Odd Magus build questions


Rules Questions


I have really enjoyed playing my current magus and I like the class, however I was looking at potential different builds rather than the standard scimitar build. The Following build revolves around elemental touch and how it would work.

Hexcrafter Staff magus

Feats:

1: improved unarmed strike
1: weapon focus (unarmed strike)
3: extend spell
5: hex strike
5: accursed strike
7: hex strike
9: persistant spell

Magical lineage (elemental touch)

Basically it would work like this:

Rd 1: cast elemental touch (choice of debuffs)
Move to opponent
Buff unarmed strike with arcane pool
Rd 2: cast 2nd version of elemental strike
Attack 1d4+2d6+ str. Target must save vs 2 conditions such as staggered/fatigued/sickened. Use swift action to apply slumber/evil eye
Rd 3: cast brand
Attack 1d4+2d6+str target target must save vs 2 conditions twice assuming both attacks hit. Use swift to apply slumber/evil eye as appropiate

the round 3 spell could be a third elemental touch to increase damage to 1d4+3d6+str

Once lvl 8 is reached assuming all attacks hits and using persistant spell does that mean the target will have to save 6 times vs each condition?

Is there anything I am missing with this? would this be an effective build?


Can't take weapon focus at 0 bab. 1d6 of multiple elements is going to get boned by resistances, and elemental touch isn't a touch spell so you're not getting extra spellstrike attacks on those rounds.

I like the idea, been trying to work out a way to work something similar myself, although I was going to go misfortune to be effective vs sleep immunes. The monk dip seems too good to pass up, ma/moms seems tempting.


The arcana close range turns the range spells into touch spells for the purposes of spell strike/spell combat


Elemental Touch is a self buff, not cast on the target at all.


ah well, close range still opens up a lot more spells

edit: what would happen if you were to grapple with it on? wouldnt the same thing happen if you were to touch someone? Kinda a goofy grey area/loophole

Liberty's Edge

PRD wrote:
Spell Combat (Ex): ..... To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand.

There is a lengthly thread about unarmed combat being a light weapon or being only counted as one in several situations. I am unsure if they reached a conclusion. The RAI seem to be that the magus should use a manufactured weapon.

In a oriental flavored home game I would allow it, not in a European like setting. In PFS it would be better getting a official ruling.

So, Rule 0: see what your GM think.


Pendagast wrote:

ah well, close range still opens up a lot more spells

Really? Exactly which ones?

Last I looked it wasn't very many at all, and of the ones they had.. they killed scorching ray by the caveat.

-James

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