bit of buffing via DM believing its too easy, not TOO bad though)campaign alongside 4 other allies


    "Survive" is easy. Invisibility and cower in the corner. You have Invisibility-- all three notable variants-- on your spell list.

    But, again, that's not something you want natural attacks for, or even particularly want to be a Magus for (Sorcerer would do it better). If you want to contribute, that's a different story. To contribute, you need some kind of out-of-combat utility, some kind of in-combat utility, or ideally both. With 2 skills/level, out of combat utility is at a low-- at best, you can take a couple social skills if nobody else is playing face. Ideally you can drop Wis instead of Int and take more social skills, but you seem to be against that strategy. Even though the Magus is a caster and they tend to do better at out of combat things, the Magus has one of the most battle-focused spell lists around, so they don't do out of combat stuff all that well until the mid-to-high levels (spell levels 4 and 5 have a fair few out of combat gems). Which leaves you presenting in-combat utility... and hence, we return to my point.

    "Maximum" efficiency is unnecessary. My standard way of building is, admittedly, to find that maximum efficiency and then start seeing where I can cut corners off in the name of flavor. For the Magus, you actually have a lot of corners available-- you just, frankly, chose to cut off literally the worst two.

    But again: what do you want to do with this character. Bring him (or her) to life. How does he want to fight? That's a lot more than "rip things apart with claws", he's a Magus. A battlecaster in the truest sense. Find something he can do that fits with the claws and work with that. What does he do out of combat? Is he social? Is he a bookworm? Is he angsty over having his homeland destroyed? You can quite literally turn any of those into mechanical advantages. But again, I can't work from zero. From zero, I can present your problems and explain why they're problems, but really nothing more.


    Have you considered just being a Bloodrager and not worrying about being a Magus? It fits in much better with the concept of arcane natural attacker with spontaneous charisma casting.


    Gregory Connolly wrote:
    Have you considered just being a Bloodrager and not worrying about being a Magus? It fits in much better with the concept of arcane natural attacker with spontaneous charisma casting.

    the thing about bloodragers, is that they are kind of lopsided in the balance i want, i want my guy to be able to both fight AND spellcast, thats the idea of magus, bloodragers are very lopsided towards the fighting with spells being almost nothing (at level 20 they get 13 spell slots TOTAL barring bonus spells from a high Cha)

    Dark Archive

    Ok, let's clarify several of the really, really bad misconceptions and mistakes here.

    FIRST you don't need natural spellcombat for claws, those are already hand based weapons so automatically work with spellcombat/spellstrike. Natural spellcombat is for natural attacks that aren't hand based (like Bites, Gores, Pincers, etc.) As for it only allowing you 1 natural attack a round, well that's just completely wrong.
    A magus using spellcombat can attack with ALL their hand based weapons as well as any natural attack they defined with natural spell combat.

    SECOND, Arcane pool CAN enhance your natural attacks but only one of them at a time. ie. A claw or A bite. It can be done but usually it's a waste for time. Save those pool points for use with better arcana like arcane accuracy, accurate strike and hasted assault.

    THIRD, yes, Natural attack builds are strength based but Magi are spellcasters first and foremost. The weapon (whether melee, ranged or natural) are strictly secondary to that. The weapons are a method of delivering spells on your target as quick and hard as possible and natural attack builds are the best at that. Intelligence is a Magi's primary stat, all their damage comes from that stat and if built properly it also controls their to-hit chance. Any strength score of 13 is usually a waste.
    Focus your attention on Chill Touch, Frostbite, etc. and leave the Shocking grasp spam for later. Multi-use touch spells will do far more damage and grant better secondary effects more efficiently then any shocking grasp build.

    FOURTH, some of you really need to re-read the rules for touch spells. ANY offensive touch spell allows you to cast then move and attack. Base rules allow you to swap that with a natural attack. Natural Weapon Magi don't even need spellstrike at all as long as they focus on just their natural weapons.

    Finally, Natural attack based magi (hexcrafters especially) are frighteningly powerful and dangerous combatants. Focusing on natural based weapons massively increases their flexibility, gives them better debuff crowd control abilities then normal magi and lets them fill their spell slots with far more varied and situational spells making them more of a jack of all trade


    Mathwei ap Niall wrote:
    Finally, Natural attack based magi (hexcrafters especially) are frighteningly powerful and dangerous combatants.

    I, and probably the original poster, would love to see you support that with a build.

    Dark Archive

    kestral287 wrote:
    Mathwei ap Niall wrote:
    Finally, Natural attack based magi (hexcrafters especially) are frighteningly powerful and dangerous combatants.

    I, and probably the original poster, would love to see you support that with a build.

    How about an optimization guide built around it?

    We have 3 separate natural attack builds in this one and each one absolutely destroys any single target in one round and most groups of 4 opponents or less in under 3 rounds.


    An optimization guide would also be wonderful. Would you care to actually give it to us?


    Mathwei ap Niall wrote:
    kestral287 wrote:
    Mathwei ap Niall wrote:
    Finally, Natural attack based magi (hexcrafters especially) are frighteningly powerful and dangerous combatants.

    I, and probably the original poster, would love to see you support that with a build.

    How about an optimization guide built around it?

    We have 3 separate natural attack builds in this one and each one absolutely destroys any single target in one round and most groups of 4 opponents or less in under 3 rounds.

    i think your link may be broken, if you can fix it that would be wonderful, i would love to see an optimization guide for this :)

    1 to 50 of 150 << first < prev | 1 | 2 | 3 | next > last >>
    Community / Forums / Pathfinder / Pathfinder First Edition / Advice / A Natural Attacking Magus, Can it Work? All Messageboards

    Want to post a reply? Sign in.