[UM] Walter's Guide to the Magus


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Pathfinder Rulebook Subscriber
45ur4 wrote:

But not the only one. Also a weapon enhancement bonus cannot exceed +5, nor a total of +10 combined with special abilities, so Arcane Pool will be useful only at the beginning of the PC career, until he has the possibility to get an enchanted weapon.

No, no. You're missing the real advantage of Arcane Pool: You dont HAVE to worry about an enchanted weapon. At least, not the way other players do.

A standard Magus will be nearly as well off with any old weapon with GMW cast on it and arcane pool as any of his party members with tons of money sunk into their fancy killin' tool. Better, for most of their career.

So spend that money elsewhere!

I'm working on a Bladebound Kensai I'm going to be playing who's excited because she doesn't have to spend money on weapons OR armor!

Grand Lodge

45ur4 wrote:
[EDIT: just to make a note of it, I'm not trying to argue that Arcane Pool is a poor ability. My point is that if I, as Magus, have to act quickly and strike with efficacy then I don't like to spend my first swift action to enhance a weapon, which almost every other character has his weapon already permanently enchanted, and use up my Swift Action to do so while otherwise I would have cast a quickened spell or activated Arcane Accuracy/Accurate Strike and making after a full spell combat.

You're neglecting the positive tradeoff here. You have a blade that's adaptable. Unlike your companion's swords you can have the enchantment that you need to order, flaming, frost, keen, vorpal, etc. Those permanently enchated swords are stuck the way they are.


Well, money/WBL is a convincing argument. Still, if you do want to surpass DR you need to have a +5 weapon (this is under debate, I read a James Jacobs that temporary weapon enchantments like GMW does not count as surpassing DR. As another proof of this side, there's a spell that function in a smilar way to GMW but actually letting to surpass some DR) and if you want to surpass your enemy's SR you will be needing a Rod and Rod Wielder, so why not tacking two birds with one rock and enhance that rod with keen property (Rod of Lordly Power I think) so you can save your arcane points And your swift action?

Bladebound Kensai is cool for WBL, but you will eventually need an armor...


Pathfinder Rulebook Subscriber
45ur4 wrote:
Bladebound Kensai is cool for WBL, but you will eventually need an armor...

1: GMW does not bypass DR because it says it does not. In a pinch, Arcane Pool does not have this limitation.

2: Why would a Kensai ever need armor? I mean, eventually it'll be slightly better than mage armor to have bracers, but the point at which its cheaper to buy bracers than more int, deflection, etc is probably pretty far off.

EDIT: I just looked, and if you were being AC concious, it looks like you'd be looking into bracers >+5 just after getting your headband and belt +6, ring and amulet +5, and just before you started buying tomes...


LazarX wrote:
45ur4 wrote:
[EDIT: just to make a note of it, I'm not trying to argue that Arcane Pool is a poor ability. My point is that if I, as Magus, have to act quickly and strike with efficacy then I don't like to spend my first swift action to enhance a weapon, which almost every other character has his weapon already permanently enchanted, and use up my Swift Action to do so while otherwise I would have cast a quickened spell or activated Arcane Accuracy/Accurate Strike and making after a full spell combat.
You're neglecting the positive tradeoff here. You have a blade that's adaptable. Unlike your companion's swords you can have the enchantment that you need to order, flaming, frost, keen, vorpal, etc. Those permanently enchated swords are stuck the way they are.

But actually how many of them are still useful at higher levels (and that is what I am speaking of)? Keen and maybe dancing... Your Magus spells are there for adaptability. You missed the point I'm trying to make in regards of the bladebound that has to constantly rely on arcane pool AND consequently on arcane points.

Just one question:
do you prefer using a weapon stuck with his enhancements and use your points to make arcane accuracy or accurate strikes to surely hit your enemy regardless of -2 penalty of spellcombat and possibly the penalty associated for casting in defensive mode
OR
do you prefer always enhance your blackblade, spending points and consuming your action (that could be used in example 1 to cast a quickened shocking grasp, having then an extra spellstrike and consequently extra weapon damage, for example) and not hitting with your shocking flaming icy keen sword because you are also fighting defensively to avoid AoOs while casting during a spellcombat
?
Also, while you are using Arcane Pool to give your weapon the flaming or icy or shocking property remember that nowhere is written that these abilities are activated while you are spending those points, so you have also to use a Standard Action then to activate those abilities.

Finally, I found myself on page 554 core rulebook saying that Str apply on Weapon Damage Rolls, so this is the proof I was looking before. Chapter closed about Energy Attunement.


KrispyXIV wrote:
45ur4 wrote:
Bladebound Kensai is cool for WBL, but you will eventually need an armor...

1: GMW does not bypass DR because it says it does not. In a pinch, Arcane Pool does not have this limitation.

2: Why would a Kensai ever need armor? I mean, eventually it'll be slightly better than mage armor to have bracers, but the point at which its cheaper to buy bracers than more int, deflection, etc is probably pretty far off.

EDIT: I just looked, and if you were being AC concious, it looks like you'd be looking into bracers >+5 just after getting your headband and belt +6, ring and amulet +5, and just before you started buying tomes...

1) well, it doesn't say anything even that is useful to bypass DR, so I think that's atleast from both sides of view debatable, unlesse there's a clear official example or statement.

2) pretty much those bracers or an haramaki are still useful for a Kensai.

EDIT: maybe you are right saying that in this specific case the enhancement provided would be useful, because of this

Magus Arcane Pool wrote:

These bonuses

can be added to the weapon, stacking with existing weapon
enhancement to a maximum of +5.

Maybe the wording is made for supporting the idea of bypassing the DR, but still I don't know what to say...


Pathfinder Rulebook Subscriber
45ur4 wrote:

1) well, it doesn't say anything even that is useful to bypass DR, so I think that's atleast from both sides of view debatable, unlesse there's a clear official example or statement.

2) pretty much those bracers or an haramaki are still useful for a Kensai

1: Until I hear otherwise, its a strait bonus to your weapons enhancement with no listed differences from normal enhancement. I dont know any reason it wouldn't function normally.

2: Haramaki caps at AC 6, though in theory its good for special armor abilities. Bracers at +8, and thats a true luxury item for the end-end game, because you'll have a lot of purchases before then that give you AC either cheaper or with benefitcial bonuses.

Also, note with a Blackblade Kensai, your options on what you can spend your arcane pool on are a bit more limited as you dont have things like Spell Recall to consume them. You maybe slightly lower on Points by class level, but your uses for them are limited to boosting your weapon, maximizing weapon damage (feels... lackluster for the cost), and Arcana right? Thats not a lot of expenses to make it feel like 1 point per encounter on your weapon is a huge cost.


45ur4:

I think you're missing one point of the black blade here:

There's nothing in the black blade description that says some of it's permanent enhancement can't be spent on abilities, rather than just being a straight +X weapon.

Which means that spell storing could be a perfectly viable option for a black blade to possess: Since it's being wielded by a magus (presumably you don't hand your black blade to other party members any more than you would your wife), you can proceed to use the Arcane pool to push the enhancement up to +5 at that point, and add on any other options that suit you.

Further, a black blade will virtually never have to worry about overcoming DR - That's half the point of the Energy Attunement ability. Energy damage is never subject to DR, and since you've got half a dozen or so energy types to choose from with the attunement ability, you should be pretty much able to find an exploitable type against any foe.

As to the abilities that you can choose to use at higher levels and whether or not they'll be useful... I would argue that you will never find a point in time at which Vorpal isn't useful on a 15-20 critical weapon.


KrispyXIV wrote:

2: Haramaki caps at AC 6, though in theory its good for special armor abilities. Bracers at +8, and thats a true luxury item for the end-end game, because you'll have a lot of purchases before then that give you AC either cheaper or with benefitcial bonuses.

Also, note with a Blackblade Kensai, your options on what you can spend your arcane pool on are a bit more limited as you dont have things like Spell Recall to consume them. You maybe slightly lower on Points by class level, but your uses for them are limited to boosting your weapon, maximizing weapon damage (feels... lackluster for the cost), and Arcana right? Thats not a lot of expenses to make it feel like 1 point per encounter on your weapon is a huge cost.

I forgot to mention special abilities for Haramaki, you can have a +6 bonus AC and for example heavy fortification or whatever.

I can agree with you that a 1 point comsumption is not that much, but without the Bladebound you can have:
- a few more arcane points (Bladebound reduced to 1/3 per LV)
- an arcana by level 3 and the possibility to take Extra Arcana feat earlier (this is more useful in PFS play)
- not having to use arcane pool for your blackblade, frees your swift action. Even the Arcane Strike is more useful as a Swift Action expenditure than arcane pool because the damage is untyped then multiplied on a critical hit (and criticals happens very often to a magus) and ignores elemental resistances.

Also the majority of the abilities given by arcane pool are activated with a command word which requires a Standard Action. The real one you are looking for is the Keen property and increased weapon enhancement.


Pathfinder Rulebook Subscriber
DreamAtelier wrote:
I would argue that you will never find a point in time at which Vorpal isn't useful on a 15-20 critical weapon.

To be fair, the threat range of a Vorpal weapon is irrelevant; Vorpal only triggers on a natural 20.


Ahh, right.

I always forget that it triggering on any critical is actually a house rule for my group.

And I'm pretty sure you don't need to add a command word to the abilities you apply via arcane pool... not to mention I always thought the portion about it requiring a standard action related to non-sensical command words.

Otherwise why would there be the bit about risking activating it in normal conversation if there was a real word used? In normal conversation you're not taking standard actions to speak, but rather free actions.


KrispyXIV wrote:
DreamAtelier wrote:
I would argue that you will never find a point in time at which Vorpal isn't useful on a 15-20 critical weapon.
To be fair, the threat range of a Vorpal weapon is irrelevant; Vorpal only triggers on a natural 20.

And the black blade enhancements are just that, enhancements, they cannot be traded for abilities.


DreamAtelier wrote:

45ur4:

I think you're missing one point of the black blade here:

There's nothing in the black blade description that says some of it's permanent enhancement can't be spent on abilities, rather than just being a straight +X weapon.

Which means that spell storing could be a perfectly viable option for a black blade to possess: Since it's being wielded by a magus (presumably you don't hand your black blade to other party members any more than you would your wife), you can proceed to use the Arcane pool to push the enhancement up to +5 at that point, and add on any other options that suit you.

Further, a black blade will virtually never have to worry about overcoming DR - That's half the point of the Energy Attunement ability. Energy damage is never subject to DR, and since you've got half a dozen or so energy types to choose from with the attunement ability, you should be pretty much able to find an exploitable type against any foe.

As to the abilities that you can choose to use at higher levels and whether or not they'll be useful... I would argue that you will never find a point in time at which Vorpal isn't useful on a 15-20 critical weapon.

For the first point, ok I agree with you and I (think in past tense?) myself the first time I read the table. It is easy noticeable also that there's no mention at all in the description of the abilities in the same page. I confronted many Gm and their first impression (and so the way they read it and use in their game) was that this is an Enhancement Bonus with which you are stucked. This is under GM fiat.

Second point, energy attunement consumes 1 or 2 points of your Black Blade's ephemeral arcane points reserve. DR also can be surpassed with the enhancement of your weapon and still the damage that comes from your spells is going to damage your enemy, just choose a spell with an element that the enemy is not resistant/immune. Lastly for this point, criticals + spellstrike + spellcombat or spellcombat + fullattack with dimensional door/dashed blade/forcehookcharge + arcane strike are sufficient to ignore a reduction of damage even of 15. The ability itself is great though, I admit it and that's not infact my concern with the Bladebound.

Last point, Vorpal function only on a natural 20, so I'm not sure about what you are trying to say... Other abilities like flaming and the like are a waste because of the resistances and immunities of your enemies, but if you find them useful you can still enhance normally a weapon with crafting...


Xum wrote:
KrispyXIV wrote:
DreamAtelier wrote:
I would argue that you will never find a point in time at which Vorpal isn't useful on a 15-20 critical weapon.
To be fair, the threat range of a Vorpal weapon is irrelevant; Vorpal only triggers on a natural 20.
And the black blade enhancements are just that, enhancements, they cannot be traded for abilities.

I am of the same thought here, but I would be glad to have a clarification on that topic.

DreamAtelier wrote:

And I'm pretty sure you don't need to add a command word to the abilities you apply via arcane pool... not to mention I always thought the portion about it requiring a standard action related to non-sensical command words.

Otherwise why would there be the bit about risking activating it in normal conversation if there was a real word used? In normal conversation you're not taking standard actions to speak, but rather free actions.

Arcane Pool does not make an exception so it's still needed a command to activate it. Maybe it requires a Standard Action because you have to pronounce carefully while wielding the item in front of you like reciting an important Ritual (many movies comes to mind). 16th level Soulforger would be happy to be in front of a Bladebound using this...


Pathfinder Rulebook Subscriber
45ur4 wrote:
Arcane Pool does not make an exception so it's still needed a command to activate it. Maybe it requires a Standard Action because you have to pronounce carefully while wielding the item in front of you like reciting an important Ritual (many movies comes to mind). 16th level Soulforger would be happy to be in front of a Bladebound using this...

Actually, there's nothing which states whether the 'default' state of a 'flaming' (or similar) weapon is on or off, so I'd say its whatever the weapons creator determined for a default state when the weapon weas made. Since you're 'creating' it on the fly...


I would say truely bad form to suggest it has to be turned on after using a swift action to already empower it. The swift turns it on if desired, elsewise your stealing the perk.


19 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Well, 2 things should be cleared to make more reliable judgements:

1) Can a Bladebound choose to apply a weapon special property instead of normal weapon enhancement? Let's say for example by level 5: the chart says that the Blackblade has a +2 bonus, can it be a +1 spellstoring blackblade? Also, can a Black Blade be further enchanted over the +5 with normal magical weapon crafting rules?

2) A Magus uses Arcane Pool to make his weapon a +1 flaming katana: does he need then to spend a standard action to activate with a command word the flaming ability?

If you think that clarification is needed, hit the FAQ button on this post.


2 people marked this as FAQ candidate.

In the crafting rules it says a magic item can be further enchanted, so, I don't see a problem to enchant the Blackblade.

And I don't think the +x from blackblades can be used as abilities, it's pretty clear to me.


Pathfinder Rulebook Subscriber
45ur4 wrote:

Well, 2 things should be cleared to make more reliable judgements:

1) Can a Bladebound choose to apply a weapon special property instead of normal weapon enhancement? Let's say for example by level 5: the chart says that the Blackblade has a +2 bonus, can it be a +1 spellstoring blackblade? Also, can a Black Blade be further enchanted over the +5 with normal magical weapon crafting rules?

2) A Magus uses Arcane Pool to make his weapon a +1 flaming katana: does he need then to spend a standard action to activate with a command word the flaming ability?

If you think that clarification is needed, hit the FAQ button on this post.

I think both are pretty clear 'no', but hitting the FAQ button doesn't hurt, so there you go.

As for 1, I think its a pretty good example though of where houserules are very appropriate; especially with an intelligent item, working with your GM to come up with personality traits etc. can be very rewarding. And since you can reflect that in the weapons abilities, I think its a pretty solid case for house ruling how exactly your particular Black Blade works.


KrispyXIV wrote:
45ur4 wrote:

Well, 2 things should be cleared to make more reliable judgements:

1) Can a Bladebound choose to apply a weapon special property instead of normal weapon enhancement? Let's say for example by level 5: the chart says that the Blackblade has a +2 bonus, can it be a +1 spellstoring blackblade? Also, can a Black Blade be further enchanted over the +5 with normal magical weapon crafting rules?

2) A Magus uses Arcane Pool to make his weapon a +1 flaming katana: does he need then to spend a standard action to activate with a command word the flaming ability?

If you think that clarification is needed, hit the FAQ button on this post.

I think both are pretty clear 'no', but hitting the FAQ button doesn't hurt, so there you go.

As for 1, I think its a pretty good example though of where houserules are very appropriate; especially with an intelligent item, working with your GM to come up with personality traits etc. can be very rewarding. And since you can reflect that in the weapons abilities, I think its a pretty solid case for house ruling how exactly your particular Black Blade works.

I don't think there is any need for houseruling, it's an evolving inteligent weapon, no biggie. If you follow the rules on inteligent itens it will already be awesome, and you can enchant it further if you like.

Grand Lodge

45ur4 wrote:

Well, 2 things should be cleared to make more reliable judgements:

1) Can a Bladebound choose to apply a weapon special property instead of normal weapon enhancement? Let's say for example by level 5: the chart says that the Blackblade has a +2 bonus, can it be a +1 spellstoring blackblade? Also, can a Black Blade be further enchanted over the +5 with normal magical weapon crafting rules?

No... the minimum enhancement bonus of the blade is fixed by level, once it's grown to +2, it can't be brought down to +1.


LazarX wrote:
45ur4 wrote:

Well, 2 things should be cleared to make more reliable judgements:

1) Can a Bladebound choose to apply a weapon special property instead of normal weapon enhancement? Let's say for example by level 5: the chart says that the Blackblade has a +2 bonus, can it be a +1 spellstoring blackblade? Also, can a Black Blade be further enchanted over the +5 with normal magical weapon crafting rules?

No... the minimum enhancement bonus of the blade is fixed by level, once it's grown to +2, it can't be brought down to +1.

I think he meant that when you go from +1 to +2 enhancement at level 5, instead of increasing your enhancement, you choose a weapon ability

I had always assumed that it was only an enhancement bonus, but I do wonder if you can add other properties, and how much would it cost (I'd say price to modify = final enhancement - (enhancement given by black blade level + previous extra enhancements))

Liberty's Edge

Hello, I'm new to Pathfinder and roleplaying games. Having played 4E, i notice you can "cheat" AC on abilities. Example: when you hold a sword in 1 hand you get +3 AC, even when I attacked 2 handed using the longsword, I changed it to 1 handed grip and gets +3 AC. So for magus's Spell Combat, can I say attack with an Aldori dueling sword and switch to 1 hand and cast a spell?


you can't, since spell combat allow you to "cast a spell and attack with your weapon wielded in one hand".

But you can change your grip at the end of your turn, for two-handed AoO.

Grand Lodge

Drothmal wrote:
LazarX wrote:
45ur4 wrote:

Well, 2 things should be cleared to make more reliable judgements:

1) Can a Bladebound choose to apply a weapon special property instead of normal weapon enhancement? Let's say for example by level 5: the chart says that the Blackblade has a +2 bonus, can it be a +1 spellstoring blackblade? Also, can a Black Blade be further enchanted over the +5 with normal magical weapon crafting rules?

No... the minimum enhancement bonus of the blade is fixed by level, once it's grown to +2, it can't be brought down to +1.

I think he meant that when you go from +1 to +2 enhancement at level 5, instead of increasing your enhancement, you choose a weapon ability

I understand that completely and by the table answer, it's no. Otherwiset it would say +2 or +1 and special ability. The blackblade increases it's enhancment to hit and damage as a fixed figure, weapon abilities come from your arcane pool points. Paizo really doesn't want to encourage people to build munchkin blades that are +1 weapons with +9 of special abilities.

Grand Lodge

Xum wrote:


I don't think there is any need for houseruling, it's an evolving inteligent weapon, no biggie. If you follow the rules on inteligent itens it will already be awesome, and you can enchant it further if you like.

If you enchant it, you wind up however hitting up against the limit of what you can do with it with your arcane pool points, at level 20 it's a +5 weapon on it's own without you adding to it.

Grand Lodge

1 person marked this as FAQ candidate.
DreamAtelier wrote:

45ur4:

I think you're missing one point of the black blade here:

There's nothing in the black blade description that says some of it's permanent enhancement can't be spent on abilities, rather than just being a straight +X weapon.

Oh yes it does. The table is a listing of enhancement bonus, not enhancement or special ability. the blade evovles directly from +1 to +5, special abilities are what YOU supply from the arcane pool.


3 people marked this as FAQ candidate.

You are missing the second part of the first question:

45ur4 wrote:
Also, can a Black Blade be further enchanted over the +5 with normal magical weapon crafting rules?

These are legitimate doubts, re-read previous posts. Hit the FAQ button or just ignore them and move on the thread.

For example, there are not actually real feedbacks for the Skirnir nor the Myrmidarch neither the Soulforger.
Also, is there anyone out there that plays an Int based Magus?


45ur4 wrote:

You are missing the second part of the first question:

45ur4 wrote:
Also, can a Black Blade be further enchanted over the +5 with normal magical weapon crafting rules?

According to the rules, yes.

Grand Lodge

45ur4 wrote:

You are missing the second part of the first question:

45ur4 wrote:
Also, can a Black Blade be further enchanted over the +5 with normal magical weapon crafting rules?

These are legitimate doubts, re-read previous posts. Hit the FAQ button or just ignore them and move on the thread.

For example, there are not actually real feedbacks for the Skirnir nor the Myrmidarch neither the Soulforger.
Also, is there anyone out there that plays an Int based Magus?

What do you mean by Int based? Most Magi will invest enough Int to at least cast 6th level spells. Also keep in mind that the book is just out... there probably hasn't been time for people to have actually PLAYED all the classes, as opposed to theorycrafting them on the boards.


I guess he means like using int for attack, damage, AC and the like. Unless he means somethign else. Can't imagine what else.

I suppose I can throw in my 2 coppers about the new archetypes.

Myrmidarch: Some interesting options here you replace a lot of the magus options for fighter options. Overall weak because you lose most of what makes a magus a magus. However if you wanted to play a more classic gish it does function. I'd rate this one to two stars.

Skirnir: So for about the first few levels your shield bonus will be counting about 50% of the time maybe more or less depending on how often you cast spells with that hand. Thankfully we can get really cheap and move the weapon to a light shield hand, cast, move back, adn then spell strike if we want. That feels cheesy but is the only way some classes can function with a shield. The archetype emphasizes shield combat and that'll color the feats. Again you lose spell recall and knowledge pool and also lose quite a bit. Seems like a whole lot to lose for the ability to smack people witha shield.

Soulforger: Um crap? You basically lose a lot of good combat realted stuff to get things that...make you craft faster? Make your weapon ahrder to sunder? Bonds you irrevocably to said weapon?


Pathfinder Rulebook Subscriber

I think 'Int based' implies prioritizing Int (and spellcasting) over a physical stat (str or dex) as a core part of your build.

Grand Lodge

Well in that case, I started my Magus with a 16 Int and a 14 Str... does that count for the OP's purposes? You don't really want to stat the same way you would a wizard.


KrispyXIV wrote:
I think 'Int based' implies prioritizing Int (and spellcasting) over a physical stat (str or dex) as a core part of your build.

I don't think the magus has enough spells with save to make the Int-magus valuable. He has color spray and slow, both are great (especially color spray), but they don't justify an Int-build all by themselves. Especially when frigid touch is lurking around as a very good debuff without save. If you're interested in one of those spells, invest a trait (magical lineage) and a feat (persistent spell), and call it a day.

Using spell blending or hexcrafter, an Int-magus can probably play a wannabe-wizard or a wannabe-witch, but at this point it's probably better to play a straight wizard or a straight witch.

...

Anyway, Int-based magus is a meaningful choice if you don't sacrifice physical stats for your Int. eg: you roll for ability scores, and you rolled very high. It's not a very interesting choice for a point-buy character.


2 people marked this as a favorite.

Maybe it's just my impression, but every Magus build I read prioritaze Str/Dex over Int, both for the basic score and by level progression. Even in Walter's Guide is evident (Str build has 18 Str and 14 Int; Dex build has 19 Dex and 16 Int) a predilection for the Physical one over Int.
I do prefer indeed a Int base magus like this:
human 16,11,13,18,10,7 or
tiefling 11,18,13,18,10,5
and by leveling up put every point into INT and divide my magical equipment between Str/Dex and Int enhancement.
More Int means:
- more arcane points
- a consequence of the first, more times you get use of arcane pool and magus arcana that requires arcane points and more spell recall
- more spells and more successfull concentration checks
- more skills (ice on cake)
- more affinity to Magus stuff in general (rod related arcanas, wand related arcanas, spells that use Int like Bladed Dash and Telekinesis and Bestow Curse for Hexcrafters).
Just curious.

Other random considerations:
1- chill touch and frostbite should have been rated higher. Expecially the latter. A quick comparison between shocking grasp and frostbite:

Spoiler:

- by level 2, assuming a spellstrike and spell combat
SG: (1d6 weapon + your Str damage (assume a +4) + 1 per weapon enhancement) * 2 + 2d6 with SG, with a 15% to crit (with a 18-20 weapon) for a total of 27.15 medium damage
FB: (1d6 weapon + 4 Str + 1 weapon enhancement + 1d6 + 1 cold damage) *2, with the same 15% probability to crit, for a total of 29.6 medium damage.

- by level 10, spell combat + spellstrike and extra attack for haste/boots/haste assault/whatever
SG: (1d6 weapon + 6 Str + 3 weapon enhancement + 4 power attack) * 4 attacks + 15d6 empowered intensified SG, with 30% critical keen weapon, totaling 153.15
FB: [1d6 weapon + 6 Str + 3 weapon enhancement + 4 power attack + (1d6+10)*1.5 empowered frostbite ] * 4 attacks with 30% critical, totaling 187.5

- by level 20, spell combat + spellstrike + extra haste attack + quickened magic (gives you one more spellstrike melee attack)
SG: (1d6 weapon + 9 Str + 5 weapon enhancement + 8 power attack) * 6 attacks + 60 + 5d6 maximized intensified empowered SG + 15d6 quickened empowered intensified SG with 30% critical, total of 358.9
FB: [1d6 weapon + 9 Str + 5 weapon enhancement + 8 power attack + (1d6+20)*1.5 empowered frostbite] * 6 attacks with 30% critical, total of 464.85


2- shatter defenses is a good feat chain for Magi, increasing their chance to hit. If Cha is dumped, take them and pick up a Lord's Banner (Terror) or atleast with spellblending arcana get the fear spell. If you are good with intimidation (expecially Str magus with intimidating prowess feat) grab also enforcer to make your enemy flat-footed during your spellcombat routine (you don't have to cast fear here). Just note also that Frostbite deals nonlethal damage, so I recommend a spellstrike+spellcombat with frostbite and enforcer. Also Kensai by level 13th get Int to damage against flat-footed enemies.
3- get contingency and put a Bladed Dash on it.


I tend to agree with 45 here, as far as Int versus Dex/Strength.

Consider that for a level 4 or higher Magus, adding 4 to his strength or dexterity is relatively easy: A single spell slot dedicated to the appropriate spell, combined with spell recall, means he can have and cast the appropriate buffs at any point in the day, as long as he possesses arcane points.

A higher Int ensures that he will have more arcane points, and more spell slots to so dedicate.

A Dex or Strength buffed via a spell applies it's bonuses immediately, and until the spell ends, so there's really no reason not to do this.

Conversely, the intelligence buffing spells aren't actually on the Magus' spell list, meaning he can't learn them without spending an arcana, and even if he does so, they'll never grant their full bonus (since things like spell slots won't show up for 24 hours, at least to my understanding).


45ur4 wrote:
Stuff about Bladebound and Shocking Grasp vs Frostbite

I think there are some things that you aren't taking into account in both discussions. First I'll tackle the Black Blade:

The difference in arcane pool isn't quite as big as it seems, it's not 1/2 level vs 1/3 lvl, it's 1/3 lvl + the sword's pool, a difference of 1-3 points total.

You aren't choosing between Arcane Pool, Black Blade strike, and Arcane strike they all stack, it just takes a couple rounds to wind up, and they all get multiplied on a crit.

Next Shocking Grasp vs Frostbite... I'm not going to say that Frostbite is awful, but I think your numbers are skewed. Frostbite will do more damage per cast, but the damage is spread pretty thin. The big advantage that SG has is that all of its damage is on attacks that are likely to hit, where FB is spread down the chain of iteratives. On top of that SG has a bonus to hit a decent targets with metal armour. Add in in the math for hitting and confirming crits and you will see a very different picture.

The other problem with FB is that it is nonlethal damage. That completely rules it out against a good chunk of the Bestiary.

That being said, FB definitely has its uses, it's way better against hordes, especially since it can carry through to your AoO, and possibly even last multiple turns (Though you won't get the extra attacks from Spellstrike if you stretch it), but for taking down a big dangerous mob SG is the way to go.


1) Arcane points are vital, also you can't use your Black Blade's pool for your Magus stuff (arcane accuracy and accurate strike, am I the only who gives them this much importance?). Secondly, my concern is that you are going to need to enchant your weapon as your first action in combat every time (an increasing necessity with leveling up), using your swift action that could be used for many other things. Look, the Magus has the possibility to get into melee and make a fullattack on his first turn much more than any other class, thanks to bladed dash/dimension door/force hook charge, putting the Magus in more need of his Arcana for hitting more than your arcane pool to enchant a little. I concede though that if the battle is very long or you have some preparation time before, you can enchant it and spend no swift action.
Also as I said before, arcane pool becomes less useful by advancing in levels because you can already have enchanted permanently your blade and save your swift action for quickened spell/arcana to hit. Arcane pool saves your money, but if the blackblade stuck with its +5 enchantment only, it will waste your time (action economy) that consequently hurts your money (to spend to get more protections or potions or whatever derives from losing your first turn to buff yourself).

First Note: yeah, I know that Xum than eventually will remark me that the blackblade can be enchanted normally. I'm on the same advice here as you Xum, but you can easily see that we are the only two that thinks that's doable...

Second Note: I'm expecting an errata or FAQ answer to blackblade enhancement, this eventually will change my judgement, so until then I'm not going to defend anymore my position. If the BBlade will be enhanceable than I'm going to admit that I were wrong.

2) arcane accuracy and accurate strike for striking true. Resistances and Immunities are a common issue after level 10, even for shocking grasp is a problem. Frostbite and chilltouch are low rated for what they can do, even if they are not good as SG (I consider them equally usable, also note that Frostbite requires less level spell slots and less metamagic, that's a point for FB, you can use infact those freed feat to take Shatter Defense, increasing one more time your chance to hit).


Just thought i'd throw in an observation i just had, on the equipment side of the magus.

As a Kensei, and being unable to wear armour (barring the use of the easter armour robes) The best peice of 'protection' avaliable to the Kensei seems to me to be the Robe of the Archmage.

+5 AC boost, a bit of spell resistance, extra Spell Penetration, and a +4 to all saves. And, as it only costs 75,000, all for less money than it's component parts (over 81,000 for the equivelant of +9 armour, 16,000 for the resistance, and however much the feat would cost.)

So, the only downside i can see is the colour (i hate white robes, i'm gonna dye mine black and be damned if people think that makes me evil!)


Pathfinder Rulebook Subscriber
Banatine wrote:
So, the only downside i can see is the colour (i hate white robes, i'm gonna dye mine black and be damned if people think that makes me evil!)

"Darth Banatine" actually sounds kind of cool, right?

I dont like robes for Kensai due to the Jedi look myself, but it sounds mechanically great :)


KrispyXIV wrote:
Banatine wrote:
So, the only downside i can see is the colour (i hate white robes, i'm gonna dye mine black and be damned if people think that makes me evil!)

"Darth Banatine" actually sounds kind of cool, right?

I dont like robes for Kensai due to the Jedi look myself, but it sounds mechanically great :)

i beleive there is a star wars forum somewhere where i AM called Darth Banatine!

And personally i was thinking less of the jedi look, and more simply the look of the iconic magus (i payed 75,000 gold to you to make this robe, are you seriously telling me that i can't even choose the colour?!)


Just to be a number nazi, I feel the need to remind people that 15-20 crit range is a 30% chance to roll a critical threat, not 25%.

1d20 is a 5% chance of rolling any given number between 1 and 20. Thus, rolling a natural 20 is a 5% chance to crit if that is your only crit roll. By extension, 19-20 yields a 10% chance, and so on.

15, 16, 17, 18, 19, 20. That's 6 numbers. 30% chance.
--------------------------------------------------------
ANYWAYS

I need to point a friend of mine to this thread. He's a 3.5 vet who's down on PF content, and insists that if someone wants to cast spells while being a fighter, that a Duskblade is what they would want. To quote him directly, "A magus requires a full attack, a magus cannot 'two weapon fight' or two handed fight due to already be stuck using one weapon, a magus has a clerical BAB and thus lends itself better to a buff-myself-up-fighter which is not what people want?"

So I gave him this scenario, assuming a Lv9 Magus and a Lv9 Duskblade:

Duskblade's first round of combat: Swift Invisibility (assuming the target doesn't have anti-invisibility), move 30 feet, Arcane Channel to deliver Shocking Grasp with a Power Attacking Greatsword.

Second round: Either Channel Shocking Grasp again or attack twice, as per BAB.

Magus' first round of combat: Self haste, Bladed Dash to move 30 feet without provoking and deliver four attacks at the end of it, via Spell Combat. 3/4 attacks are made at his highest BAB -2 for SC but + 1 for haste, and the first has an extra bonus equal to his int mod. (Bladed Dash first attack, haste bonus attack, then two normal attacks as per BAB)

Second round: Deliver four more attacks. (Spellstrike Shocking Grasp, haste bonus attack, then two normal attacks as per BAB)

Am I the only one who sees the Magus as having the edge here? It changes up a bit when the Duskblade can perform a full attack channel at 13th level, but even then I'd still find it more entertaining to slice you three or four times in the same round that I put a Baleful Polymorph on you. Maybe that's just me.


Kazejin wrote:

Just to be a number nazi, I feel the need to remind people that 15-20 crit range is a 30% chance to roll a critical threat, not 25%.

1d20 is a 5% chance of rolling any given number between 1 and 20. Thus, rolling a natural 20 is a 5% chance to crit if that is your only crit roll. By extension, 19-20 yields a 10% chance, and so on.

15, 16, 17, 18, 19, 20. That's 6 numbers. 30% chance.
--------------------------------------------------------
ANYWAYS

I need to point a friend of mine to this thread. He's a 3.5 vet who's down on PF content, and insists that if someone wants to cast spells while being a fighter, that a Duskblade is what they would want. To quote him directly, "A magus requires a full attack, a magus cannot 'two weapon fight' or two handed fight due to already be stuck using one weapon, a magus has a clerical BAB and thus lends itself better to a buff-myself-up-fighter which is not what people want?"

So I gave him this scenario, assuming a Lv9 Magus and a Lv9 Duskblade:

Duskblade's first round of combat: Swift Invisibility (assuming the target doesn't have anti-invisibility), move 30 feet, Arcane Channel to deliver Shocking Grasp with a Power Attacking Greatsword.

Second round: Either Channel Shocking Grasp again or attack twice, as per BAB.

Magus' first round of combat: Self haste, Bladed Dash to move 30 feet without provoking and deliver four attacks at the end of it, via Spell Combat. 3/4 attacks are made at his highest BAB -2 for SC but + 1 for haste, and the first has an extra bonus equal to his int mod. (Bladed Dash first attack, haste bonus attack, then two normal attacks as per BAB)

Second round: Deliver four more attacks. (Spellstrike Shocking Grasp, haste bonus attack, then two normal attacks as per BAB)

Am I the only one who sees the Magus as having the edge here? It changes up a bit when the Duskblade can perform a full attack channel at 13th level, but even then I'd still find it more entertaining to slice you three or four times in the same round...

I agree with you (on the 30% and on the magus being superior to the duskblade)

The only thing I did not follow is how you can do both self hast and bladed dash on the same turn (Unless by self haste you meant adding the speed property to the weapon)

Also, Magus is superior to Duskblade in the amount of utility you can get out of spells (even more so with spell recall) and the flexibility given to your weapon from the arcane pool. This is without counting other cool things like the arcana... I really think that magus more than makes up for the 3/4 BAB

@45ur4: I agree that arcane accuracy is great. But I much rather spend my first swift action in something that will boost me for the whole combat (usually pushing the enhancement as close to +5 and then adding properties) than a boost to to only my first round for the same price. I guess that it comes down to the standard amount of rounds you end up having in your combats... My groups are usually 5-7 rounds, and I feel that over that time, the arcane pool coumpounded benefit is better than a single +4/+5. But if you only have 2 turns, I think you are right


Drothmal wrote:

I agree with you (on the 30% and on the magus being superior to the duskblade)

The only thing I did not follow is how you can do both self hast and bladed dash on the same turn (Unless by self haste you meant adding the speed property to the weapon)

Also, Magus is superior to Duskblade in the amount of utility you can get out of spells (even more so with spell recall) and the flexibility given to your weapon from the arcane pool. This is without counting other cool things like the arcana... I really think that magus more than makes up for the 3/4 BAB

Hasted Assault Arcana. Yes, I know it's not considered favorable to many because of other options you can do, including Boots of Speed, and such. But personal mileage will vary based on funding, the campaign you're playing in, and numerous other factors. There are many scenarios where I'd rather have it than not have it.

And yeah, the sheer versatility is what I was hinting at when I mentioned Baleful Polymorph; a spell the Duskblade doesn't learn, and wouldn't be able to use during an attack even if he could.

The way I try to explain this to people is like this...

If you want a fighter with spells, go Duskblade.

If you want a wizard who doesn't suck at fighting up close, go Magus.

To the untrained eye, the latter would sound inferior. But any experienced player should know that the wizard makes its case on powerful and versatile spellcasting. The magus, by extention, is no exception to this rule. His spellcasting isn't as deep as a wizard, but he fights in melee a hundred thousand times better. This is a VERY potent combo for anyone who can think outside the box.

Grand Lodge

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I'm playing a 10th (now 11th) level Magus in a game and I do so much more than rush in and thwack the bad guys. I don't mean blasting either, which the Duskblade can do. I mean being the area denial/buffer/utility caster for the group. The Magus is loads more versatile than the Duskblade.

Have your Duskblade friend do something about my Flying, Resist Energy (from the expanded spells arcana), Stoneskinned, Arching Magus.

If you don't like that spell combination how about Greater Invisibility, Haste, and Levitate?

Not your thing? You like to stick and move? Expeditious Retreat, Mirror Image, and Blink.

Area denial you say? Grease, Web, Sleet Storm, Black Tentacles

Oh yeah, the Duskblade is also a blaster. Magic Missile, Scorching Ray, Lightning Bolt, Ice Storm.

Here's another combination: Burning Hands, Acid Arrow, Fireball, Ball Lightning

Need someone to tank? Shield, Mirror Image, Stoneskin

You like save or suck spells. The Magus has those too. Color Spray, Glitterdust, Ray of Exhaustion, Phantasmal Killer.

Your friend says that the Magus can self buff? Well he can. True Strike (cast and hit), Bull's Strength, Haste, Monstrous Physique II.

Can't two weapon fight? He has the Magus there, at least technically. Without the Quicken Spell feat, the Magus can Color Spray then full attack the one guy still standing, full attack then turn Invisible, full attack then Force Punch so his foe can't full attack.

Low on hit points? Vampiric Touch, False Life (expanded spells arcana), Wand of Cure Light Wounds while full attacking (use magic device with spell combat and wand wielder arcana)

Mounted Magus? Mount and Phantom Steed.

Enemy too strong? Reduce Person, Ray of Enfeeblement, Slow.

You want to polymorph? Alter Self, Undead Anatomy I, Beast Shape II.

Punish him for hitting you with Defensive Shock, Elemental Aura, Fire Shield.

For the Gnome Illusionist inside all of us: Silent Image, Minor Image, Major Image.

I will stop here. I didn't have all this thought out when I started this post. I decided to keep it at 3rd and 4th level spells that the post made the example with. After the first two, I decided to try and use no more than one spell per level in each example. I also tried not to use any spell more than once. I've probably failed in both, but I hope my point is made anyway. You may also note that I did not make much use of the arcana abilities. Some swear by them, but I don't much use them. However, they are another tool in the Magus' utility belt.
I like the Duskblade. It is a great gish. It can fight and it can blast. The Magus is a whole different thing. It is a potent, versatile Fighter-Mage. It can spell, it can sword, it can spell and sword at the same time to devastating effect.


I actually have a question of something I read in another forum...

Would it be worth it to spend one feat to get the Experimental Spellcaster feat? (this is the feat that allows to you incorporate a little of the words of power)

I could see an argument for taking it in order to get either the lvl 2 haste or the lvl 2 buff to stats (mostly the latter, since you can burn it to get a temporary +8 increase to a stat and it has more useful lifetime if you combine it into a a higher spell slot and have one spell that buffs your Con at the same time as your STR/DEX (depending on your type of magus)


@Drothmal: I like arcane pool too. What I don't like is to have a blackblade. You can notice that by my previous posts. I used to like bladebound, now I prefer getting a familiar and earlier arcanas.

I do prefer Magus over Duskblade because of the Magus' spell management. If I remember correctly a Duskblade learn and casts spontaneously.
I also did not like the Duskblade spell list, while I really enjoy the spells are given to the Magus in pathfinder.
IMO: Duskblade + pathfinder spells = :Q_ But I admit that spellcombat has much more to offer in power...


Hello

I decided to make a new thread in the rules questions section to ask about the bladebound archetype and the black blade

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/magusBladeboundQuestionsAboutTheBlackBlade
EDIT: For the life of me, I cannot find how to make the link to the thread and not to the main paizo page

45ur4, I basically copied your questions from the post that I hit the FAQ and added the question if the black blade can be improved by normal crafting rules

I would ask of anyone that hit the FAQ on the post that you hit the FAQ in this one too. It might get more noticed in the rules section and as it's own thread instead of in the 12th page of this one ;)


Linkified

Ok, so we can get an earlier response.


Let me pose a question to all of you.

It's known that you can perform weapon attacks (including Two-Weapon Fighting attacks) and natural attacks during any full-attack. However, the natural weapons are all treated as secondary attacks (BAB-5) in this case. Hit me up if you need rules quoting on this, but its in the Bestiary; and a clarification has been given on the discrepancy from the CRB, saying that the Bestiary rules on natural attacks are indeed the correct ones.

Spell Combat, while not explicitly worded this way by RAW, is the combination of a spellcast with a full-attack. The RAI is that it is a TWF substitute that sets the precedent for having a spell in your offhand while performing attacks simultaneously. Again, I will openly state, the RAW doesn't explicitly support my proposal. But, I've gotten more than one DM to concede that logically it could work this way, and I have been allowed to do this in games before.

Polymorph spells (Monstrous Physique, for instance) grant you access to any and all natural attacks possessed by the form you assume. MP in particular leaves you as a humanoid, so you still have hands to cast with and hold your weapon.

Spell-combat with your weapon, then unload your natural attacks as secondaries. Thus, gaining extra attacks from MP (and possibly other polymorph) spells.

Again, there is a precedent for SC to function as a full-attack, and is stated to be similar to TWF. There is RAW for full-attack to include all wielded weapons (including TWF), and apply natural weapon attacks as secondary attacks to the full-attack.

It may sound exploitative at first, but if you were to polymorph some two-weapon fighter, he'd have this benefit. One has to question why we were given Monstrous Physique if we can't also apply the benefit; its mediocre at best for a Magus otherwise. Tactics like this also further the reasoning for only having clerical BAB. Sorry if it sounds munchkin-ish to some. But, I'd like to hear more opinions on it. Discuss?

Edit: On second thought, even if it can't function for Spell Combat, it will still function for any other full-attack action you make. This gives you more attacks than the Touch of Fatigue combo does, so already its worth using regardless, imo.

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