My tentative Magus Build


Advice


Good Evening Fellow Gamers,
I was wondering if you would like to help me build an elven Magus for the Shattered Star Adventure Path.

This is how I am looking at building it so far (I get to start at level 2):

Level, Feat, Bonus Feat, Arcana
1: Weapon Finesse,
2:
3: Dodge, Spell Shield
4:
5: Mobility, Step Up,
6: Disruptive, Close Range(fc)
7: Spring Attack,
8:
9: Following Step, Arcane Accuracy
10:
11: Wind Stance, Step up and strike,
12: Hasted Assault, Accurate Strike(fc)
13: Combat Reflexes,
14:
15: Disruptive Recall, Enduring Blade
16:
17: Extra Arcane Pool, Nimble Moves
18: Bane Blade, Spellbreaker(fc)
19: Deadly finish
20:

(fc) = favored class bonus arcana.

Obviously, no build survives contact with reality.. but I would like your opinions.

I envision him to be a magebane type of character, sticking to a caster like glue and just being a real pain in the ass while the rest of the party deals with the minions or bruisers. (We have a Cavalier, Bard, Cleric [Negative Energy Channel], and Barbarian/Alchemist.)

I have not ruled out the spell dancer archetype (but that would invalidate a good portion of my Magus Arcana choices). I might also throw in Spell Blending to get some nice wizard spells into my spellbook (especially if I go Spell Dancer.

Opinions? Thank you for your time and I look forward to your feedback.

Very Respectfully,
--Bacon


Pathfinder Adventure Path Subscriber

My only advice off the top of my head is magus tend to cast defensively...a great deal.

Do you plan on boosting Concentration checks?


I am not sure how useful hasted assault will actually be for you. After all you can cast haste yourself already. Perhaps concentration would be better, but then I am not sure why you are picking up two Arcana at twelve.


Post your race (I see it is an elf, but maybe someone will miss it) and your starting starts, as well as your point buy.

The Dex Magus works better by being a Kensai and using Dervish Dance.

After the first few lvls though the best Maguses are the Str-based ones that did not invest in Dex feats, especially if they are Hexcrafters. Are you into Hexes?

Some feats like Mobility and Spring Attack are suboptimal. I can see the synergy with Disruptive and Step Up feats but generally you can do better than that.

How attached are you to your current build and how much are you willing to change it?

Shadow Lodge

have you ever tried a debuffer magus? they are very, very fun to play. you wont deal damage, but your teammates will love you for your playstyle.

RPG Superstar 2012 Top 32

things like arcane accuracy and accurate strike are really for attacking high AC targets, but most casters (especially arcane ones) don't really fall into that category- their defenses come from spells like stoneskin and displacement. i think for the type of character you described you'd be better off with dispelling strike.


Thanks a lot you guys! I really appreciate your input!

I'm not married to any of the options as presented, and you all provide a lot of things to think about.

I have my eyes on a couple items that boost concentration checks, and I am trying to find a place to put Combat Casting, but so far I've usually been able to cast, and then move into position and/or hold the charge... which isn't ideal, I know.

I was interested in Hasted Assault because it's a swift action, and I can activate it, and double move and be where I need to be to pull the heavy hitters out of position, of give myself a charge lane.

Dervish dance wasn't even on my radar... I am definitely going to look into that one! Thanks for the suggestion there!

Mobility & Spring attack is for ensuring I stay out of melee with the bruiser types. Dashing past a bodyguard and such. Disengaging more easily from creatures with reach while still having a standard action left when I get somewhere.

I've taken the arcane accuracy and accurate strike for those times when there isn't a caster, or when I want to do some damage as I am sprinting around the room like a crazy person. Dispelling strike was on my radar, but I wasn't sure where to put it.

I have not looked too deeply into hexcrafter, so I am interested in your ideas. And the same goes for a debuffer magus.

The idea of giving him more points in STR exists, but if I did that, I would be going Half-Elf so I wouldn't get the penalty to CON.

Thank you all for your inputs!

Very respectfully,
--Bacon

Hero Lab statblock for him so far:
Vadien Fayeel
Male Elf Magus 2
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 13 (2d8)
Fort +3, Ref +3, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4+1/19-20/×2) and
masterwork elven curve blade +5 (1d10+1/18-20/×2) and
rapier +4 (1d6+1/18-20/×2)
Ranged shortbow +4 (1d6/×3)
Special Attacks spellstrike
Magus Spells Prepared (CL 2nd; concentration +7):
1st (3/day)—vanish, shocking grasp, burning hands (DC 15)
0 (at will)—daze (DC 14), mage hand, detect magic, flare (DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 10, Int 18, Wis 10, Cha 9
Base Atk +1; CMB +2; CMD 15
Feats Weapon Finesse
Traits arcane temper, reckless
Skills Acrobatics +9, Craft (tattoo) +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +2, Spellcraft +9 (+11 to determine the properties of a magic item), Swim +5, Use Magic Device +4; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ arcane pool, elven magic, spell combat
Combat Gear Spell Tattoo: Chill Touch (Wrist Equipment Slot); Other Gear Masterwork Parade armor, Cestus, Flight arrows (40), Masterwork Elven curve blade, Rapier, Shortbow, Ioun torch, Artisan's tools (Craft [tattoo]), Backpack, masterwork (10 @ 21.14 lbs), Bedroll, Belt pouch (1 @ 2.64 lbs), Canteen, Flint and steel, Ink, black, Inkpen, Mess kit, Pot, Silk rope, Soap, Spell component pouch, Trail rations (5), 116 GP, 7 SP, 9 CP
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


AS a start, ready this guide for advice about Hexcrafter Maguses.

At the bottom of the guide you will find some sample builds. the first is similar to the typical crit-fishing Magus and the second is an uber-debuffer that I suggest to avoid as it will cripple encounters with BBEGs. The third though it is very interesting, as it combines debuffing with damage through the classic Shocking grasp and Frostbite + Monstrous Physique spells.


Combat Casting is a trap. Cast and 5ft step, or go with lunge.
Early on casting defensively is difficult but it'll become a non-roll later on and you'll regret taking it because Magi are feat staved enough already.

Once you level a bit a spell like frostbite will have enough charges to last multiple rounds. In the first round you'd probably be better off casting shield for defence and moving close.

I'd also recommend going with Hexes, they're just too good to miss out on, remember you don't exactly get a huge number of spells/day and with the lottery of losing spells from failed defensive casting the hexes will always be there to spam. I think they make you less of a one trick pony than vanilla Magus or in fact straight witch!


I'll probably get shot at but I think Teifling is a better option. Early on you can double claw and the tail can hold rods.


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If you're worried about not making your concentration checks to cast defensively, the spell "Warding Weapon" works great.

Toss a dagger into the air above you and it fends off attacks of opportunity when you cast. No chance of failure.


The hexcrafter does seem viable. I'm going to look into it in more detail. I do remember some good hexes when I was helping a friend make a witch.

Losing spell recall is significant, but looking at the hexes, it might be a reasonable trade-off.

What are your opinions of dual archetype Hexblade + Spell Dancer (Spell Dancer and the dimensional savant feat chain could be amazing if I get that high of level)...

You guys are giving me a lot to think about.

Very Respectfully,
--Bacon


Here is a build for a 2nd level Hexcrafter/Spell Dancer Magus.

What do you think?
The Dimensional Agility feats are going to be something I will definitely take with this build... Especially since I qualify for Agility at 9th level.
I would have to re-examine my feat selection

Very Respectfully,
--Bacon
Vadien Fayeel
Male Elf Magus (Hexcrafter, Spell Dancer) 2
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 13 (2d8)
Fort +3, Ref +3, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4+1/19-20/×2) and
masterwork elven curve blade +5 (1d10+1/18-20/×2) and
rapier +4 (1d6+1/18-20/×2)
Ranged shortbow +4 (1d6/×3)
Special Attacks spellstrike
Magus (Hexcrafter, Spell Dancer) Spells Prepared (CL 2nd; concentration +7):
1st (3/day)—vanish, shocking grasp, burning hands (DC 15)
0 (at will)—daze (DC 14), mage hand, detect magic, flare (DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 10, Int 18, Wis 10, Cha 9
Base Atk +1; CMB +2; CMD 15
Feats Weapon Finesse
Traits arcane temper, reckless
Skills Acrobatics +9, Craft (tattoo) +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +2, Spellcraft +9 (+11 to determine the properties of a magic item), Swim +5, Use Magic Device +4; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ arcane pool, elven magic, hex arcana, spell combat, spell dance
Combat Gear Spell Tattoo: Chill Touch (Wrist Equipment Slot); Other Gear Masterwork Parade armor, Cestus, Flight arrows (40), Masterwork Elven curve blade, Rapier, Shortbow, Ioun torch, Artisan's tools (Craft [tattoo]), Backpack, masterwork (10 @ 21.14 lbs), Bedroll, Belt pouch (1 @ 2.64 lbs), Canteen, Flint and steel, Ink, black, Inkpen, Mess kit, Pot, Silk rope, Soap, Spell component pouch, Trail rations (5), 116 GP, 7 SP, 9 CP
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hex Arcana You can substitute Hexes for Magus Arcana.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Dance (+10 ft/round, +2 AC vs attacks of opportunity) (Su) Spend 1 arcane pool point for enhanced speed, maneuverability.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

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