Magus build advice


Advice


Inspired by a recent thread, I'd like to build a Magus for a shattered star campaign. I'm joining a few sessions in, and the characters are about to go to level 2. So I'm not sure if I'll be going through the full level 1 or quickly leveling up with the party.

I don't know anything about shattered star, but if you have experience in the campaign please keep it in mind. The group has a barbarian, a ninja, and a cleric (going mystic theurge).

I hadn't looked into the magus much before, and my research this morning has been a bit overwhelming. I'm looking for help in shaping the type/style of magus I want to play. I want to be able to both fight and cast. I'm leaving buffing and battlefield control to the cleric/MT character, which means that I'll probably seriously invest in either blasting or debuffing. I've been toying with the idea of playing a Hexcrafter, as the hexes will allow me to always have a caster-like alternative when my spells run out. Plus, my reading seems to indicate that they are pretty flexible. I like flexible, though I don't want to be okay at everything and not good at anything.

Another concern is that the game is starting at level 1, and this is a new group. I'd prefer a character that begins to shine as early as possible, rather than having to wait a bunch of levels for a payoff.

So, thoughts?

Liberty's Edge

There is a good guide here.

The sticky thread at the top of this discussion contains links to guides for building just about any kind of character.


Read it this morning. For that manner, I'm rereading it (and the other two guides linked) right now. I'm asking the board for advice because I have to have a character by tomorrow, and the presented options are overwhelming. In the past, I've had 5-7 hours to sort out how different builds within the class get played (how feat/spell selection affect tactics, etc).

If you'd asked me three days ago what I knew about the magus, I'd have told you that it's a fighter/wizard hybrid. But beyond a brief reading of the class during some spare time 4-5 months ago, I didn't know anything about it. I've never seen it played either, beyond a single PFS scanario where a level 1 magus character was swinging for 1d8+0 damage and failing every single concentration check.

So I'm hoping that people who have played one or more Magus variants and know the tactics of the build can give me a suggestion. I'm not asking people to spend a bunch of time giving a level-by-level feat selection. I'm more looking for comments like "this build is great in theory but not in practice," "you do (or do not) have enough feats for dervish build with this build concept," "the tactics best used with this archetype are..."

Meanwhile, with the hour or two I do have, I'm reading guides and checking the guide to builds for example magus builds. I'm willing to do my homework- I'm just seeking some direction. :)


I'd say a hexcrafter is always a good option, not perhaps the biggest dpr machine, but can be more useful then a regular one =)

I've enjoyed one for some time, and the utility from the hexes is just gold imo. what are your Rp preferences btw? that could affect the choice.


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

http://paizo.com/threads/rzs2ocev?Warlock-STR-Rangers-Guide-to-the-Hexcraft er
There are 3 kinds of Hexcrafter.
Defiler-Hexcrafter's that focus on Debuffing foes while they Kill them.

UberBlaster: Requires a crossblooded sorc level to majorly boost your blast spell damage.

The Melee Transmorgifist- makes heavy use of Monstrous Physique to get extra limbs to add more attack modes.


I'm currently enjoying my magus, and based it on this guide here

Hexcrafter

I tweaked it slightly to fit my own campaign and find it a pretty fun and versatile build (I'm playing the blaster).


Thank you for the responses. I'll definitely be going with the Hexcrafter build, and probably going straight down STR Ranger's list as far as feats go.

I was surprised to find that, save for a couple of level 20 builds by Ravingdork, the STR Ranger is the definitive guide when it comes to showing example builds. That focused my selection choice nicely. Especially since I'd already been impressed with the guide on first reading and was leaning in the Hexcrafter direction anyway.

I spent quite some time considering the Defiler archetype. The thought of a white haired witch/magus being a grapple and spell delivering machine really appealed. But after looking at the details, there seemed to be a few minor problems that may have affected the usefulness of the build. The recommended familiar (king crab) could only be out of water for an hour, for example. Also, the white haired witch archetype's ability to grapple was nerfed at some point by an errata, and I'm not sure the Defiler build takes that into account. Added to this, I wasn't sure how the build would play in its early levels. I decided to go with Melee Transmorgifist build, as it has been thoroughly playtested.

Thanks again for the responses, everyone!


One suggestion -

Before you play your magus, make sure both you and your GM can agree on how spell combat, spell strike work and which spells work with them. As there's a lot of RAW amd RAI confusion out there on the magus class and then there's the 'That's Cheese and I won't allow it.' from some GMs.

It's just better to get this all cleared up before it comes up in a gaming session.


Not a bad idea to print out the 'how spell combat works' guide and bring it. Thanks for the tip!


Your Welcome.

The build I listed above is actually the origonal Melee Transmorgifist.

The one is the guide was changed by Mathawei, and focuses on using your multiple attacks as Primary Natural Attacks.
Similar to the tactics of Beastmorph Alchemists.

His build is a bit more powerful.
I just prefer Varrel.
He is actually a pretty even blend of Debuffer/Burst DPR/Save or Suck (Hexes)

I may add him as a 4th build. Alot less focused than Mathawei's but very versatile and still powerful.
Plus many have some conjecture over the Hair Hex (which blows an action to activate).

As for Definatively setting out builds.
Yes I endeavor to provide at least 3 serparate builds when I do write a guide.
It irks me when I read a great guide that will extoll a certain way to optimise a class but doesn't actually give a few examples of how to put it all together in a ball of awesome.

I am OCD like that. I think most guides don't include full builds because writing a guide takes a fair whack of researching your stuff and then typing and formatting, people don't have the energy after that.

I myself rarely lack the energy to keep them current. I generally grant editing access to any dedicated forum junkie who agrees with my build principles to maintain it, if they ask.

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