Lvl 1 Magus Playtest


Round 3: Revised Magus Playtest


Grigori, Human lvl 1 Magus. (20 point buy, Core book +APG+Magus Playtest, no traits)

Build&Stats:

10 Str Light Load < 33 lbs < Med Load < 66 lbs
18 Dex init +4
12 Con
16 Int Common, Draconic, Sylvan, Aklo
8 Wis
10 Cha

BAB +0

Attacks
•Rapier + Daze + Arcane Pool Enhancement
+3 to hit (+4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-2
Attempt concentration check d20+8 vs DC 10
Humanoid Foe with 4 or less HD must save Will vs. DC 14 or takes no action for 1 round.

•Rapier + Flare + Arcane Pool Enhancement
+3 to hit (+4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-20
Attempt concentration check d20+8 vs DC 10
Fort DC 14 or -1 to attacks for 1 minute

•Rapier + Chill Touch + Arcane Pool Enhancement
+3 to hit (+4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-20
Attempt concentration check d20+8 vs DC 12
Chill touch Attack +2 vs. touch AC (+4 dex, -2 Sp. Combat) d6 dmg DC 15 fort save or 1 pt. str damage

•Rapier + Arcane Pool Enhancement
+5 to hit (+4 dex, +1 enhance) d6+1 dmg (+1 enhance), Crit x2 18-20

Max HP 10 (8 Hit Die, +1 con, +1 favored class)

Saves: Fort +3 (+1 con, +2 class) Ref +4 (+4 dex) Will +1 (-1 Wis, +2 class)

AC: 17 (+4 dex, +3 armor) Flat-footed: 13 Touch: 14

Feats and Class Features:
Weapon Finesse
Combat Casting (Human)
Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat

Spells/Day
0th: 3 Save DC 14 Concentration DC 10
1st: 2 Save DC 15 Concentration DC 12

Spellbook:
0th lvl: All Magus
1st lvl: Chill Touch, Grease, Obscuring Mist, Shield, Shocking Grasp, Silent Image

Spells Memorized
0th: Ghost Sound, Flare, Daze
1st: Silent Image, Chill Touch

Skills: 6 ranks (2 class, +3 int, +1 racial) Class skills in bold.
3 Acrobatics +4 dex, -1 Armor
3 Appraise +3 int
0 Bluff
-1 Climb +0 Str, -1 Armor
4/8 Concentration +3 int, +1 lvl, (+4 casting defensively or grappled (feat))
7 Craft Alchemy +3 int, +3 class skill, +1 rank
0 Diplomacy
0 Disguise
3 Escape Artist +4 dex, -1 Armor
2 Fly +4 dex
-1 Heal -1 wis
0 Intimidate
7 Know Arcana +3 int, +3 class skill, +1 rank
7 Know Planes +3 int, +3 class skill, +1 rank
-1 Perception -1 Wis
0 Perform
3 Ride +4 dex, -1 armor
-1 Sense Motive -1 Wis
7 Spellcraft +3 int, +3 class skill, +1 rank
3 Stealth +4 dex, -1 armor
-1 Survival -1 Wis
-1 Swim +0 str, -1 armor
4 Use Magic Device +3 Class skill, +1 rank

Starting Cash 105gp (as Bard)
Cash: 33.6 Gold Weight of Gear: 32.5 lb.
Cost Item Weight Stored
Free Explorer's Outfit 0 Worn
20 Rapier 2 Sheath on Back
8 Kukri 2 Sheath on Chest
25 Studded Leather 20 Worn
Free Traveling Spellbk* 1 Pocket
5 Component Pouch 2 Belt
0.5 1 Day Rations 1 Pocket
1 Waterskin 4 Belt
8 Ink (1 oz) 0 Pocket
1 Scroll Case 0.5 Pocket
1 Parchment x5 0 Scroll Case
0.1 Ink Pen 0 Scroll Case
1 Flint+Steel 0 Pocket
0.8 Signal Whistle 0 Cord around neck

*See APG

This is my second build. The first favored Str over Dex, but I didn't like the AC nor my changes of hitting. The dex build improves upon this, but makes it very difficult to carry a full complement of gear. Hopefully a party member will carry my waterskin so I can afford to pick up a club!


Playtest 1, Single Orc

Scenario: A greedy but foolish orc warrior has separated from his troop to plunder an empty cottage alone. Grigori follows him, hoping to pick off an easy target.

Setting: Daylight. Two-room cottage, each 30’ by 30’ with stone walls and a thatch roof. Grigori saw the orc enter the cottage. The orc is staying alert, listening for his comrades, hoping not to have to share anything valuable he finds in the cottage.

Grigori rolls stealth to sneak up on the orc. Since the orc is keeping an ear on the building’s entrance, he gets +2 circumstance to perceive Grigori.

Grigori stealth: 22 (19 + 4 dex - 1 Armor) vs. Orc perception: 3 (2, -1 wis +2 circumstance)

Grigori surprises the orc in the process of shredding the straw mattress, and casts Daze, DC 14. The orc saves with a 15 (16 -1 will)

Grigori wins initiative and again attempts to daze the orc. This time the orc fails.
On the orc’s initiative it takes no actions, as it is dazed.

Grigori enhances his rapier with an arcane pool point, steps up to the orc and stabs (13) his blade barely bypassing the orc’s scavenged armor for 3 damage.
The orc, unafraid of the puny human with the narrow blade, chops mightily with his falchion (9), tearing a hole in the thatched roof.

Grigori, not liking the look of that falchion, uses spell combat with Flare to keep that orc missing. First the rapier (11) misses, then the concentration check to case defensively (22) passes, and the orc easily (19) ignores the flash of light.
Mr. Orc retaliates (19) for a big 9 points of damage, leaving Grigori at 1 hp, thinking better of his heroism.

Fearing a javelin in the back if he flees, Grigor goes nova: spell combat with chill touch. Misses with the rapier (6), fails the concentration check to cast Chill Touch (10). Whimpers.
Mr. Orc licks his chops and takes his swing, (15) inches from Grigori’s face.

With a quick prayer to Nethys, Grigori takes what he hopes won’t be his last swing! Rapier, no spell combat (23) critical threat! Crit confirms with a (19) for 10 damage (d8+1)x2, dropping the orc at last.


Thoughts on the first playtest.

It was fun to cast and swing, but so far it's been miss and fizzle. The only two times Grigori hit the orc were when he did not use spell combat. Also, there was an amusing moment after dazing the orc when Grigori realized he had gained nothing by doing so! More combat tomorrow.


Ok, Grigori needs a party. Next combat he'll be joined by his drinking buddy Tashtigo, cleric of Calistria.

Again that's 20 point buy, core+APG+Magus Playtest, no traits.

Cleric Build and Stats:

16 Str Light load < 76 < Medium Load < 153
13 Dex Init: +5 (+1 dex, +4 feat)
12 Con
10 Int Common
16 Wis
10 Cha

BAB +0

•Longspear (Reach)
+3 to hit (+3 Str) d8+4 (+4 1.5 x Str two hands)

Max HP 10 (8 Hit Die, +1 con, +1 Favored Class)

AC 15 (+4 armor, +1 Dex) or AC 17 (+4 armor, +1 Dex, + 2 shield)

Saves: Fort 3 (+1 con, +2 class) Ref 1 (+1 dex) Will 5 (+3 wis, +2 class)

Feats and Features:
Simple Weapons, Med Armor, Shields except tower.
Improved Initiative (lvl 1)
Dodge (Human)
Proficiency: Whip (Calistra Follower)
Domains: Trickery 1st lvl Domain: Alter Self Bit of Luck
Luck 1st lvl Domain: True strike Copycat

Channel Positive Energy, 3/day, 30' Radius, Save DC 10
Either Heal Living or Damage Undead for 1d6

Bit of Luck (Sp): (6/day) You can touch a willing creature as a
standard action, giving it a bit of luck. For the next round,
any time the target rolls a d20, he may roll twice and take
the more favorable result.

Copycat (Sp): (6/day) You can create an illusory double of yourself as
a move action. This double functions as a single mirror image
and lasts for a number of rounds equal to your cleric level, or
until the illusory duplicate is dispelled or destroyed. You can
have no more than one copycat at a time. This ability does
not stack with the mirror image spell.

Spells Save DC Concentration DC
0th 3 13 10
1st 2+Domain 14 12

Memorized:
0th Light, Guidance, Virtue
1st Doom Cause Fear Domain: Alter Self

Skills 3 ranks: (2 Class, +1 Human) Class Skills in Bold

-1 Acrobatics (+1 Dex, -2 Armor)
0 Appraise
0 Bluff (1 Rank, +3 Class Skill)
1 Climb (+3 Str, -2 Armor)
3 Craft (+3 Wis)
0 Diplomacy
0 Disguise
-1 Escape Artist (+1 Dex, -2 Armor)
1 Fly (+1 Dex)
3 Heal (+3 Wis)
0 Intimidate
- Know Arcana
- Know History
- Know Nobility
- Know Planes
4 Know Religion (+3 Class skill, 1 Rank)
- Linguistics
3 Perception (+3 Wis)
0 Perform
- Profession
1 Ride (+1 Dex)
3 Sense Motive (+3 Wis)
- Spellcraft
3 Stealth (+1 Dex, 1 Rank, +3 Class Skill, -2 Armor)
3 Survival (+3 Wis)
1 Swim (+3 Str, -2 Armor)

Starting Gold 140 Cash: 11.6 Total Weight: 63 lb
Cost Item Lbs. Stored
Free Explorer's Outfit 0 Worn
100 Chain Shirt 25 Worn
5 Long Spear 9 Carried
2 Dagger 1 Belt
1 Waterskin 4 Backpack
2 Backpack 2 Worn
1 Hly Symbol (Wd.) 0 Worn
0.1 Bedroll 5 Backpack
1 Flint+Steel 0 Backpack
.08 Signal Whistle 0 Worn around neck
7 Hvy Wood Shield 10 Slung on back

Tashtigo is strong enough and generous enough to carry Grigori's waterskin, so Grigori will pick up a club without slowing down to 20',

Dark Archive

I think spell combat with 0-level spells is a trick. The DC for Daze and Flare for most Magi is not going to be high enough IMO to cause an effect successfully enough to be woth the -2 to hit with weapon attacks. That 11 to hit would have been a 13 and probably dropped the Orc if you hadn't bothered with Flare (which was unsuccessful anyway).

Also, I know you didn't prepare it but at 1st level Shocking Grasp is a waste. Magic Missile does an equal amount of damage on average and always hits.


Playtest 2: Tiefling, Goblin, Riding Dog

Yuri the tiefling got dumped by his girlfriend so he’s spoiling for a fight, and decides the PCs look like chumps. Yuri tries to interest the PCs in some counterfeit scrolls, while his confederate Skitch sits with his riding dog Ruk 20’ across the street and tries not to look interested.

First, Yuri attempts to Bluff the PCs, 12 vs. will, beating Grigori’s sense motive, but not Tashtigo’s (Hey check out these sweet scrolls, cheap!). Skitch tries to play like he’s not waiting for his signal to attack, with a Bluff of 19 (19 - 2 Cha, +2 Circumstance since it’s an easy bluff), so neither PC realizes he’s involved.

Seeing that Tashtigo is getting suspicious, Skitch makes his move, sending Ruk after (random) Grigori.

Everyone acts in the surprise round except poor Grigori. Initiative runs: Tashtigo, Yuri, Skitch and Ruk, Grigori.

Tashtigo activates Copycat. Yuri pulls a short sword. Skitch pulls a short sword. Ruk charges Grigori, but misses with an 8 (roll 3, +3 to hit, +2 charge). Grigori is like, “Wait what? I thought we were buying scrolls?” Ruk’s charge triggers an AoO from Tashtigo, who hits for 6.

Tashtigo 5’ steps back and stabs at the tiefling with his longspear (21) for 7 pts. With snarl, Yuri stabs the flat-footed Grigori (14) for 10 (d6 +1 +d6 sneak attk), who drops to one knee, with exactly zero HP. Skitch moves up to flank Tashtigo, easily avoiding the AoO with an acrobatics check of 20. Skitch stabs at Tashtigo and connects with the copycat image, dispelling it. Vicious dog Ruk chomps on the still flat-footed Grigori for 8, not tripping because Grigori goes down on his own. Grigori would go next, but he’s been stabbed and mauled unconscious (bleeds to -9).

Tashtigo decides he’d better even the odds before he tries to heal his friend, so he drops his longspear as a free action, draws his Morningstar as a move, and swipes at Yuri’s head. A roll of 8 (5, +3 str) however, fails to connect. Yuri, still reeling from the nasty stab in his side, misses (10 modified) Tashtigo. Skitch takes a swing (7 +2atk, +2 flank), not penetrating Tashtigo’s chain shirt. Ruk bites at a Tashtigo, not coming close with modified 6. Grigori bleeds to -10.

Low on options, Tashtigo uses his move to equip his shield, raising his AC to 17. Still seeing the tiefling as the biggest threat, the cleric of Calistra swings his morningstar, rolling an embarrassing modified 6 to hit. Yuri pokes again and connects this time, for 8 points with his short sword and sneak attack damage, leaving Tashtigo with 2 Hp. Smelling blood, Ruk snaps at the empty air (modified 9). Wondering what he could get selling Tashtigo’s chain shirt, Skitch the goblin stabs, but slips on his own drool (modified 6). Grigori takes a 5’ step towards oblivion, bleeding to -11.

Knowing that even the goblin could take him out now and hoping for a little help from Grigori, Tashtigo channels positive energy, healing everyone in 20’, (including Ruk and Yuri) for 2. He then uses his move to generate another Copycat (he can do this 6 times a day). Feeling better after the wash of positive energy, Yuri swipes at the cleric (modified 21), hitting (random) the fake Tashtigo, which disappears. Skitch’s short sword turns on Tashtigo’s shield, and Ruk’s teeth fall short again. Grigori is stable at -9.

Fighting for his life, Tashtigo activates another Copycat and attacks the tiefling with a nat 20, but then fails to confirm. He batters Yuri for 4 points of dmg, which would have killed him if not for last round’s channel! Yuri, at 1 hp, attempts to use acrobatics to get away from Tashtigo without provoking. He easily slips away with a modified 20, and then draws his light crossbow. Skitch takes a 5’ step so he flanks with Ruk, and stabs with a modified 7, and calls Tashtigo a stinking kobold. Ruk gnaws hungrily on the edge of Tashtigo’s shield. Grigori is napping peacefully at -9.

Hoping the wounded dog would fall more easily that the goblin, and unable to step away to cast a spell, Tashtigo brings his morningstar down toward Ruk’s head, but half-trips on Grigori, missing (modified 10). Yuri loads and fires his cross bow but the shot (7 unmodified) goes well wide. Skitch and Ruk both miss again (nat 6s). Grigori is in his happy place.

Having failed to drop anyone else, the cleric takes a swing at Skitch; nat 1! Yuri loads and fires again: nat 3. Skitch sneaks under Tashtigo’s guard (nat 20) but fails to confirm the crit. Four points of damage on Tashtigo (not the copycat) drops the valiant cleric to exactly zero. Ruk also hits, dragging Tashtigo crashing to the ground.

Much later, our heroes wake up half-naked in an alley, robbed of everything but their signal whistles, left perhaps as a joke by Yuri and Skitch.


YuenglingDragon wrote:

I think spell combat with 0-level spells is a trick. The DC for Daze and Flare for most Magi is not going to be high enough IMO to cause an effect successfully enough to be woth the -2 to hit with weapon attacks. That 11 to hit would have been a 13 and probably dropped the Orc if you hadn't bothered with Flare (which was unsuccessful anyway).

Also, I know you didn't prepare it but at 1st level Shocking Grasp is a waste. Magic Missile does an equal amount of damage on average and always hits.

I agree that flare is probably not worth the -2, but an entire turn of no actions (daze) should be worthwhile. Also, shocking grasp is indeed a poor choice at 1st lvl. Magic missile would provoke an AoO if you cast in Melee. Chill touch works ok, and has a nice dual-use against undead.


ummm you can avoid AoOs with an acrobatics check? This sounds like the old spellcaster tumble trick from 3.5 that was broken? where did i miss the rules that let you acrobatics out of a AoO??

Dark Archive

Exle wrote:
I agree that flare is probably not worth the -2, but an entire turn of no actions (daze) should be worthwhile. Also, shocking grasp is indeed a poor choice at 1st lvl. Magic missile would provoke an AoO if you cast in Melee. Chill touch works ok, and has a nice dual-use against undead.

Daze will be nice when it works but I wouldn't take the -2 to get there. The Dex based Magus has a decent enough AC. Personal preference, I guess.

Magic Missile doesn't have an RTA so it's not a ranged attack that provokes.

Dark Archive

Pendagast wrote:
ummm you can avoid AoOs with an acrobatics check? This sounds like the old spellcaster tumble trick from 3.5 that was broken? where did i miss the rules that let you acrobatics out of a AoO??

Only AoO's for movement, not casting, etc.


YuenglingDragon wrote:
Pendagast wrote:
ummm you can avoid AoOs with an acrobatics check? This sounds like the old spellcaster tumble trick from 3.5 that was broken? where did i miss the rules that let you acrobatics out of a AoO??
Only AoO's for movement, not casting, etc.

so where do i find the rules for that? and what would the DC be?


Pendagast wrote:
so where do i find the rules for that? and what would the DC be?

Core Rulebook, bottom of page 87, top of pg88.

Dark Archive

Or here


YuenglingDragon wrote:
Or here

aha! and to think we just use it for jumping!

Scarab Sages

Did the riding dog take a full-round action (Charge) in the Surprise Round?
Otherwise, entertaining.

-Uriel


Uriel393 wrote:

Did the riding dog take a full-round action (Charge) in the Surprise Round?

Otherwise, entertaining.
-Uriel

From the SRD:

SRD wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.


Since getting 1-shotted while flatfooted (hopefully) isn't representative of the Magus experience, I'll do one more 1st lvl playtest. In exchange for being healed and re-outfitted with 1st level gear by Tashtigo's church, Grigori and Tashtigo owe the church a quest; clean out and re-consecrate a remote roadside shrine that's been trashed by an unknown monster or monster.


Playtest 3: Monitor Lizard and 3 Young (stats as Dire Rats)

Here are updated stats for Grigori the Magus and Tashtigo the Cleric of Calistra. I added CMB and CMD, changed memorized spells, and changed around some equipment. Particularly, since Tashtigo agrees to carry some of Grigori's stuff, Grigori can pick up a short bow.

Grigori, Human Magus:

Human Magus, Lvl1 (20 point buy, core+APG+Magus Playtest, no traits)

10 Str Light Load < 33 lbs < Med Load < 66 lbs
18 Dex init +4
12 Con
16 Int Common, Draconic, Sylvan, Aklo
8 Wis
10 Cha

BAB +0 Combat Maneuver Bonus: 0

•Rapier + Daze + Arcane Pool Enhancement
+3 to hit (+4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-2
Attempt concentration check d20+8 vs DC 10
Humanoid Foe with 4 or less HD must save Will vs. DC 14 or takes no action for 1 round.

•Rapier + Acid Splash + Arcane Pool Enhancement
+3 to hit (+4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-20
Attempt concentration check d20+8 vs DC 10
Acid Splash Attack +2 vs. touch AC (+4 dex, -2 Sp. Combat) d3 dmg

•Rapier + Chill Touch + Arcane Pool Enhancement
+3 to hit (+4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-20
Attempt concentration check d20+8 vs DC 12
Chill touch Attack +2 vs. touch AC (+4 dex, -2 Sp. Combat) d6 dmg DC 15 fort save or 1 pt. str damage

•Rapier + Arcane Pool Enhancement
+5 to hit (+4 dex, +1 enhance) d6+1 dmg (+1 enhance), Crit x2 18-20

•Short Bow +4 to hit (dex) Damage d6 Range 60'

Max HP 10 (8 Hit Die, +1 con, +1 favored class)

Saves: Fort +3 (+1 con, +2 class) Ref +4 (+4 dex) Will +1 (-1 Wis, +2 class)

AC: 17 (+4 dex, +3 armor) Flat-footed: 13 Touch: 14 CMD: 14 (10 +4 dex)

Feats and Class Features:
Weapon Finesse
Combat Casting (Human)
Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat

Spells/Day
0th: 3 Save DC 14 Concentration DC 15
1st: 2 Save DC 15 Concentration DC 17

Spellbook:
0th lvl: All Magus
1st lvl: Chill Touch, Grease, Obscuring Mist, Shield, Shocking Grasp, Silent Image

Spells Memorized
0th: Ghost Sound, Prestidigitation, Detect Magic
1st: Magic Missile, Chill Touch

Skills: 6 ranks (2 class, +3 int, +1 racial) Class skills in bold.
3 Acrobatics +4 dex, -1 Armor
3 Appraise +3 int
0 Bluff
-1 Climb +0 Str, -1 Armor
4/8 Concentration +3 int, +1 lvl, (+4 casting defensively or grappled (feat))
7 Craft Alchemy +3 int, +3 class skill, +1 rank
0 Diplomacy
0 Disguise
3 Escape Artist +4 dex, -1 Armor
2 Fly +4 dex
-1 Heal -1 wis
0 Intimidate
7 Know Arcana +3 int, +3 class skill, +1 rank
7 Know Planes +3 int, +3 class skill, +1 rank
-1 Perception -1 Wis
0 Perform
3 Ride +4 dex, -1 armor
-1 Sense Motive -1 Wis
7 Spellcraft +3 int, +3 class skill, +1 rank
3 Stealth +4 dex, -1 armor
-1 Survival -1 Wis
-1 Swim +0 str, -1 armor
4 Use Magic Device +3 Class skill, +1 rank

Starting Cash 105gp (as Bard)
Cash: 2.6 Gold Weight of Gear: 31.5 lb.
Cost Item Weight Stored
Free Explorer's Outfit 0 Worn
20 Rapier 2 Sheath on Back
8 Kukri 2 Sheath on Chest
25 Studded Leather 20 Worn
Free Traveling Spellbk* - Tashtigo's Backpack
5 Component Pouch 2 Belt
0.5 1 Day Rations - Tashtigo's Backpack
1 Waterskin - Tashtigo's Backpack
8 Ink (1 oz) 0 Pocket
1 Scroll Case 0.5 Pocket
1 Parchment x5 0 Scroll Case
0.1 Ink Pen 0 Scroll Case
1 Flint+Steel 0 Pocket
0.8 Signal Whistle 0 Cord around neck
30 Shortbow 2 Carried
1 20 Arrows 3 Slung at hip

*See APG

Arcane Pool (Su): At 1st level, a magus can expend 1
point from his arcane pool as a swift
action to grant any weapon he is
holding a +1 enhancement bonus for
1 minute. For every four levels beyond
1st, the weapon gains another +1 enhancement
bonus, to a maximum of +5 at 17th level.
These bonuses can be added to the weapon,
stacking with existing weapon enhancement
to a maximum of +5. This ability counts as
the Arcane Strike feat for meeting any
prerequisites. Multiple uses of this ability do not
stack with themselves

Spell Combat (Ex): At 1st level, a magus learns to cast
spells and wield his weapons at the same time. This
functions much like two-weapon fighting, but the offhand
weapon is a spell that is being cast. To use this
ability, the magus must have one hand free, while wielding
a light or one-handed melee weapon in the other hand. As
a full-round action, he can make all of his attacks with
his melee weapon at a –2 penalty and can also cast any
spell from the magus spell list with a casting time of 1
standard action. If he casts this spell defensively, he can
decide to take an additional penalty on his attack rolls,
up to his Intelligence bonus, and add the same amount
as a circumstance bonus to his concentration check. If
the check fails, the spell is wasted, but the attacks still
take the penalty. A magus can choose to cast the spell
first or make the weapon attacks first, but if he has more
than one attack, he cannot cast the spell between weapon
attacks. The magus must have one hand free to use this
ability, even if the spell being cast does not contain
somatic components.

Tashtigo, Human Cleric of Calistra:

Human Lvl 1 N Cleric of Calistra (20 point buy, core+APG+Magus Playtest, no traits)

16 Str Light load < 76 < Medium Load < 153
13 Dex Init: +5 (+1 dex, +4 feat)
12 Con
10 Int Common
16 Wis
10 Cha

BAB +0 CMB +3

•Longspear (Reach)
+3 to hit (+3 Str) d8+4 (+4 1.5 x Str two hands)

Max HP 10 (8 Hit Die, +1 con, +1 Favored Class)

AC 15 (+4 armor, +1 Dex) or AC 17 (+4 armor, +1 Dex, + 2 shield) CMD: 14

Saves: Fort 3 (+1 con, +2 class) Ref 1 (+1 dex) Will 5 (+3 wis, +2 class)

Feats and Features:
Simple Weapons, Med Armor, Shields except tower.
Improved Initiative (lvl 1)
Dodge (Human)
Proficiency: Whip (Calistra Follower)
Domains: Trickery 1st lvl Domain: Alter Self Bit of Luck
Luck 1st lvl Domain: True strike Copycat

Channel Positive Energy, 3/day, 30' Radius, Save DC 10
Either Heal Living or Damage Undead for 1d6

Bit of Luck (Sp): (6/day) You can touch a willing creature as a
standard action, giving it a bit of luck. For the next round,
any time the target rolls a d20, he may roll twice and take
the more favorable result.

Copycat (Sp): (6/day) You can create an illusory double of yourself as
a move action. This double functions as a single mirror image
and lasts for a number of rounds equal to your cleric level, or
until the illusory duplicate is dispelled or destroyed. You can
have no more than one copycat at a time. This ability does
not stack with the mirror image spell.

Spells Save DC Casting on the Defensive DC
0th 3 13 15
1st 2+Domain 14 17

Memorized:
0th Light, Guidance, Virtue
1st Doom Cause Fear Domain: Alter Self

Skills 3 ranks: (2 Class, +1 Human) Class Skills in Bold

-1 Acrobatics (+1 Dex, -2 Armor)
0 Appraise
0 Bluff (1 Rank, +3 Class Skill)
1 Climb (+3 Str, -2 Armor)
3 Craft (+3 Wis)
0 Diplomacy
0 Disguise
-1 Escape Artist (+1 Dex, -2 Armor)
1 Fly (+1 Dex)
3 Heal (+3 Wis)
0 Intimidate
- Know Arcana
- Know History
- Know Nobility
- Know Planes
4 Know Religion (+3 Class skill, 1 Rank)
- Linguistics
3 Perception (+3 Wis)
0 Perform
- Profession
1 Ride (+1 Dex)
3 Sense Motive (+3 Wis)
- Spellcraft
3 Stealth (+1 Dex, 1 Rank, +3 Class Skill, -2 Armor)
3 Survival (+3 Wis)
1 Swim (+3 Str, -2 Armor)

Starting Gold 140 Cash: 11.6 Total Weight: 69 lb
Cost Item Lbs. Stored
Free Explorer's Outfit 0 Worn
100 Chain Shirt 25 Worn
5 Long Spear 9 Carried
2 Dagger 1 Belt
1 Waterskin 4 Backpack
2 Backpack 2 Worn
1 Holy Symbol (Wd.) 0 Worn
0.1 Bedroll 5 Backpack
1 Flint+Steel 0 Backpack
.08 Signal Whistle 0 Worn around neck
7 Hvy Wood Shield 10 Slung on back
- Grigori's Water skin 4 Backpack
- Grigori's Rations 1 Backpack
- Grigori's Sp. Book 1 Backpack

Editorial note: this "playtest" is rather wordy. That is because I am enjoying myself.

In exchange for being healed and re-outfitted with 1st level gear by Tashtigo's church, Grigori and Tashtigo owe the church a quest; clean out and re-consecrate a remote roadside shrine that's been trashed by an unknown monster or monsters.

Before they set out, our heroes have a chance to interview the commoner who reported the trouble, Shep the Pilgrim. Shep claims that when he stopped at the shrine to pay his respects, he and his sister Aggie were set upon by “several dragons, each as big as a horse.” One of them gobbled up Aggie before his eyes, Shep claims, and “one of the little ones” bit his leg as he ran, from which wound he has caught “dragon fever, soon to be fatal” he is sure. “Oh and by the way she wore a valuable necklace that our parents would love to get back for sentimental reasons.” Asked if they had wings, Shep replies: “I think so, wait, [random] No, they definitely did not have wings.” Did they breathe fire? [random] “Oh yes, they scorched the grass all around and nearly burned off my hair!” Sense motive (15 for Tash) reveals that Shep seems to be genuinely terrified of something at the shrine and seems sincere. Neither hero has ranks in Know: Nature or Heal to try to identify the beast or Shep’s disease. Know: Arcana reveals nothing of course, because the beast is not actually a dragon.

The thing really is a Monitor Lizard who decided the rafters of the shrine made a good place to stash her eggs, which have since hatched into 3 young, for whose stats I will use the Dire Rat. The monitor mostly hangs around with the kids, except an hour or two at dusk and dawn when it hunts. The shrine itself is a kind of 20’ square covered pagoda with a statue of Calistra and an iron donation box on a raised wooden floor. There used to be some painted waxed scrolls but those have been torn down by the beast to line its nest, a big pile of forest trash right in front of the statue. The ground is cleared around the shine for 30’. On one side of the clearing is a 10’ wide dirt road. For 5’ on either side of the dirt road is brush (difficult terrain), and elsewhere there is reasonably navigable forest.

Anyway, after hiking out to the shrine, Grig and Tash decide to stake out the place for a while before approaching too close. 1/4 chance the Monitor is out when they arrive (2): Nope, Momma’s home, in the nest in the shrine. Tashtigo and Grigori attempt to hide in the brush on the far side of the road from the shrine (45’ from the monitor) and watch. Tashtigo hides at 19, Grigori at 14. The monitor perceives at 22 (18 +8 skill, -4 distance), so it knows what is up. The PCs try to perceive the monitor hidden it its nest. Tashtigo perceives at 2 (1 +3 wis, +2 circumstance because the nest is the obvious place to look, -4 distance). Grigori perceives at 10. The monitor is hidden at 12 (2 +10 stealth). The young lizards are hidden at 20. Not seeing anything but made anxious by the size of the nest, the two brave heroes decide to wait around for a while to see anything shows up. The monitor is not about to leave her young with the PCs around (they all just had a big meal of Aggie anyway), so a waiting game begins.

Next morning the exhausted PCs decide to rest in shifts, and then approach the shrine in the late afternoon. Tashtigo calmly rejects Grigori's plan to burn down the shrine by hurling oil and torches at it.

I'll post results soon.

Scarab Sages

Exle wrote:
Uriel393 wrote:

Did the riding dog take a full-round action (Charge) in the Surprise Round?

Otherwise, entertaining.
-Uriel

From the SRD:

SRD wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

I stand corrected, good Sir. Carry on.

-Uriel


Um, this combat was really long. I will post in sections.

Surprise-Round 5:
Grigori and Tashtigo get buffed up to approach the shrine. Both get a temp. hit point from Virtue. Both get a +1 on their first attack roll from Guidance. Their stealth is irrelevant because they are observed by the monitor. When they get within 15’, the monitor gets a surprise round, in which it attempts to scare them away by rearing up in the nest with aggressive snapping and croaking like a crocodile, spraying poison saliva from its lipless jaws, for an intimidate check of 14 (16, -2 cha). The DC to demoralize is 10 + HD + Wis mod = 14 for Tashtigo and 10 for Grigori, who soils his explorer’s outfit; both are shaken for one round. Initiative runs: Young, Monitor, Tashtigo, Grigori.

Sensing the excitement, the young monitors rush around on the rafters of the shrine, making no attempt to hide. Tashtigo and Grigori are now aware of their presence. They will attack if attacked, or if a PC climbs onto the platform. The monitor readies a charge if any PC tries to enter the shrine. Tashtigo parks in front of Grigori and readies his longspear to meet a charge. Grigori, fighting the fear, nocks an arrow and fires at the “dragon,” but with no real chance to hit 6: (3 +4 dex, +1 guidance, -2 shaken) vs. the Monitor’s AC of 19 with cover from the edges of the nest.

The young shriek, eager for a taste of adventurer. Flicking its tongue and waving its head, the monitor continues to ready a charge. Tashtigo settles into his stance. Grigori fires another arrow 12 (8 +4 dex), which simply becomes another stick in the monitor’s nest.

The standoff continues between the young, the monitor, and the restless Tashtigo, who hisses to Grigori: “Do something already; we’re not here to buy scrolls!” Tired of missing, Grigori drops his new shortbow, draws his rapier, and casts magic missile. A tiny purple dart of magical force streaks from his hand, dealing 3 points of damage to the monitor. “Die!” shouts Grigori.

In a frenzy, the monitor young climb out from the rafters and onto the pagoda’s roof, 15’ vertically and 5’ horizontally (~15.8 ft diag.) from Tashtigo. The monitor charges, triggering the cleric’s readied, set, longspear! The attack roll is 6 nat, +3 str, +1 guidance, for 9. Not enough even for the monitor’s lowered AC of 13 (from the charge). The monitor attacks with a bite: AC 14 (7 +5 +2 charge), slashing teeth sending mail rings flying (Tash’s AC is 15). Grigori can’t quite run all the way around the monitor into flanking position without provoking an AoO, so he runs halfway around, spends an arcane pool point to enhance his rapier, and attacks (no spell combat), modified 21, feeling the tip of his rapier slide deep between the creature’s ribs for 6 points of damage! (In the last two rounds, Grigori has doubled his total lifetime damage output.)

Rounds 6-8:
1d3 of the young monitors attempt to leap onto Tashtigo from above (yikes, three!). The acrobatics rolls are (nat 4, 19, 4) +3 dex => (7, 22, 7). Tash makes his AoO at a random one (he doesn’t know which will fall), trying to catch the third lizard on the tip of his spear, missing (nat 6). The two who failed their acrobatics take d6 damage. That’s 4 points each, putting them each at 1 HP. The successful jumper makes a grab attempt at +1 (-1 CMB, +2 circumstance: successful pounce) for 8. Failing to get a good jaw-grip on Tashtigo, the scaly rancid-mouthed little beastie thumps to the ground on all fours beside him, cold reptilian hunger in its wide eyes. The adult monitor lizard spins and snaps at Grigori, 14 (9 +5 attk), but Grigori neatly side steps. Tashtigo 5’ steps away from the monitor and drops his longspear (nat 1). Ignoring the rain of squealing lizards for the moment, Grigori 5’ steps into flanking position and uses spell combat to attack and cast Chill touch. First the attack roll: AC 11 (6 -2 spell combat, +2 flank, +4 dex, +1 enhance): the spinning, snapping “dragon” is too quick. Then the concentration check 15 (7+8 concentration) two short: dodging a swipe of the monitor’s tail, the apparently skittish Grigori allows his spell to fizzle.

The young now attack; two on Tashtigo, one on Grigori. Neither connect on Tashtigo: the healthy one in flanking position gets a nat 1, simply having poor control of its own immature clumsy body. The second hits AC 14 (13 +1attk), crunching ineffectively on Tash’s mail shirt. A solitary hunter by instinct, the adult monitor is too dumb to attack where it has flanking, rather than at Grigori who has hurt it. AC 23 is more than enough to bite Grigori for 12 points of damage. The lizard chomps around Grigori’s midsection and pulls him off his feet, poison turning his skin red around the wound. Remembering the outcome last time he fought alongside an unconscious Grigori, Tashtigo casts an aspersion on Grigori’s ancestors, uses a move to activate Copycat, and channels positive energy, healing everybody for... 1 hp. Hoping both to survive and make himself useful, Grigori stands unsteadily and defensively pokes his rapier at one of the lizards that fell, missing with a 7 (6 +4 dex -4 defensive +1 enhance).

The lizards swarm the PCs: (19, 11, 5) the one flanking Tashtigo connects [random: copycat image] dispelling the copycat. Primitively incensed at the attack on its offspring, the monitor lunges after the wary Grigori with an adjusted 11 to hit; much too slow. Tashtigo 5’ steps so that he is next to Grigori and only one lizard. With a a quick prayer to Calistra, he casts Cure Light wounds, hoping either that the lizard will miss, or that he’ll be able to maintain concentration. The hungry lizard attacks Tashtigo with an adjusted 20 to hit, for 2 points of damage. That’s a DC 13 concentration check. Tashtigo grits his teeth and completes the spell through the pain! (18 +3 wis). As if rewarding Tashtigo for his gamble, Calistra heals the maximum 9 hp, bringing Grigori up to 9 hp! Reinvigorated, Grigori slashes at the lizard next to Tash hitting AC 14, skewering the lizard on his rapier like a snack (8 pts).

Rounds 9-11:
The hungry little ones follow the PCs like evil puppies, one hoping for another bite of Tashtigo (missing with a nat 4) and the other’s needle teeth catching on the studs of Grig’s armor (hits AC 16). The big monitor, finding all humans more or less indistinguishable, lunges after [random] Grigori, falling short with a modified 14. Uncharacteristicly not-surrounded, Tashtigo 5’ steps back to cast a spell free from fear of AoOs; he casts Cause Fear at the big monitor, who, driven by instinct to protect its offspring, resists with a modified 16. Feeling a bit feverish from his poisoned wound, Grigori strikes at the second wounded lizard, just missing the scampering deadly thing (modified 13).

The young lizards leap forward to bite again, just getting beneath Tashtigo’s armor (modified 15) for a 1-point diseased scratch. The monitor goes for [random] Tashtigo, but its own overeager offspring get in the way, fouling its attack (nat 2). Drawing his morningstar, Tashtigo swings it down in an overhand arc toward the low head of the monitor (AC 10) spraying dirt as his swing goes wide. Sweating, needing to finish the fight so he can vomit and rest, Grigori tent-stakes the second wounded lizard to the ground (12 +5 attk, 9 damage).

The last, unwounded lizardling sinks its needle teeth into Tashtigo’s calf, causing 4 points of agony (Tash is now at 4 from 3 separate bite wounds). The adult monitor turns on the human who seems the bigger threat, but can’t catch the nimble Grigori (4 +5attk). In a moment of pain-inspired self-preservation, Tashtigo uses his move action to sling ‘round his shield into play before whiffing his morningstar pointlessly above the lizardling’s head. Cursing all dragons in Nethys’ name, Grigori gouges the young lizard for 4 (1 hp remains).

Rounds 12-15:
The fearless by nearly dead young monitor bites again at the bloody cleric Nat 20! It hits AC 15 to confirm, which would have been enough to confirm the crit if Tashtigo hadn’t readied his shield. As it is, another 2-hp bite from the disease-carrying reptile reduces the gray-faced cleric to to hp. Flecks of Grigori’s blood still spattered on its dry skin, from the first bite, the monitor bites him again (14 +5 attk) for 6 points of rent flesh, reducing the magus to 3 hp. Knowing better than to call on Calistra directly more than once in a fight, Tash generates another copycat and focuses his anger on the small lizard. Connecting the spiked ball of the morningstar with the wounded creature sends it toppling over into the grass (16 to hit, 6dmg). Hoping to set up a flank, but fearful of another bite, Grigori 5’ steps half-way around the monitor.

Last lizard standing but committed to the fight, the monitor misses Tashtigo. Completely giving up on the idea of getting into any more combats today, the cleric generates another copycat and swings at the monitor. Nat 1! Grigori 5’ steps the rest of the way into flanking and fighting defensively, connects with a 20 (17, +5 attk, -4 defensive, +2 flank) for 6 stabilicious points of dmg, leaving the monitor at 8 (started at 22, -3 m.missile, -6 rapier, +1 channel energy, -6 rapier).

Confused by the pain, the monitor attacks randomly: Grigori at 11 to hit is not even close to the cautious magus. Creating yet another copycat, Tash bats at the creature in a moment it was distracted by Grig (10 +3 str +2 flank) for his minimum 4 dmg, dragging the morningstar spikes across its scaly skin.

Unwilling to flee its nesting ground, the great lizard keeps after Tashtigo (nat 20, not confirmed), its jaws closing on a figment, Tashtigo’s copycat image. Tashtigo, hoping for the killing blow, swings with all his might, but clumsily (perhaps the poison is taking effect?) nat 1. Feeling his joints begin to stiffen but still on his guard Grig spends another arcane pool point to enhance his rapier (it’s been 10 rounds) and connects with a modified 20 (17, +5 attk, -4 defensive, +2 flank) for 5, stabbing the creature’s blood-soaked face, so that it finally collapses defeated and bleeds to death.

In a long fight, the low level magus quickly used up his magus tricks and played like a sub-par fighter. It's probably more fun at higher levels when concentration checks are easier to hit and there are more spells to pair with spell combat.


Exle wrote:

Um, this combat was really long. I will post in sections.

** spoiler omitted **...

wow...15 rounds to kill a monitor lizard and a couple of rats.

do you ever roll above a 7 for the PCs?

why didnt grigori memorize shield as a spell.

cast shield before wading into combat (ac would be 4 (for shield) 4 (for for Dex) 3(for armor) for a total of 21.

then spell combat and slash away with rapier and spell.
seems like he's too afraid to use his class abilities, maybe he has a fear of success complex?


Pendagast wrote:
do you ever roll above a 7 for the PCs?

I know, right? Sometimes the dice rolling program is pro NPC.

Pendagast wrote:

why didnt grigori memorize shield as a spell.

cast shield before wading into combat (ac would be 4 (for shield) 4 (for for Dex) 3(for armor) for a total of 21.

then spell combat and slash away with rapier and spell.
seems like he's too afraid to use his class abilities, maybe he has a fear of success complex?

Well, looking back at the rolls, Grigori is hit twice. In round 7 at AC 23 for 12 points of damage, and again in round 12 at AC 19 for 6 points of damage. So if Grigori had cast shield the round before the PCs approached the shrine, the shield would not have raised his AC high enough to stop the attack in round 7, and would have expired before the attack in round 12. So in this particular combat, shield would not have been a factor at all. This is just one random combat though. In general, shield is a good spell.

With respect to using spell combat more often, the current Magus 0th level spell list does not make this easy. The damage-dealing cantrips are ranged attacks, and using them in melee would provoke an AoO in addition to the one avoided through casting defensively. Daze only works on humanoids. I don't think spell combat with Flare is a good deal (take -2 on my attacks for a chance to inflict -1 on their attacks). Something like a 1-3 dmg touch attack would be less useful than power attack (same -2 to hit, still have to make concentration check and attack roll), but better than flare.

Dark Archive

It's good to see this stuff. I did all of my playtests at higher levels because that's where I was concerned that the class might get a little breaky. Magi have a tough first couple of levels don't they? Reading this has really helped me prepare for the Magus that I'll finally get to start next week.


YuenglingDragon wrote:
It's good to see this stuff. I did all of my playtests at higher levels because that's where I was concerned that the class might get a little breaky. Magi have a tough first couple of levels don't they? Reading this has really helped me prepare for the Magus that I'll finally get to start next week.

Happy to hear it! I'm still planning to play a magus, despite a couple of rocky test runs.


Pathfinder Adventure, Adventure Path Subscriber
Exle wrote:
Um, this combat was really long. I will post in sections.

That was a great read. Thanks!


I forgot your magus was 1st level.

I think I missed something, are you not spell combatting with first level spells because you dont have enough of them? or is there something that says you cant spell combat with your highest level or spells castable and I glanced over it?

Dark Archive

Pendagast wrote:

I forgot your magus was 1st level.

I think I missed something, are you not spell combatting with first level spells because you dont have enough of them? or is there something that says you cant spell combat with your highest level or spells castable and I glanced over it?

He only has two spells per day. One Magic Missile, one failed Chill Touch.

It's tough for the 1st level Magus...


Pendagast wrote:
I think I missed something, are you not spell combatting with first level spells because you dont have enough of them? or is there something that says you cant spell combat with your highest level or spells castable and I glanced over it?

Grigori cast magic missile in round four and attempted to use spell combat with Chill Touch in round 6, but could not hit the DC 17 concentration check to cast defensively; the spell fizzled. One 1st lvl spell plus one bonus for high Int is all he gets at lvl 1

EDIT: ninja'd by Y-Dragon


Exle wrote:
Pendagast wrote:
I think I missed something, are you not spell combatting with first level spells because you dont have enough of them? or is there something that says you cant spell combat with your highest level or spells castable and I glanced over it?

Grigori cast magic missile in round four and attempted to use spell combat with Chill Touch in round 6, but could not hit the DC 17 concentration check to cast defensively; the spell fizzled. One 1st lvl spell plus one bonus for high Int is all he gets at lvl 1

EDIT: ninja'd by Y-Dragon

so why do you think grigori makes a second rate fighter? at this level the fighter hasnt really gotten a chance to outshine in bab or ac yet, he doesn't have the crazy cool fighter only feats,yet either.

Grig has a +4 to hit, which is going to carry him a while.

maybe try to take grig and tash through the kobold king modules if you have them?

tieflings that combat roll out of the way to avoid AoO and Komodo dragons might be a bit more than two 1st level characters can handle.

Go pick on some kobolds, or some lost school children and roll them for milk money.... might have more success??

Dark Archive

Pendagast wrote:
so why do you think grigori makes a second rate fighter? at this level the fighter hasnt really gotten a chance to outshine in bab or ac yet, he doesn't have the crazy cool fighter only feats,yet either.

He's absolutely a second rate Fighter. The Fighter has increased BAB and an extra feat at this level which would probably be Weapon Focus. So even with the Magus weapon enhancement, you're looking at an attack bonus of 1 less, minimum. Plus, the Fighter doesn't need Combat Casting obviously, so he can use his human feat for Piranha Strike and do more damage at the same attack bonus of Grigori.

I'm going to say that the Magus doesn't start really showing up the Fighter much until at least level 5.


Next up: lvl2 playtest. Any suggestions for an appropriate encounter?


I like the concept of testing both the Big Bad confrontation and the Resource Management of their company.

Maybe something like some Brownies and Mites?

Dark Archive

Well, you have a couple options. You could run them through a couple CR 1's a CR 2 and then a CR 3 big bad.

Or you could find one CR 4 big bad you like or randomize it like I did. To randomize you can use the d20PFSRD Bestiary DB and filter it to the CR you want. Then use a dice roller that lets you roll a dX like the one from Wizards.

That's how I ran the arenas. If you get something aquatic that is not also amphibious you'll probably want to re-roll.


Thanks for the thread. I've had somewhat similar experiences playing in 2 PathFinder Society mods. My lvl 1 magus has Str 14, Dex 18, Combat Casting, Weapon Finesse. Uses rapier.
General impressions:
* AC is pretty good for first level but will trail off fast because I can't wear heavy armors and don't get the fighter armor feats.
* At first level, the bonus to hit with rapier and weapon finesse is good, damage is ok due to 14 str. A fighter will outdamage me in melee due to high str combined with Power Attack, Weapon Focus, ...
* I only get 2 1st level spells and PFS mods generally have 4-5 fights that you can't respell in between. Cantrips are ok if you are in position to use them for range attacks without AOOs. Like any other 1st level mage, I have to make Concentration Checks and quickly run out of spells and then *unlike* a 1st level mage, I can resort to decent armor and ok melee attack.
* As I've said in another thread, my impression is that the dex build is never going to keep up with a fighter and the gap will increase with level. A dex based fighter spec'd as archer will be a death machine and will significantly out damage the magus. They can fire arrows all day. You have 2 spells.
* I've looked at the dex build using whip, as some suggested in earlier playtest. The good point is that you can hit all day long and can deliver spells through Spellstrike. Unlike what some said earlier, though, you are unlikely to succeed at trip. You need exotic weapon prof whip and weapon finesse to begin to make that work. Add in another feat (can't recall name) that allows use of dex for CMB since you have relatively low CMB because there's just not enough stat to go around to have high dex, str, and int. Oh, and you want Improved Trip, too. IMO the whip build doesn't work because it is WAY too costly for what you get. (Frankly, I don't know why anyone of any class would ever wield the whip as written. Its feat cost is astronomical and all you get is a trip and disarm attack which you could get with a reach melee weapon)
* The magus desperately needs Acrobatics as a class skill. Magus seems to be intended as frontline melee. To survive as a light armor frontline meleer you've got to be able to tumble.
* Overall, imo some fairly significant changes need to be made. The flavor is kind of fun (I'm more role player than roll player). But at mid to high tiers I think you'll lag behind other classes. [NOTE: Some people have disagreed strongly with me on this, but I don't think they play PFS mods.] Might catch up at higher levels but I'm not sure. Spell progression puts you behind wizard and stat issues put you behind fighter. Might be fun as a secondary character. I don't need to be a mega character, but would like to stay in parity with other damage classes. I'm disappointed and not sure I'll keep playing the character. Might try swapping out Weapon Finesse for Power Attack and use a decent 1H weapon.


A little more:

On the whip, I forgot that you're going to want to do that in combat, so you'll need Precise Shot (2 MORE feats!) and, of course, you need to suffer AOO for the range attack. Not gonna happen. Maybe at high levels, but at low level, forget it.

Here's a strategy I might try. At first level, dump Weapon Finesse and Combat Casting and replace with Point Blank and Precise Shot. Take the Focused Mind trait for a concentration boost. Maneuver to cast Color Spray (which is an "I win" spell at low level) while you are NOT in combat. Use cantrips at range while not in melee, just as a wizard does or use bow. Use melee weapon when you need to, using dex for ac, as a rogue does. Shocking Grasp is not going to affect the combat as much as a successful Color Spray at the first few levels. This will be good up to about 5th lvl. At that point other tactics will kick in.

FWIW

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