Ulfen magus could this work


Advice


I have this awesome idea for an ulfen magus in my head but I wonder how well it will work. I think I want to use a battleaxe it may not be optimal but should still be good enough right. Name Brendan
Level 1 ulfen magus 20 point buy
AC 16
hp 12 +1 favored class
init +2
str 16+2 racial
dex 14
con 12
int 16
wis 10
cha 8

feats
combat casting
toughness

skills
knowledge arcana +7
spellcraft+7
knowledge planes+7
climb +4
swim+4
perception+1
battleaxe+3 d8+3
cold iron morningstar +3 d8+3
sling +2 d4+3
saves
fort+3
ref+2
will+2

armor lammellar leather
armor check penalty -3

spellbook
0 all
1st shocking grasp, grease, enlarge person, frostbite, silent image, hydraulic push, vanish
arcane pool 4 points.

langauges
common, skald, varisian, dwarf, tien,
hair blond
eyes blue
Brendan was a quiet and studious as a child and then went around liked to learn how to fight but excelled in school and son of a raiding jarl but showed great intelligence and yet great strenght at the same time. He also had a twin brother who would try to get him to go out raiding. Brendan however wanted to master both worlds.

At level 3 was thinking of getting a raven familiar and taking weapon focus battleaxe. I still don't have all gear finalized.


I would suggest dropping combat casting if you plain to use the character for the long haul. The Magus is able to add bonuses to concentration when they need it and it only gets better with levels until they reach the cap stone and don't have to even bother to roll anymore to cast defensively while using spell combat.

Considering you are going with a suboptimal weapon. I would focus on spells that effect multiple opponents or that target an area. Since you really won't be able to take advantage of the primary benefit of spellstrike you might as well focus on Spell Combat.

However taking an Arcana that allows you to spam extra attacks through your spellstrike will still provide you with good benefit if the GM you game with frowns on using arcane mark.

All just my humble opinion. Do you know what you will end up doing within the party since things can change depending on the role the party needs you to fill.


Narrater wrote:

I would suggest dropping combat casting if you plain to use the character for the long haul. The Magus is able to add bonuses to concentration when they need it and it only gets better with levels until they reach the cap stone and don't have to even bother to roll anymore to cast defensively while using spell combat.

Considering you are going with a suboptimal weapon. I would focus on spells that effect multiple opponents or that target an area. Since you really won't be able to take advantage of the primary benefit of spellstrike you might as well focus on Spell Combat.

However taking an Arcana that allows you to spam extra attacks through your spellstrike will still provide you with good benefit if the GM you game with frowns on using arcane mark.

All just my humble opinion. Do you know what you will end up doing within the party since things can change depending on the role the party needs you to fill.

Don't have a game yet just had this build keep on going in my head what else would I take other than combat casting? I was tihnking frostbite can be quite useful as well if I can get multiple enemies with it at later levels to fatigue them all.


I would say that the frostbite spell would be one of the spells that stays useful for you to Spellstrike with since it will have a better chances of criting since its effects are spread over several attacks. It also opens up a combination with the enforcer feat allowing you to stack shaken and fatigued conditions. You could also add other conditions at later levels such as dazed or entangled to the mix with the right feats at later levels.

I had an idea for a Magus build that made use of the tripping combat maneuver with its feat chain and dazing frostbite. The intent was to provide my character with options for conserving resources on mook fights.

It would start by tripping the target take your free hit with greater trip feat hopefully hitting and leaving the enemy prone, dazed, shaken and fatigued. If everything works you should be left with an enemy that is easier to hit and effect with your spells the next round.

There are several weaknesses to consider using this plan.
*At higher levels tripping is considered a weak against many level equivalent targets.
*When you cast frostbite you have committed yourself to the spell if you cast anything else you lose the spell.

To mitigate these problems I had planned to take the wand wielder arcana and purchase or make a wand of true strike and or enlarge to take care of some of the problem targets for trip. Keeping a couple of other useful wands will also help flexibility while maintaining touch spells from round to round.

Of coarse this plan requires a pretty decent investment of skills, feats, arcana, and equipment but most of them have uses beyond this one trick so I consider them to be worth the investment.

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