[UM] Walter's Guide to the Magus


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Sebastian Hirsch wrote:
Arcaleth wrote:
Varrel wrote:
That's why I'm not sure. See we've been low.on wbl, so a free magic weapon frees alot of gold but the blade's powers seen pretty ordinary. And no extra arcana sux (i was gonna use it.to get flight hex next chance.)
The money savings was what tipped me towards that archetype too. The weapons power is negligible. Being able to use the force descriptor for weapon damage has been useful. You can purchase stronger weapons by mid levels. The flight hex is one of the better ones. I left it out of my build though. I went dex build, and figured I was going to be wearing Celestial Chainmail. The flight spell being built-in I thought I wouldn't need it. I've had mixed results. There are a few times it still would have been handy.

Well you can spend points on black blade strike it increase weapon damage a bit - it's a free action too. If you ever manage to reach level 19 (unlikely in an AP, but I usually extend mine to 20) life drinker will turn you into a true monster^^.

On a related not, my Hexcrafter Black Blade Magus just leveled to level 4 and I have a hard time to decide the my hex. My group consists of a Bard with the Magican Archetype, an Evoker, a Synthesist Summoner,a Figher/Urban Barbarian and me.

We play Serpents Skull and am a bit spoilered regarding the mental immunities of our scaly "friends".

Later I reallllly want the retribution hex and maybe he one that freezes an enemy.

But when it comes to the first hexes, flight, evil eye, fortune, misfortune and healing all have their advantages.
Of course they all screw up my spell combat.... it has been pointed out to me that I can`t take hex strike, since I do not have the hex class feature. :(

So what would you suggest?

** spoiler omitted **...

Well you really only have 2 combat useful possible choices but all hexes will screw with your spell combat ability:

Prehensile hair (reach + a third hand to hold rods, wands, retrieve items and allows you to 2-hd your katana for better damage)

Flight (will save your butt SOOO much in that AP it isn't funny. Not to mention flying offsets your spell combat penalty (+1 from higher ground, +2 with tactical acumen running) and let's you slide right into that beautiful Death from Above feat).

My money is on taking Flight hex at 4th (free levitate and perm feather fall are useful) and grab prehensile hair hex at 6th with your arcana.

PS, this right here is why I HATE the bladebound archetype. Giving up WAYYYY too much for that honestly crappy weapon.


While I have played one (and a Bladebound Hexcrafter) and loved it from an RP standpoint and will probably play one again for that reason, I find the Black Blade/Bladebound barely balanced for what it offers. I wouldn't call it 'underpowered', but I'm unclear why it needed to be an intelligent weapon yet so weak (it should have capped at +6 or +7 at least, +5 with an ability or two).
Normally the offset of Ego and how dangerous it can potentially be* is how powerful intelligent weapons usually are, but a Black Blade isn't all that strong. Sure unbreakable and force sword are nice (though the latter is costly on the pool), but spell resistance and life drinker come too late to really matter. In Walters guide I consider it an Orange not a Green. It's "neat", I'd agree equal, but not "great" unless you're in a very magic item poor world, or you've got a really laid back GM about the items goals.

*(yes, even with matching alignments you still have a goal which the player might not even be allowed to know, and if you look at the random table pg. 534 Core, some of those intelligent item goals are brutal to the owning PC to have to follow out fanatically if the blade wins control and desires it. You're VERY GM dependant on if the archtype is balanced so your milage can vary a lot game to game)

-

As for Hexcrafter, That's a definite Green in the guide I agree, but not getting normal spell recall until 11, and never getting the utility of improved spell recall especially (pg. 14 UM, right side, 2nd paragraph), while I think what the Hexblade gets is pretty cool it does have a cost (though one you don't really notice until 11, and by then you're kicking so much butt with Hexes it's probably not noticed).

Really my only reason for not playing them anymore is I find that using my Arcana (via Spellblending) to add the right Wizard spells to my list, esp. in combo with Imp Spell Recall at higher levels keeping the right spell always close in a pinch, is more functional in the long run for my role in the prime group I play in then using it on Hexes (or getting the curse spells I end up not using). If my group wasn't so short arcane casters our last two campaigns, I'd probably have stuck with Hexcrafter or Bladebound Hexcrafter.


Analysis of Magus Spells from 1001 Spells

0-Level: Magus Spells
Balance Weapon: Weapon becomes easier to use.

Green – This spell gives a +1 enhancement bonus similar to a masterwork weapon, more useful early in the Magus career and it synergizes well with Arcane Strike.

Bash: Caster gets a +2 insight bonus to next melee attack roll.

Orange – Trading a standard action for a single +2 insight bonus just does not seem to be a good deal

Cloth Armor: Unworn clothing becomes armor.

Orange/Green – A swift action to turn available cloth into padded armor can be good in some situations especially if the GM likes to attack the party during resting periods.

Disorienting Quake: One creature is shaken and must make a Acrobatics check or fall prone.

Orange – I am just not seeing this one but I admit my personal preference lies in buffing spells.

Infuse Weapon: Touched weapon deals +1 damage of a chosen energy type.

Blue – Great spell for a low-level magus to get a little more damage out of the weapon and all 5 energy types are available.

Irksome Weapon: Weapon of force threatens target.

Green – Can be useful to setup a flank with an opponent. Could be useful to help a rogue out.

Long-Range Weapon: Thrown weapon or projectile gains 50% more range.

Red – Why would a front line combatant like a magus throw a weapon.

Low Blow: Target takes 1 point of bludgeoning damage, and becomes sickened for 1 round.

Red/Blue – Despite being a grandfather, this one brings a smile to my face. Not the most effective spell but it is funny.

Parry Shot: Caster gains a +2 deflection bonus to AC against the next ranged attack against her.

Blue – This one is a must have, duration is 1 hour per level until discharged and gives a deflection bonus.

Parry Strike: Caster gains a +2 deflection bonus to AC against the next melee attack against him.

Blue – Same as Parry Shot, just too good to pass up.

Phantasmal Tripwire: Illusion causes subject to fall prone and suffer 1d3 nonlethal damage.

Red – The GM I play with never misses a savings throw and illusions just don’t work but if you have a GM who lets illusions work it may be worth using.

Sand in Your Eyes: Deal 1 point of slashing damage and blind target for 1 round.

Green – A chance to blind an enemy for one round is a great de-buff so it is worth a shot.

Trip Line: Creates a line of force, often used to trip creatures.

Orange – Trip line is a potentially good spell but I would try to get the wizard to take it. There are just too many better ones to take.

Ultrasonic Ray: Ranged touch attack inflicts 1d3 points of sonic damage.

Green – This is a good alternative to Ray of Frost and is a must less resisted energy type. If you are using the Closed Range arcana, move this to blue.

Wooden Club: You create and can proficiently wield a club. (Swift)

Orange – Could be green if you play with a GM who does a lot of disarms on players. Not sure it beats just drawing a dagger if you get disarmed which is why I gave it an orange rating.

If I were the GM, I would not allow either a wizard or a magus to automatically know these 0 level spells. Some of them push the envelope on power level for a 0 level spell. By the same token, there isn’t a single one I would not allow in my campaign.


ShoulderPatch wrote:

While I have played one (and a Bladebound Hexcrafter) and loved it from an RP standpoint and will probably play one again for that reason, I find the Black Blade/Bladebound barely balanced for what it offers. I wouldn't call it 'underpowered', but I'm unclear why it needed to be an intelligent weapon yet so weak (it should have capped at +6 or +7 at least, +5 with an ability or two).

Normally the offset of Ego and how dangerous it can potentially be* is how powerful intelligent weapons usually are, but a Black Blade isn't all that strong. Sure unbreakable and force sword are nice (though the latter is costly on the pool), but spell resistance and life drinker come too late to really matter. In Walters guide I consider it an Orange not a Green. It's "neat", I'd agree equal, but not "great" unless you're in a very magic item poor world, or you've got a really laid back GM about the items goals.

*(yes, even with matching alignments you still have a goal which the player might not even be allowed to know, and if you look at the random table pg. 534 Core, some of those intelligent item goals are brutal to the owning PC to have to follow out fanatically if the blade wins control and desires it. You're VERY GM dependant on if the archtype is balanced so your milage can vary a lot game to game)

-

As for Hexcrafter, That's a definite Green in the guide I agree, but not getting normal spell recall until 11, and never getting the utility of improved spell recall especially (pg. 14 UM, right side, 2nd paragraph), while I think what the Hexblade gets is pretty cool it does have a cost (though one you don't really notice until 11, and by then you're kicking so much butt with Hexes it's probably not noticed).

Really my only reason for not playing them anymore is I find that using my Arcana (via Spellblending) to add the right Wizard spells to my list, esp. in combo with Imp Spell Recall at higher levels keeping the right spell always close in a pinch, is more functional in the long run for my role in the prime...

I actually find the bladebound to be one of the best archetypes that a magus can take

You lose: 1 arcana, a few points of arcane pool
you gain: A weapon with scaling bonuses and other abilities

From a monetary point of view, I'd argue that black blade is a sound investment

Weapon bonus price = Bonus^2 *2000
+INT item = Bonus^2 *1000

Just by purely using the money that you would have otherwise spent on a weapon on a stat enhancer item, you compensate for a fraction of the lost arcane pool (you also get more bonus spells, higher DCs, skill points, etc)

In more concrete numbers (calculations based on WBL)

lvl 3: 3,000 gp
Purchasing an equivalent enhancement weapon: 2000gp
Number of arcane pool points lost = 0

lvl 4: 6,000 gp
Purchasing an equivalent enhancement weapon: 2000gp
Number of arcane pool points lost = 1

If you've saved ALL your money, here you could have purchased a +2INT item, completely compensating for the arcane pool lost. This is unlikely, but it is a posibility

lvl 5: 10,500 gp
Purchasing an equivalent enhancement weapon: 4000gp
Number of arcane pool points lost = 1

Here the bladebound magus will have the +INT item for sure. If the non-bladebound is buying an equivalent weapon... it's possible, but not a certainty

lvl 6: 16,000 gp
Purchasing an equivalent enhancement weapon: 4000gp
Number of arcane pool points lost = 1

Here the non-bladebound magus comes ahead

lvl 7: 23,500 gp gp
Purchasing an equivalent enhancement weapon: 4000gp
Number of arcane pool points lost = 1

4k could be the difference between having a +4INT item or not having it. Bladebound could come ahead

lvl 8:33,000 gp
Purchasing an equivalent enhancement weapon: 4000gp
Number of arcane pool points lost = 2

edit: wrong numbers
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After doing all this copying and pasting, an even more obvious example came to mind: Use the difference in money to buy pearls of power. Each lvl 1 pearl costs 1k and is the equivalent of using the arcane pool to replace 1 spell. You break way more than even by having bladebound and using the money you would have spent on a weapon to buy pearls of power


Drothmal wrote:
After doing all this copying and pasting, an even more obvious example came to mind: Use the difference in money to buy pearls of power. Each lvl 1 pearl costs 1k and is the equivalent of using the arcane pool to replace 1 spell. You break way more than even by having bladebound and using the money you would have spent on a weapon to buy pearls of power

Two things here:

If you're NOT a hex magus, then by 11th level each arcane pool point is 9k gold (you can recall a 3rd level spell with it).

The black blade only saves you money if that's what you would be buying.

There are two sides to this: I'd rather pay for a +1 spell storing weapon then cast GMW on it (perhaps extended via a lesser rod). The spell slot is brought back via pool points and can be converted (via other feats) into empowered intensified shocking grasps (later quickened as well). Done at the end of the day it would, starting at 12th level last through-out the next day. Only would lose out on the day after that IF you've burned through everything on the coming day... in which case take a rest.

Spellstoring is a nice enhancement to have on a magus weapon as you can really spike up that 1st round damage to hopefully drop an opponent.

On the flip side, the only real side to black blade I would margin would be the intelligent weapon angle IF you're somehow not allowed to otherwise have an intelligent item. As the blackblade is fairly weak along those lines, if you have access to 'real' intelligent items then go for that instead.

However it is a nice combination at *high* levels to spend from your pool to give your blackblade (or intelligent weapon non-blackblade) the dancing ability. The weapon spends ITS standard action to dance (intelligent items certainly can activate themselves) and then you attack with another weapon in your other hand (since your 'main' hand is now empty). Again it ramps up your early round damage, but at high levels there's only early rounds.

-James


Someone mentioned Death from above Earlier.

You get +5 to attack on an ariel charge instead of normal bonus.

normally you get +1 for higher ground and +2 for charging.

I'm not sure if the feat is worth it.


Also, what do people think of the Bane Blade Arcana?


Sebastian Hirsch wrote:
Arcaleth wrote:
Varrel wrote:
That's why I'm not sure. See we've been low.on wbl, so a free magic weapon frees alot of gold but the blade's powers seen pretty ordinary. And no extra arcana sux (i was gonna use it.to get flight hex next chance.)
The money savings was what tipped me towards that archetype too. The weapons power is negligible. Being able to use the force descriptor for weapon damage has been useful. You can purchase stronger weapons by mid levels. The flight hex is one of the better ones. I left it out of my build though. I went dex build, and figured I was going to be wearing Celestial Chainmail. The flight spell being built-in I thought I wouldn't need it. I've had mixed results. There are a few times it still would have been handy.

Well you can spend points on black blade strike it increase weapon damage a bit - it's a free action too. If you ever manage to reach level 19 (unlikely in an AP, but I usually extend mine to 20) life drinker will turn you into a true monster^^.

On a related not, my Hexcrafter Black Blade Magus just leveled to level 4 and I have a hard time to decide the my hex. My group consists of a Bard with the Magican Archetype, an Evoker, a Synthesist Summoner,a Figher/Urban Barbarian and me.

We play Serpents Skull and am a bit spoilered regarding the mental immunities of our scaly "friends".

Later I reallllly want the retribution hex and maybe he one that freezes an enemy.

But when it comes to the first hexes, flight, evil eye, fortune, misfortune and healing all have their advantages.
Of course they all screw up my spell combat.... it has been pointed out to me that I can`t take hex strike, since I do not have the hex class feature. :(

So what would you suggest?

** spoiler omitted **...

I would go with the flight hex. I took slumber at that level, but I wasn't dealing with mental resistant enemies much. In addition, your strength build likely doesn't want the celestial armors.

At level 12 I would take the ice tomb hex. Retribution is nice, but still leaves you fighting the big bad melee dude. Ice tomb takes out the target right then and there. They both target a different type of enemy though so you may want to find a way to get both.

Devoted blade I think is one of the weaker options for you. Your build is lawful neutral, so you actually only qualify for one of the enchantment options..axiomatic. Even if you also had good or evil, each option takes 2 points of the enhancement. Not too harsh late game, but rough earlier.


STR Ranger wrote:
Also, what do people think of the Bane Blade Arcana?

Bane Blade rocks!! It only takes up 1 point from the enhancement you can place on your weapon, and is a +2d6 damage bonus to whatever you want it to be against. Wish I could get it earlier than level 15. Stronger than just about any other option available at that point.


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james maissen wrote:
Zark wrote:


Edit:
There are monsters with electricity resist. Then there are those with electricity immunity. Then most foes buffed with energy resist. Most have usually cast electricity or fire. There are lots of monsters with resist electricity immunity to electricity.
Sure Shocking Grasp is usually better, but plan B seems to be lacking somewhat in your guide.

It boils down really to demons (who are immune electricity) and how common they are for you.

It does not really boils down to demons (and Demon are not that uncommon). These are just from bestiary 1.

Edit:
Immune electricity : Archon (all of them), Assassin Vine, Azatas (all of them), Behir,Demons (all of them), Blue Dragons, Bronze Dragon, Froghemoth (slowed by electricity), Gelatinous Cube, Genie (Shaitan), Giant ( Storm), Lich (also Immune cold) Ochre Jelly, Roper, Shambling Mound (any electricity attack used against a shambling mound temporarily increases its Constitution score by 1d4 points), Shocker Lizard, Vegepygmy, Xorn.

immune to any spell or spell-like ability that allows spell resistance : Flesh Golem (exception: Electricity actually heals it. fire damage slows a flesh golem), Ice Golem (exception: electricity damage slows an ice golem), Iron Golem (same as Ice Golem), Stone Golem (exceptions: some.) Wood Golem (exception of spells and spell-like abilities that have the Fire descriptor), Will-o’-Wisp (except magic missile and maze.)

Resist electricity 20: Intellect Devourer (and res: cold 20, sonic 20 and Immune fire), Shoggoth (and res: acid 20, fire 20)

Resist electricity 10: Electric Eel, Half-Celestial (and res acid 10, cold 10), Half-Fiend (and acid 10, cold 10, fire 10), Half-Dragon (Blue or bronze), Vampire (and resist cold 10)

Resist electricity 5: Aasimar (and res acid 5, cold 5), Tiefling ( and Res cold 5, fire 5)

james maissen wrote:


Baring electricity immunity there isn't often more than a 10 point disparity between electric and acid resists. In essence corrosive touch is a built in 10 resist in comparison to shocking grasp.

It is a call however, and one to make with an eye for later levels.

It's not a matter of electricity vs. Acid. It's a matter of having a plan B. It's a bit like writing a guide for bards and just focusing on mind affecting spells and abilities and ignoring that you do sometimes come up against foes that are Immune to mind affecting spells and abilities. Foes such as undeads, vermin, constructs, etc. Same goes for not even giving advice on spells spells and spell-like abilities that doesn't allow spell resistance.

10 points disparity is huge at lower levels. 20 is even greater.

I never understood guides that are based on not playing from level 1 to whatever level you end the game.


Zark wrote:


It does not really boils down to demons (and Demon are not that uncommon). These are just from bestiary 1.
Edit:
Immune electricity : Archon (all of them), Assassin Vine, Azatas (all of them), Behir,Demons (all of them), Blue Dragons, Bronze Dragon, Froghemoth (slowed by electricity), Gelatinous Cube, Genie (Shaitan), Giant ( Storm), Lich (also Immune cold) Ochre Jelly, Roper, Shambling Mound (any electricity attack used against a shambling mound temporarily increases its Constitution score by 1d4 points), Shocker Lizard, Vegepygmy, Xorn.

From that list I tend to read Demons and a scattering of others.. YMMV.

Zark wrote:


It's not a matter of electricity vs. Acid. It's a matter of having a plan B.

Actually it is, in that you are looking at a trait (magical lineage) and a feat (spell perfection) that have to be tied to a single spell.

For a magus the normal choices for that spell are either shocking grasp or corrosive touch. Both allow for SR, so magic immune stop either cold. Shocking grasp is electricity and 10 (15 empowered, 20 maximized) more damage than corrosive touch which is acid.

Sure have other options. Heck the long term caster build that I use swaps out for shocking grasp, so ALL of the memorized spells could be your 'Plan B' if you wish.

But you want to have a staple. Demons are the real kicker on your list of immunes. For your resists.. you'll note that only resist 20 matters and of the two listed one is resist just as much acid.. worse the 10 level resists are commonly ALSO resist acid.

So the question becomes.. how common are demons going to be? Sure have something for them when they show if you go with shocking grasp, but that doesn't mean that you can't raise shocking grasp through the roof for everyone else.

-James


STR Ranger wrote:
Also, what do people think of the Bane Blade Arcana?

Probably one of the best Arcana to pick up, regardless of what type of Magus you're making. +2d6+2 damage, assuming you, or someone in your party, can make a simple knowledge check to identify what type of monster it is your fighting.

There is one specific exception to this: if you take the arcana that extends how long your pool enhancements last, you can get stuck in a situation where you've got the wrong bane up for the enemies that emerge down the road. But since the loss of a +1 equivalent property usually means 1d6 damage at the most, you're probably not losing much when that happens.


james maissen wrote:


From that list I tend to read Demons and a scattering of others.. YMMV.

Yes, MMMV. That said I do agree. At higher levels (In my experience) Devils , undeads and spell caster are to more common that Demons in boss fights. Or in any fight really.

james maissen wrote:

Actually it is, in that you are looking at a trait (magical lineage) and a feat (spell perfection) that have to be tied to a single spell.

For a magus the normal choices for that spell are either shocking grasp or corrosive touch. Both allow for SR, so magic immune stop either cold. Shocking grasp is electricity and 10 (15 empowered, 20 maximized) more damage than corrosive touch which is acid.

Yes. I agree. winner if we talk about magical lineage and/or spell perfection shocking grasp comes up as a winner vs corrosive touch. That is, unless you play a campaign with a lot of Demons or other creatures with immunity to electricity.

But that is not what I was talking about. My point was the guide neglects spells that can be useful when you are fighting stuff where using other spells would be more beneficial. Since this is a guide, odds are that inexperienced players might seek advice, adding some advice on spells to have as back up spells is not a bad idea. If you know you are going to fight a Blue Dragon or anything with immunity to electricity, shocking grasp is a bad.

My point is that any caster should have a variety of spells. Heck, a low level part can get TPK:ed by a swarm. So at lower levels Burning hand can come useful. At least as a scrolls or two.
Fighting anything with fire vulnerable to fire, burning hand might be really good. Burning hands + Intensified Spell vs. two Mummies could be a fun. Especially since their reflex saves suck.

So, we are not really talking about the same thing. Again: magical lineage and/or spell perfection shocking grasp is winner. On that we agree. Problem is since a lot of magus will use this combination foes might know this to, so let's say in an urban campaign foes might use resist energy electricity when they know they are facing a magus.

Shocking grasp is winner, but to have plan be is never bad. Not to much focus on plan be or versatility in this guide. Still a great guide though.

Lantern Lodge

If anyone cares to answer, what does everyone think of the efficiency of a Bladebound-Kensai in Society?


Is the feat "Experimental Spellcaster" at the bottom of the Wordspell Page as great for a Magus as it appears?

Lots more cantrip options...

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STR Ranger wrote:

Someone mentioned Death from above Earlier.

You get +5 to attack on an ariel charge instead of normal bonus.

normally you get +1 for higher ground and +2 for charging.

I'm not sure if the feat is worth it.

The advantage is pairing it with the Tactical Acumen spell (which should be up pretty often). That +5 bonus will get up to a +9 to hit (massive bonus on a 3/4 bab class that is often tanking their to-hit bonus).

Put this on a strength magus with power attack and you can pretty much never miss for that one big massive blow.
It makes for a great opener (or finisher) with a minor investment.


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Feats don't really qualify as a minor investment for the Magus. Nearly every magus build ends up feat starved in the long run, it seems.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Severed Ronin wrote:
If anyone cares to answer, what does everyone think of the efficiency of a Bladebound-Kensai in Society?

What do you mean by that question? If you're talking about Pathfinder Society play, it's not a campaign that's designed to require hyper optimisation. In other words... just play. Make reasonably smart choice to give yourself some defense because remember you don't get that blade before 3rd level and you're going to have diminished spell casting in addition to lack of armor and a lowered arcana pool.

If you were looking for "efficiency" that went out the window when you decided to take two archetypes. You still might get fun though if you don't make the mistake of trying to min-max for damage.


Mathwei ap Niall wrote:
STR Ranger wrote:

Someone mentioned Death from above Earlier.

You get +5 to attack on an ariel charge instead of normal bonus.

normally you get +1 for higher ground and +2 for charging.

I'm not sure if the feat is worth it.

The advantage is pairing it with the Tactical Acumen spell (which should be up pretty often). That +5 bonus will get up to a +9 to hit (massive bonus on a 3/4 bab class that is often tanking their to-hit bonus).

Put this on a strength magus with power attack and you can pretty much never miss for that one big massive blow.
It makes for a great opener (or finisher) with a minor investment.

I think the +7 without the feat is still pretty useful. Great spell if you have a rogue (or anything else with sneak attack) in the party. Does that stack with the imp. flanking teamwork feat?


james maissen wrote:

Actually it is, in that you are looking at a trait (magical lineage) and a feat (spell perfection) that have to be tied to a single spell.

For a magus the normal choices for that spell are either shocking grasp or corrosive touch. Both allow for SR, so magic immune stop either cold. Shocking grasp is electricity and 10 (15 empowered, 20 maximized) more damage than corrosive touch which is acid.

Actually this brings up a question, more an opinion from my fellow optimizers, I've been curious about.

If someone asked you to build the 'best' Magus you could*, do you feel the Shocking Grasp 'machine gun' style... some combinations of Intensified Spell+ Spell Perfection + Empowered Spell + Maximized Spell + (if allowed) Magical Lineage, etc ... is clearly the leader in Maguis builds (including Archtypes)?

Is it's investment in Feats and spells per day (or points if spell recall/imp spell recall) a clear leader for best Magus build, a likely leader for best Magus build, or simply a popular way that may in effect not be the best?

*[Note: I define the Magus role, what should be optimized in a effective group to determine 'best', as generally being close range damage dealing and debuffing/buffing, YMMV, as will it based on your groups exact make up.]

----

Also, in terms of Intensified Spell... offhand, aside from Shocking Grasp, how much more use do you routinely get out of it? Are there any other spells you find yourself applying it to?
(This was in a discussion I had with a friend the other day about ways a Magus/Magus archtype could be built, trying to determine if a Magus that wasn't going for a Shocking Grasp heavy build... for example might not be taking Empowered and Maximized spell... would Intensified Spell still be an optimal feat.

Dark Archive

Arcaleth wrote:
Mathwei ap Niall wrote:
STR Ranger wrote:

Someone mentioned Death from above Earlier.

You get +5 to attack on an ariel charge instead of normal bonus.

normally you get +1 for higher ground and +2 for charging.

I'm not sure if the feat is worth it.

The advantage is pairing it with the Tactical Acumen spell (which should be up pretty often). That +5 bonus will get up to a +9 to hit (massive bonus on a 3/4 bab class that is often tanking their to-hit bonus).

Put this on a strength magus with power attack and you can pretty much never miss for that one big massive blow.
It makes for a great opener (or finisher) with a minor investment.
I think the +7 without the feat is still pretty useful. Great spell if you have a rogue (or anything else with sneak attack) in the party. Does that stack with the imp. flanking teamwork feat?

You don't get a +7 without the feat, you get a +2 (+3 if you're attacking from above on your charge).

Yes it stacks with Outflank different types of bonuses all stack.


My magus build is on this profile.


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ShoulderPatch wrote:


Actually this brings up a question, more an opinion from my fellow optimizers, I've been curious about.

If someone asked you to build the 'best' Magus you could*

Well it depends on who else you have at the table with you (which in essence your * was to take care of).

It also depends on the levels you see yourself playing.

Spell perfection, for example, is a HUGE step for a magus as with it they can quicken shocking grasps with minimal investment rather than serious/top investment.

If you're going to see 15+ level play then I would look at the following:

Traits- Magical Lineage (Likely shocking grasp), +2 concentration

Feats-
Weapon Finesse, Dervish Dance (DEX is just VERY nice to have, at lower levels it will give you AC by higher levels it will give you INIT).

Heighten spell, Preferred Spell. Spontaneously convert into those shocking grasps, that way you memorize (and recall) utility spells (or 'plan B's as another poster describes them).

Intensify, Empower Spell. A level of cross blooded sorcerer somewhere gives +20 damage on each shocking grasp, +30 when empowered.

Spell Penetration, Quicken Spell

Spell Perfection

You will want to (by 13th Magus) have an intelligent weapon. This is either black blade if intelligent weapons aren't otherwise allowed, or otherwise a +1 spell-storing one.

In round 1 (if not adjacent and no one is moving you) you swift action give the intelligent weapon dancing, it activates the dancing, click your boots of speed, you spell combat force hook charge to the enemy, the intelligent weapon full attacks and you full attack.

Round 2 your dancing blade full attacks again, you spell combat an intensified empowered shocking grasp (1st level spell) and when you hit with it you then cast a quickened intensified shocking grasp (empowered if you want to use a 3rd level spell vs another 1st level spell) and continue your full attack action.

At night you GMW both of your weapons, extending them via a lesser rod. You pool back the spell as needed. Likewise this slot can be used for those quickened empowered intensified shocking grasps during the day.

Anyway that's one build for levels 15+

-James


Wayang Spellcaster trait from DEP deserves mention as it's essentially a regional variant of Magical Lineage.

For real hilarity, take both for shocking grasp and ignore two levels of metamagic modification.


My 'Best' magus would be a Int Based Hexcrafter, with Str as secondary.

Why?
Because the normal magus spellist is Mostly blasts with very little SOD spells.

Hexcrafter adds Brand as a non-cheesy replacement for Arcane Mark.
It also adds some Awesome Curse spells.
You can take the Powerful Witch hexes. Slumber, Ice Tomb which are Save or Lose effects more powerful than your best spells (Same DC as A full casters highest spell and they don't run out or Provoke.

Hexes can save you heaps of spell slots/arcana points eg Flight hex

They make you a ton more versatile and you can still have enough feats for Intensify, Persistent, Quicken and super buff your blasts.


Spell perfection (Shocking grasp), Wayang Spellhunter (Shocking grasp), Magical Linage (Shocking grasp).

Tack on the arcana's that allow you to cast a spell 1 per day ignoring their meta-magic cost or find a 3rd limb to pick up a meta-magic rod.....

Well, then that sounds horrible*

*awesome


Mathwei ap Niall wrote:
Arcaleth wrote:
Mathwei ap Niall wrote:
STR Ranger wrote:

Someone mentioned Death from above Earlier.

You get +5 to attack on an ariel charge instead of normal bonus.

normally you get +1 for higher ground and +2 for charging.

I'm not sure if the feat is worth it.

The advantage is pairing it with the Tactical Acumen spell (which should be up pretty often). That +5 bonus will get up to a +9 to hit (massive bonus on a 3/4 bab class that is often tanking their to-hit bonus).

Put this on a strength magus with power attack and you can pretty much never miss for that one big massive blow.
It makes for a great opener (or finisher) with a minor investment.
I think the +7 without the feat is still pretty useful. Great spell if you have a rogue (or anything else with sneak attack) in the party. Does that stack with the imp. flanking teamwork feat?

You don't get a +7 without the feat, you get a +2 (+3 if you're attacking from above on your charge).

Yes it stacks with Outflank different types of bonuses all stack.

I was refering to the aforementioned "pairing". Tactical Acumen +4 (higher levels), charge +2, high ground +1. 7.


Yeah, thanks for mentioning tactical acumen. Hadn't seen that spell. Looks awesome to combine with Flight Hex and charging around in the Air.

Gotta buy it at the Adacamae aftet this mission (hopefully we level) and I'll take flight hex next level.


WRoy wrote:

Wayang Spellcaster trait from DEP deserves mention as it's essentially a regional variant of Magical Lineage.

For real hilarity, take both for shocking grasp and ignore two levels of metamagic modification.

What is DEP? Couldn't find the source you reference...thanks!


Wayang spellhunter and magical lineage wouldent stack because its a trait bonus and they never add up if they did everyone would be grabbing reactionary with chance savior or sumsuch .

Silver Crusade

Ceril'ondima Faereldon wrote:
WRoy wrote:

Wayang Spellcaster trait from DEP deserves mention as it's essentially a regional variant of Magical Lineage.

For real hilarity, take both for shocking grasp and ignore two levels of metamagic modification.

What is DEP? Couldn't find the source you reference...thanks!

DEP = Dragon Empires Primer


Stasiscell wrote:
Wayang spellhunter and magical lineage wouldent stack because its a trait bonus and they never add up if they did everyone would be grabbing reactionary with chance savior or sumsuch .

I believe in both reactionary & chance savior the numerical bonus is followed by "trait bonus". The same bonus being of same type means they don't stack.

There are some traits that don't impart a trait bonus and those benefits would stack with any other bonus that's either untyped or a trait bonus.

Both benefits being from traits doesn't inherently mean they both don't work together.

Silver Crusade

@: Mathwei ap Niall : Thank you for your advice, prehensile hair, while certainly useful is just no option for me, my group would find this wayyyy to funny ^^ I would never hear the end of it ...

I took flight, since I can never see myself spending a 3rd level slot to prepare fly, the same is true for levitate and feather fall. Attacking from above with tactical acumen is just . .. and I am pretty sure that you can make a 5 ft. step straight up when flying.

@ Arcaleth: Thank you, I kicked Devoted blade out the build in favor of taking more arcana/hexes. My initial plan (back when I played a witch) was to hex until Retribution worked and hen let the brute tire himself against summoned monsters. Ice Tomb is just awesome though^^

Silver Crusade

Zark wrote:


james maissen wrote:


From that list I tend to read Demons and a scattering of others.. YMMV.

Yes, MMMV. That said I do agree. At higher levels (In my experience) Devils , undeads and spell caster are to more common that Demons in boss fights. Or in any fight really.

james maissen wrote:

Actually it is, in that you are looking at a trait (magical lineage) and a feat (spell perfection) that have to be tied to a single spell.

For a magus the normal choices for that spell are either shocking grasp or corrosive touch. Both allow for SR, so magic immune stop either cold. Shocking grasp is electricity and 10 (15 empowered, 20 maximized) more damage than corrosive touch which is acid.

Yes. I agree. winner if we talk about magical lineage and/or spell perfection shocking grasp comes up as a winner vs corrosive touch. That is, unless you play a campaign with a lot of Demons or other creatures with immunity to electricity.

But that is not what I was talking about. My point was the guide neglects spells that can be useful when you are fighting stuff where using other spells would be more beneficial. Since this is a guide, odds are that inexperienced players might seek advice, adding some advice on spells to have as back up spells is not a bad idea. If you know you are going to fight a Blue Dragon or anything with immunity to electricity, shocking grasp is a bad.

My point is that any caster should have a variety of spells. Heck, a low level part can get TPK:ed by a swarm. So at lower levels Burning hand can come useful. At least as a scrolls or two.
Fighting anything with fire vulnerable to fire, burning hand might be really good. Burning hands + Intensified Spell vs. two Mummies could be a fun. Especially since their reflex saves suck.

So, we are not really talking about the same thing. Again: magical lineage and/or spell perfection shocking grasp is winner. On that we agree. Problem is since a lot of magus will use this combination foes might know this to, so let's...

I can only suggest elemental spell http://www.d20pfsrd.com/feats/metamagic-feats/elemental-spell-metamagic. If you take it early you can prepare shocking grasp with a different element (fire or acid seem good choices). Since you can still prepare it without using a higher level spell slot, you should be good. And after say level 3-4 I would suggest every Magus to keep some backup spells handy on scrolls or wands just in case.

Silver Crusade

Varrel wrote:

My 'Best' magus would be a Int Based Hexcrafter, with Str as secondary.

Why?
Because the normal magus spellist is Mostly blasts with very little SOD spells.

Hexcrafter adds Brand as a non-cheesy replacement for Arcane Mark.
It also adds some Awesome Curse spells.
You can take the Powerful Witch hexes. Slumber, Ice Tomb which are Save or Lose effects more powerful than your best spells (Same DC as A full casters highest spell and they don't run out or Provoke.

Hexes can save you heaps of spell slots/arcana points eg Flight hex

They make you a ton more versatile and you can still have enough feats for Intensify, Persistent, Quicken and super buff your blasts.

I completely agree, if you could combine hexcrafter and Kensai it might be slightly more powerfull though.

Silver Crusade

davidvs wrote:

Is the feat "Experimental Spellcaster" at the bottom of the Wordspell Page as great for a Magus as it appears?

Lots more cantrip options...

I could be wrong but you get only one single effect word, so while you can play arround with targeting I could not find any word wrth taking.

Can you maybe quote a sample wordspells that`s worth taking?


Sebastian Hirsch wrote:
davidvs wrote:

Is the feat "Experimental Spellcaster" at the bottom of the Wordspell Page as great for a Magus as it appears?

Lots more cantrip options...

I could be wrong but you get only one single effect word, so while you can play arround with targeting I could not find any word wrth taking.

Can you maybe quote a sample wordspells that`s worth taking?

Take the feat once to get a damaging touch cantrip. Pick one from electricity, acid, cold, or fire.

Perhaps, but much less significantly, take the feat again to get two more effect/meta words. Perhaps the effect word Accelerate (a useful second-level variant of Haste) and the meta word Lengthy (to double the duration of Accelerate a few times each day).

Silver Crusade

davidvs wrote:
Sebastian Hirsch wrote:
davidvs wrote:

Is the feat "Experimental Spellcaster" at the bottom of the Wordspell Page as great for a Magus as it appears?

Lots more cantrip options...

I could be wrong but you get only one single effect word, so while you can play arround with targeting I could not find any word worth taking.

Can you maybe quote a sample wordspells that`s worth taking?

Take the feat once to get a damaging touch cantrip. Pick one from electricity, acid, cold, or fire.

Perhaps, but much less significantly, take the feat again to get two more effect/meta words. Perhaps the effect word Accelerate (a useful second-level variant of Haste) and the meta word Lengthy (to double the duration of Accelerate a few times each day).

Oh I see, well I guess this is a valid option for a low level game. However if I take the hexcrafter archetype, I get brand which is almost as good. If I take the close range arcana (worth about a feat) I can use spellstrike with ray of frost. With the right trait you can add touch of fatigue to your list.

To be blunt if I weren't a hexcrafter, this would be a valid option - but the close range arcane has other benefits, like the ability the spellstrike with enervation (with a higher chance to get a critical hit). It really depends on the player and GM if they are willing to allow and work with a simple (optional) variant spellcasting system and how feat starved the build is.


Sebastian Hirsch wrote:
Varrel wrote:

My 'Best' magus would be a Int Based Hexcrafter, with Str as secondary.

Why?
Because the normal magus spellist is Mostly blasts with very little SOD spells.

Hexcrafter adds Brand as a non-cheesy replacement for Arcane Mark.
It also adds some Awesome Curse spells.
You can take the Powerful Witch hexes. Slumber, Ice Tomb which are Save or Lose effects more powerful than your best spells (Same DC as A full casters highest spell and they don't run out or Provoke.

Hexes can save you heaps of spell slots/arcana points eg Flight hex

They make you a ton more versatile and you can still have enough feats for Intensify, Persistent, Quicken and super buff your blasts.

I completely agree, if you could combine hexcrafter and Kensai it might be slightly more powerfull though.

I will look into it.

Silver Crusade

1 person marked this as a favorite.
STR Ranger wrote:
Sebastian Hirsch wrote:
Varrel wrote:

My 'Best' magus would be a Int Based Hexcrafter, with Str as secondary.

Why?
Because the normal magus spellist is Mostly blasts with very little SOD spells.

Hexcrafter adds Brand as a non-cheesy replacement for Arcane Mark.
It also adds some Awesome Curse spells.
You can take the Powerful Witch hexes. Slumber, Ice Tomb which are Save or Lose effects more powerful than your best spells (Same DC as A full casters highest spell and they don't run out or Provoke.

Hexes can save you heaps of spell slots/arcana points eg Flight hex

They make you a ton more versatile and you can still have enough feats for Intensify, Persistent, Quicken and super buff your blasts.

I completely agree, if you could combine hexcrafter and Kensai it might be slightly more powerfull though.
I will look into it.

While usually stronger a Kensai does have that huge glass cannon problem. If he loses his Dexterity and Intelligence to AC his AC will drop 8-10 points.

So the argument, that a kensai with a black blade doen*t have to invest in weapons or armor is only partly true. Bracers of Armor are almost necessary and a silk armor (with only a +1 so it doesnt overwrite the bracers) with things like fortification pretty nice too.

Silver Crusade

1 person marked this as a favorite.

I can recommend this spell to pretty much ever Magus when party healing is a issue:

http://www.d20pfsrd.com/magic/all-spells/a/ablative-barrier

The +2 armor bonus is pretty irrelevant to a kensai, since he should have a mage armor on him once this spell get's available (level 4), and since other magi usually wear leather armor or better this won't help your AC. Of course if you find yourself attacked by incorporeal creatures that +2 armor bonus could save your bacon, since it's a force effect like mage armor.

The real advantage is the ability to convert 5 points of damage (max 5 per level max. 50 from every attack into nonlethal damage. If you don't receive healing in combat this won't allow you to last longer, you will drop unconscious once your nonlethal damage becomes as high as your real hitpoints

Example: My level 4 Magus has 35 hitpoints and a fresh ablative barrier up (can convert 20 points of lethal damage into nonlethal damage).

In the first fight I get hit for 6 damage (5 nonlethal, 1 lethal). The group runs to the next encounter - no time to heal (see healing below).

In the second fight I get cut up pretty badly by a maniac with kukris for 8 (5 nonlethal, 3 lethal) 7 (5 nonlethal, 2 lethal) and 8 (5 nonlethal, 3 lethal) . We killed him shortly after that, and while I was a 26 hp still far from dead, with 20 nonlethal damage the next attack would have knocked me out.

I could have waited 5 hours for the nonlethal damage to heal in its own, but a single infernal healing (CL 1, great for wands and scrolls) heals 10 hp and 10 nonlethal damage.

Now if you can get healing mid-combat it's even more fun since every healing heals the same amount of nonlethal damage, but this isn't just about healing efficiency.

While you are very close to dropping unconscious with 25 HP and 20 nonlethal damage, and if the enemy stands right next to you, ready to coup the grace you... there is a big difference if you take 30 points from a fireball. If your barrier converted all those nasty lethal damage into nonlethal damage you are only dying with some rounds left to live. If you were at 5 hp, you are toast.

So yeah I really like the spell, the fact that we run the Serpents Skull AP with a Bard, Wizard, Barbarian, Summoner and me... is a factor ^^


I can attest to Ablative Barrier being a pretty awesome spell. Probably better for a Kensai, but Non-Lethal heals at a rate of Level/hour which is quite nice.

Plus any healing heals both lethal and non-lethal damage at the same time. Say you're healed for 16 points in combat the healing should bring back 16 HP and remove 16 non-lethal damage effectively doubling the rate of healing whilst in combat.

Healing in combat is usually a poor use of action economy, but when it needs to be done doubling down on the effect is always nice. The 1/hour per CL is also good duration wise for a simple buff and forget.


Sebastian Hirsch wrote:

@: Mathwei ap Niall : Thank you for your advice, prehensile hair, while certainly useful is just no option for me, my group would find this wayyyy to funny ^^ I would never hear the end of it ...

I took flight, since I can never see myself spending a 3rd level slot to prepare fly, the same is true for levitate and feather fall. Attacking from above with tactical acumen is just . .. and I am pretty sure that you can make a 5 ft. step straight up when flying.

@ Arcaleth: Thank you, I kicked Devoted blade out the build in favor of taking more arcana/hexes. My initial plan (back when I played a witch) was to hex until Retribution worked and hen let the brute tire himself against summoned monsters. Ice Tomb is just awesome though^^

No sweat. Thank you too. I had not heard of ablative barrier. Great spell. Been using it quite a bit.


Somebody correct me if I'm wrong, but a dervish dancer magus would not get a good attack bonus with the scimitar until level 3, since scimitar is no longer affected by weapon finesse, right?


Parus Paron "Par" Donner wrote:
Somebody correct me if I'm wrong, but a dervish dancer magus would not get a good attack bonus with the scimitar until level 3, since scimitar is no longer affected by weapon finesse, right?

That is correct. Most use another finesse weapon (usually a rapier) until level 3 or utilize a ranged weapon.


Something I would really like to see are options for "support" Magi.. I'm playing one right now. Focusing on debuffing and utility vs damage (rolling into flanking, using Frostbite over SG, etc).

Any ideas on feats to take? Looking to increase my combat options or provide more bonuses.


For a support Magi, consider the use of spell blending to pick up spells like Touch of Idocy, Ghoul Touch, Calcific Touch, etc. Their isn't much need of a guide beyond 'Take stuff that reduces the enemy stats not HP' and the usual 'Try for stuff that doesn't allow saves beyond SR'

The close range arcana along with spell blending for Enervation (capped with spell perfectioning/metamagiced it if you want to make it nastier) can make for a nasty debuffing hit at mid-high levels.

As for utility though, beyond debuffing/damage, Magus don't have much. Their's just nothing you could offer a Cleric or prime caster wouldn't be leagues better at. The class is pretty offense oriented.

Plus, Hexcrafters won't hurt that type of build thanks to hexes, curses, and accursed strike.

Actually that leads me to a Hexcrafter related question I've been wanting to get peoples opinions on...

As a Hexcrafter, if you were only going to/could only take either Slumber or Ice Tomb (side question: what's Ice Tombs range? 60 feet?), and you were looking for use in the middle/end game (say lvl 8-17ish) which would you take?


ShoulderPatch wrote:


As a Hexcrafter, if you were only going to/could only take either Slumber or Ice Tomb (side question: what's Ice Tombs range? 60 feet?), and you were looking for use in the middle/end game (say lvl 8-17ish) which would you take?

Well Ice Tomb is a major hex, so you wouldn't be able to take that until 12th level at the earliest as a hexcrafter.

I tend to like eye eye. Even with a save they take a -4 penalty for 1 round. This can go to saves and set them up for abuse from the rest of the party.

Not sure on the range of Ice Tomb,

-James


@dunebugg- Rime spell and the enforcer feat both synergize well with frostbite. Tactical acumen was mentioned earlier on this thread just a few posts ago. Its great for improving flanks as it improves the flank bonus to attack. If you want to get to flanking position without taking attacks of opportunity there are a couple of spells that can make that happen. I agree with shoulderpatch's advise. The Hexcrafter seems perfect for what you want to do. Spell blending is great so that you can take whatever wizard spells you want to improve your ability to debuff and add utility.

@ShoulderPatch- I think Icetomb is stonger. There is a reason you can't get it till later. There are a number of enemies that can't be put to sleep. Waking a sleeping target is easier than breaking one out of icetomb. They do target different saves and therefore very different types of enemies though. Both are pretty useful. My own build has both. I have never found the official range to ice tomb. We have been using 60ft. If you find the official ruling please let me know what it is.

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