Level 20 mythic tier 10 magus Help!!


Advice


I just started a new campaign and my Gm gave us the character creation rules so here they are.
Level 20, mythic tier 10, any 3pp, we are to use these numbers for are base stats (as in before racial mods, magic items and level bonuses) 30 28 26 24 22 20, and we can pick any 12 magic items of any price or rarity. Basically he wants us to make super mega awesome sauce characters who are then going to stop a world war.
I have decided to make a strength based hexcrafter magus, my build so far is based around using hexes in melee as part of hex strike (for this build lets assume hexcrafter's can us hex strike) I plan on using a cestus because if I am reading it right it qualify as an unarmed strike. I have most of the the build worked out I'm just wondering what mythic path (or paths) would Work best for a magus, what magic items you would choose, what feats you would pick, and what mix of arcana and hexes you would use. Thanks for any help.

Shadow Lodge

*drools a bit over those rules and stats* dam im am envious this sounds like its going to be epic lmao, unfortunally i dont know much about mythic only played a bit before moving, and i went with a gunslinger going into ninja so i got the path that let me make a attack that my enemy loses its dex bonus and got a epic sneak attack on it, but i also had a pepper box so i could do multiple shots in a round. i also love the artifact builder they have lmao that was fun having a talking pepperbox that could transform into a regular pistol and could shoot magic missle and schorching ray lol fun times lol

Grand Lodge

Im envious about not playing a wizard. All those power stats and creation rules...why not play the most powerful class. Mythic time stop....ummm

But as for magus. I would just assume go Archmage. Since your hexs you will be looking at mythic hexs. Some good picks would be: mirror dodge, arcane metamagic (for intensify), channel power.

Those are my thoughts.

Shadow Lodge

Get those abilities that let you use metamagic scot-free so you can quicken or maximize or heighten everything. If you're an archmage. I did this once, and it served me well. I think archmage is the best choice. Don't take Wild Arcana. If you got any summons with greater spell access, Speedy Summons would be incredible with spell combat. Also, I hope you have the Summon Spirit grand hex.

Grand Lodge

Arcane meta magic for intensify is enough as you dont take much meta magic other than intensify and empower. But with channel power you could skip empower to free up feats. Usually empower > maximize.


I dont Think going for unarmed(even if it works with cestus, and i dont Think it Does) is a profitable choice with a str based hex crafter. You Will lose what makes str based damage better than dex based. Also considering the new arcanas going dex based and take dex and level and spell on damage along with what could be a Classic debuffer hex crafter Sound great to me. With a tiny monk dip (one level as magus have a sad cap stone but a good level 19 thing) tog Will have amazing saves and AC. If you Throw away the cestus going blade bound is also a viable plan since your magic score at any Price wont be as good as a Black blade with the level 19 powers and arcane pool.
If you go with cestus and hex strike i suggest you still take a monk dip and use snake style to get of a lot of AOOs


If you go with a rapier and fencing grace. Get amateur swasbuckler to get the parry riposte deed as well that will give you another layer of defense and another chance to land that empowered, rimed Frostbite that you cast in your own turn. For an extra 1d6+19+10+5+4+(20+3,5)X11,5 along with fatigued, entangled, shaken and whatever other debuff you can sneek in. :)
If you go with cestus and snake style you can do this several times pr round of cause but the damage will be 19 Down.
Edit: the above damage example is with out any magic items beside your black blade. With items and mythic stuff you will be just fine.


Mythic path: Archmage or Champion and take Dual Path to get the other. You want a lot of Archmage stuff. You also want Fleet Warrior. Move + cast + full attack is too good to pass up.

Hex Strike: Normally I'm all for Hex Strike and did my best to make it work. However, it's a bad idea in a Mythic game. You have too many uses of your Swift Action for this to be profitable. Between your Champion path's basic ability (both of the good ones require Swift Actions), your Archmage path's basic ability (Arcane Surge if you're playing with the suggested errata for Wild Arcana, Wild Arcana if you're not), Quickened spells, a variety of arcanas, and the Arcane Pool enhancement, you just don't have room for more swift actions.

Mythic abilities: If you're dependent on a first-level spell like Shocking Grasp or Frostbite, Arcane Potency can be pretty solid. Depending on your power picks Coupled Arcana might be as well-- turning on, say, Accurate Strike with a swift and casting a spell off of it too is a really nice patch to your action economy. Channel Power is obnoxiously awesome. Eldritch Breach is a nice way to punch through the now-ubiquitous SR. If for whatever reason you lean away from Hexcrafter and into Kensai, Enduring Armor makes for a shockingly good tank (Dex to AC, Int to AC, tier+3 to AC, plus items, plus whatever else you can pick up...). And of course, you'll want Mythic Spellcasting at least once and arguably twice.

I'll have to come back for the rest, including the Champion side of things beyond Fleet Warrior, but that's a starting point.


Cap. Darling wrote:

If you go with a rapier and fencing grace. Get amateur swasbuckler to get the parry riposte deed as well that will give you another layer of defense and another chance to land that empowered, rimed Frostbite that you cast in your own turn. For an extra 1d6+19+10+5+4+(20+3,5)X11,5 along with fatigued, entangled, shaken and whatever other debuff you can sneek in. :)

If you go with cestus and snake style you can do this several times pr round of cause but the damage will be 19 Down.
Edit: the above damage example is with out any magic items beside your black blade. With items and mythic stuff you will be just fine.

Alternatively, there the Flamboyant Arcana, which if you have low CHA is likely better than Amateur Swashbuckler, as you can use your much larger Arcane Pool for deeds, instead of the very limited Amateur Panache pool.

Flamboyant Arcana also grants you not only the Opportune Parry and Riposte deed, but also the very versatile Daring-Do deed. It also then allows taking Arcane Deed, where you can choose any swashbuckler deed that your magus level as a swashbuckler would allow (hint hint... Deadly Stab...). With Slashing Grace, you can do the deeds with a particular slashing weapon, if that is your flavor. (Swashbuckling Dervish?)


CraziFuzzy wrote:
Cap. Darling wrote:

If you go with a rapier and fencing grace. Get amateur swasbuckler to get the parry riposte deed as well that will give you another layer of defense and another chance to land that empowered, rimed Frostbite that you cast in your own turn. For an extra 1d6+19+10+5+4+(20+3,5)X11,5 along with fatigued, entangled, shaken and whatever other debuff you can sneek in. :)

If you go with cestus and snake style you can do this several times pr round of cause but the damage will be 19 Down.
Edit: the above damage example is with out any magic items beside your black blade. With items and mythic stuff you will be just fine.

Alternatively, there the Flamboyant Arcana, which if you have low CHA is likely better than Amateur Swashbuckler, as you can use your much larger Arcane Pool for deeds, instead of the very limited Amateur Panache pool.

Flamboyant Arcana also grants you not only the Opportune Parry and Riposte deed, but also the very versatile Daring-Do deed. It also then allows taking Arcane Deed, where you can choose any swashbuckler deed that your magus level as a swashbuckler would allow (hint hint... Deadly Stab...). With Slashing Grace, you can do the deeds with a particular slashing weapon, if that is your flavor. (Swashbuckling Dervish?)

Even if he dumps char(and i suggest he does) he will have somthing like 26 in it for this game( assuming one of his 12, the cost dosent matter,items is a +6 headband as it should be.. And arcane pool is not coming back when you score a crit. Even if you can get some back with the black blade level 19 power.

He will want the arcane deeds arcanas but to get level to damage the other is just a arcana tax.


Amateur Swashbucker is limited to a single 1st level deed, and it doesn't say you can take it more than once to add another deed. Arcane Deed has Flamboyant Arcana as a prerequisite, so you'll have to take it anyway if you are trying to get Precise Strike.


CraziFuzzy wrote:
Amateur Swashbucker is limited to a single 1st level deed, and it doesn't say you can take it more than once to add another deed. Arcane Deed has Flamboyant Arcana as a prerequisite, so you'll have to take it anyway if you are trying to get Precise Strike.

Yes i know. But amateur swash will allow him to have a panache pool for oppotunete parry and riposte.

Flamboyant Arcana will allow him to parry 10+ int pr Day if dosent spend his pool on anything else. That os a bad deal, not to have but to use). He wants it but only to get arcane deed(precise strike). If he goes with a rapier he will crit all the time and he will have a good amount of panache even if he only start with 1 pr Day.
Edit: the suggestion you responded to was a continuation of one where i said what you just did, among other things.


Cap. Darling wrote:
CraziFuzzy wrote:
Amateur Swashbucker is limited to a single 1st level deed, and it doesn't say you can take it more than once to add another deed. Arcane Deed has Flamboyant Arcana as a prerequisite, so you'll have to take it anyway if you are trying to get Precise Strike.

Yes i know. But amateur swash will allow him to have a panache pool for oppotunete parry and riposte.

Flamboyant Arcana will allow him to parry 10+ int pr Day if dosent spend his pool on anything else. That os a bad deal, not to have but to use). He wants it but only to get arcane deed(precise strike). If he goes with a rapier he will crit all the time and he will have a good amount of panache even if he only start with 1 pr Day.
Edit: the suggestion you responded to was a continuation of one where i said what you just did, among other things.

I guess it would depend on how often you intend to parry. The problem with the Magus and the parry deed, is that the magus' lower BAB means the chance of a successful parry is far lower than the full-BAB swashbuckler, and at level 20, this disparity will be even greater (-5 so 25% less effective). For that reason, at least to me, the most important deed would be the precise strike, and it does not USE panache, just have to have one (arcane pool in this case) point.

Grand Lodge

Fruian Thistlefoot wrote:

Im envious about not playing a wizard. All those power stats and creation rules...why not play the most powerful class. Mythic time stop....ummm

But as for magus. I would just assume go Archmage. Since your hexs you will be looking at mythic hexs. Some good picks would be: mirror dodge, arcane metamagic (for intensify), channel power.

Those are my thoughts.

I would say Champion Dual Pathing to Archmage if Magus is your choice.


CraziFuzzy wrote:
Cap. Darling wrote:
CraziFuzzy wrote:
Amateur Swashbucker is limited to a single 1st level deed, and it doesn't say you can take it more than once to add another deed. Arcane Deed has Flamboyant Arcana as a prerequisite, so you'll have to take it anyway if you are trying to get Precise Strike.

Yes i know. But amateur swash will allow him to have a panache pool for oppotunete parry and riposte.

Flamboyant Arcana will allow him to parry 10+ int pr Day if dosent spend his pool on anything else. That os a bad deal, not to have but to use). He wants it but only to get arcane deed(precise strike). If he goes with a rapier he will crit all the time and he will have a good amount of panache even if he only start with 1 pr Day.
Edit: the suggestion you responded to was a continuation of one where i said what you just did, among other things.
I guess it would depend on how often you intend to parry. The problem with the Magus and the parry deed, is that the magus' lower BAB means the chance of a successful parry is far lower than the full-BAB swashbuckler, and at level 20, this disparity will be even greater (-5 so 25% less effective). For that reason, at least to me, the most important deed would be the precise strike, and it does not USE panache, just have to have one (arcane pool in this case) point.

Precise strike is not gonna happen with amateur swash any way and this guy will have 60(30 start +10 for mythic+2 feat+ 5 level+5manual+6 belt+ 2 race) in his tragetting stat så he is not gonna feel the 5 points in to hit.


fireater wrote:

I just started a new campaign and my Gm gave us the character creation rules so here they are.

Level 20, mythic tier 10, any 3pp, we are to use these numbers for are base stats (as in before racial mods, magic items and level bonuses) 30 28 26 24 22 20, and we can pick any 12 magic items of any price or rarity. Basically he wants us to make super mega awesome sauce characters who are then going to stop a world war.

Holy!?..... Your DM sure he can handle the power he is unleashing?

LazarX wrote:
I would say Champion Dual Pathing to Archmage if Magus is your choice.

Ya, I would say that's what you're going to have to do in order to get what you want. Don't skimp on those mythic level spells ya hear.

RPG Superstar 2012 Top 32

for pretty much any magus i think dual path champion/archmage is the way to go... there might be some builds that are be better off with guardian/archmage (or maybe even one for trickster), but its hard to go wrong with champion/archmage.

as for hexing strike... i don't see anything that would let you use that with cestus... do you get some gold to buy a few things with or just the 12 free items? you don't want to blow a free item on it, but you could pick up a monk's robe... that gives you a lethal unarmed strike (for 1d8, i think); combine that with a +5 amulet of mighty fists and you could make some use of hexing strike


Go Dual Path. Champion and Archmage. Take freakin Wild Arcana and Fleet Charge, period. The Rest is bonus.


Zilfrel Findadur wrote:
Go Dual Path. Champion and Archmage. Take freakin Wild Arcana and Fleet Charge, period. The Rest is bonus.

Debatable. If we're looking at the post-FAQ version of Wild Arcana, Arcane Surge is better. Starting at 20th, he should have every Magus spell already in his book, so "cast spells that you don't know" is no longer an advantage, and the post-FAQ is a standard action, which means it doesn't work with Spell Combat, which kind of makes it suck for a Magus. Arcane Surge being a Swift Action is a big edge.

Pre-FAQ version, the one in the book, yeah, Wild Arcana. Either way, Fleet Charge is a trap. Wild Arcana/Arcane Surge -> Bladed Dash/Greater Bladed Dash does the same thing (or better for Greater), for the same expenditure of resources.


Okay so after Reading your advice Hear is what I have come up with.

character sheet:

Male Half-Elf Magus 20 Champion/Archmage tier 10 |

STRENGTH
54 (+22)
HIT POINTS
HP 432
Current HP

DEXTERITY
24 (+7)

CONSTITUTION
32 (+11)

INTELLIGENCE
45 (+17)

WISDOM
28 (+9)

CHARISMA
20 (+5)

Initiative +23 = 7 [Dex] +2 [Trait] + 10 [Mythic] +4 [Dueling]
Mythic Power (Per day) 23

EQUIPMENT
Belt of Physical Might (+6 to Str and Con), Headband of Mental Prowess (+6 to Int and Wis), Pearl of Power (Two Spells), Manual of Gainful Exercise (+5), Tome of Clear Thought (+5), +5 heavily fortified mithral Full Plate Armor, Ring of Protection (+5), Ring of Wizardry (IV), +5 Dueling Copper Plated Cestus, Amulet of Mighty Fists (+5).
NOTES

Base Speed [ 20 (4 sq.) ]

AC [32] = 10 +14 [+5 Full Plate] +3 [max Dex] +5 [Ring]
Touch AC [13] Flat-Footed [29]

BASE ATTACK BONUS
+15
Basic Melee Attack +37
Basic Ranged Attack +22

FORTITUDE SAVE
+23 = 12 [base] +11 [Con]
REFLEX SAVE
+13 = 6 [base] +5 [Dex]
WILL SAVE
+23 = 12 [base] +9 [Wis] +2 [Racial]

CMB
+30 = 15 [BAB] +15 [Str] +0 [size]
CMD
+47 = 10 +15 [BAB] +15 [Str] +7 [Dex] +0 [size]

FEATS
Accursed Hex
Arcane Strike
Enforcer
Power Attack
Quicken Spell
Dazing Spell
Empower Spell
Intensified Spell
Rime Spell
Hex Strike (Slumber)
Hex Strike (Ice Tomb)
Hex Strike (Evil Eye)
Hex Strike (Retribution)
Dual Path (Archmage)
Arcane Strike (Mythic)
Accursed Hex (Mythic)
Power Attack (Mythic)
TRAITS
Reactionary
Pride
Magical Lineage (Frostbite)
Wayang Spell hunter (Shocking Grasp)

Magus Spells Per Day
Level 1 9
Level 2 9
Level 3 8
Level 4 13
Level 5 8
Level 6 8

SPECIAL ABILITIES
Half-Elf
Racial Abilities:
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Magus
True Magus
Greater Spell Access
Counterstrike
Greater Spell Combat
Heavy Armor
Hex Magus Hex Arcana
Fighter Training
Improved Spell Combat
Knowledge Pool
Medium Armor
3 Bonus Feat(s)
Spell Recall
9 Magus Arcana
Spellstrike
Arcane Pool (24 points per day)
Cantrips
Spell Combat

Known Arcana
Arcane Accuracy, Accurate Strike, Flamboyant Arcana, Arcane Deed (Precise Strike), Arcana Deed (Deadly Stab).
Known Hexes Slumber, Evil Eye, Ice Tomb, Summon Spirit, Retribution.

Mythic Paths
Champion: Fleet Charge Precision Fleet warrior Legendary Champion
Archmage: Arcane Surge Coupled Arcana Shapeshifting Mastery Arcane Metamastery x4 Channel Power Mythic Spellcasting (?)

I still have one myhtic feat left as well as a few magic items. I am unsure what mythic spell to grab any tips would be welcomed. The main reason I went with a strength magus over a dex magus is because of the polymorpth spells, by using Monstrous Physique and turning into a Calikang I can grab five extra attacks that's a lot of damage and a dex build couldn't really do this. However a dex build would have better ac, saves, and initiative and so I built that to and we will see which is better.

dex build:

Male Half-Elf Magus 20 |

STRENGTH
20 (+5)
HIT POINTS
HP 432
Current HP

DEXTERITY
54 (+22)

CONSTITUTION
32 (+11)

INTELLIGENCE
45 (+17)

WISDOM
28 (+9)

CHARISMA
24 (+7)

Initiative +38 = 22 [Dex] +2 [Trait] + 10 [Mythic] +4 [Dueling]
Mythic Power (Per day) 23

EQUIPMENT
Belt of Physical Might (+6 to dex and Con), Headband of Mental Prowess (+6 to Int and Wis), Pearl of Power (Two Spells), Manual of Quickness of Action (+5), Tome of Clear Thought (+5), Amulet of Mighty Fists (+5), Ring of Protection (+5), Ring of Wizardry (IV), +5 Dueling Copper Plated Cestus, (+5) heavily fortified Silken Ceremonial Armor.
NOTES

Base Speed [ 30 (4 sq.) ]

AC [43] = 10 +6 [+5 heavily fortified Silken Ceremonial Armor] +22 [Dex] +5 [Ring]
Touch AC [37] Flat-Footed [21]
BASE ATTACK BONUS
+15
Basic Melee Attack +20
Basic Ranged Attack +37

FORTITUDE SAVE
+23 = 12 [base] +11 [Con]
REFLEX SAVE
+28 = 6 [base] +22 [Dex]
WILL SAVE
+23 = 12 [base] +9 [Wis] +2 [Racial]

CMB
20 = 15 [BAB] +5 [Str] +0 [size]
CMD
52= 10 +15 [BAB] +5 [Str] +22 [Dex] +0 [size]
FEATS
Accursed Hex
Enforcer
Power Attack
Quicken Spell
Dazing Spell
Empower Spell
Intensified Spell
Rime Spell
Hex Strike (Slumber)
Hex Strike (Ice Tomb)
Hex Strike (Evil Eye)
Hex Strike (Retribution)
Weapon Finesse
Weapon Finesse(Mythic)
Dual Path (Archmage)
Accursed Hex (Mythic)
Power Attack (Mythic)
TRAITS
Reactionary
Pride
Magical Lineage (Frostbite)
Wayang Spell hunter (Shocking Grasp)

Magus Spells Per Day
Level 1 9
Level 2 9
Level 3 8
Level 4 13
Level 5 8
Level 6 8

SPECIAL ABILITIES
Half-Elf
Racial Abilities:
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Magus
True Magus
Greater Spell Access
Counterstrike
Greater Spell Combat
Heavy Armor
Hex Magus Hex Arcana
Fighter Training
Improved Spell Combat
Knowledge Pool
Medium Armor
3 Bonus Feat(s)
Spell Recall
9 Magus Arcana
Spellstrike
Arcane Pool (24 points per day)
Cantrips
Spell Combat

Known Arcana
Arcane Accuracy, Accurate Strike, Flamboyant Arcana, Arcane Deed (Precise Strike), Arcana Deed (Deadly Stab).
Known Hexes Slumber, Evil Eye, Ice Tomb, Summon Spirit, Retribution.
Mythic Paths
Champion: Fleet Charge Precision Fleet warrior Legendary Champion
Archmage: Arcane Surge Coupled Arcana Arcane Metamastery x4 Channel Power Mythic Spellcasting x2 (?)

So it's the same deal as before I still have one mythic feat and a few magic items left to pick as i said the main difference is the ac, saves, and initiative which the dex build is much better at. Also no Calikang which is sad but it gets one more mythic spell so yeah there is that.

I know you all don't like the hex strike part but its what I want so I will take the hit to over all strength for it. A note on ability scores I didn't go all out into strength/dex and instead buffed intelligence a bit so that I still have good dc's, also Cap. Darling you have a feat bonus listed in your break down of the attack stat I'm curious where this is from.

And lastly thank you all so much for the advice.


Immediate thoughts:

1. If you're not paying for the items anyway, get a Belt of Physical Perfection and its mental equivalent; might as well +6 all the stats.

2. RAW, Cestus can't be used with Hex Strike. Your GM may be ignoring that, but it'd be a houserule.

3. No Mythic Hex? Really?

4. I'm unsure if a Calikang can actually make unarmed strikes since it has slams. I'd assume so, but that's... odd. Something to check with your GM about, I'd think.

5. If you're intent on both using Hex Strike and Polymorphs, look into making feat room for Weapon Focus (Slam) and Feral Combat Training (Slam). That will simplify your situation tremendously.

6. Fleet Charge is useless for a Magus at this level. Take Sudden Strike, if you need to move and attack with your swift action Arcane Surge out Greater Bladed Dash.

7. Arcane Metamastery four times is overkill. You don't have the Swift Actions to be Quickening a spell every round, not if you actually want to make Hex Strike work.

8. How are you getting 9 Arcanas? You get one each at levels 3, 6, 9, 12, 15, and 18. That's six.

9. If cost is irrelevant to your items, make sure your armor is a net +10 with every gold enhancement you can get on it.

10. Swap out Multitalented for literally anything else. It's useless to you.

11. You need a consistent way to do non-lethal damage with your weapon to use Enforcer. That means Merciful or you find a feat/trait to do it.

12. There's a ring-- its name escapes me-- that makes a single buff that you cast on yourself last for 24 hours. Take that instead of the Ring of Wizardry, become a Calikang permanently.

Depending on how much cheese your GM will allow you can get much, much nastier, but that's a starting point.


Additional arcanas can be achieved through the feat (Extra arcana) which is rather well worth it


DaemonArcher wrote:
Additional arcanas can be achieved through the feat (Extra arcana) which is rather well worth it

He has 13 feats and 9 arcanas. No room to take Extra Arcana by my count.


1 Didn't know about that item thanks!
2 It is a house rule yes.
3 It only works on non mythic creatures and given how powerful the team is going to be I don't think we will be running into many of them.
4 It would take up one of his hands and he would lose that slam but he could do it.
5 I would but I may not always be Polymorphed or I may be something other than a Calikang, but it would make things easier yes.
6 True but I don't see sudden strike being that much better I either move and attack with a plus 10 bonus as swift action or I attack as a swift action and get to reroll the attck roll if I miss it's a meh choice to me but you have a point.
7 True true.
8 The Elf's favored class bonus gives you three extra Arcana by level 18 and thanks to a recent FAQ half-elves can take it.
9 How dumb of me I forgot that i could put more then one enchantment on an item thanks.
10 also true thanks.
11 From what I have read frostbite would activate enforcer but yes I should grab that trait to be sure.
12 It is called Ring of Continuation but the spell has to have a duration of 10 minutes per level for it to work which monstrous physique does not unfortunately.

Thanks for all the help!

Grand Lodge

A note, for these 6 free items, are you allowed to take combined items. For example, a ring of Wizardry (I,II,III,IV) to double all 4 spell levels, not just 1.

Do you have an Arcana you can drop? if so, you can take Bladebound to get a 13th free magic item (limited to a slashing one handed weapon, rapier or sword cane)

I personally dislike single use items, so I would drop the pearl. Again, others sing their praise, I just prefer items I keep getting a bonus from.

It is probally gonna make your GM hate you, but he said any magic item of any price and rarity. To me, that seems to scream GRAB SOME ARTIFACTS!!

First things I would grab would be a Shadow Staff. Next, Cloud Castle of the Storm King. Additionally, I would grab a Shield Adamantine Golem. Who would not want a giant kill bot programmed to defend you.

Then I would grab the headband and belt. The armor is next (+5 and any abilities you like) and then the 2 rings. There is a cloak you would like, it is an artifact but I do not know the source, gives a ton of defensive bonuses, it is a gift from strange lost gods, or was eons ago.

I count 9 items there, so 3 more (4 if you grab bladebound) to play with.


If there are rules for such items then yes if not then no.
By raw the bladebound archetype and hexcrafter archetype don't stack but I'm sure my GM would let me, but it also doesn't mesh to well with what I'm trying to do.
My GM is being Nice as it is I don't want to make him regret it though it is tempting.

Grand Lodge

Well, they are custom items (the ring of wizardry 1-4) but there are rules for making custom items.

Like I said, he is giving you 12 items, regardless of rarity. The cloud castle and the shadow staff take a little work to fit into the build. Castle requires leadership, shadow staff must be wielded.

However, floating castle/base of operations is almost expected at this level. The murder bot is a bit overboard, true. However, it is still not an artifact ^.^


3. Fair. I think it'd still be worthwhile but I can see your point.
4. Also -5 to all of your slams, which is the part that really worries me.
5. Yeah, I was thinking this with a way to pull off 24-hour Calikang. Which isn't impossible yet, I'm fairly sure I recall reading about a few other options but I'll have to do more research.
6. It's less Sudden Strike > Fleet Charge as it is that Fleet Charge is made totally redundant by (Greater) Bladed Dash. Dash will give you an attack at +17 (your Int mod), and the Greater version gets you one against everything you pass. So since Fleet Charge adds no real value... at least Sudden Strike does something?
8. Ah. Forgot about that one.
9. Make sure you grab the gold-only ones too. Resist every energy type, for example.
11. Talk to your GM, but Frostbite is a spell and not a weapon, so by RAW it doesn't.


4 Shapeshifting Mastery makes it so my base attack bonus is equal to my caster level (which is 20) for the natural attacks of what ever I Polymorph into 20-5=15 which is equal to my normal BAB.
5 If you find a way I would be very interested.
6 true I probably wont end up using either so it doesn't really matter but its true all the same.
11 Found a solution, the merciful enchantment should do the job I think.


Also Dafydd to the best of my knowledge pearls of power are reusable?

Grand Lodge

fireater wrote:
Also Dafydd to the best of my knowledge pearls of power are reusable?

Seems you are correct, they say once per day. Much better then, I do not know why I was thinking single use. Ok, I do, there is some pearl you have to crush to get the effect, but now I do not know where it is. The 2 must have been fused in my head at one point a few eons ago.

Grand Lodge

Your thinking the meta magic gems. They are 1 time use that are destroyed when used.


Wow those stats are ridicolous, ridicolous. That DM is a genius with math or he will go nuts in the middle of the campaign.


Zilfrel Findadur wrote:
Wow those stats are ridicolous, ridicolous. That DM is a genius with math or he will go nuts in the middle of the campaign.

I think the last. But i am hoping the OP will come back and tell us how this turns out.


I was thinking Why use slumber after all I could grab Eternal Slumber its better in almost every way the only problem I see is waking someone up if I need to for some reason. Also any good Wizard spells I Should grab with greater spell access perhaps ones with good mythic options?

Edit: First game Is Thursday I will let you know what happens.

Lantern Lodge

Do you want to be more magic based or phyiscal based?

Kensai wins out over hexcrafter, IMO, but then again, I did write the guide on them :P. Bt honestly, Kensai at level 20 is a beast, having the highest -reasonable- initiative (OTher builds get higher, but they are built specifically for initiative), and trust me when I say your game sounds like it's going to become a battle of initiatives.

Ethier way though.

For help with itemization, the guide I wrote has essentially the best-in-slot items for a magus in it. Find it here.

Grand Lodge

Heroism is a good spell to pick up. Long duration...to hit bonus.
resist energy is also a good one.


Hi Frodo believe it or not have read your guide before (It is very good by the way) and if I was Staring at level one I would be a Kensai Bladebound Fiend Flayer Magus because it seems like the most sensible choice. But I have wanted to play this build for a while now and it only works at very high level because of the high feat requirements and I feel like this is my only chance to play this character so I am taking it after all the whole point is to have fun.


I can second Frodo's item list (save the obvious that he wrote for Kensai and you're a Hexcrafter, so armor is very good for you). But the man knows his Magi.


I agree his item list is superb.
Edit: I just realized most things past CR 20 are immune to fear does this mean I should drop enforcer?


Hey guys I'm back after the first game and it went well (and sorry about the delay got the dates wrong). Like you said Frodo it became a matter of who went first not that normal play isn't already like that bu this was just more so. Anyways thank you all very much for your advice it was a big help.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Level 20 mythic tier 10 magus Help!! All Messageboards

Want to post a reply? Sign in.