Best feats for a Magus levels 1-9?


Advice

Grand Lodge

Curious what the best feats are (in your opinion for low to mid level Magi?

Weapon Focus seems to be a no brainer but what else can you suggest?


Intensified Spell is worth considering which prolongs the usefulness of low-level spells such as Corrosive Touch/Shocking Grasp into later levels (so I'd take it as my 7th level feat when I can immediately make a good use of an Intensified Shocking Grasp to go with Spellstrike.


Combat Casting is *possibly* a good choice. I say possibly because its usefulness is apparent during the early levels, but then becomes mostly useless later on.


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Helaman wrote:

Curious what the best feats are (in your opinion for low to mid level Magi?

Weapon Focus seems to be a no brainer but what else can you suggest?

Depends how you are building him, how fast you plan on leveling, how high you are going to level and the rest of your party... as usual for PC planning.

That said:

Are you allowed traits? Magical lineage (shocking grasp) with intensify shocking grasp is a nice combination that essentially removes the dice cap on shocking grasp for you.

Here's something I looked at for PFS (which caps at 12th, 20pt buy, 2 traits):

Race: Elf
STR: 10 0pts
INT: 18 (16+2race) 10pts
WIS: 07 -4pts
DEX: 19 (17+race) 13pts
CON: 12 (14-2race) 5pts
CHA: 07 -4pts

1st level: Feat: Weapon Finesse Traits: Magical lineage (shocking grasp), Abendego Spellpiercer (+2 concentration checks)
3rd level: Feat: Dervish Dance
5th level: Feat: Arcane Strike, Weapon Focus (scimitar)
7th level: Feat: Intensify Spell
9th level: Feat: Lunge
10th level: Feat: Weapon Spec (scimitar)
11th level: Feat: Improved Crit (scimitar)

Plan for combat:
1st level. Use a bow. When needed to be front line, cast shield for a 22 AC then fight with rapier. Use arcane mark cast defensively (need a 9 on a d20) for a chance to flurry with the rapier when merited... works on average unless target AC is high (like over 17-18).

2nd level. Use a lvl 1 wand of shocking grasp. Ignore spellcombat and use spellstrike.

3rd level. Pick up magus arcana either for using a wand via spellcombat (then use shocking grasp) or the arcana to use INT for wand DC (then use a wand of color spray). Likely the wand w/ spellcombat. Pick up +1 scimitar and likely mithril chain (don't look to enchant it past +1 as we'll look to replace it with celestial chain armor ASAP).

4th level. Bump DEX. Use Arcana points to recall spells as well as power the weapon he's using. Continue spell combat w/ wand.

5th level. Absorb the loss of BAB this level via weapon focus. After first round always use arcane strike to start to make up for the small damage being dealt. Likely pick up a +2 DEX belt capping mithril chain's AC bonus. Possibly pick up ioun stone for casting 1st level other spells (divine favor or shield of faith) that we can UMD via wand given time out of combat.

6th level. Arcana likely pick up 2 1st level wizard spells (bonus to init spell & vanish perhaps). Decide between wand of shocking grasp & wand of vanish depending on perceived threat being faced & need to be the tank (hopefully not). A cast shocking grasp is a d6 down this level. Pick up ioun stone for +1 attacks/saves. Pick up +1 cloak of resistance.

7th level. Memorize a pair or more of intensified shocking grasps (as 1st level spells) and then use swift actions to recall more (note that any round you need to do this you lose out on arcane strike.. thus memorizing more than 1 to start with here).

8th level. Bump DEX. Medium armor use won't happen until celestial chain which is too pricy for now.

Etc.

-James


bump

Silver Crusade

Our hexcrafter magus works well during fight. Sh'es not mini-maxed/munchkinized to death, but still is really good.

Elven Magus, Hexcrafter lvl 10, 20-points + appropriate gear :

14
20
12
20
10
8

Feats :

1. Weapon finesse
3. Combat Casting
5. Intensified Spell
5b. Weapon focus : Rapier
7. Extra Arcana
9. Toughness

Arcanas :

3 - Familiar (Cat)
6 - Hex
7 - Accursed Strike
9 - Empowered Magic

Hexes :

4 - Misfortune
6 - Cackle

Dark Archive

combat casting
weapon finesse for a dex build or combat expertise
weapon focus
arcane strike

Sovereign Court

I'm playing around with this build right now:

1. Weapon Finesse (dump strength) Trait: Heirloom Weapon (scimitar)
3. Dervish Dance
Black Blade @ 3 (heirloom weapon becomes Black Blade)
Hexcaster @ lvl 4 (Hex: Slumber)
5. Extra Hex (Flight)

That's as far as I've gotten.

I'd like to dual wield with a wand, but that would negate Dervish Dance, so I've got to pour over the arcana and figure out what else would be interesting.


Mok wrote:


I'd like to dual wield with a wand, but that would negate Dervish Dance, so I've got to pour over the arcana and figure out what else would be interesting.

You don't dual wield a wand, you hold a wand.

Upside you can dervish dance with a wand being held by the other hand.

Downside you cannot quickdraw a wand.

-James

Liberty's Edge

james maissen wrote:
Mok wrote:


I'd like to dual wield with a wand, but that would negate Dervish Dance, so I've got to pour over the arcana and figure out what else would be interesting.

You don't dual wield a wand, you hold a wand.

Upside you can dervish dance with a wand being held by the other hand.

Downside you cannot quickdraw a wand.

-James

I believe he was referring to the Wand Wielder Arcana which lets you use a wand and your 1 handed weapon with spell combat, effectively dual wielding.


Shar Tahl wrote:

I believe he was referring to the Wand Wielder Arcana which lets you use a wand and your 1 handed weapon with spell combat, effectively dual wielding.

It's still not a weapon, so it still doesn't violate dervish dance.

-James


I agree that a wand should not be considered a weapon per se in determining whether it nullifies the benefits of DD or not. You do not strike with the wand and the only thing it does is it substitutes the spellcasting (which everyone accepts as NOT being a weapon) with the spell stored in the wand; no more, no less.

Liberty's Edge

james maissen wrote:
Shar Tahl wrote:

I believe he was referring to the Wand Wielder Arcana which lets you use a wand and your 1 handed weapon with spell combat, effectively dual wielding.

It's still not a weapon, so it still doesn't violate dervish dance.

-James

I see the entire context now. It would not interfere. It is neither a weapon nor a shield.

Silver Crusade

Poison wrote:
I agree that a wand should not be considered a weapon per se in determining whether it nullifies the benefits of DD or not. You do not strike with the wand and the only thing it does is it substitutes the spellcasting (which everyone accepts as NOT being a weapon) with the spell stored in the wand; no more, no less.

Actually, the RAW describes spell combat as "wielding" a spell in your off-hand. While this means you can't spell combat with Dervish Dance (but this is open to interpretation and a lot of people could and do it in their game, even if personnally I hate this feat and believe that the magus especially doesn't need it even with a dextrous build), the wand isn't a weapon nor a shield.

So, you could use a wand and Dervish Dance with the wand wielder arcana.


I would also recommend Eldritch Heritage and pick the arcane bloodline to get arcane bond with your weapon, if for no other reason than the free bonus spontaneous spell. I also happen to like the enhancing it with out needing the feats.

Dark Archive

Maxximilius wrote:
Poison wrote:
I agree that a wand should not be considered a weapon per se in determining whether it nullifies the benefits of DD or not. You do not strike with the wand and the only thing it does is it substitutes the spellcasting (which everyone accepts as NOT being a weapon) with the spell stored in the wand; no more, no less.

Actually, the RAW describes spell combat as "wielding" a spell in your off-hand. While this means you can't spell combat with Dervish Dance (but this is open to interpretation and a lot of people could and do it in their game, even if personnally I hate this feat and believe that the magus especially doesn't need it even with a dextrous build), the wand isn't a weapon nor a shield.

So, you could use a wand and Dervish Dance with the wand wielder arcana.

RAW also doesn't say that a spell is a weapon or a shield. You don't need a free hand to use dervish dance, you just mustn't hold a weapon or a shield in your off-hand. It's even totally viable to TWF with Dervish Dance as long as your second weapon is something like armor spikes or a barbazu beard.

Silver Crusade

Jadeite wrote:
RAW also doesn't say that a spell is a weapon or a shield. You don't need a free hand to use dervish dance, you just mustn't hold a weapon or a shield in your off-hand. It's even totally viable to TWF with Dervish Dance as long as your second weapon is something like armor spikes or a barbazu beard.

I'm not gonna copy-paste again and again the same sentence from the RAW magus description about spell combat "like holding a spell in your off-hand", especially when in every case everyone has his own interpretation and the developers didn't do much to forbid anyone to do anything about it.

Dark Archive

Maxximilius wrote:
I'm not gonna copy-paste again and again the same sentence from the RAW magus description about spell combat "like holding a spell in your off-hand", especially when in every case everyone has his own interpretation and the developers didn't do much to forbid anyone to do anything about it.

Than let me copypaste Dervish Dance instead:

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

Is a spell a weapon? No.

Is a spell a shield? No.
It doesn't matter what the magus wields in his off-hand as long as it isn't a weapon or a shield.

Silver Crusade

Jadeite wrote:

Is a spell a weapon? No.

Is a spell a shield? No.
It doesn't matter what the magus wields in his off-hand as long as it isn't a weapon or a shield.

"This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast."

"This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast."

Do I really have to lose my respect and kid you to deserve not to feel kidded myself ?
People do whatever the want in their games. Dervish Dance needs a free hand, spell-combat is described as like wielding a spell as an off-hand weapon. If any dex-based magus in this world is a freakin' Dervish dancer, I don't care. Just don't imply the wording isn't ambiguous at all from the beginning, or the debate wouldn't exist in the first time. Your opinion isn't worth more or less than mine.

Dark Archive

Maxximilius wrote:
Jadeite wrote:

Is a spell a weapon? No.

Is a spell a shield? No.
It doesn't matter what the magus wields in his off-hand as long as it isn't a weapon or a shield.

"This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast."

"This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast."

Do I really have to lose my respect and kid you to deserve not to feel kidded myself ?
People do whatever the want in their games. Dervish Dance needs a free hand, spell-combat is described as like wielding a spell as an off-hand weapon. If any dex-based magus in this world is a freakin' Dervish dancer, I don't care. Just don't imply the wording isn't ambiguous at all from the beginning, or the debate wouldn't exist in the first time. Your opinion isn't worth more or less than mine.

You are certainly free to use whatever houserule you like, but as written, Dervish Dance does not require a free hand. It doesn't even require another hand. There is a certain difference between " You cannot use this feat if you are carrying a weapon or shield in your off hand." and " You cannot use this feat if your off-hand isn't free".


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Dervish Dance does not require a "free hand". You can hold objects such as wands, potions etc. See the link below where James Jacob is quoted as saying such.

PFS - Dervish Dance

However, is a spell considered a weapon in the off-hand and as such does it invalidate Dervish Dance? Well, again, I asked James Jacob and this is pretty much a GM call.

Spell Combat/Dervish Dance


B0sh1 wrote:

Dervish Dance does not require a "free hand". You can hold objects such as wands, potions etc. See the link below where James Jacob is quoted as saying such.

PFS - Dervish Dance

However, is a spell considered a weapon in the off-hand and as such does it invalidate Dervish Dance. Well, again, I asked James Jacob and this is pretty much a GM call.

Spell Combat/Dervish Dance

I'm one who believes that it does invalidate Dervish Dance and in my opinion its clear that whilst a spell is being held in the off hand then it is treated as a weapon...However it is a GM call and I am sure a whole pile of Magus players are going to categorically state that it isn't because it interferes with their Vanilla Scimitar Magus builds...

Silver Crusade

Spacelard wrote:
I'm one who believes that it does invalidate Dervish Dance and in my opinion its clear that whilst a spell is being held in the off hand then it is treated as a weapon...However it is a GM call and I am sure a whole pile of Magus players are going to categorically state that it isn't because it interferes with their Vanilla Scimitar Magus builds...

Hell, accept DD with spell combat or not, finally it will always be a houserule since paizo made it a strict DM's call.


I think we can all agree that the rules on this are ambiguous at best, personally I would allow this combination in my games as I don't believe it to be in the least bit gamebreaking either way.

Dark Archive

Paizo did not make it a strict DM call. James Jacobs made it a DM call because he's not the person responsible for official rulings. The Paizo staff consists of several talented people with different areas of expertise. James Jacobs is probably the staff member most active on this board, but he's not the one making the rules.


Mirrel the Marvelous wrote:
I think we can all agree that the rules on this are ambiguous at best, personally I would allow this combination in my games as I don't believe it to be in the least bit gamebreaking either way.

It's not ambiguous. People want to make a leap to call other things 'weapons' when they're not.

I agree with you that it's not gamebreaking.

-James


girls girls please calm down we have one feat i like more than dd and it adds so much more flavor and a one class dip in swashbuckler is a good choice for any magus to make dd look lame.

slashing grace Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.


Unless you're using a Whip, Slashing Grace is statistically inferior to Dervish Dance/Fencing Grace.

Fencing Grace is statistically superior to Dervish Dance for Kensai Magi, or a Human who already plans on taking Weapon Focus, but is otherwise inferior.

So... yeah, no, Slashing Grace is a bad choice, Dervish Dance makes it look 'lame' rather than the other way around, and there's no real flavor in either one anyway.


I am playing a Kensai Magus right now with this plan:

Weapon Focus Rapier
Weapon Finesse
Fencing Grace
Extra Arcana (precise strike)
Combat Reflexes
Extra Arcane Pool

Campaign isn't likely to go beyond that point but improved initiative and arcane strike would be nice too.


the kilted mage wrote:

girls girls please calm down we have one feat i like more than dd and it adds so much more flavor and a one class dip in swashbuckler is a good choice for any magus to make dd look lame.

slashing grace Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.

nice reply to a 4 year old post :P


I like Exotic Weapon Proficiency Bastard Sword + Vital Strike with this character. I wouldn't advocate VS builds but I think there's some solid action economy and bonuses with Enlarge Person that makes it viable. Along with Intensified (magical lineage) shocking grasps.


Grokk_Bloodfist wrote:
I like Exotic Weapon Proficiency Bastard Sword + Vital Strike with this character. I wouldn't advocate VS builds but I think there's some solid action economy and bonuses with Enlarge Person that makes it viable. Along with Intensified (magical lineage) shocking grasps.

Can't combine Vital Strike with Spell Combat, so the action economy is actually not very good by Magus standards.


kestral287 wrote:
Grokk_Bloodfist wrote:
I like Exotic Weapon Proficiency Bastard Sword + Vital Strike with this character. I wouldn't advocate VS builds but I think there's some solid action economy and bonuses with Enlarge Person that makes it viable. Along with Intensified (magical lineage) shocking grasps.
Can't combine Vital Strike with Spell Combat, so the action economy is actually not very good by Magus standards.

No, but it does combine with Spell Recall and potentially Spellstrike (depending the casting time of the spell). Vital Strike is not a full round action, only an attack action (i.e standard action). So yes, it is useful. Also a significant portion of their spelllist is geared towards buffing them and increasing their size. Anything increasing their stats and size has a compound effect raising the viability of Vital Strike. You may not be using it every round as you would Power Attack but do not underestimate it's utility.


Just... no. Vital strike is a waste. It'll give you something like +d6/d8 maaaaaybe d10 for one attack that is most likely not even a spellstrike. It's a consolation price for martials. Oh poor little martial you had to move and now can't do 80% of your damage? Here, have this extra 5-15 damage! Mommy paizo will make it all better (please ignore the vital striking hippo druid making better use of this feat than a fighter or barbarian ever could).

For a magus, the extra feat is better spent on just about anything you can pick up with extra arcana.


Okay - on a dex based magus, I know I've said this like a bajillion times, but I'll stand by it..

I'd take weapon finesse, weapon focus rapier (or if you like, take kensai archetype, but may as well just use rapier) - take flambouyant arcana to unlock swashbuckler deeds, then take the extra arcana feat, to get the arcane deed arcana: pick precise strike. with that alone, so long as you have 1 arcane pool, you can do your magus level in damage now. Take fencing grace, or slashing grace if you took kensai/dueling sword/? or whatever. You can save a some spell slots by using chill touch/elemental touch, whose extra uses can be used in spellstrikes - especially useful for a kensai, as you'll cast like 2 shocking grasps early on, and you're spent.

take intensified spell, and the empowered arcana (it's only once a day, but assuming you use conservative spells like chill touch and elemental touch to save spells, having that one really beefy shocking grasp to beat down a boss is handy. levl 10 intensified empowered shocking grasp: 15d6 damage, + all your weapon stuffs. Crits are funny.)

Take weapon specialization when possible, then improved crits.

It's a martial heavy build, true, but all of that really adds up to some huge damage bursts. Throw in Arcane strike and your ~20 dex magus, at level 10, - assuming you've got a +2 weapon by then - like (wpn damage) +5(enchant from arcane pool) +5 dexterity +10 precise strike +2 weapon specializtion. That's dX + 22 damage, + spellstrikes, and you can spend an arcane pool on precise strike when you feel like it for a further +10 damage. add in arcane strike if ya wanna.

Make sure you get blade dash and use it- really good for action economy- leap away from one opponent with a spell combat blade dash, and just move wherever you like, never losing your full attack from movement. Just port right next to any clustered enemies. This build can keep up with str builds in damage output, especially early on; Don't forget, having that arcane pool will allow you to blow through damage resistances, while purely mundane fighters and such will have to wait until they can afford a weapon that can do the same (not likely, as at level 10 you can bypass just about whatever. +2 sword, by level 9, +3 from pool. nobody else can rock a +5 weapon at level 9.)

With kensai, you also out-initiative most str build meleers, have more AoO's, and if you really want to be a nuisance, you can round out your feats by taking extend spells, and using it with long arm and/or line in the sand (against large groups of charging weaklings it's really funny. The human weed-whacker) or you can take combat casting (which I prefer at level 1, just 'cause you can't afford to lose them spells).


LoneKnave wrote:

Just... no. Vital strike is a waste. It'll give you something like +d6/d8 maaaaaybe d10 for one attack that is most likely not even a spellstrike. It's a consolation price for martials. Oh poor little martial you had to move and now can't do 80% of your damage? Here, have this extra 5-15 damage! Mommy paizo will make it all better (please ignore the vital striking hippo druid making better use of this feat than a fighter or barbarian ever could).

For a magus, the extra feat is better spent on just about anything you can pick up with extra arcana.

Get a d10 weapon, enlarge person makes it 2d8, impact weapon (with enlarge person) makes it 3d8, vital strike is 6d8, improved vital strike is 9d8, power attack and furious focus is free bonus damage,..

It can work.


Durngrun Stonebreaker wrote:
LoneKnave wrote:

Just... no. Vital strike is a waste. It'll give you something like +d6/d8 maaaaaybe d10 for one attack that is most likely not even a spellstrike. It's a consolation price for martials. Oh poor little martial you had to move and now can't do 80% of your damage? Here, have this extra 5-15 damage! Mommy paizo will make it all better (please ignore the vital striking hippo druid making better use of this feat than a fighter or barbarian ever could).

For a magus, the extra feat is better spent on just about anything you can pick up with extra arcana.

Get a d10 weapon, enlarge person makes it 2d8, impact weapon (with enlarge person) makes it 3d8, vital strike is 6d8, improved vital strike is 9d8, power attack and furious focus is free bonus damage,..

It can work.

One hit wonder build. But hey, why not. Everyone builds magus around the spell combat, but sometimes you just want a ridiculous one shot too.

Late game, quicken spell metafeat +vital strike, should be able to spellstrike like that I assume. (or arcana, to stack it with some horrible WTF empowered touch spell) Swift action cast, standard action hulk smash. You really could just invisibly rock up all huge and smash something with one giant hit. Bad thing (or good thing, maybe) is you'll miss out on all the patronizing villain speeches. Before they open their mouth, they take 200 damage from your vitalstrike/buffed weapon/other silly bonuses.

Edit: had to laugh at that imagery - enemies camping around a fire, and all they hear is the rumbling, heavy stomps of something approaching. Before they get a chance to figure out what's happening, a giant f*'n dude with a flaming weapon appears -in mid swing- out of nowhere, and smites their leader in one hit. -- on a side note, don't forget you can get a constant effect lead blades enchantment on your weapon for very cheap - and it won't count towards the base enchant for your arcana pool.


Grokk_Bloodfist wrote:
kestral287 wrote:
Grokk_Bloodfist wrote:
I like Exotic Weapon Proficiency Bastard Sword + Vital Strike with this character. I wouldn't advocate VS builds but I think there's some solid action economy and bonuses with Enlarge Person that makes it viable. Along with Intensified (magical lineage) shocking grasps.
Can't combine Vital Strike with Spell Combat, so the action economy is actually not very good by Magus standards.
No, but it does combine with Spell Recall and potentially Spellstrike (depending the casting time of the spell). Vital Strike is not a full round action, only an attack action (i.e standard action). So yes, it is useful. Also a significant portion of their spelllist is geared towards buffing them and increasing their size. Anything increasing their stats and size has a compound effect raising the viability of Vital Strike. You may not be using it every round as you would Power Attack but do not underestimate it's utility.

Spell Recall: Sure

Spellstrike: If it's a holdover from a previous round or you're high level enough to be dropping Quickened spells, sure.

Spell Recall and Spellstrike: Literally never in the same round unless it's a residual charge.

It can work, for a certain definition of work, but there is certainly no "solid action economy" as posited when we're comparing it to the standard Magus' cast+full attack sequence.

Durngrun Stonebreaker wrote:
LoneKnave wrote:

Just... no. Vital strike is a waste. It'll give you something like +d6/d8 maaaaaybe d10 for one attack that is most likely not even a spellstrike. It's a consolation price for martials. Oh poor little martial you had to move and now can't do 80% of your damage? Here, have this extra 5-15 damage! Mommy paizo will make it all better (please ignore the vital striking hippo druid making better use of this feat than a fighter or barbarian ever could).

For a magus, the extra feat is better spent on just about anything you can pick up with extra arcana.

Get a d10 weapon, enlarge person makes it 2d8, impact weapon (with enlarge person) makes it 3d8, vital strike is 6d8, improved vital strike is 9d8, power attack and furious focus is free bonus damage,..

It can work.

So let's assume Magus A stacks all of those resources in. 9d8=average 40.5-10d8=average 5.5= his resource expenditure has increased his damage by 35 on a Vital Strike (+8 on a non-Vital-Strike attack). Not bad.

For whatever reason, Magus B also decided to use an Impact weapon and to Enlarge himself. However, he stuck with the boring old rapier, and burned those two feats to make Precise Strike possible. Enlarge + Impact only amounts to +3.5 damage per swing for him, since he went from a 1d6 to a 2d6.

The two Magi are level 15, since Improved Vital Strike was mentioned.

Magus A swings for +35 with his Vital Strike

Magus B Spell Combats, casts Frostbite, swings for +3.5+1D6+15+Precise Strike for another 15=+37, swings again for the same, swings again at BAB-5 (keep in mind, at this point, that the Magus can resolve attacks at Touch if need be), swings again at BAB-10 (see above), and if Haste is up makes one more swing at full BAB.

If all of the iteratives miss and Haste is out of the picture, Magus B's resource expenditure was a little more than twice as efficient.

Now, one can move and Vital Strike of course!

Magus A moves 30' and swings for +35 with his Vital Strike.

Magus B Spell Combats, casts Bladed Dash, moves 30', swings for +3.5+15=+18.5, swings again at full BAB for +18.5, swings again at BAB-5, swings again at BAB-10, and if Haste is up makes one more swing at full BAB.

If all of the iteratives miss and there's no Haste up, Magus B's resource expenditure was marginally more efficient (18.5*2=37).

Anything that uses the Swift Action benefits both equally, so there's no realistic way to bring that into play to change things. The sole exception here are the Magus' accuracy-boosters, which of course benefit the one using iterative attacks more.

So yeah... Vital Striking Magus is not a strong play. It's worse when you bring Bastard Sword vs. Rapier/Scimitar into the discussion, but that's a separate concern. Leave Vital Strike to the Warpriests, they can use it.

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