
james maissen |
Str: 18
Dex: 20
Con: 13
Int: 18
Wis: 9
Cha: 16
Without gear that would be:
STR 16INT 16
WIS 07
DEX 18
CON 11
CHA 14
Right? So you started with:
STR 16
INT 14 (+2 racial)
WIS 07
DEX 14 (+2 racial, +2 level)
CON 13 (-2 racial)
CHA 14
So this is a 24pt buy? Or is my math off somewhere?
It's always nicer if breakdowns are included so that one does not need to deconstruct like this (and likely make a mistake somewhere while doing so).
Sadly I'm also having issues reading the skills even though you do have break down numbers there... if I'm reading it right then perhaps you had a 20INT at one point? You seem to be doing ranks + class + stat for the first 3 numbers, but you have an 18INT not a 20.
-James

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shallowsoul wrote:
Str: 18
Dex: 20
Con: 13
Int: 18
Wis: 9
Cha: 16Without gear that would be:
STR 16
INT 16
WIS 07
DEX 18
CON 11
CHA 14Right? So you started with:
STR 16
INT 14 (+2 racial)
WIS 07
DEX 14 (+2 racial, +2 level)
CON 13 (-2 racial)
CHA 14So this is a 24pt buy? Or is my math off somewhere?
It's always nicer if breakdowns are included so that one does not need to deconstruct like this (and likely make a mistake somewhere while doing so).
Sadly I'm also having issues reading the skills even though you do have break down numbers there... if I'm reading it right then perhaps you had a 20INT at one point? You seem to be doing ranks + class + stat for the first 3 numbers, but you have an 18INT not a 20.
-James
If you are doing a 20 point buy and you drop a stat to 7 that gives you 24 points to work with, in fact I was only able to spend 23 points.
I started at the following:
str:14 (+2 Belt) 16
dex:14 (+2 racial, +2 Belt, +2 level) 20
con:13 (+2 Belt, -2 racial)
int:14 (+2 racial, +2 Headband) 18
wis:7 (+2 Headband) 9
cha:14 (+2 Headband) 16
So it should be a 16 strength and not an 18.

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Here are the corrections.
“Caleb Brightmore”
5th level elven Bladebound Magus / 5th level Paladin (Lawful Good)
Str: 16
Dex: 20
Con: 13
Int: 18
Wis: 9
Cha: 16
HP: 5d8 + 5 (5 Favored Class) 5d10 + 5
AC: 25 (10 + 5 Dex + 8 (+4 Chain Shirt) + 1 (+1 Ring of Amulet of Nat Armor +1) +1 (Ring of Protection +1) = 25
AC with Smite Evil: 27
Touch: 16 (19 with Smite Evil)
Flat-footed: 19 (22 with Smite Evil)
Fort: +14
Ref: + 12
Will: +12
Traits: Magical Knack (+2 caster level on Magus) and Optimistic Gambler (Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.)
Feats: Intensified Spell, Weapon Finesse, Extra Arcane Pool, Power Attack, Skill Focus (Survival), Eldritch Heritage (Orc),
Race: (Elf): Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of
magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords,
rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose
from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Class: (Magus Bladebound): Arcane Pool (8), Cantrips, Spell Combat, Spellstrike, Spell Recall, Bonus Feat, Black Blade,
Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1d4 + 1 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Black Blade: Rapier
• Enhancement bonus (+ 2)
• Intelligence 12
• Wis/Cha 8
• Ego 8
• Alertness
• Black Blade Strike
• Telepathy
• Unbreakable
• Energy Attunement
• Black Blade Arcane Pool (2)
• Languages (Common and Elven)
• Knowledge Arcana ( +2)
• Senses
Paladin: Aura of Good, Detect Evil, Smite Evil 2/day, Divine Grace, Lay on Hands (5/day), Aura of Courage, Divine Health, Mercy, Channel Positive Energy (3d6 DC 15 6/day), Divine Bond, Spells,
Paladin Spells: 1st
• Divine Favor
• Bless
Magus Spells:
• 0: Arcane Mark, Acid Splash, Detect Magic, Disrupt Undead
• 1st: Shield, Shocking Grasp x2, Ray of Enfeeblement, True Strike,
• 2nd: Intensified Shocking Grasp x2, Mirror Image
Attack: Black Blade +2 Rapier: + 15 1d6 + 5 18-20 x2
• Black Blade +1 keen rapier: +14 1d6 + 4 15-20 x2
• Black Blade +1 keen, flaming(or Frost, Shock) rapier(Divine Bond): +14 1d6 + 4 + 1d6 (Fire) 15-20 x2
• Black Blade +2 keen rapier (Divine Bond): +15 1d6 + 5 15-20 x2
• Black Blade +1 keen, frost rapier(Divine Bond): +18 (Smite Evil) 1d6 + 4 + 1d6 (Cold) + 5 (Smite Evil 15-20 x2
• Black Blade + 1 keen, frost rapier(Divine Bond): +25 (Smite Evil + Touch of Rage + Arcane Pool) 1d6 + 4 + 1d6 (Cold) + 5 (Smite Evil) + 7d6 (Shocking Grasp) + 1 (Black Blade Strike) + 5 (Touch of Rage) + 1 (Divine Favor) + 2 (Arcane Pool) 15-20 x2
• There are lots of different combinations with this build but the above are a few.
Skills:
• Climb: 2 + 3 + 4 – 1 = + 8
• Knowledge: (Arcana): 4 + 3 + 5 = + 12
• Knowledge: (Planes): 3 + 3 + 5 = + 11
• Spellcraft: 3 + 3 + 5 + 2 + 2(Favored Class) = +15
• Use Magic Device:3 + 3 + 3(Favored Class) + 3 = + 12
• Fly: 1 + 3 + 5 - 1 = + 9
• Knowledge:(Dungeoneering): 3 + 3 + 5 = + 11
• Diplomacy: 4 + 3 + 3 = + 10
• Knowledge:(Religion): 4 + 3 + 5 = + 12
• Ride:3 + 3 + 5 - 1 = + 10
• Sense Motive: 5 + 3 – 1 = + 7
• Perception:6 + 2 – 1 = + 7
• Stealth: 4 + 5 – 1 = + 8
• Survival: 1 + 3 + - 1 = + 3
Gear: +4 mithral chain shirt, Headband of Mental Superiority +2, Belt of Physical Perfection +2, Amulet of Natural Armor + 1, Pearl of Power 1st x2, Cloak of Resistance + 2, Ring of Protection + 1,

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shallowsoul wrote:
• Knowledge: (Arcana): 4 + 3 + 5 = + 12
• Knowledge: (Planes): 3 + 3 + 5 = + 11Where do the +5s come from?
Also I don't know what the headband skills are, as I don't think you have any skills at max ranks. Are they not listed at all?
-James
I actually didn't add any skill ranks from the headband, I forgot about them actually.
I also see that I didn't do anything with Power Attack.
• Climb: 2(ranks) + 3(Str) + 3(Trained) – 1 = + 7
• Knowledge: (Arcana): 5(ranks) + 3(trained) + 4(Int) = + 12
• Knowledge: (Planes): 3(ranks) + 3(trained) + 4(Int) = + 10
• Spellcraft: 4(ranks) + 3(ranks) + 4(Int) + 2(racial) + 2(Favored Class) = +15
• Use Magic Device:4(ranks) + 3(trained) + 3(Favored Class) + 3(Cha) = + 13
• Fly: 1(ranks) + 3(trained) + 5(Dex) - 1(Armor Check) = + 9
• Knowledge:(Dungeoneering): 3(ranks) + 3(trained) + 4(Int) = + 10
• Diplomacy: 4(ranks) + 3(trained) + 3(Cha) = + 10
• Knowledge:(Religion): 4(ranks) + 3(trained) + 4(Int) = + 11
• Ride:3(ranks) + 3(trained) + 5(Dex) - 1(Armor Check) = + 10
• Sense Motive: 5(ranks) + 3(trained) – 1(Wis) = + 7
• Perception:6(Ranks) + 2(Alertness) – 1(Wis) = + 7
• Stealth: 4(ranks) + 5(dex) – 1(Armor check) = + 8
• Survival: 1(ranks) + 3(Skill Focus) + - 1(Wis) = + 3
I had 54 total skill ranks to spend and then 5 from favored class.

james maissen |
I had 54 total skill ranks to spend and then 5 from favored class.
I count 49 ranks spent.
You have 50 ranks before favored class and headband. (2base for either the magus or the paladin and 3 from INT x 10 levels=50).
I'd go with survival in the headband, that way you can get the most out of the skill focus that you're stuck with... and +15 before magic can get a decent number of tracking DCs.
I'd also suggest that you consolidate a little bit more in that there are a few skills there that you don't need as high and others that you'd likely wish higher.
Also, now looking at where you have the black blade listed.. it's always at least +2, right?
-James

llamaegg |
So in regards to using a Arcane Pool point to give weapons bonuses, when a point is spent are you able to (as long as it doesn't go past +5) give multiple bonuses? So could I give my Black Blade flaming and frost? And if so would it be a Black Blade of Flaming Frost +5 or Black Blade of Flaming Frost +3 (due to both only costing +1)?

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So in regards to using a Arcane Pool point to give weapons bonuses, when a point is spent are you able to (as long as it doesn't go past +5) give multiple bonuses? So could I give my Black Blade flaming and frost? And if so would it be a Black Blade of Flaming Frost +5 or Black Blade of Flaming Frost +3 (due to both only costing +1)?
It would be Black Blade of Flaming Frost +3. You pay for the frost with what it would normally cost you to enchant it. Flaming Burst, for example, would cost you a +2.

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shallowsoul wrote:
I had 54 total skill ranks to spend and then 5 from favored class.I count 49 ranks spent.
You have 50 ranks before favored class and headband. (2base for either the magus or the paladin and 3 from INT x 10 levels=50).
I'd go with survival in the headband, that way you can get the most out of the skill focus that you're stuck with... and +15 before magic can get a decent number of tracking DCs.
I'd also suggest that you consolidate a little bit more in that there are a few skills there that you don't need as high and others that you'd likely wish higher.
Also, now looking at where you have the black blade listed.. it's always at least +2, right?
-James
I will have to go back and make a few more corrections.
Normally the blade is at +2 but with Arcane Pool I can make it a +1 keen weapon, or a +1 frost etc... Now with Divine Bond, I can add an extra +1 or I can add flame etc...

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I have updated and made some corrections. James says that I need to take away from a few skills and put more in others. Which ones should I work on?
“Caleb Brightmore”
5th level elven Bladebound Magus / 5th level Paladin (Lawful Good)
Str: 16
Dex: 20
Con: 13
Int: 18
Wis: 9
Cha: 16
HP: 5d8 + 5 (5 Favored Class) 5d10 + 5
AC: 25 (10 + 5 Dex + 8 (+4 Chain Shirt) + 1 (+1 Ring of Amulet of Nat Armor +1) +1 (Ring of Protection +1) = 25
AC with Smite Evil: 27
Touch: 16 (19 with Smite Evil)
Flat-footed: 19 (22 with Smite Evil)
Fort: +14
Ref: + 12
Will: +12
Initiative: +5
Speed: 30ft
Traits: Magical Knack (+2 caster level on Magus) and Optimistic Gambler (Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.)
Feats: Intensified Spell, Weapon Finesse, Extra Arcane Pool, Power Attack, Skill Focus (Survival), Eldritch Heritage (Orc),
Race: (Elf): Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of
magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords,
rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in
its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose
from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Class:(Magus Bladebound): Arcane Pool (8), Cantrips, Spell Combat, Spellstrike, Spell Recall, Bonus Feat, Black Blade,
Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.
Touch of Rage(Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1d4 + 1 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Black Blade: Rapier
• Enhancement bonus (+ 2)
• Intelligence 12
• Wis/Cha 8
• Ego 8
• Alertness
• Black Blade Strike
• Telepathy
• Unbreakable
• Energy Attunement
• Black Blade Arcane Pool (2)
• Languages (Common and Elven)
• Knowledge Arcana ( +2)
• Senses
Paladin: Aura of Good, Detect Evil, Smite Evil 2/day, Divine Grace, Lay on Hands (5/day), Aura of Courage, Divine Health, Mercy, Channel Positive Energy (3d6 DC 15 6/day), Divine Bond, Spells,
Paladin Spells:
• 1st: Divine Power, Bless
Magus Spells:
• 0: Arcane Mark, Acid Splash, Detect Magic, Disrupt Undead
• 1st: Shield, Shocking Grasp x2, Ray of Enfeeblement, True Strike,
• 2nd: Intensified Shocking Grasp x2, Mirror Image
Attack: Black Blade +2 Rapier: + 15 1d6 + 5 + 6(Power Attack) 18-20 x2
• Black Blade +1 keen rapier: +14 1d6 + 4 + 6(Power Attack) 15-20 x2
• Black Blade +1 keen, flaming(or Frost, Shock) rapier(Divine Bond): +14 1d6 + 4 + 6(Power Attack) + 1d6 (Fire) 15-20 x2
• Black Blade +2 keen rapier (Divine Bond): +15 1d6 + 5 + 6(Power Attack) 15-20 x2
• Black Blade +1 keen, frost rapier(Divine Bond): +18 (Smite Evil) 1d6 + 4 + 6(Power Attack) + 1d6 (Cold) + 5 (Smite Evil 15-20 x2
• Black Blade + 1 keen, frost rapier(Divine Bond): +25 (Smite Evil + Touch of Rage + Arcane Pool) 1d6 + 4 + (6 Power Attack) + 1d6 (Cold) + 5 (Smite Evil) + 7d6 (Shocking Grasp) + 1 (Black Blade Strike) + 5 (Touch of Rage) + 1 (Divine Favor) + 2 (Arcane Pool) 15-20 x2
Skills:
• Climb: 2(ranks) + 3(trained) + 3(Str mod) – 1(armor penalty) = + 7
• Knowledge: (Arcana): 4(ranks) + 3(trained) + 4(Int mod) = + 11
• Knowledge: (Planes): 3(ranks) + 3(trained) + 4(Int mod) = + 10
• Spellcraft: 3(ranks) + 3(trained) + 4(Int mod) + 2(racial) + 2(favored class) = +14
• Use Magic Device: 4(ranks) + 3(trained) + 3(Cha mod) + 3(favored class) = + 13
• Fly: 1(ranks) + 3(trained) + 5(Dex mod) – 1(armor penalty) = + 9
• Knowledge:(Dungeoneering): 3(ranks) + 3(trained) + 4(Int mod) = + 10
• Diplomacy: 4(ranks) + 3(trained) + 3(Cha mod) = + 10
• Knowledge:(Religion): 4(ranks) + 3(trained) + 4(Int mod) = + 11
• Ride: 3(ranks) + 3(trained) + 5(Dex mod) – 1(armor penalty) = + 10
• Sense Motive: 5(ranks) + 3(trained) – 1(armor penalty) = + 7
• Perception: 6(ranks) + 2(Alertness feat) – 1(Wis mod) = + 7
• Stealth: 4(ranks) + 5(Dex mod) – 1(armor penalty) = + 8
• Survival: 10(headband ranks) + 3(Skill Focus) – 1(Wis mod) = + 12
Gear: +4 mithral chain shirt, Headband of Mental Superiority +2(Survival), Belt of Physical Perfection +2, Amulet of Natural Armor + 1, Pearl of Power 1st x2, Cloak of Resistance + 2, Ring of Protection + 1,

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I was looking at the hexcrafter guide, sv pacific ally how magi do not have good SoS spells. I think we have a decent couple (web, black tentacles, flesh to stone...) since we have less intelligence than what a full wizard or sorcerer might have, the DCs are a little low. Is there a magus way to jack up the DC?

james maissen |
I will have to go back and make a few more corrections.Normally the blade is at +2 but with Arcane Pool I can make it a +1 keen weapon, or a +1 frost etc... Now with Divine Bond, I can add an extra +1 or I can add flame etc...
Okay your blade is +2. Period.
Using the magus ability, for an arcane pool point and a swift action, you can add to that +2. It lasts 1 minute (baring arcana)
Using the paladin ability, once per day and a standard action, you can also add to that +2. It lasts for 5 minutes.
Sadly neither give you the option to add spell storing to the blade.
-James

Thefurmonger |

First off, great guide. It has helped me a lot.
now on to the questions...
I am currently playing a level 3 (just hit 3, so thats the question) Human, Bladebound Kensai.
He is wielding a Katana and I went strength based.
The character sheet can be found HERE
I had planed on taking PA at 3rd level.
**It is worth pointing out a few things here before we go on
1. This is a PFS character
2. I always play with my wife's sorcerer (mage armor, prot evil, etc...)
However the more I look at it I am thinking I may want to take dodge at 3rd then make my 5th character level Unarmed fighter
That grants me IUS and a style feat with no pre-reqs.
I could take crane style as my level 5 feat, then crane wing as my bonus feat.
that would net me a
+1 AC (dodge)
+3 AC (Crane style)
+1 AC (3 ranks in acro)
total of +5 AC and can deflect one attack a round.
however that puts a lot of stuff off for a level, also that is another -2 to hit, add that to the -2 for spellcombat and that hurts.
I could then pick up PA as my level 5 magus feat but I am then at -6 to hit total. thats not good.
Anyway, what do you think?

Thefurmonger |

Thefurmonger wrote:
Anyway, what do you think?I think power attack is overrated for a magus.
As to the AC.. what is your AC sitting at without this investment?
-James
Well thats the thing, its not that bad.
Kensai dont get to use armor of any kind.
So at level 3 I have..
+2 Dex
+2 Int (Kensai adds Int up to their level, I have a +2)
+4 Mage armor (Wife casts it), if not then its +1 from a Harakami
So 18 (or 15 w/o Mage armor)
With this I would be at 23 (or 20 w/o Mage armor)
And I could deflect onece a round.
So the AC bump will really help.
But thats a level less spells and -2 to hit.
Also no PA.
I am really torn, and I have to decide today, as I play him on Sat :(

Thefurmonger |

Heh, yeah that could be.
But with it being the same alignment it should be all good.
Also as it is PFS stuff like that does not really happen.
I am sorta counting on it tho. if I ever get dominated the sword will more then likley try to take over depending on what I do.
Failing that save would be nice.

Cuàn |

I've got a question:
Let's say I have a 4 armed character via the Race Builder in the ARG. Can I Spell Combat or Spellstrike with a 2h weapon?
I'd say Spellstrike works without problem as the melee attack simply becomes part of the spell, so you can cast the spell with two hands while attacking with the other pair.
Spell Combat is what I'm not sure about. On the one hand it talks about having to have a hand free, which a 4 armed Magus has while wielding a 2h weapon, but on the other hand it also mentions a Light or One-Handed weapon in the other hand.
What would happen if you wield a 2h in hand 1 and 2, a Dagger in hand 3 and have hand 4 empty? That way you have a Light weapon in one hand to meet the RAW prequisite of Spell Combat but if you make a Full-Attack you'd still hit with the 2h.

dunebugg |

Bit of trouble getting this up. Works now.
Hexcrafters don't get Accursed Strike for free. You gain access to it through the archetype and can select it anytime you would normally get a new magus arcana.
Summon Spirit is also ... Not blue? You still have to pay for your summoned spirit (bargains as per Greater Planar Ally), up to 18,000gp depending on the length of your task. Plus 1 negative level. Big benefit is the standard action usage, as opposed to GPA which is 10 min casting time.

james maissen |
Anyway, what do you think?
First load the shield spell as it will do you well.
Second, plan the character out til 12th rather than make short sighted decisions.
Third, my advice is against power attack. A 2 for 1 trade at the cost of a feat on a medium BAB character with spike damage on a hit is not a good plan.
-James

STR Ranger |

STR Ranger wrote:Bit of trouble getting this up. Works now.
Hexcrafters don't get Accursed Strike for free. You gain access to it through the archetype and can select it anytime you would normally get a new magus arcana.
Summon Spirit is also ... Not blue? You still have to pay for your summoned spirit (bargains as per Greater Planar Ally), up to 18,000gp depending on the length of your task. Plus 1 negative level. Big benefit is the standard action usage, as opposed to GPA which is 10 min casting time.
Umm, I DID make it blue.

ShoulderPatch |

STR Ranger wrote:Bit of trouble getting this up. Works now.
Hexcrafters don't get Accursed Strike for free. You gain access to it through the archetype and can select it anytime you would normally get a new magus arcana.
I noticed that too (go reread the wording, unless it's had an errata I haven't seen then Dunebugg is correct).
Otherwise though, solid guide. I don't agree with every ranking, but I don't offhand see any I disagree by more then 1 color level, and along with Viking Irishman's Witch guide Hex reviews, it gives new Hexcrafters something to base their decisions on.

dunebugg |

dunebugg wrote:Umm, I DID make it blue.STR Ranger wrote:Bit of trouble getting this up. Works now.
Hexcrafters don't get Accursed Strike for free. You gain access to it through the archetype and can select it anytime you would normally get a new magus arcana.
Summon Spirit is also ... Not blue? You still have to pay for your summoned spirit (bargains as per Greater Planar Ally), up to 18,000gp depending on the length of your task. Plus 1 negative level. Big benefit is the standard action usage, as opposed to GPA which is 10 min casting time.
Sorry I should have clarified. Summon Spirit is by far NOT blue. It's incredibly situational, and very expensive. It is not hands down the best choice for a hexcrafter.

STR Ranger |

We're gonna have to disagree on that one.
Most other hexes are save or lose. You already have Slumber (admittedly, mind affecting) and Ice Tomb. Both have the same DC as a grand hex so really the others don't get you much.
While summon spirit has limitations it is a RAW way to get access to a VERY powerful ally. One who effectively gives you 2 chars. breaking action economy and can get you access to magic you otherwise could not.

pad300 |
Yeah, Summon Spirit is pretty much the best single versatility effect in the game... And it's not expensive for what it can do. Getting access at 18th level means for 1800 gp you get the services of an 18th level caster of your choice for 18 minutes. That's cheap. The normal cost for spellcasting is Spell level * Caster Level * 10 gp. You can get a lot of casting into 18 minutes. Not to mention, it's such a information spell. Need help with something Thassilonian? Call up the guy who made it... Want to know where Runelord Alazanist hid her treasury? Call up a couple of her apprentices (or her chief accountant...), you'll get a pretty good idea.
If you really need money, find a shipwreck, conjure the ghost of a sorcerer who knows the spells Salvage and Unseen Crew. Sail your new ship to port and sell it. You will make a profit ... Picking the right spot will mean that said sorcerer ghost will be able to do the business five times over for one 1800 gp investment. At the levels this becomes available, money is not really an issue.

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I'd like to suggest taking Spell Specialization,it combined with Gifted Adept can give you 4d6 Shocking Grasp at Level 1. Take Wayang Spellhunter for Shocking Grasp and you can use Intensified Spell earlier for no cost. 10d6 at 3rd level (unless Intesified Spell requires you have fifth level which I'm not sure) isn't exactly bad. And you can switch out Spell Specialization once you reach a high enough level.

james maissen |
I'd like to suggest taking Spell Specialization,it combined with Gifted Adept can give you 4d6 Shocking Grasp at Level 1. Take Wayang Spellhunter for Shocking Grasp and you can use Intensified Spell earlier for no cost. 10d6 at 3rd level (unless Intesified Spell requires you have fifth level which I'm not sure) isn't exactly bad. And you can switch out Spell Specialization once you reach a high enough level.
Not sure how you're figuring getting a CL 10 at 3rd level. I suspect that you are misreading intensify spell.. it merely raises the cap.
Spell specialization requires spell focus as well, so we're talking 2 feats. That's a sizable investment, and one that you will move from shocking grasp at 10th level if not earlier.
If you can fit it in that's great, but honestly I don't see it making the cut in general.
I would consider both Wayang Spellhunter AND magical lineage. An intensified elemental shocking grasp is a 1st level slot. Empowered it's a 3rd level slot. With Spell perfection it can also be quickened as a 3rd level slot or not and be a 1st level slot.
Rather than the 2 feats to increase caster level, I'd spend the 2 feats on the ability to swap out any memorized spell for a shocking grasp. As it's your go to spell, this seems to make more sense than to migrate it over to something else when you're otherwise coming into your own.
-James

Paul Bradley - batcut |
Hi guys, I'm building a Magus for a PFS scenario and I was using the Dervish build. The tools I've tried don't allow the use of Scimitar for Weapon Finesse to use the DEX bonus in attack calcs.
Looking at Dervish Dance, it allows the DEX bonus on attacks. But that isn't until 3rd level. In Walter's guide he has listed a +4 attack bonus using the scimitar at level 1 - can someone explain this for a simple noob.
Cheerz,
Paul

chaoseffect |

Looking at Dervish Dance, it allows the DEX bonus on attacks. But that isn't until 3rd level. In Walter's guide he has listed a +4 attack bonus using the scimitar at level 1 - can someone explain this for a simple noob.
I believe you are correct, and it sounds more like a simple oversight on the guide's part.

Paul Bradley - batcut |
Paul Bradley 621 wrote:Looking at Dervish Dance, it allows the DEX bonus on attacks. But that isn't until 3rd level. In Walter's guide he has listed a +4 attack bonus using the scimitar at level 1 - can someone explain this for a simple noob.I believe you are correct, and it sounds more like a simple oversight on the guide's part.
Cool, but darn. May as well take the rapier if you want the bonus, otherwise a long sword would be better for damage.

Paul Bradley - batcut |
If you're starting at level 1, you could always just take the rapier and then upgrade to scimitar when you hit 3rd.
Good advice - it's probably better to get the attack bonus than the possible extra 2 damage.
As I mentioned in my first post I'm new to Pathfinder and I wasn't sure if I was reading things correctly or the tools I used were buggy.
Many thanks.

Sandtiger |
Hello,
So I wanted to thank you for the magus guide and my first character will be a magus. I am new to pathfinder although I have some years experience with other RPG. Nontheless have i stumbled upon some Questions and maybe you can help me with and evaluation of some things.
1. The feat Maximize Spellstrike http://www.d20pfsrd.com/feats/general-feats/maximized-spellstrike
Is it worth it? Maybe in combination with the Prescient Attack Arcana (immediate loss of opponents Dex Bonus)?
2. The spell Force Punch http://www.d20pfsrd.com/magic/all-spells/f/force-punch
Since it is a touch spell and with intensify spell does the same damage as shocking grasp at level 15 and it is force damage and it pushes the target away. I think it deserves more than one star.
3. The spell Forceful Strike http://www.d20pfsrd.com/magic/all-spells/f/forceful-strike
Can it be combined with spellstrike? The casting time is a swift action, so it seems better than a quickened first level spell
This is my build so far
20 point buy
Str.8
Dex.18
Con 12
Int 17
Wis 8
Cha 12
Traits: magical linage(shocking grasp), anatomist, indomitable faith
1st level:Dawnflower Dervish Bard
2nd levelBardBladebound Magus
level feats
1 Arcane Strike
2
3 Breadth of Experience
4
5 Extra Arcane Pts.
6 BONUS:intensify spell
7 spell penetration
8
9 Extra Arcane Pts.
10
11 Lunge
12 BONUS:Dazing Spell
13 Maximize spellstrike
Arcanas:6 Empower Spell, 9 Ghost Blade, 12 Maximize Spell

Matt2VK |
Sandtiger
First,I'm still pretty new to Pathfinder so can only sort of help you. I have been ready through the guides and have started playing around with the Magus and can give some points that I think you've messed up on.
Character Stats -
STR: If you're planning on wearing any armor (which you WILL need) a 8 strength just wont be enough. Suggest you switch your CHA with STR. This will hurt your bard class which brings up the next point.
1st level -
If you're planning on going a multi-class, the suggested guide is to grab your first 2 levels in Lore Warden, a archtype of fighter. This will start you out with more health and 3 feats.
Your Questions 1 & 2 I can't really answer.
3. The spell Forceful Strike http://www.d20pfsrd.com/magic/all-spells/f/forceful-strike
Can it be combined with spellstrike? The casting time is a swift action, so it seems better than a quickened first level spell.
With Magus 1st level ability: Spell Combat, why would you need to grab a spell with a swift action casting time?
I think there's probably better spells out there for the Magus. I just haven't researched that far yet.

Sandtiger |
Sandtiger
First,I'm still pretty new to Pathfinder so can only sort of help you. I have been ready through the guides and have started playing around with the Magus and can give some points that I think you've messed up on.
Character Stats -
STR: If you're planning on wearing any armor (which you WILL need) a 8 strength just wont be enough. Suggest you switch your CHA with STR. This will hurt your bard class which brings up the next point.1st level -
If you're planning on going a multi-class, the suggested guide is to grab your first 2 levels in Lore Warden, a archtype of fighter. This will start you out with more health and 3 feats.Your Questions 1 & 2 I can't really answer.
3. The spell Forceful Strike http://www.d20pfsrd.com/magic/all-spells/f/forceful-strike
Can it be combined with spellstrike? The casting time is a swift action, so it seems better than a quickened first level spell.With Magus 1st level ability: Spell Combat, why would you need to grab a spell with a swift action casting time?
I think there's probably better spells out there for the Magus. I just haven't researched that far yet.
Thank you for the evaluation.
The reasons to go for Dawnflower Dervish Bards are:
- the main selling point: free dervish dance feat means 1d6+4 damage (1d6+8 with arcane strike, battle dance and arcane pool enhancement)at level 1 and it saves me 2 feats.
- 5 rounds of bardic perfomance per day: battle songs starts as a move action, countersong is circumstancial but niche to have.
- 4 more skill points
- access to bardic class skills (especially perception as a class skill could be useful, Acrobatics, Stealth, escape artist and Sleight of hand are Dex Skills.
- Access to bardic spells, the 4 more cantrips are nice to have and I get two first level spells (propably cure light wounds and charm)
- slight advantage to saves (+2 Reflex and +2 Wil Saves)
And I could as a backup play the role of face or library in our group, if nobody else steps up the plate.
the plan was to get some strengh later on with items or at level 8/12
But i Guess i could dump Wis even further to 7 and get me Str. 10. That way I would still come out 1 Skill point ahead at perception and my Wil saves are not to bad.
Why grab a spell with a swift action? because I can combine spellcombat and a swift action and a 5 feet move. that means I could move 5 feet to the enemyt, Spellstrike and cast a swift spell afterwards. This results at level 16 with 4 attacks (3+haste) + Spell combat Attack intensified shocking grasp (10d6) + swift spellstrike intensified Forceful Strike (15d4). Thats 6*weapon damage + 2*Spell damage. Imagine that the spells crit. and maximize both (from arcana and maximize Spellstrike) and empower 1 Spell(from arcana) that is 300 Points of damage from the spells alone. So with a little luck i do tons of damage and push my opponent out of reach at the end of my turn (if he is still alive).

Matt2VK |
If you're set on going that way. How about this -
Human with the Dual Talent from APG - Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
STR 11 (1)
DEX 16 + 2 (10)
CON 12 (2)
INT 14 + 2 (5)
WIS 10
CHA 12 (2)
You'll still be pushing your weight limit with armor but it won't be that bad. You will loose out the bonuses of being a elf caster but you don't take the hit to your Con by going human this way.
I personally, would try to go with a 14 CON for the extra health and the bonus for Fort saves.
Health for when you unload all that damage on a bad guy and they are still alive. You have just become their primary 'must kill' target.
Bonus to Fort because neither the Bard or Magus have good Fort saves and there will be times you will need them.

Lastoth |

1. The feat Maximize Spellstrike http://www.d20pfsrd.com/feats/general-feats/maximized-spellstrike
Is it worth it? Maybe in combination with the Prescient Attack Arcana (immediate loss of opponents Dex Bonus)?
I would say no way in heck. Look at the pile of semi-useless requirements. Magi have a tough time taking long feat chains not related to the core magus builds, and this requirement chain would basically wreck the character.
Second, would you really want to dump 4 arcane pool into one hit? There are WAY better ways to spend it.
3. The spell Forceful Strike http://www.d20pfsrd.com/magic/all-spells/f/forceful-strike
Can it be combined with spellstrike? The casting time is a swift action, so it seems better than a quickened first level spell
Yes, you are allowed to deliver any touch spell with spellstrike. With regard to comparing it to a quickened shocking grasp, it's d4 vs d6. It won't balance out until level 15+ with regard to its effectiveness vs a quickened shocking grasp.
Also, let's not underestimate the +3 to hit with shocking grasp. +15% is big at any level.

Sandtiger |
Sandtiger wrote:1. The feat Maximize Spellstrike http://www.d20pfsrd.com/feats/general-feats/maximized-spellstrike
Is it worth it? Maybe in combination with the Prescient Attack Arcana (immediate loss of opponents Dex Bonus)?I would say no way in heck. Look at the pile of semi-useless requirements. Magi have a tough time taking long feat chains not related to the core magus builds, and this requirement chain would basically wreck the character.
Second, would you really want to dump 4 arcane pool into one hit? There are WAY better ways to spend it.
Yes, the requirements are a mystery to me. Taking the Maximized Spell Arcana is no problem, because i would take that anyway, but what is 'weapon expertise class feature'? I am not sure. RAW makes no sense here. My theory is that the RAI is the weapon proficiency class feature, which would be no problem, because as a magus i´m going to be proficient with a scimitar. If I have to take a useless feat to qualify then i´m with you that it is not worth it. The Arcana costs of 3 points (4 with prescient attack) are expensive, but the Reflection arcana is propably more costly. Still it has its uses.
I think maximizing a spell regardless of the spell level practically at will is huge. A critical maximized Vampiric touch looks nice too.But i value your input. Since I don´t have the experience to evaluate it I will propably leave it out.
Sandtiger wrote:
3. The spell Forceful Strike http://www.d20pfsrd.com/magic/all-spells/f/forceful-strike
Can it be combined with spellstrike? The casting time is a swift action, so it seems better than a quickened first level spellYes, you are allowed to deliver any touch spell with spellstrike. With regard to comparing it to a quickened shocking grasp, it's d4 vs d6. It won't balance out until level 15+ with regard to its effectiveness vs a quickened shocking grasp.
Yes the nominal damage of forceful strike and shocking grasp equals at magus level 15, but it is force damage, so immunities or damage resistance are no problem. In addition I get a bull rush and i dont have to get the quickened spell metamagic. And I can use it with level 10, a quickened intensified Shocking grasp would have to wait untill level 13.
Also, let's not underestimate the +3 to hit with shocking grasp. +15% is big at any level.
Sadly my inexperience shows here.
How do i get the +3 Bonus to hit with schocking grasp?
Sandtiger |
If you're set on going that way. How about this -
Human with the Dual Talent from APG - Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Thank you for your help. Dual Talent sounds great.
How about that:STR 10
DEX 16 + 2 (10)
CON 14 (5)
INT 15 + 2 (7)
WIS 7 (-4)
CHA 12 (2)
with strengh 10 i get 33 lbs. carrying capacity
Scimitar 3 lbs
leather armor 15 lbs + cats grace (or chain shirt 25 lbs)
handy haversack 5 lbs.
seems to work until i have a chance to grab a strengh item or increase with level 8.

Sandtiger |
The reasons to go for Dawnflower Dervish Bards are:
- the main selling point: free dervish dance feat means 1d6+4 damage (1d6+8 with arcane strike, battle dance and arcane pool enhancement)at level 1 and it saves me 2 feats.
Oops, slight mistake since I get access to arcane pool at level 2, when I begin my magus career.
So it should read 1d6+7 at level 1 and 1d6+8 at level two. Still better than other Dervish builds at low levels even if I only have 5 rounds of battle dance performance available. I´m toying with the thought of taking the extra performance feat, but I´m afraid it is a trap since the battledance is not going to get better since i´m not taking additional bard levels.
Matt2VK |
Sandtiger,
I'm curious on what magus Cantrips, First level spells, and skills you'll pick for your magus.
It's something I haven't gotten to yet for my Magus build.
(Still playing a low level cleric in PFS but the cleric has a couple mods left before being bumped into a higher teir. So planning ahead on what I want to run then.)

Sandtiger |
Sandtiger,
I'm curious on what magus Cantrips, First level spells, and skills you'll pick for your magus.
It's something I haven't gotten to yet for my Magus build.
(Still playing a low level cleric in PFS but the cleric has a couple mods left before being bumped into a higher teir. So planning ahead on what I want to run then.)
For spells and skills I will be relying heavily on Walter´s guide and on Go to Caleb T. Gordans spell guide.
The skills for my magus are dependent of the needs of our party. In general with 6 skill Pts.
1 Spellcraft
2 Perception/Use Magic Device, Dex based Skill
1 Cha based skill
1 Fly/swim/climb
1 Knowledge skill
But that is just my uneducated general idea

Sandtiger |
Sandtiger wrote:Muleback chords are your friends.
with strengh 10 i get 33 lbs. carrying capacity
Scimitar 3 lbs
leather armor 15 lbs + cats grace (or chain shirt 25 lbs)
handy haversack 5 lbs.seems to work until i have a chance to grab a strengh item or increase with level 8.
Thank you. These are really looking nicely