
Evil Space Mantis RPG Superstar 2011 Top 8 |

So there are a few people on the forum who seem to think the Magus is uncompetitive until somewhere between levels 5 and 8, when it can actually start making use of its class abilities more effectively. While I agree that as written, Spell Combat doesn't seem to work as it should for low level characters (the to hit penalty is just too big to make me even consider it), I think the class CAN be used to build some nice low level characters with both a magic and melee focus.
For starters, a 20 point buy stat array for a Human or Half-something of your choice:
STR: 16 (+2 racial): 18
DEX: 14
CON: 12
INT: 14
WIS: 10
CHA: 8
Int I don't think is really that important to the class. You want enough Int to be able to cast all of your spells obviously, and get a bonus spell as well if possible, but really, I don't think you can get your saves up high enough to make save or sucks good spell choices. Leave those spells to the full casters. I would probably put my attribute points into pure Strength and not Int as well, although Dex could also see some love depending on how your AC and saves look. If you can pick up a +2 Int headband at level 7, thats nice as you'll get another bonus spell, but otherwise the lack of a headband doesn't hold you back until Level 13. If you can't get a measly +2 Int headband by then your DM must hate you.
Strength, on the other hand, is going to be how you overcome that 3/4 BAB and get your damage up to something more respectable. I have chosen Dex over Con in this build because I figure not getting hit is more valuable than HP, but thats a personal choice.
Now you have to consider what spells you want, and how to avoid the 15 minute adventuring day. First off, like a 1st level Wizard, you can't cast a good spell every round. Instead, you are going to want to use one spell per tough encounter, so pick smart. For easier encounters, don't waste spell power. You've probably got 16 AC, a +4 attack bonus, and deal 1d8+6 damage per swing (don't forget to swing with two hands when you aren't spell casting!). This makes you equal or better to a CR1 Monster in a stand up fight, and you can easily square off with a CR 1/2 or 1/3 minion and get the job done without burning spells. As long as you avoid getting flanked or otherwise swarmed, you'll be fine. Oh, and a Cantrip ranged touch is handy to have memorized, just in case. Now for specific spells:
Good option number 2 is Shield, in case you find yourself under ranged fire (which you have a tough time coping with) or in a situation where you need to 'tank.' This should get your AC up to 20 (+4 Chain shirt, +4 Shield, +2 Dex) which is about as good as a sword and board first level fighter can hope for. Most CR 1 monsters only have about a +3 attack bonus, so as long as you aren't flanked you are only hittable about 15% of the time. And again, once the Shield is up, start swinging two handed!
Basically, these two spells allow you, for a limited amount of time to become either a major damage dealer or a bodyguard/distraction for the squishier members of your party. You can't do either all day, but you CAN do BOTH in one day.
If you want to dabble with battlefield control, Grease remains an OK option for you as even if creatures make their reflex saves one round, it can still force them to make extra acrobatics checks and reflex saves after the first round. Obscuring Mist is probably a better option as it does not rely on saves, and it is probably your best counter to being ambushed by some ranged attacker you cannot reach.
I would also like to Burning Disarm on the final class spell list, as I think its fits the class theme nicely. I probably wouldn't recommend it take up your spell slots at level 1 or 2, but once you have a little more leeway in spell selection it would be nice. It would also be a fun spell for once Spell Combat kicks off, as it either acts like a free Disarm attack, or you deal a bit of extra damage.
I am still working on Feat and Trait selection, but here are some thoughts on them anyway.
Finally, for Traits, Rich Parents or any of the Campaign Traits that give you extra starting gold would be invaluable, as starting with a masterwork weapon helps out your attack rolls a good bit. Heirloom Weapon, if you know you'll have the option of enchanting it later and your DM isn't gonna Sunder it/steal it on you all the time, also fills this role. Heirloom Weapon (Bastard Sword), assuming you get the bonus of the Exotic Proficiency is actually excellent for this class, as it helps out your damage output a bit.
Overall, I think the class works well if you play it at early levels as spending most of its time as a supporting melee class, going around the outside of battles and flanking. However, it then a few times a day gets to turn on the magic and really shine, potentially outfighting the front line classes for an encounter. The spells also let it 'step up' if something goes wrong and a seemingly average encounter takes a turn for the worse.
A quick disclaimer; all this is based on theory-crafting and a trio of skirmishes I ran against myself on my day off. I haven't tried them out as part of a proper group against a DM, but I think the basic tenets should work.

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The Pre-Buffed Magus is a force to be reckoned with. (Nothing like a Large Two-Handed Bastard sword). Against my PCs it dealt a good 30 damage in the span of two rounds at level 3.
The Spell Striking Magus is best served by focusing on Weapon Finesse and keeping their Dex high. They can be competitive even at low levels, because of the AC bonus due to high dex.

Phasics |

Sorry did you say Magus ?
you could have jsut as easily said here's my build for
Cleric
Fighter/Wiz
Fighter/Sorc
Oracle
Bard
Alchemist
the self buffing melee caster role is pretty covered
is it wrong to want a little more flavour from an additional class starting from 1st level ?
otherwise why not just make a PrC and be done with it if you have to wait to use the core part of the class ?

Evil Space Mantis RPG Superstar 2011 Top 8 |

My point was more that people were making posts saying that the Magus was useless at lower levels. The fact that Spellstrike and Spell Combat just don't quite work as signature abilities is covered pretty extensively in about 50 other posts, and I agree. My point was more that as written, the class is at least playable at lower levels.
Plus, the posts where people seemed to want to stick an 18 in Int and then use Spellstrike/Shocking Grasp annoyed me. Why buy an 18 if you aren't going to force saves? But thats a tangent.
The class seems to be a fighter who can use magic, not a magic user who can also fight. And you're right, the fact that it kind of stomps all over other classes territory, and the Mutagen Alchemists schtick in particular, is also a problem.

Phasics |

My point was more that people were making posts saying that the Magus was useless at lower levels. The fact that Spellstrike and Spell Combat just don't quite work as signature abilities is covered pretty extensively in about 50 other posts, and I agree. My point was more that as written, the class is at least playable at lower levels.
Plus, the posts where people seemed to want to stick an 18 in Int and then use Spellstrike/Shocking Grasp annoyed me. Why buy an 18 if you aren't going to force saves? But thats a tangent.
The class seems to be a fighter who can use magic, not a magic user who can also fight. And you're right, the fact that it kind of stomps all over other classes territory, and the Mutagen Alchemists schtick in particular, is also a problem.
you still need high INT to deal with SR later
I say dump all self bbuff spells, go pure blast and adjust Magus to surive combat while blasting
gotta get it away from this "buffing" that so many other classes do

Starbuck_II |

Plus, the posts where people seemed to want to stick an 18 in Int and then use Spellstrike/Shocking Grasp annoyed me. Why buy an 18 if you aren't going to force saves? But thats a tangent.
They go 18 Int is likely so you fail Spell Combat less often. Remember in Pathfinder Concentration is caster level + casting stat.
Since you lack Combat casting your Viable build fails Spell Combat 60% of time (okay 70% at low levels and 50% later but averaged out is 60)

spalding |

Personally I don't think of the magus as a "self buffing caster" -- it doesn't fit the description that they gave for it (a warrior who fights with steel, but also casts magic like a wizard *please note, not like a self buffing cleric, bard, inquisitor, alchemist etc* IN FACT the magus is VERY light on buffing spells, with almost NO offensive buffs).
Personally I like the following:
Dwarf
S 14 D 15 C 15 I 16 W 11 Ch 5
Trait -- Focused Mind
Feats:
1 -- Two weapon fighting
3 -- Power attack
5 -- Combat casting
B -- Arcane Strike
Using a Dwarven Urgosh. You have options on how to present your offense -- either a two handed weapon (swinging the urgosh with both hands) two weapon fighting (swinging both ends) or doing the spell combat (much riskier but still possible).
The spells I would probably work with most often would be:
Color Spray
Shield
Mount
Magic Missile
Acid Splash
Daze (at low levels)
I think the dwarf honestly offers a lot to the Magus even though he doesn't have an Int boost.

TLO3 |

Personally I don't think of the magus as a "self buffing caster" -- it doesn't fit the description that they gave for it (a warrior who fights with steel, but also casts magic like a wizard *please note, not like a self buffing cleric, bard, inquisitor, alchemist etc* IN FACT the magus is VERY light on buffing spells, with almost NO offensive buffs).
Personally I like the following:
Dwarf
S 14 D 15 C 15 I 16 W 11 Ch 5
Trait -- Focused Mind
Feats:
1 -- Two weapon fighting
3 -- Power attack
5 -- Combat casting
B -- Arcane StrikeUsing a Dwarven Urgosh. You have options on how to present your offense -- either a two handed weapon (swinging the urgosh with both hands) two weapon fighting (swinging both ends) or doing the spell combat (much riskier but still possible).
The spells I would probably work with most often would be:
Color Spray
Shield
Mount
Magic Missile
Acid Splash
Daze (at low levels)I think the dwarf honestly offers a lot to the Magus even though he doesn't have an Int boost.
Neat idea. I'd drop TWF and go with a dwarven waraxe and maybe throw in weapon focus or Spell Focus (Evo) to offset either the low hit chance or low save DCs.
Also, what self respecting dwarf would be without stone call?

Abraham spalding |

Abraham spalding wrote:Personally I don't think of the magus as a "self buffing caster" -- it doesn't fit the description that they gave for it (a warrior who fights with steel, but also casts magic like a wizard *please note, not like a self buffing cleric, bard, inquisitor, alchemist etc* IN FACT the magus is VERY light on buffing spells, with almost NO offensive buffs).
Personally I like the following:
Dwarf
S 14 D 15 C 15 I 16 W 11 Ch 5
Trait -- Focused Mind
Feats:
1 -- Two weapon fighting
3 -- Power attack
5 -- Combat casting
B -- Arcane StrikeUsing a Dwarven Urgosh. You have options on how to present your offense -- either a two handed weapon (swinging the urgosh with both hands) two weapon fighting (swinging both ends) or doing the spell combat (much riskier but still possible).
The spells I would probably work with most often would be:
Color Spray
Shield
Mount
Magic Missile
Acid Splash
Daze (at low levels)I think the dwarf honestly offers a lot to the Magus even though he doesn't have an Int boost.
Neat idea. I'd drop TWF and go with a dwarven waraxe and maybe throw in weapon focus or Spell Focus (Evo) to offset either the low hit chance or low save DCs.
Also, what self respecting dwarf would be without stone call?
Indeed or fist of stone -- I was going from memory on the spell list. I like the Urgosh because it allows a wide choice of attack options. TwF is needed to expand that -- but TwF could be delayed to later level to get weapon focus earlier. I like my options early though so I did the opposite.