Building a card throwing magus?


Advice


This build is no by means a min-maxed character. It is my character for a level 5 game I will be a part of shortly and yes, he IS inspired by Twisted Fate from LoL

STR - 14(+2)
DEX - 16(+3)
CON - 10(0)
WIS - 8 (-1)
INT - 18(+4)
CHA - 13(+1)

(My ability scores were rolled 4d6 drop lowest)

Card Caster 5 (Magus Archetype)

-Feats-
(Card Caster)Deadly Dealer
(Human)Arcane Strike <+1 enhancement please!>
(Level 1)Quick Draw <Fullattack with multiple cards>
(Level 3)Weapon focus (darts) <As far as I can tell, this will apply. I guess you could use Weapon focus (cards)?>
(Level 5)Point Blank Shot <You will be within 20 feet, maybe 10. Take it>
(Bonus) Precise Shot <Your buddies WILL be in melee, don't hit them!>

-Skills-
Those are really up to the player, I myself would recommend Sleight Of Hand however. It isn't a class skill but useful none the less for people who use very small and/or light weapons

-Spells-
I will just cover a few noteworthy spells from level 1/2/3

Arcane Mark is useful IF your DM falls for the technical touch attack it must make to touch an opponent. If not, not really useful for combat, or anything really

Chill Touch is useful, you get multiple touch attacks per cast so you can whip that free card from spellstrike for 5 consecutive rounds.

Elemental Touch isn't usually used by casters, it isn't as strong as most other touch spells. It will potentially double your damage and can be used for 5 consecutive rounds but something that I enjoy doing is using this in conjunction with the Web spell. Igniting the web provides an extra 2d4 damage per turn on targets. That is no joke at lower levels.

Expeditious Retreat gives you a nice movement speed for 5 minutes at this level, you will be able to move double the speed of everyone excepts monks and barbarians in half the time. While "retreat" is in the spell, it doesn't demand you use it retreat. If you need to chase someone or reposition drastically, this spell works just fine!

Flaming Sphere is can serve a great number of purposes. It can dissuade enemies from a square (such as the one right in front of you, a doorway, the space between two allies, etc) or be used to broil someone stuck in your Web spell. It can be moved 30 feet as a move action, still letting you spellstrike that same turn with a touch spell.

Longshot isn't really thought about by most spellcasters. For you, it might be noteworthy. You can now reach out and touch targets from 30 feet (6 squares). That lets you stay out of movement range of most armored foes at lower levels. If you have to whip a card 80 or 90 feet you will also be thankful for the range increment.

Shocking Grasp is the quintessential magus spell. 5d6 + d4 + str damage is great!A possible attack bonus isn't too shabby either

True Strike gives a +20 to hit, that will let you touch almost anything at level 5 as long as your don't roll a natural 1.

Web is a spell that took awhile for me to begin using and enjoying. It lasts a LONG time. 10/minutes a level. It has a 20 foot radius so overall it will be a 40 by 40 circle, It will act as if it 80 by 80 circle for people inside due to it counting as difficult terrain. Anyone moving must also make and CMB check or EA check or else they will get grappled. Anyone grappled must make the check as a STANDARD ACTION meaning they can't shoot you or cast spells at you on their turn. That's always a plus! The one downside is that 20 feet of web provides total cover and 5 feet provides cover. When I use this spell I prefer using Flaming Sphere to cause damage to targets within and throwing chill touch or elemental touch cards at people within 20 feet.

Please leave comments and let me know what you all think!

Liberty's Edge

May use this for an upcoming Marvel Gambit inspired character.


First off, just keep in mind that you can't spell combat with ranged weapons. I think you can use the ranged spellstrike to deliver the spell you cast with a thrown weapon you draw later, maybe.

I'd like to draw your attention to the throwing magus arcana. This one lets you use your pool to buff your deck, and it gives you back a lot of pool points to boot; essentially doubling your daily allottment, which is really, really nice.

EDIT: gah, didn't notice how old this was. Staff Magus combines with card caster, so you can make a pretty nice gambit-like guy if you want.


You do not need Quick Draw to draw cards. They are considered Ammunition which can be drawn as a Free Action. Might I suggest Rapid Shot as a replacement?

Flame Arrow is also a good spell.

I'd check if telekinetic volley will work with your DM too as that is very Twisted Fate like.


You can also go twf since they are thrown weapons.


Hexcrafter combines with Card Caster too right? I kinda like the two thematically for a harrow deck. Witches and fortunetellers are scarcely different afterall. The Witch herself even has a harrow deck using archetype I believe.

Plus, I think you can get Brand to use instead of Arcane Mark.

The Exchange

Myrmidarch can spellstrike with ranged weapons but get diminished casting. I still dunno if Gambit was supposed to be a staff magus or Myrmidarch.


Both you can combine them.


Card Caster can also Spellstrike with ranged weapons. The problem is neither archetype can Spell Combat with ranged weapons. And hence they are terrible.

If you're going Gambit, might as well go Staff Magus/Card Caster (and Hexcrafter if it fits in there and you like it. I believe it does). But it's... fairly weak. That might not be something you care about, I suppose.

Liberty's Edge

You should look into arcane duelist. Pick up the Throw Anything Feat, and splintering weapons feat. Now you can Throw Anything (cards) gives it at least a +1 magic and then choose to have it "splinter" since IT is a piece of card and pretty fragile. Then RP it as the "explosion" caused the bleed. Then if going for the "Gambit" build focus on quarterstaff -> tripping feats.


Splintering Weapons is... debatable. I'd expect a lot of table variation on that. In particular, since magic weapons override Fragile and the Magus makes his weapons magic as a parlor trick, I can't see it working unless you intentionally neuter what your cards can do.

EDIT: Arcane Duelist. Oh. In that case... I'd mostly question why you'd want that over a Card Caster Magus?

Liberty's Edge

Deadly Dealer feat says "HARROW" cards are masterwork. However just the arcane strike feat does not make them masterwork. Gambit just uses regular playing cards. :-p

The regular cards would probably deal less damage such as a 1d1 or 1d2 or the DM might still allow it as 1d4 (but as per the throw anything or catch off guard feat you can still throw them or use them to cause damage) but then with splintering weapon you can make them do bleed damage... which goes through DR. :-)

So now you have a magic dealing card that could potentially go through DR.

Some might say OP/Game Breaking, but it's really not considering the low damage you do compared to other classes and builds. It's a flavor thing that is feat intensive.

As to why over Card Caster Magus? Some extra feats and possibly armor casting some spells here and there.


Melil13 wrote:
Both you can combine them.

Unfortunately, Staff Magus and Myrmidarch are no longer compatible. The second printing of Ultimate Combat changed the Myrmidarch's 7th level fighter training so that it replaces the original 10th level fighter training as well as knowledge pool. And Staff Magus also replaces the 10th level fighter training.

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