More help with a magus


Advice

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I thought I would bring back an old thread of mine, but I can't find it.
So I have a magus build and I had it all wrong thinking how meta magic worked.

Katana Magus:

Blackblade Magus
1 EWP: Katana, Fast Learner
2
3 WF: Katana
4
5 feat, bonus feat: Extra Arcane Pool
6
7 Intensify Spell: Shocking Grasp
8
9 feat
10
11 Spell Penetration, bonus feat: Improved Critical
12
13 Spell Penetration Greater
14
15 feat
16
17 feat bonus feat: extra arcane pool
18
19 feat
20

Traits: Magic Lineage: Shocking Grasp, Reactionary
Arcana: 6th: Disruptive, 9th Arcane Accuracy, 12th Spell Blending
15th: Empowered Magic, 18th Arcane Edge

I have just one Metamagic feat (Intensify) and I want to leave it that way. The build advice I got last time was to get Metamagic feats and the Spell Perfection Feat. Since I don't want to center around Metamagic, Spell perfection is out.

I have had people suggest Frostbite over Shocking Grasp because it does solid damage but I don't feel I am part of that crowd.

Basically, I am just trying to fill in the available feats. This is a Strength build. (rolled stats) I have a 16 INT and 18(adjusted) STR.

Thanks

Shadow Lodge

Frostbite is recommended over Shocking Grasp not because it does solid damage, but because it can [with 1 normal feat and 1 metamagic], Entangle Fatigue and Shaken your target on 1 melee touch/level. Pretty heavy debuff for a 1st level spell that also will eventually last all combat and does a bit of damage.

RPG Superstar Season 9 Top 16

Strength build? Power Attack.

Why the Disruptive arcana? Have you considered the Quickened Magic and Maximized Magic arcana?

Exactly what do you want to center around?


I'd probably grab Spell Penetration at 9th level, around here is where you'll really start needing it.

What Archetype are you?
If you're not a Kensai, you don't meet the requirements for Improved Crit at level 11 as you're BAB is only +8. If Kensai, you Magus levels count as your BAB for Improved Crit feats.

I'm assuming you're a Kensai/Blackblade -
11th level - Improved Critical and a Crit Feat that has Improved Crit as a requirement.

You can also take a look at the fighter feats as you count as a lower level fighter (depending on archetypes for your fighter level.)


so much spell penetration


@Matt This isn't a Kensai. I'd rather have armor than not.

I have Spell Penetration and Greater Spell Penetration.

I have Improved Critical

@Cyrad
I took Disruptive because I didn't want an Arcana that ate up my small Arcane pool. Dealing with things like spell recall would seem to eat away at it. So I looked for any Arcana that I could that didn't spend points.

The ideal build is something close to a Dusk blade and not close to a Wizard with a dagger. If I could build a duskblade I would.

@EvilPal
The other thread just said that frostbite did solid damage and you give a somewhat equal general statement. Assume I am an idiot (which I probably am) How do you make this "Frostbite Stew"? (If I am being vague, what feats are needed to make Frostbite as great as everyone says it is)

EDIT look at my OP there is my character there. at the top it says what type of magus I am making


Frostbite Stew:
*Rime Spell, a +1 metamagic feat, for Entangled
*Enforcer feat for a free demoralize attempt when you deal non-lethal damage with a melee weapon. It's not unanimously agreed that this actually works.


ngc7293 wrote:

@Matt This isn't a Kensai. I'd rather have armor than not.

I have Spell Penetration and Greater Spell Penetration.

I have Improved Critical

@Cyrad
I took Disruptive because I didn't want an Arcana that ate up my small Arcane pool. Dealing with things like spell recall would seem to eat away at it. So I looked for any Arcana that I could that didn't spend points.

The ideal build is something close to a Dusk blade and not close to a Wizard with a dagger. If I could build a duskblade I would.

@EvilPal
The other thread just said that frostbite did solid damage and you give a somewhat equal general statement. Assume I am an idiot (which I probably am) How do you make this "Frostbite Stew"? (If I am being vague, what feats are needed to make Frostbite as great as everyone says it is)

EDIT look at my OP there is my character there. at the top it says what type of magus I am making

I like frost fire over shocking grasp, because of the damage and the fatigued with 3 attacks pr round unmodifyed Frostbite is around as good as intensified Shocking grasp exept vs. Folks with cold resistance and those buggers that ignore nonlethal damage. But even if you throw your feats after shocking grasp there is no reason not to have frost bite in the book and use it when you figth mooks. Just to upstage the barbarian +1d6+CL on each attack is gonna feel great i promise.


Is this character a half-elf? If not, you won't qualify for Exotic Weapon Proficiency (Katana) because you don't have BAB +1 at 1st level.

Conversely, if you went with a (human) Kensai, you'd start with Martial/Exotic Weapon Proficiency and Weapon Focus in a weapon of your choice for free. You could instead pick up Light Armor Proficiency at 1st level, have another open feat slot at 3rd level (Arcane Armor Mastery?), and still be able to take the Bladebound archetype. I'd simply drop the whole armor proficiency thing though, and use Haramaki and Armored Kilt as my starting armors - combined, that's a +2 armor bonus, which is kinda piddly for something that counts as medium armor, but with no armor check penalty and no arcane spell failure (so it won't matter if you're non-proficient anyway).

Not trying to tell you how to play, mind you, just want you to know what's available. Maybe you envision your character wearing heavy armor at the higher levels. Or maybe you are indeed playing a half-elf. If so, more power to you.


Since you dont qualify for EWP at level 1 just take the extra arcane pool there and use a reach weapon until level 3.
Also consider the fates favored trait it will potentialet give you +1 to almost everything single there are luck items for most stuff or armor Master to get what will be +1 to Lots of skills. I would get weapon spec before improved crit since the pool can simulate imp crit. And at 17 i would get greater focus but you will know at the time if you miss from time to time. Also power attack May be needed. But if you really find your self with feats to spare i suggest the inexplainable luck human only feat it is like a hero point pr. Day.


At level 11, you don't meet the requirements for improved critical. Your BAB isn't high enough.

Kensai would allow it as they have a class ability for grabbing crit feats early.

If your arcane pool isn't big enough for you. You can take the Extra Arcane Pool feat multiple times.


Matt2VK wrote:

At level 11, you don't meet the requirements for improved critical. Your BAB isn't high enough.

Kensai would allow it as they have a class ability for grabbing crit feats early.

If your arcane pool isn't big enough for you. You can take the Extra Arcane Pool feat multiple times.

If he is pure magus his bab will be +8 at 11 that is enough.


First I now know how to make Frostbite stew.

Second, I screwed up again. I don't know where I got the bright idea that EWP would work with a simple magus.

I suppose I could change it to a Kensai/Bladebound, but I wonder if the free Exotic weapon you get from Kensai will transfer to Bladebound. It doesn't seem right. Besides, I am not a fan of the Kensai. To me the Kensai seems a little 'squishy'. It's like giving a sword to a wizard and expecting him to run to the front lines (not going to happen...or shouldn't).

So Kensai is off my list and therefore the Katana.

I had a very off build that is a DEX build that uses 1 level of Bard (Dawnflower) and the rest is Bladebound Magus. As long as I get the Metamagic correct, that will work.

Though I like reading about the Frostbite, I think I will just keep it as a second hand spell rather than use it as my main spell (as Shocking Grasp will be).

The other idea is to do what people recommend with Dervish builds and that is to take Weapon Finesse at level 1 and and Dervish Dance at level 3 and forget about Blade Bound.

Lantern Lodge

Kensai... SQUISHY?

You know Kensai get more AC than any other magus right? They are only behind in AC for the first level. After that, they buy a wand of mage armor and then they are even more armored than any other magus. While they do have to invest in UMD to do it, it's not hard, especially if you have someone else in the party with Mage Armor on thier list who can use the wand for you.

If you pick a weapon with Kensai, it works with Bladebound, so your good there (Given that you pick a weapon acceptable by the bladebound archetype).

However, I don't blame you if don't want Kensai, even if I feel they are awesome :).

There's a couple good Skirnir builds out there. Instead of using the Skirnir as a traditional magus for the first 8 levels, you turn it into more of a self buffing Sword and Shield fighter. Here's one build:

Tiefling Skirnir 4, Fighter 2, Skirnir 14
STR: 17 DEX: 15 CON: 14 INT: 14 WIS: 11 CHA: 5
Traits: Reactionary, Magical Knack
1 TWF
3 Quick Draw
5 Power Attack
5 Improved Bull Rush
6 EWP: Katana
7 Shield Slam
7 iTWF
9 Greater Bull Rush
11 Critical Focus
*13 Shield Master
*13 Bashing Finish
15 gTWF
17 Bleeding Critical
19 Extra Arcane Pool
19 Extra Arcane Pool

Arcanas
3- Lingering Pain
8- Empowered Magic
11- Accurate Strike
14- Maximized Magic
17- Quicken Magic
20- Bane Blade

Goal is to use enlarge person and frostbite, chill touch, or elemental touch, haste and greater magic weapon, plus any defensive spells you'd want to cast. With quickdraw, and a light quickdraw shield, your able to put your shield away as a free action, cast a spell, and then draw your shield again (After level 10 this won't matter, since you'll be able to cast with your shield hand then). When you don't cast a spell your going to be using two-weapon fighting, and bull rushing with your shield. This might suit your armored idea a little better :).


You don't need to give up the katana if you don't want to. If you don't like Kensai, just make it a half-elf - then you can swap out Skill Focus for a free Martial or Exotic Weapon Proficiency, presumably in katana. (You can be like one of those pseudo-Asian elves from the LotR films.)

Even if you didn't want to be a half-elf, I don't really see what's preventing you from being Bladebound with a scimitar: just start out using a (normal) rapier or short sword, and then change over to scimitar when Dervish Dance comes into play at 3rd level. (Conveniently, if you're a single-classed magus, that's also when your black blade will make an appearance.)

Would making a half-elf magus be problematic for some reason? Given that you were willing to blow a starting feat for Exotic Weapon Proficiency, and that half-elves can start with an Exotic Weapon Proficiency as a racial bonus feat, I don't really see what the problem would be. You'd even get access to the nifty elf-only archetypes for magus!


Half-elf also qualified for the Elf favoured class bonus of an extra Magus arcana every 6 levels which is well worth considering.
Half-elf gives the choice of skill focus intimidate or exotic weapon or +2 Will save.
Half-elf is the best race for Magus.

I'm in the Frostbite boat!


GAH!

I feel stup*d now.

Thought Improved Crit had a +9 BAB requirement.


One or two issues with the Half elf:
Ancestral Arms
I have read on these forums that it is bad to lose an exotic weapon that is gotten in this way. Once it is lost, you need EWP if you want to use such a weapon again.

What happens when your Ancestral weapon is replaced by the Bladebound weapon? Though it isn't likely to get lost, your first weapon is gone. Wouldn't you need the EWP feat?

I'm not too interested in extra Arcana as I had trouble finding Arcana that I liked in the first place. However once I remembered the Favored Class options I looked it up and I liked the 1 arcane pool point every 4 levels which is good for a Bladebound that has so few of them.

Now, if there was some rule about Ancestral arms and Bladebound, I might consider Half-elf. I play Human as a race in general.

As far as other casters in the group, there will be an Oracle/Druid and a Myrmidarch.

Shadow Lodge

ngc7293 wrote:

One or two issues with the Half elf:

Ancestral Arms
I have read on these forums that it is bad to lose an exotic weapon that is gotten in this way. Once it is lost, you need EWP if you want to use such a weapon again.

What happens when your Ancestral weapon is replaced by the Bladebound weapon? Though it isn't likely to get lost, your first weapon is gone. Wouldn't you need the EWP feat?

I'm not too interested in extra Arcana as I had trouble finding Arcana that I liked in the first place. However once I remembered the Favored Class options I looked it up and I liked the 1 arcane pool point every 4 levels which is good for a Bladebound that has so few of them.

Now, if there was some rule about Ancestral arms and Bladebound, I might consider Half-elf. I play Human as a race in general.

As far as other casters in the group, there will be an Oracle/Druid and a Myrmidarch.

I think you have Ancestral Arms confused with Heirloom Weapon. Ancestral Arms just grants the feat, while Heirloom Weapon applies specifically to one weapon.

Liberty's Edge

ngc7293 wrote:

One or two issues with the Half elf:

Ancestral Arms
I have read on these forums that it is bad to lose an exotic weapon that is gotten in this way. Once it is lost, you need EWP if you want to use such a weapon again.

What happens when your Ancestral weapon is replaced by the Bladebound weapon? Though it isn't likely to get lost, your first weapon is gone. Wouldn't you need the EWP feat?

Uh...you're thinking of Heirloom Weapon. Ancestral Arms doesn't give you a specific weapon at all, just an Exotic Weapon Proficiency. So...this isn't a problem.

EDIT: Ninja'd.


For further proof of what everyone else is saying...

Quote:
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Nope, what you get is a Weapon Proficiency. Period. Despite what you might assume from the name, there's no actual "ancestral weapon" involved in this transaction. (Right now, imagine being kicked out of the Last Homely House by Hugo Weaving wearing elf ears, as he tells you: "Go out and buy your own katana, you lazy @$$!")

While your black blade is supposed to just magically show up on your person at 3rd level, I prefer the black blade to be something you had from level 1, only it doesn't bother waking up until you've put on a few levels. So maybe it _is_ an ancestral weapon you received (paid for out of your baseline), only it refuses to leave dormancy until you've proven yourself worthy of its abilities. I'm designing a bladebound magus of my own right now who will have acquired his black blade by killing it's previous wielder... Who no doubt acquired it in turn by killing the bladebound magus wielding it before that. Where exactly the black blade comes from is something to be worked out between you and your DM.

Just out of curiosity, when you poo-poo the kensai archetype for being unarmored, do you envision something like this?


Pathfinder Adventure Path Subscriber
Azoriel wrote:

For further proof of what everyone else is saying...

Quote:
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Nope, what you get is a Weapon...

<Snip>
...
Just out of curiosity, when you poo-poo the kensai archetype for being unarmored, do you envision something like this?

OMG I'm blind....just when I had finally blotted out that traumatic memory from my childhood... :D


No matter how bad that picture was, I liked the movie Zardoz.

As far as Kensai, I would still rather play a character that can wear armor. As far as picturing the character, I would imagine it would be like a character with a robe and a sword. The robe has no armor value. Unless you are high enough level to afford that stuff that just looks like a robe. Not to mention IF the GM will let you have it. Oh, I forgot, that's armor and the Kensai can't wear it.

Thank you on the clarification(s) on Ancestral Arms.


Cap. Darling wrote:
Since you dont qualify for EWP at level 1 just take the extra arcane pool there and use a reach weapon until level 3.

Just quoting my self here:)

You dont need to give up on your first plan. Just modify it a little. Use a. Bardiche until level 3 you are not gonna miss the use of spell combat.
And if you still plan to be human look at the dual talent alternate race thing. + 2 on str and int on level 1 is nice.


How does the half elf qualify for the Elf's Favored class options? I only see the half elf qualifying for half elf options.


Pathfinder Adventure Path Subscriber
ngc7293 wrote:
How does the half elf qualify for the Elf's Favored class options? I only see the half elf qualifying for half elf options.

Part of the Paizo ruling that nerfed Aasimar/Ifrit/Sylph Nature Animal Companion Oracles.

Half-orcs can take human/half-orc favored class bonuses.
Half-elves can take human, elf, half-elf favored class bonuses.


ngc7293 wrote:

No matter how bad that picture was, I liked the movie Zardoz.

As far as Kensai, I would still rather play a character that can wear armor. As far as picturing the character, I would imagine it would be like a character with a robe and a sword. The robe has no armor value. Unless you are high enough level to afford that stuff that just looks like a robe. Not to mention IF the GM will let you have it. Oh, I forgot, that's armor and the Kensai can't wear it.

Eh? o.O You know, there's actually nothing preventing a Kensai from wearing whatever armor he wants; he just isn't proficient in any and eats the chance of Arcane Spell Failure for doing so. If by robes you mean something like Ceremonial Silken Armor, the Kensai gets to wear it without any penalties at all; it doesn't have any Armor Check Penalty or chance of spell failure by default. So, no loss of class abilities or anything. (If you mean something like magical full plate with the glammer enchantment to make it look like clothes, then yeah a Kensai character won't want to wear that, but otherwise...)


Azoriel wrote:

Eh? o.O You know, there's actually nothing preventing a Kensai from wearing whatever armor he wants; he just isn't proficient in any and eats the chance of Arcane Spell Failure for doing so. If by robes you mean something like Ceremonial Silken Armor (which is an actual armor, btw), the Kensai gets to wear it without any penalties at all; it doesn't have any Armor Check Penalty or chance of spell failure by default. So, no loss of class abilities or anything.

Just so I understand this right, one of the Paizo staff like SKR has said that the Silken Armor is not actually armor for casters because Armor Check Penalty & Arcane Spell Failure Chance are left empty?


ngc7293 wrote:


Just so I understand this right, one of the Paizo staff like SKR has said that the Silken Armor is not actually armor for casters because Armor Check Penalty & Arcane Spell Failure Chance are left empty?

No.

Follow the link-
http://www.d20pfsrd.com/equipment---final/armor/eastern-armor-and-shields

Look for the armor called Silken Ceremonial Armor. It's a type of armor because the rulebooks say so, not someone's random off-hand comments.

It is a type of light armor. It has an Armor Check Penalty of 0 and a Arcane Spell Failure chance of 0%. It has an Armor Bonus of +1 and no Max Dex Bonus. If you're a Kensai, there's really no reason not to wear this as armor (unless you happen to have monk levels).

If you wear a robe made of silk, that does not automatically make it Silken Ceremonial Armor; the Silken Ceremonial Armor is just a type of heavy robe that's been designed to act as armor.


It sounds to me like a method to get around the rules. If you feel that is the way you want to play the game, it's your character. However, I won't be playing a character that says it can't wear armor and this specifically says it is armor. I stand by what I said before about the Kensai.

Lantern Lodge

It's not really against the rules in any way shape or form. The kensai only loses proficiency and the ability to cast spells without arcane spell failure chance in light armor. Wizards, witches, and sorceresses all use the armor, along with mithril bucklers (for the same kind of reason).

But if it's unflavorable to you, that is PERFECTLY fine :).

What were your thoughts on the Skirnir (AKA shield magus) concept I posted above?


I guess we are going to agree to disagree on the Kensai. As far as the Skirnir, that is for the most part another Sword and Board character and we will have a fighter in the party that is all over that. Though I see the benifits with Shield Bash and the like and it being a very defensive character, it's not something I would build immediately. If I had a choice, I would build a character with TWF (two swords, not sword and spell).

The magus came about because I saw the Duskblade in 3.5 and we started playing Pathfinder after that. I was later shown the magus and wanted to play a similar character type.

@Rerednaw (or anyone else)

Rerednaw wrote:


ngc7293 wrote:

How does the half elf qualify for the Elf's Favored class options? I only see the half elf qualifying for half elf options.

Part of the Paizo ruling that nerfed Aasimar/Ifrit/Sylph Nature Animal Companion Oracles.

Half-orcs can take human/half-orc favored class bonuses.
Half-elves can take human, elf, half-elf favored class bonuses.

Where is this written? If I decide to take something for a character and my GM asks where I got it I'd like a link.

On the other hand, if it's in the ARG, he's got that and I don't. If it's in one of those Racial Splat books I'm not sure if he has those.

Lantern Lodge

Tis in the FAQ's

Core Rulebook FAQ wrote:

Half-Elf or Half-Orc: Can a character of either of these races select human racial archetypes (such as from Advanced Race Guide?

Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).

Lantern Lodge

Hmm, two swords? Thats -almost- entirely doable with a magus. Ask your DM if quickdraw would allow you to sheathe a weapon as a free action in addition to drawing it as a free action (simular to a quickdraw shield). He if says no, ask him how he would allow a familiar, unseen spirit, or researched spell (a GM made spells simular to Reloading Hands) to pick up a dropped weapon and put it into your sheathe for you.

If either of those are possible, then you would be able to build a TWFing Magus without level dipping into Alchemist to get a third hand. What you'd do is sheathe or drop your weapon in your off hand during the round that you want to cast a spell, using spell combat. Whenever you don't cast a spell, simply pick up your weapon.

But, thats another off the beaten path build. It's untested, so probably not the best idea...


Azoriel wrote:
ngc7293 wrote:


Just so I understand this right, one of the Paizo staff like SKR has said that the Silken Armor is not actually armor for casters because Armor Check Penalty & Arcane Spell Failure Chance are left empty?

No.

Follow the link-
http://www.d20pfsrd.com/equipment---final/armor/eastern-armor-and-shields

Look for the armor called Silken Ceremonial Armor. It's a type of armor because the rulebooks say so, not someone's random off-hand comments.

It is a type of light armor. It has an Armor Check Penalty of 0 and a Arcane Spell Failure chance of 0%. It has an Armor Bonus of +1 and no Max Dex Bonus. If you're a Kensai, there's really no reason not to wear this as armor (unless you happen to have monk levels).

If you wear a robe made of silk, that does not automatically make it Silken Ceremonial Armor; the Silken Ceremonial Armor is just a type of heavy robe that's been designed to act as armor.

There is one reason not to wear this armor: The haramaki does all the same things at only 3 gp.


ngc7293 wrote:
It sounds to me like a method to get around the rules. If you feel that is the way you want to play the game, it's your character. However, I won't be playing a character that says it can't wear armor and this specifically says it is armor. I stand by what I said before about the Kensai.

From the written rules for the Kensai archetype:

Quote:

Weapon and Armor Proficiency

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

(Emphasis mine.) This is not about "the way you want to play the game" - the rules explicitly state Kensai Magi can wear armor (albeit with penalties). Regardless of whether or not you chose to make use of this information, I am going to politely suggest you to refrain saying that this is "a method to get around the rules". Not only is that incorrect, it's also very insulting. Doubly so when you've come here asking for advice.

FrodoOf9Fingers wrote:

Hmm, two swords? Thats -almost- entirely doable with a magus. Ask your DM if quickdraw would allow you to sheathe a weapon as a free action in addition to drawing it as a free action (simular to a quickdraw shield). He if says no, ask him how he would allow a familiar, unseen spirit, or researched spell (a GM made spells simular to Reloading Hands) to pick up a dropped weapon and put it into your sheathe for you.

If either of those are possible, then you would be able to build a TWFing Magus without level dipping into Alchemist to get a third hand. What you'd do is sheathe or drop your weapon in your off hand during the round that you want to cast a spell, using spell combat. Whenever you don't cast a spell, simply pick up your weapon.

But, thats another off the beaten path build. It's untested, so probably not the best idea...

As far as 3rd hands go, a Tiefling with a prehensile tail can pull it off, as well as a Hexcrafter Magus with the Prehensile Hair hex. There's also the glove of storing for free action sheath/unsheath. I agree with your assessment on the situation, though - any investment into TWF will be in direct competition with the Spell Combat ability.

NoncompliAut wrote:
There is one reason not to wear this armor: The haramaki does all the same things at only 3 gp.

Touche. ;) And at a quarter of the weight as well! :D

Dark Archive

ngc7293 wrote:

I guess we are going to agree to disagree on the Kensai. As far as the Skirnir, that is for the most part another Sword and Board character and we will have a fighter in the party that is all over that. Though I see the benifits with Shield Bash and the like and it being a very defensive character, it's not something I would build immediately. If I had a choice, I would build a character with TWF (two swords, not sword and spell).

The magus came about because I saw the Duskblade in 3.5 and we started playing Pathfinder after that. I was later shown the magus and wanted to play a similar character type.

@Rerednaw (or anyone else)

Rerednaw wrote:


ngc7293 wrote:

How does the half elf qualify for the Elf's Favored class options? I only see the half elf qualifying for half elf options.

Part of the Paizo ruling that nerfed Aasimar/Ifrit/Sylph Nature Animal Companion Oracles.

Half-orcs can take human/half-orc favored class bonuses.
Half-elves can take human, elf, half-elf favored class bonuses.

Where is this written? If I decide to take something for a character and my GM asks where I got it I'd like a link.

On the other hand, if it's in the ARG, he's got that and I don't. If it's in one of those Racial Splat books I'm not sure if he has those.

I'd recommend playing Myrmidarch with Snag Net and a Quickdraw Throwing Shield with a blinkback belt.

Start the fight with spellcombat Net throw (proficiency doesn't matter) at your target to entangle them (add trip at higher levels or when you get haste) and then throw your shield (with a spike) at however you want and the belt puts it instantly back on your belt and then in your hand instantly (quickdraw).

Build it right and you can one round shut down any caster while doing ranged combat maneuvers to trip/disarm all his minions.
It's funny, legal and HILARIOUS the first time you see that look on your GM's face when you shut down his entire encounter in 1 round.

Liberty's Edge

NoncompliAut wrote:
There is one reason not to wear this armor: The haramaki does all the same things at only 3 gp.

There's one. Silken Armor has way more style.

The GP difference is meaningless by 2nd level, and the weight is irrelevant eventually, too.

Technically, a haramaki is mechanically better, I admit, but the difference is so slight that style should win out, IMO.


Deadmanwalking wrote:

There's one. Silken Armor has way more style.

The GP difference is meaningless by 2nd level, and the weight is irrelevant eventually, too.

Technically, a haramaki is mechanically better, I admit, but the difference is so slight that style should win out, IMO.

I was going to point out you could make a mithral haramaki, but it's already light armor, has no ACP, and only weighs a pound, so I guess that's not really an advantage here. ;)

I agree with your thoughts on style over mechanics, though what wins here depends on what kind of style you're going for - I often envision my characters wearing steel cuirass, and a haramaki is closer to that than the Silken Ceremonial Armor is. On the flipside, I recall woolen/leather coats being worn historically to help deflect saber strikes, so I could see someone claiming their "Silken Ceremonial Armor" to be some kind of longcoat.

The Silken Ceremonial Armor will also be statistically advantageous if you get hit with a rust monster - though I suppose that's not something that happens very often.


Thanks to the people who suggested things like the half-elf. This changes my current build.

I was never looking for a new build and I never wanted an argument about Kensai (and for the most part I said let's drop it but people continued on with the subject).

All I have wanted were feat suggestions.

The last thread had suggested the Spell Perfection, but I don't want that here. As I said the OP, I want only one Metamagic feat (Intensify) Maybe I will get greedy and get something else like Elemental, but no more than the two.

I had not intended for this to be a shooting match of why Kensai is better or not. I'm not touching it anymore. Could we please stick to my OP?


Feat suggestions:

Move intensify to 5 (I know it doesn't do anything there) so you can take Extra Arcana: Spell Blending at 7. You can then take 2 second level spells (false life and resist energy are excellent).

Toughness is a wonderful feat for the Magus - you could fit it in at 9 for a mid game boost.

Also, I didn't know about Fast Learner - cool feat! But if you are going for HP + FCB (the + 1/4 pool point) I will note that it is worse than just taking Extra Arcane Pool until level 8, and only surpasses at 12. Will you reach that level?

If you are set on the Katana for flavor reasons than go for it! I don't personally think the feat is worth d6->d8 damage though.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

If you're really that intent on building a two swords character, might I suggest that instead of the Magus, you consider the path of the Eldritch Knight? No spellcombat to worry about.


Thaago wrote:

Feat suggestions:

Move intensify to 5 (I know it doesn't do anything there) so you can take Extra Arcana: Spell Blending at 7. You can then take 2 second level spells (false life and resist energy are excellent).

Toughness is a wonderful feat for the Magus - you could fit it in at 9 for a mid game boost.

Also, I didn't know about Fast Learner - cool feat! But if you are going for HP + FCB (the + 1/4 pool point) I will note that it is worse than just taking Extra Arcane Pool until level 8, and only surpasses at 12. Will you reach that level?

If you are set on the Katana for flavor reasons than go for it! I don't personally think the feat is worth d6->d8 damage though.

I'm assuming Intensify at 5th level is just a 'placeholder' until it starts working at 6th or 7th level?

After the Half-elf stuff, Ancestral Arms, I would take Toughness at level 1.
The reason for the Katana WAS coolness but also one of the few high crit weapons. I know it is only 2 points of damage compared to say a Scimitar.


LazarX wrote:
If you're really that intent on building a two swords character, might I suggest that instead of the Magus, you consider the path of the Eldritch Knight? No spellcombat to worry about.

I'd rather not get too much into the hows and whys of building an Eldritch Knight. I have looked into it. All I can see is I have to build a little bit of Fighter and a lot of spell caster. For me the less caster the better.

Right now I am just getting used to the idea of the Magus.


So could you use Fast Learner to take both elf and half-elf favoured class bonuses?


ngc7293 wrote:

I'm assuming Intensify at 5th level is just a 'placeholder' until it starts working at 6th or 7th level?

After the Half-elf stuff, Ancestral Arms, I would take Toughness at level 1.
The reason for the Katana WAS coolness but also one of the few high crit weapons. I know it is only 2 points of damage compared to say a Scimitar.

Yup - its a placeholder to free up the feat at 7. 7th level is the lowest level where you can use extra arcana: spell blending to get 2 second level spells from it.

Have you considered Arcane Strike? It seems like your build will have swift actions free pretty often and its a free damage boost whenever you do.


If you want to two weapon fighting use a two bladed sword.
You just let go with your casting hand and cast and grab it when your done as you can do that as a free action


fel_horfrost wrote:

If you want to two weapon fighting use a two bladed sword.

You just let go with your casting hand and cast and grab it when your done as you can do that as a free action

But you wouldn't be able to use spell combat as the weapon needs to be a light or one handed weapon, right?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Stone the Crows wrote:
fel_horfrost wrote:

If you want to two weapon fighting use a two bladed sword.

You just let go with your casting hand and cast and grab it when your done as you can do that as a free action
But you wouldn't be able to use spell combat as the weapon needs to be a light or one handed weapon, right?

That is correct. the magus was pretty much deliberately built that you'd have to make a choice between conventional TWF and spell combat.


Dabnabit wrote:
So could you use Fast Learner to take both elf and half-elf favoured class bonuses?

Nope.



The feat does exactly what it says it does (grammatically). If you have this feat you can either choose +1 hit point and +1 skill rank, or you can choose the alternate class reward.

You do not get your choice of two of the three, but it does not preclude you from taking an alternate class reward if you choose to do that instead.

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