
james maissen |
Why take a hit on Will save with that Wisdom score? I understand Cha as the de facto dump stat for Magus but I was curious as to why you would have such a low Wisdom score? Just curious.
Cause an 18INT over a 16INT is worth 2WILL save to me?
I can spend a feat for that 2 WILL if I want, but I can't reasonably do the same with the INT.
It does also cause a hit in my perception which will be bad anyway, but that's also felt.
But the INT keys off too many things.
Where else can I pick up the 4 pts I get from the WIS? No where that I can figure unless I want to tank STR which will make encumbrance an issue and make the first 2 levels very hard to play.
-James

KaeYoss |

However, I'm a bit nervous about the class. At first glance, it seems to suffer from monk syndrome. Like the monk, it seems a bit MAD, requiring decent scores in Str, Dex, Con, and Int. It has a medium base attack bonus, and its "thing" is spell combat, which produces a -2 to attacks when used. Add into that the fact that they are essentially restricted to light armor for the early levels, and you have the same issues as a monk: need a lot of high scores, low AC, and you are a melee fighter.What are your thoughts on the class? Again, I actually like the class, something I wasn't expecting.
The Magus rocks! On toast and otherwise. Best incarnation of a "Gish" I've seen in 3e. This class fairly screams for people to use it as the "bladesinger" class.
About the things you mention:
However, if you have access to Dervish Dance, you could mostly ignore Str and go all Dex to lessen the load. Or you go with mostly Str and have some Dex to boot. It's not that bad really. You have several ways to boost your AC so it's not that bad for a character with light armour even without too much dexterity.
And you have the right magic to add another layer of defence that will make it a lot harder for enemies to hit. Just get mirror image. Or blur. Or both.
In the end, it's not different from many other classes: A cleric, for example, needs Str, Con, some Dex, Wis and some cha to do all the stuff, and they don't have access to mirror image and the like!
This has the added benefit that you can get to higher enhancement bonuses far earlier than many other warriors, which means DR is less of a problem.
And if you use spell-strike, you basically get "Rapid Strike" - -2 to all attacks, sure, but another attack at your full bonus (and a spell to ride along, even if it's only one of the cantrips doing 1d3 damage).
If you think your attack bonuses don't really cut it, I recommend the arcane accuracy arcana. One arcane pool point and you get Int to attacks during your turn.
All in all, it's not so bad. Sure, full-fledged warriors are still better than you, but monks got nothing on you. And neither those fighters nor the monks get to cast a spell in addition to their usual stuff. That means stuff like buffing and attacking in the same round, or a round of weapon damage augmented by a blast or hex type spell.
I've been playing a magus (basically an elven bladesinger) as GMPC in our Kingmaker campaign from level 1 - 8. At around level 6 I ret-conned him from dex-focussed to str/dex because his high dex added to both attacks and damage seemed quite powerful, and I couldn't be sure that was because my houserule that you can use dex to damage with a feat or because of the class.
At around the same time, I got Ultimage Magic (I know, it's actually "Ultimate Magic" - I misspelled it but now think that Ultimage is a great name for someone who calls archmages amateurs. I think Nethys shall henceforth be called The Ultimage in my games!) and updated the character to the final rules.
The amount of damage he can dish out is sometimes quite frightening, even after the clarification on spellstriking scorching rays will limit you to one ray. It might be due to the fact that as a GMPC, he benefits from GM Dice, since I've been rolling a frightening amount of 19+s in the last session, and we just got out of the low levels (i.e. levels 1-7) but so far, I wouldn't call the class weak at all.
And I just realised that I forgot both the second attack he now gets for his BAB of +6 and I used the old ruling on spellstrike. That means in the last combat, I could have attacked two more times beyond that one critted frigid touch. He might totally have aced that critter all by himself.
Those spellstrike crits are nasty! And note that come level 5, the only way to deny a magus his 15-20 threat range is to somehow convince the player not to use a scimitar or other 18-20 crit weapon, since at level 5, they can add +2 to a weapon and can convert one +1 to keen!

Mynameisjake |

Mynameisjake wrote:Don't Muleback Cords and the Cloak of Resistance use the same slot?Gah! I have to fix 10+ character sheets now. :(
Don't feel bad. My jaw hit the floor when HeroLab pointed it out to me. Much cursing and hair pulling followed.
Then again, there's no penalty for custom crafting an item in a different slot, so....

Lachlan_Macquarie |

So say my Blackblade is a Falcata (this has nothing to do with optimization, strangely enough), and it's enhancement at level 6 is a base +2. I also have Arcane Strike, as well as an Arcane Spell-pool that I can expend to push it's modifier.
As a swift action, I can push my sword up to a +4 Keen Falcata? (can I add another special ability, too?)
1d8 (17-20)x3 +6 (2 str, 4 enhancement) + frigid touch as part of Spellstrike. That's
1d8+6+4d6 and the target is staggered for one round. (22 average dmg)
*on a critical*
3d8+6+8d6 and the target is staggered for one minute. (42 average dmg)
...And if he were hasted that round...
Is this possible, by the way? Cause it seems a bit much. I could be overstating it, since it's kind of a nova.
You could also use Arcane Accuracy to add your Int mod to Attack.

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So say my Blackblade is a Falcata (this has nothing to do with optimization, strangely enough), and it's enhancement at level 6 is a base +2. I also have Arcane Strike, as well as an Arcane Spell-pool that I can expend to push it's modifier.
As a swift action, I can push my sword up to a +4 Keen Falcata? (can I add another special ability, too?)
1d8 (17-20)x3 +6 (2 str, 4 enhancement) + frigid touch as part of Spellstrike. That's
1d8+6+4d6 and the target is staggered for one round. (22 average dmg)
*on a critical*
3d8+6+8d6 and the target is staggered for one minute. (42 average dmg)...And if he were hasted that round...
Is this possible, by the way? Cause it seems a bit much. I could be overstating it, since it's kind of a nova.
You could also use Arcane Accuracy to add your Int mod to Attack.
You can make it a +4 falcata or a +3 keen falcata. Special abilities have to be purchased with the enhancement bonus you gain from the arcane pool ability. You can also spend a point from the black blades arcane pool to increase its damage by 2 points.

Lachlan_Macquarie |

Lachlan_Macquarie wrote:You can make it a +4 falcata or a +3 keen falcata. Special abilities have to be purchased with the enhancement bonus you gain from the arcane pool ability. You can also spend a point from the black blades arcane pool to increase its damage by 2 points.So say my Blackblade is a Falcata (this has nothing to do with optimization, strangely enough), and it's enhancement at level 6 is a base +2. I also have Arcane Strike, as well as an Arcane Spell-pool that I can expend to push it's modifier.
As a swift action, I can push my sword up to a +4 Keen Falcata? (can I add another special ability, too?)
1d8 (17-20)x3 +6 (2 str, 4 enhancement) + frigid touch as part of Spellstrike. That's
1d8+6+4d6 and the target is staggered for one round. (22 average dmg)
*on a critical*
3d8+6+8d6 and the target is staggered for one minute. (42 average dmg)...And if he were hasted that round...
Is this possible, by the way? Cause it seems a bit much. I could be overstating it, since it's kind of a nova.
You could also use Arcane Accuracy to add your Int mod to Attack.
Thank you for that clarification.

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Vistarius wrote:I'm playing as a two weapon fighter Magus. Bladebound/Staff master. One hand staff, one hand blade bound. Swap one of those hands for a spell at low levels, and you're good.I was under the impression that it was one Archetype per class, and that staffs were two handed weapons.
You can have any number of archetypes as long as they don't replace the same ability.
A Staff Magus can treat the quarterstaff as a one-handed weapon. It's just the worst one-handed weapon in the game. A heavy spiked shield is better.
Ravingdork |

So say my Blackblade is a Falcata (this has nothing to do with optimization, strangely enough), and it's enhancement at level 6 is a base +2. I also have Arcane Strike, as well as an Arcane Spell-pool that I can expend to push it's modifier.
As a swift action, I can push my sword up to a +4 Keen Falcata? (can I add another special ability, too?)
1d8 (17-20)x3 +6 (2 str, 4 enhancement) + frigid touch as part of Spellstrike. That's
1d8+6+4d6 and the target is staggered for one round. (22 average dmg)
*on a critical*
3d8+6+8d6 and the target is staggered for one minute. (42 average dmg)...And if he were hasted that round...
Is this possible, by the way? Cause it seems a bit much. I could be overstating it, since it's kind of a nova.
You could also use Arcane Accuracy to add your Int mod to Attack.
Your crit damage would be 3d8+18+8d6 plus 1 minute stagger. Static numbers (rather than bonus damage dice) get multiplied as well. That puts your average crit to 59.5 points of damage.

Lachlan_Macquarie |

Lachlan_Macquarie wrote:Your crit damage would be 3d8+18+8d6 plus 1 minute stagger. Static numbers (rather than bonus damage dice) get multiplied as well. That puts your average crit to 59.5 points of damage.So say my Blackblade is a Falcata (this has nothing to do with optimization, strangely enough), and it's enhancement at level 6 is a base +2. I also have Arcane Strike, as well as an Arcane Spell-pool that I can expend to push it's modifier.
As a swift action, I can push my sword up to a +4 Keen Falcata? (can I add another special ability, too?)
1d8 (17-20)x3 +6 (2 str, 4 enhancement) + frigid touch as part of Spellstrike. That's
1d8+6+4d6 and the target is staggered for one round. (22 average dmg)
*on a critical*
3d8+6+8d6 and the target is staggered for one minute. (42 average dmg)...And if he were hasted that round...
Is this possible, by the way? Cause it seems a bit much. I could be overstating it, since it's kind of a nova.
You could also use Arcane Accuracy to add your Int mod to Attack.
Thank ya, RD. :)

Ksorkrax |

I'm actually leaning towards Str-based in order to get the most out of those new polymorph spells the Magus has on his list (which he didn't during the playtest)
I know the magus only from playtest but did he got something like natural spell? Or are you applying silent spell or just not casting during melee? Or do you transform to humanoids only?

TarkXT |

ProfPotts wrote:I'm actually leaning towards Str-based in order to get the most out of those new polymorph spells the Magus has on his list (which he didn't during the playtest)I know the magus only from playtest but did he got something like natural spell? Or are you applying silent spell or just not casting during melee? Or do you transform to humanoids only?
Monstrous humanoids to be exact.

Abraham spalding |

You can have any number of archetypes as long as they don't replace the same ability.
A Staff Magus can treat the quarterstaff as a one-handed weapon. It's just the worst one-handed weapon in the game. A heavy spiked shield is better.
Not sure I agree with you on that, and I know with the staff magus archetype you become very wrong on that point.
If I was to choose one weapon as worse than all the rest (in pathfinder) it would be one of the following:
Mere club, bayonet, flail, greatclub, Pilum, urumi, boomerang, thorn bow, sling glove.

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Ksorkrax wrote:
ProfPotts wrote:
I'm actually leaning towards Str-based in order to get the most out of those new polymorph spells the Magus has on his list (which he didn't during the playtest)I know the magus only from playtest but did he got something like natural spell? Or are you applying silent spell or just not casting during melee? Or do you transform to humanoids only?
Monstrous humanoids to be exact.
And corporeal undead: the monstrous physique and undead anatony spells are both on the Magus list. Level one have enlarge and reduce person spells as well (which were in the playtest too IIRC).
Ability Score-wise...
Int is obviously important to a Magus, not just as a casting stat, but also to help make up for the pitiful 2 Skill points per level he gets, and it gives him more arcane pool points, which really are at a premium. On the other hand, exactly how much Int you need will vary based on the build you're going for. Chances are that, not being a single Ability Score-based full caster, you're never going to keep up with the higher spell DCs those guys can chuck out, and the whole melee + magic thing is meant to be your schtick anyway, so to speak. Personally, I'd say that a starting Int of 16 is fine, and you don't worry about upping it until Ability Score boosting items become common - rather, focus your Ability Score increases on your melee-related stats.
Con is Con ('... and ever more shall be so!'), 'nuff said.
Str or Dex... You probably need at least a bit of both, either way, but choosing a Str or Dex melee style is still something you'll need to look at...
A Dex-based guy needs Weapon Finesse, 2 ranks or Perform (dance) and Dervish Dance to get his Dex bonus on both his attack and damage rolls with a scimitar: so it's costing him 2 Feats, 2 Skill ranks, and he can't take Dervish Dance until he gets his level 3 Feat anyway. More Dexterity gives him more AC (although this is offset (much) later on in his career when he starts to use Full Plate). He can't get the damage boost from two-handing his weapon on rounds he chooses not to use Spell Combat. Polymorph spells tend to boost Dexterity by reducing size, which reduces weapon damage, and ultimately reach as well.
A Str-based guy needs no additional Feats or Skills to work. He has less AC than the Dex-based guy, but is doing more damage from level 1, and doesn't have to fret about making use of the heavy armour he eventually gets access to. He can increase his damage by two-handing his weapon on rounds he chooses not to use Spell Combat. Polymorph spells which boost Str tend to increase size, weapon damage, and reach.
On balance I'd say the Str-based guy looks better, but it's a close call in actual play, and also depends a lot on other factors like the sort of Feats you're aiming for, and whether you're looking to make use of Acrobatics and Stealth much (neither class Skills, more's the pity - Arcobatics is pretty essential for a 3/4 BAB light armour melee guy, both for getting into flanking positions, and for the extra +1 AC when Fighting Defensively you get when you hit 3 ranks... so put points into it anyway!).
On Arcana...
Personally I see a lot of the arcana as pretty sub-par - they give too little return for the investment - but a few are good or great...
Poor arcana:
Arcane Accuracy, Dispelling Strike, Hasted Assault, Pool Strike, Spell Shield, (and maybe Reflection...).
These all cost arcane pool points, but give very poor returns. Compare what you get for these with the relevant spells you could cast for those pool points using Spell Recall, and Improved Spell Recall. Arcane Accuracy Vs True Strike (a small bonus on all attacks for a turn Vs a hugh bonus on a single attack), Despelling Strike Vs Dispel Magic (which you can cast with 1 pool point at level 11), Hasted Assault Vs Haste (which you can cast with one pool point at level 11), Pool Strike (do you have any damaging melee touch spells?), Spell Shield Vs Shield (they're both shield bonuses to AC, they don't stack), and Reflection (it's actually borderline, but costs a lot of pool points to use).
These poor arcana are all of the 'oh damn, I forgot to...' variety... ;)
Middling arcana:
This is the stuff which is 'once per day', but otherwise pretty good - Concentrate, Critical Strike, Empowered Magic, Maximised Magic, Quickened Magic, Silent Magic, Still Magic. With some way of upping the number of times you can use these per day they'd be much better, but once per day is nova-bait.
Good arcana:
Close Range (with this you can use Ray of Frost and Disrupt Undead to gain free Spellstrike attacks all day, everyday), Familiar (why wouldn't you... unless you go Bladebound and are banned from taking it), Maneuver Mastery (best with things which replace an attack - Disarm, Trip and (depending on your reading of the rules) Sunder), Wand Mastery (best, obviously, if you happen to get your Int bonus above 4), Wand Wielder (you're nova-bait at the best of times, so anything which gives you options to extend your adventuring day is good).
Conditional arcana:
Broad Study (if you really want to multiclass this guy - one assumes with a divine caster of some type - then this makes it make some sense), Spell Blending (if you happen to have a concept or tactic which absolutely needs a spell not on the Magus list).
The archetype arcana are all pretty good:
Accursed Strike (expands what you can throw into a Spellstrike, in a nasty way) - Hexcrafter
Pool-Sourced Athama (you can nova your pool points to get a +5 dagger of force as low as level 3, and your usual pool enhancements (if you had any points left) add on top of that... and on your main weapon too...), Spellblade Parry (like Spellshield, only your athame is actually helpful before you trigger this, and it's a deflection bonus, so it stacks with that Shield spell you were already rocking, and it costs you no pool points to pull off), Throw Athame (a ranged attack with no penalties for missing, and again, it's costing you nothing and your still using your athame as normal beforehand) - Spellblade
As always, IM most HO... ;)
If I was to choose one weapon as worse than all the rest (in pathfinder) it would be one of the following:
Mere club, bayonet, flail, greatclub, Pilum, urumi, boomerang, thorn bow, sling glove.
Although a flail is actually a pretty good choice for a maneuver-based Magus (sort of the third choice after Staff Magus and scimitar Magus... although for a Bladebound Magus I really like the idea of a bastard sword... ;) ).

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-What should be the optional advantages of the Magus as favourite class (as in APG)? UM doesn't mention them. Maybe 1/2 pool point for human/elves/half-elves?
It's a pity this was left out of UM, as the guy needs a way to get more pool points without dropping Feats. Based on the human Monk option I'd guess it'd be 1/4 arcane pool point per favoured class level.
-Does the Hexcrafter replace Improved Spell Recall too just like Spell Recall or not?
As per the rules on alternate class features on page 14 of UM he gets normal Spell Recall when he'd usually get Improved Spell Recall if he's swapped it out.

Abraham spalding |

What's great about Wand Mastery? You are still limited by the caster level of the wand. The staff-like wand discovery for the wizard seems much better to me.
The staff-like wand discovery is much better -- but of the two pieces of it (the DC or the caster level) for the magus the DC end is the more useful of the two.
Take a wand of slow for example -- I would rather have a higher DC on it than a higher caster level; getting both would be ideal but if I have to choose one over the other I'll take the DC.

james maissen |
A Dex-based guy needs Weapon Finesse, 2 ranks or Perform (dance) and Dervish Dance to get his Dex bonus on both his attack and damage rolls with a scimitar: so it's costing him 2 Feats, 2 Skill ranks, and he can't take Dervish Dance until he gets his level 3 Feat anyway. More Dexterity gives him more AC (although this is offset (much) later on in his career when he starts to use Full Plate). He can't get the damage boost from two-handing his weapon on rounds he chooses not to use Spell Combat. Polymorph spells tend to boost Dexterity by reducing size, which reduces weapon damage, and ultimately reach as well.
Until level 13 the STR magus is severely down in AC vs the DEX magus. As I'm more focused on PFS play this is greatly important. Even after that the DEX magus retains an advantage though not a large one. Though at those levels the INIT advantage imho starts to factor in more and more.
As to not wishing to use spell combat, that's like saying when a monk doesn't want to flurry. It's not a question of wanting, but rather if the action presents itself. You're talking AOOs and standard actions for the monk. For the magus, via spellstrike, you're really just talking AOOs. All you need is a wand or a cantrip to do so ad infinitum. Baring that it's up there with monks and spending ki for extra attacks... unless you're in a very prolonged day of combats it shouldn't be an issue (except if you take point draining abilities which you shouldn't).
Now the polymorph line is certainly valid and favors the STR magus, though for the most part they get the spells too late (the bard casting mechanic without the lowered spell levels) as real wizards will be using the same relative spells to polymorph the fighters.
Honestly I think that the magus could use with removing the restriction on one-handed weapons as the STR magi need a boost, especially for levels 1-12.
-James

james maissen |
Jadeite wrote:What's great about Wand Mastery? You are still limited by the caster level of the wand. The staff-like wand discovery for the wizard seems much better to me.The staff-like wand discovery is much better -- but of the two pieces of it (the DC or the caster level) for the magus the DC end is the more useful of the two.
Take a wand of slow for example -- I would rather have a higher DC on it than a higher caster level; getting both would be ideal but if I have to choose one over the other I'll take the DC.
Those are my first two picks for arcana, and in the order you propose. Though it's a tough call.
At 3rd level wands of color spray are viable with a DC 15 to power them. But not having to worry about defensive casting at 3rd level would be nice as well. It's a tough call there.
-James

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Abraham spalding wrote:Jadeite wrote:What's great about Wand Mastery? You are still limited by the caster level of the wand. The staff-like wand discovery for the wizard seems much better to me.The staff-like wand discovery is much better -- but of the two pieces of it (the DC or the caster level) for the magus the DC end is the more useful of the two.
Take a wand of slow for example -- I would rather have a higher DC on it than a higher caster level; getting both would be ideal but if I have to choose one over the other I'll take the DC.
Those are my first two picks for arcana, and in the order you propose. Though it's a tough call.
At 3rd level wands of color spray are viable with a DC 15 to power them. But not having to worry about defensive casting at 3rd level would be nice as well. It's a tough call there.
-James
DC 15 seems rather high for a third level magus, considering that most magi will have a higher strength or dexterity than intelligence.
I'd say that Wand Wielder is a better choice as it stays relevant even at high levels. There are situations in which you are rather happy about that +20 insight bonus from your wand of true strike, either for combat maneuvers or for hitting those adventure path bosses.
Abraham spalding |

DC 15 seems rather high for a third level magus, considering that most magi will have a higher strength or dexterity than intelligence.
I'd say that Wand Wielder is a better choice as it stays relevant even at high levels. There are situations in which you are rather happy about that +20 insight bonus from your wand of true strike, either for combat maneuvers or for hitting those adventure path bosses.
Personally I've found arcane accuracy to be more worthwhile than trying to get off a true strike all the time (even with a wand).
True strike is going to require a full round action to full attack and is only going to affect your first attack roll after casting it -- since spell combat lets you cast either before or after the full attack you don't get the bonus when you really needed it (on the lower iterative extra attacks). The arcane accuracy is currently providing me with a +6 bonus to hit (I choose Intelligence as my primary stat over strength and dexterity) on all my attacks for my turn -- I can use it with any attack method too meaning that if I full attack and then use scorching ray I get the bonus on each of the rays as well.
Arcane accuracy being a swift action means that when I need that bonus to hit but am only taking a standard attack for some reason I can still have it -- or I can use it on a round when I would rather cast a different spell than true strike with my attack (or perhaps use a wand of slow, web, pyrotechnics, sleep, or color spray).
Now I'll fully agree this is all situational, but for me arcane accuracy has provided just the bonus I need when I need it.

TarkXT |

Until level 13 the STR magus is severely down in AC vs the DEX magus. As I'm more focused on PFS play this is greatly important. Even after that the DEX magus retains an advantage though not a large one. Though at those levels the INIT advantage imho starts to factor in more and more.
I've always felt that magus's shouldnt be focusing too much on ac anyway. You just gimped yourself on damage by going dex based to make your AC and intitiative superior. An AC that might not become a factor at all if you're playing skirmisher rather than tank which is a role I feel the MAgus does a half ton better.

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Until level 13 the STR magus is severely down in AC vs the DEX magus. As I'm more focused on PFS play this is greatly important. Even after that the DEX magus retains an advantage though not a large one. Though at those levels the INIT advantage imho starts to factor in more and more.
He's not severly down, really - he's down by the difference in Dex bonus he has with the Dex-based Magus. What that difference is will depend on the number of points you're using in chargen (or lucky rolls for the old school method). As soon as the guy hits level 2 spells he's generally looking at non-AC defence anyway (Mirror Image, Blur).
But say the difference between a Str build and a Dex build is 4 points of Dex. That's +2 AC. You've already spent 2 Feats dragging your combat ability back up to (near) par with the Str-based guy... 2 Feats can easily get you 2 more AC, if you want 'em.
The Dex-based build does have more Initiative, which can be useful (although, strangely, a lot of the time you'll want the bad guys to have reached you before your first turn, because you need a full round action to whip out the ol' Spell Combat). It's also better when and if you do try any of those ray spells at range instead of via the Close Ranged arcana, so there's that too...
As to not wishing to use spell combat, that's like saying when a monk doesn't want to flurry. It's not a question of wanting, but rather if the action presents itself.
Well, you don't always have the opportunity - as Monks everywhere know - it's nice to be able to do something useful at the end of a charge... But yeah, get Close Range, and you can Spell Combat and Spellstrike all day long.
Now the polymorph line is certainly valid and favors the STR magus, though for the most part they get the spells too late (the bard casting mechanic without the lowered spell levels) as real wizards will be using the same relative spells to polymorph the fighters.
You get Enlarge Person at level one... too late for ya? ;)
Honestly I think that the magus could use with removing the restriction on one-handed weapons as the STR magi need a boost, especially for levels 1-12.
Discussed a lot during the playtest, IIRC... closest we got was the Staff Magus.

james maissen |
DC 15 seems rather high for a third level magus, considering that most magi will have a higher strength or dexterity than intelligence.
It's the DC for the stat array that I posted earlier. Frankly given the power that INT gives you in spell recall, it's certainly worth it for magi to invest into INT.
Now this was with a 20pt build, but that's what PFS uses so that's how I tend to think in at first.
-James

james maissen |
He's not severly down, really - he's down by the difference in Dex bonus he has with the Dex-based Magus. What that difference is will depend on the number of points you're using in chargen (or lucky rolls for the old school method). As soon as the guy hits level 2 spells he's generally looking at non-AC defence anyway (Mirror Image, Blur).
Let's say a 20pt buy as that's what PFS is using.
But say the difference between a Str build and a Dex build is 4 points of Dex. That's +2 AC. You've already spent 2 Feats dragging your combat ability back up to (near) par with the Str-based guy... 2 Feats can easily get you 2 more AC, if you want 'em.
Actually why don't you post a 20pt buy with a STR magus. The DEX magus array that I'm looking at is:
Elf
STR 10
INT 18
WIS 07
DEX 19
CON 12
CHA 07
The Dex-based build does have more Initiative, which can be useful (although, strangely, a lot of the time you'll want the bad guys to have reached you before your first turn, because you need a full round action to whip out the ol' Spell Combat). It's also better when and if you do try any of those ray spells at range instead of via the Close Ranged arcana, so there's that too...
The magus has a number of battlefield control spells that seem reasonable if they have initiative. Much like the bard they can lesson some of the burden off the party wizard in this respect.
At lower levels they can put up a shield spell and simply not be flat-footed with their light armored selves.
You get Enlarge Person at level one... too late for ya? ;)
Enlarge person is always too late with it's 1 round casting time imho. You tend to cast it either out of combat, by drinking a potion, having someone that doesn't need to be on the line early (say a wizard that doesn't want to burn a battlefield control spell) or some ability that allows you to do it swiftly.
Btw what weapon are you using with the STR magus?
-James

Fraust |

ProfPotts...earlier you mentioned your ranking of Magus Arcana. One of us is high my friend (likely me, I'll admit that). Did Arcane Accuracy change while I wasn't paying attention? Last I knew it was one point to add your int to hit for 10 rounds, not 1. Obviously this one little fact doesn't drastically change much for the debate going on...but little ever does.

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Actually why don't you post a 20pt buy with a STR magus. The DEX magus array that I'm looking at is:
Elf
STR 10
INT 18
WIS 07
DEX 19
CON 12
CHA 07
Well, with that array, just swapping the Str and Dex, it's obviously a +4 AC difference. Personally I'd never min-max one of my characters that much, and am in the camp which thinks the Magus can do with at least a little Str and Dex, no matter the build, but yeah - if you put your stats at extremes you obviously get a more extreme result... and that's perfectly viable (I'm not taking a pop here or anything), if that's the way you intend to design your character. No matter what you do you'll always need to take your own design preferences into account, right?
Btw what weapon are you using with the STR magus?
Could be anything except a light weapon, really. The scimitar is always a good choice, Str or Dex, just 'cos of the high critical threat range. The flail is good for a maneuver-based build. But if you're just talking 'hulking out' and putting as big a smackdown on the other guy as you can in one hit then the much-maligned bastard sword is a nice option (and looks cool as a Black Blade...). There are lots of choices... whereas the Dex-based Magus is pretty much stuck with a scimitar (or a rapier for the first two levels of his life), unless he goes for a light weapon for some stylistic reason (a TWF with Spellblade archetype dagger-fighting seems interesting, for example).
ProfPotts...earlier you mentioned your ranking of Magus Arcana. One of us is high my friend (likely me, I'll admit that). Did Arcane Accuracy change while I wasn't paying attention? Last I knew it was one point to add your int to hit for 10 rounds, not 1. Obviously this one little fact doesn't drastically change much for the debate going on...but little ever does.
You, my good man, are indeed high! ;)
It's a swift action and the bonus lasts until the end of your turn.

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ProfPotts...earlier you mentioned your ranking of Magus Arcana. One of us is high my friend (likely me, I'll admit that). Did Arcane Accuracy change while I wasn't paying attention? Last I knew it was one point to add your int to hit for 10 rounds, not 1. Obviously this one little fact doesn't drastically change much for the debate going on...but little ever does.
Arcane Accuracy (Su): A magus with this magus arcana can sacrifice one of his prepared magus spells as a swift action to grant himself an insight bonus on all attack rolls equal to the level of the spell consumed until the end of his turn. Consuming cantrips in this way has no effect.
Arcane Accuracy (Su): A magus with this magus arcana can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
It was always only for one round.

Xum |

How exactly would you be able to use a Bladebound and Staff magus and be able to use a spell if both your hands are full?
Aside from that, what you guys think is a good feat and arcana selection for a Dex based magus? (already with the black blade, and dervish feat, elf)
Thinking about going with the step up tree, cause he is supposed to duel spellcasters and melee characters alike. Help would be much apreciated.

james maissen |
Quote:Actually why don't you post a 20pt buy with a STR magus. The DEX magus array that I'm looking at is:
Elf
STR 10
INT 18
WIS 07
DEX 19
CON 12
CHA 07Well, with that array, just swapping the Str and Dex, it's obviously a +4 AC difference. Personally I'd never min-max one of my characters that much, and am in the camp which thinks the Magus can do with at least a little Str and Dex, no matter the build, but yeah - if you put your stats at extremes you obviously get a more extreme result... and that's perfectly viable (I'm not taking a pop here or anything), if that's the way you intend to design your character. No matter what you do you'll always need to take your own design preferences into account, right?
Well if I figured that power attack would be worthwhile in a 1-12 build I would have gone with an 18DEX/13STR start, but I didn't see it as worthwhile for the feat cost for someone single wielding with at most a 9BAB. Meanwhile at 12th the stat bump could go to a higher DEX score.
With point buy I tend to simply decide which is worth more to me. I start with all 7s and buy from there. It avoids the psychological feeling of 'lowering' stats being a bad thing. Maybe that's just me.
Quote:Btw what weapon are you using with the STR magus?Could be anything except a light weapon, really. The scimitar is always a good choice, Str or Dex, just 'cos of the high critical threat range. The flail is good for a maneuver-based build. But if you're just talking 'hulking out' and putting as big a smackdown on the other guy as you can in one hit then the much-maligned bastard sword is a nice option (and looks cool as a Black Blade...). There are lots of choices... whereas the Dex-based Magus is pretty much stuck with a scimitar (or a rapier for the first two levels of his life), unless he goes for a light weapon for some stylistic reason (a TWF with Spellblade archetype dagger-fighting seems interesting, for example).
Well the STR magus does have the advantage of changing up between different kinds of weapons over the DEX one which is tied to scimitars (and at low levels also bows).
But considering that Weapon focus and spec are available I'm not sure how much you care to capitalize upon it. Now if you are talking 'choices' in the old 3e bard choices (lots to choose from but you lock yourself in) that's another issue and more aesthetic 'I don't look like that other magus' kinda values.
As far as damage goes, by lowering your threat range (15-20 to 17-20) do you feel that you balance things out with just the difference in the die via bastard sword? Best I can tell you *need* to be enlarged to make it worthwhile, and only marginally so (if at all) once you figure in chances to critical with a spell. Is my intuition off here?
-James

james maissen |
Thinking about going with the step up tree, cause he is supposed to duel spellcasters and melee characters alike. Help would be much apreciated.
Just becareful on your swift actions here.
Also I tend to really like the hellcat stealth feat, but it depends upon the roles in the party that you are looking to fill.
Btw, why black blade? On first read nothing really lept out for me.
-James

TarkXT |

Xum wrote:
Thinking about going with the step up tree, cause he is supposed to duel spellcasters and melee characters alike. Help would be much apreciated.Just becareful on your swift actions here.
Also I tend to really like the hellcat stealth feat, but it depends upon the roles in the party that you are looking to fill.
Btw, why black blade? On first read nothing really lept out for me.
-James
Extra damage from your blade, free magic weapon that grows by level. Free Alertness feat, you can spend its arcane pool to make it deal energy or force damage and its flavorful as hell for the price of one arcana and some arcane pool. MY bladebound magus only took one arcana power that uses arcane pool so the smaller pool doesn't bother me nearly as much as someone else. I save arcane accuracy for those things that have ridiculously huge AC's.
Oh and you can teleport it to your hand as a standard action.

Xum |

Xum wrote:
Thinking about going with the step up tree, cause he is supposed to duel spellcasters and melee characters alike. Help would be much apreciated.Just becareful on your swift actions here.
Also I tend to really like the hellcat stealth feat, but it depends upon the roles in the party that you are looking to fill.
Btw, why black blade? On first read nothing really lept out for me.
-James
Sincerelly? Style. I love inteligent magical itens, and having one growing in power with ya is awesome. And it's good money saved overall for a +5 (plus abilities) that you can spend somewhere else.
Why careful on swifts?
P.S. Thanks for the help.

Lachlan_Macquarie |

Fraust wrote:ProfPotts...earlier you mentioned your ranking of Magus Arcana. One of us is high my friend (likely me, I'll admit that). Did Arcane Accuracy change while I wasn't paying attention? Last I knew it was one point to add your int to hit for 10 rounds, not 1. Obviously this one little fact doesn't drastically change much for the debate going on...but little ever does.Ultimate Magic Playtest Round 1 wrote:Arcane Accuracy (Su): A magus with this magus arcana can sacrifice one of his prepared magus spells as a swift action to grant himself an insight bonus on all attack rolls equal to the level of the spell consumed until the end of his turn. Consuming cantrips in this way has no effect.Ultimate Magic Playtest Round 3 wrote:Arcane Accuracy (Su): A magus with this magus arcana can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.It was always only for one round.
Yes, it is until the end of turn only. It is still a good Magus Arcana though.

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A magus, if he's in a party with another arcane caster, needs little intelligence. Shocking grasp doesn't give a save. Neither does bull's strength, shield, mirror image, haste, fly, enlarge person, scorching ray, magic missile, dimension door, or true strike.
And all of these except enlarge person can be cast as part of a full attack. Including dimension door.
The ability to have a 400+ foot charge is pretty awesome.

james maissen |
A magus, if he's in a party with another arcane caster, needs little intelligence. Shocking grasp doesn't give a save. Neither does bull's strength, shield, mirror image, haste, fly, enlarge person, scorching ray, magic missile, dimension door, or true strike.
And all of these except enlarge person can be cast as part of a full attack. Including dimension door.
The ability to have a 400+ foot charge is pretty awesome.
You have a few things off here.
The focus on INT isn't just for save DCs, but for the arcana pool. Each point of INT can give another 1st (or at 11th another 3rd) level spell for you to cast.
After you cast DDoor, either via spell combat or swift action or standard action you cannot take any other actions until your next turn.
At best you are attacking then DDooring away with spell combat, never this '400+ ft charge' that you would like to have.
-James

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Casting DDoor is your last action. After that action is over, your turn ends. You cannot take any other actions.
But as a magus, you can cast DDoor as part of a full attack. And you can choose to cast it at the beginning or at the end of that action.
It's not two actions at the same time, it's one action that includes casting a spell and hitting things with a sword (probably multiple times). Sure, you can't take any other actions that turn, but it was a full-round action to begin with. So no real loss there.
And yes, Int does help out with arcana pool, which is nice. So it depends on whether you want more expendable resources, or you want to be more useful without them.