Magus Build Thread


Round 3: Revised Magus Discussion

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Liberty's Edge

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Something we didn't do last time but that I think could be constructive.

Pick a level, post a build, discuss pros and cons.


ciretose wrote:

Something we didn't do last time but that I think could be constructive.

Pick a level, post a build, discuss pros and cons.

It isn't updated to the new version, but we have a thread here from last time where I provided a build for a sample Magus from 1 all the way up to 20.

Liberty's Edge

Rogue Eidolon wrote:
ciretose wrote:

Something we didn't do last time but that I think could be constructive.

Pick a level, post a build, discuss pros and cons.

It isn't updated to the new version, but we have a thread here from last time where I provided a build for a sample Magus from 1 all the way up to 20.

Ok, something we did last time we should do again :)


Agreed, and I think there are several viable directions to go this time.

Dark Archive

Human Magus 8
Str 10
Dex 22 (+2 level, +2 Belt)
Con 12
Int 18 (2 Belt)
Wis 10
Cha 8

Traits
Heirloom Weapon (Aldori Dueling Sword)
Fast Talker

Feats
1h: Combat Casting
1: Weapon Finesse
3: Aldori Duelist (This is basically Dervish Dance for the Aldori Dueling Sword. It’s silly that a feat like that should only be available to one weapon)
5: Dodge
5b: Weapon Focus (Aldori Dueling Sword)
7: Blind Fight

Arcane Pool: 7

Arcana
3: Concentrate
6: Empowered Magic

There's a Level 8 build I plan on playing soon and am running through a series of arena type battles now. The Aldori Dueling Sword has the advantage of being able to be used one and two handed with Finesse. Players whose GM won't allow them to change Dervish Dance to work with other weapons can use the scimitar or allocate some points to Str so you can power attack.

The build has the advantage of a nice high AC even in light armor, though you'll probably be stuck in light armor/Celestial Chain due to having a silly high Dex. Fast Talker and skill point allocation will give the character a decent ability in social situations. The level 7 feat can be changed to any number of other things, enhancing skills, upping saves, etc. I'm seriously considering switching it to Iron Will so I can swap the Wis and Cha scores and be better at the social stuff.

The Exchange

This isn't an 'optimized' character by any means, but a theamed one - using a Magus as a swashbuckling swordsman type. 15pt ability score build, one Trait taken (one held in reserve for the usual Campaign Trait bit). Maximum Hit Points at level 1.

Mageketeer (Chaotic Good, male, human)
Level 1: Magus 1
Height: 6’, Weight: 190 lbs, Eyes: blue, Skin: fair, Hair: blond, with goatee and moustache
Speed 30 feet
Base Attack Bonus +0
Save Vs: Fort +3, Ref +1, Will +2
Armour Class 14 = Dexterity +1, Parade armour +3 (Armour check penalty -1)
Hit Points: 10 [1d8 +1 favoured class +1 Con bonus]
Attacks:
Longsword - Attack +2 [1d8 +2 slashing damage, Crit 19-20/x2]
Dagger – Attack +2/+1 [1d4 +2 piercing or slashing damage, Crit 19-20/x2, range 10ft]
Abilities:
Str 14 [+2] Dex 12 [+1] Con 12 [+1] Int 16 [+3] Wis 10 [+0] Cha 11 [+0]
Spells Prepared:
Cantrips (3) – ghost sound, mage hand, prestidigitation
Level 1 (1+1) – expeditious retreat, true strike
Spellbook:
Cantrips – all magus
Level 1 – chill touch, expeditious retreat, feather fall, jump, magic weapon, true strike
Class Features:
Arcane Pool – 4 per day
Spell Combat
Feats:
Simple Weapons Proficiency, Martial Weapons Proficiency, Light Armour Proficiency, Combat Expertise, Improved Disarm
Skills: (2 + Int bonus + human bonus = 6)
Acrobatics +2, Intimidate +4, Knowledge (nobility) +4, Ride +5, Spellcraft +7, Swim +6
Languages:
Common, Draconic, Dwarven, Elven
Trait:
Focused Mind (+2 trait bonus on Concentration checks)
Progression:
The Mageketeer fancies himself an expert swordsman of a swashbuckling cut. His Feat selections will tend towards improving his abilities with combat maneuvers and swordsmanship, and his favoured Arcana selection will be Arcane Accuracy, Maneuver Mastery, and similar improvements to his fencing talents.

Level / Feat(s)
3 / Weapon Focus
5 / Dazzling Display, Improved Trip
7 / Improved Dirty Trick
9 / Lunge
11 / Weapon Specialization, Improved Critical
13 / Disarming Strike
15 / Tripping Strike
17 / Greater Weapon Focus, Greater Trip
19 / Greater Dirty Trick

Arcana
3 / Arcane Accuracy
6 / Maneuver Mastery (Disarm)
9 / Maneuver Mastery (Trip)
12 / Critical Strike
15 / Hasted Assault
18 / Maneuver Mastery (Dirty Trick)

Starting with Improved Disarm, the Mageketeer's favoured combat tactic at level 1 is to disarm his opponent, then (using Spell Combat) Mage Hand the fallen weapon away.

A higher Dexterity and Weapon Finesse would make this guy even more of a swashbuckler type, geared more towards the Dodge / Mobility style of Feat selection.

The arcana choices are designed to help keep the guy relevant in melee at the higher levels, when the pure BAB classes are really outpacing him - he can still pull those combat maneuvers off as well as any fighter - although choice of which maneuvers to focus on could vary a lot. The big advantage of Maneuver Mastery being, of course, that it's not a resource-draining ability: even with all his pool and spells dried up, he's still got some flash left in him.

The Exchange

Another 'theamed' character...

Magestress (Lawful Evil, female, human)
Level 1: Magus 1
Height: 5’4” (+6” heels), Weight: 140 lbs, Eyes: emerald, Skin: fair, Hair: flame red
Speed 30 feet
Base Attack Bonus +0
Save Vs: Fort +2, Ref +2, Will +2
Armour Class 14 = Dexterity +2, (tight-fitting) Leather armour +2
Hit Points: 9 [1d8 +1 favoured class]
Attacks:
Masterwork Whip - Attack +4 [1d4 non-lethal damage, disarm, reach, trip]
Dagger – Attack +2 [1d4 piercing or slashing damage, Crit 19-20/x2, range 10ft]
Spiked Gauntlet - Attack +2 [1d4 piercing damage]
Abilities:
Str 10 [+0] Dex 14 [+2] Con 10 [+0] Int 16 [+3] Wis 10 [+0] Cha 14 [+2]
Spells Prepared:
Cantrips (3) – arcane mark, daze, mage hand
Level 1 (1+1) – grease, shocking grasp
Spellbook:
Cantrips – all magus
Level 1 – chill touch, grease, reduce person, shocking grasp, stone fist, unseen servant
Class Features:
Arcane Pool – 4 per day
Spell Combat
Feats:
Simple Weapons Proficiency, Martial Weapons Proficiency, Light Armour Proficiency, Weapon Finesse, Enforcer
Skills: (2 + Int bonus + human bonus = 6)
Craft (leatherwork) +7, Intimidate +6, Knowledge (arcana) +7, Profession (dominatrix) +4, Spellcraft +7, Use Magic Device +6
Languages:
Common, Draconic, Abyssal, Infernal
Trait:
Heirloom Weapon (whip)
Progression:
The Magestress is a leather-clad, whip-wielding, dominatrix who specializes at ‘touch attack at whip range’ casting, and making you crawl on the floor like the worm you are (Intimidate)! She can also pull off the ‘disarm + mage hand’ combo at level 1.

Level / Feat(s)
3 / Exotic Weapon Proficiency (Whip)
5 / Combat Expertise, Improved Trip
7 / Leadership
9 / Skill Focus (Intimidate)
11 / Weapon Focus, Weapon Specialization
13 / Persuasive
15 / Minor Spell Expertise (Chill Touch)
17 / Spell Focus (Necromancy), Craft Magic Arms and Armour
19 / Greater Spell Focus (Necromancy)

Arcana
3 / Pool Strike
6 / Maneuver Mastery (Trip)
9 / Spell Blending (Ghoul Touch, Eagle’s Spendour)
12 / Maximized Magic
15 / Spell Blending (Calcific Touch, Animate Dead)
18 / Spell Blending (Mass Painstrike, Dominate Person)

Liberty's Edge

Burly Magus
Half-Orc Magus 1
Speed 30 feet
Base Attack Bonus +0
Saves: Fort +4, Ref +1, Will +2
AC:15 (+4 Armor - Chain Shirt, +1 Dexterity)
Initiative: +1

Abilities: 15 point value
Strength: 16 (Including Racial +2 Bonus)
Dexterity: 12
Constitution: 14
Intelligence: 14
Wisdom: 10
Charisma: 8
HP: 11 (1d8 maxed + Con Bonus + Favored Class Bonus)

Attacks:
Longsword - Attack +3 [1d8+3 Crit 19-20]
Longsword (two-handed) - Attack +3 [1d8+4 Crit 19-20]
Dagger - Attack +3 [1d4+3 Crit 19-20]

Spells Prepared:
0-level: Message, Mage Hand, Detect Magic
1st level: Enlarge Person, True Strike
(Other Spells Known: Shocking Grasp, Expeditious Retreat, Shield)

Class Features:
Arcane Pool – 3 per day
Spell Combat
Feats:
Simple Weapons Proficiency, Martial Weapons Proficiency, Light Armour Proficiency, Power Attack
Skills: (2 + Int bonus = 4)
Intimidate +5, Climb +5 (Including -2 ACP), Profession (soldier) +4, Spellcraft +6

Languages:
Common, Orcish, Draconic, Giant, Elvish

The Burly Magus can take the role of a pure fighter in many parties, and he really just wants to dish out the damage. He's not going to win any spell casting awards, and he only just barely gets the requisite intelligence for his highest-level spells. That's why almost all his favorite spells don't provoke a save. The few that do are "save partial" spells, that still deal a fair consequence on a successful save. The Burly Magus combines might and magic to bring enemies low in short order; he can also be made as a critical-hitter with a scimitar to great effect. Beyond level 1, he relies on defensive buffs such as shield, mirror image and greater invisibility to stay in the fight.

Ability Increases:
4 - Strength 17
8 - Strength 18
12 - Intelligence 15
16 - Intelligence 16
20 - Intelligence 17

Favorite Spells:
1 - Enlarge Person, True Strike, Shield, Shocking Grasp, Expeditious Retreat, Chill Touch, Magic Missile (at mid- to high levels)
2 - Mirror Image, Scorching Ray, Invisibility, Alter Self, Bull's Strength
3 - Haste, Displacement, Vampiric Touch
4 - Invisibility, Greater, Dimension Door, Fire Shield
5 - Beast Shape III, Overland Flight
6 - Transformation, Form of the Dragon I, True Seeing

The Exchange

I'm liking the Burly Magus!

How about a Dwarf version? Using a dwarven waraxe two-handed he'll be getting 2d8 (plus 1.5x Strength bonus) damage when under Enlarge Person.

Liberty's Edge

I forgot all about the dwarven waraxe! That's the perfect kind of weapon for a magus (that and the bastard sword). Hmmm... I'll have to adjust a few things to keep that 16 strength.

The Exchange

You'll need the heirloom weapon Trait to use a Bastard Sword at level one (what with the +1 BAB prerequisite on Exotic Weapon Proficiency), but the Dwarf can use a Waraxe anyway (since, as a Magus, he has Martial Weapon Proficiency). Still, I like the Bastard Sword option for any non-Dwarves.

Sovereign Court

Also Power Attack requires a +1 BAB so is unavailable to 1st level Magi


20th level:
Elf Magus 10/Duelist 10

Don't have time for a full build out, but basic ideas:
-jack Int and Dex, with Con third
-Weapon Finesse with Rapier and improved crit or keen
-Arcane Accuracy arcana=awesome combined with combat expertise/fighting defensively and Duelist
-Spell combat with free hand required by duelist meshes perfectly

Certainly not the most optimized character ever, but really fun and flavorful looking.

Liberty's Edge

Mad Alchemist wrote:
Also Power Attack requires a +1 BAB so is unavailable to 1st level Magi

Good catch.

I'm hoping people try to post "broken" builds. Or rather, I am hoping people are unable to post "broken" builds, but that if they see one potentially they post it so it can be fixed prior to final release.

Thanks for the posts so far!

Sovereign Court

Magestress should look at Serpent's Lash from Osiron book

Dark Archive

Elemental Blade
Elf Magus 3 Druid 3
Speed 30 feet
Base Attack Bonus +4

Abilities: 15 point value
Strength: 8 Intelligence: 19
Dexterity: 12 Wisdom: 12
Constitution: 8 Charisma: 10

Attacks:
Flameblade - Attack +11 touch attack [1d8+3 Crit 19-20]
--- dervish dance 1, cats grace 2, arcane accuacy4

Liberty's Edge

Mad Alchemist wrote:
Also Power Attack requires a +1 BAB so is unavailable to 1st level Magi

Ohhhh right! I keep forgetting since most people who want Power Attack have +1 BAB before they have the available feat. Good catch.

Burly Magus (2)
Dwarf Magus 1
Speed 20 feet
Base Attack Bonus +0
Saves: Fort +4, Ref +0, Will +2; Dwarven +2 resistances
AC:14 (+4 Armor - Chain Shirt)
Initiative: +0

Abilities: 15 point value
Strength: 16
Dexterity: 10
Constitution: 14
Intelligence: 14
Wisdom: 12
Charisma: 6
HP: 14 (1d8 maxed + Con Bonus + Favored Class Bonus + Toughness)

Attacks:
Dwarven Waraxe - Attack +3 [1d10+3 Crit x3]
Dwarven Waraxe (two-handed) - Attack +3 [1d10+4 Crit x3]
Dagger - Attack +3 [1d4+3 Crit 19-20]

Spells Prepared:
0-level: Message, Mage Hand, Detect Magic
1st level: Enlarge Person, True Strike
(Other Spells Known: Shocking Grasp, Expeditious Retreat, Shield)

Class Features:
Arcane Pool – 3 per day
Spell Combat
Feats:
Simple Weapons Proficiency, Martial Weapons Proficiency, Light Armour Proficiency, Toughness
Skills: (2 + Int bonus = 4)
Climb +5 (Including -2 ACP), Profession (soldier) +5, Spellcraft +6, Swim +5

Languages:
Common, Orcish, Draconic, Giant, Elvish

The Burly Magus can take the role of a pure fighter in many parties, and he really just wants to dish out the damage. He's not going to win any spell casting awards, and he only just barely gets the requisite intelligence for his highest-level spells. That's why almost all his favorite spells don't provoke a save. The few that do are "save partial" spells, that still deal a fair consequence on a successful save. The Burly Magus combines might and magic to bring enemies low in short order; he can also be made as a critical-hitter with a scimitar to great effect. Beyond level 1, he relies on defensive buffs such as shield, mirror image and greater invisibility to stay in the fight.

Ability Increases:
4 - Strength 17
8 - Strength 18
12 - Intelligence 15
16 - Intelligence 16
20 - Intelligence 17

Favorite Spells:
1 - Enlarge Person, True Strike, Shield, Shocking Grasp, Expeditious Retreat, Chill Touch, Magic Missile (at mid- to high levels)
2 - Mirror Image, Scorching Ray, Invisibility, Alter Self, Bull's Strength
3 - Haste, Displacement, Vampiric Touch
4 - Invisibility, Greater, Dimension Door, Fire Shield
5 - Beast Shape III, Overland Flight
6 - Transformation, Form of the Dragon I, True Seeing


I'll be back with Captain AMagus, testing the bonds of silly by using a shield as his "weapon".


ciretose wrote:

Something we didn't do last time but that I think could be constructive.

Pick a level, post a build, discuss pros and cons.

Level 12 on a 20pt buy (using PFS legal items)

Elf Magus12

STR 14 3pts (13+1bump at 12th if inherent bonus can't be found)
INT 18 10pts (16+2racial)
WIS 07 -4pts
DEX 20 10pts (16+2racial+2bump)
CON 12 05pts (14-2racial)
CHA 07 -4pts
total 20pts

Traits: focused concentration, heirloom weapon (scimitar)
Feats (in order): Weapon Finesse, Dervish Dance, Combat Casting, Weapon Focus(M5), Power attack, Lunge, Improved Crit Scimitar(M10), Weapon Spec Scimitar.

Favored class bonus to hps.

Skills (before gear): UMD +13 (12 ranks), Stealth +17 (12 ranks), Perception +10 (12 ranks), Spellcraft +19 (12 ranks), Acrobatics +17 (12 ranks), Know: Arcana +8 (1 rank), Know: Planes +8 (1 rank), Know: Dungenoneering +8 (1 rank), Fly +9 (1 rank), Ride +9 (1 rank), Craft: weapons +8 (1 rank), Swim +6 (1 rank), Climb +6 (1 rank), 4 ranks free

Gear salt to taste, but key items would be:
Celestial Chainmail, DEX belt, INT headband, CON ioun stone, Spellstoring scimitar, Boots of speed, AC items, pearls of power 1st, lesser metamagic rods

Magus arcanae: Arcane Accuracy, wand wielder (if clarified to actually work with spell combat's restriction on one hand free), Close range (if magus spell list is not improved), maximized metamagic (for storing spells in the scimitar). If one is free (from above caveats) then pick up false life and resist energy via spell blending.

-James


I have an idea a trip and disarm magus with a flail is unique and something new. It also does not have int as a dump stat.

Manuever magus Human magus magus 1

20 point buy
str 16
dex 12
con 14
int 16
wis 10
cha 8

feats
1combat casting
1h combat expertise
3 improved trip
5 power attack
5m improved disarm
7th improved initiative
9th greater trip

abilites
4th str
8th str
12th int
16th int
20th int

arcana
3 maneuver mastery trip
6 manuever maseter disarm
9 hasted assualt

uses flail weapons flail

traits
focused mind +2 concentration
reactionary

spells
what you want Enlarge person is helpful in reach and gives +2 combat maneuver bonus.

The Exchange

Correcting myself - the 'Disarm + Mage Hand' combo won't work - Spell Combat is a full round action, and Mage Hand takes not only a standard action to cast, but a Move action's worth of concentration to actually use... Pity, 'cos flinging your opponent's Disarmed weapon 15ft is much nicer than just kicking it 5ft (or the functional equivalent of picking it up as a Move action and dropping it in a square next to you as a Free Action). Still, I think Disarm's still a solid Magus choice.

I also agree with doctor_wu on the flail being an excellent Magus choice weapon - I'd go with (human Magus) Combat Expertise & Improved Disarm at level 1, using a flail (for a +4 to Disarm without provoking AoO). Spell Combat can be used to Disarm (as a melee attack) then cast - unless your opponent has Improved Unarmed Strike, Natural Weapons, is Two-Weapon Fighting, or using a spiked gauntet, they no longer threaten, so you can cast your follow up spell without the need for casting defensively and requiring a concentration check. Since you didn't 5ft step away to cast without provoking, you still threaten your opponent as well, which is nice.

The Exchange

Dark Magus (Chaotic Evil, male, human)
Level 1: Magus 1
Height: 6’, Weight: 190 lbs, Eyes: steel grey, Skin: pale, Hair: long, black
Speed 30 feet
Base Attack Bonus +0
Save Vs: Fort +3, Ref +1, Will +2
Armour Class 14 = Dexterity +1, Studded leather armour +3 (Armour check penalty -1)
Hit Points: 10 [1d8 +1 favoured class +1 Con bonus]
Attacks:
Flail - Attack +2 [1d8 +2 bludgeoning damage, disarm, trip]
Dagger – Attack +2/+1 [1d4 +2 piercing or slashing damage, Crit 19-20/x2, range 10ft]
Abilities:
Str 14 [+2] Dex 12 [+1] Con 13 [+1] Int 16 [+3] Wis 10 [+0] Cha 10 [+0]
Spells Prepared:
Cantrips (3) – dancing lights, daze, flare
Level 1 (1+1) – burning hands, shield
Spellbook:
Cantrips – all magus
Level 1 – burning hands, flare burst, hydraulic push, magic weapon, obscuring mist, shield
Class Features:
Arcane Pool – 4 per day
Spell Combat
Feats:
Simple Weapons Proficiency, Martial Weapons Proficiency, Light Armour Proficiency
Skills: (2 + Int bonus + human bonus = 6)
Climb +6, Intimidate +4, Knowledge (arcana) +7, Ride +5, Spellcraft +7, Swim +6
Languages:
Common, Draconic, Goblin, Orc
Trait:
Focused Mind (+2 trait bonus on Concentration checks)
Progression:
The Dark Magus is an evil overlord in training (he even takes the time to learn the two major ‘minion’ languages to aid in commanding his future armies). Starting with a reasonable skill in melee, he concentrates on powerful evocation spells, particularly lightning-based ones, culminating in his perfection of the Chain Lightning spell at level 17. After taking his first Arcana as insurance that he’ll always have something he can pull out in melee as he levels, he soon focuses on the stackable metamagic Arcana which can enable him to, around level 15 to 17, TPK whole adventuring parties in under a round.

Level / Feat(s)
1 / Combat Expertise, Improved Trip
3 / Spell Focus (Evocation)
5 / Greater Spell Focus (Evocation), Intensified Spell
7 / Elemental Focus (Electricity)
9 / Greater Trip
11 / Greater Elemental Focus (Electricity), Elemental Spell (Electricity)
13 / Persistent Spell
15 / Spell Penetration
17 / Spell Perfection (Chain Lightning), Tripping Strike
19 / Greater Spell Penetration

Arcana
3 / Maneuver Mastery (Trip)
6 / Empowered Spell
9 / Hasted Assault
12 / Maximized Spell
15 / Quickened Spell
18 / Arcane Accuracy

Ability Scores
4 / Con (14)
8 / Int (17)
12 / Int (18)
16 / Int (19)
20 / Int (20)

Spellbook
1 / all magus cantrips plus burning hands, flare burst, hydraulic push, magic weapon, obscuring mist, shield
2 / chill touch, shocking grasp
3 / expeditious retreat, feather fall
4 / elemental touch, invisibility
5 / burning gaze, gust of wind
6 / fog cloud, scorching ray
7 / lightning bolt, greater magic weapon
8 / elemental aura, vampiric touch
9 / fly, hydraulic torrent
10 / ball lightning, stoneskin
11 / black tentacles, firefall
12 / dimension door, wall of ice
13 / cone of cold, fire snake
14 / telekinesis, teleport
15 / overland flight, wall of force
16 / chain lightning, greater dispel magic
17 / disintegrate, transformation
18 / mislead, true seeing
19 / flesh to stone, stone to flesh
20 / mass bear’s endurance, mass bull’s strength

Dark Archive

Elven magus (15 points)

Str: 7
Int: 18
Wis: 8
Dex: 19 (all bonuses to here)
Con: 10
Chr: 7

1st: weapon finesse
3rd: dervish dance
5th: arcane strike, WF scimitar
7th: Pirannah strike
9th: Combat Reflexes
11th: Impoved Critical

At 5th, AC 23 (+1 mithril chain shirt, +1 amulet, +1 ring), shield to 27 if he cares

Weapon swings (+1 scimitar) for d6+8, +arcana stacking. +12 hit (+6 dex, +4 bab, +1 scimitar +1 WF). Crit 18-20.

Being able to dump str for dex is huge for a strong build, though it makes you a bad support caster levels 1 and 2

Sovereign Court

Thalin wrote:

3rd: dervish dance

7th: Pirannah strike
Weapon swings (+1 scimitar) for d6+8, +arcana stacking. +12 hit (+6 dex, +4 bab, +1 scimitar +1 WF). Crit 18-20.

Being able to dump str for dex is huge for a strong build, though it makes you a bad support caster levels 1 and 2

Even with Dervish dance I don't think Pirannah strike will work with a scimitar. Dervish dance lets you treat the scimitar as a one-handed piercing weapon. Pirannah strike needs a light weapon to function.

Dark Archive

If such is the case just take another feat (Combat Expertise or Concentration); was debating if the 4 damage was worth 2 to hit anyway, especially when you channel arcane.


This may be a stupid question... But why do so many builds use Dervish Dance? Why not just use Weapon Finesse and a rapier?

The Exchange

Personally I've moved away from the idea of building a magus around an iconic weapon - one of the features of the class is that, with Magic Weapon / Greater Magic Weapon + Arcane Pool you actually don't much need a specific magic weapon - any old thing will do. Mounted? Grab a lance (spellstrike with a lance and a mounted charge is nice). Ranged? Grab a longbow. Melee? Switch between your flail, scimitar, trident and battleaxe as the need arises. Your best bet is an adamantine weapon, which you can magic up with your spells and class features. Of course having a magic weapon or two is nice, and builds on your class features, but it's hardly required - for you everything is a potential magic weapon! I actually think a Catch Off Guard / Throw Anything build would be interesting (although throwing your magiced-up weapon is a bit of a waste) - +5 flaming, frost, shock frying pan anyone? :)


DeathTrap wrote:
This may be a stupid question... But why do so many builds use Dervish Dance? Why not just use Weapon Finesse and a rapier?

Cause if your DEX mod is +8 then that one feat is giving you +8 damage, which is hard to beat.

-James


Thalin wrote:
Elven magus (15 points)...

Small problem with a Strength of 7. His current gear weighs 16.5 lbs(Scimitar 4 lbs, Mithril Chain Shirt 12.5 lbs), add in 3 lbs for spell book, 2 lbs for a spell component pouch, and at least 2lbs for a Monk or Peasant's outfit and you are sitting at 23.5 lbs with a light encumbrance limit of 23 lbs. Enjoy being encumbered...

Max dex modifier of +3 to AC so his AC would actually be 20, his movement would be 20' and he would suffer a -3 ACP. Just from medium encumbrance. Not to mention the gamble of having such a wide array of dump stats.


Flambeau
Elven Magus 12
15 point buy (not enough points!)
Str: 13 (10 +1 +2)
Con: 12 (10+2)
Dex: 18 (14 +2 +2)
Int: 24 (+7 Bonus)(18+2+4)
Wis: 10
Cha: 8

HP: 74, AC: 24
Fort: +12, Refl +11, Will +11

Arcane Pool: 13 points
Max Weapon Enhancement: +4

BaB +9/+4
Weapons
Sword of Life Steeling (+2 Longsword, Bestow 1 negative level and gain +1d6 temp HP on Crit): +13/+8 1d8+3 damage 17-20/2.

Longbow + 1: too tired to care to computer

Feats
Combat Casting
Combat Expertise
Improved Dirty Trick
Weapon Focus (Longsword)
Combat Reflexes
Lunge
Arcane Blast
Improved Critical

Arcana:
Arcane Accuracy, Wand Wielder, Close Range, Empower Spell, Maximized Magic

Spells:
0 Light, Prestidigitation, Detect Magic, Read Magic, Daze
1 Chill Touch * 2, Shocking Grasp * 2, Grease, Magic Missile, Color Spray
2 Blur, Glitterdust * 2, Scortching Ray *2, Invisibility * 2,
3 Haste * 2, Lightning Bolt, Vamperic Touch, Magic Weapon (Greater), Slow
4 Black Tentacles, Stoneskin, Invisibility Greater, Dragon Breath

Gear:
Sword of Life Stealing 25715
Mithril Shirt +3 1100
Staff of Fire 18950
Belt of Physical Perfection +2 16000
Headband of Vast Intellect 16000
Wand of Cure Light 750
Wand of Magic Missiles (CL) 6750
Amulet of Natural Armor +1 2000
Cloak of Resistance +3 9000
Handy Haversack 2000
Efficient Quiver 1800
Bracers of Armor +1 1000
Ring of Protection +1 2000
Longbow +1 1000
Pearl of Power 1000

Notes: An organic build would probably drop weapon focus for weapon finesse(rapier) and combat reflexes for toughness (and probably get both sooner). Each attack is probably going to get an extra +4d6. Feels a bit low on HP and possibly DPR.

Can you spellstrike on an attack of opportunity? Can spellstrike be combined with mobility? Can this character cast with sword in one hand and metamagic rod in another? Does a quickened touch attack work with spellstrike to give an additional melee attack?

Staff of fire is extremely nice (burning hands, fireball and wall of fire).

Dark Archive

Just Hero FOrged it; comes out to 21.5 pounds; not sure if there's some rule on the clothes on your back not adding, obviously you can throw out the top part of your artisian's outfit if someone is being a stickler and just wear the pants and chain shirt. But heroforge didn't charge weight for it, so either that's a mistake from the base or that first free outfit doesn't count.

The other option costs about 2K (either haversack for your spellbook/ components or making your scimitar mithril), but isn't hard... it's pretty easy to keep yourself in weight, as long as you have friendly PCs to carry the "party loot" or another dimensional item. I would probably get a haversack eventually anyway, just to keep wands et not.

But yeah, most of these builds are not high enough to hit / damage / AC, this was the only way I found that the Magus could not only keep up on AC (unlike many on here it seems, I'm under the "misguided" belief AC IS relevant, especially for front line), but also on to hit / damage ratios with other front lines. And the build truly excites me... I'm starting it as my next character in PFS. Will put up notes on playtest :).


I think there may be a paper verse play issue here. Spell Shield and Arcane Acuracy can both add substantially to Ac/ to hit. We're overlooking them a bit because they are temporary and require resources to use. That could mean an extra +4 or +5 on a starting character.

This class does damage strangely. Basically for every four level you get an extra d6 to weapon damage. Add to that the damage from an offhand spell.

I wonder if you can use UMD + wand mastery to cast a debuff, such as doom, from a wand and couple it with spell combat and wand wielder so that you can attack the same round?

Dark Archive

Well that's true, but starting at a high point is always good; like without any use of the magic starting at d6+8 23 AC +12 to hit at 5th level is actually pretty good; not as good as the 2d6+9 a 1st level barbarian can get; but give a chill touch with high DC save for the strength drain etc and things work out, and they are obviously more flexible.

Sacrificing for spell shield / Arcane accuarcy seems difficult.... I like spell shield as a backup, but in general if I'm in a position to cast it I'd rather just grab the shield spell and keep it up.

The whole point is that the two feats make you a much less MAD class; most builds are going to sacrifice AC (Dex) so they can have a good strength. This is a fine build as well; and if you truly believe AC is useless it's the way to go (after all, it saves you 2 feats). But being able to gain a full dump stat is substantially more powerful than most things you can do with those feats.


Well spell shield is an immediate action, so you only raise it when it will mak the difference between a hit and a miss. That said, yes shield is probably a better option.

With a single one handed weapon, strength isn't going to get you all that much return. Why not use weapon finesse on a rapier? Most of your damage is coming from elemental effects and spells and your going to want the expanded crit range on the rapier for spellstrike.


Thalin wrote:
Just Hero FOrged it;

Is Hero-Forge official PFS? Given that it is the venue you are considering playing this character in.

Otherwise, A handy haversack is 5 lbs, so you trade your 3lbs spell book for a 5 lbs bag. Each stat boosting item you later get will be another 1 lbs. Even a Mithral Scimitar only shaves off 2 lbs. Face it, unless your DM turns a blind eye to encumbrance then you're not going to have a 23 AC and 30' movement. You can have a decent AC, otherwise. You just won't have a ridiculous AC of 27 after shield.
The only thing I can find in the PRD is the first outfit is free, but I do not find anything about it's weight being ignored. Even half of an Artisan's outfit is 2 lbs, the equivalent of a Monk's or Peasant's.

I'm just saying IMO, it is not a practical build. If the DM looks at the 7 Strength and pays close attention you could VERY easily find yourself struggling to stay unencumbered.


Torinath wrote:
Thalin wrote:
Just Hero FOrged it;

Is Hero-Forge official PFS? Given that it is the venue you are considering playing this character in.

Otherwise, A handy haversack is 5 lbs, so you trade your 3lbs spell book for a 5 lbs bag. Each stat boosting item you later get will be another 1 lbs. Even a Mithral Scimitar only shaves off 2 lbs. Face it, unless your DM turns a blind eye to encumbrance then you're not going to have a 23 AC and 30' movement. You can have a decent AC, otherwise. You just won't have a ridiculous AC of 27 after shield.
The only thing I can find in the PRD is the first outfit is free, but I do not find anything about it's weight being ignored. Even half of an Artisan's outfit is 2 lbs, the equivalent of a Monk's or Peasant's.

I'm just saying IMO, it is not a practical build. If the DM looks at the 7 Strength and pays close attention you could VERY easily find yourself struggling to stay unencumbered.

Also worth mentioning: rain, mud, dirt, blood, gore, sweat and money.

Characters usually meed any of the above, and personally, this stuff increaes the weight of your gear. ^^

Dark Archive

Rain, mud, etc is weightless in PFS; but if you want you can -1 will save and get strength to 8. I've played/seen plenty of casters with 7 strength, and it hasn't been known to cause issue... heroforged keeps weight allowance, and fighter types are usually happy to help carry stuff (though noone is touching my spellbook :)).

But even if I had the other 5 points I'd probably go wis 10 con 12, and deal with my load as it comes up (using Mage armor instead of real armor if absolutely necessary).

As to "why worry about damage", 10 damage is nearly the same as 3 elemental keywords. Getting additional dump stats is huge in this game.... the less stats you need anything from, the more powerful the class. Name another feat that has even the potential for +10 damage? Here you get a frontline caster/fighter with high-level damage and great AC and effectively 2 actions a turn; that's the Power the original poster was looking for.


Hi everyone! I'm new to pathfinder so I'm no optimizer but I played my first game as a magus and loved it. My dm recommended it as I loved my daggerspell mage in 3.5. I created this halfling magus who takes a dip in rogue for skills and sneak attack. Tell me what you think as I know it probably needs some improvements. I view the magus as a kind of mage slayer so I kinda want my little guy to be awesome at that plus being suave both in and out of combat so without further ado here he is:

Dimitri Rachmaninoff (yes, he's russian)
Halfling magus 5/rogue 1
Stats using the 4d6 old school method
str 14 (16-2)
dex 18 (15+2+1 level 4 bonus)
con 15
int 22 (18+4 headband)
wis 13
cha 15
HP 47 AC 20
fort 7 ref 8 will 6 bab 3
arcane pool 6 weapon bonus +2
weapon spell storing +1 longsword (though I might change that to an aldori dueling sword)
nicknamed Mr. Sparky (weapon bond)
feats
combat expertise
improved feint
improved initiative
arcana- concentration
spells
0- all
1- burning hands, mount, expeditious retreat, feather fall, floating disk, magic missile, magic weapon, shield, shocking grasp, true strike
2- acid arrow, mirror image, flaming sphere, scorching ray invisibility (me and the wizard copy spells off of each other)
gear- adventuring stuff plus thieves tools headband of vast intellect scroll of spider climb scroll of gust of wind oh and using a +1 mithral shirt for armor
if it helps I have 17400 xp and doing the fast progression


I forgot to mention skills!
acrobatics +11
bluff +11
climb +13
diplomacy +11
disable device +13
knowledge arcana +1(
perception +12
spellcraft +15
stealth +17
use magic device +11
I also have the magical knack and reactionary traits


nada??


theveggiejerk wrote:

Hi everyone! I'm new to pathfinder so I'm no optimizer but I played my first game as a magus and loved it. My dm recommended it as I loved my daggerspell mage in 3.5. I created this halfling magus who takes a dip in rogue for skills and sneak attack. Tell me what you think as I know it probably needs some improvements. I view the magus as a kind of mage slayer so I kinda want my little guy to be awesome at that plus being suave both in and out of combat so without further ado here he is:

Dimitri Rachmaninoff (yes, he's russian)
Halfling magus 5/rogue 1
Stats using the 4d6 old school method
str 14 (16-2)
dex 18 (15+2+1 level 4 bonus)
con 15
int 22 (18+4 headband)
wis 13
cha 15
HP 47 AC 20
fort 7 ref 8 will 6 bab 3
arcane pool 6 weapon bonus +2
weapon spell storing +1 longsword (though I might change that to an aldori dueling sword)
nicknamed Mr. Sparky (weapon bond)
feats
combat expertise
improved feint
improved initiative
arcana- concentration
spells
0- all
1- burning hands, mount, expeditious retreat, feather fall, floating disk, magic missile, magic weapon, shield, shocking grasp, true strike
2- acid arrow, mirror image, flaming sphere, scorching ray invisibility (me and the wizard copy spells off of each other)
gear- adventuring stuff plus thieves tools headband of vast intellect scroll of spider climb scroll of gust of wind oh and using a +1 mithral shirt for armor
if it helps I have 17400 xp and doing the fast progression

love the name, especially for a halfling.

Some random thoughts;

take another level in rogue for the the point of bab, evasion and a rogue talent (chose whatever you like or just go for the extra combat feat.

Improved Feint is a rather weak choice, considering that you will want to use full round actions for spell combat soon - still not bad if you do not intend to go full attack all that often and use spellstrike and touch spells + sneak attack.

Combat Expertise, seems better than it is, but with his moderate bab combined with the attack penality for spell combat... it´s not going to see much use.

Suggested Feats: Weapon Focus, Weapon Finesse, Dodge
Suggested Weapon: Rapier or Scimitar together with the imba feat that allows dex to damage

The mithral shirt is a bit of a waste for you, a normals chain shirt would have worked just fine.

The concentrate arcana isn´t necessary, I would suggest either the close range or the arcane accurancy arcanas.


You should have 8 arcane pool points, not 6. Spell Blending Arcana for Vanish would suit your character, but I suggest that to everyone : )

If you're worried about concentration checks take combat casting as a feat.


thanks for the advice guys can you tell me where that feat is. Otherwise I wouldve taken weapon finesse a loong time ago! I think I'll keep improved feint as the spellstrike sneak attack combo sounds more my style and if I got the close range arcana, wouldn't I be mimicking spell combat? Idk and whatever happened to the feat that lets you feint as a swift action? I couldn't find that one either :-( if there were s feat for that I'd be able to feint and use my sneak attack with both spellstrike and spell combat right? And lastly senor sylvanite, I was soo already planning that thanks and also for clarifying my pool points

Dark Archive

theveggiejerk wrote:
thanks for the advice guys can you tell me where that feat is. Otherwise I wouldve taken weapon finesse a loong time ago!

This one?


YuenglingDragon wrote:
theveggiejerk wrote:
thanks for the advice guys can you tell me where that feat is. Otherwise I wouldve taken weapon finesse a loong time ago!
This one?

Can you finesse a scimitar though? I looked at the feat a couple of days ago and didn't see it listed. Also not sure I like an obscure feat from a setting book upsetting the balance of a core class. Barring a reprint in either UM or UC I'm tempted o declare it unofficial.

Dark Archive

Only with the feat.

d20PFSRD wrote:
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls.

The word from someone on the Paizo staff was something along the lines of it's maybe a bit powerful compared to other feats but it is legal.

I think it's a feat that needs to exist. There is amble enough evidence that classes that use Finesse don't do damage comparable to Str-based classes and because enhances to AC are cheaper than enhancing damage the Str-based classes can still manage a comparable AC. For the cost of two feats and some skills, I don't think it's unfair to allow Dex-based PC's to compete.


YuenglingDragon wrote:

Only with the feat.

d20PFSRD wrote:
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls.

The word from someone on the Paizo staff was something along the lines of it's maybe a bit powerful compared to other feats but it is legal.

I think it's a feat that needs to exist. There is amble enough evidence that classes that use Finesse don't do damage comparable to Str-based classes and because enhances to AC are cheaper than enhancing damage the Str-based classes can still manage a comparable AC. For the cost of two feats and some skills, I don't think it's unfair to allow Dex-based PC's to compete.

My personal problem with the feat is, that it only works for scimitars. There is no such version for rapiers or longswords.

And the fact that due to his limitation it is perfect for the magus doesn´t actually make me like it more..

Dark Archive

I do agree it sucks you have to be Qadiran AND wield a scimitar is a bit silly; if you leave a hand free and sink 2 skill points you should be able to get it with any weapon. It is flavorful that it brings scimitar into the world of light piercing (a la 3.5 dervish)... but still. Regardless, it is the perfect way to make a viable magus; otherwise the class comes off a little on the Inquisitor side of power; good, but not keeping up with the top-tiers (hard to be a light-armored low-hp frontline... ask monks and eldrich knights and rogues).


On the topic of Dervish Dance and broken builds, the wording of dervish dance is (emphasis is mine):

PFSRD wrote:


When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

I can see the argument that your off hand is a weapon and therefore does not qualify you to use that feat if you use spell combat in the same round. I would say at the very least that using touch spells in this way might cause your off hand to be considered a weapon (you are considered to be armed while "holding the charge") and render this feat inoperable, at least for that round.

Thoughts?

Shadow Lodge

h0rnman wrote:

On the topic of Dervish Dance and broken builds, the wording of dervish dance is (emphasis is mine):

I can see the argument that your off hand is a weapon and therefore does not qualify you to use that feat if you use spell combat in the same round. I would say at the very least that using touch spells in this way might cause your off hand to be considered a weapon (you are considered to be armed while "holding the charge") and render this feat inoperable, at least for that round.

Thoughts?

I don't buy it. The way I see it, you cant use an off hand weapon or shield because the feat is called Dervish Dance: you need your offhand as a balance for the fighting style. I envision a very constant movement, spins and twists that require great balance (hence the Dex 13 req). A shield or weapon would throw off the balance of the style. So just because you are using your offhand to deliver a touch attack, it does not disrupt the flow because you are not suddenly wielding a weapon or shield. Now if you used a staff in the off hand, maybe even a wand, possibly, but I still see this as a bit harsh on the feat. They added that line to remove the ability to dual-wield with the feat.=, the way I see it.

An Improved Dervish Dance that would allow TWF would be something neat. Maybe not for the Magus as written, but in general.

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