Bromton wrote: Then it must be Rogue Dervish Magus Throwing in a level or two of rogue types is nice for lots of classes (extra skill options, sneak attack, and evasion), but if you start throwing in too many rogue/ninja levels, then you're really slowing down the already creeping spell progression of the magus; plus you're arcane pool will be too small to be very useful. The problem is that the magus is already a hybrid class . . . .
DougErvin wrote: WalterGM, are you planning on including the new magus arcana from Ultimate Combat in your guide. Just from the little I have seen, don't have the PDF yet, they are better than the ones in UM. If the one line description of "Accurate Strike: make attacks as touch attacks for 1 round" is correct it is beyond blue. Sure it can only be used a couple of times a day but it could change the balance of an encounter. Jaberwock, AC 40, Touch 14, the difference is significant. A spellstrike of Frigid Touch combined with a crit could significantly soften up the jaberwock. Yes, I'd love to see discussions of these new arcana. Other than the one DougErvin mentions, the others seemed underwhelming. The arcing pool strike feet is interesting, but for two arcana (and 2 pool pts. to cast) I'll still pass. The additional weapon enhancements (ghost touch, holy, etc.) are nice, but only "made available" for the extra cost, so they will eat away at your enhancement points.
Andrew Besso wrote:
Better yet, cast the spell with spellstrike first in the round (casting it defensively), then both attacks in the first round would deliver Chill Touch, and, if you miss the first swing, you could still deliver a charge with the second.
Abraham spalding wrote:
Hehe, now if it was Dwarves, I could see the needless upcharge.
Viscereal wrote:
Yes, but then you would be pretty much done for the day. Hope it's dead ;) Also, if your first swing missed you would lose that held spell when you cast the next spell using spell combat. Or you would just have to skip your casting that round and have taken -2 for nothing. Not to mention you're casting the second spell defensively. There are trade-offs built into how the magus operates.
Viscereal wrote:
Yes, you can. From PRD:
Viscereal wrote: Another issue is a couple of my group think the ability to critically hit a spell on a weapon critical hit using spellstrike is incredibly overpowered. Getting upwards of 60 or more damage at level 4 with good rolls. Anyone have an opinion on that? Ugh, my GM is of the same opinion, yet somehow none of the hardcore posters here seem to think it unbalanced. The Magus can spike some serious damage. Without these spikes, the Magus really doesn't keep up with other melee classes--who all have better hp's, better BAB, and an unlimited amount of swings at their highest damage output compared to the limited resources of a magus relying on spells for most of his damage. At 3rd level, you have 18-20 chance to crit with weapon as opposed to a 20, so an extra 10%. That is more than counterbalanced by the fact that you're losing spells by having to cast defensively--DC: 15 + (2*spell level). Viscereal wrote: And lastly, is the Magus a strength or dexterity favored class? Another thing I'm simply looking for an opinion on. Dex needs Dervish Dance, but then outpaces STR builds early on. STR starts to pull ahead mid levels. Check for the posts on these boards and the excellent guide to the Magus by Walter here
Flak wrote:
The problem I see is that the system encourages early level dipping instead of true multi-classing. Get that early rogue level or two for sneak attack, evasion, skills, and now abilities and then get to 18 in your "real" class. Honestly, I like the fact that single class builds are rewarded and that core hybrid classes get benefits over multi-class builds.
james maissen wrote:
Celestial armor states "it is considered light armor" in the descripton, and unlike mithral doesn't mention anything about needing med armor proficiency (though it is stated as chain mail).
Wow, really sorry about your friend. I would argue that games are, above all else, a way to spend great times among friends. If travel distance is a problem, I would strongly recommend playing over Skype. It's not the same as being there in person, but I've been playing that way for years and it works surprisingly well.
calagnar wrote:
Calagnar, I believe this issue still hasn't been resolved. James Jacobs wrote:
I imagine many DD magi will be very irked if it's ruled illegal, but it seems to be a sort of "wait and see" situation right now officially.
Mynameisjake wrote:
Unfortunately a magus doesn't qualify for Lunge until 8th level (+6 BAB). Also a Belt of Incredible Dexterity is a must item for the waist slot. I just don't see a convenient way to keep strength under 12 for a Magus--I don't like asking the wizard to carry my extra stuff.
james maissen wrote:
I prefer more balanced stats (seems to go with the versatility of the Magus as well). I also wanted to keep a bit more strength in case I have to stick with a finesse rapier build; plus I don't want to be fighting against encumbrance limits during the early levels. I am looking at STR 12
But I'm still considering whether I want INT or DEX tops. Also still deciding on Focused Mind or Magical Lineage for my Magic trait.
Wait a few months and the question will be. As anyone seen anything BESIDES a Dervish Dance build magus.? Yea, that's the biggest reason to go with a STR build, but I love the flavor of a dex-based melee character. Even if DD isn't allowed, I like the flavor enough to play with a weaker finesse build. Maybe I should make INT my 18 (after racial adjustment) instead of DEX. That way I know those points will still be giving me good returns no matter how the feats and weapon end up sussing out.
Ravingdork wrote:
Darn basic grasp of the English language is getting in the way of mastering PF rules again--total = 50% ;) I knew all cover prevented AoO's, but I thought only total concealment negated AoO's.
STR Ranger wrote:
Remember that Toppling only works with force spells. I've been wondering if there is a size limit for tripping with Toppling Spell. Back to the OP. Awesome guide. This would probably have helped me build my magus a bit better (though my GM thinks my magus is overpowered as he stands). One thing I'm wondering is why Combat Casting isn't in your builds. You will be casting defensively every time you use Spellstrike and, especially at lower levels, your spells will be fizzling a lot without that +4 (or +6 with the focused mind trait). For Corrosive Touch, I like to keep one on hand in case I meet something with resistance to electricity. The lower damage is worth the versatility to me since versatility is what the Magus is all about. Oh, and a small thing on Arcane Strike is that it's +1 and then +1 per 5 levels. Also, the magus has one trick that makes the Blood Transcription spell obsolete. At level 7, the magus can prep any spell from the magus spell list with Knowledge Pool and then just copy it into his spellbook for the cost of materials. Much more civilized than having your character drink some evil stranger's blood ;)
Familiar is definitely a solid arcana and opens up the improved familiar feat for later on. Nice to have the alertness bonus and a ready flanking partner for any fight. Improved initiative will be really handy if you are the one throwing haste on your group (before half of them scatter out of range). I wish hasted assault opened up earlier. By the time you get it at 9th, you're probably already just casting haste and you're 2 levels from spell recalling it for the same 1 arcane point.
Well, sorry to thread jack again, but I had one more consideration for how DD is interpreted. If you read it as Maxximilius has, then a creature/character with claws would never be able to use the feat. I hope they clear this up officially as I imagine a lot of scimitar magus's are already hitting PFS play.
Maxximilius wrote:
I read that as more of an analogy for how spell combat works with the "much like" in there. Also what, happens when using spellstrike where the off-hand doesn't deliver the spell at all? Dervish dance looks more at whether something is actually held in the off hand (without getting into carried vs. wielded): You cannot use this feat if you are carrying a weapon or shield in your off hand.
I'm not convinced that arcane strike will be that great. Your magus might be using swift actions in other ways and AS isn't that impressive of a damage boost (though at least it doesn't lower the magus's already shaky to hit). Extra arcane pool is always nice to power spell recall and the keen bonus you'll be adding most fights. Instead of close range, you might take wand wielder and buy a wand of shocking grasp for cheap to start out. The +3 to hit for a lot of fights is even better than the extra damage over acid splash. Anyway enjoy your magus. I just started a dex magus and I'm really loving his spinning, dancing, spell weaving style!
Been digging around for a while and still can't find the answer to these questions, so I've decided to drop stealth and ask. 1. Does weapon damage also get added to the caster's temp hit points (say with spell storing or magus spellstrike) when casting vampiric touch? As a 10th level magus (DD build), would I get 5d6 + 1d6 + dex + enchantment bonus--all converted into temp hp? 2. If I use a spell storing weapon, do I get to wait and see that it crits and then decide to activate the stored vamp touch? If so, does the spell get doubled plus all the other damage (and, again, does all of that or just the 10d6 get added to my temp hp pool)? Relevant rules/discussion links would be much appreciated. |
