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6 posts. Alias of TMM3.




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So back when Magus was in playtest, I was unimpressed with Spell Combat and got to thinking: Would a Magus actually be better off ignoring it and focusing on archery? Now that Ultimate Magic has hit retail, I think it is time to dust this off and try again with the fully-matured class. I think the result is a powerful, well-balanced character that deals respectable damage per round and has a lot of combat support and out-of-combat utility choices from spellcasting. Better than the revamped Magus-- perhaps not. But a viable Arcane Archer-in-a-can? You decide.

Assumptions: Pathfinder Society (20 Point Build, 12 Level Progression)
Race: Let's do Human. Elf is very nice as well-- Increase your Wisdom to 10, drop Iron Will at 5, and trade 1 HP and 1 SP for some nice racials. However: No rapid shot till 3, and no archer trifecta until 5. That's a long time in PS.
Str 14 (5) Dex 18 (10, Racial Bonus) Con 13 (3)
Int 16 (10) Wisdom 7 (-4) Charisma 7 (-4)
Traits: +1 Will Save, +2 Initiative

Progression
@1: HP 10, AC 18 (Chain Shirt), Fort 3, Ref 4, Will 1 Skills: Acrobatics, Perception, Spellcraft, Kn (Arcana), Intimidate, Plus 1 more to dabble.
Feats @1: Point Blank Shot, Rapid Shot. If you can survive your first session and buy a strength bow, you are a fully viable archer. Your combat strategy is Full Attack (+4/4, d8+4), counting your PB and Arcane Pool enhancement bonuses.
@3: Precise Shot, Arcane Accuracy.
Arcane Accuracy isn't good for much, honestly (remember: 3+ of your pool are devoted to weapon powerups). Consider the Hexcrafter arcana, if you read that ability as kicking in at L3.
@5: Arcane Strike, Iron Will
Here's another reason why Arcane Accuracy isn't that great-- you can't use it with arcane strike. At this level with a vanilla +1 CLB (Str +2) you fire at +8/8 (3BAB+4Dex-2RS+1PB1Enh+1Enh) and deal d8+d6+7(Fiery+1Enh+1Enh+2Str+2ArcaneStrike+1PB)=15/shot
@6: Spell Blending (Gravity Bow, Charm Person)
Enlarge Person+Gravity Bow add an extra d8 damage for -2 to hit for a known boss fight. Charm Person is for Society objectives.
@7: Deadly Aim; @9: Manyshot, Hasted Assault (Or Spell Blending). The more melee you have, the less useful hasted assault is. Very good utility spells are available (Suggestion!)
@11: Weapon Focus, Weapon Specialization @12: Spell Blending (Or Hasted Assault). Awesome utility spells are available, such as Charm Monster and Lesser Geas.

Killing People at Level 12:
Max Damage Configuration: After Haste (Swift or AOE), To Hit 17x2/17/17/12, Damage 48/shot
You can trade up to 15 damage/shot for up to 8 bonus to hit, which would look like:
Max Accuracy Configuration: After Haste (Swift or AOE), To Hit 25x2/25/25/20, Damage 33/shot

Attack bonus Calculation: BAB 9 -2(RS)-3 (DA) +7(Dex 20, +4 Dex Item) +3 (Greater Magic Weapon) +1PB Shot+1WF+1Haste= +17x2+17/+17/+12 to hit. To increase accuracy: arcane accuracy (+3 to hit, -4 to damage, burns a scarce resource), arcane pool to +2 enhancement +d6 (+2 to hit, -5 to damage); don't use deadly aim (+3 to hit, -6 to damage).
Damage Bonus Calculation: 2d6(Gravity Bow) +3d6(Fiery+Shock+Frost)+2d6 (Holy)+d6 (Flame Arrow)+4 (Str)+2 (Weapon Spec)+4(Arcane Strike)+3 (Enhancement)+6 (Deadly Aim)+1 PB Shot= 8d6+20=48 damage per shot.
Caveats: A) You'll often give up damage for accuracy, especially against foes with some energy resistance. 40 damage/arrow is probably more typical. B) Flame arrow may be overkill, but I've had very few fights per day in PS. It will often last two fights. C) You either cast haste on the party round 1 or use Hasted Assault (-4 damage/arrow).

Life at Level 12
Your saves are middle-of-the-road and AC is nothing special, but touch is healthy with a +7 Dex bonus. HP 99 is also nothing special, but this assumes no +Con item. Prepping defensive spells is a good idea, obviously, but mostly your spells are intended for utility for you and the party. Your sustained damage is heavy and not particularly spell dependent, though you will spend many of your L1 slots on gravity bow.

Looks viable to me, but perhaps I'm overlooking some thing(s).....

EDIT: Statblock: Human Magus 12
Str 18 (14+4 Enhancement) Dex 24 (18+2Level+4 Enhancement) Con 13(+1 Level) Int 18 (16+2 Enhancement) Wis 7 Cha 7
HP 99 AC 27(+7 [Dex] +4 [Mage Armor] +4 [Mithral Buckler +3] +2 [Ring]) Touch AC 23 Flat-Footed AC 20 Initiative +9
Fortitude 14 Reflex 14 Will 12
Traits: Reactive, Indomitable Faith
Feats: PB Shot [H], Rapid Shot [C1], Precise Shot [C3] Arcane Strike [M5], Iron Will [C5], Deadly Aim [C7] Manyshot [C9], Weapon Focus (CLB)[C11], Weapon Spec (CLB)[M11]
Arcana: Arcane Accuracy [M3], Spell Blending (Gravity Bow, Charm Person) [M6], Hasted Assault [M9], Spell Blending (To Taste-- Charm Monster?) [M12]
Skills: Perception +9, Kn (Arcana) +19, Acrobatics +19, Intimidate +13, Spellcraft +19, Fly +15, Knowledge (Local) +11
BAB: 9. Max Damage Attack Sequence: 17x2/17/17/12, 8d6+20
Max Accuracy Attack Sequence (Burn 1 Arcane Pool): 25x2/25/25/20, 6d6+12
Assumed Equipment: Cloak of Resistance +3, Mithral Buckler +3, Ring of Protection +2, Enhancement Items (Str+4, Dex+4, Int +2), 2 Lesser Rods of Extend, Ring of Counterspells (Dispel Magic)
Assumed Buffs: Greater Magic Weapon (24HR), Mage Armor (24HR), Gravity Bow (24M, but L1), Flame Arrow (4HR), Haste (Cast in R1 while enhancing bow; 12R). All spells except Haste pre-cast and extended via rod.