Bottom Choice Magus?


Advice


Had an idea I'm going to be running for a character. Now according to the guide of guides I'm apparently choosing the worst type of magus to be THE SOUL FORGER!!! I normally don't play straight spellchuckers so I don't think about crafting that often.

Instead of being a medium front liner, I wanted to focus mostly on CRAFTING as his end goal is being THE master smith for this area's King's army when he is not adventuring.

Int 20 (custom rolling, not point build) , Race Samsaran and took Mystic Past Life w/ these spells Resistance, CLW, Gravity Bow, Fox's Cunning, Arrow Eruption & Ghost Wolf (version of phantom steed with a fear rider effect)

Feats/Traits
Scribe Scrolls
Highlander (for Stealth) and Rich Parents to effect having been "commissioned".

Using scribe scroll to help me stay alive at lower levels (CLW) and add some more versatility. Also the arcane bound weapon let me cast any one spell I know on the fly so I see that being more useful than at first glance.

Now the good news/bad new. I will be playing with a level disparity to most of the other players. I survive and I can level up quickly, if not people jam I become.

Going with the premise of surviving at 3rd level Craft Wonderous, 5th level I get 1 feat plus I also get a bonus feat so I choose Craft Arms & Armor which is pretty straight forward. For the second feat I was thinking Master Craftsman either armor or weapons not sure yet.
Now I don't think this is incorrect that a spellcaster can't take this, but I'm wondering how feasible this may be. Soul forgers get a bonus to the skill for crafting arms & armor.

While my "ranks" = caster level, Would the bonus ranks come into play at all to hit the DC for missing requirements?

The other bit being while I'll use the craft wonderous to beef myself up (the whole people jam thing doesn't sound appealing) does this idea seem to make a non-combat focused design more feasible/surviveable?

Also what are good Magus spells (I am NOT taking shocking grasp)? Raw damage is not a huge enticement for me to choose a specific spell.

If I live long enough, one strategy I'm going to try is Gravity bow, true strike (if needed) finally arrow eruption.
Using spells in conjuction with one another for an interesting effect would be more of an enticement.
Thanks for any advice


While Master Smith does indeed seem like a nice ability, IMO you'd be better off playing a Wizard instead for Crafting. Your spell selection would increase immensely and you'd much more easily be able to contribute both in and out of combat by simply memorizing battlefield control spells or summons while adventuring, and then you'd still have the spells you need to craft things in your spellbook during your downtime.

It's not quite as good, crafting wise as Master Smith, but the Arcane Caster (Universalist sub-school) gets a bonus Craft Feat at 3rd level and a +2 bonus when using metamagic Feats to create items, which is nice. The Creation (Conjuration sub-school) is also pretty nifty, and might actually be better, since it lets you use Minor Creation as a SLA and random (simple) items as well, if you wanted to make Mundane items too.

Just my 2 cents.


Darkthorne68 wrote:


For the second feat I was thinking Master Craftsman either armor or weapons not sure yet.
Now I don't think this is incorrect that a spellcaster can't take this, but I'm wondering how feasible this may be. Soul forgers get a bonus to the skill for crafting arms & armor.

While my "ranks" = caster level, Would the bonus ranks come into play at all to hit the DC for missing requirements?

I don't see you ending up with an advantage by taking this, since you are already a caster.

Skill Focus Craft would give you a larger bonus immediately and would double it's bonus down the line.

The Master Craft class ability gives a large bonus on the roll for crafting magic (and mundane) weapons and armor but it doesn't add ranks so it doesn't effectively double your caster level for meeting enchanting prerequisites.

If your campaign gives you the time and materials to craft magic items I think you might be able to have fun with this...
... but honestly, you are going to be a feat-starved magus that gets almost no spells per day and gives up spell recall.

You might find yourself rather bored by the actual adventuring part of being an adventurer, you aren't going to be real good at it.


Rynjin,
While I fully understand the HUGE flexibility a wizard has over most classes, the crafting ability for mundane/masterwork items is "his" goal. Both scribe scroll & craft wonderous is more of a means to an end for his surviveability (not something he'll be announcing as it were) . Also at level 7 crafting magical arms & armor in half the time and non magical in 1/10th the time is nuts.

Add in I don't have the proper mindset to play a straight out plan enough ahead wizard also our group go up against enough random encounters I would more often than not have the wrong spells mem'ed. That alone would frustrate me and make it less enjoyable.

Also we have a summoner in the group currently and I would rather fill my own niche as it were.

Keeping with a more restrictive spell list will also limit me overanalyzing which options to go with first.


If I was going to play a weapon-crafting specialist, I would choose the Dwarven Forgemaster Cleric first. It seems like you get the boosted crafting speed, earlier access to craft arms and armor, and it seems like in-play for day-today adventuring you lose out on less.


MC,
Thanks, I was thinking that but not 100% sure. Also scribe scroll can offset spell recall (variable cost) and in some cases be better than spell recall as it allows me to use more Magus Arcana with a point cost and it does offset the loss of spell casting per day.
Also Arcane bond weapon is a bit like spell recall w/o the need of buring any of my Arcane Pool. While I may not be the best at killing things I will take actions to help other pc's tactically (such as people not helping the rogue flank foes etc).

Forgemaster Cleric? What book is that in?
Thanks

The Exchange

Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber

I like the soulforger... I would be a human with heart of the fields (Craft [Weapons]). I would NOT take Master Craftsmen (Your Magus levels ARE caster levels and you can use the appropriate craft skills instead of spell craft (though I would still take spellcraft for wondrous items)) ... Not Needed. I would not go any craft feats beyond Craft Arms and Armor and Craft Wondrous (Scrolls are really difficult for a magus to use). OH... and I would go with all the Sundering because I love sundering even though many parties don't like it.


Xevious,
The human idea is sick (good sick), but I'm set on the Samsaran due to the extra spells choices really appeal to me, not that they are extra spells but what spells they are.

Now as for the Sunder bit, that sounds rather evil. "Make sure you pick that up, I can fix it later" I may change a couple of spells for mending/make whole.

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