| Malusiocus |
Alright, so I never planned this character all the way through and I'm starting to realize that this was a mistake. I'm wondering how I should build my character from here.
Van Leer
Human (Chelaxian) Magus (Staff Magus) 5/Monk (Master of Many Styles) 2 (Pathfinder RPG Ultimate Combat 0; Pathfinder RPG Ultimate Magic 0, 9)
LE Medium humanoid (human)
Hero Points 1
Init +10; Senses Perception +11
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Defense
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AC 21, touch 16, flat-footed 16 (+5 armor, +4 Dex, +1 deflection, +1 dodge)
hp 63 (7d8+21)
Fort +9, Ref +8, Will +8; +2 bonus vs. sleep, paralysis, and stunning
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee +1 quarterstaff +9 (1d6+5) and
masterwork war razor +5 (1d4+4/19-20) and
unarmed strike +8 (1d6+4)
Special Attacks magus arcana (arcane accuracy), spellstrike, stunning fist (3/day, DC 14)
Magus (Staff Magus) Spells Prepared (CL 7th; concentration +11):
2nd—glitterdust (DC 16), inten shocking grasp, mirror image
1st—enlarge person (DC 15), expeditious retreat, grease, shocking grasp, vanish{super}APG{/super} (DC 15)
0 (at will)—detect magic, ghost sound (DC 14), light, prestidigitation
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Statistics
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Str 18, Dex 18, Con 15, Int 18, Wis 13, Cha 11
Base Atk +4; CMB +8; CMD 24
Feats Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Dodge, Dragon Style[UC], Improved Initiative, Improved Unarmed Strike, Intensified Spell[APG], Quarterstaff Master[UM], Stunning Fist, Toughness
Traits magical knack, reactionary
Skills Acrobatics +14, Climb +8, Diplomacy +1, Escape Artist +14, Fly +8, Intimidate +4, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +11, Ride +8, Sense Motive +11, Spellcraft +14, Stealth +14, Swim +8, Use Magic Device +4
Languages Common, Draconic, Infernal, Thassilonian, Varisian
SQ arcane pool, fuse style, hero points, spell combat, spell recall, stunning fist (stun), unarmed strike
Other Gear +1 mithral chain shirt, +1 quarterstaff, masterwork war razor (8), reaper's mask, ring of protection +1, skinsaw mask (8), stalker's mask, key (skinsaw), party chest, vial of moss, party gold
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TRACKED RESOURCES
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Arcane Pool +2 (7/day) (Su)
Confusion (2/day)
Stalker's mask (1/day)
Stunning Fist (3/day, DC 14)
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Special Abilities
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Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magical Knack (Magus [Staff Magus]) +2 CL for a specific class, to a max of your HD.
Quarterstaff Master Use a quarterstaff one-handed
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stunning Fist (3/day, DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) Can apply different conditions when using stunning fist feat.
Unarmed Strike (1d6) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
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Vial of Necromantic Ooze
| WithoutHisFoot |
It's hard to give you solid advice without knowing what you were hoping to gain from your choices, and what you feel that you are missing.
But the simplest solution is to just progress magus from here. You've only invested two levels into monk (and gained a lot for your trouble), which is not so much that your magus abilities won't do well. At that point, you've lost two levels of spell progression in exchange for evasion, a boost to your saves, a whole bunch of bonus feats, and an extra attack when you flurry/spell combat (assuming your DM lets you stack those - I would), and the ability to run two combat styles if you want to (The ones you chose seem solid; I also like snake style if you're willing to pump sense motive). Honestly, it's not a bad trade off.
What problems have you been having?