Staff Magus Feat / Arcana Progression


Advice


So, I've made a Staff Magus for a Jade Regent campaign.

My character is one of the front-line melee guys (along with a Monk). The group is not big on hyper optimized characters so I decided to go for a STR based Staff Magus that specializes in tripping attacks for some nice battlefield control.

My concern is that I am going overboard on tripping feats. Can I get some advice?

Here's a link to the character. We're starting at 5th level.
https://dl.dropbox.com/u/537778/staff%20magus.pdf

For those of you who don't want to bother with the PDF, here's my feat/arcana progression as I currently see it.

===FEATS===
01 Combat Expertise, Improved Trip
03 Combat Casting
05 Weapon Focus (staff), Weapon Specialization (staff)
07 Intensified Spell
09 Greater Trip
11 Tripping Staff, (Magical Aptitude or Extra Arcane Pool?),
13 Tripping Strike
15 Greater Weapon Focus (staff)
17 Intimidating Prowess?, Tripping Twirl
19 Extra Arcane Pool

===ARCANA===
03 Maneuver Mastery (trip)
06 Wand Wielder
09 Ghost Blade
12 Spell Blending?
15 Bane Blade
18 Reflection

Dark Archive

Doesn't look bad to me. So long as you can do things OTHER than trip (you're a Magus, so this is a "usually, yes") you should be okay when stumbling upon something that can't be tripped.

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