TrollingJoker |
So I've been reading up on the Occult Adventures and came across the Mindblade Magus archetype. It seems like hella fun and I'd like some advice for a build.
I still have to roll my dice and they will be added later on but my race is sylph (we random rolled)
Any good suggestions for weapons, builds and what not?
Thanks in advance :)
master_marshmallow |
Only if the spell normally has a verbal component, since verbal components transpose to thought components for the magus.
Unfortunately, most magus spells have verbal components.
I'm also looking at this archetype, it seems most useful to take advantage of TWF while being able to use Spellcombat. As a result of that, high DEX high crit weapons would be best. Kukri would be the best option, though you don't have proficiency.
I'd consider the TWF route, and thus some Duelist's Vambraces would also be nice to have.
Tormad |
I would recommend spells like Frostbite for your damage spells. Any spell with charges is highly beneficial to the TWF route. Without being able to spell combat an intensified shocking grasp due to spontaneous caster, that spell will lose it's value very quickly compared to charge spells.
I have found with playing my Mindblade that the spell "Warding weapon" has come in very handy. It will negate our need to make defensive casting concentration checks.
I also highly recommend picking up the logical spell meta magic feat at some point. You can't always avoid being feared in some way but if you really really need to get a spell off this would give you the option to do that.
Alaryth |
The concentration problem is a BIG problem for any Psychic-melee gish, like Mindblade or the Vexing Mesmerist. My group are thinking on House-Rule another drawback for thought component, but have no clear idea what to yet.
For builds ideas... there are other theme just here with some interesting ones, the name is "Is the MindBlade viable?" but has some builds and ideas.
Johnny_Devo |
It's important to note that through proper mechanics you can ignore having to make concentration checks.
if you start your turn not adjacent to your target, you can begin spell combat with a spell, then 5ft step, then your full attack. if you begin adjacent, you can begin your spell combat with your full attack, then 5ft step, then your spell.
Depending on which above situation, use the chance to use a buff spell, offensive spell, or even throw a little acid splash when you're not casting while adjacent.
Kurald Galain RPG Superstar 2009 Top 32 |
if you start your turn not adjacent to your target, you can begin spell combat with a spell, then 5ft step, then your full attack. if you begin adjacent, you can begin your spell combat with your full attack, then 5ft step, then your spell.
Yep. The Magus really benefits from good tactics.
TrollingJoker |
Another note: reach weapons. The mindblade can manifest reach weapons, also helping him get around the concentration penalty. And if you don't need the reach weapons? manifest something else! The mindblade is very versatile.
It being so versatile is why I'm thinking of getting it! The tactical cunning is also a good idea to keep track of. Assuming I'll be going with a tactical cunning and versatile build, what kind of feats and such would be useful?
Dragonchess Player |
Are there any high threat range reach weapons out there? I cant think of any but reach weapons are not my speciality.
Bardiche and tepoztopilli have 19-20/x2. Many reach weapons either have a higher critical multiplier, or more weapon properties, rather than a higher critical range.
Some Other Guy |
Another note: reach weapons. The mindblade can manifest reach weapons, also helping him get around the concentration penalty. And if you don't need the reach weapons? manifest something else! The mindblade is very versatile.
But you can't use spell combat with a two-handed weapon
Torbyne |
Johnny_Devo wrote:Another note: reach weapons. The mindblade can manifest reach weapons, also helping him get around the concentration penalty. And if you don't need the reach weapons? manifest something else! The mindblade is very versatile.But you can't use spell combat with a two-handed weapon
But you can still spell strike, yeah?
Cast charge per level spell at the start of combat and create a reach weapon, then spell strike as normal.
Imbicatus |
Johnny_Devo wrote:Another note: reach weapons. The mindblade can manifest reach weapons, also helping him get around the concentration penalty. And if you don't need the reach weapons? manifest something else! The mindblade is very versatile.But you can't use spell combat with a two-handed weapon
You can as a Mindblade. It's high level, but it's an option no other magus has.
Some Other Guy |
Some Other Guy wrote:You can as a Mindblade. It's high level, but it's an option no other magus has.Johnny_Devo wrote:Another note: reach weapons. The mindblade can manifest reach weapons, also helping him get around the concentration penalty. And if you don't need the reach weapons? manifest something else! The mindblade is very versatile.But you can't use spell combat with a two-handed weapon
Ah, that's pretty handy then.
shroudb |
It's tough to get dex to damage for twf for mindblade, so I would suggest str build with artful dodge.
You can get the twf feats and you can utilize that 1+1/2 str if you manifest a two hander.
A lvl of fighter will grant you heavy armor proficiency for fighting in full plate and the bonus feat will help a ton (twf chain, concentration, etc eat a lot of your feats)
Snowblind |
Well a friend of mine suggested a monowhip as weapon to create. Think that's a good option?
I doubt that's going to fly with most GMs. At best, you might be allowed to do it if you can power it. Maybe. Given the existence of spells that recharge power, even that is incredibly dubious.
Snowblind |
Well, if you want a Dex build, the elven branched spear in Melee Tactics Toolbox is Finesse-able.
The problem with Dex builds is that it is basically impossible as far as I know to get Dex to Damage to most weapons while TWF or two handing unless you can use Agile, which can't be stuck on the Mindblade's weapons.
TrollingJoker |
TrollingJoker wrote:Well a friend of mine suggested a monowhip as weapon to create. Think that's a good option?I doubt that's going to fly with most GMs. At best, you might be allowed to do it if you can power it. Maybe. Given the existence of spells that recharge power, even that is incredibly dubious.
Well I get why it won't fly with most GMs'but I'm against saying that it should be powered by something. That's the same as saying that a mind conjured axe should be made from metal. We all know it is not made with metal so I see no reason why I should power it. I should however, keep to the ten charges rule and in spirit of that, disspell the weapon and resummon it
Torbyne |
Snowblind wrote:Well I get why it won't fly with most GMs'but I'm against saying that it should be powered by something. That's the same as saying that a mind conjured axe should be made from metal. We all know it is not made with metal so I see no reason why I should power it. I should however, keep to the ten charges rule and in spirit of that, disspell the weapon and resummon itTrollingJoker wrote:Well a friend of mine suggested a monowhip as weapon to create. Think that's a good option?I doubt that's going to fly with most GMs. At best, you might be allowed to do it if you can power it. Maybe. Given the existence of spells that recharge power, even that is incredibly dubious.
It is more akin to an arguement about conjuring a firearm and saying it comes with all the alchemical cartridges you want. Or that you could dismiss and resummon the firearm to reload it.
Mellok |
1 person marked this as a favorite. |
Its been mentioned already but the Mindblade really appears to be more of a buff then fight or reach build in order to spell combat. In my mind Enlarge person should pretty much be your go to spell to get reach with a 1 hand weapon then spell strike using the close arcana to hit once and acid splash spell strike once, maybe with frostbite active.
LazarX |
I looked at this, but aren't they borked by the fact that thought components put a -10 on concentration checks? It could be viable at higher level, but at low levels you can't effectively cast in combat.
1. Learn combat casting to partially offset the penalty.
2. Do your casting BEFORE you close to melee.
As a mindblade, you aren't going to be the cookie-cutter shockinggrasp magus. You're more of a fighter with some magical tricks up your sleeve.
Keep also in mind that unlike a standard magus, you're not bothered by silence spells. And you will be able to cast spells while both your hands are full of weapons.
shroudb |
Its been mentioned already but the Mindblade really appears to be more of a buff then fight or reach build in order to spell combat. In my mind Enlarge person should pretty much be your go to spell to get reach with a 1 hand weapon then spell strike using the close arcana to hit once and acid splash spell strike once, maybe with frostbite active.
if you have a touch spell active (like frostbite) and you cast another spell (like acid splash) then you lose the remaining touches on frostbite
Snowblind |
TrollingJoker wrote:It is more akin to an arguement about conjuring a firearm and saying it comes with all the alchemical cartridges you want. Or that you could dismiss and resummon the firearm to reload it.Snowblind wrote:Well I get why it won't fly with most GMs'but I'm against saying that it should be powered by something. That's the same as saying that a mind conjured axe should be made from metal. We all know it is not made with metal so I see no reason why I should power it. I should however, keep to the ten charges rule and in spirit of that, disspell the weapon and resummon itTrollingJoker wrote:Well a friend of mine suggested a monowhip as weapon to create. Think that's a good option?I doubt that's going to fly with most GMs. At best, you might be allowed to do it if you can power it. Maybe. Given the existence of spells that recharge power, even that is incredibly dubious.
Pretty much this. You are pulling something out of thin air which is designed and balanced around being very difficult to acquire and requiring an extremely limited resource. It is certainly reasonable to disallow getting the resource as a freebee, and it is even more reasonable disallowing forming a monowhip entirely. If the GM is generous enough to let you use the whip and keep it charged off third level slots, then I would not push my luck and demand roughly a third level spell's worth of resources for free every time I conjure my class features.
Gisher |
Here is a question, at level 7 we get the ability to cast while duel wielding if we spell combat. Does this mean we have to drop a weapon to cast if we aren't using spell combat? Example being, cast buff spell and then move.
You are casting psychic spells which have no somatic components and no cheap material components so you generally can cast with both hands full. You might have an issue if a spell requires you to manipulate an expensive material component.
Tormad |
Tormad wrote:Here is a question, at level 7 we get the ability to cast while duel wielding if we spell combat. Does this mean we have to drop a weapon to cast if we aren't using spell combat? Example being, cast buff spell and then move.You are casting psychic spells which have no somatic components and no cheap material components so you generally can cast with both hands full. You might have an issue if a spell requires you to manipulate an expensive material component.
Ok this makes sense.
Gisher |
I think that due to being a psychic caster you can prior to level seven have a weapon in each hand and still spell combat but not make any attacks with your off hand mindblade, does that seem right?
No. Spell Combat specifically states that you must have a free hand even if the spell has no somatic components. So you can't hold a weapon in each hand. A possible exception being if your "off" hand was wearing a spiked gauntlet that isn't used to attack. I think your hand is considered free in that case.
shroudb |
Torbyne wrote:I think that due to being a psychic caster you can prior to level seven have a weapon in each hand and still spell combat but not make any attacks with your off hand mindblade, does that seem right?No. Spell Combat specifically states that you must have a free hand even if the spell has no somatic components. So you can't hold a weapon in each hand. A possible exception being if your "off" hand was wearing a spiked gauntlet that isn't used to attack. I think your hand is considered free in that case.
or a one handed double weapon.
you twf on the rounds you don't cast, you twf on the rounds you cast.
the "selling point" of mindblade is versatility:
you want damage? summon a two handed weapon
you want to proc multiple touch effects/round? summon 2 weapons for twf
you want control? summon a reach weapon
by lvl 7, it is just a swift action to change weapons, +you can change the enchantments on the fly