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STR Ranger wrote:
Search: Hexcrafter Guide you will find out why it is the best magus

Thanks for the tip and making the guide! But offcourse the most interested build was the one that was unfinished The Melee Transmorgifist any ideas on that one?


Sebastian Hirsch wrote:


There are some interesting multiclass options out there:

Magus7/Cleric3/Mystic Theurge10:
advantages – divine buff spells like divine favor and power, spellstrike with harm, a lot of spell slots every day, channel energy (only a few d6 but might be decent with the right feats),
disadvantages – multiple attribute dependance, arcane pool doesn't scale after level 7, hexcrafter and bladebound are pretty useless, BAB is worse than straight magus

Sorcerer 1/Magus 19 – you take a level of sorcerer to add 2 points of damage to every die of your shocking grasp. Not bad, especially since you could get a familiar this way.

Magus + Pathfinder Savant – You sacrifice at least some caster levels, but if you realllly want some spells on your list, it could be worth it. Divine power, lead blades and maybe a summon monster spell from the summoner list. The Summoner, Paladin, Ranger and Bards all have cool spells worth stealing.

Magus + Student of War: If you can stomach...

Magus/Cleric/Theurge combo looks interesting, though I have hard time figuring out what kinda roles the Magus would play in a group?

Sorcerer/magus would seem a bit odd for ropeplaying purposes, can't really figure out why he would have taken a level of sorcerer.

Savant and student of war is beyond what I can choose.

Have to say though that for flavour purposes Student of War would have been pretty perfect, also the skill focus wouldn't have been a problem since my race is fixed as half-elf. Though Combat Expertise seems as a feat not used too often as magus? Also dogde is kinda wasted if you use the int modifier to ac, since it states that you loose it if something else than dex is counted for ac. But for flavour oh yes. Is there anything similar in core,advanced or UM archetypes?

How hexcrafter actually work, you change some feats (atleast spell recal) so you get access to all curse spells to level 6 and you get to pick a few curses from witches list? Is there something else that I am missing? How effective curses are in this game world?


Since I am doing this character based on conversion the stats are really high (conversion from 12th level character from rolemaster),

STR 20
CON 16
DEX 17
INT 13
CHA 20
WIS 13

I am allowed to change the Cha and INT stats around ,I also have extra +2 to throw around if needed (yes the stats are high, you may even say ridicilously so and personally I wouldn't mind playing with lower stats but I hope the stats would give me some chance to flesh out the roleplaying part more without destroying the usefullnes in the battlefield alltogether and get similar feel that I had in the character before we changed in to pathfinder (Warriormage in rolemaster, with a background story of being a soldier in different wars and learning the arts of warfare and diplomatics).

We are starting from level 6 and playing all the way to 20th level, unless we die of old age before that :) and high propablity of high magic (atleast if it's up to me and the fellow companions).


I am trying to do Str based magus, what feats would be in the "must have" list for str magus? Or str magus simply a bad choice and Arcane duelist or EK would do his job better? Innersea magic is out of bounds so I can't do a dex build magus, just with core, advanced and UM.

Also is there any point dipping in the another class with Magus? Like paladin for smite or bard for skills (for that roleplaying fun)? Would Bard Magician archtype Dweomercraft work with Magus?

"Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. It replaces inspire courage. "

Sorry for the silly question, haven't gotten very deep in to pathfinder world yet and I am trying to find a balanced build between rolepaying and still being usefull in battle.


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I am trying to do a conversion from rolemaster to pathfinder with my character and I just don't seem to get it work. So I decided to turn to you for brighter ideas.

The character was warrior mage in rolemaster, with decent skill with bow and sword, used leather/chain armor, had a very good strength, agility and presence. Psyhical appereance was impressive with 200lbs and 6'10" tall. Used mainly bolts/buffs in fights and also had a few utily spells.

The stats converted to pathfinder would propably look something like this,

STR 20
CON 16
DEX 17
INT 13
CHA 20
WIS 13

I would propably be allowed to change the Cha and INT stats around (depending on the class),I also have extra +2 to throw around if needed (yes the stats are high, I wouldn't mind playing with lower stats but thats what the conversion table said).

I really hate playing "one trick pony" type of characters (thats why I chose the WM in the first place), like to sometime socialise alot in games and offcourse I would like to carry my own weight in battlefield.

Now I have looked the sor|wiz/fighter/EK builds, different Magus builds and bard builds, also pure sor/wiz but I simply don't know which would work best for my kind of gameplay. Don't need to be best in anything and prefer versatility over optimization.

Also since I have zero experience on pathfinder (have played a bit of 3.5 though) it's hard to imagine how the character would endup being after few years of playing (if I manage to stay alive so long). The race is fixed as Half-Elf and starting level is 6 and we propably be playing to the 20th level. The rules are pretty much the Core rules and Ultimate magic and propably combat too.

So can you help the man out or is my guest doomed?