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Strength Magus help!


Advice


New here,

I know this has been discussed ad nauseam but w/e. I've been playing my first ever Magus in a campaign and we just reached level 5. GM allowed for a 32 point combined build of race and stats. Took a 12 point race build with Skilled, Static Bonus Feat of Spell Penetration, Improved Initiative, and the advanced Stat block for +2 to my Physicals, +4 INT, -2 CHR. I used my normal extra level 1 Feat for Additional Traits. With 20 points remaining my stats are as follows.

STR - 18 (Starting 17 + 1 at level 4
DEX - 14
CON - 14
INT - 18
WIS - 12
CHR - 10

Traits
Magical Lineage - Shocking Grasp
Anatomist - +1 on critical confirmation rolls
Armor Expert - Armor Check Penalty reduced by 1
Eyes and Ears of the City - +1 Perception, always a class skill

Feats
1 - Improved Initiative, 1 - Spell Penetration, 1 - Additional Traits, 3 - Weapon Focus (Scimitar), 5 - Quick Draw, 5 - Intensified Spell

Magus Arcana
3 - Arcane Accuracy

Gear worth mentioning
scimitar +1, chain shirt, 2x Pearl of Power lvl 1, ioun stone that can recall any one spell, slotless ring of regeneration 1,

Retraining is allowed for Feats and arcana. Choosing skill points every level. Too late to add any archetypes to my vanilla buddy here. Level 5 selection aren't locked in yet, so I was looking for suggestions to my build. Since it's the first time playing I decided for the standard Shocking Grasp gimmick. Where do I go from here?


I like to go the Power Attack plus Furious Focus path. Your first attack does not get the minus from power attack. This adds some damage, and when you cast shocking grasp move and then spell strike to deliver the spell you are only making one attack any ways.

Intensified spell is not of use until level 6 and then is only adding 1d6 of damage. I normally do not pick it up until level 7 or later, but I also normally go with a chill touch build.

If your DM is ok with you crafting magic items, the craft wondrous items and craft arms and armor feats can be very good. A +1 courageous weapon and a flawed pale green prism ioun stone is real nice self buff for a magus at level 9 when you can make that a +4 weapon as a swift action. Picking up the rage spell from the wizard spell list is better with this combo.

Good luck with your character.


Having a crafter coming online in the group shortly, so that should be helpful. Would you got Power Attack now, or instead take Familiar. I was pondering an Ioun Wyrd so I could load it up with Ioun Stones and gain the benefit of several without any of them having to be in orbit, take Intensified at 7, and Power at 9?


Also feel it exessary to note that my GM is playing with the Horror Adventures rules and basically throwing us into Ravenloft, if that might change anything! We've already had a showdown with a couple of Demons that was a woeful waste of an SG Spellstrike crit.


Depending on what version of Ravenloft you're playing, you'll probably be fine focusing on shocking grasp as long as you have some other way of being useful if other demons happen to appear.

I'm not sure if you need quickdraw (I remember Ravenloft as a miserable, depressing and hostile place, and had my weapon drawn for most of my visit).
I'd probably rather go for power attack, or take heightened spell(a feat usually considered about as useful as a headband on a barbarian, but it allows you to take preferred spell(shocking grasp) which lets you cast shocking grasp spontaneously, freeing your spellslots up for more utility oriented spells).

I personally wouldn't have taken weapon focus as I feel arcane accuracy more than makes up for it, but I can't remember what I usually pick instead from the top of my head.


Pathfinder Adventure Path Subscriber, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I have to agree about quick draw. If you expet to be always on guard, it may be a wasted feat. I don't typically push the issue anyway, so it's always next to worthless in my campaigns, so take that with a grain of salt.


Pathfinder Adventure Path Subscriber, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Greeeit wrote:
I personally wouldn't have taken weapon focus as I feel arcane accuracy more than makes up for it, but I can't remember what I usually pick instead from the top of my head.

Though there is weapon specialization later...

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

The Strength-based magus I played started out as a dwarf barbarian with the Berserker of the Society trait. That gave me enough rounds of rage per day for a couple battles, which meant I was able to save my spells for other battles. I also took Power Attack at 1st level, and wielded a Dwarven Waraxe, so I could do two-handed raging Power Attacks when I wanted to, or one-handed spell combat and/or spell strikes when I wanted to. Usually not in the same fight, because of fatigue and I couldn't rage and cast (I was considering taking a 2nd level of barbarian for Moment of Clarity, but the campaign ended around level 7 or 8).

But it was a fun and surprisingly versatile character. Some fights were just rage-fests, others were buff and go, others I novaed and used lots of shocking grasps.

Also, adding the barbarian skill list to a character with a high Int score was really fun: Acrobatics, Climb, Knowledge nature, Perception, Survival, Swim. I really like mobile characters (the main reason I dipped into barbarian was the speed boost--rage, the extra hit points, and fun skill list were just gravy), even if at mid-to-high levels, a lot of mobility skills are replaced by spells.

My dwarf barbarian 1/magus 6 had Power Attack, Dodge, Combat Reflexes, Arcane Strike, and Intensify Spell. Traits were Berserker of the Society (+3 rounds of rage) and Magical Lineage (shocking grasp). I also took a bunch of alternative racial traits that made me better at fighting dragons instead of orcs, goblins and giants.


taks wrote:
Though there is weapon specialization later...

Only if you aren't so out of practice magus-wise that you forgot they got silly things like fighter training and armor proficiency.


Pathfinder Adventure Path Subscriber, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Huh? That was my point. You take weapon focus because your level 11 feat is weapon spec.


Yeah, but I, not having played a magus in ages, had forgotten all about it


I like to implant the ioun stones. I normally pick up Improved familiar at level 7. Take a few ranks in heal, and the right items and your familiar can make good medic.

With the magus hit points, Ablative Barrier, and the right improved familiar your familiar can take a few hits. This lets it move around the battle field feeding potions, and at later levels using wands to heal. Giving a familiar a surgeon's vest can help a lot. The familiar can give the whole party long term care.

I like the ideal of quick draw, but I have found that I very rarely get to make use of the feat, since I normally am standard action casting a spell, move action to close with enemy, free action drawing weapon as part of the move action, swift action to improve my weapon, and free action to deliver the spell with spell strike. So I would have taken power attack instead of quick draw. I would have taken furious focus instead of intensify, and left it for level 9.


So perhaps Arcane Strike is better for one Feat then even attempting to go Wespon focus/Weapon Specialization, as by end of life it out performs the whole chain, and only costs one Feat vs several. Sure I won't use it if I pop Arcane accuracy or later Accurate strike but it's dependable if I don't want to spend the arcane pool or if I'm trying to to waste all my more powerful tricks for the day. And it can still work with Power Attack.


Save not waste

Silver Crusade

This should also help.

The Magus Guide


A strength base magus with the wand arcana / wand of true strike, makes a crazy powerful combat maneuver specialist.

Pick up Improved (& Greater) trip with the Stomp feat line equals a world of hurt to your target.


Dwarf
Soul Forger
Weapon Focus (Dwarven Waraxe)
Improved Sunder
Smashing Style
Greater Sunder

break the things.. all the things... The take the pieces off the dead bodies, touch them to reforge them anew, and profit...


As this is my first Magus attempt I want to stick with the SG build. We have a crafter coming online shortly and I already have a maneuver type Monk in the group. Just looking to keep my pimp hand strong and keep myself in the game when that pimp hand has to get unplugged for a few turns. I have seen those guides before thank you isdestroyer. However I was looking more for some tweaks for right now and a solid level plan. Are deliquescent gloves still good for a build that won't be using natural attacks? Is there something better. Also limited to no 3PP, can use APG, ACG, UE, UC, UM, Horror and Core.


Pathfinder Adventure Path Subscriber, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Greeeit wrote:
Yeah, but I, not having played a magus in ages, had forgotten all about it

Ah, now I see what you meant. My self-deprecation detection meter has been on the fritz lately.


taks wrote:
Greeeit wrote:
Yeah, but I, not having played a magus in ages, had forgotten all about it
Ah, now I see what you meant. My self-deprecation detection meter has been on the fritz lately.

Be carefull when buying those on the cheap. It might seem like a steal then and there, but invest in a good one and it will probably last you a lifetime.

Scarab Sages

Fro the Deliquescent Gloves

Quote:
If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability.

Looks like they should work fine with a scimitar.


That might just be handy. Giving me a couple things to hopefully look forward to trying out. Any other ideas?


I actually don't think its too late for archetypes if your GM allows it. My GM had allowed me to switch a archetype at level 3, so I say look at your Class Features and see if there is something that you would very rarely use. Like Knowledge Pool, you get that at level 7, who's to say that you actually got that yet and that something else would pop up in its place? So its worth a shot to see if something like that would fit for you.


he had already nixed that idea.


Well, we might as well recommend spells for you as that is still a vital part of a magus.

It might be wise to take instant weapon as a spell. This way you can create any type of weapon that has a specific use at that time that you need. Like if your main weapon is a enchanted short sword but you want some range currently, you can create a pike, whip or whatever you want and you become instantly proficient with it. This way you can get a extra 10 feet and still use spellstrike.

Another spell which I have been eagerly looking at, since I am also a melee magus, is Bladed Dash. This way you can dash past an enemy, and hit one enemy anywhere along that 30 feet. This also does not provoke attack opportunity. So I've been looking at this as a chance to use your max movement, then casting this to close the gap, and possibly getting past heavy troops to flank softer targets.
The greater version we get at lvl 13, which is a lvl 5 spell, and this version allows you to hit all targets one time along that 30 feet.

Everything else up to spell level 2, I'm pretty sure you've examined quite well.

Silver Crusade

Spell Combat + Bladed Dash = Pounce.


Since you want to focus on the SG build, may I suggest you buy an elemental spell ROd (or take the feat itself). So at least when you meet demons, you have other options (even though they have resistance).....

Having an intensified snowball ready is also good since no SR (but of course won't be as good vs undead or demons)

BTW: defending bone is an awesome good spell to have...


Defending Bone doesn't seem like it would be worth it, when there are spells like Mirror Image and Blur I can take to make sure I don't get hit at all. Also since Bludgeoning damage isn't that hard to find. Bladed Dash was one of my choices as soon as we hit 6th last session and will be all sorts of fun when we resume game. The elemental spell rod has been on my list of needs ever since I decided to focus SG, the GM just hasn't made items of that nature readily available to this point. But I'll get there, hopefully as soon as we get back to town and get paid.

What about good ways to get flight. It's nice to get the spell but it would be nicer to get something more permanent. I was considering a carpet of flying. It would fit my character thematically. Any way to get a faster carpet? I know it follows Overland Flight's rules but I want to supercharge that baby.


PCScipio wrote:
Spell Combat + Bladed Dash = Pounce.

Also Dimensional Agility with Variant Multiclass Wizard (Conjuration-Teleportation). Unfortunately not available until level 13, or 10 with retraining.


m4nch1ld3 wrote:
What about good ways to get flight. It's nice to get the spell but it would be nicer to get something more permanent. I was considering a carpet of flying. It would fit my character thematically. Any way to get a faster carpet? I know it follows Overland Flight's rules but I want to supercharge that baby.

The small Carpet is the cheapest 'permanent' option. There are Wings of Flying that cost more, and of course the classic Broom of Flying. I'd prefer the wings over the others, though the larger carpets do allow taking a buddy or 3 with.

There are also a couple armor enchantments that grant flight I believe.

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