Magus Help


Advice


Alright I've decided on playing a half-elf Magus. Should i go Dervish dance or Strength? I was originally set on D. Dance, but now im considering using a Falchion and going with a two-handed strength build. Any suggestions?

Scores (4d6-lowest x9, drop lowest three)

18
17
16
14
13
13

Starting at level 4, with 6000 gp to spend.
Any advice or tips welcome.


Can't use spell combat with a two handed weapon.


Abraham spalding wrote:
Can't use spell combat with a two handed weapon.

Yea i noticed, but could i use spellstrike to strike twice with the falchion?


Writer wrote:
Abraham spalding wrote:
Can't use spell combat with a two handed weapon.
Yea i noticed, but could i use spellstrike to strike twice with the falchion?

No because that relies on spell combat.

You use spell combat to get your normal attack (while casting the spell) then use the free touch attack substitution to get another attack with your weapon.

Personally with those stats I would put the 18 in my intelligence, the 16 in my Constitution the 17 in my Dex and the 13's in my strength and charisma finishing with the 14 in wisdom.

I would head towards the dervish dance grab arcane accuracy and then power attack (since piranha strike doesn't work with scimitars).


Abraham spalding wrote:
Writer wrote:
Abraham spalding wrote:
Can't use spell combat with a two handed weapon.
Yea i noticed, but could i use spellstrike to strike twice with the falchion?

No because that relies on spell combat.

You use spell combat to get your normal attack (while casting the spell) then use the free touch attack substitution to get another attack with your weapon.

Ah K, this was exactly what i was needing clarification on. Thanks.

Would the Hexcrafter get spell recall or improved spell recall at level 11? I see nothing in the rules saying one or the other, except for the fact that it's not explicitly stated that he doesn't get improved spell recall (like it is for a rogue needing evasion before improved evasion).


My understanding is that he would get spell recall at level 11 -- however I've seen people claim that he would still get improved spell recall since it's not a progression thing like say losing a dice of sneak attack damage.

If you go with the Hexcrafter archetype I would alter my suggestions some:

I would consider having a bit more wisdom and going with two levels in monk, specifically the sensei. This lets you use wisdom to attack with when using unarmed strikes, then pick up the hex strike feat so that you can deliver in one attack:
Stunning fist, a spell, a hex and damage.

Also when you aren't able to use spell combat you'll still have two or three things to do that are simply casting a spell.


Abraham spalding wrote:

My understanding is that he would get spell recall at level 11 -- however I've seen people claim that he would still get improved spell recall since it's not a progression thing like say losing a dice of sneak attack damage.

If you go with the Hexcrafter archetype I would alter my suggestions some:

I would consider having a bit more wisdom and going with two levels in monk, specifically the sensei. This lets you use wisdom to attack with when using unarmed strikes, then pick up the hex strike feat so that you can deliver in one attack:
Stunning fist, a spell, a hex and damage.

Also when you aren't able to use spell combat you'll still have two or three things to do that are simply casting a spell.

To my understanding you need the Hex class feature which only the witch gets to do this, not the Hexcrafter's Hex Arcana feature. Could you elaborate a bit more?


Quote:

At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.

This feature replaces spell recall.

I read that to say he has a hex, and if that doesn't float your boat:

Quote:
A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th 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.

Select a hex in place of an arcana and you have a hex (please note you don't have an arcana, you have an actual full on hex).

Also you gain access to the brand cantrip which is a touch attack curse spell.


Hmmm. So how does the Stunning Fist-Hex-unarmed stike thing work, then?
Do i basically use my unarmed strike as my main hand and weild the spell in my off-hand? I initially intended to go straight magus with a bit of healing since we only got two-three people so far for our campaign, but now im curious :P


Basically you would spell combat (perhaps with brand) get your attack, attempt to stun (a non-action) swift action to hex strike and after that lands attack with your free touch attack (using an unarmed strike to deliver it) too.

If you wanted to you could go staff magus as well and get a ki staff so you get a shield bonus too while doing this (a ki weapon can be used to deliver attacks as if you were making an unarmed strike).


Hmmm, that would stack with a staff magus im betting. How much GP is a Ki staff? and how would you stat this character out using a stat-allocation method of your choice?


You wouldn't have enough gold to start with for the ki staff (it is 8,300gp) so honestly it would be a side weapon for the start of the campaign. I would probably stat it:

Int > Wis = Con > Str = Dex > Cha

so with your current stats I would probably do:

18 Int 17 Wis 16 Con 14 Dex 13 Str 13 Con

I'm not positive that it would be the best build around, as it takes time to really come to fruition but it seems like a fun play to me, especially if you land misfortune, stunning fist and something damaging all at the same time, before you finish your full attack.


hmmm sounds good. Looks insanly fun to play if i go with either staff or kensai magus. I can take magical knack to make up for lost magus spell progression. Besides, having Int stack with Wisdom for almost everything seems too good to pass up.

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