Two Weapon Fighting and the Staff Magus


Advice


1 person marked this as a favorite.

I love the feel of the Staff Magus but there are a few unanswered questions. Since this style character will not be getting the massive Spellstrike damage by criting 30% of the time I was looking into using him to buff his Staff using his arcane pool and then TWF for all he is worth. With that concept in mind I keep reading the section on the arcane pool and its many uses. But, there the writers have left us lacking.

Arcane Pool (Su)::
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

When a Staff Magus uses his Arcane Pool to enhance his quarterstaff does his increase in the enhancement and weapon properties affect both sides of the weapon since it is a double weapon? If it does not affect both sides of the double weapon can the Staff Magus split the Arcane Pool bonuses and weapon properties between the two sides? And, lastly if neither of the two options are currently in the RAW and RAI does anyone know of any feats or arcana from 3rd parties that can be used to accomplish this build?

Creating Magic Weapons:

To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus.

Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a +1 enhancement bonus to have any melee or ranged special weapon abilities.

If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)

At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.

Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities.

Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting a magic weapon requires 1 day for each 1,000 gp value of the base price.

Item Creation Feat Required: Craft Magic Arms and Armor.

Skill Used in Creation: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons).

The only line that makes me think this is not possible with out a feat or arcana affecting the build is here in the crafting magic weapons section. Thank you for your input.

Dark Archive

There is nothing in the staff magus description overriding this limitation so by raw, no you can't.
You can choose to enhance one end of the staff and use that but that's it.

Scarab Sages

There is nothing wrong with houseruling Dual Enhancement to work with Arcane Pool enhancement, but RAW you're out of luck.

Grand Lodge

What you want is Arcane Strike which will at least give you a bonus to damage from both ends if you go that way. and it's a bonus that will scale up gradually as you level. But ultimately you're a magus, which means the bulk of your damage will come from spells. Even if you don't get every hit as a crit, it's still very significant.

Sovereign Court RPG Superstar 2011 Top 32

I'm unsure that going TWF is the right approach for this archetype. I'm playing one in a Kingmaker game right now. Let's look at what you get:

One handed staff use. Staves have meh damage and terrible crits, and you can't even put keen on them.
You can take Weapon Spec. With retraining you can even have it earlier than a fighter.(at level 2 retrain your 1st level feat to Wpn Focus, then take Spec at level 3 since you can ignore the fighter level requirement)
You lose medium and heavy armor, but gain an always-on shield bonus that eventually gets up to a +8.
You get a free enhancement bonus once you can get a magic staff, generally +2 or +3 depending on which staff you pick up. This makes it very easy to have a +5 with arcane pool. So now you pierce pretty much all DR.

Basically, you won't need to invest in casting shield, and you'll have a comparable AC to a normal magus who does. (Chain shirt+8 shield bonus compared to full plate+spell is only 1 point less, and if you have a 14 Dex you've made up the difference)

You can buy or make a staff with spells you like and get enhancement bonuses for free along with, so you can spend your magic weapon budget on your magic staff instead and get a twofer.

If your GM allows custom staves there is some crazy stuff you can do.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Two Weapon Fighting and the Staff Magus All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice