Magus suggetions.


Advice


So I like the idea of being versatile for my group so I was thinking about playing a magus. Human race but start out my first lvl as a fighter free hand arch. Take the three feats and use them for weapon finess, dervish dance, and weapon focus scimitar. Then from there take magus. Its still a 15 pt buy anything else I could do to improve this idea?

Scarab Sages

Does you group have a primary melee martial type?

The few times I've seen someone try to do a hybrid class like magus as the only melee martial PC in the group, the results have been uninspiring.

When not using their special abilities they don't have enough armor, hp, DR, BaB, Str, etc... to really fill the role. They end up getting pounded into a bloody mess by moderately tough encounters while they are trying to save their smaller number of spells and arcane pool to nova the BBEG. Or they use some of their spells and arcane pool all along, then don't have enough left for the BBEG.
I have heard that the situation becomes better later in their career when they have more of both at higher levels. But everyone I know gave up on it before they reached higher levels.

Having said that, if you've got another melee machine and you are the secondary/assistant melee guy it can be an awesome lot of fun.

One thing I would suggest you seriously consider is the wand wielder. Something like true strike is a very situational spell and almost no one ever want it to be one of their prepared spells because they won't usually need it. However, true strike is one of these small number of spells that is just as good regardless of caster level or casting stat. So a wand of true strike is just as functional as if you had prepared it.

  • So you have encountered one of those rare creatures that you just can't seem to hit even with buffs? Then burn some true strikes to get some hits.
  • The fighter with umpteen axe critical feats is making mince meat out of your party? True strike off your want along with your back-up light flail for a disarm against his uber-axe. With a +20 you will still probably succeed. have it worked out ahead of time with the guy next in initiative to pick-up the axe and run away with it (he doesn't threaten while disarmed). Now all his axe feats probably don't apply to his back-up dagger.
  • Want to do something tricky like through your dagger to shatter the lantern that is the only light source and the GM says, "Oh that's a very tiny target, in a tough location, and called shot so you have a -12 to hit." Nope, true strike and you still have a +8 to hit.

    I know a lot of people have never seriously considered using the spell because it is a waste to prepare. But a wand of 50 can last you a lot of levels for the pretty cheap price of only 750 gps (or 2 prestige if PFS).

    Shield is another wand that I am making use of with wand wielder. I often don't know for sure a fight is coming in time to cast shield, I don't want to give up the first round to buffing, and shield will still last through most any combat even at CL1.

  • Scarab Sages

    Almost forgot think about your preferences, group, and GM.

    Many of the 'optimized' magus builds you see have umpteen feats, traits, meta magic, and magic items to really pile on for using shocking grasp to do huge amount of damage.

    Some people or groups (like me) get rapidly bored with doing the same thing all the time. "{sigh} I do another intensified-empowered-perfection shocking grasp. It's dead. {yawn}"
    If you like it, that is great and it can be amazingly effective. However, if you make a really specialized build don't complain that is boring to do the same thing all the time.

    I am using disarm, trip, chill touch, shocking grasp, scorching ray, burning hands, etc... to change things up all the time.

    Also, if you are constantly electrocuting all his mondo monsters, some GM's will start throwing things that are immune to electricity at you. Or the long term bad guys will be spying on you and have buffs to cancel out the spells you use all the time. If you change it up all the time, that is less of an issue.

    Liberty's Edge

    At higher levels, Vampiric Touch is your baby.

    Silver Crusade

    You cannot take Dervish Dance at level 1 because it has a pre-req of 2 ranks in Perform (dance). So you can't take it until level 3 at the earliest.


    Make fighter your 3rd level and take Weapon Focus and Dervish Dance then. Until then use a rapier.


    Just go straight magus. If you intend to reach the higher lvls go Str-based. You can dip one lvl in crossblooded orc/dragonic Sorcerer or white-haired witch, according to your aim. Hexcrafter Magus is also stronger because of the hexes, Slumber and Ice Tomb are crazy good to name a few, not to mention the Flight hex.

    Scarab Sages

    Many people suggest dipping into fighter to get some feats a bit earlier.

    Personally, I think that is usually a mistake. Look at all the Magus abilities you are giving-up/delaying. The only time I think it is worth it is if you are mostly going to be just a martial character and only want the magus for a little extra might in those rare desperate situation.

    But then I think you are missing out on most of the fun of being a magus and should have just gone as a straight martial character.

    The Exchange

    You can take one level of Dawnflower Dervish bard and get Dervish Dance for free at 1st level, along with Battle Dance for the personal +2 "Inspire Courage".

    Silver Crusade

    Yes but Battle Dance requires a move action, which means Spell Combat/Spellstrike combo gets pushed back a round, which isn't a good thing for magi.

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