Pimp my magus! (Optimization help s'il vous plait)


Advice

Scarab Sages

So a while back I asked for some charop help trying to make a PFS compatible version of a spellslinger using a myrmidarch magus with a 1 level dip int gunslinger. The more I thought about it, however, the more I wondered if I couldn't just have a myrmidarch magus who uses a gun, and I think that might be better. As such, I've got a mostly concrete character planned out, but I could use a little help and advice optimizing him.

The race is tiefling, with 13 str, 18 dex, 14 con, 18 int, 7 wis and 5 cha, and the "prehensile tail" racial trait, and one of my traits adds +1 to will saves to accommodate for that poor wisdom. But this stat spread brings me to my first question: should I go for the dervish dance and scimitar usage, or just have my primary blade be a rapier? Are the benefits from 13 str worth using a feat to get a scimitar, whose only advantage over the rapier is being able to add strength and a half from two-handing it and the possibility of power attack down the road and it doing slashing damage? If not, should I dump my strength further, put the points somewhere else, rely on the rapier and maybe pick up pirahna strike for use with the rapier?

Next, the gun. I do not intend on using the gun that often, mostly to use its bullets with ranged spellstrike so my spells can attack touch AC instead of regular AC. I'd probably get a pepperbox gun- but here's another question I have, as I've heard conflicting answers. Can I use my tiefling's prehensile tail to retrieve the pistol as a swift action? Prehensile tail works with "small items", is a pistol "small"? I've also heard conflicting reports of whether or not I can turn a pepperbox using my tail- if I can, I may invest in TWF but if not, probably not. Since bullets and guns are prohibitively expensive as I'm not a gunslinger, obviously I'll wait a few levels before picking the gun up: depending on if I'm going to get Dervish Dance for the scimitar, I'd probably grab it at either 3 or 5. Should I pick up any other feats for the gun, like point blank shot or rapid reload? I don't intend on ever having to fire off more than 6 bullets per fight so I think I could just safely reload it out of combat.

I appreciate your insight on the matter, everyone!


I'm not a big fan of nuking stats (both Wis & CHA) that low. Specially in PFS when you have no idea who else might be adventuring with you. I've actually been on a table where we missed out on half the mod because no one could make a DC 10 skill check (bad die rolls, multiple times, and no one trained in the skill).
For a Magus, a 16 INT is usually plenty to get you by since most spells they use don't require saves.

Using your Tail for retrieving items. Expect table variations of it. Always clear it with the GM before the game starts. Have printed out paperwork or books bookmarked to back up what you want to do. If those bookmarks are not absolutely clear, expect to be turned down every now and then. Do not expect the same GM to give the same ruling all the time. The GM might have come across something between games to change his mind.

About the Magus Archetype you plan on using. Sorry, not enough experience there to help you on that.

Scarab Sages

The reason why I pumped int so high is because my archetype robs me of one spell per day compared to normal, so I figured I'd have int high in order to squeeze as many spells out of the guy as possible... but if you think it's not worth it, I'll definitely finagle him a bit.


the reason Dervish Dance is so important is that it alows for your DEX bonus to be added as damage

and if you use weapon finess it can only use dex for ATK

this is where you can boost dex to 22-26 and recive the 1.5 times DEX bonus as bonus damage when dual wielding it!

Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.

Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.


Darkflame wrote:

the reason Dervish Dance is so important is that it alows for your DEX bonus to be added as damage

and if you use weapon finess it can only use dex for ATK

this is where you can boost dex to 22-26 and recive the 1.5 times DEX bonus as bonus damage when dual wielding it!

Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.

Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Emphasis added. You aren't going to be dual wielding scimitars while using Dervish Dance.


If you find that you can't spare the extra feat, you can just take weapon finesse for the attack bonus. Most of your melee damage comes from the spells you add onto your attacks. Also, if you focus on applying conditions with your spells, damage may not even be your primary concern.

Keep in mind, though, that you can't take weapon finesse with a scimitar. Take it with rapier, which has the same stats. You'll have to switch to scimitar if you end up taking dervish dance.

High intelligence is key to a magus if you intend to use any offensive spells (there are some pretty good ones)-- otherwise, your DCs won't be high enough.

At ninth level, you can take the accurate strike arcana that allows your melee attacks to be resolved against touch AC. I don't know if that makes your desire for a gun redundant.

Grand Lodge

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Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Mr. Magus, I have these two fine ladies, or if you like some fair boys to add to your stable. Purchase all four, and the floppy feathered hat and the leisure suit will be tossed in as a gratuity.

Tavus, procurer at the slave markets of Absalom.

You DID say PIMP your magus after all.

Scarab Sages

Darkflame wrote:

the reason Dervish Dance is so important is that it alows for your DEX bonus to be added as damage

and if you use weapon finess it can only use dex for ATK

this is where you can boost dex to 22-26 and recive the 1.5 times DEX bonus as bonus damage when dual wielding it!

Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.

Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Thank you for pointing that out, I didn't realize it also gave me damage, I thought it just basically made a scimitar "finessable". Okay, I'm definitely gonna splurge for DD at level 3. For my first two levels I was planning to use a rapier with finesse.

And as a magus, I wasn't planning on using a shield or any off hand weapon, since I needed to keep that hand open for a spell, anyway.


just buy some wrist mounted release systems so you can get a wand as a swift action like shield or true strike :-)

Scarab Sages

Darkflame wrote:
just buy some wrist mounted release systems so you can get a wand as a swift action like shield or true strike :-)

Are those PFS-legal?

Scarab Sages

Hm, here's a question. When I get my pepperbox gun, can I cast reloading hands on it to refill the entire weapon, or just a single barrel at a time? If the spell persists more than one round, does it attempt to reload the gun to capacity for each turn that it's in effect?

Because if so I pretty much have found a way around the cost of bullets for a non-gunslinger.

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