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Question/observation;
I like what I'm reading about the Magus class in general, and I like the spellblade archetype.
I'm not sure that getting a 'free dagger of force' in the off hand (especially if you consider that it's not free, since you have to spend a spell or spell point to create it) is worth trading the 2nd lvl Magus ability to zap a touch spell though your weapon for.
Any thoughts on this? I consider myself fairly creative (once I get motivated) but I'm hardly a min-maxer. (usually) ;P
I can see several possibly useful magus ability combos, but nothing that screams 'pick me!' over another. Other than the whole 'whip for casting touch spells through' trick, any other interesting combos for the magus that I've obviously missed?
(I confess I haven't scrolled through the magus thread yet. Wanted your opinions before I went spelunking!)Thanks!
In our Pen & Paper game, I'm playing a run of the mill Magus (since playtest, so no Archetypes, although I was able to trade one or two Feats and Spells once the full version came out).
At first I was a little underwhelmed (and worried about the MAD) but after playing her now for a good while, I'm into a groove and am really enjoying playing her.
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There are definitely a couple of things that I would have changed. I think I just tried to get a lot of the cool things and haven't been able to fully utilise them.
One thing I can say is this: Don't sell yourself short on ranged spells. I have had a few encounters now where I've had trouble contributing because of my lack of ranged damage. Also, once your spells are depeted, resign yourself to not being able to do a lot of damage.
A few Arcana I can suggest are:
Hasted Assault (once you are high enough level). I can't endorse this Arcana enough!!!
Empowered Magic (once you are high enough level, as well as Maximised and Quickened)
Arcane Accuracy (I don't have this, but wish I did)
Pool Strike is OK, but I've only had need to use it once. There are a lot of other Arcana that key off it though and some of them are quite nice, so that's always an option.
I took a Familiar for flavour reasons (and because it was one of the better 1st level options available) but there's not really any benefit to it.
There are also a few Spells that are pretty sweet as well.
Arcana Theft: I have yet to actually use it, but the idea is just too cool to pass up.
Bladed Dash: (from Inner Sea Magic) is a must have. That spell rocks something fierce for a Magus!
Corrosive Touch: once more there's no Saving Throw for reduced damage, but it's the best 1st level Touch Spell in your arsenal IMHO.
Force Punch: again this does reduced damage, but there's no Saving Throw to reduce it (only to stop the secondary Push Back effect).
Frigid Touch: only deals 4d6 cold damage, but there's no Saving Throw to reduce it and as an added benefit, you stagger the opponent you hit.
Magic Missile: it's a staple and a good ranged damage dealer
Vampiric Touch: who wouldn't like more hit points?

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I'd actually be very interested to see how well a group comprised solely of Magi & Inquisitors would go.
You have spells and you have healing. Plus everyone can fight. Plus with a dip or two into other classes (I am thinking set a limit of no more than 2 or 3 levels, not including PrC's) you can also have other abilities such as trapfinding, additional beef via a full BAB class, etc...

Ragadolf |

Thx for the notes Flash!
Interesting,...
Personally, I had thought that 'True Strike' would be a must for a Magus. In a full round action, You can cast it AND then attack for a guaranteed hit in the same round?! (At 1st lvl no less!)
Sure, it's a one-trick pony, but that horse will ride! :)
(I actually have NO idea what that means, but it sounded cool!) ;P
/lol

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Thx for the notes Flash!
No Problemo... :)
Interesting,...
Personally, I had thought that 'True Strike' would be a must for a Magus. In a full round action, You can cast it AND then attack for a guaranteed hit in the same round?! (At 1st lvl no less!)
It is decent, but remember that the best thing about Spell Combat is that it allows you to deal mass amounts of damage in a round. Being able to auto-hit is great, but you'll only be doing a minimal amount of damage with that strike since as soon as you cast True Strike you lose whatever touch spell you had charged. You're better off using the Arcane Accuracy Arcana to get your INT bonus to hit. :)

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Hey, Pat ... not trying to be a pain, but the more time I've had to think about him, the more I think I liked San the way he was (ranger/wizard en route to eldritch knight). Do you mind if I change him back? I saved all his old stats, so it's just a matter of cut 'n paste. If I can, a couple of things I would still need to change:
- I had Ghostfetter, a greatsword, as his arcane bonded item. I recently noticed, though, that an arcane bonded weapon must be "wielded" when casting spells, which to me means both hands for a greatsword. This would then preclude him casting spells with somatic components. I see a few options: 1) change it into a one-handed weapon, 2) replace one of my feats with a 3.5 feat that allows using a weapon as part of the somatic components (don't recall the name or supplement, but I know it exists; I'd just have to research), or 3) choose a new arcane bond (either another item or a familiar). My preference, I think, would be to do #3, but if you'd rather I did another, I'm fine with that.
- I'd like to use the enhancement focused arcane school ("subschool" of transmutation) from the APG, if you don't mind. It would replace my telekinetic fist power with the augment power.

Patrick Curtin |

Hey, Pat ... not trying to be a pain, but the more time I've had to think about him, the more I think I liked San the way he was (ranger/wizard en route to eldritch knight). Do you mind if I change him back? I saved all his old stats, so it's just a matter of cut 'n paste. If I can, a couple of things I would still need to change:
- I had Ghostfetter, a greatsword, as his arcane bonded item. I recently noticed, though, that an arcane bonded weapon must be "wielded" when casting spells, which to me means both hands for a greatsword. This would then preclude him casting spells with somatic components. I see a few options: 1) change it into a one-handed weapon, 2) replace one of my feats with a 3.5 feat that allows using a weapon as part of the somatic components (don't recall the name or supplement, but I know it exists; I'd just have to research), or 3) choose a new arcane bond (either another item or a familiar). My preference, I think, would be to do #3, but if you'd rather I did another, I'm fine with that.
- I'd like to use the enhancement focused arcane school ("subschool" of transmutation) from the APG, if you don't mind. It would replace my telekinetic fist power with the augment power.
I'm flexible. Fix San up the way you like him.

Ragadolf |

OK, question for anyone, (Flash! hinthint) ;P
I'm thinking Dex/Int for the main stats of my 'Magnus the Magus'
(LAme, I know. I'm tired alright? I'll fix the name later! ;P)
My thinking is dex provides better ac with light armor, and with light weapons and the 'Weapon Finesse' feat also get to hit bonus.
Of course then I have no DAMAGE bonuses, and only doing light weapon dmg. ;P (Ergo my question)
BUT, it does go with my 'duelist' pre-concept in my head.
I know I'm tired, but all I'm seeing is a 'Str/Int' or Dex/Int' high stat combo.
Is there something I'm missing here? Something else that makes for a good MAgus I'm not seeing in my bleary-eyed delirium?
Thanks in advance;

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Just to give everyone a 'head's up' - my December is going to be extremely hectic. I will be in China from December 3-7; then in Italy from December 10-15. Finally, we leave for vacation (Florida) on the 17th and will be back on January 3rd. From past experience, I will likely have limited internet while in China and Italy, and posting may be spotty while in Florida.

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OK, question for anyone, (Flash! hinthint) ;P
I'm thinking Dex/Int for the main stats of my 'Magnus the Magus'
(LAme, I know. I'm tired alright? I'll fix the name later! ;P)My thinking is dex provides better ac with light armor, and with light weapons and the 'Weapon Finesse' feat also get to hit bonus.
Of course then I have no DAMAGE bonuses, and only doing light weapon dmg. ;P (Ergo my question)BUT, it does go with my 'duelist' pre-concept in my head.
I know I'm tired, but all I'm seeing is a 'Str/Int' or Dex/Int' high stat combo.
Is there something I'm missing here? Something else that makes for a good MAgus I'm not seeing in my bleary-eyed delirium?Thanks in advance;
I'm sooooo sorry I missed this Rags! :(
I happened to look at Joleesa for something and noticed that there were 17 new Discussion Posts! 8O
Here is my Magus Character. I went a mixture STR/CON/DEX along with INT. I totally dumped CHA back to 7 (and then raised it to 8 at 8th level). You are right though (not missing anything) the Class has MAD something shocking.
Some things I am finding:
* Damage is going to be coming from your Touch Spells. I don't think that the extra couple of points from STR Bonuus is going to make a huge difference (6-12 points a round). When you run out of Touch Spells and Arcane Pool, you should be Ranged Spelling when you can. I find I'm not doing much damage otherwise, even with 3 attacks a round.
* I think the best option is to go DEX/INT(/CON) with something like a Rapier and Weapon Finesse. This is the way that I wish I had of gone.
* Extra Arcane Pool is very useful. I wish I had taken that Feat instead of the additional Arcana Ability (Pool Strike). I have only ever used Pool Strike once, as I find by the time I am out of Touch Spells I am also out of Arcane Pool.
I am actually liking the Class a lot more than I thought I would (on paper) and she has lasted far longer than I thought she would. I am now getting into the groove with her and have been dishing out up to 75 points of damage a round under the right circumstances, which I think is fairly decent for what I consider to be a second tier Character.
Some Arcana I think are useful:
Arcane Accuracy
Empowered Magic
Hasted Assault
Spell Blending

Ragadolf |

Thx Flash!
(BTW, I thought I had figured out all of the gamer-acronyms on these boards, but this middle age geek admits that MAD is new to him. What does that stand for please?) ;)
I was/am going with Dex/Int(/Con) and Weapon finesse/rapier. I was worried about the lack of dmg a rapier does, but figured that hitting more often would make up for it! ;)
I tend to lean towards humans lately, just because of the extra 1st lvl feat. BUT, this time I figured out that I actually get better overall stats by starting with an elf. ( And since we are starting at 5th lvl that extra 1st lvl feat is not as much of an issue. :)
Thanks again for your input.
Maybe now I can get this PC finished! (IF I can just resolve/deal with/ignore all of the RL stuff that keeps ambushing us!) ;P

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Hey Flash, is there a reason why your character's 10th level or did I miss something?
Ariadne is my Pen & Paper Character for Rise of the Runelords.
Joleesa is my Character for Tales from the City of Opal. :)

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Thx Flash!
(BTW, I thought I had figured out all of the gamer-acronyms on these boards, but this middle age geek admits that MAD is new to him. What does that stand for please?) ;)
No Problemo. :)
MAD stands for Multiple Ability Dependency. It basically means that you need high scores in a lot of your Ability Scores for the Character to function decently.
Magi need STR/DEX/CON/INT, although DEX/CON/INT will suffice in a pinch.

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Niiice!
Thx MArk!
:)
It seems to me like you're a expert, Mark!
Sorry, couldn't resist...

Magnus Darkenstar |

Sooo close to being done. (Finally!)
Just need to go shopping, and write out his background etc.
Dungeon Monkey, do you have any details on any of your dueling schools? Or would you like me to make something up?
(I plan on him being from a famous (if not prestigious) school, but not necessarily one of the best students. He's a little too,... theatrical, for their tastes.) :)

Patrick Curtin |

Rags, I have left that deliberately nebulous. I will give you the basics, and you can make up one as you see fit:
The Sword Circles are part sparring/fencing club, part social club, and part status symbol. What Sword Circle you join says much about your social standing, your method of fighting and your ancestry. Most Sword Circle members identify themselves by a cloak broach or some sort of heraladry. Some notables:
The Exiled Sons: Identified by a ship with three crossed swords over it. One of the most prestigious Sword Circles, they operate a private club in Opal. Membership is usally limited to descendants of the Vellasian nobility that fled to Mazatil three hundred years ago. Focused mainly on sword and board and also equestrian styles and jousting.
The Raptor's Claw: Identified by a red claw on black background. A Sword Circle dedicated to two-weapon fighting. Many Upland Rangers and other explorers often join this group.
The Rose's Thorn: Identified by a black rose with a red blood drop on its petals. A large Sword Circle, more gang than anything, that haunts the Driftwood District. They hold the area as their personal feudal domain, and own many dockside taverns and brothels. Their fighting style is focused on group tactics.