Magnus Arcanis's page

Organized Play Member. 46 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




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Hey all,

I'm sadly at the end of my rope and have broken down to ask you fine folks for some answers to questions that are probably pretty obvious to most, but due to various reasons I have talked myself out of common sense. So, I ask you, the more experienced, to set me straight.

*Note: This is for PFS. Houserules need not apply.

1) If I have say... Improved Trip (via a granted class ability), but since I never got combat expertise, can I take Greater Trip (via normal feat selection) provided that my BAB is high enough?

2) Can a Magus Fight Defensively? I was under the impression, that as long as I making an attack, I could do so defensively and gain a bonus to AC. However, Spellstrike and Spell Combat may or may not have the exact wording to support this type of behavior? It looks like they were meant to, but I'm left uncertain that I could go to any DM's table and be confident that it would work for me.

3) Weapon Finesse and Prehensile Hair Hex: Does/can weapon finesse allow me to use my Dex modifier to attack rolls instead of my Intelligence?

4) When does a Flowing Monk's Redirection actually take place? Before the attack? After they attack? Could reposition possible negate an attack?

Also, should there be any official source for answers to any of these questions I would appreciate any links to such.

Thanks in advance.


Part of the Legalistic curse”

“At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive check while talking to an individual one-on-one.”

Can/could/would/will/how would that interact with something like say… the Enforcer feat?

(Enforcer basically allows a free Intimidate (Demoralize) check against a target that I did non-lethal damage to)

Curveball, what if I went dual cursed and took the Tongues curse and started screaming in a language no one understood? Would that affect how it worked?


Hey All, ( I apologize in advance if this is too long)

Been struggling with my character for PFS after I found out how a few rules work and correctly reading some abilities which has caused me to consider a new path my character. Originally I had planned on going straight Hexcrafter Magus, but waning defense and some higher level options I thought I could take no longer being an option… I think I might do some heavy multi classing to help flesh out some weaker areas that my character has.

So basically, I need some help/advice on filling in the blanks to help cover my some of my weak points or to make sure my strong points don’t become too weak to be useful.

I wanted to build an, easily transitionable, self-sufficient to support character and when combined with team players (especially those with actual support classes) to be able to do some amazing things. I found this in the Magus… which is… honestly… a poor choice for my first pathfinder character. I’m a bit of a optimization junky and the complicated nature of the Magus and its interaction with other classes… anyway. I’m seeking advice, especially from those who have experienced the later levels of PFS, on what holes need filling(and how to fill them) the most so I don’t end up “optimizing” myself into oblivion.

Current Build.
Human – Lawful Neutral – Hexcrafter Magus .
18 / 14 / 12/14/10/8
Feats: Enforcer, Rime Spell, Combat Reflexes
Arcana: Not sure if I want Maneuver Mastery or pick up a Familiar

So essentially, I’ve got this going on.
3. Magus. - Combat Reflexes, ???(Maneuver Mastery/Familiary arcana)
4. Magus. - Prehensile Hair Hex
5. Maneuver Master Monk. – Improved Trip, Vicious Stomp
6. Magus. - ??? (Bonus combat Feat)
7. Magus. - ??? (Level feat), Flight Hex
8. Lorewarden Fighter. – ??? (Bonus Combat Feat)
9. Lorewarden Fighter. – Combat Expertise, Greater Trip, Lunge
10. Magus.
11. ???
12. ???

The ??? are the blanks obviously… Aka were I’m not quite sure what direction/selections would be good ideas.

A few notes:
“ZOMG! You’re going to be a really bad Magus.” = Yep, but unless I unconvinced myself that I’m ok without Spell Recall, and level 4 spells (and casting in heavier armor) I think I get more for my character out of multi-classing. I more worried about being a contributor rather than filling out specific class abilities that are often duplicated by a more dedicated casters. I’m ok with delaying my 3rd level spells a little while. While they are most certainly useful I hope that my advancements in other areas will out way the few spell slots gained.

“Why Monk?” = Since I can’t take Pinned Down to keep enemies from using a 5’ step to get to me I thought I would go the improved trip route. However, I hate taking feats I don’t/won’t actually use. Fine if their granted, but taking them and waiting to take what I really want is a turn off. So I thought… Maneuver Master Monk! Allows me to take Improved Trip right away and I still have a bonus feat… which Vicious Stomp seems awesome. Now, I’m aware that I can’t flurry and spell combat in the same round. I thought I could… but… meh. However, since my go-to spell is Frostbite I often find myself holding excess charges so, for those rounds it would work perfectly well. Also, Perception. Lacking a noticeable wisdom modifier and it not being a class skill… I might as well be blind. Dipping into monk lets me sink some serious skill points into, arguably, the most important skill in the game. Plus the boost to saves is nice.

“Why Fighter” = Lore Warden actually grants me CE at the level I need it for Greater Trip which is a really nice thing to have in the party (I assume). The extra boost to fort, hp, and bonus feats are clear positives. Also, the extra skill points and class skills fit well with my philosophy of spreading around skills so I’m at least helpful if not relevant when skill checks are called upon.

“Maneuver Master vs Familiar Arcana” = With this current layout MM is basically a +1 to eventually a +2 for and against Trip. Kind of lame unless I need it to keep relevant. Otherwise a familiar seems better. Alertness is nice, and essentially a stacking minor feat could be the better option. However… which familiar do I need the most? =/

So like I said… I think my offense is fine. I’ll be generating a ton of attacks for not only myself, but for my teammates as well. If the enemy is susceptible, shaken, fatigue, entangle make it easier for everyone to hit my targets. Combine with enlarge person, prehensile hair, and lunge… I don’t even have to be adjacent to be effective.

Now, the weakness that I’ve identified so far
- Saves are not amazing. I would like better saves
- CMD isn’t anything to admire, but I can’t seem to find any real PFS options for improving this.
- Immune to non-lethal damage and trip basically ignore the fun parts of my character. So a wraith or spectre would be a really bad match up for me… though I’m not sure who/what is actually good against them anyway.
- Hit points… I’m on the lower end of things for a melee combatant, but I’m spending the vast majority of combat attacking from reach or against tripped opponents. However I’m smart enough to know that this won’t work forever.
- AC. See hit points.
- Initiative modifier – If I go with this direction I plan on pumping dex with leveling so I can keep up with my own attacks of opportunity, but… going earlier in rounds is not a bad thing.
- Not sure if my Trip DC’s or strategy will stay relevant. I haven’t and won’t browse the monster manual to force myself to not break this game. I get the irony that I’m asking for hints on feats/class abilities to help me be prepared enough to face those threats, but with MM knowledge… I’d probably lose a week or two of sleep and ruin this game for myself and likely others.
-
In any case, sorry about the mass amount of text, but as you can see I’ve been mulling is over for quite some time and I’m looking for additional opinions and suggestions. Thanks in advance


Greetings rules wizards!

I'm a relatively new player and I've managed to stumped into some really odd stuff so I'm hoping you masters can help me out.

1. Spell combat + 1h-weapon w/ two hands:
In my full round attack can I cast a spell, then use two hands to on my scimitar to gain +.5 str damage? Does this also work if I'm Spell Striking with my spell?

2a. Spell combat + Prehensile Hair + Two-weapon fighting:
Hexcrafter Magus @ level 4 grants me a hex. The hair is limb that is as dexterous as a hand. In theory this lets me use my hair(beard) to cast a spell for spell combat then (in theory) have a weapon in each hand for two-weapon fighting. If this is possible, how to the penalties stack up?

2b. If I have beard, and two weapons going can I cast a spell to spellstrike with my main hand, melee with my main hand, off hand, and beard? Or do I give up the beard attack.

3. Prehensile Hair + 1 level of White Haired Witch:
Hexcrafter Magus 4 and 1 Witch give me two hair-based attacks. I personally believe this grants me two seperate natual attacks, but some others think that they all affect my hair so they abilities merge creating a reach 10, optionally primary or secondary natural attack, with a free grapple check. I'm on the side of them being seperate, but solid clarification here would be awesome.

I may have more later, but these seem to be the most prominant to me right now.

Thank you for your help in advance,
Magnus the Magus.


Hey all, was over in my magus thread and clearly I'm not knowledgeable enough yet to really accomplish what I want to accomplish.

My goal it now to (relatively) every turn inflict as many debilitating effects on my enemies as I possibly can (and as early as possible).

So I need your help!

Originally I started out with a Human Magus using Touch of Fatigue (at level 3 or earlier) and Enforcer for a Fatigue and Shaken (at a low dc each).

Now, other than a decent to-hit, moderate hp and ac I'm pretty much willing sacrifcing anything (including DCs) to inflict as many diblitating at-will effects as possible.

The goal is to keep this PFS legal and with any luck I can conjure up a breakdown from 1-12...

Some things I have so far:

-Blade of Mercy + Enforcer
-Magus Spell Combat lets us cast spells.
-Witch hair tricks can trip and grapple without actually grappling.

I heard a rumor that Rime Spell works with a Magical Lineage (Ray of Frost) for an at will entangle... though I sitll question wether or not this actually works.

Can it be done!? Can it be effective enough to not be a turd?


Hey all! Gonna be taking Pathfinder a little more seriously starting next week (I've done We Be Goblins back on gameday). We should have a fairly regular group though I can't say I know what exactly the others are playing yet, but I... I want to play a Magus!

Currently I have this:

Race:Human
Stats: 8-20-12-14-7-12
Feats: Weapon Finesse, Enforcer
Traits: Blade of Mercy, ....
Standard Spells:
0- Daze, Flare, Dectect Magic
1- Shield and/or Infernal Healing depending if we even have a healer.

Gonna go with a Gladius or a Dog slicer till level 3 and then pick up a scimitar.

Also at level 3 I'll pick up the Spell Blending Magic Arcana for Resistance and Touch of Fatigue. For the feat I'll take Dervish Dance.

So.. basically I'm aweful until level 3, but I'm thoroughly intriuged by the ability (possibilty) to heavily nerf anything I set my attack rolls upon. Until then the plan for spell combating would be to melee, 5-step, daze. Then in the following round if the guy is still around, Flare, 5step in, melee. Repeat with Flare as necessary. @ level 2 I may switch to arcane mark.

I have a Trait slot open. Originally I was taking two-world magic to pick up Touch of Fatigued until I discovered that I heavily disliked just about everything I could take at level 3 for Magic Arcane other than ability to spell combat with wands.

Which, if wands are easy come by/worthwhile to pick up I may switch back so could use some advice on that as I don't have any experience on how one acquire items in PFS.

Beyond a trait and any spell recommendations and Magic arcana advice. What can I do to better sure up my underwhelming first 2 levels if anything?


Hey there,

A human, with a normal (medium) glaive needs to use two hands. Pretty standard.

A human, with a small glaive can use 1 hand to wield it at a lower base damage and a -2 to hit. I also assume it gives up the 1.5 str mod to damage as well.

But what happens if a human, with a small glaive, wields it with 2 hands? Do I retain the -2 to-hit but get back the 1.5 str mod to damage? Vice versa?

This'll likely come up in a society game so no houserules for me :(