Hello!
Let me start by saying "Thanks for looking at this thread and offering any supporting advice!" before I really get started.
To begin with, I'd been playing in a group of around 7-8 players (though it was hit or miss as to how many would be present during any given session) who play once a week. Our DM has decided that this fluctuation of players needs to be fixed and is breaking the group into a group of 4 and a group of 5.
The way things stand now, my group consists of a Ranger, a Monk, and a Magus (myself). The remaining two characters are two players who will be playing in both groups so they may be playing their characters in the other group and bring new ones into this... That said, Player 1 would be Cleric or Druid and Player 2 a Rogue or Bard.
The Ranger is primarily a ranged multi-shot character, and the Monk is designed to move across the battlefield and grapple casters (to prevent enemy spells).
Whatever the other two decide, the DM has pretty well hinted that my character will most likely be the only arcane caster... That said, he's giving me the freedom to tweak my character (within the rules, of course) so I can make up for the loss of our wizard.
Therefore, here's the basic run-down of my character (at level 3) in hopes that I can get some help optimizing him to make up for the lack of a wizard/caster in the group (Also in hopes that the community might catch any stupid mistake I make! haha).
The character is a Dervish magus, based on Walter's Guide to the Magus.
Magus 3
Race: Elf
Align: True Neutral
Languages: Common, Draconic, Elven, Goblin, Sylvan
HP: 21 (HD3 + favored bonuses, no CON bonus)
STR: 12 (+1)
DEX: 18 (+4) (Base 16, Inherent +2)
CON: 11 (0) (Base 13, Inherent -2)
INT: 16 (3) (Base 14, Inherent +2)
WIS: 11 (0)
CHA: 8 (-1)
AC: 18
Touch: 14
FlatFoot: 14
Fort: +3
Ref: +5
Will: +3
Melee: +6
Ranged: +6
CMB: +3
CMD: +17
Init: 4
Speed: 30
Feats & Features:
(1) Feat: Weapon Finesse (Req. for Dervish Dance)
(1) Magus: Arcane Pool
(1) Campaign Trait: Merchant Family
(1) Trait: Magical Lineage (Shocking Grasp)
(2) Magus: Spell Combat
(2) Magus: Spellstrike
(3) Feat: Dervish Dance (Use DEX for Attack/Damage on Scimitar instead of STR)
(3) Magus Arcana: Arcane Accuracy
Skills: (15 points)
Climb: 1
Fly: 2
KN: Arcana: 3
KN: Dungeoneering: 1
Kn: Planes: 0
Ride: 1
Spellcraft: 3
Swim: 1
UMD: 1
Perform (Dance): 2 -(Req. for Dervish Dance)
I've already adjusted some skill points so I have Kn:Arcana and Spellcraft (didn't have them before; that was the wizard's job)... Nice to have a +1 in a few of the other skills, but the character can cast fly at level 7, reducing the need for climb/ride/etc.
If someone really really wants, I can post the entire list with Total/Rank/Ability/Trained/Mods... but I'd prefer to not have to type all that.
Spells:
Level 0 Spells:
-ALL (Note: DM allows unlimited cantrips/day/"within reason")
Level 1 Spells: (Via Magus Spell List)
-Color Spray
-Enlarge Person
-Grease
-Obscuring Mist
-Ray of Enfeeblement
-Reduce Person
-Shield
-Shocking Grasp
-True Strike
-Vanish
This is what really has me baffled... At level 3, I've only got 10 spells total in my spellbook, and only 3/day. The character isn't really designed to take over the roll of a caster, but I need to adjust my spellbook to compensate for the lack of wizard while keeping the spells I rely on as a Magus.
I've taken Enlarge person for helping to buff the melee, it won't really help myself as I'm DEX-based. Considering dropping Obscuring Mist in favor or Burning Hands since we don't really have AOE damage now.
I always prepared Shocking Grasp x2, and Shield... because we *had* a wizard. So those three spell slots have become a lot more important. Should I drift away from damage spells and focus on utility spells (enlarge person) to help the party or stick with what I've been doing as a melee/spell damage-dealer? Thankfully next level I get Spell Recall!
Equipment:
Scimitar (Formerly a rapier user until level 3 w/Dervish Dance)
Rapier (Needs sold, I guess)
Longbow
Light Mace (Always have a Bludgeoning weapon for those Skeletons)
Dagger
Chain Shirt
(additional generic adventuring gear; boots, belt, backpack, rope, etc.)
Money: 0P, 1600G, 2S, 8C
Interested in buying:
Pearl of Power I (1,000g One extra level 1 spell could be handy!)
Healing Belt (750g 3 charges/day, you know the one.)
Ioun Torch (75g I can do without this as I can cast Light as needed)
Equipment has me a little hurting... Obviously, I don't have much cash (we were dividing loot meant for 4 players among 7-8 players) and the DM said he'll be working on fixing that by next week's session... So I'm a little at odds what to do here. He's said that it'll be increasing, but I don't know how much, so if you've suggestions for equipment you'll have to make due with a 1,600 gold limit. Also, keep in mind that I can use the Magus' arcane pool to grant my weapon a +1 bonus, so upgrading my weapon isn't a priority/concern at the moment.