A Natural Attacking Magus, Can it Work?


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kestral287 wrote:
Weirdo wrote:
Let's try some numbers.

A notable point: The Rapier build's access to Precise Strike means their static damage would be much higher. You also noted the lack of Arcane Pool enhancement. Assume your same data points, toss the Rapier Magus Flamboyant Arcana and Arcane Deed: Precise Strike. Pretty bog-standard for a Weapon Magus. Mathwei's build has Arcane Accuracy and Flight Hex in those spots. Reduces the benefit of an extra spell, but Arcane Accuracy is half-wasted at this point due to both builds likely carrying Accurate Strike; more on both of those in a moment. Precise Strike first!

At 10th level, with the Magus dealing 10 points of precision damage on every hit, the Natural Magus falls noticeably behind in DPR-- the points you made about DR are actually true as a general case, with DR added in on top of that. Notably, a 10th-level Magus with what's normally a +3 weapon can ignore every DR save DR/-.

Conclusion: without Amulet of Mighty Fists, even using the Calikang the natural attack build is falling noticeably behind in damage due to the prevalence of DR at this level. With Amulet of Mighty Fists, Natural Magus falls behind less severely but is significantly behind in available wealth.

Second notable point. We'll make the assumption that both builds have the same Int stat, and are able to dedicate the same level of resources each round. Thus, assuming no pre-buffing beyond Haste:

First round, Weapon Magus' priorities are to get the Arcane Pool weapon enhancement online. Natural Magus' priority is to shift into their combat form. This means that the Weapon Magus' priority demands a Swift Action and one Pool point, the Natural Magus' priority demands a spell.

Thus, if we work off the assumption of equal resources and equal dedication, the Weapon Magus uses their Swift for an enhancement and casts a 4th-level spell, to match the Natural Magus. They're now at another +3 . Realistically, probably a +2 and Keen and they wouldn't take Improved Critical; we're...

I will have to disagree a bit on your assumption of natural attacker priorities but that's strictly due to your lack of experience with the natural attack routine. Now taking on your assumption that this all begins inside of full attack range and each magus is built on the same point buy and wealth chassis it would be diffrent.

(Also a Rapier wielding Magus is going to be dex based since rapiers are more of a dex based weapon and need the Weapon finesse feat bringing available feats to the same. AND Haste is not something that can be assumed is running before a battle begins. It's a significant investment to have that active and as short as it lasts there is no way to justify it being on as a pre-buff.)

Combat begins with:
A Swift action Hasted Assault
A Full round action Spellcombat Monstrous Physique (Calikang)
A fullattack with Calikang forms 6 attacks (-1 for casting) +1 from haste.
(IF the Nat build magi bought a AoMF also throw on a spell effect, usually blindness, bestow curse or shocking grasp)
Ending the round with a 5' step back putting them 15' from their opponent (20' if lunge was taken)

This puts both of the 2 magi in roughly the same position save the nat wielder is outside of full attack range and has more attacks and a better average attack bonus and base damage with probably better defense against any opponent who can deal with invisible foes.

Now three important details that your example forgot to address:
1). Natural Attacking Magi are strength based combatants. This means whatever Dex you estimate for the rapier wielder they have too, BUT MPII grants a +4 to that strength for an additional 2 pts to hit and damage. AND they qualify and usually take Power attack which at this level means the same to-hit bonus but 6 more points of damage. That 6 + the 2 from MPII + the 1 from strength 13 means they will always equal or exceed most base DR. With the addition of Eldritch Claws that means the only DR that slows them down Adamantine, Alignment based or Cold Iron. All of which have easy methods of getting past.

2). For the 18,000 GP that the rapier wielder spent on their weapon the Nat wielder could have bought a +2 AoMF (Spell storing, Merciful for Debuff builds, Spell Storing Cruel for hexcrafter builds, or just a fury-born and rock a +5 enhancement bonus against every opponent shortly after the fight starts). AND they'd still have 2,000 GP to spend on anything else they want. They come out ahead on the WBL even if they do buy the AoMF which is Great and recommended but not NEEDED.

3). Natural Builds do not require a 4th level spell, that is simply the level where the best form is available. These builds have viable spells to keep them going for every level. (Stone Fist, Alter Self, Monstrous Physique 1,2,3,4). Anything past 1st level spells gives them 3+ attacks a round while past 2nd level they have 4+ attacks a round.

Now if you really want to examine the difference between these two builds, do not look at the first round of combat since both use that round activating their powers, instead look at the second round.

At this point both builds are ready to start handling the challenges on the same footing . Honestly it's a pointless comparison though. The Rapier wielding, shocking grasp builds are designed for rocket tag and run out of juice quickly while the Natural Weapon Builds are designed for longevity and survivability. They are also designed to avoid drawing the ire of GM's by one hitting every opponent they meet.


kestral287:
AoMF: It isn't something that a Magus can do for half the price. The AoMF works for every single natural attack, not just one single weapon. Like I said, it only gets better the more natural attacks you get. Yes, weapon enchantments are cheaper, but they only affect that weapon.

GMF: You just restated what I just said.

Body Wrap: This is NOT mutually exclusive to the AoMF. They can be used in conjunction with one another. And both can be used with GMF.

Deliquescent Gloves: Equally available, yes. But he can only effectively use one. The natural weapon Magus can use two...or more!

Strong Jaw: It is pretty easy to UMD this if you get a wand. Or get a charges/day item. At 1 min/level and a lesser metamagic rod of extend it should rarely cut into prep time in places like dungeons.

Improved Natural Attack: It is not +1 damage. It scales with size. So if you increase your size it does more. As an example if your base damage for your bite is 1d8 (average 4.5 damage) and you take INA it goes up to 2d6 (average 7 damage) - an increase of 2.5 damage. If you then enlarge yourself it would increase to 2d8 (average 9 damage) for another 2 point increase. If you then cast Strong Jaw it increases it to 4d8 (average 18 damage) for another increase of 9 damage. That is an increase in damage of 13.5 damage every time you use that attack. If you apply it to something like a claw attacks that you get multiples of then you can use that attack more than once every turn.

This is something the weapon Magus cannot do. And that isn't even mentioning the possibility of a constant use magic item of Strong Jaw (112K) which is also not an option for the weapon Magus.

Dragon Style: This is a worthwhile investment for most natural attack based characters. If you do not believe me feel free to ask the community. If you don't like it there is always...

Arcane Strike. This works better the more attacks you get which is going to be more for the natural attacking magus.

Arcane Pool: Who suggested eating your pool point and swift action every round for 3-6 rounds? Not me.

There are more ways to enchant natural weapons and they are better than enchanting a single manufactured weapon. More expensive? Yes. But they are better and most affect every attack.


You know... I should also point out the possibility of a one big hit natural attack build for Magus. It lacks in potential damage in a turn but when you add in strategic movement there are times when even a Magus can only get one attack in a turn. A Vital Striking, Improved Natural Attacking, Size Increasing, Strong Jawed, GMF'ed, AoMF'd, Body Wrapped, Dragon Styled, Spell buffed, Spell Storing Magus is a thing.


Oooh, two big posts. Let's start from the top.

Mathwei:

1. Is your priority not to actually be able to use natural attacks? I would assume so. Accurate Strike much less so, but it's the most tactically sound thing to do with your Swift Action at this level. I suppose buffing a single Slam with the Arcane Pool isn't totally useless, since you can use that particular Slam for Spellstrike, Haste, etc., but it's still not a great play, nor does it significantly alter anything.

2. Given that I am currently playing a Strength-based Rapier Magus, we're going to have to disagree on this front. Dex-to-damage is common and valuable at low levels, but if I was building for 10th level from the ground up? Strength all the way. And almost certainly a rapier. Rapier's advantage is the high crit range and Precise Strike access, and the only thing that makes it traditionally bad for Strength is that you can't two-hand it... which a Magus doesn't care about.

3. The established setup presumed Haste was pre-buffed. Hasted Assault would be a waste. Hence I swapped it with Accurate Strike in your build, which I would call fair since you explicitly defended the Natural Magus in Weirdo's numbers using Accurate Strike at 10th level. With your build you can have one or the other, but not both. I presumed the one you argued with and the one more favorable for your build under the setting.

4. The bonus from Strength is included in my numbers. If you look at the bonuses granted in their first-round shift, it includes a +2 to Hit/Damage for the Natural Magus along with an AC bonus. That's Monstrous Physique.

5. I make no assumption regarding feats available to both; if the Natural Magus takes Power Attack there's no reason the Weapon Magus could not take it as well. The only assumption in feats is that you took Eldritch Claws where the Weapon Magus has an open feat.

6. What happened to your contention that the Natural Magus does not need an AoMF? Shifting the goalposts doesn't help your argument, it weakens it.

7. Taking the Amulet of Mighty Fists means that you're down spell slots since you no longer have the WBL for Pearls of Power to offset your greater spell costs. Look back at Weirdo's post regarding wealth or read down in mine.

8. Using Monstrous Physique I cuts the natural attack suite down from six slams (-1 for Spell Combat, +1 for Haste, conditional +1 for Spellstrike) to four claws. This is a massive damage loss. Anything less than the Calikang puts the Natural Magus drastically below the Weapon Magus in damage output.

9. Second round of combat goes by the DPR established by Weirdo, save that Precise Strike (+10 damage on every attack) was not included, which easily pushes the Weapon Magus above the Natural in DPR. The reason I didn't look into it heavily is that Weirdo already did a solid job of it, save for taking it easy on the Natural Magus by not including the best damage booster the Magus has access to.

10. Weapon Magus in this example is using Frostbite, not Shocking Grasp. Please, understand the numbers Weirdo used and I built on before you comment on them. Now, I personally prefer Shocking Grasp to Frostbite, but that's not what I assumed for this comparison.

Now, Lune!

AoMF: Is the Weapon Magus going to be making any attacks with something other than their Rapier? I can't imagine a successful build that would-- I've seen one that tried and it was a terrible mishmash that looked like it would fail on basically every front. But if all attacks are made with the rapier, then the Weapon Magus is also making every attack with their rapier.

*Shrug* Admittedly, I also like an Adamantine +1 Answering Spell Storing Spiked Gauntlet in the off-hand, but any time you're making an attack with it (Parry & Riposte) it's a +5, and I wouldn't bother with that unless I either had a weapon crafter handy or already had my Rapier at +5. Or both.

Body Wrap: Since you cap at +10 and it's the worst of four options... the only realistic reason to use it is after you've set up your AoMF if you can't swing Greater Magic Fang.

Deliquescent Gloves: You only have one Gloves slot regardless of how many hands you have, and applying the same enhancement from multiple sources does not stack. In fact, looking at the Gloves again, by their wording they're strictly worse for a Polymorphing natural attack setup. One set of gloves covers the Weapon Magus fully, but you'd need three sets for the Calikang and that presumes you can even wear three sets. Admittedly, as a GM I'd gloss over the part about being specific to that hand and just let it apply to all of your natural attacks-- but that's not RAW.

Strong Jaw: The problem with the spell lies primarily in its setup time. Natural Magus already requires one spell to set up, and now they require another one? Not a great deal. A constant magic item of Strong Jaw would solve this... but 112k? I can take an Otherworldly Kimono and a +5 weapon for about that price. Ask yourself which one is more valuable.

Improved Natural Attack: I am reasonably certain that you can't stack a Monstrous Physique (Large form) on top of an Enlarge Person to become Huge, so the only real combination is MP II or higher + Improved Natural Attack (which I'm not sure you could take with a MP'd form anyway, but we'll assume your GM lets you) + Strong Jaw. Calikang is normally 1D6 Slam, INA pushes that to 1D8 (+1 damage per hit), Strong Jaw pushes that to 2D8. That's an average of 9 damage off of dice, 1D6 averages 3.5, you've now dropped a feat and either tanked your initial action economy or spent 112k for a 5.5 damage/hit increase. Even with a Calikang's six-seven attacks per round... that really does not look worthwhile to me. Not at that price.

Dragon Style: I believe it's nice for natural attack builds. I don't believe you have room for it.

Arcane Pool: Are you going to enhance a single Slam and leave it at that? Not totally useless since it can affect a decent part of your attack routine. But-- to make the point you're fond of-- the Weapon Magus uses the Arcane Pool once, it affects 100% of his attacks. The Natural Magus, as a Calikang, activates it once and gets either 2/6 or 3/7 attacks, then has to activate it an additional time for the next four attacks.

General notes: As I touched on a few times in this post, the idea of "it enhances all of your attacks" does not really mean much. A Weapon Magus will be making all of their attacks with, well, their weapon. So the Amulet of Mighty Fists is completely offset by the cheaper Rapier, the Deliquescent Gloves affect both characters equally at best (a mild edge to the Natural Magus if your GM is willing to actually let it apply to all attacks)

One hit setup: Build it. I wouldn't mind seeing it-- I'm always interested in new Magus builds and have no problem being proven wrong. Try to get it online by 10th level and we'll run a comparison.


The one-hit magus concept isn't specifically tied to natural weapons. I've made a scythe-wielding aasimar kensai that focuses on getting single hits. It uses some pretty cliche things, but I like it. Haven't gotten a chance to play it yet, though.

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kestral287 wrote:

Oooh, two big posts. Let's start from the top.

1. Is your priority not to actually be able to use natural attacks? I would assume so. Accurate Strike much less so, but it's the most tactically sound thing to do with your Swift Action at this level. I suppose buffing a single Slam with the Arcane Pool isn't totally useless, since you can use that particular Slam for Spellstrike, Haste, etc., but it's still not a great play, nor does it significantly alter anything.

Not sure what you mean but if you are referring to round 1 as I said it's simply a setup round where getting all your buffs and positioning right is most important. That is exactly what you wrote for the weapon magus did that round. If you're making a different point I'm missing it.

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2. Given that I am currently playing a Strength-based Rapier Magus, we're going to have to disagree on this front. Dex-to-damage is common and valuable at low levels, but if I was building for 10th level from the ground up? Strength all the way. And almost certainly a rapier. Rapier's advantage is the high crit range and Precise Strike access, and the only thing that makes it traditionally bad for Strength is that you can't two-hand it... which a Magus doesn't care about.

This one is a matter of individual taste, I personally find the bloat from the ACG and it's poorly designed abilities distasteful and haven't updated any of my builds to include them. I'm sure there is enough in there to double the power of any of my builds but it's too unpalatable to me to use any of it. Someone else can address this point if they care to.

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3. The established setup presumed Haste was pre-buffed. Hasted Assault would be a waste. Hence I swapped it with Accurate Strike in your build, which I would call fair since you explicitly defended the Natural Magus in Weirdo's numbers using Accurate Strike at 10th level. With your build you can have one or the other, but not both. I presumed the one you argued with and the one more favorable for your build under the setting.

I fail to see how anyone can presume haste is pre-buffed. The short duration, relatively high spell level and limited number of casters who can do it leaves this firmly in the cast during combat world for the majority of encounters. The only way it could active before the first round of combat is with an extra character casting it or a free surprise round for the magus where I'd rather cast Monstrous Physique with a swift action hasted assault for better acction economy.

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6. What happened to your contention that the Natural Magus does not need an AoMF? Shifting the goalposts doesn't help your argument, it weakens it.

I never changed that assumption, I have always stated he doesn't need it merely that it is recommended that he take it if he has the available cash or wants the extra flexibility. The weapon Magus doesn't need a +3 weapon but if he chooses to take it the better for him it is.

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7. Taking the Amulet of Mighty Fists means that you're down spell slots since you no longer have the WBL for Pearls of Power to offset your greater spell costs. Look back at Weirdo's post regarding wealth or read down in mine.

Irrelevant argument and un-true in any case. The natural attack magus casts fewer spells per day then the weapon magus and gets a longer and bigger overall benefit from them. Your example magus uses greater invis (a rounds per level spell) while mine uses MPII which is a minutes per level spell. An order of magnitude longer lasting with fewer counters to it. We use the same attack spell for equal value but the Natural magus spends fewer Arcane Pool points since he doesn't enchant his weapon that way (he can he just doesn't need to).

Since we have fewer expenditures of those pool points we don't need pearls since we can recover the spells that way AND at this level have the extra cash (that 2K extra that was left over from the amulet) is easily enough to purchase a Wyroot backup weapon to keep that arcane pool full. Irrelevant argument.
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8. Using Monstrous Physique I cuts the natural attack suite down from six slams (-1 for Spell Combat, +1 for Haste, conditional +1 for Spellstrike) to four claws. This is a massive damage loss. Anything less than the Calikang puts the Natural Magus drastically below the Weapon Magus in damage output.

And it doesn't matter. The point of playing an advanced class is knowing when to use the right resource. If fighting a boss fight you use MPII if it's a lieutenant you use MPI if it's a grunt use alter self. Smart players scale their resource expenditure to the challenge since any damage after the target hit's zero is wasted damage.

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9. Second round of combat goes by the DPR established by Weirdo, save that Precise Strike (+10 damage on every attack) was not included, which easily pushes the Weapon Magus above the Natural in DPR. The reason I didn't look into it heavily is that Weirdo already did a solid job of it, save for taking it easy on the Natural Magus by not including the best damage booster the Magus has access to.

See my comments for point number 2, but if absolutely necessary there are enough ways to easily add or exceed the extra 10pts per hit (easiest of the top of my head is to use the witchwyrd form and take Final embrace to double both the natural attack and frostbite damage easily beating the boost from precise strike).

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10. Weapon Magus in this example is using Frostbite, not Shocking Grasp. Please, understand the numbers Weirdo used and I built on before you comment on them. Now, I personally prefer Shocking Grasp to Frostbite, but that's not what I assumed for this comparison.

Frostbite or shocking grasp makes little difference, the net outcome is still about the same. XD6+(x*10) damage from frostbite nat builds will always do more damage then 4D6+(4*10) where x equals a number between 6 and 9. With shocking grasp builds it's even worse since that's 14D6 (avg 42). The minimum damage from the nat build exceeds the average from the weapon build. The weapon build has to crit just to stay competitive each round so is burning spell slots every round.

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General notes: As I touched on a few times in this post, the idea of "it enhances all of your attacks" does not really mean much. A Weapon Magus will be making all of their attacks with, well, their weapon. So the Amulet of Mighty Fists is completely offset by the cheaper Rapier, the Deliquescent Gloves affect both characters equally at best (a mild edge to the Natural Magus if your GM is willing to actually let it apply to all attacks)

The rapier isn't cheaper, it's more expensive as long as the natural attacker has more natural attacks then the weapon wielder has normal attackers. Remember each natural attack is a separate weapon and all that entails.


kestral287: Did you know that itterives incur increasing negatives to hit while Natural attack routines do not? Saying that enchanting a weapon applies to all attacks is not the same as saying that an AoMF applies to all attacks. You are not as likely to hit with your itterives while you are equally likely to hit with all natural attacks.

I am not a big Magus fan, actually. But maybe I will try and see how a one big hit natural weapon Magus fleshes out. Outside of that build, I do not count myself as an expert on Magi. I will bow out to Mathwei on that one, he seems to have far more first hand experience. Even with my limited experience I can already tell his build will outdamage yours, use less limited resources over a longer period of time and come out ahead in defense as well. But, if it is all academic then I encourage both of you to make a build and put your money where your mouth is. In the immortal words of Steven Tyler, "Talk is cheap. Shut up and dance!" ;)

Avoron: You made a Magus that doesn't use a one handed weapon?...


Yes, I did. Basically, it dips in diabolist for an imp companion. That companion pounces with kukris to get criticals, then passes them to the magus with butterfly's sting. The magus then spellstrikes with the scythe and shocking grasp (told you it was cliche) to get huge amounts of damage (even though the shocking grasp damage is only doubled). No spell combat necessary (although heavy pick would also work, for increased versatility). I'll put more information in a spoiler. I don't want to derail the thread.

Angel of Death:

LN Aasimar (Emberkin) Magus (Kensai) 13, Sorcerer (Crossblooded) 1, Diabolist 1

Base Ability Scores: (ideally, this character gets a permanent enlarge person and the imp companion gets a permanent reduce person)
Str 16, Dex 14, Con 14, Int 16+2=18, Wis 9, Cha 7+2=9

Traits: Magical Knack (Magus), Magical Lineage (Shocking Grasp)

Feats:
1 (Magus (Kensai) 1): Dodge [retrained at 6th level to Spirit’s Gift], Weapon Focus (scythe)
2 (Sorcerer (Crossblooded) 1):
3 (Kensai 2): Power Attack
4 (Kensai 3):
5 (Kensai 4): Furious Focus
6 (Diabolist 1):
7 (Kensai 5): Intensify Spell, Weapon Specialization (scythe)
8 (Kensai 6):
9 (Kensai 7): Evolved Companion (pounce)
10 (Kensai 8):
11 (Kensai 9): Empower Spell
12 (Kensai 10):
13 (Kensai 11): Celestial Servant, Maximize Spell
14 (Kensai 12):
15 (Kensai 13): Spell Perfection (Shocking Grasp)

Sorcerer Bloodlines:
Draconic (Blue)-+1 damage/die with electricity, claws
Orc-Darkvision 90 feet, light sensitivity, +1 damage/die

Magus Arcana:
3-Divinatory Strike
6-Empowered Magic
9-Accurate Strike
12-Maximized Magic

Imp Feats:
6-Butterfly’s Sting, Two-Weapon Fighting, Weapon Finesse
8-Improved Two-Weapon Fighting
10-Improved Critical (kukri)
13-Light Armor Proficiency or Weapon Focus (kukri)


Alright... Mathwei:

1. You made the point that I apparently don't know the priorities of the Natural Attack Magus. But the setup you listed is perfectly in line with what I assumed, under the Haste Assumption (and more on that one in a moment). The only part not noted is the step back, but since that mattering would either depend on a different assumption of setup between the two (that the Weapon Magus starts closer) or an enemy with reach (such that the Weapon Magus has to 5' step closer and the Natural Magus does not, but would negate any advantage of the Natural Magus stepping back) it is functionally irrelevant.

2. There's little available to the Magus in the ACG that would help a natural attack build. Weapon builds can spend one arcana for Flamboyant Arcana (the relevant part is that they can burn a pool point and an AoO to make an attack roll against an opponent's attack, if it's higher the attack is negated and they can spend an Immediate to get in a free attack) and Arcane Deed: Precise Strike (level-to-damage with one-handed piercing weapons, discounting natural weapons, can spend a Swift Action and a pool point to double these bonuses for the turn). Also some amusing spells, but nothing that affects anything in this comparison. And your opinion of the ACG doesn't really matter, the fact is that it handed the Weapon Magus an incredible tool.

Also, Dex vs. Strength has absolutely nothing to do with the ACG. The Magus has been using Dex to damage for-- quite literally-- years, and their old Dex-to-Damage feat is just as (and arguably more) viable than the new ones.

Finally, it's really not "a matter of individual taste". Your assertion was that the Weapon Magus is Dex-based. He does not have to be. That's pretty much basic fact, not a taste thing. I've build Magi both ways, depending on their role, what options I have on the table, and my plans.

3. A Wizard Did It.

No, seriously-- is that not the first spell the party Wizard puts down? That said, we can freely assume that it's not in place-- we'll come back to that detail momentarily.

6. Okay. We'll set the goalposts firmly in place. What do you think is more important for your build: additional 4th-level spell slots to use the Calikang or the Merciful/Spell Storing Amulet?

7. This one... confused me. And made me think that you didn't actually read the posts you're responding to.

I proposed two cases of setup rounds for the Magus comparisons. The first was one in which the two were expending inherently equal resources. Given that the only resource inherently equal to a 4th level spell is another 4th level spell, this locked the Weapon Magus into using a 4th level spell of their own. I glanced over my preferred spell list for the Weapon Magus at that level, and came back with Greater Invisibility as the most practical choice for the purposes of comparison. Meanwhile, the equal-resource assumption presumed that the Natural Magus would spend one Arcane Pool point on their Swift Action for the turn, hence Arcane Accuracy.

The second case is, honestly, the more practical of the two-- it uses the best-usage assumption. This means that it assumes the two builds are going to do their best to come online as quickly as possible, instead of trying to directly match each other. This is the more realistic circumstance in games. In it, the Weapon Magus uses his Arcane Pool for weapon enhancement (best use of Swift Action) then casts Frostbite and begins his attack routine, fully established. Meanwhile, the Natural Magus uses his spell to shift into a Calikang (best usage of spell action) and uses Accurate Strike (best usage of Swift Action). He is firmly a round behind the Weapon Magus now.

The alternative is to change the Natural Magus by removing Accurate Strike for Hasted Assault and change the default assumptions by removing Haste. This means that the Natural Magus' best-usage becomes Monstrous Physique II and Hasted Assault, while the Weapon Magus' best-usage becomes weapon enhancement and casting Haste. What are the implications of this?

  • The Weapon Magus loses his advantage in setup time; both builds come online simultaneously.
  • The Weapon Magus is gaining a party-support option (his Haste helps the entire party, not just himself). His Haste is also slightly superior in that it lasts longer, but that's a minor benefit at best.
  • The Weapon Magus is somewhat less ahead in resources; a third-level spell vs. a fourth-level spell.
  • DPR for following rounds proceeds as Weirdo's numbers, save that the Weapon Magus does +10 damage on each hit. The Weapon Magus remains ahead in power.
  • The Weapon Magus has Accurate Strike and the Natural Magus only has Arcane Accuracy. The Weapon Magus is now ahead in accuracy so long as he's willing to dedicate an Arcana to it.

End result: No great change. Points one and three favor the Natural Magus, points two, four, and five favor the Weapon Magus.

8. So you're freely admitting that the Weapon Magus' baseline is on par with what the Natural Magus is using only for critical fights? Because that's exactly what you just said by saying they don't default to Calikang. Anything less than the Calikang is an obscene damage loss, per Weirdo's numbers.

9. Witchwyrd does not qualify for Final Embrace; it lacks a Constrict attack. Further, Constrict is not available until Monstrous Physique III. Finally, shifting into any form but the Calikang pushes you further behind in damage; it may be that there's a better damage-dealer out there with the higher forms, but they're outside the scope of the 10th-level comparison. Finally, taking Final Embrace puts the Weapon Magus yet another feat ahead.

10. Weirdo's calculations dispute your claim, despite using a neutered version of the Weapon Magus. They indicate that the Natural Magus is only superior against targets with very low AC. You have not yet disputed those numbers, save for a note of Monstrous Physique's Strength bonus (more than offset by Precise Strike) and Accurate Strikes (which, based on your build and your constant insistence that the Natural Magus would be using Hasted Assault, the Natural Magus does not have at this level).

Can you support this claim with actual numbers, or provide a concrete rebuttal of Weirdo's numbers after factoring in Precise Strike?

Lune:

Frankly, until I can get Mathwei to actually sit down and hammer out a consistent build, with consistent item targets, there's no point in me trying to build a direct comparison. Doing so is also not actually helpful in most respects, since different builders value different feats and setups. The two examples that are most obvious on my end - I despise Power Attack on a Magus as well as the entire Frostbite setup, whereas Mathwei uses the former and the latter is the cornerstone of his build. Conversely, for reasons I do not understand his build has Combat Expertise, which I would call massively sub-optimal and wasted here since I'm not seeing it used as a prerequisite for anything. The net result would result in differences between the two that have nothing to do with the core note of contention. Hence, it's not the best form of comparison.

As such, it's easier to do a plug-and-play setup, where we assume the builds are identical save areas where they must be different. Here, that means different wealth goals (+3 Rapier vs. either Pearls of Power or Amulet of Mighty Fists, depending on priorities), different Arcana goals(Flamboyant Arcana/Precise Strike/Accurate Strike vs. Arcane Accuracy/Flight/Hasted Assault), and any necessary feats on one but not the other (Natural Magus takes Eldritch Claws, Weapon Magus has no need for that feat, hence they have an open feat slot).

*Shrug* I've mostly been running off Weirdo's numbers, admittedly, but if you like there's nothing stopping me from doing a full comparison with those differences-- I just need Mathwei to consistently commit to his choices first.

Dark Archive

Kestral, you have made several unwarranted assumptions in this thread that truly cloud the basic discussion that was going on.
Simply put does the natural attack magus equal or exceed the weapon wielding magus. You have thrown in extra party members, weird corner DR cases and incorrect rules assumptions (There is nothing about the swashbuckler deeds you are relying on that prevent natural attackers from using them too).

Basically this is what's going on, I have posted a build (a build that's over a year old and viewed by hundreds) that is designed to be as self-reliant, self contained and as immune to GM fiat as possible. Whatever amount of cash is available doesn't matter to my builds. Whether the game starts at 5 gold or 500,000 gold makes no difference to my builds since everything is non-gear dependent. If the AoMF is available then great it makes us more effective but if not it doesn't stop the character from doing everything it's designed to.

The parts of your build that you've posted so far is dependent on having enough cash for a +3 weapon as well as extra party members to through buffs on it to equal what the natural wielder does for themselves.

My design has been out there forever and works, yours seems to only exist in your world. If you seriously want to compare the two (or 3 or 4 since I have posted 3 different natural weapon wielding magus builds) it's on you to post yours. I'll even give you this to make it easier, whatever point buy and stat allocation you use for yours I'll drop into mine, no changes. Heck you can pick the Wealth to spend on their gear and spells as well.
Once you've done that we'll have anyone who's still interested pick 4 challenges (CR 10-13), terrains and initial Initiative rolls (for us and the challenge) and see how each build handles it. I'm confident my build will be able to hold it's own against everything they throw at us as well as or better then your build can.

Edit: you know what, lets take it a step further, whatever you post I'll just apply my build on top of your layout (race, stats, wealth, etc) and show that it's better that way. Keeps it really simple.


Oi... okay, rules first.

1. DR/good, DR/evil, DR/admantine, and DR/cold iron are corner cases? That looks like most of the DRs in the game to me.

2. Boosting extra party members is a marginal and variable benefit-- but it is a benefit.

3. Precise Strike specifically disallows natural weapons, and only allows one-handed piercing weapons. A Slam is not piercing, nor is a claw. So... yeah, no, no Precise Strike for the Natural Magus. Please read the abilities before you talk about them.

4. What extra party member has put buffs on the Weapon Magus but not the Natural one? I mentioned that the party Wizard could have dropped Haste... and then went ahead and dropped the scenario in which he didn't, and the Weapon Magus cast it himself, and how the Weapon Magus was still ahead.

I am seriously doubting that you're reading the posts you're responding to at this point.

5. Read my previous post for why two people building separate characters under separate design principles does not allow for an effective comparison. Read my previous post for the sole thing I am waiting on to run a full comparison. Whenever you want to provide that, I can run the numbers.

6. Please, if you actually want to have a discussion on this subject, read the posts in question.

Dark Archive

First, why don't YOU go back and read the ability again, you've obviously mis-read it. There is no exclusion for natural attacks with precise strike. All it requires is light/one-handed and piercing. Stop making things up.

Boosting party members isn't the question, it's needing boosts from party members to function is the issue. Your build needs it, mine doesn't. (I guess, you still haven't posted one yet). And for your point 4 the answer is Haste, ALL your examples had someone else cast haste on your magus, that's a buff and a pretty hefty one. Stop making things up.

Yes, those DR's are a corner case and truly don't matter. Worst case they are a speed bump and MAY let the target live an extra attack or two.

Why don't you read my post first, you are the one trying to convine others not me.
I'm comfortable in how my build works in theory and actual gameplay, you are the one who can't seem to understand it.

Oh and since you still haven't posted a build I'm assuming the challenge is too much for you then? That's fine why don't you go post in a different thread and we'll get back to answering the OP's questions.

kestral287 wrote:

Oi... okay, rules first.

1. DR/good, DR/evil, DR/admantine, and DR/cold iron are corner cases? That looks like most of the DRs in the game to me.

2. Boosting extra party members is a marginal and variable benefit-- but it is a benefit.

3. Precise Strike specifically disallows natural weapons, and only allows one-handed piercing weapons. A Slam is not piercing, nor is a claw. So... yeah, no, no Precise Strike for the Natural Magus. Please read the abilities before you talk about them.

4. What extra party member has put buffs on the Weapon Magus but not the Natural one? I mentioned that the party Wizard could have dropped Haste... and then went ahead and dropped the scenario in which he didn't, and the Weapon Magus cast it himself, and how the Weapon Magus was still ahead.

I am seriously doubting that you're reading the posts you're responding to at this point.

5. Read my previous post for why two people building separate characters under separate design principles does not allow for an effective comparison. Read my previous post for the sole thing I am waiting on to run a full comparison. Whenever you want to provide that, I can run the numbers.

6. Please, if you actually want to have a discussion on this subject, read the posts in question.


Respect. It isn't that hard.

Precise Strike:

Quote:
Precise Strike (Ex) : At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Bold added for emphasis.

Additionally, the only Piercing Natural Attacks are Bite, Gore, Sting, and possibly those listed as "Other". None of these are efficiently usable without Natural Spell Combat.

Party members:

Quote:

The alternative is to change the Natural Magus by removing Accurate Strike for Hasted Assault and change the default assumptions by removing Haste. This means that the Natural Magus' best-usage becomes Monstrous Physique II and Hasted Assault, while the Weapon Magus' best-usage becomes weapon enhancement and casting Haste. What are the implications of this?

  • The Weapon Magus loses his advantage in setup time; both builds come online simultaneously.
  • The Weapon Magus is gaining a party-support option (his Haste helps the entire party, not just himself). His Haste is also slightly superior in that it lasts longer, but that's a minor benefit at best.
  • The Weapon Magus is somewhat less ahead in resources; a third-level spell vs. a fourth-level spell.
  • DPR for following rounds proceeds as Weirdo's numbers, save that the Weapon Magus does +10 damage on each hit. The Weapon Magus remains ahead in power.
  • The Weapon Magus has Accurate Strike and the Natural Magus only has Arcane Accuracy. The Weapon Magus is now ahead in accuracy so long as he's willing to dedicate an Arcana to it.

End result: No great change. Points one and three favor the Natural Magus, points two, four, and five favor the Weapon Magus.

Bold added for emphasis. And a mild mis-speak on my part-- it's more accurate to say that point three narrows the gap between Weapon and Natural but end result still favors Weapon on that front.

Build: May I confirm that you will stand by exactly the build you listed earlier, meaning that you won't bring up Accurate Strike (taken in your build at 11th) in a 10th-level comparison again? If so, I'll need the following:

  • Wealth by level expended at levels 5, 10, 15, and 20 (or whichever levels you would like to test at; just tell me which levels you want to use and why). Assume list price over crafting, but no other restrictions on purchases.
  • Standard list of spells prepared at those levels
  • 20 point buy stat spread, race, any alternate racial traits substituted in.
  • Ability score modifiers at every fourth level
  • The level 19 feat. Also, seriously, something to replace Combat Expertise or an explanation for why it's there-- that's an insanely poor choice unless I missed something that needs it as a prerequisite.
  • General tactics-- what you put in a spell-storing Amulet, what your preferred forms are for each of those four levels, etc.

As I mentioned in an earlier post, the reason I haven't posted a build is because I deem it futile when the goalposts keep being shifted. If we can hammer down the goalposts-- the point of these questions-- I can easily post a build.


Avoron: I was just surprised because spell combat only works with a light or one handed weapon, is all.

kestral287: Frankly, you have also not provided a build. You have only talked about parts of a theoretic build. I find it ironic that you would complain about him not doing the same thing that you have neglected. As I said, if you feel YOU have something to prove then put your money where your mouth is and post a build. You do not need to wait for him to post a build first. Just like he doesn't have to wait for you to post a build first.

I'm glad that you are both being a bit more constructive towards showing your case now, though. I would actually like to see how it turns out. If you claim to be able to easily post a build, then go ahead and easily post it. I would recommend both do.


Lune wrote:

kestral287: Frankly, you have also not provided a build. You have only talked about parts of a theoretic build. I find it ironic that you would complain about him not doing the same thing that you have neglected. As I said, if you feel YOU have something to prove then put your money where your mouth is and post a build. You do not need to wait for him to post a build first. Just like he doesn't have to wait for you to post a build first.

I'm glad that you are both being a bit more constructive towards showing your case now, though. I would actually like to see how it turns out. If you claim to be able to easily post a build, then go ahead and easily post it. I would recommend both do.

And there's a reason why I haven't posted a build. I've even directly stated it. To repeat myself:

Quote:

Frankly, until I can get Mathwei to actually sit down and hammer out a consistent build, with consistent item targets, there's no point in me trying to build a direct comparison. Doing so is also not actually helpful in most respects, since different builders value different feats and setups. The two examples that are most obvious on my end - I despise Power Attack on a Magus as well as the entire Frostbite setup, whereas Mathwei uses the former and the latter is the cornerstone of his build. Conversely, for reasons I do not understand his build has Combat Expertise, which I would call massively sub-optimal and wasted here since I'm not seeing it used as a prerequisite for anything. The net result would result in differences between the two that have nothing to do with the core note of contention. Hence, it's not the best form of comparison.

As such, it's easier to do a plug-and-play setup, where we assume the builds are identical save areas where they must be different. Here, that means different wealth goals (+3 Rapier vs. either Pearls of Power or Amulet of Mighty Fists, depending on priorities), different Arcana goals(Flamboyant Arcana/Precise Strike/Accurate Strike vs. Arcane Accuracy/Flight/Hasted Assault), and any necessary feats on one but not the other (Natural Magus takes Eldritch Claws, Weapon Magus has no need for that feat, hence they have an open feat slot).

*Shrug* I've mostly been running off Weirdo's numbers, admittedly, but if you like there's nothing stopping me from doing a full comparison with those differences-- I just need Mathwei to consistently commit to his choices first.

The build I put together is going to be based on the premise of the second paragraph. But this is what I don't want to happen:

Mathwei: Build posted on second page.
Kestral: Creates inherently similar build for the purposes of accurate tests
Mathwei: Attempts to argue numbers with abilities not present in the build (this is something he has actively done with Weirdo, by bringing in Accurate Strikes-- and then argued with me when I followed him bringing it in), attempts to shift goalposts by changing the focus of currently-open choices (done with both me (form choices) and Weirdo (item choices)), attempts to use a different build for comparison (not done, but given that he has multiple builds for this there's certainly potential for it).

I can recognize a pattern when I see one. Hence, my options are to get a wildly useless test that brings in a lot more variables (inherent preferences differences between myself and Mathwei), create a test knowing full well that in three posts I'll be arguing against a somewhat different build (what's already happened), or wait until Mathwei is consistent in choices, build the hotswap comparison, and run an accurate test.

I hope you can see which of those three I prefer and why.


kestral287: Your excuses bore me. I will put it as bluntly as possible - post a build or stop accusing someone of not doing the same thing. It comes across as very hypocritical.

Builds can be changed until testing starts. Pick a date and no changes made after that date. Its simple. All Paizo produced options are available to both of you. All you need is a clear goal in mind. IMO - "most efficient opponent takedown while surviving several encounters" seems to be a good one. Or if you would rather just put them through a DPR calculator that is fine as well.

Honestly, this advice goes equally for Mathwei. I'm only not responding to him directly as he isn't making these excuses.

While I cannot speak for the rest of the board I can tell you that personally I plan on ignoring further posts from either of you in this thread that do not include a build. Its not a threat, I just prefer to stay focused on being constructive rather than endless debates on a message board. *shrug*


I am... not accusing Mathwei of not posting a build. That would be silly, he did that about fifty posts ago (albeit an incomplete one; the majority of my questions are trying to complete it). Are you actually reading what's being written? Now, if you can provide evidence of me shifting goalposts or arguing using abilities that a 10th-level Magus cannot possibly have, then we can talk about hypocrisy.

And even if I posted the build right now, it would be useless. Mathwei has openly stated that running the numbers is-- to quote his words-- "far beyond his ability to plot". This puts the onus of calculation on myself. As such, I need to know the details of the how of his fighting, and that's not something you get from a build. I-- as the guy running the numbers, not the guy building the Weapon Magus-- know how a Magus using a Rapier and the Frostbite/Enforcer setup fights. I have been told, by Mathwei, that I don't know how to pilot his build. Hence the rest of those questions-- how to pilot it under common scenarios.

The idea of "closing" builds after a date is either destroying the validity of the test or a waste of time, depending on how close we set the test date. Either way, it's a poor idea.

And frankly... whether or not you read these posts isn't particularly relevant to me. Whether or not you call raising valid practical points an "excuse" isn't particularly relevant to me either. I'm doing this so I have either an interesting subchapter and possibly build for my Magus Guide in the works or a brief footnote of why not to do this for the same guide.


So i am going to follow the sample hexcrater build that was posted a while back (minus the hexcrafter part) but im not going to be doing frostbite since somebody else already has that combo handled, any suggestions for my first two feats?


Also, last week my old guy died to some insane pitfall + attacking statues trap so this guy is gonna be in play in a little under 4 hours from now


Help?


Ah, someone posted in this thread again.

Hazrond: I would suggest making a new thread and describe what you want to accomplish, what is allowed, stat array, etc for more directed advice.

Looks like kestral287 never got around to posting a build either. Can't say I'm surprised. I would say Mathwei's build works just peachy.

Shadow Lodge

I'm going to back up kestral287. I posted an admittedly simplistic mathematical comparison for the sake of having something definite to talk about as opposed to just trading assertions (The AoMF isn't important - yes it is - no it isn't). That comparison showed among other things that the AoMF increases DPR by about 30%, and that DR reduces DPR by a similar amount. One page later, I see Mathwei ap Niall is back to claiming that the AoMF and DR "don't matter." Since I don't see any optimized build ignoring a 30% swing in DPR, I can only conclude that Mathwei ap Niall has ignored my post - which took about two hours to write. It's frankly not worth my time or kestral's to disagree with him further.

My math doesn't matter:
Mathwei ap Niall wrote:
Whatever amount of cash is available doesn't matter to my builds. Whether the game starts at 5 gold or 500,000 gold makes no difference to my builds since everything is non-gear dependent. If the AoMF is available then great it makes us more effective but if not it doesn't stop the character from doing everything it's designed to.
Mathwei ap Niall wrote:
Yes, those DR's are a corner case and truly don't matter. Worst case they are a speed bump and MAY let the target live an extra attack or two.

Both quotes from this page.

I would like to point out however that Accurate Strikes opens up the option of a mixed build - a character who normally fights with a rapier or other manufactured weapon but in a big fight casts Monstrous Physique II to add secondary natural attacks. Such a character has all the advantages of the rapier build and can spend a 4th level spell slot to get 4 extra attacks. Yes, they're at -5, but if you're targeting touch AC you don't care.


Weirdo wrote:
I'm going to back up kestral287. I posted an admittedly simplistic mathematical comparison for the sake of having something definite to talk about as opposed to just trading assertions (The AoMF isn't important - yes it is - no it isn't). That comparison showed among other things that the AoMF increases DPR by about 30%, and that DR reduces DPR by a similar amount. One page later, I see Mathwei ap Niall is back to claiming that the AoMF and DR "don't matter." Since I don't see any optimized build ignoring a 30% swing in DPR, I can only conclude that Mathwei ap Niall has ignored my post - which took about two hours to write. It's frankly not worth my time or kestral's to disagree with him further.

This. I really can't say "once you give me XYZ I will do the thing you want and the other thing that you want and cannot do yourself" any more clearly than I have. Of course, I've also outright stated everything that I feasibly can about the build and been ignored several times, but who's counting. And I still cannot take any build that takes Combat Expertise at 5th and nothing else that needs it as "peachy", but that might just be me.

Honestly, there's been no realistic dispute of Weirdo's numbers except by a player who, by his own admission, can't run DPR calculations. The Natural Attack Magus loses in raw damage, it's frankly just that simple.

Hazrond: Hope things worked out for you, but posting for advise with a five-hour time frame isn't really all that plausible when it's something nichey like this. I didn't see it until an hour after your game started.


Weirdo posted a build. Mathwei posted a build. Kudos to you two! Good builds too. You would think this would be an easy feat for someone who is writing a guide to do.

Weirdo, the way I see it the difference is between iterative vs. natural attack:

Natural attacks have the advantage of all hitting with the same attack boni. The other advantage being that many things that enchant a single natural attack enchant them all. The downfall being that you have to pay more for the enchantment to your attack. Another benefit is that there are several things that can enchant your natural attacks beyond what can be done for a weapon (Greater Magic Fang, Body Wraps, etc). There are also things that can increase the base damage of natural attacks like Improved Natural Attack, Strong Jaw, etc and these work for several natural attacks at a time. I can't think of any feats that work for manufactured weapons (Equipment Trick, I guess?) that will not work for natural attacks but the same isn't true the other way around. Feral Combat Training opens up a lot of possibilities and there are feats like Dragon Style, etc that help as well. These feats do not work for a manufactured weapon.

Iterative attacks have to use the decreasing by -5 for each attack routine. You can increase the existing enhancements to your weapon just like you can with natural attacks but the benefit is that it is cheaper and easier to get a magic weapon. The downfall is that while you get several iterative attacks you are probably getting less total attacks than the natural attacking character and at a decreasing bonus. While manufacture weapons have Lead Blades as an answer to Strong Jaw, Strong Jaw is more powerful. Threat range is often going to be greater with manufactured weapons, what with a Scimitar being so popular and all. Natural attacks can have their threat range increased as well but it isn't as good.

There are things that work on both like size increase. These kinds of things benefit natural attacks more than they do manufactured weapons because you are going to be hitting more often with more attacks with a natural attack routine. I am not by far an expert on Magi, nor do I feel a need to post a build as I do not have anything to prove here. Nor do I think that without a fair amount of research could I post a competitive build for one. However, these are things that hold true for all types of characters when considering manufactured weapons vs. natural weapons. I saw the builds and I still do not really see how the manufactured weapon Magus pulls out ahead. The natural weapon magus has more available to it to increase the effectiveness of it's attacks.

So if you will pardon my ineptitude perhaps you can point out where the flaw in this logic is?

Shadow Lodge

I'm not an expert on magus optimization either, which is why I didn't actually post a build, I posted a mathematical comparison using Mathwei's build and an as-similar-as-possible-but-not-actually-optimal weapon magus. I also don't have anything to prove in the sense that I'm not invested in either outcome.

That said, here's the first problem with your logic:

Lune wrote:
However, these are things that hold true for all types of characters when considering manufactured weapons vs. natural weapons.

A magus has specific limitations with natural weapons, and advantages with manufactured weapons, that don't apply to most natural weapons builds. This is why natural weapons can be a very strong option for certain classes, but not as strong for a magus.

You mention multiple attacks at full BAB, but it's harder for a magus to get those attacks because of the limitations of spell combat (one claw is in use, and bite needs an arcana). That's why Mathwei's build is so reliant on using polymorph to get extra arms. If you don't use spell combat you get the usual benefit from natural weapons, but then you've got two major class features - spell combat and spellstrike - that you're basically wasting.

You mention Greater Magic Fang and Strong Jaw, but magi don't get those spells on their list. This makes the magus dependent on other party members or UMD if they want these major buffs.

The second problem:

Lune wrote:

There are also things that can increase the base damage of natural attacks like Improved Natural Attack, Strong Jaw, etc and these work for several natural attacks at a time. I can't think of any feats that work for manufactured weapons (Equipment Trick, I guess?) that will not work for natural attacks but the same isn't true the other way around. Feral Combat Training opens up a lot of possibilities and there are feats like Dragon Style, etc that help as well. These feats do not work for a manufactured weapon.

...
The natural weapon magus has more available to it to increase the effectiveness of it's attacks.

Dervish Dance, Fencing Grace, and the Whip Mastery feat chain are feats specific to certain manufactured weapons. INA and FCT are very nice but they're not clearly better than the manufactured-only options; IUAS+FCT is a heavy feat tax to use Dragon Style/Ferocity with your claws or slams. There are also other manufactured-weapon specific resources, primarily Greater Magic Weapon, Align Weapon, and as kestral287 pointed out, the Precise Strike arcana.


Read this FAQ.

The FAQ wrote:


Magus: When using spell combat, can the weapon in my other hand be an unarmed strike or a natural weapon?

Yes, so long as the weapon is a light or one-handed melee weapon and is associated with that hand. For example, unarmed strikes, claws, and slams are light melee weapons associated with a hand, and therefore are valid for use with spell combat. A tail slap is not associated with a hand, and therefore is not valid for use with spell combat.

Spell Combat does not go to waste. And why does Spellstrike not work? I think it would for the same reason Spell Combat does in the above FAQ.

I was referring to getting GMF made permanent. It can stack with an AoMF. But you are absolutely correct, Wands work as well. Strong Jaw would be excellent for a Wand.

Good call on those feats but I feel like those are for niche builds. Whip Master is for sure.

IUAS + FCT are not a heavy feat tax. Certainly not any worse than Fencing Grace or Dervish Dance and Weapon Finesse. Especially considering you can make your full iterative attacks with IUAS and follow up with your natural attacks all at -5. Then you are getting use out of your FCT as well. If you go with Kensai you could pick Unarmed Strike as your "chosen weapon" and use Perfect Strike with it and/or your natural attacks.

I guess I'm just not seeing why they wouldn't work well.


Guys, I think we need to get back to the point here. Hazrond is asking for help with his build.

It is clear to me that the interactions of the rules here for these builds are very complicated. The end result should mean that whatever build you choose you should make sure to discuss it with your GM to make sure that he will allow the combos you are proposing and also that he understands what you are doing.

The build posted here is quite interesting though I don't understand all the elements of it, and since I wasn't planning on playing a Magus anytime soon a lot of it was TL;DR for me.

I would note that as a GM I don't think I would allow frostbite and chill touch to work at the same time even if one was from a wand. But your GM may differ.

claudekennilol wrote:
Specifically, In games I play we use the point buy system to make a character with 15 or 20 points. Your character has 70.

For the record I count 51. You may not be factoring in the racial bonuses to the scores, which are included in his main array. Still, it would be hard to go wrong with that array.

Mathwei ap Niall wrote:
Hazrond wrote:
about that, i have mentioned several times now that i am actually going to be using the Eldritch Scion archetype for this magus, which switches everything from Int to Cha...

Yes, I know you mentioned it I'm just trying to convince you not to do it.

It's a bad archetype and it costs you more than it gives you...

Well, if you want to play a CHA-based spontaneous magus it seems to be the way to go.

The disadvantage of having to pay an eldritch pool to do spell combat is a pain but is necessary for him to have claws at 1st level. The disadvantage disappears at 8th level, at which point he is probably shape shifting anyways.

You normally lose a little bit with an archetype and this is no exception. But I don't think it's that bad and it works with his racial ability bonuses. I would prefer that you get an extra spell per day (which is the compensation that sorcerers get) but that's life.

Note that you can get Runestones of Power which are the spontaneous versions of Pearls of Power. But they cost twice as much. You can also get Pages of Spell Knowledge to increase your spells known.


Peet wrote:
Guys, I think we need to get back to the point here. Hazrond is asking for help with his build.

The inherent problem here is that there's only been one poster in this thread who both knows the Magus and believes a natural attack build is viable, and he seems to have disappeared.

The second inherent problem is that we passed his effective 'due date' (as I noted, I didn't even see his posts until an hour after his deadline). Presumably, he picked his feats on his own.

*Shrug* I actually pulled out my various Magus builds and looked at their low-level feats... pretty much the only one helpful to him is Extra Traits. Most Magi go Dex-based and hence lead with one of the Grace feat lines. My Str-oriented weapon build lead with Tiefling-specific feats (and a 3.5 feat, 'cause my GM is awesome). My Full Contact Magus (posted earlier in the thread) is a long chain of setup up until level 5, but all of that setup is useless to Hazrond. Etc, etc. I mean... I could suggest Power Attack?

Also can I be amused that Weirdo is praised for posting a build, when he didn't, and I'm lambasted for not posting a build, by saying I'm going to do the exact same thing Weirdo did, except actually post the exact modifications?

That said, I'm bored and I have some free time. Let's have some fun.

Builds:
Inherent assumptions:

Both builds are Half-Elf (+2 bonus to Str, no other traits that would influence the data) with no alternate traits. All level-ups go to Str.
Str: 18
Dex: 12
Con: 12
Int: 16
Wis: 10
Cha: 7

Equipment: Since the only inherent difference is in weaponry, equipment is presumed equal, with one-third of WBL going to weaponry.

Builds: Mathwei's follows the build on page 2 exactly. Weapon Magus is as follows:

Trait: Magical Lineage (Frostbite), Wayang Spell hunter (shocking grasp)
1- Arcane pool, cantrips, spell combat, Rime Spell
2- Spellstrike
3- Arcana: Flamboyant Arcana, Enforcer
4- Hex Magus: Flight
5- Bonus Feat: Combat Expertise; Power Attack
6- Arcana: Arcane Deed: Precise Strike
7-Knowledge Pool, Medium Armor, Intensify Spell
8-Improved Spell Combat
9-Arcana-Accurate Strikes, Weapon Focus (Rapier)
10-Fighter Training
11- Spell Recall, Dazing Spell
12- Hex Arcana- Ice Tomb
13- Heavy Armor, Quicken Spell
14 Greater Spell Combat
15- Spell Perfection, Arcana – Hex: Retribution

Inherent differences:

-4th level Hex is exchanged for Flight. Prehensile Hair is largely wasted for the Natural Magus but almost totally wasted for the Weapon Magus
-3rd/6th level Arcanas are exchanged for Flamboyant Arcana/Precise Strike- Natural Magus cannot use these
-Hasted Assault removed, replaced with Accurate Strike - Weapon Magus has the time to cast Haste the old fashioned way
-Eldritch Claws removed
-Open feats at 9th and 11th (Eldritch Claws, Accurate Strike) replaced with Weapon Focus (Rapier) and Dazing Spell. Feel free to modify, as these are inherently open slots for build purposes)

Math for levels 5, 10, 15-- 20 is skipped because I don't have Mathwei's build there. Assumption, at Mathwei's insistence, is that there is no time to pre-buff.

5:

Available gold: 3,500
Weapon Magus: +1 Rapier
Natural Magus: N/A, see below

At this point, the Natural Magus doesn't have any effective way to grant himself natural attacks. Prehensile Hair will give one (that cannot be used with Spell Combat; it is not associated with a hand), but beyond that Alter Self is the only real option-- and is a pretty miserable use of his best spell slots at this point. Hence, I assume the Natural Magus is, at this point, fighting with a manufactured weapon. To conserve gold it is unmodified.

Setup profile for the two is identical: amplify the weapon and Spell Combat out Shocking Grasp or Frostbite. The primary difference is the +1 enhancement bonus already existent on the Weapon Magus' blade; this means he can add +1 and Keen. The Natural Magus can also make attacks with his Prehensile Hair, but only when not using Spell Combat. Hence:

Target AC 18 (CR 5 enemy, pulled from Monster Statistics by CR table)
Weapon Magus: 3.705 damage no spell, 14.235 damage SG, 14.02 FB
Natural Magus: 3.2775 damage no spell, 12.5925 damage SG, 12.42 FB

Numbers assume full attack with Spell Combat and include Spellstrike.

Keen makes the difference at this level. Weapon is a clear winner. Note that this will pretty much remain true even with a Claw attack at this level; at best that can create equivalency and that's if one gets a +1 AoMF. Didn't bother to include Power Attack as it wouldn't change results.

10:

Available gold: 20,600
Weapon Magus: +1 Spell Storing Merciful Rapier
Natural Magus: Spell Storing Merciful AoMF

Natural Magus shifts into Calikang, swift action Hasted Assault. Weapon Magus casts Haste, swift action Weapon Enhancement (+2 Keen). Assume a +4 Belt of Str.

Hence:
Weapon Magus: 42.7025 (no spell), 86.5325 (SG), 96.965(FB)
Natural Magus: 34.93125 (no spell), 60.03(SG), 83.835 (FB)

Assumption is a target AC of 24. Weapon Magus is a clear winner. Power Attack is not included as it is a net loss in damage (only about a -1 for the Natural Magus without spells, but much larger for Weapon Magus and Natural Magus using any spells).

15:

Available gold: 80,000
Weapon Magus: +3 Spell Storing Merciful Rapier, 30,000 open gold
Natural Magus: +2 Spell Storing Merciful AoMF

Assume a +6 Belt. Target AC is a 30.

Attack strategy: The Weapon Magus adds +2, Keen, and an elemental enhancement (Speed is an option over the +2 and elemental, if Haste isn't needed.

Since there's no form to get more attacks than the Calikang, the Natural Magus sticks with the same established routine.

Weapon Magus: 71.9825 (no spell), 127.525 (SG), 158.075 (FB)
Natural Magus: 47.4375 (no spell), 77.05 (SG), 120.75 (FB)

The huge difference in damage is due to Precise Strike. Yes, the Natural Magus is getting more hits in, but the baseline damage of each hit at 15th level is 16.5 (+10 Str, +3.5 Slam damage, +1 size bonus, +2 enhancement bonus), while the Weapon Magus is scoring the same, +3.5 from the elemental enhancement, +15 from Precise Strike. That's a huge difference. Accurate Strike also doesn't solely benefit the Natural Magus-- guaranteeing the accuracy of even iterative attacks is a huge advantage. Assuming a hit rate of 95%:

Weapon Magus: 117.8225, 199 (SG), 251.975 (FB)
Natural Magus: 108.1575, 164.42125 (SG), 229.425 (FB)]

Yeah, Natural is consistently behind on every front. Cut out the Amulet of Mighty Fists and it's dramatically worse.

Additional notes: None of these numbers include DR. A simple DR 10/good against a target at 15th level cuts the Natural Magus' damage down by over 60% (per-hit drops from 15.5 to 5.5), while the Weapon Magus is entirely unhindered (a +5 weapon ignores all DR sans DR/-). Natural Magus can only breach DR/magic and DR/silver. How often do we see DR at 15th level? Yeah.

Natural Magus is spending inherently more resources each round. From 10th level it's a 4th level spell to become a Calikang; becoming a smaller form with more attacks reduces the DPR way below the Weapon Magus' (and still requires a 3rd level spell). Weapon Magus is only ever spending a 3rd level spell for Haste-- this has the fringe benefit of boosting the rest of the party.

On the flip side, the Natural Magus has slightly better AC. Monstrous Physique II for Calikang grants +4 AC, -2 Dex, and another -1 AC because of the size, so +2 AC. In exchange, knock two off touch AC, one off Initiative, and one off a handful of skills.

So yeah. Does that appease you enough to stop the passive-aggressive b%$*%@%#, Lune? Natural Magus is inherently inferior. Permanencied Greater Magic Fang for +1 enhancement doesn't change this-- and it's costing yet more wealth, putting the Natural Magus further behind on that front. Having an ally burn a 3rd or 4th level spell just for you doesn't change this (if we really want to compare, I can arbitrarily pick a 3rd level spell off a 4/9 or 6/9 caster list or a 4th level spell off a 9/9 caster list to compare. The Sorcerer dropping Bestow Curse or the Paladin dropping Archon's Aura are both statistically better, for a start.

Shadow Lodge

Lune wrote:

Read this FAQ.

The FAQ wrote:


Magus: When using spell combat, can the weapon in my other hand be an unarmed strike or a natural weapon?

Yes, so long as the weapon is a light or one-handed melee weapon and is associated with that hand. For example, unarmed strikes, claws, and slams are light melee weapons associated with a hand, and therefore are valid for use with spell combat. A tail slap is not associated with a hand, and therefore is not valid for use with spell combat.

Spell Combat does not go to waste. And why does Spellstrike not work? I think it would for the same reason Spell Combat does in the above FAQ.

A character can, without spellstrike, deliver a touch spell through a natural weapon. Spellstrike does not improve one's ability to deliver a touch spell through a natural weapon. Thus it is wasted in a build that exclusively uses natural weapons to deliver touch spells. It would be useful in a mixed build, or to make you less gimped if you fall back to a backup weapon to deal with DR, but a focused natural weapons build is wasting it most of the time.

Spell combat is trickier to understand, but first let's establish: spell combat can be used with natural weapons, but only with a specific natural weapon in one hand ("the weapon in my other hand") barring extra arms which give all magi extra attacks. Natural Spell Combat lets you add a non-handed natural attack. So the attack options for the two magi are:

A rapier magus at level 1, without spell combat, gets 1 attack.
If using spell combat to cast a non-touch spell, 1 attack.
If using spell combat to cast a touch spell, 2 attacks.

A magus with claw/claw/bite, without spell combat, gets 3 attacks.
If using spell combat to cast a non-touch spell, 1 attack*.
If using spell combat to cast a touch spell, 2 attacks**.

*A single claw - or 2 (claw + bite) with Natural Spell Combat.
**The same claw, twice - or 3 with Natural Spell Combat.

Spell combat never increases the number of attacks a natural weapon magus gets, and can decrease the number of attacks.

Spell combat never decreases the number of attacks a rapier magus gets, and can increase the number of attacks.

So a natural weapons magus gives up its multiple attack advantage in order to use spell combat. If they use spell combat in a given round, on that round they "waste" their multiple attack advantage from natural weapons. If they want their natural attack advantage, they don't use ("waste") spell combat.

The flip side of this is that spell combat isn't as important to the natural weapons magus as the rapier magus - but I wouldn't call making something less useful such that you miss it less an advantage.

Lune wrote:
I was referring to getting GMF made permanent. It can stack with an AoMF. But you are absolutely correct, Wands work as well. Strong Jaw would be excellent for a Wand.

Strong Jaw would be extremely expensive as a wand: 15,750 gp if you can get it from a Ranger, or 21,000gp if you need the druid version (I think PFS requires using full-caster prices?)

Lune wrote:
Good call on those feats but I feel like those are for niche builds. Whip Master is for sure.

No more niche than FCT.

Lune wrote:

IUAS + FCT are not a heavy feat tax. Certainly not any worse than Fencing Grace or Dervish Dance and Weapon Finesse. Especially considering you can make your full iterative attacks with IUAS and follow up with your natural attacks all at -5. Then you are getting use out of your FCT as well. If you go with Kensai you could pick Unarmed Strike as your "chosen weapon" and use Perfect Strike with it and/or your natural attacks.

I guess I'm just not seeing why they wouldn't work well.

They do work well, but then your entire build revolves around FCT - especially if you're taking the Kensai archetype specifically to get FCT easier. The reason I call them a significant tax is that IUAS+FCT only give you the ability to use other feats & features with your chosen weapon - they require you to spend other resources to gain any benefit. Dervish Dance or Fencing Grace grant benefits on their own.


Weirdo wrote:

Spell combat never increases the number of attacks a natural weapon magus gets, and can decrease the number of attacks.

Spell combat never decreases the number of attacks a rapier magus gets, and can increase the number of attacks.

Okay, I think I understand what you are saying here, as a natural attacker always gets all of his attacks when he full attacks, so if he uses a hand to gesture then he loses his attack for that hand.

But does a spell with a range of touch require you to make that touch with the other hand? I don't think it does. A Magus is allowed to make the attack with the other hand but I don't think it's required. If that's true then when using spell combat you could deliver the touch spell with the hand that cast the spell, and spellstrike allows that to be combined with the natural attack of the hand. Or am I missing something?

If a 1st level Magus uses spell combat but does not have spellstrike, then when he casts a spell like shocking grasp with his off hand, he makes the touch with the off hand; he doesn't get the ability to use the weapon to deliver the attack until 2nd level.

So at 2nd level, he gets the spellstrike ability to deliver his touch with "any weapon" he is wielding as a free action. This replaces the free touch that comes with a touch spell. So it seems like he can still use the hand that cast the spell to deliver the touch.

But it's not an "extra" attack because you already could have attacked with that hand as part of a full attack, whereas a rapier magus gets a second attack with his rapier this way which he wouldn't have normally received.

Have I got it right?


Pretty much, yeah. Consider two cases; Four-Armed Gargoyle and Calikang. Both are considered pretty solid forms for Monstrous Physique.

The Four-Armed Gargoyle has six attacks normally; bite, gore, four claws. If he uses Spell Combat, he loses the Bite and the Gore. He then loses one Claw to keep a hand free to cast-- now he has three natural weapons in play. If he casts a touch spell and Spellstrikes it, then yes, he's back to four. That's still less than what he started with.

The Calikang has six attacks; all slams. If he uses Spell Combat, he keeps all but one Slam, so five attacks. If he casts a touch spell and Spellstrikes it, then he's back up to six.

Hence Weirdo's point: Spell Combat+Spellstrike will not increase the number of attacks of the Natural Magus (Calikang is still at six at best) and can decrease the number (Gargoyle is down to four, casting anything that doesn't use Spellstrike reduces both one more).

Compare the Weapon Magus. At 10th he has two attacks with his rapier. If he uses Spell Combat, he has two attacks with his rapier. If he uses Spellstrike, he gets an additional, third attack with his rapier. Hence Weirdo's point: Spell Combat doesn't cost attacks and can grant more via Spellstrike.


kestral287 wrote:
So yeah. Does that appease you enough to stop the passive-aggressive b@#**%$!, Lune?

First of all I think I wasn't being passive aggressive at all. I think my statements ("agressive"ness) were pretty straight forward. But to answer your question... not really. I thought it was a pretty bad build to be honest and it isn't surprising it did poorly against your rapier Magus.

Weirdo wrote:

A rapier magus at level 1, without spell combat, gets 1 attack.

If using spell combat to cast a non-touch spell, 1 attack.
If using spell combat to cast a touch spell, 2 attacks.

A magus with claw/claw/bite, without spell combat, gets 3 attacks.
If using spell combat to cast a non-touch spell, 1 attack*.
If using spell combat to cast a touch spell, 2 attacks**.

Yes, I follow. We agree here. I can see that the rapier Magus is getting the same number of attacks as the natural weapon Magus. This does not appear inferior to me. In fact, it looks fairly even.

Weirdo wrote:
They do work well, but then your entire build revolves around FCT...

I'm sorry... perhaps I was mistaken. I had thought that you were on the other side of this debate. So, your stance is that natural weapon Magus is a viable build that does work well if build correctly?

I want to point out something that I am fairly certain is being missed. With a single level of Monk you could take all of your iterative attacks, get the rest of his natural attacks that are not using that "hand", use Spell Combat and Spellstrike. To be fair, a rapier Magus could do this too. Well, that is, if he invested in IUAS or a Monk level. But he wouldn't be getting things that would improve his natural attacks as it wouldn't be part of his normal schtick. A natural attacking Magus would.

So...while the 10th level rapier Magus is getting his third attack with his Rapier and having to deal with the increasing negatives of iterative attacks the natural attacking Magus can get all of his iterative attacks with IUAS, his natural attacks that are not using that "hand" and still take advantage of Spell Combat and Spellstrike. That should be at minimum 4 more attacks that the rapier Magus isn't getting. They are secondary attacks so suffer the -5 penalty, but it is only a single -5 penalty. When his BAB goes up to allowing 3 iterative attacks he can make all of those at the increasing negatives just like a rapier Magus but still keeps his natural attacks at only the -5. If he gets Multi Attack it is only -2. And all of those attacks benefit from AoMF, GMF, etc.


Lune wrote:
kestral287 wrote:
So yeah. Does that appease you enough to stop the passive-aggressive b@#**%$!, Lune?
First of all I think I wasn't being passive aggressive at all. I think my statements ("agressive"ness) were pretty straight forward. But to answer your question... not really. I thought it was a pretty bad build to be honest and it isn't surprising it did poorly against your rapier Magus.

... Did you compare the two builds? They were as close as it was reasonably possible to make them, so any weakness in Mathwei's build outside of the basic premise would translate directly to the other (note the two 5th level feats, which are both completely useless-- using Power Attack is actively harmful against an equal-CR opponent, in point o fact). An optimized Magus would look very different from what I posted. No Power Attack, no Combat Expertise, a very different Hex selection. I'd also skip Enforcer outright, personally, but I might be in the minority on that one. But the point was not an optimized build. The point was to exercise basic scientific rigor by minimizing variables to only the differences in combat style.

Feel free to post a "better" build and I can do the same thing again and get the same results. Volume of attacks is nice to have, but the Weapon Magus' attacks are of such staggeringly higher quality that the advantage is rendered moot. The IUS/natural combination isn't really going to solve matters, because you're throwing your accuracy down the drain. This is the key point about the Weapon Magus: it's not the secondary attacks off the weapon that are doing the killing. From level 8, the Weapon Magus should be making four rapier attacks in a pure-offense round, and three of them should be at maximum BAB (normal full-BAB attack, Haste attack, Spellstrike attack). Off Precise Strike alone, that's another 24 damage per round before accuracy. The Magus is a 3/4ths BAB class, so while getting in eight attacks off IUS+Calikang shift sounds nice, you're really coming down to the same three attacks mattering-- the other five are all at -5 BAB, plus more negatives from Large size and less efficient accuracy augmentation. The numbers don't lie.

Shadow Lodge

Lune wrote:
Yes, I follow. We agree here. I can see that the rapier Magus is getting the same number of attacks as the natural weapon Magus. This does not appear inferior to me. In fact, it looks fairly even.

It is fairly even. That's the problem. The main perk of the natural weapons build is that it gets more attacks. If the number of attacks is even, then the natural weapons build is missing out in other areas (crit range being the big one here).

And that's the big reason that a natural weapons magus is an odd build that will differ in important ways from either a "typical" natural weapons user or a "typical" magus.

Lune wrote:
I'm sorry... perhaps I was mistaken. I had thought that you were on the other side of this debate. So, your stance is that natural weapon Magus is a viable build that does work well if build correctly?

Easy mistake to make. I think it's a viable but probably not optimal build (like perhaps the staff magus). It works fine in my rapier example, which would have been moderately optimized pre-ACG, but falls behind in kestrel's updated comparison.

I've mostly been arguing with Mathwei ap Niall because he seems to think that the natural weapons magus is an optimal build, and has glossed over major weaknesses in a way that would mislead the OP or anyone else taking build advice from this thread.

I, personally, would play a natural weapons magus, but I wouldn't play one in a campaign where I expected frequent and varied DR (like the one I'm currently running) or endurance adventuring days in which I'd run out of polymorph. And I'd be more likely to play one if the party had a druid to cast strong jaw on me, or another caster to give the party haste so I could focus on getting my polymorph online.

You could probably do something really interesting for a natural weapons build with a dip in monk, but I think it would be more about FCT goodies than getting an iterative UAS. Might post a build later, spent most of the night baking.


kestral287 wrote:
...the other five are all at -5 BAB...

You must have missed where I said, "Multiattack"? ...and suddenly all those extra attacks are at only -2.

kestral287 wrote:
An optimized Magus would look very different from what I posted.

Well, I'm glad you agree because that is exactly what I was just saying. But you are the self proclaimed Magus expert. Why not make an optimized build yourself? Then pit it against the rapier Magus? Hey, that way you wont even be proving me right. You will be proving yourself right. And I know how much you like that.

Weirdo: Being that Mathwei has wrote a guide on Magus (albeit a limited guide) I would tend to believe that he knows what he is talking about. I would not say that you do not know what you are talking about either. However, I can see the strengths of it. I'm not sure about "optimal" but I can definitely see it as being effective and even competitive.

As I said before as I do not proclaim myself as an expert on Magus I would prefer not to post a build myself. I will leave that to people who have more experience than me. I will point out that even without knowledge of Magus I can see the effectiveness without a full build in front of me. I can imagine some things that would go into the build. So I can likewise imagine that you (and the other naysayers) can as well.


Multiattack depends on the GM allowing it in the first place (lots of 'em don't like Monster feats, though I generally have no problem with them) and even then the same points are true-- you will be noticeably less accurate and still much less damaging. Note that the comparison I actually ran had the Slams hitting at full BAB and still falling behind.

To reiterate: once Haste is online, the Weapon Magus is pulling out three attacks at full BAB and one at -5. The normal Natural Magus, once they get Hasted Assault + Monstrous Physique II (10th level), is running at seven at full BAB. At 10th, your conceptual build would have three at full BAB (first unarmed, Spellstrike, Haste), one at -5 (unarmed iterative), and four at -2 (Calikang slams). You're effectively trading -2 BAB on four attacks for one extra attack at -5. Does that sound like a good trade for two feats?

Now, if Precise Strike didn't include that line about not working with natural attacks, I'd be all for it. Throw in Weapon Focus (Slam), Feral Combat Training (Slam), Boar Style (or Weapon Focus (UAS) and Hamatulatsu Strike, to dodge the Style swift action tax), and at the cost of being slower on the setup you could pick up Precise Strike for all seven of those attacks. That'd be a lot more damage and would almost certainly push you ahead. But, that's an "if", not reality, and any GM who allows that will deserve what happens.

There's no point in me putting together an "optimized" natural attack Magus, because there is, by the definition of optimized, no such thing. An optimized Magus would use a weapon-- rapier or scimitar tend to be the ideal choices, though there are certainly other good ones (katana springs to mind, though it's a pain to Dex-to-Damage with and really only an option for the Kensai). But more to the point, there's no value in me doing so because the two builds were on an equal level of optimization aside from the necessary difference. If I did manage to build some sort of purely-optimal super-Magus using natural attacks, I would run it against the purely-optimal super-Rapier-Magus and... it'd still fall behind.

The reality is that, mathematically, it's only competitive in corner-cases. If the GM won't allow Precise Strike, it might swing ahead. If the campaign has a lot of elementals so Precise Strike doesn't work, it might swing ahead. Mythic games make the issue murkier by boosting the Natural Magus' BAB and Mythic Power Attack being kind of ridiculous (in fact, if you optimized the two for Mythic the advantage probably does go Natural Magus, but Mythic is a royal pain to build and run so I'm not going to bother with that math, especially since that'd kick in at tier 3 at the earliest). In a gestalt game it might pull ahead if you took something like Synthesist for lots and lots of natural attacks, but then you should probably be asking your GM how they rule Multiweapon Fighting and Spell Combat, and the other Magus probably took Wizard or Arcanist so at high levels they're doing a lot more than turning into a Calikang to beat on your face. I can probably keep going on the niches where naturals wind up better... but they're just that, niches. As a general rule, it's a bad idea, the math says it's a bad idea, and absolutely nobody has posted anything to disagree with the mathematical facts rather than "I don't like the facts".

*Shrug* That said, I have nothing personally against the Natural Magus. I was seriously considering it for one character of mine in particular for a long while. She actually falls into two of the above corner-cases that would make it viable (GM reversed his initial decision to allow Precise Strike and it's a Mythic game-- it's also Gestalt, but Sorcerer was practically locked in for that), and has a ton more options to make it much more optimal (I'm planning on picking up the Archmage ability that basically grants every crafting feat, she has built-in natural attacks off the Sorcerer bloodline so things wouldn't be wasted when she was out of spells). But ultimately I decided against it, because the flavor went against the character unless I took a decidedly suboptimal set of polymorph spells. If you decide that it's the flavor for you, then by all means, go for it.

Just don't try to tell me that it's optimal in your standard game. Because it isn't, and until natural attacks get a huge boost in power, it won't be. And when the thread opens by asking how well it works, mechanically... well, see my first post (save for me not quite remembering Natural Spell Combat quite right-- Mathwei was right on that point, not needed for Claws).

Shadow Lodge

Lune wrote:
Weirdo: Being that Mathwei has wrote a guide on Magus (albeit a limited guide) I would tend to believe that he knows what he is talking about.

That doesn't mean he can't be wrong. Look at the evidence in this thread. Look at the fact that you thought the build kestral used - Mathwei's build - "was a pretty bad build to be honest."

kestral287 wrote:
Now, if Precise Strike didn't include that line about not working with natural attacks, I'd be all for it. Throw in Weapon Focus (Slam), Feral Combat Training (Slam), Boar Style (or Weapon Focus (UAS) and Hamatulatsu Strike, to dodge the Style swift action tax), and at the cost of being slower on the setup you could pick up Precise Strike for all seven of those attacks. That'd be a lot more damage and would almost certainly push you ahead. But, that's an "if", not reality, and any GM who allows that will deserve what happens.

Here's an interesting idea for the monk dip. Kata Master lets you use an UAS with swashbuckler deeds, which when combined with FCT lets you use a natural weapon with Precise Strike. That makes up a big chunk of the damage difference between the natural weapons build and the new rapier magus. You also gain the ability to treat your natural weapons as manufactured weapons for purposes of spells like GMW or Align Weapon (via a monk's UAS ability).

To get options that the weapon magus doesn't, we play a catfolk. Claw Pounce + Dragon Style means you shred things on a charge and can charge under most conditions. The pre-requisite for Claw Pounce, Nimble Striker, also makes Lunge a very attractive option; for three feats you get pounce and reach with no AC penalties. Catfolk can also use claws without spending a polymorph spell - though from level 8 on you'll still want Monstrous Physique in significant fights. Also I was finishing up my post when I saw yours and realized that Calikang get slams, not claws, which does put a crimp on higher levels if an alternative can't be found.

I'm going for Eldritch Scion for this because of Cha synergy and because the OP was initially interested in spontaneous casting. Plus, a bloodline that grants claws is a good alternative to catfolk (though in that case you don't get the racial feat line).

Build:

Catfolk, cat's claws alt trait
Magus (Eldritch Scion) with dip in Monk (Kata Master / MoMS)

20 PB:
Str: 16
Dex: 15 (13+2)
Con: 12
Int: 10
Wis: 8 (10-2)
Cha: 16 (14+2)

Level increases to Str.

1 - Weapon Focus (claw), Eldritch Pool, Bloodline*, Spell Combat
2 - Spellstrike
3 (Monk) - IUAS, Dragon Style, Dragon Ferocity**, Panache
4 - Flamboyant Arcana
5 - FCT (claw)
6 - Bonus Feat (Nimble Striker)
7 - Arcana (Precise Strike Deed), Lunge
8 - Medium Armour, Bloodline Spell
9 - FEAT, Spell Combat w/o Eldritch Focus
10 - ARCANA, Bloodline Spell
11 - Fighter Training, FEAT
12 - BONUS FEAT, Bloodline Spell
13 - FEAT, ARCANA
14 - Heavy Armour, Bloodline Spell
15 - Claw Pounce, Improved Spell Combat
16 - ARCANA
17 - Counterstrike, FEAT
18 - BONUS FEAT
19 - Greater Spell Combat, ARCANA
20 - Greater Spell Access

*Bloodline choice is not essential to build. Arcane is good for extra buffing, while Celestial patches up your DR disadvantage vs evil outsiders.

**If you take Dragon Style with your normal 3rd level feat, you can take Dragon Ferocity as your monk bonus even though Kata Master loses stunning fist. This means you've got two levels where you're not getting much use out of them (before FCT at 5th). If retraining is allowed, consider taking FCT + Dragon Style at 3 and then retrain to FCT + Dragon Style + Dragon Ferocity at 5.

Combat Style Master reduces swift action use, so it might be useful in the open feat slots. To take it you need a second style (which you can use with Dragon thanks to MoMS), probably Tiger Style. Improved Natural Attack is actually not worth it compared to Weapon Specialization.

Now, this is probably still not optimal since you're more or less spending a level to make up the Precise Strike gap, you still rely on Polymorph to keep your number of attacks up enough to compete with the high crit range, and you're still potentially vulnerable to DR. But it will pull its weight, and it's interesting both mechanically and thematically - the build really feels flamboyant and showy, with lunging and acrobatic charges.


Precise Strike explicitly does not work with Natural Weapons. Even with Feral Combat Training you'd have a hard time convincing me that that doesn't apply-- you can "apply an effect that augments an unarmed strike", but then that effect explicitly says it doesn't work with natural weapons so you're still kind of screwed.

Regular Magus can actually pounce via Bladed Dash, if only at half the range. Dash is a really cool spell.


kestral287 wrote:
Now, if Precise Strike didn't include that line about not working with natural attacks, I'd be all for it.

Well then...

Monk's Unarmed Strike wrote:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

I'm not sure what you meant by "Precise Strike" because the only thing by that name I could find is a teamwork feat. I am going to assume you meant Accurate Strike which says:

Accurate Strike wrote:

Accurate Strike (Ex)

Prerequisite: Magus 9

Benefit: The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.

I do not see where it specifies that they have to be manufactured weapons. It says "melee weapon attacks". But even if it does have to be a manufactured weapon the above quoted part in Monk's Unarmed Strike takes care of that.

As for that working with your natural attacks that is what Feral Combat training is for.

Feral Combat Training wrote:

Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon.

Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.

Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.

I would not base the effectiveness of a build on Accurate Strike though considering the speed at which that would eat up your Arcane Pool. However, for DPR calculations I would definitely want it there.

kestral287 wrote:
And when the thread opens by asking how well it works, mechanically

Actually, that is not what the original post was asking. Its right there in the topic. It is asking "A Natural Attacking Magus, Can it Work?". To which I think we have found that the answer is a resounding "yes".

Weirdo wrote:
That doesn't mean he can't be wrong. Look at the evidence in this thread. Look at the fact that you thought the build kestral used - Mathwei's build - "was a pretty bad build to be honest."

It also doesn't mean that he is automatically wrong because the build that was posted is suboptimal. Nor does this go towards answering the question that was posed.

Also see above about the difference between Precise Strike (a teamwork feat?) and Accurate Strike (a Magus Arcana).

What you say about the Catfolk build is close to what I had in mind. I would probably use Kensai rather than Eldritch Scion but I can see why you chose that.


Also, I can tell that Mathwei agrees with me about Accurate Strike working as he said this, here:

Mathwei ap Niall wrote:

4. Caliking, you only get 4 natural attacks (the other 2 or iterative attacks with weapons) making all of them at BaB-5 and your iterative attacks are also at -5 (except the first one). You get a lot of attacks but with the natural penalty and the spell combat penalty you will be missing a lot. Arcane accuracy will remove the penalty (mostly) but any of the other forms will give you so much more from it.

(Calikang is nice but please remember you only get what's on their stat block so only 4 natural attacks and nasty penalties if you try to wield manufactured weapons. A sorceror or witch/hexcrafter who can grow claws however would get all 6 attacks).
Also all of it's special abilities are lost since the polymorph school doesn't allow you to get ANY of it's powers. It's a nice form but not good enough.

For the record he didn't rate Calikang strongly. As you can see, it is his 4th choice. The point is that he agrees that Arcane Accuracy works with natural attacks. Honestly, I do not understand where this disagreement comes from.


Precise Strike is a Swashbuckler deed, available to the Magus via Arcane Deed. I have its text quoted earlier in the thread, but the short version is that it's level-to-damage with a light or one handed piercing weapon, specifically excluding Natural Weapons. It's always-on as long as you keep an Arcane Pool Point in reserve, and you can burn a swift action and an arcane pool point to double the bonus.

Whether or not it works with Feral Combat Training is... iffy. This is how I see it though:

Precise Strike: Applies to A, but never if A = Natural Attack
Kata Monk (or Boar Style or Hamatulatsu Strike) = Unarmed Strike is A
Feral Combat Training = Natural Attack is Unarmed Strike is A
Precise Strike applies to unarmed strike, because of Kata Monk, but since we have the "excluding natural attacks" line, it still should not apply to natural attacks.

If you can get a GM to swing for it, then yeah, getting off seven attacks with a free +10 damage on each will put you ahead. Otherwise, lacking Precise Strike is exactly what put the Natural Magus behind.

It's also basically where Mathwei went south. Prior to the ACG, and thus Precise Strike, the Natural Magus does come out ahead in raw damage if you're willing to expend the resources for it. However, by his own admittance prior to this thread he'd never looked at the book in any detail and didn't know about Precise Strike. Based on the above numbers, Precise Strike is what swings the builds cleanly to weapons instead of "natural is better, but only at level ten and only if you can consistently afford it and that's a huge pain in the rear"

Also, I included Accurate Strike in the DPR calculations at level 15 above (it got its own separate section). Natural closed the gap a great deal but was still just behind. Note that Mathwei's build doesn't take Accurate Strike until 11; the Weapon Magus not needing Hasted Assault makes it available at 9th.

Finally, if you want to see the DPR of a Magus shifted into one of the other forms that Mathwei mentioned in that thread, by all means pick one, which spell to use to turn into it, and I can run the numbers (the spreadsheet's saved; it's no trouble to punch in new math)-- and watch as the Natural Magus falls further behind six-seven attacks to deliver your spells is a really big deal for the Frostbite-style build.

Shadow Lodge

kestral287 wrote:

Precise Strike: Applies to A, but never if A = Natural Attack

Kata Monk (or Boar Style or Hamatulatsu Strike) = Unarmed Strike is A
Feral Combat Training = Natural Attack is Unarmed Strike is A
Precise Strike applies to unarmed strike, because of Kata Monk, but since we have the "excluding natural attacks" line, it still should not apply to natural attacks.

If that's the case, then the Kata Master cannot use their unarmed strike with Precise Strike, since the UAS also counts as a natural attack. This is clearly not the intent, thus the more reasonable reading is that the kata master's ability specifically overrides the "no natural weapons" clause. Note that kata master says swashbuckler deeds work with UAS full stop, while Boar Style etc merely change the damage type of your UAS to piercing (giving it the property it needs for deeds to work, but not bypassing other restrictions).

kestral287 wrote:
Regular Magus can actually pounce via Bladed Dash, if only at half the range. Dash is a really cool spell.

Dash is a cool spell, but it's not pounce: it only lets you attack any given creature once.

Lune wrote:
Weirdo wrote:
That doesn't mean he can't be wrong. Look at the evidence in this thread. Look at the fact that you thought the build kestral used - Mathwei's build - "was a pretty bad build to be honest."
It also doesn't mean that he is automatically wrong because the build that was posted is suboptimal. Nor does this go towards answering the question that was posed.

If the build he posted was suboptimal, then he has failed to provide evidence that the natural weapons magus is optimal. He also failed to provide evidence for the claims that DR and AoMF are unimportant - where I provided counterevidence.

Meanwhile, I've also attempted to answer the question posted by comparing a generic natural weapons magus with a similar rapier magus that's not optimal but that "works." The verdict:

Weirdo wrote:
Conclusion: natural weapons exclusive build is viable, and under optimal conditions can beat a simple [ed: not optimized] crit-fishing magus on damage. However, DR is a serious weakness and an AoMF is a must. You shouldn't ignore weapon damage – it may be a minority of your damage output but it's a significant minority and a decent Str mod may give you an edge over that guy with the rapier. Also from the OP's POV you'll need to abandon your natural natural weapons for a polymorphed form, otherwise your number of attacks won't keep up.

As for build...

Lune wrote:
What you say about the Catfolk build is close to what I had in mind. I would probably use Kensai rather than Eldritch Scion but I can see why you chose that.

I really like Kensai and it seems a natural fit with the monk dip, assuming the GM lets your chosen weapon be a natural weapon or UAS (neither of which are actually a "martial or exotic melee weapon"). The MAD factor put me off, especially with diminished spellcasting on top of the lost level - painful when your high-level game relies on polymorph. I might see what I can do with that later, maybe a different race with more appropriate stat mods. Of course, with stats like the OP's it's less of an issue...


Weirdo wrote:
kestral287 wrote:

Precise Strike: Applies to A, but never if A = Natural Attack

Kata Monk (or Boar Style or Hamatulatsu Strike) = Unarmed Strike is A
Feral Combat Training = Natural Attack is Unarmed Strike is A
Precise Strike applies to unarmed strike, because of Kata Monk, but since we have the "excluding natural attacks" line, it still should not apply to natural attacks.
If that's the case, then the Kata Master cannot use their unarmed strike with Precise Strike, since the UAS also counts as a natural attack. This is clearly not the intent, thus the more reasonable reading is that the kata master's ability specifically overrides the "no natural weapons" clause. Note that kata master says swashbuckler deeds work with UAS full stop, while Boar Style etc merely change the damage type of your UAS to piercing (giving it the property it needs for deeds to work, but not bypassing other restrictions).

Stupid Monk being weird. I'd have to look at things, and probably will later today, but that still seems dubious to me. I see your point, but it's... insanely exploitable on paper, I think. I'll have to try to break it to see what happens.

Weirdo wrote:
kestral287 wrote:
Regular Magus can actually pounce via Bladed Dash, if only at half the range. Dash is a really cool spell.
Dash is a cool spell, but it's not pounce: it only lets you attack any given creature once.

Your target is 30' away: declare Spell Combat, cast Bladed Dash, move 30', attack as part of Bladed Dash, use weapon attacks.

It's not quite Pounce, since your range is halved, you eat a -2 on your attacks (though +Int -2 on the Dash attack), and you don't get the Charge modifiers (which is a mixed bag on its own), but it is a pretty close imitation. I'd take true Pounce or the Mythic Champion's Fleet Warrior over it any day, but it's available a lot earlier than true Pounce and can cover most of the same situations.

Shadow Lodge

That works, but as you say true pounce is superior if you can get it.

I'm not sure Kata Master + FCT is all that exploitable. As far as I can tell, the classes that have the most advantages with natural weapons - druids, rangers, barbarians, alchemists, and synth summoners - don't have access to precise strike. The classes that could make use of it are the swashbuckler itself, the magus (through arcane deed) and the daring champion cavalier. Precise Strike is a big boost to the magus, but it's not overpowering - losing the caster level hurts and you have to choose between the otherwise optimal FCT (claw) and the calikang's 6 slams.

The natural weapons swashbuckler and cavalier run into the same problem as the magus: precise strike requires you to give up your attack with the weapon in your other hand. So they go from having two claw attacks (and maybe a bite), to one claw attack with + level damage (and maybe a bite with no bonus damage because it doesn't have FCT). That doesn't sound impressive to me compared to a rapier. If you flurry with your claw you get the same attack sequence as someone flurrying with UAS, which also gets precise strike in this multiclass, so the claw's no improvement. And again, this requires a monk dip and you can't flurry in armour.

Honestly, the last few posts have less turned me off natural weapons magus and more off allowing magi to take Precise Strike as an arcana. It's an unnecessary buff for the rapier & scimitar that widens the gap between those weapons and a number of suboptimal but viable weapon choices like the katana (which requires an extra feat to use precise strike) or the staff (for which you are SOL).


Actually reading the Monk now... I don't think it'd apply. The quote I see is:

Quote:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

So, for the purpose of Precise Strike, which improves manufactured weapons, it's a manufactured weapon. Nothing in that wording says "an unarmed strike is a natural weapon", only that it may be treated as one. My understanding of that quote is that you use it as whichever is more beneficial to boosting the unarmed strike, so basically everything works. But unless that wording is transferred via Feral Combat Training... I don't think it works.

As for not allowing Precise Strike... it's an option, but be clear on why if you try to do it via a wording thing. We have a post from James Jacobs saying that having a spell in the other hand is perfectly legal (unless it's Flame Blade), and while some have argued the whole "there's no Magus level = Swashbuckler level" text, applying that evenly destroys a multitude of archetypes (Daring Champion being the easiest comparison). I've seen "the Magus doesn't actually have any panache in their pool" more recently, but that's something you can get around with a feat. So if you're going to disallow it, just be clear and do it as a power thing rather than trying to dance with wording.

*Shrug* Honestly, I'd be fine with it, because looking at the above numbers it's a noticeable boost, but not exactly an earth-shattering one. That said, I'd also totally allow a Magus to extend it to a katana or a bladed scarf or a staff if that was what they really wanted to run. But I'm a pretty permissive GM if I don't think it's game-breaking. If it was doubling damage output, no, but for 15%? Mreh.

... Well, staff might be iffy, as if I'm remembering my builds right a Staff Magus is about the tankiest you can build a Magus outside of Mythic (for Mythic, Kensai gets hilarious).

Shadow Lodge

kestral287 wrote:

Actually reading the Monk now... I don't think it'd apply. The quote I see is:

Quote:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
So, for the purpose of Precise Strike, which improves manufactured weapons, it's a manufactured weapon. Nothing in that wording says "an unarmed strike is a natural weapon", only that it may be treated as one. My understanding of that quote is that you use it as whichever is more beneficial to boosting the unarmed strike, so basically everything works. But unless that wording is transferred via Feral Combat Training... I don't think it works.

Yes, that wording is transferred with FCT. That was Lune's point - if the UAS counts as a manufactured weapon for Precise Strike, so does the FCT weapon.

If I were to not allow Precise Strike Arcane Deed I absolutely would do so as a straight ban. I don't like banning things but if I do I'm honest about the reasons, and in this case it's because I don't like what it does, not because I don't think it's supposed to work.


I guess I didn't make the point I was trying to clear with the Unarmed Strike thing. An unarmed strike is normally treated as a manufactured weapon, so it getting Precise Strike isn't really a big deal. But a Natural Weapon getting it looks to me like trying to sneak through a loophole because that was explicitly shot down in the text, and treating it as both A and B doesn't change the fact that underneath, it's still B, and Precise Strike doesn't work with B. I similarly don't think I'd be okay with a Monk's unarmed strike getting some ability that was said "this works for natural weapons, but never if they're unarmed strikes". The fact that you can treat the unarmed strike as a natural weapon doesn't mean it no longer is what it is.

*Shrug* I might be in the minority on that one but it looks like a grey area at best. I'd also be really worried about the balance implications-- using the same data I ran the last set of numbers with but assuming the Natural Magus somehow got all of the setup for that (not like that build doesn't have room to open up feat slots), the level 15 damage for the Natural build is nasty.

The numbers without Precise Strike:
Natural Magus: 47.4375 (no spell), 77.05 (SG), 120.75 (FB)

And with:
Natural Magus: 84.9375 (no spell), 96.05(SG), 165.75 (FB)

That's also not factoring in that the pre-reqs to set up would require a +1 to hit (Weapon Focus), just the raw "what happens when I add 15 precision damage to each hit".

We're looking at damage increases of 79%, 25%, and 37%. That's a much higher margin than the advantage that Precise Strike normally gives the Weapon Magus. 79% is... huge.

Dark Archive

Lune wrote:

Also, I can tell that Mathwei agrees with me about Accurate Strike working as he said this, here:

Mathwei ap Niall wrote:

4. Caliking, you only get 4 natural attacks (the other 2 or iterative attacks with weapons) making all of them at BaB-5 and your iterative attacks are also at -5 (except the first one). You get a lot of attacks but with the natural penalty and the spell combat penalty you will be missing a lot. Arcane accuracy will remove the penalty (mostly) but any of the other forms will give you so much more from it.

(Calikang is nice but please remember you only get what's on their stat block so only 4 natural attacks and nasty penalties if you try to wield manufactured weapons. A sorceror or witch/hexcrafter who can grow claws however would get all 6 attacks).
Also all of it's special abilities are lost since the polymorph school doesn't allow you to get ANY of it's powers. It's a nice form but not good enough.
For the record he didn't rate Calikang strongly. As you can see, it is his 4th choice. The point is that he agrees that Arcane Accuracy works with natural attacks. Honestly, I do not understand where this disagreement comes from.

that was actually an old statement that was revised when they changed the rules on spellcombat requiring hand based attacks. At that point Calikang became the top choice of forms for MPII.

Also I do appreciate your efforts to continue the argument for the natural based Magus but you don't need to. I gave up on this thread long ago do to the sheer number of false assumptions and incorrect rules they are spewing in here.
Honestly they have decided that it shouldn't work so are using every possible excuse to deny the rulings the devs have made to minimize the effectiveness of the build.
I'd recommend letting it go and watch this thread spiral off the normally read pages and try again later. Right now no one who would be interested in this will be able to get past the noise to signal ratio of these thread. That's what I did but my name keeps coming up.

Oh and since you might have missed it, Prehensile Hair is hand based and qualifies for Spellcombat. It's part of the basics of the build. Cast with the beard and attack with the claws/slams, if you feel like it drop a feat for Natural Spellcombat for the bite and keep the full routine going.


Mathwei, I share your frustration. But, I do not think it was all for naught. With the proper guidance I think that everyone has reached the same conclusion now.

I think that there have been several miscommunications. I take responsibility for my part in that, I know that text isn't always the easiest form of communication. It took a while to get to the crux of the matter but I think everyone is on the same page now.

kestral287 wrote:
I might be in the minority on that one but it looks like a grey area at best.

What is the grey area then? I think I got lost in your description of what you disliked. Is it something about Feral Combat Training?

Anyway, thank you for running the numbers with the IUAS and FCT in. Perhaps it would have been easier if I just would have posted sooner that a natural attacking build should include that. I do not mean it as a personal slight but I thought it should be an easy assumption to make. I think if that build went with Kensai it would work well too. I would try to include Multiattack as well but that would likely have to be pushed back significantly due to other feats being higher priority. I understand that it is with DM permission only but I haven't found a DM who wouldn't regularly allow that feat for a character who can take advantage of it regularly. Those two things should push the DPR up significantly.

I think we are all in agreement than the answer to the OP's original question is: "Yes. In fact, it can work fairly well." Maybe we should create another thread and see how far we can optimize it? I'd be down for giving some suggestions.

Shadow Lodge

kestral287 wrote:
I guess I didn't make the point I was trying to clear with the Unarmed Strike thing. An unarmed strike is normally treated as a manufactured weapon, so it getting Precise Strike isn't really a big deal. But a Natural Weapon getting it looks to me like trying to sneak through a loophole because that was explicitly shot down in the text, and treating it as both A and B doesn't change the fact that underneath, it's still B, and Precise Strike doesn't work with B. I similarly don't think I'd be okay with a Monk's unarmed strike getting some ability that was said "this works for natural weapons, but never if they're unarmed strikes". The fact that you can treat the unarmed strike as a natural weapon doesn't mean it no longer is what it is.

While an unarmed strike uses iterative attacks, it is actually normally treated as a natural weapon for purposes of spells and effects that enhance natural vs manufactured weapons. For example, magic weapon reads "You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang)." Align weapon has similar wording.

The entire point of the monk's special UAS ability is to bypass such restrictions. A monk's UAS does in fact stop being a natural weapon if that's disadvantageous to the monk.

kestral287 wrote:
That's also not factoring in that the pre-reqs to set up would require a +1 to hit (Weapon Focus), just the raw "what happens when I add 15 precision damage to each hit".

So you're also not factoring in the downsides of the monk dip: lost BAB, lost level of spellcasting, slower progression of class features, the fact that precise strike itself is a level behind? Plus the opportunity cost of selecting FCT over some other feat?

On top of that, while it's a big jump for the natural weapons magus, it still doesn't increase its DPR far above the example weapon magus - certainly not enough to make it overpowering given the above costs.

Natural Magus: 84.9375 (no spell), 96.05(SG), 165.75 (FB)
Weapon Magus: 71.9825 (no spell), 127.525 (SG), 158.075 (FB)

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