
dkeller |
So here's a build i'm thinking, I've got two variations below that are slightly different. First one:
Human, Lore Warden level 1, 2, 3, Monk 4, Staff Magus, Hexcrafter 5
Feats: level 1 (general): Weapon Focus, Q-Staff
Level 1: (fighter): Dodge
Level 2: (fighter, bonus): Combat Expertise
Level 2: (fighter): Improved Dirty Trick
Level 3: (general): Improved Trip
Level 4: (MM): Flurry of Manuevers
Level 4: (MM): Combat Reflexes
Level 4: (MM): Improved Disarm
Level 5: (Magus): Quarter Staff Master
Stats:
Str: 16
Dex: 14
Con: 12
Int: 16
Wis: 9
Cha: 9
*Using the Dual Talent racial trait for +2 to Str and Int. 15 point buy
Traits: hierloom weapon (+2 trip cmb staff), Bred for War (+1 cmb)
Second build:
Hexcrafter Staff Magus level 1-5
level 1 feat (normal): Combat Expertise
Level 3 feat (normal): Improved Trip
Level 5 feat (normal): Weapon Focus, Q-Staff
Level 5 feat (magus bonus): Dodge
Magus Arcana: Manuever Master, level 3
Str: 16
Dex: 14
Con: 12
Int: 16
Wis: 9
Cha: 9
*Using the Dual Talent racial trait for +2 to Str and Int. 15 point buy
Looking at a +14 trip for both builds at level 5. The Magus build seems more "optimized" with the better spell casting while the Lore Warden build has more combat maneuver versatility early. I could also go Magus followed by lore warden to use the extra feats on things that require a higher BAB. My only issue is for Role Playing purposes I prefer the Lore Warden start as I'm thinking about a character who is a sort of "lonely fighter" who uses his cunning rather than outright strength to be a good fighter. He later learns that his family were trained Magic Warriors who used their magical staffs for a furious combination of fighting and magic in combat.
What do you think; any feedback is greatly appreciated whether it be from an RP perspective, optimize perspective, etc.
FYI I plan on using shillegah oil and casing enlarge person to gain bonuses on the staff at low levels. Someone also mentioned using true strike staffs as a helpful option if I pick up a arcana that uses that at some point.
Let me know what you think either way!

Aemesh |

I think staff magi get quarterstaff master for free at level 1, don't they? I would go pure staff magus. But I'm totally biased because Magus is so versatile. Throw in hexcrafter for giggles. (i know its not optimized, but I really like the Discord hex. It's funny.)
But, sure, if you're looking for the max damage output/physicality, then take those monk levels. Or, stick with pure magus, take the Flamoyant arcana, weapon finesse, and when you can, pick up ARcane deed: precise strikes. I may be wrong but I believe it says "light *or* one-handed piercing weapon" can be used, in which case a double-sided staff is two light weapons? but either way, q.master makes it one handed.
I donno, up to your GM's interpretation.
Either way, taking either monk or magus will delay the really good staff feats until like level 12-16 - the tripping strike/tripping twirl that culminates that whole staff/trip combo. Even a highBAB class can't go there anyway until like 12.
Either way, when faced with dpr/combat maneuvers/durability vs the magus' Spells, buffs and versatility, I'd pick the latter.
Edit:p.s - I was assuming a dex build. Str build? feel like with a staff magus you're leaving yourself wide open. You're gonna be squishy with all the armor you can't wear. The monk wis bonus to ac will help, but if you are depending on buffs like the shield spell, it won't carry you, early game, unless all you fight is goblins/npcs that are much lower than you in attack scores. Also limits you in what 1st level / 2nd level spells you'll be using. I know magus pcs tend to go for shocking grasp (>.< all slots? how uninventive) but nonetheless, you'll be rockin a 14-16 ac most fights with that 14 dex, and being in the thick of things, you'll take hits. Nothing draws aggression like being a caster in the thick of it.
AS for the RP value of a str build quarterstaff magus, well, it's a little more original. Just don't be dissapponted if your survivability takes a nosedive. Chainshirt will help once enchanted, but levels of monk will immediately negate that AC, unless your wis is 18+. If you just want to use flurry, I'm pretty sure you can if you're wearing armor - could be wrong, but I allow it for my games for multiclassers, just check with your GM. On the other hand, Staff magus = light armor.
I'd go with
Human
Str: 10
Dex: 16
Con: 14
Int: 16
Wis: 10
Cha: 10
Staffmagus hexcrafter.
Bred for war/heirloom wpn
Bonus: weapon finesse (your dex will work with trips, disarms)
1: combat expertise
3: Flambouyant arcana, extra arcana: Arcane deed (presice strike)
5: Improved trip (or swap this with the extra arcana:arcane deed if you prefer the trip to the damage), +1 feat of your choosing (bonus feat at 5)
add a hex of your choosing
If you really don't want the two swashbuckler-ey feats/arcana, then get the weapon focus/ maneuver mastery(arcana), or combat reflexes. Your trip isn't going to be as high as those fighter levels might make it, but it'll be close. Don't forget the Line in the Sand spell to boost your attacks of opportunity.
Anyway for RP value, this totally fits the "brains over Brawn" you mentioned, but still has the efficacy you may desire in a scrap.
Hope that was useful?