Magus Build from 1 to 20 Thread


Round 1: Magus


Hey everyone,

In my actual playtest data thread, I posted a Magus build from 1 to 20 that I will use for playtest, and people had some ideas based on it that I thought would be useful to discuss. However, I want to keep that other thread with as high a density of actual playtest data as possible for Jason's ease of access considering his press for time with the Bestiary 2 and all, and Schala the Magus has no actual data yet, so I've created this thread to house that discussion.

So first, I'll repost her:

Schala the Magus:
Schala, Human Magus 1

Str 18
Dex 13
Con 14
Int 16
Wis 7
Cha 7

Hit Points: 14
AC 15 (11 touch, 14 flat-footed)
Fort: +4
Ref: +1
Will: +0

Feats: Combat Casting, Toughness
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike

Skills: Know[Arcana] +7, Know [Dungeoneering] +7, Know [Planes] +7, Ride + 3, Spellcraft +7, Use Magic Device +2

Concentration: +4 (+10 casting defensively!)

Spells: Colour Spray, Enlarge Person, Expeditious Retreat, Obscuring Mist, Shield, Shocking Grasp

Spells per Day: 0-3, 1-2

Attacks:
Heirloom Rapier +6 to hit, 1d6+4 damage

Possessions: MW Rapier (free with trait), Chain Shirt, random gear

---------------------------------

Schala, Human Magus 2

Str 18
Dex 13
Con 14
Int 16
Wis 7
Cha 7

Hit Points: 22
AC 15 (11 touch, 14 flat-footed)
Fort: +5
Ref: +1
Will: +1

Feats: Combat Casting, Toughness
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat

Skills: Know[Arcana] +8, Know [Dungeoneering] +8, Know [Planes] +8, Ride + 3, Spellcraft +8, Swim +4, Use Magic Device +3

Concentration: +5 (+11 casting defensively, +9 for Spell Combat)

Spells: Colour Spray, Enlarge Person, Expeditious Retreat, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, Unseen Servant

Spells per Day: 0-4, 1-3

Attacks:
Heirloom Rapier +7 to hit, 1d6+4 damage
Spell Combat with Heirloom Rapier +3 to hit, 1d6+4 damage
Longbow +2 to hit, 1d8 damage

Possessions: MW Rapier (free with trait), Chain Shirt, random gear, paid to scribe an extra level 1 spell, extra gold to save up

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Schala, Human Magus 3

Str 18
Dex 13
Con 14
Int 16
Wis 7
Cha 7

Hit Points: 30
AC 15 (11 touch, 14 flat-footed)
Fort: +5
Ref: +4
Will: +1

Feats: Combat Casting, Toughness, Weapon Focus (Rapier)
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador)

Skills: Climb +6, Know[Arcana] +9, Know [Dungeoneering] +9, Know [Planes] +9, Perception +0, Ride + 3, Sense Motive +0, Spellcraft +9, Swim +4, Use Magic Device +4

Concentration: +6 (+12 casting defensively, +10 for Spell Combat)

Spells: Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

Spells per Day: 0-4, 1-4

Attacks:
Heirloom Rapier +9 to hit, 1d6+5 damage
Spell Combat with Heirloom Rapier +5 to hit, 1d6+5 damage
Longbow +3 to hit, 1d8 damage

Possessions: +1 Rapier, Chain Shirt, Longbow, random gear, paid to scribe an extra level 1 spell, extra gold to save up

---------------------------

Schala, Human Magus 4

Str 19
Dex 13
Con 14
Int 16
Wis 7
Cha 7

Hit Points: 39
AC 17 (12 touch, 16 flat-footed)
Fort: +6
Ref: +4
Will: +2

Feats: Combat Casting, Toughness, Weapon Focus (Rapier)
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon

Skills: Climb +7, Craft[Jewelry] +7, Know[Arcana] +10, Know [Dungeoneering] +10, Know [Planes] +10, Perception +0, Ride + 4, Sense Motive +0, Spellcraft +10, Swim +6, Use Magic Device +5

Concentration: +7 (+13 casting defensively, +11 for Spell Combat)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Glitterdust, Mirror Image

Spells per Day: 0-4, 1-4, 2-2

Attacks:
Heirloom Rapier +10 to hit, 1d6+5+1d6 damage
Spell Combat with Heirloom Rapier +6 to hit, 1d6+5+1d6 damage
MW MTY Comp Longbow +5 to hit, 1d8+4 damage

Possessions: +1 Shock (or other more useful element for the day) Rapier, +1 Chain Shirt, +1 Ring of Protection, MW MTY Comp Longbow, random gear, paid to scribe an extra level 1 spell, extra gold to save up

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Schala, Human Magus 5

Str 21
Dex 13
Con 14
Int 16
Wis 7
Cha 7

Hit Points: 48
AC 18 (13 touch, 16 flat-footed)
Fort: +6
Ref: +4
Will: +2

Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat,

Skills: Climb +8, Craft[Jewelry] +7, Fly +4, Know[Arcana] +11, Know [Dungeoneering] +11, Know [Planes] +11, Perception +0, Ride + 4, Sense Motive +0, Spellcraft +11, Swim +7, Use Magic Device +6

Concentration: +8 (+14 casting defensively, +12 for Spell Combat)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Glitterdust, Invisibility, Mirror Image, Web

Spells per Day: 0-4, 1-5, 2-3

Attacks:
Heirloom Rapier +11 to hit, 1d6+8+1d6 damage
Spell Combat with Heirloom Rapier +7 to hit, 1d6+8+1d6 damage
MW MTY Comp Longbow +5 to hit, 1d8+6 damage

Possessions: +1 Shock (or other more useful element for the day) Rapier, +1 Chain Shirt, +1 Ring of Protection, MW MTY Comp Longbow, Belt of Giant Strength +2, random gear, paid to scribe an extra level 1 spell, extra gold to save up

---------------------------

Schala, Human Magus 6

Str 21
Dex 13
Con 14
Int 16
Wis 7
Cha 7

Hit Points: 57
AC 19 (13 touch, 17 flat-footed)
Fort: +8
Ref: +6
Will: +4

Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic)

Skills: Climb +8, Craft[Jewelry] +7, Fly +6, Know[Arcana] +12, Know [Dungeoneering] +11, Know [Planes] +12, Perception +0, Ride + 4, Sense Motive +0, Spellcraft +12, Swim +7, Use Magic Device +7

Concentration: +9 (+15 casting defensively, +13 for Spell Combat)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

Spells per Day: 0-5, 1-5, 2-4

Attacks:
Heirloom Rapier +12 to hit, 1d6+8+1d6 damage
Spell Combat with Heirloom Rapier +8 to hit, 1d6+8+1d6 damage
MW MTY Comp Longbow +6 to hit, 1d8+6 damage

Possessions: +1 Shock (or other more useful element for the day) Rapier, +1 Chain Shirt, +1 Ring of Protection, +1 Cloak of Resistance, +1 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +2, random gear, paid to scribe an extra level 1 spell, extra gold to save up

---------------------------

Schala, Human Magus 7

Str 21
Dex 13
Con 14
Int 16
Wis 7
Cha 7

Hit Points: 66
AC 21 (13 touch, 19 flat-footed)
Fort: +9
Ref: +7
Will: +5

Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour

Skills: Climb +8, Craft[Jewelry] +7, Fly +8, Know[Arcana] +13, Know [Dungeoneering] +11, Know [Planes] +13, Perception +0, Ride + 4, Sense Motive +0, Spellcraft +13, Swim +7, Use Magic Device +8

Concentration: +10 (+16 casting defensively, +14 for Spell Combat)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Haste, Fly

Spells per Day: 0-5, 1-5, 2-4, 3-2

Attacks:
Heirloom Rapier +13 to hit (+17 flanking w/partner), 1d6+8+1d6 damage
Spell Combat with Heirloom Rapier +9 to hit (+13 flanking w/partner), 1d6+8+1d6 damage
MW MTY Comp Longbow +7 to hit, 1d8+6 damage

Possessions: +1 Shock (or other more useful element for the day) Rapier, +1 Mithral Breastplate, +1 Ring of Protection, +2 Cloak of Resistance, +1 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +2, random gear, paid to scribe an extra level 1 spell, extra gold to save up

---------------------------

Schala, Human Magus 8

Str 22
Dex 13
Con 14
Int 16
Wis 7
Cha 7

Hit Points: 75
AC 21 (13 touch, 19 flat-footed)
Fort: +10
Ref: +7
Will: +6

Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat

Skills: Climb +9, Craft[Jewelry] +7, Fly +10, Know[Arcana] +14, Know [Dungeoneering] +11, Know [Planes] +14, Perception +0, Ride + 4, Sense Motive +0, Spellcraft +14, Swim +8, Use Magic Device +9

Concentration: +11 (+17 casting defensively or Spell Combat)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly

Spells per Day: 0-5, 1-5, 2-5, 3-3

Attacks:
Heirloom Rapier +16/+11 to hit (+20/+15 flanking w/partner), 1d6+10+1d6 damage 15-20/x2
Spell Combat with Heirloom Rapier +14/+9 to hit (+18/+13 flanking w/partner), 1d6+10+1d6 damage 15-20/x2
MW MTY Comp Longbow +8 to hit, 1d8+6 damage 20/x3

Possessions: +2 Keen Shock (or other more useful element for the day) Rapier, +2 Mithral Breastplate, +1 Ring of Protection, +2 Cloak of Resistance, +1 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +2, random gear, paid to scribe an extra level 1 spell, extra gold to save up

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Schala, Human Magus 9

Str 24
Dex 13
Con 14
Int 16
Wis 7
Cha 7

Hit Points: 84
AC 21 (13 touch, 19 flat-footed)
Fort: +10
Ref: +8
Will: +6

Initiative: +5
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault)

Skills: Climb +9, Craft[Jewelry] +7, Fly +12, Know[Arcana] +15, Know [Dungeoneering] +11, Know [Planes] +15, Perception +0, Ride + 4, Sense Motive +0, Spellcraft +15, Swim +8, Use Magic Device +10

Concentration: +12 (+18 casting defensively or Spell Combat)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm
Spells per Day: 0-5, 1-6, 2-5, 3-4

Attacks:
Heirloom Rapier +17/+12 to hit (+21/+16 flanking w/partner), 1d6+11+1d6 damage 15-20/x2
Spell Combat with Heirloom Rapier +15/+10 to hit (+19/+14 flanking w/partner), 1d6+11+1d6 damage 15-20/x2
MW MTY Comp Longbow +8 to hit, 1d8+6 damage 20/x3

Possessions: +2 Keen Shock (or other more useful element for the day) Rapier, +2 Mithral Breastplate, +1 Ring of Protection, +2 Cloak of Resistance, +1 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +4, random gear, paid to scribe an extra level 1 spell, extra gold to save up

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Schala, Human Magus 10

Str 24
Dex 13
Con 14
Int 18
Wis 7
Cha 7

Hit Points: 93
AC 22 (14 touch, 20 flat-footed)
Fort: +12
Ref: +9
Will: +8

Initiative: +5
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault), Fighter Training

Skills: Climb +9, Craft[Jewelry] +8, Fly +13, Know[Arcana] +17, Know [Dungeoneering] +13, Know [Planes] +17, Perception +12, Ride + 4, Sense Motive +0, Spellcraft +17, Swim +8, Use Magic Device +11

Concentration: +14 (+20 casting defensively or Spell Combat)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm

4-Black Tentacles, Dimension Door

Spells per Day: 0-5, 1-6, 2-5, 3-4, 4-2

Attacks:
Heirloom Rapier +18/+13 to hit (+22/+17 flanking w/partner), 1d6+12+1d6 damage 15-20/x2
Spell Combat with Heirloom Rapier +16/+11 to hit (+20/+15 flanking w/partner), 1d6+12+1d6 damage 15-20/x2
MW MTY Comp Longbow +9 to hit, 1d8+6 damage 20/x3

Possessions: +2 Keen Shock (or other more useful element for the day) Rapier, +2 Mithral Breastplate, +2 Ring of Protection, +3 Cloak of Resistance, +1 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +4, Headband of Dazzling Intellect +2 (Perception), random gear, paid to scribe an extra level 1 spell, extra gold to save up

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Schala, Human Magus 11

Str 24
Dex 13
Con 14
Int 18
Wis 7
Cha 7

Hit Points: 102
AC 24 (14 touch, 22 flat-footed)
Fort: +12
Ref: +9
Will: +8

Initiative: +5
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative, Improved Critical (Rapier), Weapon Specialisation (Rapier)
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault), Fighter Training, Bonus Feat

Skills: Climb +9, Craft[Jewelry] +8, Fly +14, Know[Arcana] +18, Know [Dungeoneering] +14, Know [Planes] +18, Perception +13, Ride + 4, Sense Motive +0, Spellcraft +18, Swim +8, Use Magic Device +12

Concentration: +15 (+21 casting defensively or Spell Combat)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm

4-Black Tentacles, Dimension Door, Greater Invisibility, Stoneskin

Spells per Day: 0-5, 1-6, 2-5, 3-5, 4-3

Attacks:
Heirloom Rapier +21/+16 to hit (+25/+20 flanking w/partner), 1d6+16+1d6 damage 15-20/x2
Spell Combat with Heirloom Rapier +19/+14 to hit (+23/+19 flanking w/partner), 1d6+16+1d6 damage 15-20/x2
MW MTY Comp Longbow +10 to hit, 1d8+6 damage 20/x3

Possessions: +4 Shock (or other more useful element for the day) Rapier, +3 Mithral Breastplate, +2 Ring of Protection, +3 Cloak of Resistance, +2 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +4, Headband of Dazzling Intellect +2 (Perception), random gear, paid to scribe an extra level 1 spell, extra gold to save up and buy Stoneskin diamonds

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Schala, Human Magus 12

Str 25
Dex 15
Con 16
Int 18
Wis 7
Cha 7

Hit Points: 123
AC 26 (16 touch, 23 flat-footed)
Fort: +14
Ref: +11
Will: +9

Initiative: +6
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative, Improved Critical (Rapier), Weapon Specialisation (Rapier)
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault), Fighter Training, Bonus Feat, Magus Arcana (Dispelling Strike)

Skills: Climb +9, Craft[Jewelry] +8, Fly +16, Know[Arcana] +19, Know [Dungeoneering] +15, Know [Planes] +19, Perception +14, Ride +5, Sense Motive +0, Spellcraft +19, Swim +8, Use Magic Device +13

Concentration: +16 (+22 casting defensively or Spell Combat--autosuccess!)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm

4-Black Tentacles, Dimension Door, Greater Invisibility, Solid Fog, Stoneskin, Wall of Fire

Spells per Day: 0-5, 1-6, 2-6, 3-5, 4-4

Attacks:
Heirloom Rapier +23/+18 to hit (+27/+22 flanking w/partner), 1d6+17+1d6 damage 15-20/x2
Spell Combat with Heirloom Rapier +21/+16 to hit (+25/+21 flanking w/partner), 1d6+17+1d6 damage 15-20/x2
MW MTY Comp Longbow +12 to hit, 1d8+6 damage 20/x3

Possessions: +5 Shock (or other more useful element for the day) Rapier, +3 Mithral Breastplate, +2 Ring of Protection, +3 Cloak of Resistance, +2 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +4, Headband of Dazzling Intellect +2 (Perception), Dusty Rose Prism Ioun Stone, Pink Rhomboid Ioun Stone, Deep Red Sphere Ioun Stone, random gear, paid to scribe an extra level 1 spell, extra gold to save up and buy Stoneskin diamonds

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Schala, Human Magus 13

Str 25
Dex 15
Con 16
Int 20
Wis 7
Cha 7

Hit Points: 133
AC 28 (17 touch, 25 flat-footed)
Fort: +15
Ref: +12
Will: +10

Initiative: +6
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative, Improved Critical (Rapier), Weapon Specialisation (Rapier), Critical Focus
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault), Fighter Training, Bonus Feat, Magus Arcana (Dispelling Strike), Heavy Armour

Skills: Acrobatics +14, Climb +9, Craft[Jewelry] +9, Fly +17, Know[Arcana] +21, Know [Dungeoneering] +17, Know [Planes] +21, Perception +15, Ride + 5, Sense Motive +0, Spellcraft +21, Swim +8, Use Magic Device +14

Concentration: +18 (+24 casting defensively or Spell Combat--autosuccess!)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm

4-Black Tentacles, Dimension Door, Greater Invisibility, Solid Fog, Stoneskin, Wall of Fire

5-Teleport, Overland Flight

Spells per Day: 0-5, 1-7, 2-6, 3-5, 4-4, 5-2

Attacks:
Heirloom Rapier +23/+18 to hit (+27/+22 flanking w/partner), 1d6+17+1d6 damage 15-20/x2
Spell Combat with Heirloom Rapier +21/+16 to hit (+25/+21 flanking w/partner), 1d6+17+1d6 damage 15-20/x2
MW MTY Comp Longbow +12 to hit, 1d8+6 damage 20/x3

Possessions: +5 Shock (or other more useful element for the day) Rapier, +4 Mithral Breastplate, +3 Ring of Protection, +4 Cloak of Resistance, +2 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +4, Headband of Dazzling Intellect +4 (Perception, Acrobatics), Dusty Rose Prism Ioun Stone, Pink Rhomboid Ioun Stone, Deep Red Sphere Ioun Stone, random gear, paid to scribe an extra level 1 spell, extra gold to save up and buy Stoneskin diamonds

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Schala, Human Magus 14

Str 27
Dex 15
Con 16
Int 20
Wis 7
Cha 7

Hit Points: 143
AC 28 (17 touch, 25 flat-footed)
Fort: +17
Ref: +13
Will: +12

Initiative: +6
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative, Improved Critical (Rapier), Weapon Specialisation (Rapier), Critical Focus
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault), Fighter Training, Bonus Feat, Magus Arcana (Dispelling Strike), Heavy Armour, Greater Spell Combat

Skills: Acrobatics +15, Climb +9, Craft[Jewelry] +9, Fly +18, Know[Arcana] +22, Know [Dungeoneering] +18, Know [Planes] +22, Perception +16, Ride + 5, Sense Motive +0, Spellcraft +22, Swim +8, Use Magic Device +15

Concentration: +19 (+25 casting defensively or Spell Combat--autosuccess!)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm

4-Black Tentacles, Dimension Door, Greater Invisibility, Solid Fog, Stoneskin, Wall of Fire

5-Cloudkill, Teleport, Overland Flight, Wall of Force

Spells per Day: 0-5, 1-7, 2-6, 3-5, 4-5, 5-3

Attacks:
Heirloom Rapier +25/+20 to hit (+29/+24 flanking w/partner), 1d6+18+1d6+1d6 damage 15-20/x2
Greater Spell Combat with Heirloom Rapier same as above
MW MTY Comp Longbow +13 to hit, 1d8+6 damage 20/x3

Possessions: +5 Shock Frost (or two other more useful elements for the day) Rapier, +4 Mithral Breastplate, +3 Ring of Protection, +5 Cloak of Resistance, +2 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +6, Headband of Dazzling Intellect +4 (Perception, Acrobatics), Dusty Rose Prism Ioun Stone, Pink Rhomboid Ioun Stone, Deep Red Sphere Ioun Stone, random gear, paid to scribe an extra level 1 spell, extra gold to save up and buy Stoneskin diamonds

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Schala, Human Magus 15

Str 25
Dex 15
Con 16
Int 20
Wis 7
Cha 7

Hit Points: 153
AC 29 (17 touch, 26 flat-footed)
Fort: +18
Ref: +15
Will: +13

Initiative: +6
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative, Improved Critical (Rapier), Weapon Specialisation (Rapier), Critical Focus, Disruptive
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault), Fighter Training, Bonus Feat, Magus Arcana (Dispelling Strike), Heavy Armour, Greater Spell Combat, Magus Arcana (Quickened Magic)

Skills: Acrobatics +17, Climb +10, Craft[Jewelry] +10, Fly +20, Know[Arcana] +24, Know [Dungeoneering] +20, Know [Planes] +24, Perception +18, Ride + 6, Sense Motive +1, Spellcraft +24, Swim +9, Use Magic Device +17

Concentration: +20 (+26 casting defensively or Spell Combat--autosuccess!)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm

4-Black Tentacles, Dimension Door, Greater Invisibility, Solid Fog, Stoneskin, Wall of Fire

5-Cloudkill, Cone of Cold, Telekinesis, Teleport, Overland Flight, Wall of Force

Spells per Day: 0-5, 1-7, 2-6, 3-6, 4-5, 5-4

Attacks:
Heirloom Rapier +27/+22/+17 to hit (+31/+26/+21 flanking w/partner), 1d6+19+1d6+2d6 damage 15-20/x2
Greater Spell Combat with Heirloom Rapier same as above
MW MTY Comp Longbow +15 to hit, 1d8+7 damage 20/x3

Possessions: +5 Holy Shock (or some better element for the day) Rapier, +4 Mithral Breastplate, +3 Ring of Protection, +5 Cloak of Resistance, +3 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +6, Headband of Dazzling Intellect +4 (Perception, Acrobatics), Dusty Rose Prism Ioun Stone, Pink Rhomboid Ioun Stone, Deep Red Sphere Ioun Stone, Pale Green Prism Ioun Stone, random gear, paid to scribe an extra level 1 spell, extra gold to save up and buy Stoneskin diamonds

---------------------------

Schala, Human Magus 16

Str 26
Dex 15
Con 16
Int 22
Wis 7
Cha 7

Hit Points: 163
AC 32 (18 touch, 29 flat-footed)
Fort: +20
Ref: +16
Will: +15

Initiative: +6
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative, Improved Critical (Rapier), Weapon Specialisation (Rapier), Critical Focus, Disruptive
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault), Fighter Training, Bonus Feat, Magus Arcana (Dispelling Strike), Heavy Armour, Greater Spell Combat, Magus Arcana (Quickened Magic), Counterstrike

Skills: Acrobatics +19, Climb +11, Craft[Jewelry] +11, Fly +22, Know[Arcana] +26, Know [Dungeoneering] +22, Know [Planes] +26, Perception +20, Ride + 7, Sense Motive +2, Spellcraft +26, Stealth +19, Swim +10, Use Magic Device +19

Concentration: +22 (+28 casting defensively or Spell Combat--autosuccess!)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm

4-Black Tentacles, Dimension Door, Greater Invisibility, Solid Fog, Stoneskin, Wall of Fire

5-Cloudkill, Cone of Cold, Telekinesis, Teleport, Overland Flight, Wall of Force

6-Greater Dispel Magic, True Seeing

Spells per Day: 0-5, 1-7, 2-7, 3-6, 4-5, 5-4, 6-2

Attacks:
Heirloom Rapier +29/+24/+19 to hit (+33/+28/+23 flanking w/partner), 1d6+20+1d6+1d6+2d6 damage 15-20/x2
Greater Spell Combat with Heirloom Rapier same as above
MW MTY Comp Longbow +16 to hit, 1d8+7 damage 20/x3

Possessions: +5 Holy Shock Frost (or some better elements for the day) Rapier, +5 Mithral Breastplate, +4 Ring of Protection, +5 Cloak of Resistance, +4 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +6, Headband of Dazzling Intellect +6 (Perception, Acrobatics, Stealth), Dusty Rose Prism Ioun Stone, Pink Rhomboid Ioun Stone, Deep Red Sphere Ioun Stone, Pale Green Prism Ioun Stone, Luckstone, random gear, paid to scribe an extra level 1 spell, extra gold to save up and buy Stoneskin diamonds

---------------------------

Schala, Human Magus 17

Str 26
Dex 15
Con 16
Int 22
Wis 7
Cha 7

Hit Points: 173
AC 34 (19 touch, 31 flat-footed)
Fort: +20
Ref: +16
Will: +15

Initiative: +6
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative, Improved Critical (Rapier), Weapon Specialisation (Rapier), Critical Focus, Disruptive, Greater Weapon Focus (Rapier), Staggering Critical
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault), Fighter Training, Bonus Feat, Magus Arcana (Dispelling Strike), Heavy Armour, Greater Spell Combat, Magus Arcana (Quickened Magic), Bonus Feat, Counterstrike, Bonus Feat

Skills: Acrobatics +20, Climb +11, Craft[Jewelry] +11, Fly +23, Know[Arcana] +27, Know [Dungeoneering] +23, Know [Planes] +27, Perception +21, Ride + 7, Sense Motive +2, Spellcraft +27, Stealth +20, Swim +10, Use Magic Device +20

Concentration: +23 (+29 casting defensively or Spell Combat--autosuccess!)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm

4-Black Tentacles, Dimension Door, Greater Invisibility, Solid Fog, Stoneskin, Wall of Fire

5-Cloudkill, Cone of Cold, Telekinesis, Teleport, Overland Flight, Wall of Force

6-Disintegrate, Greater Dispel Magic, Mislead, True Seeing

Spells per Day: 0-5, 1-7, 2-7, 3-6, 4-5, 5-5, 6-3

Attacks:
Heirloom Rapier +30/+25/+20 to hit (+34/+29/+24 flanking w/partner), 1d6+20+1d6+1d6+2d6 damage 15-20/x2
Greater Spell Combat with Heirloom Rapier same as above
MW MTY Comp Longbow +16 to hit, 1d8+7 damage 20/x3

Possessions: +5 Holy Shock Frost (or some better elements for the day) Rapier, +5 Light Fortification Mithral Breastplate, +5 Ring of Protection, Ring of Freedom of Movement, +5 Cloak of Resistance, +5 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Giant Strength +6, Headband of Dazzling Intellect +6 (Perception, Acrobatics, Stealth), Dusty Rose Prism Ioun Stone, Pink Rhomboid Ioun Stone, Deep Red Sphere Ioun Stone, Pale Green Prism Ioun Stone, Luckstone, random gear, paid to scribe an extra level 1 spell, extra gold to save up and buy Stoneskin diamonds

---------------------------

Schala, Human Magus 18

Str 26
Dex 19
Con 20
Int 22
Wis 7
Cha 7

Hit Points: 219
AC 36 (21 touch, 31 flat-footed)
Fort: +23
Ref: +19
Will: +16

Initiative: +8
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative, Improved Critical (Rapier), Weapon Specialisation (Rapier), Critical Focus, Disruptive, Greater Weapon Focus (Rapier), Staggering Critical
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault), Fighter Training, Bonus Feat, Magus Arcana (Dispelling Strike), Heavy Armour, Greater Spell Combat, Magus Arcana (Quickened Magic), Bonus Feat, Counterstrike, Bonus Feat, Magus Arcana (Reflection)

Skills: Acrobatics +23, Climb +13, Craft[Jewelry] +11, Fly +26, Know[Arcana] +28, Know [Dungeoneering] +24, Know [Planes] +28, Perception +22, Ride + 9, Sense Motive +2, Spellcraft +28, Stealth +23, Swim +12, Use Magic Device +21

Concentration: +24 (+30 casting defensively or Spell Combat--autosuccess!)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm

4-Black Tentacles, Dimension Door, Greater Invisibility, Solid Fog, Stoneskin, Wall of Fire

5-Cloudkill, Cone of Cold, Telekinesis, Teleport, Overland Flight, Wall of Force

6-Chain Lightning, Disintegrate, Forceful Hand, Greater Dispel Magic, Mislead, True Seeing

Spells per Day: 0-5, 1-7, 2-7, 3-6, 4-6, 5-5, 6-4

Attacks:
Heirloom Rapier +31/+26/+21 to hit (+35/+30/+25 flanking w/partner), 1d6+20+1d6+1d6+2d6 damage 15-20/x2
Greater Spell Combat with Heirloom Rapier same as above
MW MTY Comp Longbow +19 to hit, 1d8+7 damage 20/x3

Possessions: +5 Holy Shock Frost (or some better elements for the day) Rapier, +5 Moderate Fortification Mithral Breastplate, +5 Ring of Protection, Ring of Freedom of Movement, +5 Cloak of Resistance, +5 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Physical Perfection +6, Headband of Dazzling Intellect +6 (Perception, Acrobatics, Stealth), Dusty Rose Prism Ioun Stone, Pale Green Prism Ioun Stone, Luckstone, random gear, paid to scribe an extra level 1 spell, extra gold to save up and buy Stoneskin diamonds

---------------------------

Schala, Human Magus 19

Str 31
Dex 19
Con 20
Int 22
Wis 7
Cha 7

Hit Points: 231
AC 36 (21 touch, 31 flat-footed)
Fort: +23
Ref: +19
Will: +16

Initiative: +8
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative, Improved Critical (Rapier), Weapon Specialisation (Rapier), Critical Focus, Disruptive, Greater Weapon Focus (Rapier), Staggering Critical, Power Attack
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault), Fighter Training, Bonus Feat, Magus Arcana (Dispelling Strike), Heavy Armour, Greater Spell Combat, Magus Arcana (Quickened Magic), Bonus Feat, Counterstrike, Bonus Feat, Magus Arcana (Reflection), Weapon Call

Skills: Acrobatics +24, Climb +15, Craft[Jewelry] +11, Fly +27, Know[Arcana] +29, Know [Dungeoneering] +25, Know [Planes] +29, Perception +23, Ride + 9, Sense Motive +2, Spellcraft +29, Stealth +24, Swim +14, Use Magic Device +22

Concentration: +25 (+31 casting defensively or Spell Combat--autosuccess (even if the enemy has Disruptive)!)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm

4-Black Tentacles, Dimension Door, Greater Invisibility, Solid Fog, Stoneskin, Wall of Fire

5-Cloudkill, Cone of Cold, Telekinesis, Teleport, Overland Flight, Wall of Force

6-Acid Fog, Chain Lightning, Disintegrate, Forceful Hand, Greater Dispel Magic, Mislead, Transformation, True Seeing

Spells per Day: 0-5, 1-7, 2-7, 3-6, 4-6, 5-6, 6-5

Attacks:
Heirloom Rapier +34/+29/+24 to hit (+38/+33/+28 flanking w/partner), 1d6+22+1d6+1d6+2d6 damage 15-20/x2
Greater Spell Combat with Heirloom Rapier same as above
MW MTY Comp Longbow +20 to hit, 1d8+7 damage 20/x3

Possessions: +5 Holy Shock Frost (or some better elements for the day) Rapier, +5 Moderate Fortification Mithral Breastplate, +5 Ring of Protection, Ring of Freedom of Movement, +5 Cloak of Resistance, +5 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Physical Perfection +6, Headband of Dazzling Intellect +6 (Perception, Acrobatics, Stealth), Dusty Rose Prism Ioun Stone, Pale Green Prism Ioun Stone, Luckstone, Manual of Gainful Exercise +5, random gear, paid to scribe an extra level 1 spell, extra gold to save up and buy Stoneskin diamonds

---------------------------

Schala, Human True Magus 20

Str 32
Dex 20
Con 24
Int 22
Wis 7
Cha 7

Hit Points: 283
AC 37 (22 touch, 31 flat-footed)
Fort: +26
Ref: +20
Will: +17

Initiative: +9
Feats: Combat Casting, Toughness, Weapon Focus (Rapier), Dodge, Arcane Strike, Outflank, Improved Initiative, Improved Critical (Rapier), Weapon Specialisation (Rapier), Critical Focus, Disruptive, Greater Weapon Focus (Rapier), Staggering Critical, Power Attack
Traits: Desperate Focus, Heirloom Weapon

Class Abilities: Spellstrike, Spell Combat, Magus Arcana (Familiar--Alfador), Arcane Weapon, Bonus Feat, Magus Arcana (Empowered Magic), Medium Armour, Improved Spell Combat, Magus Arcana (Hasted Assault), Fighter Training, Bonus Feat, Magus Arcana (Dispelling Strike), Heavy Armour, Greater Spell Combat, Magus Arcana (Quickened Magic), Bonus Feat, Counterstrike, Bonus Feat, Magus Arcana (Reflection), Weapon Call, True Magus

Skills: Acrobatics +26, Climb +16, Craft[Jewelry] +11, Fly +29, Know[Arcana] +30, Know [Dungeoneering] +26, Know [Planes] +30, Perception +24, Ride + 9, Sense Motive +2, Spellcraft +30, Stealth +26, Swim +15, Use Magic Device +23

Concentration: +26 (caring about the casting defensively bonus is for losers)

Spells:

1-Colour Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mount, Obscuring Mist, Shield, Shocking Grasp, True Strike, Unseen Servant

2-Cat's Grace, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Web

3-Displacement, Haste, Fireball, Fly, Phantom Steed, Sleet Storm

4-Black Tentacles, Dimension Door, Greater Invisibility, Solid Fog, Stoneskin, Wall of Fire

5-Cloudkill, Cone of Cold, Telekinesis, Teleport, Overland Flight, Wall of Force

6-Acid Fog, Chain Lightning, Contagious Flame, Disintegrate, Forceful Hand, Greater Dispel Magic, Mislead, Sirocco, Transformation, True Seeing

Spells per Day: 0-5, 1-7, 2-7, 3-6, 4-6, 5-6, 6-6

Attacks:
Heirloom Rapier +35/+30/+25 to hit (+39/+34/+29 flanking w/partner), 1d6+23+1d6+1d6+1d6+2d6 damage 15-20/x2
Greater Spell Combat with Heirloom Rapier same as above
+1 MTYx11 Comp Longbow +22 to hit, 1d8+17 damage 20/x3

Possessions: +5 Holy Shock Frost Flaming (or Speed instead of elements, etc) Rapier, +5 Moderate Fortification Mithral Breastplate, +5 Ring of Protection, Ring of Freedom of Movement, +5 Cloak of Resistance, +5 Amulet of Natural Armour, MW MTY Comp Longbow, Belt of Physical Perfection +6, Headband of Dazzling Intellect +6 (Perception, Acrobatics, Stealth), Dusty Rose Prism Ioun Stone, Pale Green Prism Ioun Stone, Luckstone, Manual of Gainful Exercise +5, Manual of Bodily Health +4, Manual of Quickness of Action +1, Pearl of Power (two spells), random gear, paid to scribe an extra level 1 spell, extra gold to save up and buy Stoneskin diamonds


F. Castor wrote:

I understand that Wisdom and Charisma are relegated to dump stats quite often, but is there a viable build that does not require a Magus to have the common sense of a red slaad and the personality of a badger (taken from the 3.5 Player's Handbook for a bit of comedic effect really)?

I understand that the Magus is a MAD class (what does the acronym stand for anyway?), but is, say, a build of Str 14, Dex 15, Con 12, Int 16, Wis 12, Cha 10 for an elf or 14, 14, 13, 16, 12, 10 for a human or half-elf a viable option? Something along those lines concerning ability scores anyway. Of course, such a Magus takes a rather big hit when using Spell Combat at lower levels...

Ah, brainstorming! How I love and despise thee... :-)

ruemere wrote:
4. With high Strength score, why use two feats on Rapier?
I think it is probably because of the threat range of 18-20/x2. I guess one could substitute rapier for scimitar in this case, since Strength is the higher ability score and no Weapon Finesse feat is taken. Of course, for wielding a scimitar in one hand, there is that yummy Dervish Dance feat... :-)

I personally never use the Pathfinder Point Buy system in my own games because I believe that it overcharges for certain higher stats and vastly overpays you for putting a 7 in low stats in return, but this isn't the place for any houserules I normally use--if you look back to some of the pointbuy threads where people ask basically "Is it really possible to build a viable Monk on 15 Pathfinder PB?", the people who favour such a pointbuy will generally respond with a character built like Schala and indicate the intention of the system is for MAD characters to be built in such a way.

The stat build you give is going to be just fine at higher levels, but I believe Schala's build lets her be very useful at all levels, and as you predict, that other stat build probably won't be as effective at lower levels.

In general for me, since our group rolls stats, I would be looking to roll a pair of 16s or better to play a Magus, and after that, most stat spreads would give me fair enough scores in the others to play an effective Magus while also not giving me two 7s.

As for the scimitar, I considered it but thought it might be too optimised to give a balanced playtest (since it removes some of the MAD by putting all of Str's goodies into Dex). For the interest of others, that build uses 7 Str in order to actually not have terrible Wisdom or Charisma (alternatively, it can have 20 Dex), and it treats Dex exactly the same as the other build treats Str. It actually does not take Combat Casting at first level so it can start with Dervish Dance, and it always has the same Dex as Schala has Strength. It caps out at Celestial Chain for armour instead of Mithral Breastplate.


Ruemere wrote:

Rogue Eidolon,

this is beautiful. My hat's off to you. And now I'd like to ask you a few questions.
Please understand, that I am not criticizing the choices made - I just want to know how you built the character.

1. Why didn't you take Concentrate arcana? You're going to need to roll a lot of concentration checks in melee, and if you get by any chance grappled, you will need to make a concentration (DC 10 + grappler's CMB + spell level) to use core class ability.

2. Why did you use Wisdom as dump stat? I know that thanks to this choice your melee capabilities soared, but at the same time you are making yourself vulnerable to bane of all melee characters - fear and enchantment effects.

3. I know that Charisma is usually needed for NPC interaction, however it is quite likely that some people would not consider Charisma a dump stat just for this reason.

4. With high Strength score, why use two feats on Rapier?

Regards,
Ruemere

1) It's only 1/day. It's still a solid choice, but one build can't take everything, and I don't consider Concentrate a "must have".

2) Schala has strong base Will to cancel out the penalty, so if you take a look at her level by level, later on she is pretty solid on Will.

3) Sorry, could you restate that one?

4) Crit range to stagger enemies--you want them not making a full attack on you at that level. With Haste and a Rapier (or Scimitar), you can expect to Stagger an enemy you full attack on most rounds once you get Staggering Critical. If you want pure damage, the falcata exotic weapon is slightly overpowered and the Heirloom trait gives you exotic for free, so pick that up instead. If you want a Dex build, go scimitar as mentioned above.


Rogue Eidolon wrote:
Ruemere wrote:

Rogue Eidolon,

this is beautiful. My hat's off to you. And now I'd like to ask you a few questions.
Please understand, that I am not criticizing the choices made - I just want to know how you built the character.

1. Why didn't you take Concentrate arcana? You're going to need to roll a lot of concentration checks in melee, and if you get by any chance grappled, you will need to make a concentration (DC 10 + grappler's CMB + spell level) to use core class ability.

2. Why did you use Wisdom as dump stat? I know that thanks to this choice your melee capabilities soared, but at the same time you are making yourself vulnerable to bane of all melee characters - fear and enchantment effects.

3. I know that Charisma is usually needed for NPC interaction, however it is quite likely that some people would not consider Charisma a dump stat just for this reason.

4. With high Strength score, why use two feats on Rapier?

Regards,
Ruemere

1) It's only 1/day. It's still a solid choice, but one build can't take everything, and I don't consider Concentrate a "must have".

2) Schala has strong base Will to cancel out the penalty, so if you take a look at her level by level, later on she is pretty solid on Will.

3) Sorry, could you restate that one?

4) Crit range to stagger enemies--you want them not making a full attack on you at that level. With Haste and a Rapier (or Scimitar), you can expect to Stagger an enemy you full attack on most rounds once you get Staggering Critical. If you want pure damage, the falcata exotic weapon is slightly overpowered and the Heirloom trait gives you exotic for free, so pick that up instead. If you want a Dex build, go scimitar as mentioned above.

LATE EDIT: Although the falcata won't work as well with Spellstrike as the rapier or scimitar.


Rogue Eidolon wrote:

As for the scimitar, I considered it but thought it might be too optimised to give a balanced playtest (since it removes some of the MAD by putting all of Str's goodies into Dex). For the interest of others, that build uses 7 Str in order to actually not have terrible Wisdom or Charisma (alternatively, it can have 20 Dex), and it treats Dex exactly the same as the other build treats Str. It actually does not take Combat Casting at first level so it can start with Dervish Dance, and it always has the same Dex as Schala has Strength. It caps out at Celestial Chain for armour instead of Mithral Breastplate.

One argument against it for some people (i.e., the people who play from 1st level on) is that you can't actually start with Dervish Dance - it requires 2 ranks in Perform (dance), which means you can't get it until level 3 for a magus. And those first two levels are going to suck.


Carpy DM wrote:
Rogue Eidolon wrote:

As for the scimitar, I considered it but thought it might be too optimised to give a balanced playtest (since it removes some of the MAD by putting all of Str's goodies into Dex). For the interest of others, that build uses 7 Str in order to actually not have terrible Wisdom or Charisma (alternatively, it can have 20 Dex), and it treats Dex exactly the same as the other build treats Str. It actually does not take Combat Casting at first level so it can start with Dervish Dance, and it always has the same Dex as Schala has Strength. It caps out at Celestial Chain for armour instead of Mithral Breastplate.

One argument against it for some people (i.e., the people who play from 1st level on) is that you can't actually start with Dervish Dance - it requires 2 ranks in Perform (dance), which means you can't get it until level 3 for a magus. And those first two levels are going to suck.

Ah yes, of course--the rank requirement. I knew I was missing something! Well in that case, you take Weapon Finesse and Combat Casting at level 1 and then go pretend you're a Wizard for two levels and don't fight (you can do this not too terribly, actually--you have almost as many spells, and you can just spam Colour Spray and call it a day). It really isn't ideal at all for those two levels, but it's pretty powerful at higher levels. Regardless, that's another good reason that it wouldn't be appropriate for my 1-20 playtest build--it wouldn't provide accurate playtest data for Magus at levels 1 or 2.

Dark Archive

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Ohhh... expect me to make an opposing magus later this week....
how did you generate the ability scores for level 1?
just want to make mine comparable.


dusparr wrote:

Ohhh... expect me to make an opposing magus later this week....

how did you generate the ability scores for level 1?
just want to make mine comparable.

20 Point Buy, Pathfinder style.

An opposing Magus, you say? I'd love to see another write-up, though I'm a bit confused, as she isn't meant to be like an 'optimum build' or anything that you'd need to 'oppose' per se (apologies if the 'opposing' was meant in a lightly ironic tone that got lost over the internet), just a sample Magus that I'll be using in my playtest and anyone who wants can use as well. If anything, it's clear that a Dex-based Scimitar build is better at levels 3 and up.

Dark Archive

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

one of these
7 magus / 3 druid / 10 mystic theurge // a master caster that relies on shapechange
or
4 magus / 3 cleric / 10 mystic theurge / 3 assassin // a blessed assassin that uses both divine and arcane to quietly kill
or
10 magus / 10 paladin // a holy avenger whose weapon is powered by magic and righteousness
or
10 magus / 10 barb // a raging spellsword who wades into his enemies lines, debuffing his enemies before smashing them with axe.

this will be a very weird magus


Rogue Eidolon wrote:
Ruemere wrote:

[...]

3. I know that Charisma is usually needed for NPC interaction, however it is quite likely that some people would not consider Charisma a dump stat just for this reason.
[...]

[...]

3) Sorry, could you restate that one?
[...]

Just that some people consider Charisma to be very important.

Thank you for replying to other questions.

Regards,
Ruemere


ruemere wrote:
Rogue Eidolon wrote:
Ruemere wrote:

[...]

3. I know that Charisma is usually needed for NPC interaction, however it is quite likely that some people would not consider Charisma a dump stat just for this reason.
[...]

[...]

3) Sorry, could you restate that one?
[...]

Just that some people consider Charisma to be very important.

Thank you for replying to other questions.

Regards,
Ruemere

Ah, OK. The wording of your question made me think you either meant that or its opposite, and I couldn't tell which.

Heck, in my home games, I'm happiest when my character has a solid Int and Cha score (I'm not very good at figuring out what someone with lower Int than I have in real life would do without portraying it too low or too high, and I like playing sociable characters). That's one reason our group doesn't play point buy, and we just save concepts like the Monk or Magus for when we have at least two good rolls rather than just one. For instance, my current Alchemist character rolled just about every possible way you can get a 14, so he has 14 Charisma too.

Minor Point Buy Comparison by Edition:
The thing with Pathfinder Point Buy compared to 3.5 is that you can't make a character with two good stats on the same point budget without using 7s. For instance:

PF 20 Point Buy is the equivalent of 30 PB in 3.5--its the average of rolling 4d6 drop lowest. Since Pathfinder starts you off with everything at 10 instead of 8, if you lower things back down to 8, you'll find that you actually have 32 points to spend now in Pathfinder. However, you will not get to keep any of that advantage unless your stats are 14 13 13 13 13 13 (a 31 PB in 3.5, so you got a 1 point advantage in stats).

In fact, with an (IMO) reasonable stat set for a three stat character like 16 16 14 10 10 8 (or perhaps 16 16 14 12 8 8 depending on whether that 4th stat is Con), you could buy that in 3.5 for 30 points, but it would be 33 points in Pathfinder, and you need to find 3 points somewhere. But where? Pathfinder PB provides the answer--you can lower an 8 to a 7 and get more than you probably should get for doing so (after all, if you aren't a Charisma caster, Charisma was pretty much tanked with a 10 or an 8 anyway).

Dark Archive

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

rough draft for barb - magus will be editing as time goes by
barb 13 magus 7

magus/barb:

//////////////level 1
half-orc
barb 1
Str 18
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 1d12 + 3 (con * hd) + 1 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate
BAB: +1
saves:
F + 5 (+2 base +3 con)
R + 1 (+0 base +1 dex)
W - 2 (+0 base -2 wis)
abilities:
rage (+4 str, +4 con, -2 ac, +2 will)

feat:
power attack

atttacks:
great-Axe 1d12 + 4

skills:
4+int;

//////////////level 2
half-orc
barb 2
Str 18
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 2d12 + 6 (con * hd) + 2 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate
BAB: +2
saves:
F + 6 (+3 base +3 con)
R + 1 (+0 base +1 dex)
W - 2 (+0 base -2 wis)
abilities:
rage (+4 str, +4 con, -2 ac, +2 will)
uncanny dodge

rage powers:
Moment of Clarity

feat:
power attack

atttacks:
great-Axe 1d12 + 4

skills:
(4+int) * 2;

//////////////level 3
half-orc
barb 3
Str 18
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 3d12 + 9 (con * hd) + 3 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate
BAB: +3
saves:
F + 6 (+3 base +3 con)
R + 2 (+1 base +1 dex)
W - 1 (+1 base -2 wis)
abilities:
rage (+4 str, +4 con, -2 ac, +2 will)
uncanny dodge
trap sense +1

rage powers:
Moment of Clarity

feat:
power attack, combat casting

atttacks:

skills:
(4+int) * 3;

//////////////level 4
half-orc
barb 3 / magus 1
Str 19
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 3d12 + 1d8 + 12 (con * hd) + 3 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate
BAB: +3
saves:
F + 8 (+5 base +3 con)
R + 2 (+1 base +1 dex)
W + 1 (+3 base -2 wis)
abilities:
rage (+4 str, +4 con, -2 ac, +2 will) 6 rounds
uncanny dodge
trap sense +1
cantrips
spellstrike

rage powers:
Moment of Clarity

feat:
power attack, combat casting

spells:
0->3 (3 + 0)
1->2 (1 + 1 for 16int)

skills:
(4+int) * 3;

//////////////level 5
half-orc
barb 3 / magus 2
Str 19
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 3d12 + 2d8 + 15 (con * hd) + 3 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +4

saves:
F + 9 (+6 base +3 con)
R + 2 (+1 base +1 dex)
W + 2 (+4 base -2 wis)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will) 6 rounds
uncanny dodge
trap sense +1
cantrips
spellstrike
spell combat

rage powers:
Moment of Clarity

feat:
power attack, combat casting, eschew matarials

spells:
0->4 (4 + 0)
1->3 (2 + 1 for 16int)

//////////////level 6
half-orc
barb 3 / magus 3
Str 19
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 3d12 + 3d8 + 18 (con * hd) + 3 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +5

saves:
F + 9 (+6 base +3 con)
R + 3 (+2 base +1 dex)
W + 2 (+4 base -2 wis)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will) 6 rounds
uncanny dodge
trap sense +1
cantrips
spellstrike
spell combat

rage powers:
Moment of Clarity

magus arcana:
Arcane Accuracy

feat:
power attack, combat casting, eschew matarials

spells:
0->4 (4 + 0)
1->3 (2 + 1 for 16int)

//////////////level 7
half-orc
barb 4 / magus 3
Str 19
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 4d12 + 3d8 + 21 (con * hd) + 4 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +6

saves:
F + 10 (+7 base (4 barb, 3 magus) +3 con)
R + 3 (+2 base (1 barb, 1 magus) +1 dex)
W + 2 (+4 base (1 barb, 3 magus) -2 wis)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will) 8 rounds
uncanny dodge
trap sense +1
cantrips
spellstrike
spell combat

rage powers:
Moment of Clarity
Superstition

magus arcana:
Arcane Accuracy

feat:
power attack, combat casting, eschew matarials, improved init

spells:
0->4 (4 + 0)
1->3 (2 + 1 for 16int)

//////////////level 8
half-orc
barb 4 / magus 4
Str 20
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 4d12 + 4d8 + 24 (con * hd) + 4 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +7

saves:
F + 11 (+8 base (4 barb, 4 magus) +3 con)
R + 3 (+2 base (1 barb, 1 magus) +1 dex)
W + 3 (+5 base (1 barb, 4 magus) -2 wis)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will) 8 rounds
uncanny dodge
trap sense +1
cantrips
spellstrike
spell combat
arcane weapon

rage powers:
Moment of Clarity
Superstition

magus arcana:
Arcane Accuracy

feat:
power attack, combat casting, eschew matarials, improved init

spells:
0->4 (4 + 0)
1->3 (2 + 1 for 16int)
2->2 (1 + 1 for 16int)

//////////////level 9
half-orc
barb 5 / magus 4
Str 20
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 5d12 + 4d8 + 24 (con * hd) + 5 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +8

saves:
F + 11 (+8 base (4 barb, 4 magus) +3 con)
R + 3 (+2 base (1 barb, 1 magus) +1 dex)
W + 3 (+5 base (1 barb, 4 magus) -2 wis)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will) 8 rounds
improved uncanny dodge
trap sense +1
cantrips
spellstrike
spell combat
arcane weapon

rage powers:
Moment of Clarity
Superstition

magus arcana:
Arcane Accuracy

feat:
power attack, combat casting, eschew matarials, improved init, cleave

spells:
0->4 (4 + 0)
1->3 (2 + 1 for 16int)
2->2 (1 + 1 for 16int)

//////////////level 10
half-orc
barb 5 / magus 5
Str 20
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 5d12 + 5d8 + 30 (con * hd) + 5 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +8

saves:
F + 11 (+8 base (4 barb, 4 magus) +3 con)
R + 3 (+2 base (1 barb, 1 magus) +1 dex)
W + 3 (+5 base (1 barb, 4 magus) -2 wis)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will) 8 rounds
improved uncanny dodge
trap sense +1
cantrips
spellstrike
spell combat
arcane weapon

rage powers:
Moment of Clarity
Superstition

magus arcana:
Arcane Accuracy

bonus feat:
great cleave

feat:
power attack, combat casting, eschew matarials, improved init, cleave

spells:
0->4 (4 + 0)
1->5 (4 + 1 for 16int)
2->4 (2 + 1 for 16int)

//////////////level 11
half-orc
barb 6 / magus 5
Str 20
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 6d12 + 5d8 + 33 (con * hd) + 11 (toughness + 6 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +9

saves:
F + 12 (+9 base (4 barb, 4 magus) +3 con)
R + 4 (+3 base (1 barb, 1 magus) +1 dex)
W + 4 (+6 base (1 barb, 4 magus) -2 wis)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will) 16 rounds
improved uncanny dodge
trap sense +2
cantrips
spellstrike
spell combat
arcane weapon

rage powers:
Moment of Clarity
Superstition
suprise accuracy

magus arcana:
Arcane Accuracy

bonus feat:
great cleave

feat:
power attack, combat casting, eschew matarials, improved init, cleave, toughness

spells:
0->4 (4 + 0)
1->5 (4 + 1 for 16int)
2->3 (2 + 1 for 16int)

//////////////level 12
half-orc
barb 6 / magus 6
Str 21
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 6d12 + 6d8 + 36 (con * hd) + 11 (toughness + 6 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +10

saves:
F + 13 (+9 base (4 barb, 5 magus) +3 con)
R + 5 (+3 base (1 barb, 2 magus) +1 dex)
W + 5 (+6 base (1 barb, 5 magus) -2 wis)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will) 16 rounds
improved uncanny dodge
trap sense +2
cantrips
spellstrike
spell combat
arcane weapon

rage powers:
Moment of Clarity
Superstition
suprise accuracy

magus arcana:
Arcane Accuracy
Maneuver Mastery (sunder)

bonus feat:
great cleave

feat:
power attack, combat casting, eschew matarials, improved init, cleave, toughness

spells:
0->5 (5 + 0)
1->5 (4 + 1 for 16int)
2->4 (3 + 1 for 16int)

//////////////level 13
half-orc
barb 7 / magus 6
Str 21
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 7d12 + 6d8 + 39 (con * hd) + 13 (toughness) + 7 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +11

saves:
F + 13 (+9 base (4 barb, 5 magus) +3 con)
R + 5 (+3 base (1 barb, 2 magus) +1 dex)
W + 5 (+6 base (1 barb, 5 magus) -2 wis)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will) 16 rounds
improved uncanny dodge
trap sense +2
cantrips
spellstrike
spell combat
arcane weapon
dr 1/-

rage powers:
Moment of Clarity
Superstition
suprise accuracy

magus arcana:
Arcane Accuracy
Maneuver Mastery (sunder)

bonus feat:
great cleave

feat:
power attack, combat casting, eschew matarials, improved init, cleave, toughness, endurance

spells:
0->5 (5 + 0)
1->5 (4 + 1 for 16int)
2->4 (3 + 1 for 16int)

//////////////level 14
half-orc
barb 7 / magus 7
Str 21
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 7d12 + 7d8 + 42 (con * hd) + 14 (toughness) + 7 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +12

saves:
F + 13 (+9 base (4 barb, 5 magus) +3 con)
R + 5 (+3 base (1 barb, 2 magus) +1 dex)
W + 5 (+6 base (1 barb, 5 magus) -2 wis)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will) 16 rounds
improved uncanny dodge
trap sense +2
cantrips
spellstrike
spell combat
arcane weapon
dr 1/-
medium armor casting

rage powers:
Moment of Clarity
Superstition
suprise accuracy

magus arcana:
Arcane Accuracy
Maneuver Mastery (sunder)

bonus feat:
great cleave

feat:
power attack, combat casting, eschew matarials, improved init, cleave, toughness, endurance

spells:
0->5 (5 + 0)
1->5 (4 + 1 for 16int)
2->4 (3 + 1 for 16int)
3->2 (1 + 1 for 16int)

//////////////level 15
half-orc
barb 8 / magus 7
Str 21
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 8d12 + 7d8 + 45 (con * hd) + 15 (toughness) + 7 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +13

saves:
F + 14 (+11 base (6 barb, 5 magus) +3 con)
R + 5 (+4 base (2 barb, 2 magus) +1 dex)
W + 7 (+7 base (2 barb, 5 magus) -2 wis +2 great will)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will)
improved uncanny dodge
trap sense +2
cantrips
spellstrike
spell combat
arcane weapon
dr 1/-
medium armor casting

rage powers:
Moment of Clarity
Superstition
suprise accuracy
clear mind

magus arcana:
Arcane Accuracy
Maneuver Mastery (sunder)

bonus feat:
great cleave

feat:
power attack, combat casting, eschew matarials, improved init, cleave, toughness, endurance, great will

spells:
0->5 (5 + 0)
1->5 (4 + 1 for 16int)
2->4 (3 + 1 for 16int)
3->2 (1 + 1 for 16int)

//////////////level 16
half-orc
barb 9 / magus 7
Str 22
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 9d12 + 7d8 + 48 (con * hd) + 16 (toughness) + 9 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +14

saves:
F + 14 (+11 base (6 barb, 5 magus) +3 con)
R + 6 (+5 base (3 barb, 2 magus) +1 dex)
W + 8 (+8 base (3 barb, 5 magus) -2 wis +2 great will)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will)
improved uncanny dodge
trap sense +3
cantrips
spellstrike
spell combat
arcane weapon
dr 1/-
medium armor casting

rage powers:
Moment of Clarity
Superstition
suprise accuracy
clear mind

magus arcana:
Arcane Accuracy
Maneuver Mastery (sunder)

bonus feat:
great cleave

feat:
power attack, combat casting, eschew matarials, improved init, cleave, toughness, endurance, great will

spells:
0->5 (5 + 0)
1->5 (4 + 1 for 16int)
2->4 (3 + 1 for 16int)
3->2 (1 + 1 for 16int)

//////////////level 17
half-orc
barb 10 / magus 7
Str 22
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 10d12 + 7d8 + 52 (con * hd) + 17 (toughness) + 10 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +15

saves:
F + 15 (+12 base (7 barb, 5 magus) +3 con)
R + 6 (+5 base (3 barb, 2 magus) +1 dex)
W + 8 (+8 base (3 barb, 5 magus) -2 wis +2 great will)

abilities:
rage (+4 str, +4 con, -2 ac, +2 will)
improved uncanny dodge
trap sense +3
cantrips
spellstrike
spell combat
arcane weapon
dr 2/-
medium armor casting

rage powers:
Moment of Clarity
Superstition
suprise accuracy
clear mind
strength surge

magus arcana:
Arcane Accuracy
Maneuver Mastery (sunder)

bonus feat:
great cleave

feat:
power attack, combat casting, eschew matarials, improved init, cleave, toughness, endurance, great will, improved sunder

spells:
0->5 (5 + 0)
1->5 (4 + 1 for 16int)
2->4 (3 + 1 for 16int)
3->2 (1 + 1 for 16int)

//////////////level 18
half-orc
barb 11 / magus 7
Str 22
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 11d12 + 7d8 + 55 (con * hd) + 18 (toughness) + 11 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +16

saves:
F + 15 (+12 base (7 barb, 5 magus) +3 con)
R + 6 (+5 base (3 barb, 2 magus) +1 dex)
W + 8 (+8 base (3 barb, 5 magus) -2 wis +2 great will)

abilities:
greater rage (+6 str, +6 con, -2 ac, +2 will)
improved uncanny dodge
trap sense +3
cantrips
spellstrike
spell combat
arcane weapon
dr 2/-
medium armor casting

rage powers:
Moment of Clarity
Superstition
suprise accuracy
clear mind
strength surge

magus arcana:
Arcane Accuracy
Maneuver Mastery (sunder)

bonus feat:
great cleave

feat:
power attack, combat casting, eschew matarials, improved init, cleave, toughness, endurance, great will, improved sunder

spells:
0->5 (5 + 0)
1->5 (4 + 1 for 16int)
2->4 (3 + 1 for 16int)
3->2 (1 + 1 for 16int)

//////////////level 19
half-orc
barb 12 / magus 7
Str 22
Dex 13
Con 16
Int 16
Wis 7
Cha 7

HD: 12d12 + 7d8 + 58 (con * hd) + 19 (toughness) + 12 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +16

saves:
F + 16 (+13 base (8 barb, 5 magus) +3 con)
R + 8 (+7 base (4 barb, 2 magus) +1 dex)
W + 9 (+9 base (4 barb, 5 magus) -2 wis +2 great will)

abilities:
greater rage (+6 str, +6 con, -2 ac, +2 will)
improved uncanny dodge
trap sense +4
cantrips
spellstrike
spell combat
arcane weapon
dr 3/-
medium armor casting

rage powers:
Moment of Clarity
Superstition
suprise accuracy
clear mind
strength surge
increased DR

magus arcana:
Arcane Accuracy
Maneuver Mastery (sunder)

bonus feat:
great cleave

feat:
power attack, combat casting, eschew matarials, improved init, cleave, toughness, endurance, great will, improved sunder, greater sunder

spells:
0->5 (5 + 0)
1->5 (4 + 1 for 16int)
2->4 (3 + 1 for 16int)
3->2 (1 + 1 for 16int)

//////////////level 20
half-orc
barb 13 / magus 7
Str 22
Dex 13
Con 16
Int 16
Wis 8
Cha 7

HD: 13d12 + 7d8 + 60 (con * hd) + 20 (toughness) + 13 (favored)
speed: 40ft
dark vision 60ft;
+2 intimidate

BAB: +17 (13 barb 4 magus)

saves:
F + 16 (+13 base (8 barb, 5 magus) +3 con)
R + 8 (+7 base (4 barb, 2 magus) +1 dex)
W + 10 (+9 base (4 barb, 5 magus) -1 wis +2 great will)

abilities:
greater rage (+6 str, +6 con, -2 ac, +2 will)
improved uncanny dodge
trap sense +4
cantrips
spellstrike
spell combat
arcane weapon
dr 4/-
medium armor casting

rage powers:
Moment of Clarity
Superstition
suprise accuracy
clear mind
strength surge
increased DR

magus arcana:
Arcane Accuracy
Maneuver Mastery (sunder)

bonus feat:
great cleave

feat:
power attack, combat casting, eschew matarials, improved init, cleave, toughness, endurance, great will, improved sunder, greater sunder

spells:
0->5 (5 + 0)
1->5 (4 + 1 for 16int)
2->4 (3 + 1 for 16int)
3->2 (1 + 1 for 16int)

the point of this build is to start combat with a buff, wade into combat sunder enemies, take a round to cast a debuff during rage, and use arcane accuracy whenever needed. 2nd level spells are the bread and butter for the magus in this build, but the 3rd and 1st are used for specialized spells, (Dispel Magic) or to sunder or hit more often.

I need to add skills, equipment, and spellbook.
Then I need to format it properly.

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