Myrrh, Frankincense, and Steel: Kurald Galain's Guide to the Magus


Advice

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taks wrote:
Think about that for a minute... with a 10 STR, there's no power attack (so no blade tutor's spirit). Currently there's only 1 way to get spell combat with a normal melee attack (dancing dervish, which is rumored to be going away). The only advantage a DEX build will have is the increased threat range from the scimitar and slightly higher AC.

Blade Tutor's Spirit also works on the penalty taken with Piranha Strike, Combat Expertise, or Spell Combat itself, so it's not useless on a Dex-to-Damage build. On the other hand, Magus Dex builds will indeed suffer if Dervish Dance gets errata'd the way Fencing Grace and Slashing Grace were errata'd.


here's a thought: what do you think about making an eldritch scion that worships Desna and takes the divine fighting technique feat, then goes down the startoss style chain and uses Ricochet toss to make a SAD throwing magus?

Human feat: Divine Fighting Technique
1: Point-Blank Shot
3: Weapon Focus(Starknife)
5: Quickdraw
bonus: Startoss Style
7: Martial Focus (thrown)
9: Ricochet Toss
11: Startoss comet
bonus: startoss shower
13: weapon specialization
15: Advanced weapon training(focused weapon)

I have no idea how strong it is, but at the very least it seems interesting and workable.


I'd replace Martial Focus and Ricochet Toss with a Blink back belt. Comes online earlier and only costs 5k. You don't need the belt slot to bosst your attack stat as that's accomplished by a headband of charisma.


Alex Mack wrote:
I'd replace Martial Focus and Ricochet Toss with a Blink back belt. Comes online earlier and only costs 5k. You don't need the belt slot to bosst your attack stat as that's accomplished by a headband of charisma.

It costs less, but it's also less overall damage because you need martial focus as a prereq for advanced weapon training. That is a boost from average 2.5 base weapon damage to (when it comes online) average 7, which is fairly significant.

Though maybe you could use the blinkback belt to take the startoss stuff earlier and save yourself a feat. Is what amounts to an extra feat worth 5k gold and a belt slot?


^Martial Focus counts as Weapon Training for weapon mastery feat prerequisites and what weapons you can use with weapon mastery feats, but not for getting Advanced Weapon Training. For getting Advanced Weapon Training, you need the Myrmidarch Magus archetype, VMC Fighter, or 5 levels in Fighter (3 if you use the Weapon Master Fighter archetype, but then it only works with 1 weapon).


UnArcaneElection wrote:

^Martial Focus counts as Weapon Training for weapon mastery feat prerequisites and what weapons you can use with weapon mastery feats, but not for getting Advanced Weapon Training. For getting Advanced Weapon Training, you need the Myrmidarch Magus archetype, VMC Fighter, or 5 levels in Fighter (3 if you use the Weapon Master Fighter archetype, but then it only works with 1 weapon).

None of which are really workable choices for this build, as the myrmidarch is incompatible with eldritch scion, and VMC fighter takes away too many feats for the build.


^I know -- the options for spontaneous Magi aren't great.

(And VMC Fighter takes a LONG time to get online -- potentially not bad for long campaigns, especially if you are a Mindblade Magus, but forget about it for Council of Thieves, or for PFS even if they did start allowing VMC.)


Johnny_Devo wrote:

Though maybe you could use the blinkback belt to take the startoss stuff earlier and save yourself a feat. Is what amounts to an extra feat worth 5k gold and a belt slot?

Two feats. Martial focus for +1 damage isn't a worthwhile investment when each feat from the startoss line gives you +2 damage.

The belt slot is completely freed up as you don't need a physical stat boost if attack and damage are tied to your casting stat.

Anyways there's an awful lot you can do with those other feats that's prolly much better. Like for example Extra Arcana, Improved Familiar, Improved Initiative or even toughness.

Sovereign Court RPG Superstar 2009 Top 32

Added Jolt, Visualization of the Body / Mind, and Life Bubble spells; Polearm Dancer feat; Chaldira’s Luck and Living Bulwark traits; monkey belt, salt and urea items. This covers the new Divine Anthology book.


I don't think armored battlemage is bad. I'm thinking of trying one out. The play style seems different, but not bad.

Use a 2h weapon since spell combat is the only thing that required a 1h weapon. Power attack, high str spell strikes. You'd do more consistent damage when damage spells aren't available or applicable(immunities, SR, golems, etc). Thanks to not having a -2 to hit from spell combat on medium BaB, power attack is a lot better. Especially with furious focus.

I agree that buffing armor isn't quite as good as buffing weapons but you could use that to help shore up the action economy loss from spell combat. Instead of casting shield, which you can't do while full attacking, you could buff your armor. It's not as powerful but it's a swift action and doesn't cost you a 1st level spell. Or you could use both if you're in a tough fight.

Armor training is pretty nice to have. The character is coming in at 4th so I've got a Breastplate at full speed. At 8th level I'll have full plate with a 3 max dex and full speed.

I think it's a different play style but it's still not bad. I do wish there was a way to get medium armor at level 1 through a feat. Or even level 3 with an arcana. It hurts to try a str magus stuck in light armor for 7 levels. I'd play it more of a spell casting tank. You're a big enough threat to draw enemies' attention but you're also in full plate with armor training, swinging a big 2h weapon, and throwing buff spells and fireballs/shocking grasps.

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Svyatoslov wrote:
Use a 2h weapon since spell combat is the only thing that required a 1h weapon.

The thing is that spell combat is the single best ability that the Magus gets. And their second-best ability is enchanting their weapon; the battlemage can do neither (and gets pretty much nothing in return). That is why it's so bad.

Even if you want to play a Magus with a two-hander and high defenses, straight Magus without any archetypes does it better; everything about this archetype is a straight downgrade. It's only a testament to the Magus that the class is still playable after that.


Kurald Galain wrote:
Svyatoslov wrote:
Use a 2h weapon since spell combat is the only thing that required a 1h weapon.

The thing is that spell combat is the single best ability that the Magus gets. And their second-best ability is enchanting their weapon; the battlemage can do neither (and gets pretty much nothing in return). That is why it's so bad.

Even if you want to play a Magus with a two-hander and high defenses, straight Magus without any archetypes does it better; everything about this archetype is a straight downgrade. It's only a testament to the Magus that the class is still playable after that.

I guess you do have a point there. You could wield a 1h weapon as a straight magus and just 2h when you aren't using spell combat, like when you have to move and then attack/cast a touch spell.

For a str magus what would you suggest doing to keep AC reasonable until you get good armor? You aren't going to need more than 12 dex but with a chain shirt you're stuck at 15 AC outside of buffs. While you get a lot of buffs/day with spell recall you still can run out.

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Svyatoslov wrote:
For a str magus what would you suggest doing to keep AC reasonable until you get good armor? You aren't going to need more than 12 dex but with a chain shirt you're stuck at 15 AC outside of buffs. While you get a lot of buffs/day with spell recall you still can run out.

At low levels, either a Wand of Shield or the Spell Shield arcana. At moderate levels, Mirror Image and Defending Bone are good choices. Once you can afford it, get Elven Chain.


Makes sense. I guess you'd have to rely even more on defensive magic until you get medium armor at least, then the standard mirror image, etc. Forgot about a wand of shield, that would help a ton since when you're stuck in light armor you'd need shield nearly every fight.


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UnArcaneElection wrote:
taks wrote:
Think about that for a minute... with a 10 STR, there's no power attack (so no blade tutor's spirit). Currently there's only 1 way to get spell combat with a normal melee attack (dancing dervish, which is rumored to be going away). The only advantage a DEX build will have is the increased threat range from the scimitar and slightly higher AC.
Blade Tutor's Spirit also works on the penalty taken with Piranha Strike, Combat Expertise, or Spell Combat itself, so it's not useless on a Dex-to-Damage build. On the other hand, Magus Dex builds will indeed suffer if Dervish Dance gets errata'd the way Fencing Grace and Slashing Grace were errata'd.

Yup, which is cool. Using BTS for the spell combat is probably why PFS bans it. :)

It makes sense that DD would suffer the same fate, if you think about their reasoning. I hated it at first, but I've softened a bit as of late almost entirely because of BTS.

Sovereign Court RPG Superstar 2009 Top 32

Added saliharion (which predictably isn't PFS legal) and Cayden's new free spirit spell (puppetmaster only). That covers the new book Inner Sea Temples, but if I've missed something good for the Magus then please let me know.


I'm thinking to build a Kensai, but I'm having a hard time deciding on if I should go for strength or dexterity as well as whether I should pick up bladebound as well or not. The race choices seem so much better for dexterity... I know I'm picking either one level of unchained rogue or vivisectionist for sneak attack, but I haven't decided on which. A rogue would definitely be better with a dex build, but a strength mutagen would penalize intelligence, also making dex seem more attractive. We are going with the prearranged array of 16, 15, 14, 13, 12, 11 for stats, so a dex build would still be able to get power attack.

The feat Eldritch Assault feels like a pretty big nerf to Kensai honestly as it makes any other archtype better at confirming crits than a Kensai with Critical Perfection and it's possible to get earlier. You might want to mention it and I also wonder if it's actually enough to bring the Kensai down to orange for 9-12. I might even pick up the feat myself since it's so good. I do wonder how it interacts with Tripping Strike though.

Speaking of tripping strike, I'm surprised you don't even mention it. Though I guess it's not very useful outside of Kensai. Another feat I feel is worth mentioning is Moonlight Stalker. If you are going to stay concealed to benefit from Eldritch Assault then it's going to be on most of the time. Though I wish there was a way to bypass the Combat Expertise requirement... Other feats I'm considering that haven't been mentioned are Spell Focus/Spell Specialization/Varisian Tattoo and Sacred Geometry.

All in all a very well written guide and it's good that you keep it updated. There are quite a few things in here that isn't mentioned anywhere else, including feats and items that are useful for a wide variety of classes.

What's the source on the spell True Skill? I can't find it.

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oyzar wrote:
I'm thinking to build a Kensai, but I'm having a hard time deciding on if I should go for strength or dexterity as well as whether I should pick up bladebound as well or not.

Bladebound is amazing, both flavor-wise and in terms of power.

Good strength races include human, half-orc, half-elf, dhampir, and tiefling. Or, for that matter, dwarf (for the waraxe and the big boost to saving throws). An int penalty from mutagen doesn't strike me as problematic, as long as you focus on spells that don't require a saving throw; so that makes vivisectionist a better dip than rogue.

I'd recommend against power attack, because you're already a partial-BAB class who regularly takes penalties from spell combat and who doesn't have a maxed primary. Use your spells for damage, and avoid taking further to-hit penalties.

Quote:
The feat Eldritch Assault feels like a pretty big nerf to Kensai honestly as it makes any other archtype better at confirming crits than a Kensai with Critical Perfection and it's possible to get earlier. You might want to mention it

It's on the list, and indeed marked skyblue. Unsurprisingly it's banned in PFS. It's a fair criticism of the kensai that pretty much all of its abilities can be duplicated by feats (e.g. combat reflexes, imp initiative) and its unarmored defense ability can be duplicated by simply wearing armor.

Quote:
Speaking of tripping strike, I'm surprised you don't even mention it. Though I guess it's not very useful outside of Kensai.

In addition to being not very useful outside of kensai, it requires several prereq feats that you wouldn't normally take on a Magus; and it is basically overkill since an enemy that you crit tends to be dead already. Note that as written, tripping strike doesn't work with eldritch assault.

Quote:
Another feat I feel is worth mentioning is Moonlight Stalker.

It's comparable to feats like Weapon Focus and Weapon Spec, both of which aren't that great. Sure, this one gives a bigger bonus, but it also has prereqs (combat exp does basically nothing, so you're spending two feats on it; and it only works with Displacement or Greater Invis up, not with Mirror Image).

Quote:
Other feats I'm considering that haven't been mentioned are Spell Focus/Spell Specialization/Varisian Tattoo

Spell Focus is on the list. Fair point about CL-boosting feats. The True Skill spell is from Inner Sea Intrigue.

Quote:
All in all a very well written guide and it's good that you keep it updated. There are quite a few things in here that isn't mentioned anywhere else, including feats and items that are useful for a wide variety of classes.

Thank you :)


Moonlight Stalker also works with blur or cloak of displacement. You are probably going to get blind-fight anyway, especially if going for eldritch assault (700 GP for that is quite cheap). Sure it's not a whole lot better than Weapon Focus/Specialization, but it is the combined effect of WF, GWF and WS for the cost of two feats, which is slightly better.

For an Eldritch Scion taking the Evangelist (Desna) Prc is probably at least green. That would fit wonderfully with the starknife build posted above. There have been a lot of new boons released recently(Divine Anthology iirc) so Evangelist might be green overall, though I haven't looked closely at all of them.

If you pick aberrant for your bloodrager dip you can go for tumor familiar (protector) + boon familiar to get +~50% HP (depending on how the GM rules the Shield Master ability to work while merged). The same trick can be achieved by 2 levels of vivisectionist.

I'm surprised at the low rating you are giving bruising intellect. With the enforcer build it can make quite a bit difference, I would rate it green. You should also mention Clever Wordplay, it is strictly better than bruising intellect for a Magus after all. Ancestral Weapon is one of the very best traits out there atm, I think it should be blue since hitting is something Magus need help with.

You have craft wonderous item in one of your sample builds, but not in the feat section, since not all games got time for crafting I feel it should be green.

Surprised you didn't mention Cavalier in the VMC section. Order of the Flame lets you "pounce" ~50% of the time at 7th level and glorious challenge's AC penalty doesn't matter as much when you've just cast mirror image. Even without glorious challenge, challenge is probably better than arcane strike. Daunting Success at 11th level also works quite well with the intimidate build (especially if you picked up Skill Unlock(Intimidate)).

Along with Skill Unlocks, Combat Stamina is another feat you haven't mentioned. It's quite versatile and good with quite a few of the feats you recomend (for example lunge).

You also haven't mentioned bodyguard. I see it mentioned in a lot of guides, but it's nice to have it all in one place. One compelling argument I've heard for it is that with all your defensive buffs the enemies will target others and this will help you keep them alive. Halfling is even one of your recommended races and with helpful they start out quite good, with the option to improve even further.

I just checked and see that you have Power Attack as red, I think it should be at least orange since you do have Blade Tutor's Spirit on your spell list, though I guess we probably disagree about that.

You don't like the combination of Sacred Geometry and Quicken Spell? It'll eventually let you quicken all your 1st and 2nd level spells without using higher level slots. Other decent options to pick for it is extend and bouncing spell.

About my character I forgot that we are using automatic bonus progression, so I won't be taking bladebound after all. Thank you for your input.


Hey Kurald. As you seem very knowledegable and helpful on all matters relating to magi here are some questions for you.

I'm trying to build a natural attacking Frostbite Magus. Assuming I have Claw, Claw, Bite and Gore all as primary weapons.

Do I need natural spell combat(Bite) and natural spell combat (gore) in order to cast frost bite via spell combat and then make 4 natural attacks at a -2 penalty or would I also need natural spell combat (Claw) to make 2 claw attack?

I think 2 instances of natural spell combat should be sufficient as I'm using spell strike with 1 claw to deliver the spell and then also get to make my regular claw attack for the round.

Secondly does the routine described above work equally well in combination with bladed dash? I.e. cast bladed dash make one claw attack as part of the spell and then make the remainder of your natural attacks once you have completed your movement?

I was thinking about building a PFS Abyssal Eldritch Scion around these tricks. Seems really good to me, but I'm a bit concerned about my to hit. Regular magus with heavy use of arcane accuracy might also work.

Thank you for your time!


Alex Mack, the arcana seems straight forward to me. You need (claws) to use either or both of your claws, you need (bite) to use your bite in addition to the claws and you need (gore) to gore in addition to the previous attacks.

Assuming you have the Natural Attack Arcana three times and spell combat with Bladed Dash than you can make a melee attack with any of your four natural attacks as part of your spell and then make a full four roll full attack after the movement from your spell.


Torbyne wrote:

Alex Mack, the arcana seems straight forward to me. You need (claws) to use either or both of your claws, you need (bite) to use your bite in addition to the claws and you need (gore) to gore in addition to the previous attacks.

Assuming you have the Natural Attack Arcana three times and spell combat with Bladed Dash than you can make a melee attack with any of your four natural attacks as part of your spell and then make a full four roll full attack after the movement from your spell.

I was basing the idea that I don't need natural spell combat (Claw) on the following FAQ which states that claws can be used as part of spell combat regularly.

FAQ:

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.

But I think without the arcana I only get a single claw attack (the one which is part of the spellstrike) and with natural spell (claw)
I'd get to make an additional claw attack with the claw that was not used to cast the spell.

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Alex Mack wrote:
Do I need natural spell combat(Bite) and natural spell combat (gore) in order to cast frost bite via spell combat and then make 4 natural attacks at a -2 penalty or would I also need natural spell combat (Claw) to make 2 claw attack?

The former. Spell combat already allows you to use one hand (or claw) to attack, the arcana is to add bites, tentacles, and whatever else to your routine. The FAQ you cite makes this clear. And yes, this works with Bladed Dash, too.

Quote:
I was thinking about building a PFS Abyssal Eldritch Scion around these tricks. Seems really good to me, but I'm a bit concerned about my to hit.

No need for concern, a Magus has no particular problem hitting things. Your ability to enchant your weapon as a swift action (which the Scion gets at level 4) effectively makes you a full-BAB class. If you want, add spells like Heroism (via spell blending), Blade Tutor's Spirit (negates the penalty for spell combat) or simply a flanking buddy.


Kurald Galain wrote:
Alex Mack wrote:
Do I need natural spell combat(Bite) and natural spell combat (gore) in order to cast frost bite via spell combat and then make 4 natural attacks at a -2 penalty or would I also need natural spell combat (Claw) to make 2 claw attack?

The former. Spell combat already allows you to use one hand (or claw) to attack, the arcana is to add bites, tentacles, and whatever else to your routine. The FAQ you cite makes this clear. And yes, this works with Bladed Dash, too.

Quote:
I was thinking about building a PFS Abyssal Eldritch Scion around these tricks. Seems really good to me, but I'm a bit concerned about my to hit.
No need for concern, a Magus has no particular problem hitting things. Your ability to enchant your weapon as a swift action (which the Scion gets at level 4) effectively makes you a full-BAB class. If you want, add spells like Heroism (via spell blending), Blade Tutor's Spirit (negates the penalty for spell combat) or simply a flanking buddy.

Problem is you can only enchant individual weapons, also the eldritch scion suffers from swift action and Eldritch pool starvation so this also kind of rules out arcane accuracy. And Blade Tutor's spirit isn't allowed in PFS.

I was putting together a build that starts at level 4 and here my to hit while arcane striking ends up being only +9 (despite being super tricky and using an Evolved Mascot Familiar).

I think I'm gonna try and make this work with a standard Magus who spams arcane accuracy but I will have to use a tengu as otherwise I can't get my natural attacks together.

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"Only" +9 at level four? That's the same as what a standard barbarian would get, and don't tell me barbarians have trouble hitting things. Plus you get four attacks per round. Seems to me your build is totally fine, you should try it in gameplay.


Kurald Galain wrote:
"Only" +9 at level four? That's the same as what a standard barbarian would get, and don't tell me barbarians have trouble hitting things. Plus you get four attacks per round. Seems to me your build is totally fine, you should try it in gameplay.

Well for one at level 4 the build would only have 3 natural attacks. And a level 4 natural attacking barb will be aiming for +12 to hit with 4 attacks.

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Alex Mack wrote:
Well for one at level 4 the build would only have 3 natural attacks. And a level 4 natural attacking barb will be aiming for +12 to hit with 4 attacks.

We're talking baseline here, not heavy optimization. Since you're playing PFS you don't need heavy optimization in the first place.

A baseline fourth-level barbarian has +4 bab, +4 base strength, +2 rage, +1 magic weapon, -2 power attack = +9 to hit. Sure, optimizing can get you higher than that, but +9 is not in any way a problem at the game table. Aside from that, you pack way more utility than this barb.

Silver Crusade

Quick question:

Which archetype would best fit a dex/no armor/mobile magus? I've heard that the Kensai is not very good at low levels, so I was wondering if any of the others would work better, or am I stuck?

Thanks in advance!

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isdestroyer wrote:
Which archetype would best fit a dex/no armor/mobile magus? I've heard that the Kensai is not very good at low levels, so I was wondering if any of the others would work better, or am I stuck?

I'd go with Hexcrafter or Eldritch Scion, and use Spell Blending or UMD to cast Mage Armor. But is there any particular reason why you're not simply wearing a chain shirt?

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oyzar wrote:
Moonlight Stalker also works with blur or cloak of displacement. You are probably going to get blind-fight anyway, especially if going for eldritch assault (700 GP for that is quite cheap).

700 gp for the blindfight feat? Make that 8500, as resonant powers don't work with cracked and flawed ioun stones. Still cheap though.

Quote:
I'm surprised at the low rating you are giving bruising intellect. With the enforcer build it can make quite a bit difference, I would rate it green.

Here's the thing: I don't do complex ratings like "it's yellow but with build X it's green". If a trait is only for one build and I can easily envision that build without it (since there's also items to boost skills, and it's already a class skill, and you don't have to dump charisma), then it gets a yellow rating. I could add the wordplay trait; often there's a bunch of traits that do the same thing and I just list one of them. Note that Ancestral Weapon is already on the list.

I'll add Desna to evangelist; it comes pretty late (at level 11) but the bonus on SR checks is a good perk. Good point on tumor familiars (albeit a bit cheesy).

Cavalier with Order of the Flame is a good combo, I'll add that. Combat Stamina is already on the list too. Sacred Geometry is such a controversial feat that I'm not even going to mention it. I haven't mentioned crafting feats because (in my experience) very few campaigns actually allow them, and if they are allowed it's kind of obvious that the Magus can craft as well as any caster.

Quote:
I just checked and see that you have Power Attack as red, I think it should be at least orange since you do have Blade Tutor's Spirit on your spell list, though I guess we probably disagree about that.

BTS is there to negate the penalty from Spell Combat. That doesn't mean you should take on more penalties (and if you want to boost your damage, which is what BTS+PA does, then you have other spells for that). Generally speaking it's not such a good idea to take an option with a drawback, then take another option (that costs feat slots and/or standard actions) to remove the drawback - because that compounds the issue rather than solving it.

Silver Crusade

Kurald Galain wrote:
isdestroyer wrote:
Which archetype would best fit a dex/no armor/mobile magus? I've heard that the Kensai is not very good at low levels, so I was wondering if any of the others would work better, or am I stuck?
I'd go with Hexcrafter or Eldritch Scion, and use Spell Blending or UMD to cast Mage Armor. But is there any particular reason why you're not simply wearing a chain shirt?

Mainly just to fit a character portrait I found on Google images. I think you have it in your guide, it's the one of the slightly oriental human with the white shirt.

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isdestroyer wrote:
Mainly just to fit a character portrait I found on Google images. I think you have it in your guide, it's the one of the slightly oriental human with the white shirt.

Glamered armor is your best bet for that. Or consider that the character is wearing Parade armor.


Kurald Galain wrote:
oyzar wrote:
Moonlight Stalker also works with blur or cloak of displacement. You are probably going to get blind-fight anyway, especially if going for eldritch assault (700 GP for that is quite cheap).

700 gp for the blindfight feat? Make that 8500, as resonant powers don't work with cracked and flawed ioun stones. Still cheap though.

Not true:

Quote:

75% of ioun stones grant resonant powers when placed in a wayfinder. 25% of cracked or flawed ioun stones have resonant powers (see Wayfinders and Ioun Stones) compared to the 75% chance for typical ioun stones; only 10% of scorched ioun stones have resonant powers.

Liberty's Edge

Order of the Flame is bad. Firstly, the "pounce" use an immediate action at initiative roll which consumed your swift action in the first round. Second, to have 75% chance pounce instead of 50%, you need one level in battle oracle or tactic cleric. Last, both Cav and Magus need levels. Cavalier dip only works if you take only 3~5 levels in magus and only use bladed dash wand spell combat build or alike - that's a cavalier build with magus dip, instead of a magus build.

Liberty's Edge

_Ozy_ wrote:
Kurald Galain wrote:
oyzar wrote:
Moonlight Stalker also works with blur or cloak of displacement. You are probably going to get blind-fight anyway, especially if going for eldritch assault (700 GP for that is quite cheap).

700 gp for the blindfight feat? Make that 8500, as resonant powers don't work with cracked and flawed ioun stones. Still cheap though.

Not true:

Quote:

75% of ioun stones grant resonant powers when placed in a wayfinder. 25% of cracked or flawed ioun stones have resonant powers (see Wayfinders and Ioun Stones) compared to the 75% chance for typical ioun stones; only 10% of scorched ioun stones have resonant powers.

in PFS cracked and flawed ioun stones dont have resonant powers

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Iannis wrote:
Cavalier dip only works if you take only 3~5 levels in magus and only use bladed dash wand spell combat build or alike

Well, the idea was to take cavalier VMC instead of a dip. What are your thoughts on that?

Kurald Galain wrote:
oyzar wrote:
Moonlight Stalker also works with blur or cloak of displacement. You are probably going to get blind-fight anyway, especially if going for eldritch assault (700 GP for that is quite cheap).

700 gp for the blindfight feat? Make that 8500, as resonant powers don't work with cracked and flawed ioun stones. Still cheap though.

Right, turns out that's a PFS rule.


Kurald Galain wrote:
Iannis wrote:
Cavalier dip only works if you take only 3~5 levels in magus and only use bladed dash wand spell combat build or alike

Well, the idea was to take cavalier VMC instead of a dip. What are your thoughts on that?

Kurald Galain wrote:
oyzar wrote:
Moonlight Stalker also works with blur or cloak of displacement. You are probably going to get blind-fight anyway, especially if going for eldritch assault (700 GP for that is quite cheap).

700 gp for the blindfight feat? Make that 8500, as resonant powers don't work with cracked and flawed ioun stones. Still cheap though.

Right, turns out that's a PFS rule.

If I were the DM, you would make the roll after purchasing the cracked/flawed stone.


What if you're crafting them yourself?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

If you are crafting something yourself, then you are not playing PFS. The lack of crafting is probably the biggest difference between PFS and standard Pathfinder.


Given where this thread is located, I think while it may be nice to note PFS restrictions, the discussion shouldn't be limited to PFS only. Since we're talking about cracked/flawed resonances, we're already outside of PFS rules.

So, outside of PFS, can one specifically craft cracked/flawed ioun stones with resonances?

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_Ozy_ wrote:
Given where this thread is located, I think while it may be nice to note PFS restrictions, the discussion shouldn't be limited to PFS only.

The discussion is not limited. As the guide already notes, this ioun stone is a good item, and that's true regardless of whether it costs 700 or 8500 gp.


I figured an optimization guide would at least mention the cheesy/controversial options, but with a mention that you probably want to talk with your GM before you think to go down that path. Crafting, Sacred Geometry, Leadership and Protector Tumor Familiar, Heightened Mount + Alter Summoned Monster all fall in that group. I've experienced the opposite of you, that most games do allow crafting, even if it isn't appropriate for campaigns where time is limited.

I failed to spot the ancestral weapon and combat stamina listings, sorry about that.

Bruising Intellect is also an option for Cornugon Smash builds, in addition to Enforcer and it also works outside of combat for builds without either. However you are still right about the fact that it's only good for certain circumstances.

Turns out we were both wrong on how resonant powers worked, but all the variation have already been covered (100%/0% in PFS 75%/25% otherwise). I guess on average it'll cost you 1300 GP to get resonance if you are crafting the cracked ioun stones yourself, though it's not like the leftover stones are useless, as you can give them to other party members or use them for other wis-skills. Of course if you can find an already resonating stone in a shop that would be even better.

I find it odd that you mention liquid ice for ray of frost, but not acid flask for acid splash, considering acid flask does the same thing, is cheaper and acid splash doesn't allow spell resistance (though you likely won't encounter that at the levels where it's relevant, resistance is more likely to determine which is better). I almost always start with one or more acid flasks, they can be thrown against swarms as well and they are slightly more gold-efficient than alchemical fire at that job, even if they are worse action-economy wise.

@Iannis: If you lost initiative, then odds are enemies are going before you and you might just be able to step up and strike instead of having to move first. Of course re-rolls on imitative does make the ability even better.

One cool thing about the SAD Eldritch Scion Throwing Magus posted above is that it can use Named Bullet very well. Suddenly the 20/x3 crit looks more like a benefit than a drawback. Obviously only works for higher level and it's debatable if it works since named bullet specifies thrown weapon and a starknife can be used in melee, though I feel like most GMs would allow it. Nova and prebuffing get a whole new meaning when you are carrying a bunch of auto-crit starknives and proceed to use them with spell combat.


I just noticed that the ESOTERIC MAGUS gets Spellstrike at level 1 (instead of level 2 like other archetypes). I thought that might be worth mentioning in the "Dipping Into Magus" category of your guide?


MrCharisma wrote:
I just noticed that the ESOTERIC MAGUS gets Spellstrike at level 1 (instead of level 2 like other archetypes). I thought that might be worth mentioning in the "Dipping Into Magus" category of your guide?

Anyone can deliver spells via unarmed strikes and natural weapons.

You would need the ability to apply your unarmed strike abilityies to weapons, which does exist, but requires extra resources.


He is right though, the esoteric Magus is incredibly front-loaded. The circumstances where you want spellstrike + spell combat is rather narrow, but it would be incredible for a gestalt character combining monk or brawler with a caster and it would also work for Eldritch Knight or an Eldritch Scoundrel going towards Sap Master/Knockout/Enforcer.


Snowlilly wrote:
MrCharisma wrote:
I just noticed that the ESOTERIC MAGUS gets Spellstrike at level 1 (instead of level 2 like other archetypes). I thought that might be worth mentioning in the "Dipping Into Magus" category of your guide?

Anyone can deliver spells via unarmed strikes and natural weapons.

You would need the ability to apply your unarmed strike abilityies to weapons, which does exist, but requires extra resources.

Oh I see what you mean, the Esoteric's "Unarmed Spellstrike" doesn't technically do anything. A wizard can Spellstrike with their fists too. You're right.

If you're doing 1 level Magus dip, Esoteric would:
- Give you less weapon proficiencies
- Give you 1 less spell per day
- Let you use your Arcane Pool to enhance your fists (+1)
- Give you Improved Unarmed Strike
- Count your Magus level as a Monk level for scaling unarmed strike damage (1d6 for now)

It's still going to be better for some builds, but it's probably not enough that it needs a special mention in the guide.

Thanks for clearing that up for me =)

Scarab Sages

That's not entirely true. A wizard can deliver a held charge with an unarmed strike, but he can't do it in the same round in which he casts the spell. Normally, you only get a free touch attack with the casting of the spell. Spellstrike allows you to make a normal unarmed strike attack as part of casting the spell, and deliver the spell through that unarmed strike. In order for a Wizard to deliver a spell through an unarmed strike he must cast the spell in round 1, forgo his free touch attack with the spell (or miss with that attack), hold the charge until round 2, then make an unarmed strike attack on round 2.

Also, a Wizard does not get the crit range of his unarmed strikes applying to the spell. For characters with Improved Critical (Unarmed Strike) that makes a difference.

Now, granted, the Esoteric Magus's Spellstrike isn't as valuable as it might appear, but it does do something.

Working against an Esoteric Magus dip is that you can only use Spellstrike with spells cast from your Magus spell slots. Esoteric Magus has Diminished Spellcasting, so you're looking at 1 or 2 (if you have a 20 INT) 1st level spells per day. Pearls of Power can help with that, but they take a standard action to activate, so don't expect to be doing multiple shocking grasps in the same combat, and even when you do those, it's only going to be 1d6.

So maybe a Monk/Unchained Monk/Brawler dipping Esoteric Magus, who has Magical Knack to boost caster level to 3 might get some benefit out of the deal, but it's a minor boost compared to some other powerful dips.


Would a level dip into Mesmerist be worth the loss of level to a Hexcrafter Bladebound Magus? Im looking at making curses and such land more often, using Intimidation, and casting, but would the Bold Stare class feature be worth the single level dip to get it?

I tried checking this thread for mesmerist information and the guide but found nothing related to it.


Rylden wrote:

Would a level dip into Mesmerist be worth the loss of level to a Hexcrafter Bladebound Magus? Im looking at making curses and such land more often, using Intimidation, and casting, but would the Bold Stare class feature be worth the single level dip to get it?

I tried checking this thread for mesmerist information and the guide but found nothing related to it.

The guide's probably going to tell you that losing 1 caster-level isn't worth it (it will also lower the DC of your hexes). My opinion is that anyone other than full 9th-level casters doesn't lose too much by taking a 1 level dip. If you've found a way for that dip to improve your character then go nuts.

It is worth noting that I know nothing about the Mesmerist class, so maybe get a second opinion.

(I just checked, the Mesmerist doesn't get Bold Stare till 3rd level, did you mean Hypnotic Stare?)


The other problem with Mesmerist is that applying it to a target is a swift action, and a Magus wants his swift actions.

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