Session on Saturday; and wracked with indecision for my 3rd level feat.


Advice


Greetings Fellow Gamers,

So I thought I was settled on my character's choice for advancement, but now I'm wavering.

When I made third level, I was all set to take "Step Up"
But now, as the session draws near, I'm torn between that and Craft Wondrous Items, or Extra Arcana.
(I do intend to pursue the Step Up, Following Step, and Step Up and Strike feat chain during my adventuring career, unless campaign necessities dictate otherwise)

What are your opinions?

Very Respectfully,
--Bacon

Vadien Fayeel

Spoiler:

Male Elf Magus (Hexcrafter) 3
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +2
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Defense
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AC 18, touch 13, flat-footed 15 (+3 armor, +2 shield, +3 Dex)
hp 21 (3d8)
Fort +3, Ref +4, Will +2; +2 vs. enchantments
Immune magic sleep
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Offense
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Speed 30 ft.
Melee cestus +5 (1d4+2/19-20) and
elven curve blade +5 (1d10+3/18-20) and
mithral rapier +6 (1d6+2/18-20)
Ranged shortbow +5 (1d6/×3)
Special Attacks hex arcana (evil eye), spellstrike
Magus (Hexcrafter) Spells Prepared (CL 3rd; concentration +8):
1st—color spray (DC 15), infernal healing, shocking grasp, vanish
0 (at will)—daze (DC 14), detect magic, flare (DC 14), mage hand
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Statistics
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Str 14, Dex 16, Con 10, Int 18, Wis 9, Cha 9
Base Atk +2; CMB +4; CMD 17
Feats Step Up, Weapon Finesse
Traits arcane temper, reckless
Skills Acrobatics +10, Craft (tattoo) +10, Knowledge (arcana) +10, Knowledge (planes) +9, Perception +2, Spellcraft +10 (+12 to determine the properties of a magic item), Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ arcane pool, elven magic, weapon familiarity, hex arcana, spell combat
Combat Gear Scroll of Expeditious Retreat, Scroll of Mage Armor, Spell Tattoo of Burning Hands, Spell Tattoo of Feather Fall, Spell Tattoo of Obscuring Mist; Other Gear masterwork parade armor, +1 buckler, arrows (40), cestus, elven curve blade, mithral rapier, shortbow, ioun torch, artisan's tools, backpack, masterwork, bedroll, belt pouch, canteen, flint and steel, ink, black, inkpen, mess kit, pot, silk rope, soap, spell component pouch, spellbook, trail rations (5), 172 GP, 16 SP, 9 CP
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Special Abilities
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Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evil Eye -2 (7 round(s)) (DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
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.
Scroll of Expeditious Retreat Add this item to create a scroll with spells on it.
Scroll of Mage Armor Add this item to create a scroll with spells on it.
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.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
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Dark Archive

not that I have played a magus, much less a hex-crafter... but I do notice that you do not have combat casting. One of the things I have noticed with a magus is that to use your spell combat as often as you'd like, you'll need to be able to cast on the defensive... or take a lot of extra hits (and lose your spells).

So, that would probably be my suggestion. Assuming you are planning on spellstriking (or using Spell combat) a lot.


I will second the vote for Combat Casting. By the nature of your class you will be casting spells while threatened by enemies quite often, so you want to make sure you can consistently cast defensively.


I'd say combat casting or create wondrous item. And I would take the craft item feat as this will considerably lift your skills and possibly that off others.


Combat Casting, but only if your GM uses Retraining rules. Because of the benefits the Magus gets to Defensive Casting through Spell Combat, and the fact that spells never go above 6th level slots, Combat Casting ends up being a wasted feat at the mid-high levels. If you won't get there, it's incredibly useful, but after a while its effectiveness dies off.

If you can't retrain Combat Casting, then go with Craft Wondrous Item and see if you can craft some concentration check boosting items. I know there's a chest slot item and a wrist slot item that provide bonuses, though their names escape me currently.

Step Up is good, but unless you find yourself in melee with a lot of casters and archers (and others who need to take a 5-foot step away from you to avoid an AoO), you can wait a couple of levels for it.

Grand Lodge

Plan out your feats for the entire career for your character. Then figure out what would be best at this level. If u have weapon finesse are you planning on using a scimitar? If so dervish dance is the go to level 3 feat. Intensified spell is a good 5th level, but u could take it early if u don't have room later. Arcane strike is a good one too and it scales, but you use your swift action to use it, so keep in mind if you have other abilities that take swift actions. Combat casting seems like a waste at higher levels, since u only need to make a DC 17 check for an Intensified shocking grasp if u took magical lineage. Plus if the enemy 5ft steps away you won't need to cast defensively. If u don't have magical lineage take extra traits to get it.

Liberty's Edge

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What role do you like for this character ? What is your favorite combat tactic ? What do you want him to be good at ?

Why did you choose this specific build and abilities ?

Answers to all this would help choose the feat ;-)


Well, my plan for his build is this:

1: Weapon Finesse,
2:
3: Step Up, Evil Eye <-- Are not Set in Stone, yet.
Everything Below is 'planned'
4:
5: Mobility, Dodge,
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:

But, no plan survives contact with reality.

My objective is to be able to get to exactly where I need to be, to frustrate opposing spellcasters/archers, while not provoking too much in the way of AoO on my way there. I envision him as a 'mage-bane' type, focusing on hit and run tactics with single devastating strikes.

Very Respectfully,
--Bacon

Grand Lodge

I know my magus loves full round attacks. So hitting and running wouldn't be the way to play him. If your focus is going to be on casters the trip line of feats may be worth a look. If the wizard is on his back he can't 5ft step away. Greater trip gives you an AoO, if they stand you get another one so combat reflexes would be worth a spot also.

Grand Lodge

Power Attack?

Silver Crusade

combat casting--- pls.

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