Animation |
Are there any Magus builds that lean more towards the casting side of things?
I have this "female dwarf wizard" arms/armor concept I want to do at some point, and I was thinking that I could do her as a magus instead. I would like craft arms/armor, for roleplayimg reasons.
But beyond that, I would like to play up her caster side. I still want to use armor and the weapons she forges, so no staff magus stuff.
Anyway, I am getting too specific about my desires. I am just wondering if there are any magic-focused builds that would let the character function well as "warmage with longsword" instead of "exotic weapon crit monkey that might sometimes do spells"??
Thanks!
WerePox47 |
Im currently playing a human str based bladebound kensai magus and ive just hit 13th level. Now my question is this ability
Iaijutsu Focus (Ex): At 13th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0). This ability replaces heavy armor.
Now i know that loosing your dex bonus doesnt make u flat footed and i know if u act before an enemy in a round they are flat footed.
With that said are there any spells that render the target flat footed?
Thanks
Bertious |
I must admit i have not read everything on this topic but i thought i'd ask if people have considered the Two World Magic trait to pick up Touch of Fatigue so at lvl 2 you can Spell Strike every round.
Most magi (i would think) take Close Range asap but as a bladebound you cannot get the ability untill lvl 6.
ShadowcatX |
Are there any Magus builds that lean more towards the casting side of things?
I have this "female dwarf wizard" arms/armor concept I want to do at some point, and I was thinking that I could do her as a magus instead. I would like craft arms/armor, for roleplayimg reasons.
But beyond that, I would like to play up her caster side. I still want to use armor and the weapons she forges, so no staff magus stuff.
Anyway, I am getting too specific about my desires. I am just wondering if there are any magic-focused builds that would let the character function well as "warmage with longsword" instead of "exotic weapon crit monkey that might sometimes do spells"??
Thanks!
The casting build I posted earlier in the thread is about as casting focused a build as I've ever seen on the forums. I can't think of any way to make it more casting focused.
Animation |
I mean build more like a Wizard.
Like, maybe take the spellhunter trait on SG, and the magical lineage on fireball.
Pick up heighten spell, and preferred spell twice (sg, fireball).
Pick up maybe intensify spell and maximize spell and dazing spell and quicken spell along the way. Spell perfection at 15. Pick up some spell focus evoc or spell penetration. Eventually open with a nasty fireball, then shocking grasp with weapon on subsequent rounds?
Basically, builds that focus on magic spell openers with melee following?
Maybe its a bad idea tho.
Thanks.
Altus Lucrim |
It seems like a bad idea because it makes you divide your feats among two concepts, beyond that the Magus is already a little MAD, making saving throws on spells that he casts lower than his Wizard counterparts, if you are spending all your feats on casting to bring it up to par, then you don't have feats to spend on melee to make yourself on par with other classes. It's better to select spells without saving throws and focus feats towards melee.
james maissen |
I must admit i have not read everything on this topic but i thought i'd ask if people have considered the Two World Magic trait to pick up Touch of Fatigue so at lvl 2 you can Spell Strike every round.
You can do so already. Arcane Mark is a touch spell and via spell combat and spell strike you get a poor man's flurry of blows.
-James
shallowsoul |
Here is my build.
I'm going to adjust the character a bit more. I apologize for any mistakes.
“Caleb Brightmore”
5th level elven Bladebound Magus / 5th level Paladin (Lawful Good)
Str: 18
Dex: 20
Con: 13
Int: 18
Wis: 9
Cha: 16
HP: 5d8 + 5 (5 Favored Class) 5d10 + 5
AC: 25 (10 + 5 Dex + 8 (+4 Chain Shirt) + 1 (+1 Ring of Amulet of Nat Armor +1) +1 (Ring of Protection +1) = 25
AC with Smite Evil: 27
Touch: 16 (19 with Smite Evil)
Flat-footed: 19 (22 with Smite Evil)
Fort: +14
Ref: + 12
Will: +12
Traits: Magical Knack (+2 caster level on Magus) and Optimistic Gambler (Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.)
Feats: Intensified Spell, Weapon Finesse, Extra Arcane Pool, Power Attack, Skill Focus (Survival), Eldritch Heritage (Orc),
Race: (Elf): Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of
magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords,
rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in
its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose
from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Class: (Magus Bladebound): Arcane Pool (8), Cantrips, Spell Combat, Spellstrike, Spell Recall, Bonus Feat, Black Blade,
Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1d4 + 1 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Black Blade: Rapier
• Enhancement bonus (+ 2)
• Intelligence 12
• Wis/Cha 8
• Ego 8
• Alertness
• Black Blade Strike
• Telepathy
• Unbreakable
• Energy Attunement
• Black Blade Arcane Pool (2)
• Languages (Common and Elven)
• Knowledge Arcana ( +2)
• Senses
Paladin: Aura of Good, Detect Evil, Smite Evil 2/day, Divine Grace, Lay on Hands (5/day), Aura of Courage, Divine Health, Mercy, Channel Positive Energy (3d6 DC 15 6/day), Divine Bond, Spells,
Paladin Spells: 1st
• Divine Favor
• Bless
Magus Spells:
• 0: Arcane Mark, Acid Splash, Detect Magic, Disrupt Undead
• 1st: Shield, Shocking Grasp x2, Ray of Enfeeblement, True Strike,
• 2nd: Intensified Shocking Grasp x2, Mirror Image
Attack: Black Blade +2 Rapier: + 16 1d6 + 6 18-20 x2
• Black Blade +1 keen rapier: +15 1d6 + 5 15-20 x2
• Black Blade +1 keen, flaming(or Frost, Shock) rapier(Divine Bond): +15 1d6 + 5 + 1d6 (Fire) 15-20 x2
• Black Blade +2 keen rapier (Divine Bond): +16 1d6 + 6 15-20 x2
• Black Blade +1 keen, frost rapier(Divine Bond): +19 (Smite Evil) 1d6 + 5 + 1d6 (Cold) + 5 (Smite Evil 15-20 x2
• Black Blade + 1 keen, frost rapier(Divine Bond): +26 (Smite Evil + Touch of Rage + Arcane Pool) 1d6 + 5 + 1d6 (Cold) + 5 (Smite Evil) + 7d6 (Shocking Grasp) + 1 (Black Blade Strike) + 5 (Touch of Rage) + 1 (Divine Favor) + 2 (Arcane Pool) 15-20 x2
• There are lots of different combinations with this build but the above are a few.
Skills:
• Climb: 2 + 3 + 4 – 1 = + 8
• Knowledge: (Arcana): 4 + 3 + 5 = + 12
• Knowledge: (Planes): 3 + 3 + 5 = + 11
• Spellcraft: 3 + 3 + 5 + 2 + 2(Favored Class) = +15
• Use Magic Device:3 + 3 + 3(Favored Class) + 3 = + 12
• Fly: 1 + 3 + 5 - 1 = + 9
• Knowledge:(Dungeoneering): 3 + 3 + 5 = + 11
• Diplomacy: 4 + 3 + 3 = + 10
• Knowledge:(Religion): 4 + 3 + 5 = + 12
• Ride:3 + 3 + 5 - 1 = + 10
• Sense Motive: 5 + 3 – 1 = + 7
• Perception:6 + 2 – 1 = + 7
• Stealth: 4 + 5 – 1 = + 8
• Survival: 1 + 3 + - 1 = + 3
Gear: +4 mithral chain shirt, Headband of Mental Superiority +2, Belt of Physical Perfection +2, Amulet of Natural Armor + 1, Pearl of Power 1st x2, Cloak of Resistance + 2, Ring of Protection + 1,
shallowsoul |
Corrections:
“Caleb Brightmore”
5th level elven Bladebound Magus / 5th level Paladin (Lawful Good)
Str: 16
Dex: 20
Con: 13
Int: 18
Wis: 9
Cha: 16
HP: 5d8 + 5 (5 Favored Class) 5d10 + 5
AC: 25 (10 + 5 Dex + 8 (+4 Chain Shirt) + 1 (+1 Ring of Amulet of Nat Armor +1) +1 (Ring of Protection +1) = 25
AC with Smite Evil: 27
Touch: 16 (19 with Smite Evil)
Flat-footed: 19 (22 with Smite Evil)
Fort: +14
Ref: + 12
Will: +12
Traits: Magical Knack (+2 caster level on Magus) and Optimistic Gambler (Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.)
Feats: Intensified Spell, Weapon Finesse, Extra Arcane Pool, Power Attack, Skill Focus (Survival), Eldritch Heritage (Orc),
Race: (Elf): Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords,
rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in
its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose
from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Class: (Magus Bladebound): Arcane Pool (8), Cantrips, Spell Combat, Spellstrike, Spell Recall, Bonus Feat, Black Blade,
Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1d4 + 1 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Black Blade: Rapier
• Enhancement bonus (+ 2)
• Intelligence 12
• Wis/Cha 8
• Ego 8
• Alertness
• Black Blade Strike
• Telepathy
• Unbreakable
• Energy Attunement
• Black Blade Arcane Pool (2)
• Languages (Common and Elven)
• Knowledge Arcana ( +2)
• Senses
Paladin: Aura of Good, Detect Evil, Smite Evil 2/day, Divine Grace, Lay on Hands (5/day), Aura of Courage, Divine Health, Mercy, Channel Positive Energy (3d6 DC 15 6/day), Divine Bond, Spells,
Paladin Spells: 1st
• Divine Favor
• Bless
Magus Spells:
• 0: Arcane Mark, Acid Splash, Detect Magic, Disrupt Undead
• 1st: Shield, Shocking Grasp x2, Ray of Enfeeblement, True Strike,
• 2nd: Intensified Shocking Grasp x2, Mirror Image
Attack: Black Blade +2 Rapier: + 15 1d6 + 5 18-20 x2
• Black Blade +1 keen rapier: +14 1d6 + 4 15-20 x2
• Black Blade +1 keen, flaming(or Frost, Shock) rapier(Divine Bond): +14 1d6 + 4 + 1d6 (Fire) 15-20 x2
• Black Blade +2 keen rapier (Divine Bond): +15 1d6 + 5 15-20 x2
• Black Blade +1 keen, frost rapier(Divine Bond): +18 (Smite Evil) 1d6 + 4 + 1d6 (Cold) + 5 (Smite Evil 15-20 x2
• Black Blade + 1 keen, frost rapier(Divine Bond): +25 (Smite Evil + Touch of Rage + Arcane Pool) 1d6 + 4 + 1d6 (Cold) + 5 (Smite Evil) + 7d6 (Shocking Grasp) + 1 (Black Blade Strike) + 5 (Touch of Rage) + 1 (Divine Favor) + 2 (Arcane Pool) 15-20 x2
• There are lots of different combinations with this build but the above are a few.
Skills:
• Climb: 2(ranks) + 3(Str) + 3(Trained) – 1 = + 7
• Knowledge: (Arcana): 5(ranks) + 3(trained) + 4(Int) = + 12
• Knowledge: (Planes): 3(ranks) + 3(trained) + 4(Int) = + 10
• Spellcraft: 4(ranks) + 3(ranks) + 4(Int) + 2(racial) + 2(Favored Class) = +15
• Use Magic Device:4(ranks) + 3(trained) + 3(Favored Class) + 3(Cha) = + 13
• Fly: 1(ranks) + 3(trained) + 5(Dex) - 1(Armor Check) = + 9
• Knowledge:(Dungeoneering): 3(ranks) + 3(trained) + 4(Int) = + 10
• Diplomacy: 4(ranks) + 3(trained) + 3(Cha) = + 10
• Knowledge:(Religion): 4(ranks) + 3(trained) + 4(Int) = + 11
• Ride:3(ranks) + 3(trained) + 5(Dex) - 1(Armor Check) = + 10
• Sense Motive: 5(ranks) + 3(trained) – 1(Wis) = + 7
• Perception:6(Ranks) + 2(Alertness) – 1(Wis) = + 7
• Stealth: 4(ranks) + 5(dex) – 1(Armor check) = + 8
• Survival: 1(ranks) + 3(Skill Focus) + - 1(Wis) = + 3
Gear: +4 mithral chain shirt, Headband of Mental Superiority +2, Belt of Physical Perfection +2, Amulet of Natural Armor + 1, Pearl of Power 1st x2, Cloak of Resistance + 2, Ring of Protection + 1,
I am going to post some examples using Power Attack.
Thraksnik |
Since nobody has mentioned it yet, if the spell Emergency Force Sphere is legal play in your campaigns then I would highly suggest taking the Spell Blending arcana as soon as you are able to cast 4th lvl spells so you can use it. That spell has saved the lives of my character and my party member's characters more times then I can count.