What is great about the magus?


Advice

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I will not claim to understand the finer points of the magus, or how it holds up in comparison with the other classes, because I have not been looking into it. With that said, Presently I am playing a level 8 elf Magus in a Carrion Crown group, and it is working out really well.

If we see a tough battle coming, I cast blur and enlarge on our barbarian, before casting displacement and mirror image on myself, then hasting the party and use an arcane point to empower my +1 wyroot-haftet keen scimitar with Shocking Burst. Then let loose, averaging 42 DPR before applying spell damage, and not counting crits.

With my threat-range at 15-20 and 3 attacks each round, either from haste or from using spell-combat into spellstrike, I cannot only theoretically rack up around 300 damage per round at my maximum, but I am sucking in more arcane points than I know what to do with, usually having spell-recalled half or more of the spells I cast before combat, before combat is even over.

And I am having just as much fun outside of combat, as I do during combat, so from my standpoint, playing a magus has been a joy, all the way through :)

-Nearyn


Nearyn, what do you mean by "sucking in more arcane points than I know what to do with"?
They only refresh at the start of each day.


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Salindurthas wrote:

Nearyn, what do you mean by "sucking in more arcane points than I know what to do with"?

They only refresh at the start of each day.

Wyroot

Source: Advanced Race Guide.

The root of the wyrwood tree has a peculiar quality. When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature hit. The creature hit is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. Most wyroot weapons can only hold 1 life point at a time, but higher-quality wyroot does exist. The most powerful wyroot weapons can hold up to 3 life points at a time. Any unspent life points dissipate at dusk.

Wyroot can be used to construct any melee weapon made entirely of wood or a melee weapon with a wooden haft. Constructing a wyroot weapon that can hold 1 life point increases the weapon's cost by 1,000 gp, constructing one that can hold up to 2 life points increases the weapon's cost by 2,000 gp, and constructing one that can hold up to 3 life points increases the weapon's cost by 4,000 gp.

I am pretty sure it is not meant to work with scimitars, but there it is.


@Salindurthas: AnnoyingOrange answered the question for me. The wyroot hilt on my scimitar is of finer quality (read: hold up to two arcane points) and I crit so often (statistically 1 in 4 attacks will be a threat, but I've had better luck of the dice) and thus, with 3 attacks each round, I get quite a few Arcane points refunded, every time I engage in combat.

@AnnoyingOrange: Really? Why would you think it did not work with a scimitar? As you so correctly wrote, it can work with a melee weapon with a wooden haft:

Haft
n.
A handle or hilt, especially the handle of a tool or weapon.
tr.v. haft·ed, haft·ing, hafts
To fit into or equip with a hilt or handle.

Source http://www.thefreedictionary.com/haft


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Jadeite wrote:

Arcane Accuracy is a nice boost, but costly and uses up your swift actions, so it can't be combined with things like Arcane Strike.

I'm not saying that the ability to enhancements on a weapon isn't useful. But it doesn't give you a better chance to hit things once everyone else has a +5 weapon, too.

Use Spell Blending to pick up heroism (+2 morale bonus to attack rolls, saves, and skill checks for 10 min/level); counteracts the -2 from Spell Combat pretty nicely. If you're not a bladebound or staff magus archetype, add the courageous ability to your weapon to boost the bonus from heroism even higher.


Stupid question: What is the deal with spamming Arcane Mark? I can't seem to figure out what good it does except as a "Mark of Zorro."


Nearyn wrote:

@Salindurthas: AnnoyingOrange answered the question for me. The wyroot hilt on my scimitar is of finer quality (read: hold up to two arcane points) and I crit so often (statistically 1 in 4 attacks will be a threat, but I've had better luck of the dice) and thus, with 3 attacks each round, I get quite a few Arcane points refunded, every time I engage in combat.

@AnnoyingOrange: Really? Why would you think it did not work with a scimitar? As you so correctly wrote, it can work with a melee weapon with a wooden haft:

Haft
n.
A handle or hilt, especially the handle of a tool or weapon.
tr.v. haft·ed, haft·ing, hafts
To fit into or equip with a hilt or handle.

Source http://www.thefreedictionary.com/haft

Nothing in particular, an extrapolation of current rules and during the 3.5 era, 'hafted weapons' were usually used to indicate axes, spears, polearms and the like, and generally excludes swords and the like.

For example where would you place your scimitar on the list below ? Blades for the purpose of PF / D&D are not to be hafted weapons.

hardness hitpoints

Light blade 10 2
One-handed blade 10 5
Two-handed blade 10 10
Light metal-hafted weapon 10 10
One-handed metal-hafted weapon 10 20
Light hafted weapon 5 2
One-handed hafted weapon 5 5
Two-handed hafted weapon 5 10
Projectile weapon 5 5

Armor special 4 armor bonus × 5
Buckler 10 5
Light wooden shield 5 7
Heavy wooden shield 5 15
Light steel shield 10 10
Heavy steel shield 10 20
Tower shield 5 20

EDIT: It does not really matter as long as people you play are cool with it whether it is right or not, it is not even a clear cut rule, I just suspect it was never meant to work with a scimitar, rapier or kukri.


eakratz wrote:
Stupid question: What is the deal with spamming Arcane Mark? I can't seem to figure out what good it does except as a "Mark of Zorro."

It starts making sense at magus level 2, once you get spellstrike.

Spell combat on its own allows you to cast a spell AND make all of your attacks, so a level 1 magus can hit someone, and cast arcane mark on them. Not very useful.

But at level 2, you can channel any touch-spell cast through your weapon and try to hit the enemy's normal AC instead of touch AC. If you manage it, you deliver the touch spell AND deal weapon damage. So a level 2 magus uses spellcombat to hit the enemy, then casts arcane mark, and uses spellstrike, to channel the arcane mark through his weapon and strike the enemy again, effectively dealing weapon damage twice.

Hope this sheds some light on the subject :)

-Nearyn

EDIT:
@AnnoyingOrange: Ah! While I maintain that a scimitar is as much a hafted weapon as a spear, I see the premise of your argument.


Yeah it does, thanks.

The Exchange

I love being a magus(hexcrafter). So much versatility. I usually hold the groups rear with the excuse I'm a witch. (Secondary reason is because so many encouters love to jump you from the back - I can at least buy time for the proper tanks to come and rescue us all, or if its a weak monster - handle the problem myself.) I have better mobility then anyone else due to flight hex, can pull off some half decent save or sucks(yes not optimal blah blah - but hey I play in a very melee heavy environment- half a casty is better then none wot? :)). Also i don't go down as fast as a true witch due to my d8s, so having to stay 30 ft to hex doesn't really make me that nervous. If things really don't work out - I still have more evasive options then most witches(vanish,mirror image). Even have most of the wizards evocation spell list for a great blasty time! Awesome fun!


Advanced Race Guide does have all sorts of interesting items but I never looked too closely... Wyroot for crit Magus huh? And I thought the +10 bluff mask that cost 500 gold was bad.


Jadeite wrote:
STR Ranger wrote:
Walter's guide to the magus is sound, but the builds could be stronger. His advice on spell selection is great.

Well then, post one of your builds to show us how it's done.

Sure.

Please keep in mind the Builds in the Hexcrafter Guide actually belong to Mathawei AP Niall. I gave him edit permission because I don't maintain the Guide much anymore.

Here is a Magus I am currently playing in Curse of the Crimson Throne.

Currently level 5, but Varrel is one of my Favorites and I have played him in a few different games up to level 14.

Here is my Magus Build.
Combat Options
He has 3or 4 main tricks for Melee Combat.

Enforcer+Rime Frostbite with a 1st level slot.
- At 8th level that's His Weapon Damage as well as 1d6+8 non lethal, plus Entangled and Fatigued with NO SAVE. Pretty Severe on it's own. But he Maxed out Intimidate as well so Using Enforcer will add Demoralised as well.
Big Damage+Big Debuff. and the spell gives him 8 charges per spell NICE.
So use it for FULL ATTACKS
This damage scales with level and gets even better when using Monstrous Physique to add extra Secondry Natural Attacks.
Not effective vs anything non lethal immune. So generally works against most things. Remember people think SMITE is OMG!
This combo delivers comparable bonus damage and a pretty strong debuff.

He does the usual Intensified Shocking Grasp bit as well for Burst damage. 1st level slot.
So use it for Spellstrike+ Move to close
This is gold at mid to lower levels when you fight alot of armored humaniods and you normally have 1 attack only, the damage scales well.
Eventually does Weapon Damage+10d6 from a 1st level slot.

When he runs out of those he can just spam a Spell combat (Brand) full attack for an Extra Free strike.

At 8-9thth level a Mithral Breastplate+Armored Kilt is a nice +7 to AC. Add shield spell for 25-27 AC depending on ROP and Amulet level.
Not bad when a single cast of Blur grants him +2 to attack and damage. (MOONLIGHT STALKER)

Before he bothers with that he can just make you save or Slumber. (SLA's don't provoke so in melee is fine).
He can already Fly for lvl/minutes a day broken up in one minute increments.
Varrel really piles on the hurt in melee when he wants to.
Save are decent from strong BASE saves.
7 skills per level.
And unlike normal fighters has TONS of inbuilt options like flight and spells to stack on top.

In Game Examples: Varrel enters combat. He is in a party consisting of a Paladin, Urban Barbarian, Crossbow Weapon Master, Cleric of Groetus.
with a Melee based foe.
Whether of not the foe starts adjacent of far away and what they are armed with etc effects tactics but basically:
Knowledge check to id the creatures weaknesses,
Swift enchant your weapon with whatever it is vulnerable to.(erasing the Full BAB classes to hit advantage, Yes I know eventually everyone will have a +5weapon, but
those levels are a Looooooooooong way away if you are playing an AP)

Cast Blur or Displacement. You now have Concealment in additon to your decent AC (Med armor+Dex14+ROP+Amulet). you also get +2 to attack and damage (MOONLIGHT STALKER).

Move to close with Frigid Touch. (staggered enemy)
he generally flanks with the pally or barb and probably spellcombat (frostbite) full attacks the enemy. Dropping Entangle/Fatigued and Demoralized (If the intimidate succeeds) as well as his charlvl in bonus Non lethal damage.

This is while the barb is simply two handing his weapon.

Vs mooks (ie low will save) usually SLUMBER knocks them out for a CdG. Carry a pick for that.

Scouting? BLEND is an awesome first level elf spell. Allows Varrel to hide even under observation. With +4 to the check and Max ranks in Stealth is a pretty sweet scout spell. Also means MOONLIGHT STALKER applies to his first attack. Or he can uses invis.

Familiar At low levels Varrel uses his Familiar on his shoulder for Alertness+Racial Bonus to perception so a good spot check. The familiar gets to make checks as well. The Raven version has +8 to spot.
So as a player you get 2 perception checks to everybody elses one.
The familiar is a Psudeodragon at 9 which is treated as a sorcerer for wand use.

Born a Slave, Varrel has known pain and suffering his whole life.
He has no family and only knows the kiss of the lash. Varrel was different though. Unlike the other slaves owned by House Thrune, THIS elf would not break, rather he was smart enough to toe the line because it lessened the pain. Such was he so used to serving, that one day, when his wizard master had been caught unaware, Varrel, surprisingly had saved his life.

He had fought wildly and without skill but his rage and ferocity was equal to the task. His master looked on in disbelief as he used a firepoker to fend an assasin and, unexpectedly he was able to daze his foe with magic before felling him.

The fact he had only seen his master cast this spell and further, the fact he managed to recite the inflections and complete the gestures, whilst simultaneously swinging his improvised weapon spoke of possibility to his master.

Meaning to use Varrel as a secret body quard, he began having him trained under skilled and repeatedly brutal instructors. Varrel asked for none of this, hated it. Hated not having a life, hated his master for deciding his fate, hated himself for not letting the assasin finish his work. Varrel had enough, but was not beyond reason. His foolish master believed him finally tamed, an so he would appear, until he had sufficient power to find his justice.

Statblock:
Traits: Magical Lineage (Frostbite), Wayang Spellhunter (Shocking Grasp)

Varrel CR 4
Male Elf (Chelaxian) Magus 5
NG Medium Humanoid (Elf)
Init +2; Senses Perception +7, Cast Defensively +2 (Racial)
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 16
hp 40
Favored Bonus: Extra Arcana

Fort +6, Ref +3, Will +4 (+2racial vs mind affecting)
Resist None
--------------------
OFFENSE
--------------------
Spd 30 ft.

Melee Spell Combat Masterwork Coldiron Scimitar +5 (1d6+3/19-20/x2/S) or Spellstrike Two Handed Masterwork Scimitar +7 (1d6+4/19-20/x2/S)

Spell Combat Masterwork Alchemical Silver Heavy Pick+5 (1d6-1+3/x4/P) or Spellstrike Two Handed +7
(1d6-1+4/x4/P)

Spell Combat Masterwork Alchemical Silver Warhammer +5 (1d8+3/x3/B) or Spellstrike Two Handed +7
(1d8-1+4/x3/B)

Spell Combat Masterwork Cold Iron Cestus +5 (1d4+3/19-20/x2/B or P) or Spellstrike +7

Spell Combat Masterwork Alchemical Silver Cestus +5 (1d4+2/19-20/x2/B or P) or Spellstrike +7

Ranged Masterwork (+3)Composite Longbow +6 (1d8+3/x3/P) range: 110ft
Note: Spellstrike CAN be used in conjunction with spell combat, granting an extra attack as part of casting the spell.

--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 14, Int 18, Wis 10, Cha 7
Encumbrance: Light- 76lbs / Medium- 153lbs/ Heavy- 230lbs/ Lift- 460lbs/ Drag- 1,150lbs

Base Atk +3; CMB +6; CMD 18

Supernatural Abilities::

Hexes- Slumber Hex, Will DC16 Range 30ft
Flight Hex- The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Skills::

Acrobatics 1+2(DEX)=3
Appraise 0+4(INT)= 4
Climb 4+3(STR)=7
Craft (Weapons) 4+4(INT)=8
Diplomacy 0-2 (CHA)= -2
Fly 4+2(DEX)=6
Intimidate 8-2(CHA)=6
Knowledge-Arcana 6+4(INT)=10
Knowledge-Dungeoneering 4+4(INT)=8
Knowledge-Planes 4+4(INT)=8
Knowledge-Religion 1+4(INT)=5
Profession-Bodyguard 4+0(WIS)=4
Ride 4+2(DEX)=3
Sense Motive 0=0/w/familiar=2
Spellcraft 8+4(INT)=12
Swim 4+3(STR)+4(racial hex)=11
Stealth 5+2(DEX)=7
Perception 5+0(WIS)+2(racial)=7/
Use Magic Device 0-2(CHA)=-2

Racial Abilities:

Standard Racial Traits
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•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. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits

•Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

•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.
Offense Racial Traits

•Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Class Abilities:
Arcane Pool: 6 points.
Uses: Enchance wpn (+2), At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Arcane Accuracy (Int to hit), Hex Arcana- Flight, Slumber
Empathic Link with Familiar (Su), Share Spells with Familiar

Gear::

Arms/Armor:
Arrows (20),
Masterwork Composite Shortbow (+3str) 700gp
Masterwork Cold Iron Scimitar 330gp
Masterwork Cold Iron Cestus R.Hand 310gp
Masterwork Alchemical Silver Pick 398gp
Masterwork Alchemical Silver War hammer 402gp
Magic+1 Chainshirt
Ring of Protection +1

Other Gear:
Backpack (1 @ 3 lbs),
Holy symbol, wooden: Ragathiel,
Pouch, belt (20 @ 2 lbs),
Spell component pouch,
Spellbook-Magus,
3x Pearl of Power (1st)
Potion of Cure light wounds

GP: 220

To Buy: Belt of Str, Headband of Int

SPECIAL ABILITIES:

Alertness: You gain the Alertness feat while your familiar is within arm's reach.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Magical Lineage: Frostbite -1 LA for Metamagic on this spell.
Share Spells with Familiar The magus may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A magus may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast)

Feats/Special::

1- Arcane pool, cantrips, spell combat, Rime Spell
2- Spellstrike
3- Arcana: Familiar (either raven or pterosaur), Enforcer
4- Hex Magus: Slumber
5- Bonus Feat: Blindfight, Combat Expertise

Arcane Poolpoints 6 6 left

Spellist:

Magus Spells Known (CL 5, P=Prepped)
0- DC14(at will, all spells known)
P-Light
P-Detect Magic
P-Brand
P-Mage Hand

1-DC15 (5/day)
Prepared:
P-Blend (Cast)
P-Silent Image
P- Shocking Grasp
P-Shield
P- Frostbite (Rime Spell)
Known-Blend, Enlarge Person, Vanish, True Strike, Silent Image, Reduce Person, Mount, Frostbite, Shield, Color Spray, Grease, Shocking Grasp, Ill Omen, Weaponwand, Infernal Healing, Obscuring Mist

2- DC16 2/day
Prepared:
P- Glitterdust
P- Frigid Touch
P- Blindness

Known-Glitterdust, Frigid Touch, Invisibility, Brow Gnasher, Blindness/Deafness, Tactical Acumen, Blur, Bladed Dash, Serren's Armor Lock

Disposable Magic:
Scroll of Infernal Healing 25gp
Magic Missile 25gp
Magic Weapon 25gp
Warding Weapon 25gp
Enlarge Person 25gp
Silent Image 25gp
Mount x2 50gp
Invisibility 150
2x Keep Watch 25gp

To buy: Ablative Barrier, Mirror Image, Bulls Str, Gust of wind, Scoching Ray, Flaming Sphere, Gust of Wind, Mirror Image, Stone Call

3- Cloak of Winds, Displacemnt, Haste, Ray of Exhaust, Sleet Storm, Slow, Vampiric Touch
Wand of SHIELD, Wand of INFERNAL HEALING

Chatterbeak:
CHATTERBEAK CR 1/8
Male Raven
NN Tiny Magical Beast
Init +2; Senses Low-Light Vision, Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13 (+2Dex,+2Size,+3Natural)
hp 20 (5HD)
Fort +3, Ref +4, Will +6

--------------------
OFFENSE
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3–4, min1)
Space 2-1/2 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +2; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills:
Craft (Weapons) 4-2(INT)=2
Fly 4+2(DEX)=6
Intimidate 5-2(CHA)= 3
Knowledge-Arcana 6-2(INT)= 4
Knowledge-Dungeoneering 4-2(INT)= 2
Knowledge-Planes 4-2(INT)= 2
Knowledge-Religion 3-2(INT)= 1
Profession-Bodyguard 4+2(WIS)= 6
Spellcraft 6-2(INT)= 4
Stealth 2+2(DEX)+8(Size)=12
Perception 5+2(WIS)+3(SkillFocus)=10
Use Magic Device 5-2(CHA)=3

Languages - Common
SQ Improved Evasion (Ex), Share Spells, Deliver Touch Spells
--------------------
SPECIAL ABILITIES
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Proposed Level 20 Build:

1- Arcane pool, cantrips, spell combat, Rime Spell
2- Spellstrike
3- Arcana: Familiar (either raven or pterosaur), Enforcer
4- Hex Magus: Slumber
5- Bonus Feat: Blindfight, Combat Expertise
6- Hex Arcana: Misfortune, Racial: Hex Arcana- Flight
7-Knowledge Pool, Medium Armor, Moonlight Stalker
8-Improved Spell Combat
9-Hex Arcana-Evil Eye, Improved Familiar (Fairie Dragon)
10-Fighter Training
11-Power Attack, Spell Recall, Intensify Spell
12- Hex Arcana- Ice Tomb, Racial: Hex Arcana- Retribution or major healing
13- Heavy Armor, Extra Arcana: Arcane Accuracy
14 Greater Spell Combat
15- Arcana- Bane Blade, Craft Rod
16- Counterstrike
17-Quicken Spell, Spell Perfection:Chain Lightning
18- Hex Arcana- Summon Spirit, Racial: Lifegiver
19- Greater Spell Access, Dazing Spell
20- True Magus

Keep in mind this is an IN GAME char. SO his gear is not 100% optimised from magic mart. and he released his raven from service so those stats are out. the GM had me order in a Pterosaur from the Acadamae and I cannot afford it yet. ;)


Jadeite wrote:
GM Arkwright wrote:
Warlock: STR Ranger's Guide to the Hexcrafter.

Yes, it certainly helps the magus if you ignore rules like 'no PA on touch attacks'.

Concerning Spell Combat plus Spellstrike with Cantrips, it should be compared with something like this:

Quote:
Wild Fighting (Ex): At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC. This ability replaces uncanny dodge.

It should also be noted, that Spell Combat has a significant chance of failure, at least at lower levels. To cast Arcane Mark defensively, you need to succeed on a DC 15 concentration check. So a 2nd level magus has a pretty good chance on using a full round action to make one attack with a -2 penalty.

Also, TWF is usually a bad option unless you have significant damage bonuses which a Arcane Mark spamming magus usually lacks.

The the real power spellstriking is that you can use it with any touch spell; using it with cantrips as a poor man's dual wield is really just an added bonus. Its not really fair to compare one class ability to a small part of another.

In fact, it doesn’t really make sense to compare singular character abilities at all. truth be told, you could probably find a class ability that would trump any individual ability that the magus gets. (Well, except for spell combat; since its the only ability that could potentially allow for a full attack and 2 spells in one round.) The real power of the magus lies in that combining all these features, you recieve a class that can fight in melee adequately, cast arcane magic adequately, and do it all in (eventually) full plate. No other class can do all that.


Well for the concentration checks you can use a 5 foot step to help with that. If you are not next to the opponent you can cast arcane mark, hold it 5 foot step and whack whack.


Exactly.
you can cast, 5ft step to close then whack

or if the enemy is already ajacent. attack, 5ft step away and cast.

No check required. Not many enemies have stepup below 5th level and It is not a feat I see often in APs anyway.
PvP maybe, but that is not how most people play.

It is really a non issue after about level 6.

Unless specifically built for being anti caster it how many chars in all our DPR threads have the step up chain?

(I will admit any Char I make with the tactics domain will use the Student of War Power to get it if they go toe to toe with a Mage, but that is not available till level 8)

Grand Lodge

A Wyroot Great Terbutje is a good Str Magus weapon.

It is identical to a Bastard Sword mechanically.


STR Ranger wrote:

Here is a Magus I am currently playing in Curse of the Crimson Throne.

Currently level 5, but Varrel is one of my Favorites and I have played him in a few different games up to level 14.

I like your build and may try something similar in Society Play. I would be interested in hearing your thoughts of playing this build as a Human vs Elf vs Tiefling. Do you think the Elf has a clear advantage over playing the build as a Human or Tiefling?


Hit to Con hurts if your a melee class...

Grand Lodge

1 person marked this as a favorite.

I find no boon to a melee build within the Elf race.

Soulless low constitution PCs are better at slinging spells, and glittering with angst.


c873788 wrote:
STR Ranger wrote:

Here is a Magus I am currently playing in Curse of the Crimson Throne.

Currently level 5, but Varrel is one of my Favorites and I have played him in a few different games up to level 14.

I like your build and may try something similar in Society Play. I would be interested in hearing your thoughts of playing this build as a Human vs Elf vs Tiefling. Do you think the Elf has a clear advantage over playing the build as a Human or Tiefling?

I go through this in the guide.

Elf Wins hands down.
1. Swap elf proficiencies for +2 to concentraion checks. Magai are Martial Proficient anyway

2. +2 to INT and +2 to dex. Magai should not get hit. That's why they have armor+Blur/Displacement/GTR Invis/Shield/Mirror Image. The +2 to INT is well, you are an INT focused caster and ALL your HEXES scale based on INT and HD. Your arcane Pool is Modded by Int.

3. Low light vision. Let's you shoot for moonlight stalker. Sure you need Combat Exp (bleh) and Blindfight (yay!) but it would cost the same number of feats for Wpn Fcs/Spec/Gtr Wpn Fcs any way.
All the wpn chain does it add to hit and damage.
The stalker chain adds to hit/damage, let's you tank AC and better deal with invisible foes. AND you can COMPLETE the chain by 7. Magai can get GTR weapon focus till later.

4. ALT FAVORED BONUS. This is the real reason Elf wins. Three FREE arcana (which you take for EXTRA ARCANA-Hex Arcana). Way better than bonus feats. At the levels they come online you could take Flight, Ice Tomb and Summon Spirit.

Next Best Would be a Tiefling for the tail. and extra arcana points.
then human.


STR ranger you forgot Arcane Focus. A +2 to cast defensively.

edit* sorry i missed that.


No I didn't.

That was point 1.
I just didn't name it correctly.

Thanks ;)

Shadow Lodge

here si whats so awesome about the magus:

spell storing 2 handed weapon (spell storing elven curve blade with improved crit/keen)
cast 10d6 shocking grasp @ 7th level
cast 10d6 shocking grasp from weapon
maximized spell strike
lead blades
truestrike

all this means you have one dead BBEG.

all joking aside, the magus is a very wanted base character a fighter mage. it is one of the more romanticized types of characters in fantasy. a spell sword/battle mage or what ever term you choose to give it. other then that it isnt better then an eldritch knight past level 6, and the newer 3/4 bab classes are generally better over all. you play a magus because you like the lore of it.

Grand Lodge

For myself, the Elf is least likely race I will play. The flavor just doesn't suite me. They are basically a race of racist jerks. Especially Snow Elves.

By the way, the soulless comment earlier was wrong.

That is Gnomes.

Gnomes are my second to last pick.


blackbloodtroll wrote:

For myself, the Elf is least likely race I will play. The flavor just doesn't suite me. They are basically a race of racist jerks. Especially Snow Elves.

By the way, the soulless comment earlier was wrong.

That is Gnomes.

Gnomes are my second to last pick.

Wow, I didn't know they had no souls. That makes me like them even more.

Elves, on the other hand, should go back to their own, fruity elf planet and stop polluting Galorian with their creepy twilight angst.

Grand Lodge

Will you be an openly-Fey Gnome?


blackbloodtroll wrote:

For myself, the Elf is least likely race I will play. The flavor just doesn't suite me. They are basically a race of racist jerks. Especially Snow Elves.

By the way, the soulless comment earlier was wrong.

That is Gnomes.

Gnomes are my second to last pick.

Yep, I prefer Tolkien elves myself and I like Drow the way Salvatore writes them. So that's how I play them.

Grand Lodge

STR Ranger wrote:
blackbloodtroll wrote:

For myself, the Elf is least likely race I will play. The flavor just doesn't suite me. They are basically a race of racist jerks. Especially Snow Elves.

By the way, the soulless comment earlier was wrong.

That is Gnomes.

Gnomes are my second to last pick.

Yep, I prefer Tolkien elves myself and I like Drow the way Salvatore writes them. So that's how I play them.

I was never fond of those either.


STR Ranger wrote:
blackbloodtroll wrote:

For myself, the Elf is least likely race I will play. The flavor just doesn't suite me. They are basically a race of racist jerks. Especially Snow Elves.

By the way, the soulless comment earlier was wrong.

That is Gnomes.

Gnomes are my second to last pick.

Yep, I prefer Tolkien elves myself and I like Drow the way Salvatore writes them. So that's how I play them.

I hate Tolkien Elves. They have absolutely no good qualities; they're just arrogant, immortal jerks who do nothing but look down upon the other races.

I do like Drow, though. They're also arrogant, immortal jerks, but at least they have style. :D


I'm running an elf magus right now with shocking grasp/elemental spell. It's outrageously good. His skill selection (thanks to extra traits) is awesome, he is great in all phases of the campaign. Saying a magus with shocking grasp focus is a one trick pony is like watching a pony perform one trick and then slamming your eyes shut and declaring yourself right before you can see the second trick.

Any caster has multiple spells, so there are a lot of tricks in that ponys stable. One thing I like about the elf is delaying the elf level ability by 1 to pick up spells like heroism at the earliest possible level (7th) via spellblending.

Craft Wonderous items is practically required. A magus with a bane baldric and a string of pearls of power (1st) the length of his arm is going to wreck encounters, multiple times a day.


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Nearyn wrote:

@Salindurthas: AnnoyingOrange answered the question for me. The wyroot hilt on my scimitar is of finer quality (read: hold up to two arcane points) and I crit so often (statistically 1 in 4 attacks will be a threat, but I've had better luck of the dice) and thus, with 3 attacks each round, I get quite a few Arcane points refunded, every time I engage in combat.

@AnnoyingOrange: Really? Why would you think it did not work with a scimitar? As you so correctly wrote, it can work with a melee weapon with a wooden haft:

Haft
n.
A handle or hilt, especially the handle of a tool or weapon.
tr.v. haft·ed, haft·ing, hafts
To fit into or equip with a hilt or handle.

Source http://www.thefreedictionary.com/haft

Axes and polearms have hafts, swords and daggers have hilts that are various leather and and metal bits wrapped or attached to the tang - which is part of the same single piece of steel as the blade. Some sword hilts do use wooden parts, but that's hardly the same thing as an entire axe haft or quarterstaff. (This stuff does sound like a great idea for a staff magus to look into though.)


That's my a Hexcrafter will slumber a foe, then CdG with a Wyroot hafted Pick ;)

Sczarni

MrSin wrote:
Hit to Con hurts if your a melee class...

Then choose Teifling then. Additional up side is you can snag the tail for meta magic use.

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