[UM] Walter's Guide to the Magus


Advice

1,351 to 1,400 of 1,668 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>

Soluzar wrote:
Those character examples are kinda funny. 5 charisma? 6 charisma for a bard? If I were running it I would have rejected both characters outright. Some realistic examples would be a lot more helpful.

Tifling with 6 charisma is about right...

look at my build.. I wounder if you would reject it and on what grounds.

Scarab Sages

Nunspa wrote:
Firengineer wrote:

I've considered that issue in the past regarding rods. The text is rather unclear as to HOW rods are used. I suppose you simply must be holding it in order for it to affect spells that are cast. In that case, an extra limb would be needed.

or a tail....

Another advantage of the tiefling. Trade in fiendish sorcery for prehensil tail.


Nunspa wrote:
james maissen wrote:
Nunspa wrote:


besides on a point for point bases.. using speed is just a better bet.

It's a 12th level character that can cast haste. Get boots of speed and use your pool to enhance the weapon.

-James

and waste an action to cast haste... cutting down my damage...

my first round of combat is drink potion as move action, cast shield and move in.

also look at my items I spent every gold on other items.. speed boots would reduce my effectiveness overall.

Speed on your weapon when you have high strength gives you more damage and thus more chanced for a crit which as a kensai can become x3 damage.. aka 'stupid' damage.

Well seeing as you've given up all of your attacks on round 1 of say a 3 round combat, I'm thinking overall you're losing here on the 'stupid' damage scale of things.

But you get to compound this and make your remaining rounds' full attacks with just a +3 weapon instead of a +5 weapon.

Pick a decent AC target, run the numbers on the damage you deal in 2 rounds of 'stupid' damage against say a DR 10 that your +3 weapon doesn't bypass. Now see what a PC that invested in boots of speed, has a +5 weapon w/ a kicker, is dealing damage over 3 rounds bypassing that DR deals.

Have fun,

James

Scarab Sages

james maissen wrote:

Pick a decent AC target, run the numbers on the damage you deal in 2 rounds of 'stupid' damage against say a DR 10 that your +3 weapon doesn't bypass. Now see what a PC that invested in boots of speed, has a +5 weapon w/ a kicker, is dealing damage over 3 rounds bypassing that DR deals.

Have fun,

James

In most "real" groups, Haste > boots. You sacrifice 1 attack to improve the damage of all your groups melee combatants. You boost your weapon to +5 the same round you cast haste and move to engage.

With a dex build (even more so with a kensai dex build), you will usually be casting haste before the rest of your party takes their initial round of actions.


Artanthos wrote:


In most "real" groups, Haste > boots. You sacrifice 1 attack to improve the damage of all your groups melee combatants. You boost your weapon to +5 the same round you cast haste and move to engage..

It depends on the group, buying the ability to force hook charge and full attack on the first round can be nice. Or if already in full attack range to fully deliver. In general many parties find boots a viable investment to give that option.

-James


Drake Brimstone wrote:
Nunspa wrote:

Ok this is my build.. please feel free to rip it apart...

Any advice would be welcome...

Toseeoto Kakita
male Tiefling Fighter (Cad) 1/ Magus (Bladebound-Fiend Flayer-Kensai) 11

You can't be both Bladebound and Fiend Flayer archtypes as they both effect the Arcane Pool. (True, they effect it in different ways, but the rules state they can't change the same feature.)

I read the archetype (Fiend Flayer) and it does not replace or alter Arcane Pool. It gives you an additional power which allows you sacrifice Constitution for additional Arcane points. Much like Bonus feats can be used to gain additional Arcane Pool points.


james maissen wrote:
Nunspa wrote:
james maissen wrote:
Nunspa wrote:


besides on a point for point bases.. using speed is just a better bet.

It's a 12th level character that can cast haste. Get boots of speed and use your pool to enhance the weapon.

-James

and waste an action to cast haste... cutting down my damage...

my first round of combat is drink potion as move action, cast shield and move in.

also look at my items I spent every gold on other items.. speed boots would reduce my effectiveness overall.

Speed on your weapon when you have high strength gives you more damage and thus more chanced for a crit which as a kensai can become x3 damage.. aka 'stupid' damage.

Well seeing as you've given up all of your attacks on round 1 of say a 3 round combat, I'm thinking overall you're losing here on the 'stupid' damage scale of things.

But you get to compound this and make your remaining rounds' full attacks with just a +3 weapon instead of a +5 weapon.

Pick a decent AC target, run the numbers on the damage you deal in 2 rounds of 'stupid' damage against say a DR 10 that your +3 weapon doesn't bypass. Now see what a PC that invested in boots of speed, has a +5 weapon w/ a kicker, is dealing damage over 3 rounds bypassing that DR deals.

Have fun,

James

well except that I can bypass most AR by using the points in my blade...

for 1 point I can change the damage type of my blade to cold, electricity, or fire and for 2 points have the blade deal sonic or force damage.

couple that with Black Blade Strike (1 point allows me to add +3 more damage for 1 min)

and on the off chance that I see someone with crazy AC or flat DR/10 it takes 1 point and 1 swift action to alter my tactics.

also if you look at my gear, I would need to shave off 12k worth of gp to get the boots of speed.

swapping gear would kill my saves, lower my AC, or kill my spot and stealth skills

besides I can always prep 1 haste... "just in case" of the above.. but standard combat.. speed on a weapon wins.

Dark Archive

Nunspa wrote:
james maissen wrote:
Nunspa wrote:
james maissen wrote:
Nunspa wrote:


besides on a point for point bases.. using speed is just a better bet.

It's a 12th level character that can cast haste. Get boots of speed and use your pool to enhance the weapon.

-James

and waste an action to cast haste... cutting down my damage...

my first round of combat is drink potion as move action, cast shield and move in.

also look at my items I spent every gold on other items.. speed boots would reduce my effectiveness overall.

Speed on your weapon when you have high strength gives you more damage and thus more chanced for a crit which as a kensai can become x3 damage.. aka 'stupid' damage.

Well seeing as you've given up all of your attacks on round 1 of say a 3 round combat, I'm thinking overall you're losing here on the 'stupid' damage scale of things.

But you get to compound this and make your remaining rounds' full attacks with just a +3 weapon instead of a +5 weapon.

Pick a decent AC target, run the numbers on the damage you deal in 2 rounds of 'stupid' damage against say a DR 10 that your +3 weapon doesn't bypass. Now see what a PC that invested in boots of speed, has a +5 weapon w/ a kicker, is dealing damage over 3 rounds bypassing that DR deals.

Have fun,

James

well except that I can bypass most AR by using the points in my blade...

for 1 point I can change the damage type of my blade to cold, electricity, or fire and for 2 points have the blade deal sonic or force damage.

couple that with Black Blade Strike (1 point allows me to add +3 more damage for 1 min)

and on the off chance that I see someone with crazy AC or flat DR/10 it takes 1 point and 1 swift action to alter my tactics.

also if you look at my gear, I would need to shave off 12k worth of gp to get the boots of speed.

swapping gear would kill my saves, lower my AC, or kill my spot and stealth skills

besides I can always prep 1 haste... "just in case" of the above.. but standard combat.. speed on a weapon wins.

Speed HELPS and it's a nice help but it's not the go-to enchant for a magi's weapon, that would be Spell Storing. Noting ups a Magi's damage as well as this. Speed will let you get off one more attack for 1D6+x (lets say 12 for Dex plus a charge from one of the "charged" spells like frostbite) OR you can use a spell storing weapon so that when that first strike hits it drops TWO shocking grasps on the target (nasty when they both crit).

Now here's the downside before you get excited. Black Blade Magi can't do this trick (black blades don't get spell storing) so you need to decide which is more important to you.


Nunspa wrote:


well except that I can bypass most AR by using the points in my blade...

for 1 point I can change the damage type of my blade to cold, electricity, or fire and for 2 points have the blade deal sonic or force damage.

Sorry to jump in here. But do you mean DR instead of AR?

Also, how does changing your damage type to elemental damage help pierce DR? For example, if an enemy had DR 10/Cold Iron, that doesn't help, does it?

Scarab Sages

Elemental damage would be mitigated by energy resistance, not DR.

Very few things can mitigate force damage.


Artanthos wrote:

Elemental damage would be mitigated by energy resistance, not DR.

Very few things can mitigate force damage.

^^ This ^^


Mathwei ap Niall wrote:

Speed HELPS and it's a nice help but it's not the go-to enchant for a magi's weapon, that would be Spell Storing. Noting ups a Magi's damage as well as this. Speed will let you get off one more attack for 1D6+x (lets say 12 for Dex plus a charge from one of the "charged" spells like frostbite) OR you can use a spell storing weapon so that when that first strike hits it drops TWO shocking grasps on the target (nasty when they both crit).

Now here's the downside before you get excited. Black Blade Magi can't do this trick (black blades don't get spell storing) so you need to decide which is more important to you.

Except your enchantment only lasts 1 min per level... if you have a chance to prep before the combat (setting up an ambush) then spell storing works.

BUT look at it this way... spell storing gives you a single burst of damage, and lets be nice and say 10d6 damage an average of 30 points of damage for one attack.

In my build I'm dealing 1d8+26 damage before spells or additional effects (such as black blade strike that can push the damage up to d8+29)

if a combat lasts 2 rounds.. spell storing wins.

if a combat lasts 4 rounds or your fighting multiple opponents.. speed wins.

Scarab Sages

Ninjaxenomorph wrote:

Hate to double post, but something caught my eye: in the Wands section, Infernal Healing is now a Magus spell. I would bump it to maybe green, too, since its our only healing spell.

Also, regarding my last post, it Wand Dancer would only work with Weapon Wand and the Dervish Dance.

Why?

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

A wand is neither a weapon nor a shield. By RAW, this looks legit.


Two questions:

1.Does magical lineage apply to each meta-magic feat individually or only decrease the final level of the spell by one? Example:
-magical trait intensified, elemental Shocking grasp is level 2 spell right????
2.Can someone explain to me how the Hexcrafter gets spell recall??
He doesn't get spell recall at level 4 how is he getting the improved version at lvl 11.I think the rules were intended he never get the ability at all.

Have a nice day!


Unseelie wrote:
Ninjaxenomorph wrote:

Hate to double post, but something caught my eye: in the Wands section, Infernal Healing is now a Magus spell. I would bump it to maybe green, too, since its our only healing spell.

Also, regarding my last post, it Wand Dancer would only work with Weapon Wand and the Dervish Dance.

Why?

Quote:
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. *You cannot use this feat if you are carrying a weapon or shield in your off hand.*
A wand is neither a weapon nor a shield. By RAW, this looks legit.

Probably confusing the magus terminology for spell combat with the above terminology, i can see that easily happening.

A DD magus with wand wielder will work fine RAW.


Mallister wrote:

Two questions:

1.Does magical lineage apply to each meta-magic feat individually or only decrease the final level of the spell by one? Example:
-magical trait intensified, elemental Shocking grasp is level 2 spell right????
2.Can someone explain to me how the Hexcrafter gets spell recall??
He doesn't get spell recall at level 4 how is he getting the improved version at lvl 11.I think the rules were intended he never get the ability at all.

Have a nice day!

Not going to hunt it down right now but there is a rule that is a archetype replaces something but not the Improved/advanced version of it then you gain the lesser version.


Magical Lineage:
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Step 1: Apply all Metamagic Feats, add up final level, then;
Step 2: subtract 1.

You now have final adjusted level.

When the want you to adjust something for each, it specifies the "For Each" aspect.

See:

Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

Since the Trait does not say:
When you apply metamagic feats to this spell, treat its actual level as 1 lower FOR EACH FEAT when determining the spell’s final adjusted level.

then you cannot read in an Each.

Dark Archive

Mallister wrote:

Two questions:

1.Does magical lineage apply to each meta-magic feat individually or only decrease the final level of the spell by one? Example:
-magical trait intensified, elemental Shocking grasp is level 2 spell right????
2.Can someone explain to me how the Hexcrafter gets spell recall??
He doesn't get spell recall at level 4 how is he getting the improved version at lvl 11.I think the rules were intended he never get the ability at all.

Have a nice day!

SRD says: wrote:


If an archetype replaces a class feature that is part of a series of improvements or additions to a base ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn't jump from +1d6 to +3d6—it improves to +2d6, just as if she had finally gained the increase at 3rd level. This adjustment continues for every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue.

This is why I am actually thinking of going with a spire defender instead of kensai... I do like some armor and do to doing a small multiclass thing I get some armor usable, and at least get the base spell recall later...


I like the guide, the only complaint I have is regarding the Disruptive and Spellbreaker feat options.

Walter mentions that you can get them as feats - what he forgets to mention is that you can't get Disruptive until 12th level, and can't get Spellbreaker until 20th.

If you want to be a good signal-blocker anti-mage then it's totally worth the arcana. Specifically Spellbreaker is a wonderful feat in its own right. I suppose you could hold off getting Disruptive until 13th and then get Spellbreaker at 14th, which isn't terribly behind that of a fighter, but if you really want the hard denial playstyle, I suggest getting them a tad early.

Of course, I just like being the only character to cast spells in a gritty melee.

Shadow Lodge

Haven't been on this thread (or the forums) for a while. I saw that familiars can aid another if they threaten, so a familiar with reach, such as a pseudodragon, can be a help in combat besides being in the air.


Sporge wrote:
at least get the base spell recall later...

Getting spell recall at 4th is nice.. as pearl 1s are an investment for you at this point and there is plenty of other things to either buy or to save for later purchases.

Getting improved spell recall at 11th is great, as pearl 3s are an investment, etc. However at this time pearl 1s are cheap, and you can afford several.

-James

Shadow Lodge

By the way, what is the stance on carrying a Wyrwood stake to CdG down enemies with?


Wyroot - we houseruled it to only apply in combat. So if the hexcrafter slumbers someone and while the fight still is on walks over to the guy and CdG him he get's the arcane point, and he doesn't try to do that outside combat.
So the player says i'm not even gonna try, the GM says ok, CdG works, and since it's not tried outside combat we don't need to make logic apply (so no bags of rats/chickens).
If the player tried it outside combat it would be broken and then we would have to band it all together...


I need help. I am making a magus and I need a good race. I'm making a level five magus

Scarab Sages

With new material published a new spell might be ready to replace shocking grasp as the magi's go-to spell at level 3+.

Snowball

Advantages:

  • Damage scaling is the same as shocking grasp
  • possible to use both ranged and via spell strike
  • eligable for Rime
  • alternate damage type

Disadvantages:

  • Requires close combat arcana (already popular)
  • No holding the charge
  • No +3 to-hit if opponent using metal weapon/armor

Opinions?


its ranged touch not touch

Scarab Sages

Yes: I misspoke the aracana's name.

Close Range allows you to spellstrike with a ranged touch spell. Many Magi already select this aracana for a variety of reasons.


Close Range (Ex)

Benefit: The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.

Snowball isn't a ray spell.


Protoman wrote:

Close Range (Ex)

Benefit: The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.

Snowball isn't a ray spell.

I'd be careful with being nitpicky on what spells are and are not rays for the purposes of qualifying for Close Range. For instance, Ray of Frost and Acid Splash are identical cantrips except for two details; one does frost and one does acid damage, and due to the description one qualifies as a ray for Close Range and one doesn't. Scorching Ray and Acid Arrow is another example of this.

Near as I can tell the main difference between "ray" and "ranged touch attack with spell" is fluff - For instance acid spells are almost never rays but instead mechanically identical "blobs".

Personally I rule all ranged touch spells as "rays" for the purposes of Close Range, while reserving the right to rule out specific spells that clearly are not meant to work.

Edit: Finally, if in doubt you could consider some other cases for comparison. The Myrmidarch gets a variant of spellstrike called Ranged Spell Strike. The language there specifically says that Spellstrike is not limited to rays, but instead "a single missile, ray, or effect accompanies the attack."

Shadow Lodge

Also, Snowball is banned in PFS.

Scarab Sages

Ninjaxenomorph wrote:
Also, Snowball is banned in PFS.

I was not aware of this. I'll have to go back through the allowed resources.

Not that I disagree. Snowball is definitely power creep.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ninjaxenomorph wrote:
Also, Snowball is banned in PFS.

Not true. All spells on page 26 of People of the North are legal at present (which includes snowball).


It was debated whether or not Snowball should be banned for some time, but in the end it was decided that the spell is allowed in PFS.


Down in the Maximized Magic arcana entry "Critical Spell" is mentioned, and it's not on the list anywhere. Though it exists as a 3rd party arcana. Do you mean Critical Strike?


Kudaku wrote:
Protoman wrote:

Close Range (Ex)

Benefit: The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.

Snowball isn't a ray spell.

I'd be careful with being nitpicky on what spells are and are not rays for the purposes of qualifying for Close Range. For instance, Ray of Frost and Acid Splash are identical cantrips except for two details; one does frost and one does acid damage, and due to the description one qualifies as a ray for Close Range and one doesn't. Scorching Ray and Acid Arrow is another example of this.

Near as I can tell the main difference between "ray" and "ranged touch attack with spell" is fluff - For instance acid spells are almost never rays but instead mechanically identical "blobs".

Personally I rule all ranged touch spells as "rays" for the purposes of Close Range, while reserving the right to rule out specific spells that clearly are not meant to work.

Edit: Finally, if in doubt you could consider some other cases for comparison. The Myrmidarch gets a variant of spellstrike called Ranged Spell Strike. The language there specifically says that Spellstrike is not limited to rays, but instead "a single missile, ray, or effect accompanies the attack."

It isn't fluff, ray spells are a specific type of spell, just like longswords are a specific type of weapon. not all ranged touch attack spells are ray spells, not all melee attacks are longsword attacks. There's no getting around it, you can't use close range arcana to spell strike with snowball, as it is not a ray spell.

Grand Lodge

One thing I noticed that might need changed is the section about Feats were it talks about "Additional Traits". It says in the rules for trait selection and even under the feat "Additional Traits" is that you can not select a trait from the same list. So technically you would not be able to select two magic traits.


Cuàn wrote:
On a sidenote, what's with the bladed scarf for the Kapenia Dancer being a two-handed weapon? How are you supposed to spellstrike with it?

It's one handed for the Kapenia Dancer.


Assuming that this guide is still being worked on; is there any plans to add the various archetypes from sources other than the Ultimate books? There are a few, and at least one that I think makes for an interesting Mystic Theurge build.

Mordant Spire Elf
Spire Defender 7 / Cleric (Calistria [Chaos, Trickery]) 3 / MT 10
Using an Agile Whip and wearing medium armour.

1: EWP: Whip (Archetype)
1: Combat Expertise (Archetype)
1: Dodge (Archetype)
1: Weapon Finesse
3: Weapon Focus (Whip)
5: Whip Mastery
5b: Intensify Spell
7: Improved Whip Mastery
9: Improved Trip
11: Quicken Spell
11b: Empower Spell
13: Greater Trip
15: Spell Perfection
17:
17b:
19:

Obviously, this isn't a finished build. Would this character be proficient in either gauntlet or cestus so as to threaten for the first few levels? If so, would they interfere with casting?

Dark Archive

Spell Combat doesn't work with haste:
Magus: Does spell combat count as making a full attack action for the purpose of haste and other effects?

No. Spell combat is its own kind of full-round action, and is not a full attack action.

It still grants an attack bonus three points higher compared to cantrip spamming, so take your pick if this weakens Haste or Spell Combat.


i still don't get why frostbite is only 2 stars though. Imo it's one of the best low level spells for a magus to cast when he is mid level and higher.

for comparison let's use the popular shocking grasp:
shocking grasp for a lvl10magus is 5d6, 10d6 as a lvl2 spell. average damage is 35.

So: In two rounds, that would be +70 damage at average from 2 lvl2 spells.

on the opposite side:

at lvl 10, frostbite is 10 attacks, magus has 2 attacks through BAB, and 1 free at the moment he casts frostbite. that means that he can cast it for 1d6+10, then attack another two times for an additional 2d6+20 *3d6+30 at this point). Next round he can first attack another 2 times (5d6+50 till now) and he still has another 5 charges. If he needs a bit of burst he can cast a high level touch spell now, or hold his spells and keep attacking next round.

So: from 1 lvl 1 spell, frostbite has caused at average 67damage, the magus can STILL cas a spell at this round, the monster is fatigued, and etc.

as a bonus, his AoO now also do an exrta 1d6+10 (since he is nowhere near to expend all of his 10 charges).

to top things off, it also gives the enemy fatigue status for free.

i picked lvl 10 since at this point, shocking grasp will only become weaker as the levels progress. Frostbite on the other hand still gets more damage /level and more attacks/level.

i do believe it is worth it's full 4 stars, as one of the best attacking spells for magus for it's level.


Hey there this is my first time posting so please be gentle. I've got a magus at level 8 in a homebrew forgotten realms setting. All of my stats were rolled. I was just wondering if all of you could give me some pointers. Be advised that my gm is very much into story and I can't really go random without a really good explanation on how it would pertain to my back story.

My character overall quest is to find and study magic from all over the realm, as well as fighting styles. Aka I’m playing somewhat like an Indiana Jones... and he does have a hat.

Stats

Name: Theromel Underlar
Race: elf
Class: 8 Magus (blade bound)
Ac: 20 (15 + (+1 ring) + (+2 scale mail))

STR: 16 (14+2 for belt of strength)
Dex: 20 (16+2 elf+ 4th and 8th att increases)
Con: 15 (17-2 elf)
Int: 22 (18+2 elf+ 2 for headband)
Wis: 14
Cha: 10

Feats:
Blind fight
Combat casting
Craft wondrous item
Improved init
Weapon finesse
Combat reflexes (BS)

Any other info will be given with discretion. Also the blade i am using is a rapier.

thank you all very much.


Anyone have an opinion of a one level Admixture Evoker dip at first level to set up spontaneous Rime Spell Shocking Grasp via Preferred Spell? A human could have the necessary feats at level 3 - the same time that Spellstrike would come online, without the bonus feat, Rime would have to wait until 5th.

I can't decide if being able to switch shocking grasp to whichever of the four main energy types on the fly is worth the feat cost (especially Heighten which would seem to be pure tax for a Magus) and delayed start in the main class. How common are enemies that are immune / resistant to electricity, but still vulnerable to one of the other three?


shroudb wrote:

i still don't get why frostbite is only 2 stars though. Imo it's one of the best low level spells for a magus to cast when he is mid level and higher.

for comparison let's use the popular shocking grasp:
shocking grasp for a lvl10magus is 5d6, 10d6 as a lvl2 spell. average damage is 35.

So: In two rounds, that would be +70 damage at average from 2 lvl2 spells.

on the opposite side:

at lvl 10, frostbite is 10 attacks, magus has 2 attacks through BAB, and 1 free at the moment he casts frostbite. that means that he can cast it for 1d6+10, then attack another two times for an additional 2d6+20 *3d6+30 at this point). Next round he can first attack another 2 times (5d6+50 till now) and he still has another 5 charges. If he needs a bit of burst he can cast a high level touch spell now, or hold his spells and keep attacking next round.

So: from 1 lvl 1 spell, frostbite has caused at average 67damage, the magus can STILL cas a spell at this round, the monster is fatigued, and etc.

as a bonus, his AoO now also do an exrta 1d6+10 (since he is nowhere near to expend all of his 10 charges).

to top things off, it also gives the enemy fatigue status for free.

i picked lvl 10 since at this point, shocking grasp will only become weaker as the levels progress. Frostbite on the other hand still gets more damage /level and more attacks/level.

i do believe it is worth it's full 4 stars, as one of the best attacking spells for magus for it's level.

at lvl 10 a magus can cast ALOT of spells and if he choses to can cast alot more than just an intensefied shocking grasp!

im lvl 5 and at lvl 10 i can cast intensefied shocking grasp as a lvl 1 spell

i could also empower it or cast another spell. with many magus arcana i could even maximise it once wich would do 90 damage a maxemized frostbite only doese 6 damage each tme it hits! with shocking grasp you know when it hits it wil be grand! you might miss it once but the intensefied empowerd shocking grasp with magical lineage and magus arcana maxemizedis stil gooing to do 90 damage when it hits at ONCE!


oh and i forgot about rolling a 15 on your attack roll then confirming the hit and critting for 180


With the clarification of Haste, it might actually be more dps with the multiple charges line of spells (like frostbite).

Get a Haste casted
Spell Combat with spell strike frostbite (no extra attack with haste)
Lots of spell strike attacks delivering frostbite with full attacks with Haste.
Lots of damage.


well hasted only gives you 1 attack when not spellcombatting

if you use arcane mark you actualy get the 1 extra strike so the difrence is only 1d6 each round not so much

if you get to cast stuff like frigid touch and shocking grasp instead of arcane mark on harder targets you are just killing them off ALOT faster.

and dont forget you deal NON leathal damage. this doesnt add up on the damage your friends are dooing all your budies are dooing Lethal damage

Scarab Sages

Darkflame wrote:

well hasted only gives you 1 attack when not spellcombatting

if you use arcane mark you actualy get the 1 extra strike so the difrence is only 1d6 each round not so much

The difference is also a +1 to-hit bonus instead of a -2 to-hit penalty.

Dark Archive

Lethal and Non-Lethal get added up for determining unconsciousness...


+l And once they are knocked out any additional damage is lethel.


Darkflame I believe you are over looking a few of the best aspects of frostbite with two feats (Enforcer, Rime spell) your Magus is doing more then extra damage they are significantly inhibiting your enemies. Spells like frostbite significantly extend a Magus's work day and can play towards a Magus that focuses on that style of play. Such as a trip oriented whip Magus

While a Magus could continue to smack enemies with high powered meta magic Shocking Grasps for awhile. Using such heavy strikes isn't always the best tactic. A large group of low hp creatures would waste much of the power put into the swing.

Depending on the level a single spell like fireball might end that kind of fight quickly but if your group is already knee deep in the fight Frostbite would probably be one of the best options in that situations.

A Magus has a box full of tools to choose from you might as well make use of that versatility.

On a related but opposite note if you want to smack more guys with Shocking Grasp I would suggest picking up Mnemonic Enhancer to sacrifice a 4th level spell to cast 3 more shocking grasps.

1,351 to 1,400 of 1,668 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / [UM] Walter's Guide to the Magus All Messageboards

Want to post a reply? Sign in.