| Dalamar666 |
I'm building a Magus for a Game I will be joining We can only use Core, AGP, UM, UC. Therefore the Dervish Dex build is out. We were encouraged to be one of the Planar races because the game will take place in the Abyss and Hell, and we will be fighting Demons, Devils and the like.
I will start at level 6 or 7
So I decided on:
Oni-Spawn: Blade-Bound, Hexcrafter
Traits: Magical Lineage, Heirloom weapon(Katana)
Roll: Primary front line combatant
23 pt build
STR: 16 +2 (18)
DEX: 14
CON: 13 +1(14) 4th Level
INT: 14 +2 (16) Infernal Heritage
WIS: 10 +2 (12)
CHA: 10 -2 (8)
Feats/Arcana/Hexes
1. Infernal Heritage
3. Elemental Spell
4. Prehensile Hair
5. Extra Arcana(Arcane Accuracy), Intensify Spell
6. Evil Eye
7. Weapon Focus
9. Cackle, Extra Arcana(Ghost Blade)
11. Weapon Specialization, Power Attack
12. Retribution
13. Extra Arcana(Devoted)
15. Bane, Extra Arcane Pool
17. Extra Arcane Pool, Extra Arcane Pool
18. Major Healing
19. Extra Arcane Pool.
As you can see I ran out of steam and had no idea what to take after 15th. Also I think I might want craft wondrous item early so I can save some cash and make what I want. GM doesn't give out a lot of goodies.
All Ideas welcome!!!
Mathwei ap Niall
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| 2 people marked this as a favorite. |
3 things immediately jump out at me as less then optimal.
First picking up Cackle just so you can boost evil eye seems wasteful (actually taking evil seems even more wasteful actually) As a front line combatant your job is to get in and do damage. Burning a move action every round to maintain evil eye means you can NEVER do spell combat or do a full attack action. SKIP IT.
*Better option is to pick up Flight hex, every combat you'll be flying over your opponents (+1 to hit and 60' of movement every move action).
Elemental spell seems wasteful. You're burning a feat and a +1 spell level to change the type. Buy a lesser rod that does the same thing and use your hair to wield it.
You have taken extra arcane pool WAY to many times. The point of a hexcrafter is to have a reliable backup resource so you DON'T need to spend so much of your arcane pool/spells per day each combat.
Additional, Retribution is nice but Icy Tomb is ten times better.
Try something more like this:
STR: 14 +2 (16)
DEX: 14
CON: 13 +1(14) 4th Level
INT: 16 +2 (18) Infernal Heritage
WIS: 10 +2 (12)
CHA: 10 -2 (8)
Feats/Arcana/Hexes
1. Infernal Heritage
3. Arcane Strike
4. Prehensile Hair
5. Extra Arcana(Arcane Accuracy), Weapon Focus
6. Flight Hex
7. Intensify Spell
9. Haste Arcana, Lunge
11. Weapon Specialization, Power Attack
12. Icy Tomb
13. Spell Blending
15. Quickened Magic
17. Misfortune
18.
19. Summon Spirit
Significantly better mobility, hit bonus and arcana/hexes you will actually use.
| Dalamar666 |
3 things immediately jump out at me as less then optimal.
First picking up Cackle just so you can boost evil eye seems wasteful (actually taking evil seems even more wasteful actually) As a front line combatant your job is to get in and do damage. Burning a move action every round to maintain evil eye means you can NEVER do spell combat or do a full attack action. SKIP IT.
*Better option is to pick up Flight hex, every combat you'll be flying over your opponents (+1 to hit and 60' of movement every move action).Elemental spell seems wasteful. You're burning a feat and a +1 spell level to change the type. Buy a lesser rod that does the same thing and use your hair to wield it.
You have taken extra arcane pool WAY to many times. The point of a hexcrafter is to have a reliable backup resource so you DON'T need to spend so much of your arcane pool/spells per day each combat.
Additional, Retribution is nice but Icy Tomb is ten times better.
Try something more like this:
STR: 14 +2 (16)
DEX: 14
CON: 13 +1(14) 4th Level
INT: 16 +2 (18) Infernal Heritage
WIS: 10 +2 (12)
CHA: 10 -2 (8)Feats/Arcana/Hexes
1. Infernal Heritage
3. Arcane Strike
4. Prehensile Hair
5. Extra Arcana(Arcane Accuracy), Weapon Focus
6. Flight Hex
7. Intensify Spell
9. Haste Arcana, Lunge
11. Weapon Specialization, Power Attack
12. Icy Tomb
13. Spell Blending
15. Quickened Magic
17. Misfortune
18.
19. Summon SpiritSignificantly better mobility, hit bonus and arcana/hexes you will actually use.
Great suggestions.
I need Elemental spell or I need to change the focus of Magical Lineage to corrosive touch (d4 and no +3 to attack vs metal :( )because we will be fighting primarily Demons(immune to electricity)
I don't think you can take a Grand Hex at 19th until there is an errata on Hexcrafter.
Spell Blending for what?
My DM is really good at not allowing us a 15 min day so the once per day arcana are not my favorite, and I like the more enhancements to my blade, thats why I took at least one extra arcane pool 1 point to just add the options hurt.
Mathwei ap Niall
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As I said in the other thread use rods for your elemental spell. It's a waste of a feat if you are only taking it to affect one spell (shocking grasp) and as a hexcrafter you can use your beard as a third hand.
Hexcrafters can get the grand hex (they did errata it) but I forget exactly when they get access to it (either 19 or 20).
Spell blending is awesome for you, pick any 2 4th level or less spells on the wizard list and make em Magus spells. I like Heroism and protection from energy but there are a dozen great buff spells in there that you don't get access to as a magus that would REALLY up your power and survivability.
The issue with the enhancements are that most of them you can already add via your normal arcane pool ability or the cost is horrible in relation to what you are getting. If you really think you need any of those effects just buy/enchant your weapon to always do that and use your points for the situational needs.
the answer to your arcane pool needs is to simply get your intelligence up. By 15th level it should really be sitting in the 20's and that should supply all your arcane pool needs. (15th level magus with a 22 int has 13 arcane pool points, you shouldn't need more than that in any given day)
| Dalamar666 |
As I said in the other thread use rods for your elemental spell. It's a waste of a feat if you are only taking it to affect one spell (shocking grasp) and as a hexcrafter you can use your beard as a third hand.
Oh I agree and plan on using metamagic rods.
Hexcrafters can get the grand hex (they did errata it) but I forget exactly when they get access to it (either 19 or 20).
They get it at 20 there is nothing in the FAQ nor any Errata that I can Find. At 20 you get no feats or Arcana so you cannot get any Hexes. they need to errata it to 19th level you can get Grand Hex.
Spell blending is awesome for you, pick any 2 4th level or less spells on the wizard list and make em Magus spells. I like Heroism and protection from energy but there are a dozen great buff spells in there that you don't get access to as a magus that would REALLY up your power and survivability.
Agree completely just didn't have room until late levels.
The issue with the enhancements are that most of them you can already add via your normal arcane pool ability or the cost is horrible in relation to what you are getting. If you really think you need any of those effects just buy/enchant your weapon to always do that and use your points for the situational needs.
Can you get your intelligent weapon enhanced, and how much does it cost. Will it let you. Remember the Character is Bladebound. I belive my DM will only allow me to use my pool for enhancements.
the answer to your arcane pool needs is to simply get your intelligence up. By 15th level it should really be sitting in the 20's and that should supply all your arcane pool needs. (15th level magus with a 22 int has 13 arcane pool points, you shouldn't need more than that in any given day)
With this DM Unless I craft it myself I cannot guaranty an Intellect Item for this character, because we might not find a +6 one.
Also remember My arcane pool is smaller because of Bladebound.
Mathwei ap Niall
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Check the Ultimate Magic errata page you get it at 18th level not 19th per SKR.
http://paizo.com/forums/dmtz3v54&page=6?Ultimate-Magic-Errata#272
Sean K Reynolds (Developer) Aug 10, 2011, 03:41 PM
leo1925 wrote:Where it says "20th level," it should say "18th level."
Upper left of the page.
Coy pasting from the ultimate magic.pdfAt 20th
level, a hexcrafter can select a hex, major hex, or grand
hex in place of a magus arcana. He cannot select any hex
or arcana more than once.Right, and I'm saying it is SUPPOSED to say "18th" instead of "20th."
As for Spell blending you should completely ignore it before 10th level, 13th is even better.
As for your weapon, ANY item can be enchanted but my point was to buy an additional weapon with the properties you want. You can just tell your black blade to get "dancing" and attack on it's own while you wield your back up weapon.
As for your arcane pool you still have the points, the difference is just that it's split between you and the blade.
And if you have any doubts on being able to get the equipment you need well then you know what feat you'll need to take. You are a arcane caster, pick up craft wondrous and get to work.
Sebastian Hirsch
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I actually currently play a hexcrafter black blade Magus, so my build might help you.
The party has no dedicated healer, so I tried to keep his AC up.
Danaris Kosuke Andarin
LN Magus 4
Stats:
STR: 19 (16 point buy +2 human +1 from leveling )
DEX: 14
CON: 12
INT: 16
WIS: 10
CHA: 8
Traits:
Heirloom Weapon (my black blade katana)
Magical Lineage
Feats: Toughness, Dodge, Weapon Focus (Katana) (legal since the Katana is a martial weapon)
Armor: currently chain shirt
Hex: still undecided; evil eye screws up spell combat action economy,
My planed Build:
Feats per Level:
1. Toughness, Dodge
3. Weapon Focus (katana)
5. Intensify Spell, Craft Magic Arms and Armor
7. Elemental Spell / Piercing Spell / Combat Casting / Spell Penetration
9. Lunge / Spell Penetration / Combat Casting
11. Improved Critical (katana), Quicken Spell
13. Extra Arcana (to pick up an arcana - spell blending sounds good - or another major hex )
15. Spell Perfection (shocking grasp could be fun, or maybe vampiric touch)
17. Greater Weapon Focus (katana), Extra Arcana
Magus Arcana:
3. None
6. no idea - arcane accuracy locks good
9. wand wielder - or another hex
12. Retribution hex Icy Tomb hex - or devoted blade
15. Bane blade
18. ???
Now to warn you: Weapon Specialization is a trap, don't take it +2 damage is inconsequential when you do 10d6 bonus damage with you spellstrikes.
| Dalamar666 |
Also unless I'm mistaken how in the world are you taking the infernal heritage feat?
Unless I'm thinking of something else that is limited to Sorcerers only, is 3.5 only (outside the list of allowed books) and doesn't actually add anything useful to your concept?
It is a pathfinder feat I just never looked at where it came from because it is one my DM suggested if we wanted to play a tiefling. It is from Pathfinder 25. He Is Really pushing new PC's to be planar.
http://www.d20pfsrd.com/feats/general-feats/fiendish-heritage
| Dalamar666 |
I actually currently play a hexcrafter black blade Magus, so my build might help you.
The party has no dedicated healer, so I tried to keep his AC up.
Danaris Kosuke Andarin
LN Magus 4Stats:
STR: 19 (16 point buy +2 human +1 from leveling )
DEX: 14
CON: 12
INT: 16
WIS: 10
CHA: 8Traits:
Heirloom Weapon (my black blade katana)
Magical LineageFeats: Toughness, Dodge, Weapon Focus (Katana) (legal since the Katana is a martial weapon)
Armor: currently chain shirt
Hex: still undecided; evil eye screws up spell combat action economy,
My planed Build:
Feats per Level:
1. Toughness, Dodge
3. Weapon Focus (katana)
5. Intensify Spell, Craft Magic Arms and Armor
7. Elemental Spell / Piercing Spell / Combat Casting / Spell Penetration
9. Lunge / Spell Penetration / Combat Casting
11. Improved Critical (katana), Quicken Spell
13. Extra Arcana (to pick up an arcana - spell blending sounds good - or another major hex )
15. Spell Perfection (shocking grasp could be fun, or maybe vampiric touch)
17. Greater Weapon Focus (katana), Extra ArcanaMagus Arcana:
3. None
6. no idea - arcane accuracy locks good
9. wand wielder - or another hex
12. Retribution hex Icy Tomb hex - or devoted blade
15. Bane blade
18. ???Now to warn you: Weapon Specialization is a trap, don't take it +2 damage is inconsequential when you do 10d6 bonus damage with you spellstrikes.
I like it a lot.
Arcane Accuracy is one of the best Arcana I would take it.
As was suggested to me take the flight hex instead of evil eye. also Prehensile hair for wands and rods.
I like Retribution hex against melee enemies and Ice tomb against casters want to take both.
I don't think Weapon Specialization is a trap always. The GM I play with uses lots of bad guys in an encounter and can have many encounters a day. He really pushes players resource management to the brink most sessions. Because of this I will be using Brand a lot and with WS that can be 3 extra damage. spell slots are for BBEG's and alpha strikes.
Mathwei ap Niall
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Mathwei ap Niall wrote:Also unless I'm mistaken how in the world are you taking the infernal heritage feat?
Unless I'm thinking of something else that is limited to Sorcerers only, is 3.5 only (outside the list of allowed books) and doesn't actually add anything useful to your concept?
It is a pathfinder feat I just never looked at where it came from because it is one my DM suggested if we wanted to play a tiefling. It is from Pathfinder 25. He Is Really pushing new PC's to be planar.
http://www.d20pfsrd.com/feats/general-feats/fiendish-heritage
Oh that's a different feat and one I will highly recommend you DO NOT TAKE!!
The standard Tiefling stat array is about as perfect as it can be (+2 Int, +2 Dex, -2 Chr) bumping up your spell/hex DC's/AC/Reflex saves and using a dump stat you don't care about. The variant options from this feat ALL either switch that dump stat to something you really care about or don't bump up a stat you want.Stay a basic vanilla tiefling and reap the rewards from there.
I actually currently play a hexcrafter black blade Magus, so my build might help you.
The party has no dedicated healer, so I tried to keep his AC up.
Danaris Kosuke Andarin
LN Magus 4Stats:
STR: 19 (16 point buy +2 human +1 from leveling )
DEX: 14
CON: 12
INT: 16
WIS: 10
CHA: 8Traits:
Heirloom Weapon (my black blade katana)
Magical LineageFeats: Toughness, Dodge, Weapon Focus (Katana) (legal since the Katana is a martial weapon)
Armor: currently chain shirt
Hex: still undecided; evil eye screws up spell combat action economy,
My planed Build:
Feats per Level:
1. Toughness, Dodge
3. Weapon Focus (katana)
5. Intensify Spell, Craft Magic Arms and Armor
7. Elemental Spell / Piercing Spell / Combat Casting / Spell Penetration
9. Lunge / Spell Penetration / Combat Casting
11. Improved Critical (katana), Quicken Spell
13. Extra Arcana (to pick up an arcana - spell blending sounds good - or another major hex )
15. Spell Perfection (shocking grasp could be fun, or maybe vampiric touch)
17. Greater Weapon Focus (katana), Extra ArcanaMagus Arcana:
3. None
6. no idea - arcane accuracy locks good
9. wand wielder - or another hex
12. Retribution hex Icy Tomb hex - or devoted blade
15. Bane blade
18. ???
This is a decent build but there are a few problems with it that in an abyss related game could get you killed.
First, the 5th level feats are being taken to early. Neither of them actually benefits you at the level they are taken (you won't get any extra dice of damage from intensify and you can't wear medium armor yet and that's what you'll need to be making once you take that feat).
Second, Combat Casting is kind of a waste, you have enough built in abilities to raise your concentration that by 8th level you will auto-pass the majority of checks you need to make or you'll step back and cast (using your reach from your hair to deliver without threatening).
Third, Improved critical doesn't stack with Keen or anything else that increases your threat range. Just have your blade make itself keen naturally or through an arcane point and keep going.
Fourth, Quicken Spell is nice but since you'll only ever be able to quicken a 1-2 level spell and I personally have better things to do with a 5th-6th level slot. ESPECIALLY in a game as high danger as the abyss. Great if you are positive you want to go with spell perfection but I'd rather pick up something else.
Finally, Wand Wielder is a great hex IF you have a reliable way of getting new wands. Since you don't have craft wand and the GM is known for being light with specific items you may need to look elsewhere.
You are correct in stating Weapon Spec isn't a trap. It's an steady constant increase in base damage that over the life of the character will add far more base damage then pretty much any other ability you can find.
| Dalamar666 |
Revised
Oni-Spawn: Blade-Bound, Hexcrafter
Traits: Magical Lineage, Heirloom weapon(Katana)
Roll: Primary front line combatant
23 pt build
STR: 16 +2 (18)
DEX: 14
CON: 13 +1(14) 4th Level
INT: 14 +2 (16) Infernal Heritage
WIS: 10 +2 (12)
CHA: 10 -2 (8)
Feats/Arcana/Hexes
1. Infernal Heritage
3. Craft Wondrous Item
4. Prehensile Hair
5. Extra Arcana(Arcane Accuracy), Intensify Spell
6. Flight
7. Weapon Focus
9. Lunge, Extra Arcana(Ghost Blade)
11. Weapon Specialization, Power Attack
12. Icy Tomb
13. Extra Arcana(Spell Blending)
15. Retribution, Extra Arcana (Devoted)
17. Extra Arcana(Bane), Improved Weapon Focus
18. Summon Spirt
19. Extra Arcane Pool.
As you can see I ran out of steam and had no idea what to take after 15th. Also I think I might want craft wondrous item early so I can save some cash and make what I want. GM doesn't give out a lot of goodies.
All Ideas welcome!!!