[UM] Walter's Guide to the Magus


Advice

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Matt2VK wrote:
I'm trying to come up with 2 Traits for a PFS DEX build magus. Looking for suggestions.

Magical Lineage and Wayang Spellhunter both for shocking grasp.

-James


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Matt2VK wrote:
I'm trying to come up with 2 Traits for a PFS DEX build magus. Looking for suggestions.

Maybe this link can help:

A guide to Traits


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I don't know how this hasn't been fixed yet.

The guide suggests INTENSIFY Spell as a wonderful metamagic feat to apply to Shocking Grasp, particularly with the Magical Lineage trait picked up. Allow me to quote the text of Intensify Spell, which is a crappy third-party feat:

"Benefit: When casting an intensified spell, reduce the range increment by one or more steps (as indicated below). For every increment you reduce the range, your effective caster level for this spell increases by 1. This stacks with other modifiers that affect caster level. The range increments are: long; medium; short; touch; personal. If the spell has an invariable range other than touch or personal (that is, a range expressed in feet), it counts as the lower of the two range increments it falls between.

For example, a cleric applies Intensified Casting to a bless spell. Bless has a range of 50 feet, which falls between close range (25 feet + 5 feet/level) and medium range (100 feet + 10 feet/level). For the purposes of determining its range increment, it is considered a close range. This does not actually affect its range, however the cleric could reduce it to a range of touch and cast it with +1 effective caster level. An intensified spell uses up a spell slot two levels higher than the spell’s actual level."

The actual feat you want is INTENSIFIED Spell, the good and powerful feat printed by Paizo in the APG.

Also, just how many times is it called "Shocking Grip" instead of "Shocking Grasp" in this guide?

Also also, somebody pointed out recently an awesome trick that I think would go well with Spell Combat.

1) Get the Magic Missile spell.
2) Get the Toppling Spell feat.
3) Apply said feat to said spell.
4) ???
5) Profit


The CMB doesn't scale well and by level 13 trip is rarely possible. Good for low levels. High level? Not so much.


Maybe I am wrong but for me it looks like the Arcana Ghost Blade is a trap and does not deserve 3 stars, because brilliant energy property is not coming until level 13 (or level 17 with an unenhanced weapon)

The enhancement bonus needed to activate brilliant energy is +4. You do not get that until level 13 and +1 is needed to activate other properties. So the first time one could use brilliant energy is at level 13 (with an already enhanced weapon). If you do not have a +1 Weapon then you must use the complete +5 Bonus for giving the weapon +1 and brilliant energy (at level 17)

The worst case is if you already bought a +2 weapon. Then you couldn´t use it at all because of the +5 enhancement limit.

That leaves the ghost touch ability. That alone seems to be not enough for 3 stars.


The +5 enhancement limit is only for the to hit/damage bonus.
You can go another +5 with weapon properties plus some other properties wich haven´t any +X in there description.


ZordanB wrote:

The +5 enhancement limit is only for the to hit/damage bonus.

You can go another +5 with weapon properties plus some other properties wich haven´t any +X in there description.

Granted, stacking with existing enhancements could be possible, but...

quote from the arcane pool description wrote:

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.

So by RAW the maximum enhancement bonus from arcane pool is +5, and you can use them to grant the weapon +5 enhancement, but to add other properties you have to use these bonus points. that means you have to divide between the +x enhancement and the added properties.

Ghost Blade Arcana lets you add the properties ghost touch (price mod. +1) and brilliant energy (price mod. +4) to the others of the list and nothing more.

So brilliant energy needs 4 bonus points to activate and you don´t get that until level 13. so no use of brilliant energy before level 13.

If you do not have an magic weapon (e.g only masterwork enhancement) you must do the enhancing yourself. that means not possible before level 17.

Now imagine you take this arcana at level 9 instead of accurate strike. You have to wait until level 13 to use its full potential. And you better have a magic replacement at hand, because if your weapon breaks, you cannot use this arcana with a nonmagic weapon until level 17.
That is why accurate strike is better and ghost blade is overrated IMHO


STR Ranger wrote:
The CMB doesn't scale well and by level 13 trip is rarely possible. Good for low levels. High level? Not so much.

I hear people say this, but I simply don't believe them.

What's the CMD against trip for a level 13 encounter?

I picked one at random: Storm Giant (42), he might have freedom of movement but that doesn't protect him against trips. At 13th level a trip build will have higher than that in bonuses, and can likely succeed on iteratives.

-James

Dark Archive

james maissen wrote:
STR Ranger wrote:
The CMB doesn't scale well and by level 13 trip is rarely possible. Good for low levels. High level? Not so much.

I hear people say this, but I simply don't believe them.

What's the CMD against trip for a level 13 encounter?

I picked one at random: Storm Giant (42), he might have freedom of movement but that doesn't protect him against trips. At 13th level a trip build will have higher than that in bonuses, and can likely succeed on iteratives.

-James

The real issue is not the CMD of your opponent, it's the restrictions on Trip.

Trip wrote:

You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.

I highlighted the important parts.

In your example unless you enlarge yourself the target is immune to your trip attempts. Also Storm giants are usually levitating and you can't trip any creature who's flying or off the ground.

At this level of play (13+ level) the vast majority of your opponents will either be too big to trip or are flying/legless and immune to trip automatically.


So I noticed something in your guide.

Guide wrote:


Maximized Magic ***: A great arcana. Like the empowered version, this allows you to cast one spell per day as if it was maximized (that 10d6 shocking grasp becomes a flat 60, or 120 if it happens to crit, not to shabby). You won’t be able to get this at level 12 because you’re getting Critical Spell first, but at level 13 you can take Extra Arcana as a feat and pick this up.

Did you mean

Guide wrote:


Critical Strike **: Now we’re talking! Combine with your intensified Shocking Grasp via spellstrike and hit for 30d6 in one turn. That’s better than a level 15 disintegrate without the target getting the chance to succeed on a fortitude save. But there is a HUGE drawback to this arcana. It uses a swift action and not an immediate action. This means that when you want to use this, you’ll have to forgo using Arcane Accuracy, augmenting your weapon, casting a Quickened spell, etc. Because of this, it’s somewhat difficult to pull off. However, if you hold back on using your swift action when you fight something you would like to critical, you have a ¼ chance of getting this off on each attack (assuming you have a 15-20 range). Still, it’s a big “if.”

I was just wondering why one is green but the other which you advise taking first is yellow...


Random question

Any decent way to get a Magus on a mount that scales with level ?

Lantern Lodge

Phasics wrote:

Random question

Any decent way to get a Magus on a mount that scales with level ?

I haven't researched this, so I could be horribly, horribly off, but off the top of my head -

Maybe start with a Small Size character (Halfling?) and take the Familiar Magus Arcana and Improved Familiar, and get your DM to let you take an Improved Familiar that can be used as a Mount.

Not as good as an Animal Companion, but it does scale!


Phasics wrote:

Random question

Any decent way to get a Magus on a mount that scales with level ?

There is always the Leadership feat.

Grand Lodge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I haven't read the entire thread but just checking out the guide. Why have you got the Arcane Strike feat in your example builds yet it is not mentioned in the feats list? And, to me, it is not great for a Magus cos it uses one of your precious Swift Actions.
Am I missing something?


Amazing guide, very in depth and well thought out. Right now I'm playing a lv 12 Strix magus with the bladebound archetype (he's also dervish style, strix gives +2 dex and -2 cha, and has a 60 ft fly speed...NICE). He is seriously terrifying. Since he has wings he doesn't even need the fly spell, and he just blows up ranks of enemies or abuses dimension door wi/ spell recall to nightcrawler the battlefield. The other day our party was sailing to some deserted island when the lich king (big bad evil guy who decided to mess with our boat) showed up. He shot a prismatic spray at me, I got lucky and dropped to 5hp. I returned the favor with a maximized empowered shocking grasp that crit and did over 200 damage, effectively 1 hitting the BBEG. DM was so sad lol.

Besides me rambling on about how much I love my magus, I have a weird question. When I go to the guide on google docs it says the last time it was updated was 3/30, and you were planning to update with UC and stuff. Have you just been procrastinating or am I using an outdated version of the guide? Thanks


Pathfinder Adventure Path, Lost Omens Subscriber

Don't know if it's just me but I can't get access to the guide. It keeps telling me "You need permission to access this item" anyone know what might be causing it?


Einherjar101 wrote:
Don't know if it's just me but I can't get access to the guide. It keeps telling me "You need permission to access this item" anyone know what might be causing it?

https://docs.google.com/document/pub?id=1DB6sOfbAzFmKVPgcyLWipTVqvWFjfDSv6v _YiGQb5Yw

here you go


Would anyone be willing to have a look at my magus and offer suggestions/critiques of what I should do going forward? I'm playing in a planar campaign set in Abbadon, and I'm pretty well decided that his 7th level feat will be spell penetration. What should I take for my first magus arcana at level 6? Arcane Accuracy or Empowered Magic? Thanks in advance.


Drovya Gregorovitch wrote:
Would anyone be willing to have a look at my magus and offer suggestions/critiques of what I should do going forward? I'm playing in a planar campaign set in Abbadon, and I'm pretty well decided that his 7th level feat will be spell penetration. What should I take for my first magus arcana at level 6? Arcane Accuracy or Empowered Magic? Thanks in advance.

Well it'd help to know more about your magus, but here's my thoughts. While arcane accuracy is good, you only need it against certain foes (dragons, golems, AC happy fighters) and it burns your arcana pool out very quickly. Empowered magic is useful against anything that's not immune to magic (like said golems). Plus at higher lv's you can get maximized magic, then use empowered/maximized for when you really need to put the hurt on. Basically, if you're afraid of being dominated by golems and other high AC foes, then arcane accuracy is worth it. However I find that if you really need to land a hit the spell true strike does better than ok on making sure you land a hit.

also a side note, if you make your magus crit happy like mine (15-20 range), then ac doesnt matter when you automatically hit 30% of the time lol


Drovya,

I have to agree with Campin. Another issue with Arcane Accuracy is that your Int is a bit on the low side at 15. With a limited arcane pool, you just aren't getting much for the arcane point you'd be spending.

I'm thinking Empowered Magic is your best bet with the way your character is set up.

If you had a larger Arcana Pool, I'd suggest taking a look at Pool Strike. At 6th level, for 1 AP that's a extra +3d6 damage (of any energy type) you can use with the spellstrike feature.


Thanks Matt! Thanks Campin! You guys brought some good points. I hadn't considered Pool Strike, and yeah, he's a little low on Int, hopefully I can get a headband, and all further attribute bonuses will go towards Int. I should have mentioned that the character profile is in this alias.

Dark Archive

CampinCarl9127 wrote:
Drovya Gregorovitch wrote:
Would anyone be willing to have a look at my magus and offer suggestions/critiques of what I should do going forward? I'm playing in a planar campaign set in Abbadon, and I'm pretty well decided that his 7th level feat will be spell penetration. What should I take for my first magus arcana at level 6? Arcane Accuracy or Empowered Magic? Thanks in advance.

Well it'd help to know more about your magus, but here's my thoughts. While arcane accuracy is good, you only need it against certain foes (dragons, golems, AC happy fighters) and it burns your arcana pool out very quickly. Empowered magic is useful against anything that's not immune to magic (like said golems). Plus at higher lv's you can get maximized magic, then use empowered/maximized for when you really need to put the hurt on. Basically, if you're afraid of being dominated by golems and other high AC foes, then arcane accuracy is worth it. However I find that if you really need to land a hit the spell true strike does better than ok on making sure you land a hit.

also a side note, if you make your magus crit happy like mine (15-20 range), then ac doesnt matter when you automatically hit 30% of the time lol

If I'm understanding your comment here I have to correct your assumptions. If you think you crit on a 15-20 means you hit on a 15-20 then you are incorrect. The only auto hit in the game is a natural 20, anything else just means IF you roll in that crit range and IF you hit the targets AC with that roll then you may crit. You still have to hit the targets AC with your roll before you threaten that crit.


Here's some questions that it might be a good idea to include in the guide. (I have no idea what the answers are)

Questions on Spellstrike -
1) Can it be used as a sunder?
Just think, a maximized shocking grasp that has critted on a sunder attempt. No more weapon.

2) If you use a force (or fire or any other energy type) spell with Spellstrike. What does the weapon damage become and how would this effect DR or vulnerabilities?

Got to thinking about this when I saw the first question asked in the rule section of the message board.

Dark Archive

Matt2VK wrote:

Here's some questions that it might be a good idea to include in the guide. (I have no idea what the answers are)

Questions on Spellstrike -
1) Can it be used as a sunder?
Just think, a maximized shocking grasp that has critted on a sunder attempt. No more weapon.

2) If you use a force (or fire or any other energy type) spell with Spellstrike. What does the weapon damage become and how would this effect DR or vulnerabilities?

Got to thinking about this when I saw the first question asked in the rule section of the message board.

1. You can use a spellstrike as part of a sunder attempt but the effectiveness is pretty low unfortunately. Remember all energy damage done to objects is halved and then hardness is applied to the remaining damage.

For example using a 80point shocking grasp sunder attempt against your opponents +1 heavy steel shield. First the damage is dropped to 40pts automatically, then the hardness is applied which drops the damage another 12 pts to 28. That 28pts is removed from the shields hit points (30), giving it the broken condition and halving the AC benefit from it.
The numbers get even worse when applied to other objects with any degree of thickness to it. Past 2-3 inches thick you'd have to burn through all your normal shocking grasps for the day to destroy the object.

2. The weapon damage stays the same, the two types don't mix when you hit and each damage is applied separately.
You'd be better off stabbing the shields owner for that 80 damage


Pathfinder Adventure Path, Lost Omens Subscriber
CampinCarl9127 wrote:

https://docs.google.com/document/pub?id=1DB6sOfbAzFmKVPgcyLWipTVqvWFjfDSv6v _YiGQb5Yw

here you go

Thank you that works perfectly


Pool strike is terrible.

By the time you get it, it's only doing as much as a single shocking grasp, which you could recall later on for a single point. Also, after third level one pool strike is less than one shocking grasp and there is no innate bonus to hit metal armor (which is nice)

Secondly, you have a better buff built into your class right in your own arcane pool. Why waste one arcane point on some inferior amount of damage when you can give yourself any element of damage (or other buffs) for 10 whole rounds?

Pool strike is a waste of arcana.

I'm not a huge fan of arcane accuracy, and any adventure day I don't use it would be a great day, but early on it's so valuable it's certain to be missed if you lack it. Later in the game it can be used to help manage power attack, but its effectiveness certainly wanes. Once you begin adding greater magic weapon buffs on top of arcane pool buffs your weapon really reaches mythical status on bonuses. Still, I find there are 1-2 really high AC encounters per module, and I would really kick myself for not having it.


Oops!

I forgot about Spell Recall, 4th level Magus ability.

Ignore my comment about Pool Strike.


Phasics wrote:

Random question

Any decent way to get a Magus on a mount that scales with level ?

Eldritch Heritage Sylvan?


Anybody thought about using 4 levels of Soulknife?


Mathwei ap Niall wrote:
CampinCarl9127 wrote:
Drovya Gregorovitch wrote:
Would anyone be willing to have a look at my magus and offer suggestions/critiques of what I should do going forward? I'm playing in a planar campaign set in Abbadon, and I'm pretty well decided that his 7th level feat will be spell penetration. What should I take for my first magus arcana at level 6? Arcane Accuracy or Empowered Magic? Thanks in advance.

Well it'd help to know more about your magus, but here's my thoughts. While arcane accuracy is good, you only need it against certain foes (dragons, golems, AC happy fighters) and it burns your arcana pool out very quickly. Empowered magic is useful against anything that's not immune to magic (like said golems). Plus at higher lv's you can get maximized magic, then use empowered/maximized for when you really need to put the hurt on. Basically, if you're afraid of being dominated by golems and other high AC foes, then arcane accuracy is worth it. However I find that if you really need to land a hit the spell true strike does better than ok on making sure you land a hit.

also a side note, if you make your magus crit happy like mine (15-20 range), then ac doesnt matter when you automatically hit 30% of the time lol

If I'm understanding your comment here I have to correct your assumptions. If you think you crit on a 15-20 means you hit on a 15-20 then you are incorrect. The only auto hit in the game is a natural 20, anything else just means IF you roll in that crit range and IF you hit the targets AC with that roll then you may crit. You still have to hit the targets AC with your roll before you threaten that crit.

Hmm, i looked up the rules section about critical hits and you are indeed right. My assumption was a critical threat was always a hit, guess not tho. On the other hand if you roll an 18 or 19 on the die and DON'T hit, you're either way underpowered or your DM isn't planning on you killing the thing.


gotta admit, I never was really sold on casting GMW before level 8.

I mean a Masterwork Cold Iron or Alchemical Silver weapon is only about 300-350ish in GP and you get +1 Enhancement to attack (but not damage)

at level 7 you cast it on any weapon for +1 to attack and damage for 7hours and It DOESN"T stack with the weapons normal enhancement bonus. It overlaps.

that's only +1point of damage better than just buying a golf bag of Masterwork weapons. And the golf bag is better cause you can have special materials to bypass DR.

EG.
Every Melee char should have
Masterwork Cold Iron Cestus R.Hand
Masterwork Alchemical Silver Cestus L.Hand

you now have to backup weapons that can't be disarmed with a 19-20 threat range for spellstrike.

Carry a Cold Iron Scimitar and a Alchemical Heavy Pick (x4 crit mod for CDG)

you now can deal with DR/slashing/piercing/blugeoning/cold iron/silver.

and you didn't blow a 3rd level spell for any of that.


I like GMW, but it's nearly useless at level 7 (the first level you can cast it) unless you just don't have a magic weapon.

At level 8, however, it's pretty awesome. Assuming you've cast GMW on your main (sub+2) weapon you can use your arcane pool to boost your GMW by +3 again. This means at level 8 it's completely conceivable to have access to a +5 weapon at a moments notice during the adventuring day. This means you can just skip most DR.

Grand Lodge

Pathfinder Companion, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Lastoth wrote:
This means you can just skip most DR.

GMW won't help with DR.

Greater Magic Weapon wrote:
This bonus does not allow a weapon to bypass damage reduction aside from magic.

It would appear that the Arcane Pool enhancement would, but that's somewhat debatable. Best clear it with your GM first.


Although nobody answered my original question. Am I using an outdated version of the guide? Last time it said it was updated was 3/30.


james maissen wrote:
STR Ranger wrote:
The CMB doesn't scale well and by level 13 trip is rarely possible. Good for low levels. High level? Not so much.

I hear people say this, but I simply don't believe them.

What's the CMD against trip for a level 13 encounter?

I picked one at random: Storm Giant (42), he might have freedom of movement but that doesn't protect him against trips. At 13th level a trip build will have higher than that in bonuses, and can likely succeed on iteratives.

-James

See this thread for what I believe is the correct answer:

.

Hobbun said:
"No, it isn't a max enchantment bonus of +5, but enhancement bonus. There is a difference. Enhancement bonus is a specific type of bonus. The max of +5, is bonus to hit and damage (for weapons).

Now on top of the max +5 enhancement bonus, you can give an additional +5 of special qualities. In your example, +5 for a Vorpal sword, giving a total of +10 enchantment bonus. +5 for the enhancement bonus and +5 for special qualities."

Silver Crusade

Lastoth wrote:

I like GMW, but it's nearly useless at level 7 (the first level you can cast it) unless you just don't have a magic weapon.

At level 8, however, it's pretty awesome. Assuming you've cast GMW on your main (sub+2) weapon you can use your arcane pool to boost your GMW by +3 again. This means at level 8 it's completely conceivable to have access to a +5 weapon at a moments notice during the adventuring day. This means you can just skip most DR.

You know I am not sure if the weapon will allow you to skip DR.

http://www.d20pfsrd.com/magic/all-spells/m/magic-weapon but if you are a bladebound magus (like me) you can improve you +2 blade into a +3 keen to kill that damn shadow demon.


Gjorbjond wrote:


It would appear that the Arcane Pool enhancement would, but that's somewhat debatable. Best clear it with your GM first.

Not much to debate: GMW and GMF have specific caveats in their spell description. Other spells that do similar things don't have that caveat (i.e. holy sword).

If there were to be a general rule then it would be where they are telling you in the first place that +x weapons overcome special DRs and then just reminders in GMW & GMF, et al.

-James


Magyc wrote:
james maissen wrote:
STR Ranger wrote:
The CMB doesn't scale well and by level 13 trip is rarely possible. Good for low levels. High level? Not so much.

I hear people say this, but I simply don't believe them.

What's the CMD against trip for a level 13 encounter?

I picked one at random: Storm Giant (42), he might have freedom of movement but that doesn't protect him against trips. At 13th level a trip build will have higher than that in bonuses, and can likely succeed on iteratives.

-James

See this thread for what I believe is the correct answer:

.

Hobbun said:
"No, it isn't a max enchantment bonus of +5, but enhancement bonus. There is a difference. Enhancement bonus is a specific type of bonus. The max of +5, is bonus to hit and damage (for weapons).

Now on top of the max +5 enhancement bonus, you can give an additional +5 of special qualities. In your example, +5 for a Vorpal sword, giving a total of +10 enchantment bonus. +5 for the enhancement bonus and +5 for special qualities."

Ah, that was supposed to be in response to the dialogue about how much of a enhancement bonus you could use on the weapon, not in response to the storm giant/cmb discussion. Ooops.

Shadow Lodge

Are there any good magus spells that give effects to weapons? My Bladebound magus in PFS likes to use Weapon Wand to enhance his black blade.


Ninjaxenomorph wrote:
Are there any good magus spells that give effects to weapons? My Bladebound magus in PFS likes to use Weapon Wand to enhance his black blade.

oh is the ability to add fire/flaming burst shock/shocking burst keen vorpal frost/frost bursting dancing speed (also ghost touch, brilliant energy and alignment abilities with the right arcanas) not enough for you? lol just saying

Shadow Lodge

CampinCarl9127 wrote:
Ninjaxenomorph wrote:
Are there any good magus spells that give effects to weapons? My Bladebound magus in PFS likes to use Weapon Wand to enhance his black blade.
oh is the ability to add fire/flaming burst shock/shocking burst keen vorpal frost/frost bursting dancing speed (also ghost touch, brilliant energy and alignment abilities with the right arcanas) not enough for you? lol just saying

Nope.

Silver Crusade

Ninjaxenomorph wrote:
CampinCarl9127 wrote:
Ninjaxenomorph wrote:
Are there any good magus spells that give effects to weapons? My Bladebound magus in PFS likes to use Weapon Wand to enhance his black blade.
oh is the ability to add fire/flaming burst shock/shocking burst keen vorpal frost/frost bursting dancing speed (also ghost touch, brilliant energy and alignment abilities with the right arcanas) not enough for you? lol just saying
Nope.

Weapon Wand is not that great for a magus, maybe if you want to swing your sword arround and shoot scorching rays.

Shadow Lodge

I use it with True Strike, as I mentioned earlier in the thread. It is an awesome spell, you need to find the right spell.

Silver Crusade

Ninjaxenomorph wrote:
I use it with True Strike, as I mentioned earlier in the thread. It is an awesome spell, you need to find the right spell.

Not really a huge fan of true strike, since it improves my first attack roll every round and my chance to hit is pretty good. Of course I would have to take wand wielder arcana to use it with spell strike.

It might be very worthwile for a tank build with power attack though.

Actually reading wand wielder it may could allow you to use non-magus spells from your wand together will spell combat. Not sure if this could work, but if it does .... wands with paladin and ranger spells .. and of course use magic device is a class skill ^^.

Shadow Lodge

I was referring to Weapon Wand. I suppose if I jacked up my UMD, I could get a wand of Lead Blades.


Weapon Wand is OK, but the duration sucks.


I am trying to do Str based magus, what feats would be in the "must have" list for str magus? Or str magus simply a bad choice and Arcane duelist or EK would do his job better? Innersea magic is out of bounds so I can't do a dex build magus, just with core, advanced and UM.

Also is there any point dipping in the another class with Magus? Like paladin for smite or bard for skills (for that roleplaying fun)? Would Bard Magician archtype Dweomercraft work with Magus?

"Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. It replaces inspire courage. "

Sorry for the silly question, haven't gotten very deep in to pathfinder world yet and I am trying to find a balanced build between rolepaying and still being usefull in battle.

Shadow Lodge

Strength Magi are useful, especially in the higher levels, because you can use full plate without worrying about penalties. They have less of a feat tax than dervish dancers do. I would take Toughness and either Extra Arcana or Extra Arcane Pool.


Calad,
Couple questions -

1) How are stats handled?
Point buy (How much?) or rolling?

2) Any idea on what level you'll be playing up too?
Different builds work a lot better at higher levels.

3) High Magic or Low Magic for the campaign?

My opinions -
Bard, don't go anywhere near. CHA is a dump stat for Magus. The bard just doesn't bring enough to make taking a dip into the class. About the only time to go Bard is for the DEX based Magus and grabbing the Bard archetype Dawnflower Dervish.

If you're looking picking up another class. Take a look at the fighter, paladin, or Ranger and their archetypes. These will bring +1BAB, more health, and some type of ability or two.
If you go another class type, you'll be behind in the BAB. Which makes landing your hits slightly harder. As the Magus is all about being able to hit his target. So you have to decide if what you loose is worth what you gain.


Straight magus and go hexcrafter. The get hexes which is the best thing witches get

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