Magus on a homemade campaign


Advice

Grand Lodge

Hi guys

I am trying to build a Dex Magus for a homebrew campaign. My approach was to build a Dex based Bladebound Magus but have some questions.

Here is what i have so far.

Dex Magus:

Magus 1
Tiefling magus (bladebound, hexcrafter) 1 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9, 47, 48)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 natural)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +3
Resist fire 5
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Offense
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Speed 30 ft.
Melee rapier +4 (1d6/18-20)
Ranged sling +4 (1d4)
Special Attacks arcane pool (+1, 5 points), spell combat
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 1st; concentration +5)
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Statistics
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Str 10, Dex 18, Con 14, Int 18, Wis 12, Cha 6
Base Atk +0.75; CMB +0; CMD 14
Feats Weapon Finesse
Traits magical lineage, pragmatic activator
Skills Climb +2, Fly +10, Intimidate +2, Perception +2, Perform (dance) -1, Sleight of Hand +3, Spellcraft +8, Use Magic Device +8; Racial Modifiers +4 Fly
Languages Common
SQ hex arcana, prehensile tail[ARG]
Other Gear chain shirt, rapier, sling, 65 gp
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Special Abilities
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Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Hex Arcana You can substitute Hexes for Magus Arcana.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

For a Dex based build and taking into consideration that we are going to play a homebrew campaign Hexcrafter is a good archetype?

Which second trait do you guys recommend, Gifted Adept, Pragmatic Activator, Wayang Spellhunter??

Here is the feats that i am considering

1. Weapon Finesse
3. Dervish Dance
5.
7. Intensified Spell
9.
11. Improved critical (Scimitar)
13.
15.

And about arcanas there's another thing i don't know which ones are the best for a Dex based Magus

Thanks in advance for any advise =D

Grand Lodge

Oh and the party composition is

Bloodrager >Dragon Disciple
Cleric
Pyrokinetic


Prometeus wrote:
For a Dex based build and taking into consideration that we are going to play a homebrew campaign Hexcrafter is a good archetype?

Yup, Hexcrafter is a great archetype. Hexes are balanced around the power of a 9th level caster, so on a 6th level caster you're often getting hexes that are more powerful than any spell you can cast. Bear in mind that you can't hex+spell-combat in the same round, so not every hex will be as good for you as it is for a witch. Probably the biggest stand-out is the FLIGHT HEX, which gets you access to flight at level 5 (2 levels earlier than the average magus) and since it can be spent in 1-minute increments it's basically all-day combat-flight.

Prometeus wrote:
Which second trait do you guys recommend, Gifted Adept, Pragmatic Activator, Wayang Spellhunter??

They're all fine traits, but it depends what you want out of them. Magical Lineage is basically the same as Wayang Spellhunter, so unless you have a specific reason to want both I'd probably skip it. Gifted Adept will be amazing at early levels, but (assuming shocking grasp) will become worthless from level 10 onward (and on looking at your feats will also be worthless at levels 5 and 6 before you pick up intensified spell). Pragmatic Activator is an amazing trait, but it depends what you're going to use it on. With a party full of casters you may be able to just give your wands/etc to the other party members and have them activated that way. If you do get a high UMD I'm a fan of the WAND WIELDER arcana, but since you're using wands the save DC's will never be high so you'll have to pick which wands you want.

Prometeus wrote:

Here is the feats that i am considering

1. Weapon Finesse
3. Dervish Dance
5.
7. Intensified Spell
9.
11. Improved critical (Scimitar)
13.
15.

Looks fine, obviously there's a few feats missing, but here's a few things I'd think about:

If you do go with the Gifted Adept trait, consider moving Intensified Spell to level 5.

Improved Critical isn't really necessary on a Magus since you can make your weapon Keen as a swift action from level 5 onward. Taking Improved Critical does mean you can spend that enhancement point on something else, so it's not terrible, you just don't really need it as a Magus.

Since your Black Blade replaces the Arcana you get at 1st level, you may not be able to take the "Extra Arcana" feat (and thus "Extra Hex") until after you actually get an arcana at 6th (only really matters at 5th). Talk to your GM about it, it can go either way.

If you're not taking it at level 4, the Flight Hex (via Extra Arcana: Extra Hex) is probably the best use of your 5th level feat (assuming your GM is fine with it).

Prometeus wrote:
And about arcanas there's another thing i don't know which ones are the best for a Dex based Magus

As I said earlier, hexes are often more powerful than any spells/abilities you can pick up on a 6th level caster, so "Extra Hex" may be the best use of your arcana. It really depends what you want to do with this character. So far your build hasn't shown much of what you want to do with this character, so it's hard to recommend anything. THIS GUIDE is a great place to get ideas. Kurald is pretty active in the forums so you can probably ask him for some advice HERE as well.

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