Advice for a magus


Advice

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First of all, as this is my first post after some serious lurking, I'd want to greet and thank everyone in the community. You have been an unvaluable help :)

Now to the point.
My gaming group is starting today with Rise of the Runelords (yay!).
We have experience with DnD (up to 3.0 mostly, really brief 3.5) but no real experience with Patfhinder per se.
We have a dwarven cleric, an aasimar paladin, elven rogue, human wizard, human warrior and aasimar musket master that will multiclass into archaeologyst (that's me).

Both the GM and I have serious doubts about the gunslinger viability since it can seriously unbalance the encounters and/or make the other characters uncomfortable, so I want a backup character in case a change is needed.

I LOVE the magus concept. I've always played mostly wizards and warrior wizards are a plus. He also likes the magus (he told me he has an idea to introduce a tiefling black blade magus even) but, and theres the problem, we have some serious limitations in the options for characters and here's where I'm seeking the help from the more experienced.

Rules for character creation are:

Most races allowed (basic options. No alternate traits)
Most classes allowed (no ultimate class)
Most archetypes allowed
20 point buy
4 traits. 1 must be campaign. Can be from same category. List is quite long but some of the ones you all use may not be there.

Feats and spells from CORE only.
Only other feats and abilities allowed are those coming from archetypes.

So this are the rules. This means no intensify nor rime spell and no combat feats other than those from the core book.

The only idea I have in mind right now is a kensai-bladebound katana wielding magus with a dip in monk and make it a trip fighter with a focus in frostbite for the status.

Options for monk dip are:
Lvl 1 Flowing monk for the trip attempt on response to attack. Lvl 2 skill would be great if it weren't for the saving roll
Lvl 2 Master of Many styles with kirin style for the 2xint bonus to damage as swift (not that great)
Lvl 1 Maneuver master for the maneuver flurry and not losing the CMB.

Stats. No idea. Really.
Playing with the points I've come to:

STR 16
DEX 13 (15)
CON 12
INT 15 (17)
WIS 10
CHA 8 (6)

Feats
Trip feats are basic. Other than that no idea.

So, after this long wall of text (sorry for that), any idea?


Flowing Monk can only pull that move 1/day/monk level...
Also, style feats aren't core, if that matters.

Dipping isn't likely to be worth it unless...

If you're allowed to pick up exotic feats through archetypes, then Dawnflower Dervish 1. You won't get many rounds of the Battle Dance Inspire Courage (though you can pick up some more with Extra Performance) and may not get any of the Bard spellcasting at all, but you'll get the ability to use a scimitar with your dexterity added to attack and damage. Perfect for playing a high-dexterity Elven Magus.


If feats are CORE only how do you get Kirin Style? Unless you by CORE meen the core line and in that case Kirin Style are still a bad option?
I suggest you go straigth Magus stats look ok but i would take only 14(16) in int and 14(16) in dex from tha start. Use a rapier and get Arcane deed(precise strike) and flamboyant arcana at level 3. Unless the Ban on ultimate class is actually advanced class guide and the stuff from that book.
You May even consider getting weapon finesse and upping dex to 16(18) and lowering str to 14 it will only cost you 1 point of damage and you will get more AC and to hit and in time the damage you get from str is not gonna win you the war with you having level to dam from level 7(if you drop blade bound you will have it from level 3). Use frost bite as your go to Spell for damage Spell strike it will save you spells and boost damage just fine.
You should not take monk levels unless you have at least some wisdom. IMOP.
If all ACG stuff is out i suggest you look up Walters guide to the Magus and follow his Str magus suggestions.
Edit: and welcome to the boards:)


Monk isn't worth it. Kirin Style is a trap, Flowing doesn't work often enough, if you want to use maneuvers just Spell Combat True Strike.

I'm seconding the "what do you mean by Core?" question. There are two very different meanings of the term and they'll change the advice tremendously.


Unien wrote:


Stats. No idea. Really.
Playing with the points I've come to:

STR 16
DEX 13 (15)
CON 12
INT 15 (17)
WIS 10
CHA 8 (6)

I'm more of a fan of the straight magus than the kensai myself. With that, you need to either go Dervish Dance (which it appears you won't be allowed to do with only core feats) or Power Attack. Sounds like the strength-based magus is the way for you. In that case, you'll definitely want to put the extra in strength instead of dex.

For traits - Magical Lineage (Shocking Grasp) is basically required.

For feats - Power Attack, Improved Initiative, Improved Critical, Intensified Spell, Empower Spell, Maximize Spell are the ones to aim for.


Thanks for all the answers.
Indeed, the monk dip seems worse than I really expected

Flowing: Didn't see the 1/day/level. Ouch. Was too good indeed.
Style feats: Given that the MoMS is based on styles, well, styles are accepted as part of the class. That said, I don't really see it that great since it's 1/round and eats the swift.

Some more rule clarifications: We are from spain and he wants to use the translated material. As per official he has the core rules, MM and the adventure path. Then there's a nice web where they have translated a lot of the material (races, some classes, archetypes...) and that's what he's sticking to. Sorry not to clarify it before.
So, by core I mean the core rulebook and just that.

So no Dawnflower dervish (looks nice though).
No chance at flamboyant arcana either (you are right, it's advanced class guide)
Weapon finesse looks like a decen option (no katana then, but I can live with that).

Yeah, I know Walter's guide by heart, and the kensai one is really good too, but every one assumes that the class can get the feats from their own book and that sadly is not my case...

My GM sees a guy that can fight and cast at the same time and says "hey, its a great class, I don't know why you say it's not viable".
But with 2/3 BAB and no way to improve the damage from the class' basic spells, I admit I don't know how to make it work :(

Second option: Hexcrafter staff magus. Quarterstaff master goes with the class so it's accepted.

Sorry for all the limitations, but that's the main reason I'm asking :)

EDIT: Magical lineage is a quite pointless trait since there's no metamagic decent enough to use. Maybe extend spell for a buff.

Grand Lodge

Magical Lineage (Shocking Grasp) isn't required. But it is nice to have. A magus can do completely fine without it. If you are multiclassing, Magical Knack is required so you don't stunt your caster levels because multiclassing a magus is a horrible idea. That being said, since you can pick 2 from one category get both. I took a trait to make perception a class skill and Defensive Strategist (must worship Torag) so that I'm not flat-footed at the start of combat (being a dex-based fighter and rolling poorly on init sucks).

I would highly recommend you ask your GM if you can pick up either slashing or fencing grace from the Advanced Class Guide or Advanced Class Origins (respectively). That will make you much less MAD and let you bump your most important stats (int then dex then con).

You've got a paladin and a cleric in your party so cha isn't important. He can just be an introverted skill monkey. My tiefling magus's stats looked like this at lvl 1.

str 9
dex 16 (18)
con 14
int 16 (18)
wis 10
cha 7 (5)

If you don't mind giving up the arcana, kensai is really good. It gives you the weapon focus you need for fencing/slashing grace (again, ask your GM--you've already got 2ish potentially str-based fighters). If your campaign is going to go to high levels (teens) then bladebound isn't worth it. If it's only going to 12ish then it totally is. You won't have to buy armor or a weapon so you can spend your money on the cool fun/must have stuff that usually comes later. But if you're going to go to high levels it's not worth it because you can't customize your weapon.

edit:

Unien wrote:

EDIT: Magical lineage is a quite pointless trait since there's no metamagic decent enough to use. Maybe extend spell for a buff.

It's incredibly not pointless, it's highly effective and almost every magus has it. It's definitely not required, but in no way is it pointless. At higher levels, it lets you cast an Intensified Shocking Grasp as a lvl 1 spell that does 10d6 damage. So you can fill all your lvl 1 slots (now numerous) with highly damaging spells. And since most magus also use an 18-20 crit weapon, it gets doubled quite often.


claudekennilol wrote:

Magical Lineage (Shocking Grasp) isn't required. But it is nice to have. A magus can do completely fine without it. If you are multiclassing, Magical Knack is required so you don't stunt your caster levels because multiclassing a magus is a horrible idea. That being said, since you can pick 2 from one category get both. I took a trait to make perception a class skill and Defensive Strategist (must worship Torag) so that I'm not flat-footed at the start of combat (being a dex-based fighter and rolling poorly on init sucks).

I would highly recommend you ask your GM if you can pick up either slashing or fencing grace from the Advanced Class Guide or Advanced Class Origins (respectively). That will make you much less MAD and let you bump your most important stats (int then dex then con).

You've got a paladin and a cleric in your party so cha isn't important. He can just be an introverted skill monkey. My tiefling magus's stats looked like this at lvl 1.

str 9
dex 16 (18)
con 14
int 16 (18)
wis 10
cha 7 (5)

If you don't mind giving up the arcana, kensai is really good. It gives you the weapon focus you need for fencing/slashing grace (again, ask your GM--you've already got 2ish potentially str-based fighters). If your campaign is going to go to high levels (teens) then bladebound isn't worth it. If it's only going to 12ish then it totally is. You won't have to buy armor or a weapon so you can spend your money on the cool fun/must have stuff that usually comes later. But if you're going to go to high levels it's not worth it because you can't customize your weapon.

That request (the slashing/fencing) would probably get a "no, you are trying to munchkin" answer. He doesn't like character optimization...

And you are right. Kensai is nice (I have a thing for oriental theme and GM Legend of the Five Rings myself).
As for the max level, AFAIK the AP goes up to 16-17 with 4 characters. Can't say for sure where it will end for 6.

Grand Lodge

Well, I don't understand why you can take most classes, but you can't take feats from books that those classes come from but your GM is the boss. Also, it's not munchkining, it's letting you do what the fighter and paladin (and maybe cleric, idk his build) is already doing but it's costing you three feats. (weapon finesse, weapon focus, and fencing/slashing grace) "The same thing" as in using a single stat for attck and damage rolls. The fighters only need str and con and a little dex. Your GM is telling you that you need int, str, con, and a little dex when you could have int, dex, and con--which is still more than the fighter needs.

Well, since you'll be str-based (I'm sorry), that leaves your choices with a Rapier or Scimitar, and of the two, a scimitar since you can still use it two-handed. Those are your options because of the high critical threat range. Spellstrike you can do while two-handing a weapon. Spell Combat requires one hand available (i.e. not both hands on the weapon). If you don't want a high-crit weapon, then the Dwarven War-Axe is an excellent choice as your kensai weapon because it's a d10 x3 weapon that you can use one-handed with your exotic proficiency in it.

If you can't convince your GM to let you use either of those two feats, then I suggest going with your first ability spread, but dropping cha one further so you can increase the dex by one more because that extra dex is going to help more (more dodge (which you need as a kensai), reflex, and higher skills for skills you're already good at) than that extra point of charisma--you're already a -2, what's one more?.


if you only have the spells from the core book as well. I guess the Frostbite Spell is out. With that i mind i think a str based magus, pehaps a staff magus is a Nice way to go. It can start with somthing like:
Human staff magus
Str 16
Dex 14
Con 14
Int 14
Wis 10
Cha 10
1.Weapon focus(quaterstaff)
H.Weapon spec(quaterstaff)
3.power attack
5. Combat expertise
5. Improved trip(wits Spell combat and truestrike make everybody fall)
7. Improved disarm
9. Improved initiative
11. Combat reflexes(pehaps get this sooner)
11.improved critical(quaterstaff)
13. Around here you will most likely be more of an expert than i am.

For arcanas get a familiar at level 3, empower magic at level 6( Nice to keep the occational blasting Spell relevant), accurate strike at 9(i assume that will be ok even if it is a arcana from UC), and Spell blending for false life and heroism at level 12.
Level increases goes to str and both int and str have prioity when it comes to items that boost stats.
You figth with the staff in 2 hands most of the time some times you enlarge person to control a area. If you can get spells from other books than the core book i suggest using Frostbite and monsterous physique the first to boost damage and the second to get big scary monster forms that keep equipment.
Use the staff in 2 hands most of the time. Later use truestrike and a combat maneuver with Spell combat when it makes sense.
This is not the Perfect magus but it will be fun and playable all the way to the top.


I find it interesting that some people consider Vital Strike a one shot use but not Intensified Shocking Grasps.

I can Vital Strike every round at my highest BAB, all day every day. Can't say the same for Shocking Grasp.

I really don't care to get into the math as to which is more effectively. I am pretty confident I can prove it does more damage than Power Attack or more than just about any other feat you care to name.

At the end of the day the choice whether to go a Strength based vs Dex base Magus is largely one of style.


Grokk_Bloodfist wrote:
I really don't care to get into the math as to which is more effectively. I am pretty confident I can prove it does more damage than Power Attack or more than just about any other feat you care to name.

You can't Vital Strike with a Cast + Move + Spellstrike combo or Spell Combat, so I'm not sure why a Magus would take it.

The thing about only having core rules Weapon Finesse is that your sword damage is going to be much lower; with only 5d6 maximum Shocking Grasp that matters even more than it usually would. It's certainly doable, but it's easier to find ways to shore up weaker defenses on a strength-based Magus than to improve damage on a dex-based one.

If you're allowed to take style feats with a Master of Many Styles level, the one thing that just might be of use would be to take the Crane Style chain around level 7 with a strength-based Magus to shore up your defenses and possibly improve offense. It hurts to lose a point of BAB and then another point of attack when using Crane stuff, but you're getting +5AC in general, +2AC against one enemy you choose every round, and possibly a free extra attack so... it might just be worth it.


You make some valid points. You are then trading offense for better defence, which, is not necessarily what we are talking about here.

I can see the advantage of a Dex over Strength based build. I'm certainly not dissing it. I just believe the primary reason for choosing one over the other is purely for concept. There's not a clear winner here in my opinion. Dex is *probably* better when you factor in saving throws and AC but that's not the way I'd choose to play a magus :)


@claudekennilol
I know it's hard to understand. At first he was going to limit all character creation to the core book, but then he decided to use the material from the web I mentioned (If any of you have spanish skills you can check it at http://www.rolroyce.com/rol/DDP/index.php. It adds the english names for easy fast-tracking)
To be honest, dropping CHA to 5 would be seen as massive munchkining. Jeez, he does consider a 20 int lvl1 wizard also munchkining because of a specialist spell DCs.
As I said, he doesn't like optimization. At one point I told him I was going to make a bard named Abe Reichmann with all 13s...

@Cap. Darling
Interesting ideas. All the spells from the basic magus list would be OK, so no problem there.
Honestly, I didn't check in detail the monstruous physique line. It's really great. I'm the only one to blame there since I focused too much in the lvl 1 and 2 spells from the list.

@Grokk_Bloodfist
To be honest I only see Vital Strike as a way to (maybe) bypass DR. It deserves some math though to see it's real value (and the improved version).

@BadBird
Didn't consider the crane style for defense. That brings some interesting combinations.

In the end it's all a matter of adding the feats and see where it can go...

I've been thinking more about the Hexcrafter. It just gives up spell recall and adds some nice posibilities since you keep the armor and most of the abilities.
Trip at BAB-5 with hair and greater trip and you get a prone target (-4 AC), a free AOO at full BAB, then you can make the iterative attacks with your weapon with BAB-2, cast (and attack) again with full BAB-2 All in all, looks good on paper. It also requires a nice amount of feats... Need to do some homework.

BTW, I keep seeing people posting nicely formatted builds but I have yet to find a decent (free) builder. Any tip on it?


There are many threads on Vital Strike here and elsewhere online. I'm not going to do your research for you. The math is there if you want to find it.

Suffice to say there is sufficient evidence that it is useful and that it convinced me. I think the biggest issue with the feat is mostly a lack of creativity and commitment in maximising its utility compared to other feats which are brain dead easy to use.

Again, I'm not saying it is the be all end all, only that it is useful and I believe is wrong to write it off.


Grokk_Bloodfist wrote:

I find it interesting that some people consider Vital Strike a one shot use but not Intensified Shocking Grasps.

I can Vital Strike every round at my highest BAB, all day every day. Can't say the same for Shocking Grasp.

I really don't care to get into the math as to which is more effectively. I am pretty confident I can prove it does more damage than Power Attack or more than just about any other feat you care to name.

At the end of the day the choice whether to go a Strength based vs Dex base Magus is largely one of style.

I should certainly hope you can outdamage a feat that is a net loss for a Magus. Power Attack is a massive trap for Magi, and the only times it's a viable choice are in the same round that you use Arcane Accuracy/Accurate Strikes. Magi simply don't have the consistent accuracy boosts to support Power Attack. The math's been run.

I did the math just the other day, considering a Bastard Sword + Enlarge Person + Impact + Improved Vital Strike. That was 9D8 damage. Net investment offered +35 damage all told, at level 15.

That meant that under normal conditions it was just under half as efficient as a normal Magus (who was able to add +74 damage assuming he only hits with full BAB attacks (and note that this was discounting the general gains from making multiple full-BAB attacks; I didn't bother to factor in Str score, base weapon damage, etc. Only the choices directly made)), and under conditions in which the Magus had to move it was marginally less efficient (+37 compared to the +35). If the normal Magus had time to cast Haste, decrease the value of Vital Strike accordingly (note: Magus can self-Haste as a Swift action from level 9 if desired).

Now, if you really want to prove Vital Strike's viability? Well, the obvious point of comparison is the feat you give up by using a Bastard Sword: Arcane Deed: Precise Strike. But then you also have to compare the offensive value of Spell Combat. You can do that if you'd like, but well... see the last two paragraphs.

Now, back to the OP:

If the Hexcrafter is on the table take it. You're denied a lot of the best Magus tricks but that one is on the table, and the Hexcrafter's in the running for the best archetype in the game.


If you are limited to core feats, I highly recommend going a straight magus with no archetypes. I say this because your damage output from your weapon is going to be lower because of no precise strike, fencing grace, etc. In order to make up that difference in effectiveness you need to lean heavily on spell combat. Shocking grasp is the best spell for damage, but there are many non-damage options that you will be laying down every round (try to avoid those with saves - buffs to allies and yourself are good). Spell recall and later improved spell recall are amazing for the caster magus.

Are you sure you can't get some spells from ultimate magic? What if you offered to translate them yourself and post them to the site? :P I ask because there are some fantastic options for the magus in there (Frigid Touch is amazing).

I think Human would be best for this - the extra feat is pure gold.
Str: 16+2
Con: 14
Dex: 12
Int: 14
Wis: 10
Cha: 8

Traits: Magical Lineage Shocking Grasp is the standard for a reason. You can get by without it, but its just plain great. Especially since you cannot get spell perfection later - keeping the level down on shocking grasp as you add metamagic is very powerful.

Feats:
Don't forget Extra Arcane Pool - more points is very good. At level 11 every point is an extra 3rd level spell (rounding down helps for once).


Shocking Grasp isn't going to stay useful to him without Intensify Spell. 5D6 isn't worth augmenting.


Well, so car thos is what i've managed to build:

STR - 16
DEX - 14
CON - 14
INT - 17
SAB - 10
CHA - 6

Traits: Bladed magic, pragmatic activator, The trait that reduces magic item creation coste by 5% and a campaign une.

1. Arcane pool, cantrips, spell combate
1. Toughness
2. Spell strike
3. Black blade
3. Exotic weapon proficience - katana
4. HEX magus: slumber
5. Craft wonderous item
5. Power attack
6. Fly
7. Medium armor, knowledge pool
7. Arcane accuracy
8. Improved spell combat
9. Healing? Evil eye?
9. Weapon focus
10. Fighter training
11. ???, spell recall
11. ???
12. Ice tomb
13. Heavy armor
13. Critical strike
14. Greater spell combat
15. Bane blade
15. ???
16. Counterstrike

So, assuming the AP finishes at 16 I need one magus bonus feat and two regular feas.
Options: Majo healing, retribution, Accurate strike, weapon specialization...

Ideas? Valoración? Tweaks?


Ditch Power Attack, you don't have the static accuracy buffs to support it.

If you're taking a feat for an EWP, it's probably better to go Half-Elf. They can get the same proficiency that the Human burned a feat on with better other bonuses. That said, I'd just use a scimitar, katana isn't worth it.

I'd take a look at the Wizard spell list and see if there are any fun spells on it that you want to grab with Spell Blending.


Sadly, no alternate traits. No alternate favored class bonus either.
I have also considered arcane strike instead of power attack,but I'm not surf how often you can really use it

Oh man, the tablet autocorrect is killing me :S


SUNDER. And maneuver mastery:sunder.

Of course, you'll end up losing cash if you start chopping +3 weapons in half, but with an adamantine katana in your hands, it'll be really easy to accomplish. If you have a lot of human/humanoid enemies, I'm guessing there'll be more than enough opportunities to smash people's spears and clubs into smithereens. Take that Sundering shards spell too, for giggles. It isn't much damage, but hey, it's kind of funny, and you can cast it hours in advance of combat.

Anyway, combat maneuvers for the win, otherwise, you're kinda screwed in not being able to just take extra hexes and other feats not in core.

Don't forget improved initiative, and improved critical. Both very handy, particularly improved crits. better to have that +5 weapon than a +4 keen anyway.

Edit: oh, and yes to arcane strikes. at level 16 its like +4 damage? but no penalty to hit. Only problem; swift action to use it. Still, once you slap your arcane point onto your weapon to make it glowy, you'll have 10 rounds of swift actions free for other things. Power attack at BAB 12: -4, +8 damage. Or arcane strike for +4 damage. Up to you, but I'd say better to hit twice at +4 damage than miss once at +8, especially if you miss on your spellstrikes...


Why bother with the Sunder stuff? Just Spell Combat -> True Strike.

Improved Critical is... gonna depend on you. On the one hand, you can't natively get a Keen weapon because of the Black Blade. On the other, Keen is one of the better things to add with the arcane pool. If you have a better plan for augmentation in mind than Keen, take Improved Critical. If not, take Keen.

Arcane Strike's... okay. Honestly I'd move Weapon Focus up; the to-hit matters in the early levels. If you want Arcane Strike later, well, it's decent damage at least.


kestral287 wrote:

Why bother with the Sunder stuff? Just Spell Combat -> True Strike.

Improved Critical is... gonna depend on you. On the one hand, you can't natively get a Keen weapon because of the Black Blade. On the other, Keen is one of the better things to add with the arcane pool. If you have a better plan for augmentation in mind than Keen, take Improved Critical. If not, take Keen.

Arcane Strike's... okay. Honestly I'd move Weapon Focus up; the to-hit matters in the early levels. If you want Arcane Strike later, well, it's decent damage at least.

depends on how forgiving your gm is, really. Sunder is great for if your gm puts you up against humanoid enemies of similar power to the pcs. Nobody ever thinks to take a high CMD vs sunders (through gear or feats, etc) so if you remove someone's ability to hit you, the fight is won. Otherwise, you're depending on your sheer deeps to kill a barbarian/heavy armor fighter in one round. Even if you're buff as hell, you're taking the chance that he'll not crit you, or just smash you with some heavy powerattack/furious focus build in his round. It's really easy to chop a hafted weapon or polearm into nothingness if you spec toward sunders. Katanas seem like a good theme for chopping people's goodies up too.

If your GM throws mostly monster stuff at you, then, sure, lose the sunder. But if you go up against a lot of weapon wielding npcs, It's great, particularly when you've got what's essentially a +5 weapon.

Anyway, agreed about weapon focus. Take it as soon as possible, rather than at level 9. Take critical focus later on too when you can. Sucks to have a high crit chance and lose it due to a crappy confirm roll (doesn't seem likely when you're looking at a character sheet that says +19/+14 attack, but I watch it happen all the time and constantly hear the grumbling of my players, especially when they're wielding some 20 to crit weapon; once that ac 30 enemy rolls in, you'll wish you had it the first time you fail a crit check.)

Edit: oh yes, almost forgot - People forget that Sunder is really nice when confronted by npcs who are hiding behind some crazy reach weapon tactics. If they can reach you with the spear, you don't have to subject yourself to 2 AoO's to break the line. Snicker-snack, your polearm is now a club. Nerfed!


My point is not on Sunder as a tactic.

My point is that if a Magus is interested in Sundering something, he doesn't need the feats. The same is true to trip or disarm. True Strike applies to any maneuver roll that you can use a weapon on (and maybe all of them, but I'm not certain of that).


Mmmm, I think I'll have to consider the sunder thingy :P
On the humanoid or non humanoid... no clue. As I said we just started RotRL and so far we have only found goblins. There are giants for sure (the recomended traits include a giant slayer one) and also magical beasts, aberrations and such.

Time to at least reorder the feats


Runelords bounces around a lot, but there's a lot of stuff that uses weapons overall. Sunder will do alright.


kestral287 wrote:

My point is not on Sunder as a tactic.

My point is that if a Magus is interested in Sundering something, he doesn't need the feats. The same is true to trip or disarm. True Strike applies to any maneuver roll that you can use a weapon on (and maybe all of them, but I'm not certain of that).

aha, you have a point. Though, why not use both, lol. Having the feat also makes it harder for enemies to do it to you, and it also makes it so that attempting a sunder doesn't provoke an attack of opportunity (most important part of the feat, really)


If you Sundered their weapon, how much do you care about an AoO? What are they going to do, punch you?

The real reason to not get the feat is the tax involved. It's two-three feats, since the Magus really doesn't want Power Attack normally, for a semi-situational ability that the Magus can already do effectively. That's not a winning trade.


To be fair, if you take an AoO without the feat, the damage you take is deducted from your CMB. That said, a +20 is going to be difficult to overcome regardless.


AoO from sunder occurs before you roll for the sunder. So, if you go to smash that berserker's axe, he swings (and probably hits you, at max AB) then you get to try chopping it in half. So, yes, sunder feat lol, i 'm not trying to come off like some kind of sunder addict, really. Just saying, if you *are* going the maneuver route, the feats aren't entirely inferior to true strike. Plus, you may want to do certain feats more or less often, so if it's a once-in-a-week thing to sunder, just forget it and hit them with a sharp object. If it's part of a constant strategy (same goes for trips/disarms) where you use it for any/every foe, then take the feat if you can afford it, getting AoO'd is always calculated first, and that's sucky. Consider trips: if you trip someone and they try to get up, they proc an AoO from you. If you use that AoO to trip, it occurs while they're on the ground still. If you succeed on this second trip, nothing happens. They get up right afterward. So, disarm them instead. Now they get up, but they lost the weapon. They go to pick it up - AoO. etc etc. It's more of a flair thing, and a lot of extra rolling, but with the right build a magus can be as effective at battlefield control as a fighter-type of the same level, *and* still have spells.

I donno, I'm just saying, everyone builds magus for pure damage, I think they've got a lot more potential, especially in team building. Build for cc's or hell, even for support, and you can be really adaptable. Sunder is just one way you can do that. Hell, take a Kensai with a whip, or a myrmidiarch with a bow or throwing axes. It's just funny, in the last week there have been about 5 discussions about how to build a magus, and it always boils down to a hexmage/bladebound. I'm not knocking on that, i mean, there are only like 8 archetypes or whatever, just saying, that any magus already has damage. Why not throw in some CC or something on the side, that they can also do?


Aemesh wrote:

AoO from sunder occurs before you roll for the sunder. So, if you go to smash that berserker's axe, he swings (and probably hits you, at max AB) then you get to try chopping it in half. So, yes, sunder feat lol, i 'm not trying to come off like some kind of sunder addict, really. Just saying, if you *are* going the maneuver route, the feats aren't entirely inferior to true strike. Plus, you may want to do certain feats more or less often, so if it's a once-in-a-week thing to sunder, just forget it and hit them with a sharp object. If it's part of a constant strategy (same goes for trips/disarms) where you use it for any/every foe, then take the feat if you can afford it, getting AoO'd is always calculated first, and that's sucky. Consider trips: if you trip someone and they try to get up, they proc an AoO from you. If you use that AoO to trip, it occurs while they're on the ground still. If you succeed on this second trip, nothing happens. They get up right afterward. So, disarm them instead. Now they get up, but they lost the weapon. They go to pick it up - AoO. etc etc. It's more of a flair thing, and a lot of extra rolling, but with the right build a magus can be as effective at battlefield control as a fighter-type of the same level, *and* still have spells.

I donno, I'm just saying, everyone builds magus for pure damage, I think they've got a lot more potential, especially in team building. Build for cc's or hell, even for support, and you can be really adaptable. Sunder is just one way you can do that. Hell, take a Kensai with a whip, or a myrmidiarch with a bow or throwing axes. It's just funny, in the last week there have been about 5 discussions about how to build a magus, and it always boils down to a hexmage/bladebound. I'm not knocking on that, i mean, there are only like 8 archetypes or whatever, just saying, that any magus already has damage. Why not throw in some CC or something on the side, that they can also do?

I totally agree. That's why on first though I was going on the kensai triping magus but I parked the idea due to seeing the hexes as more supporting (slumber, free fly, free heals...)

I think I'll build both of them and see what comes up.

BTW, a related question. Even if you have the improved trip feat (from, say, monk), you still need to pick combat expertise for the greater trip right?


As a halfway point, may I suggest this feat?

Barroom Brawler wrote:

Prerequisite(s): Base attack bonus +4.

Benefit: Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. You must otherwise meet the feat's requirements.

Special: If you have the martial flexibility class feature, this feat instead grants you one additional use per day of that ability.

If you want to get an Improved Maneuver, you can still do so while having access to other feats. The once a say limit does hurt though.


Yes, since Greater Trip lists Combat Expertise as a pre-req.


yeah pretty much every maneuver feat has one of two prereqs: power attack or combat expertise. Since you already have power attack worked into the build, you could always just take one of those feats: sunder, bullrush, overrun, drag, . Overrun can be really effective if your strength/cmb is high enough, especially if you just go really deep into it, but less so for a magus, who really depends on full attack actions to get the most out of their spellcombat/spellstrike. Can't spellstrike on a charge, I don't think. Can you? Pretty sure you can't anyway. Counts as a casting action (which is a standard action, unless you're using spell combat), and charges are a specific kind of attack action, not a move+standard action.

Anyway, that's why I originally went with sunder, you've already got the prereq. But I think Trip would be a better path to take anyway - with your lower bab, maybe you don't want to be using powerattack anyway. More than one way to disable the enemy; with a big fat +4 to hit a prone... trip, then spellstrike 'em while they're down. And you won't lose any money by chopping people's +2 weapons in half, if they got 'em. (might be 1 in a hundred fights it happens, but when it does, your teammates might wince a little)


Spellstrike is a non-action; it doesn't take up an action any more than Power Attack does. If you have a held charge of a touch spell, you can deliver it through a weapon attack-- and if that weapon attack is on a charge, that's perfectly legal.

But you can't cast and charge in the same round, barring Quicken Spell. You have to already have the touch spell ready from a previous round. And even then, the only time the Magus ever wants to charge is when the target is 36-65 feet away and has to be reached this round, or when the Magus is low on spells. Otherwise, they have better options:

At low levels: Standard action cast touch spell, move action approach, free action granted by the casting to deliver spell, use Spellstrike: Moved 30', did weapon damage + spell damage.

Post level 4, you have another option: Declare Spell Combat, cast Bladed Dash, deliver Bladed Dash attack, deliver full attack sequence.

Later on you can make use of Force Hook Charge or Greater Bladed Dash instead; Greater gives more attacks if there are other targets in the way, while Force Hook Charge delivers less damage, but can efficiently cross barriers and has greater range than any of the other options (it caps-- assuming no CL boosts beyond 20, which is a fairly weak assumption-- at 75 feet, so eventually (CL fourteen) it's a strictly-better charge in virtually every circumstance).


That barroom brawler looks nice. No access to it though...
The more I look into the kensai, the more I find myself overwhelmed with the MAD or the sheer amount of feats needed to make it work.

As kestral says, you can spellstrike on a charge if you have it precasted.

I like the idea of a trip build because I foresee the AP as being caster-intensive. That means that, if an (always) annoying caster appears I can, with combat casting, use the force hook charge, then trip him with my first attack and proceed to pound him with the rest of iterative attacks while on the floor.


I had a magus that was strength based with a katana. In most battles i would use expedisious retreat and shield and frostbite. The first depends of cause on how spread out battles are in your game. Later mirror image was important as well but generally my damage was good with Power attack, arcane pool stuff decent str and two handing when not spell combatting.
But if you use flamboyant arcana that tactic is now no longer om the optimal group.


A couple of questions about allowed rules - I get anything in CRB

Magus is in ultimate magic - can you use ultimate magic materials? Just the Magus? The spells? You say "no ultimate books", but then said that you could use monstrous physique because it's on the basic magus list.

Classes and archetypes are on that site, so you can use them - but you can't use materials from those books? Or you can, but only if they're accessible in spanish?

Looking at that site, it's hard (for me - my spanish is baaad) to see what's available - e.g. there's a magic items section but it doesn't actually have categories for weapon abilities.

It sounds like your GM is going to be generally against making any adjustments, accommodations, or allow anything outside of the stated stuff (like a feat or a magic weapon property?) if it isn't from one of those sources?


Ok, I'll try to clarify the restrictions.
Magus, and all their class defining abilities are allowed. Also, all the stuff granted by the archetypes can be used.
Feats and such can be used by the previous rule. Otherwise, only from core (It doesn't matter if they are translated or not).
You are right at the website. It's slowly updated and not all the material from paizo has been translated.
Magic properties and items, again, are only allowed from the core book. That means that there's no access to the agile enchantment either (sad thing that no magus arcana grants it because that would be allowed...)

Spells included in the basic magus list are allowed. Spells added to the list in other books are not.
I think curses would also be allowed if you are an Hexcrafter, but can't be sure about that point.

As for the clases, archetypes and features (arcanas, hexes...) I think most of them are translated and available. The only ones that aren't are those from the advanced class guide and the several handbooks (inner sea and the such)

I hope I clarified the limitations.
As you say, he's against powergaming. Problem is that he sees optimization and/or specialization as powergaming too. He's not fond of multiclassing unless it has some acknowledgeable/reasonable background and considers that doing it just to get access to class features is another way of min/maxing... It's... complex :)

I have a new build more or less defined. I'll try and post it later.


Frankly, Magi are great without dipping into other classes (honestly, Paizo has designed most classes in this way). You'd not gain much from multiclassing, and it seems the GM isn't fond of multiclassing anyway - so just go with a basic Magus. If you want to 'spice it up' a bit, then yeah, go with a Kensai, or perhaps Bladebound - but remember that Bladebound is a bit of a plot burden on the GM to be played right. Honestly, though, I'd just stick with a Straight Magus. Then add the flavor you desire via weapon, spell, feat, and arcana selection. All of the basic magus abilities are great, so swapping them out for just different sometimes great abilities is not really necessary.


To be fair some of the base Magus abilities do kind of suck. They're just... not ones that can be swapped with archetypes. Here's looking t you, Counterstrike.

But on the whole Crazi raises a point-- you certainly don't have to multiclass (there are exactly two worth considering and I still wouldn't run either one of them), and you don't need an archetype. Hexcrafter and Kensai are the two big ones, and both are very useful, but the straight Magus is also very useful.

Here I would look Hexcrafter if only because some of your best Arcana options are gone, but you certainly won't go wrong with a baseline. I wouldn't go Kensai because it would make the early game a huge pain to survive.


Honestly, the Magus is such a well designed class, it's hard to make a terrible one. My favorite character in the last many years has been a Soul Forger - which is probably the weakest archetype for the class (though it DOES replace your hated Counterstrike) - and it was still a blast.


Well, here I am again sooner than expected...
Advice: There might be some RotRL spoilers from Burnt Offerings ahead.

Three sessions into the AP, yesterday we went to gather some info about the missing Ameiko. The cleric was busy with Zantus and the paladin was reclaimed by his order (none of them could assist yesterday), so the rest of us (gunslinger, rogue, wizard and warrior, all lvl 1) went to glassworks.

We managed to avoid a bunch of goblins and procceeded to explore a lower level. Since I was the only one with darkvision, I peeked around a corner to check a corridor and Tsuto appeared from a door.
Surprise assault: I roll a init of 1 (yay!) and he gets a 20+ (yayyay!)
Charge and I get a punch of 9 damage. I use my action to retreat.
Combat starts and he acts first. Runs to me (again) dodging the roge and punches me for 7 more damage. There goes the gunslinger.
Rest of the party fights with little to no maneuver (damned narrow corridors) and it's a miss festival. Then the rogue proceeds to flee.

Then, in the following 15 or so rounds the warrior manages to hit him with a total of 4(!!!) attacks, rolling a 1 in damage for 3 of them.
The wizards manages to get resisted a lot.
Then we proceed to die... (not really, we all managed to stabilize) but there it is. Fun combat...

So, back to the magus.
After this first "real" encounter my view on the survival chances (or character creation, really) has changed, so I'm back to the kensai magus for whom I had a nice background.

Given the fact that a lvl 1 kensai is quite well rounded offensively, I've decided to go with Armor of the Pit as the lvl 1 feat.

Tiefling bladebound kensai magus. 20 pt buy

STR - 16
DEX - 16 (14+2)
CON - 12
INT - 17 (15+2)
WIS - 10
CHA - 5 (7-2)

1- Spell Combat
1- Arcane pool
1- Exotic weapon: Katana
1- Weapon focus: Katana
1- Canny defense
1- Bonus: Armor of the pit

So, at first level AC would be 10+3(DEX)+1(INT)+2(Natural) for a total of 16. Not that bad.

Thing is I don't really know where to go from that point...


You were having issues with kensai being MAD in one of your previous posts. i think making sure you can take precise strike at level 3 is a important way to fix this MADness. Put str to 14 and dex to 18 and Pick finesse at level 1and use a rapire or a wakasashi. At 3 you can take flamboyant arcana and extra arcana: arcane deed(precise strike) that will net you your level to damage. And wont be taking stuff outside the class or the core rule book. you dont get dex to damage, because that is not in the books you guys use, but level to damage is a not bad at all. I would take one point from int and up wis with 2 because i would spend every stat increase in dex.
This will cost you 2 points of damage and one point of AC at level one but it will be well worth it past level 3.


Some good advices there Cap, thanks. Buuuut.... Flamboyant arcana is from Advanced Class Guide :(
I've "almost" managed to convice our GM to give us access to some more feats, but right now it's still a no. I'm working my way for Enforcer at least...
That's the main reason I've such a spread selection of stats. I've even thought to roll 'em and pray for the results (we have the chance to roll for stats, but then we stick to them).

Still undecided if the trip line is worth it or not. The Combat expertise req is killing me.

So far:

1- Spell Combat
1- Arcane pool
1- Exotic weapon: Katana
1- Weapon focus: Katana
1- Canny defense
1- Bonus: Armor of the pit
2- Spell strike
3- Arcane strike (not like I have many uses for swifts right now)
3- Black blade
4- Perfect strike
5- Power attack
5- Craft wonderous items
6- Arcane accuracy
7- Feat: ?
7- Fighter training (-3)
7- Iaijutsu
8- Improved spell combat
9- Critical focus
9- Critical perfection
10- Fighter training (1/2) (I'd really love to know the point of this)
11- Bleeding critical
11- Bonus feat: ?
11- Superior reflexes
12- Arcana
13- Shatter defenses
13- Iaijutsu focus
14- Greater spell combat
15- Feat: ?
15- Bane blade
16- Counterstrike

Either level 7 or 11 should be Dazzling display for shatter defenses at 13. I like the idea of an AoE debuff with intimidate


Unien wrote:

Some good advices there Cap, thanks. Buuuut.... Flamboyant arcana is from Advanced Class Guide :(

I've "almost" managed to convice our GM to give us access to some more feats, but right now it's still a no. I'm working my way for Enforcer at least...
That's the main reason I've such a spread selection of stats. I've even thought to roll 'em and pray for the results (we have the chance to roll for stats, but then we stick to them).

Still undecided if the trip line is worth it or not. The Combat expertise req is killing me.

So far:

1- Spell Combat
1- Arcane pool
1- Exotic weapon: Katana
1- Weapon focus: Katana
1- Canny defense
1- Bonus: Armor of the pit
2- Spell strike
3- Arcane strike (not like I have many uses for swifts right now)
3- Black blade
4- Perfect strike
5- Power attack
5- Craft wonderous items
6- Arcane accuracy
7- Feat: ?
7- Fighter training (-3)
7- Iaijutsu
8- Improved spell combat
9- Critical focus
9- Critical perfection
10- Fighter training (1/2) (I'd really love to know the point of this)
11- Bleeding critical
11- Bonus feat: ?
11- Superior reflexes
12- Arcana
13- Shatter defenses
13- Iaijutsu focus
14- Greater spell combat
15- Feat: ?
15- Bane blade
16- Counterstrike

Either level 7 or 11 should be Dazzling display for shatter defenses at 13. I like the idea of an AoE debuff with intimidate

ohh sorry was under the impression that you could use stuff directly relatet to your class no matter the book.

I would go with a normal magus or a blade bound then and put on some armor. Pehaps use a pole arm the first few levels and use the spells to cast shield. The arcane pool will keep you on par with full bab classes until they get +4and better weapons and by then magic will make you better.


Give up this dangerous adventuring life. Come back home to the farm, marry that nice girl down the road. Give me some grandchildren.


Honestly, Tieflings are better when you have access to more materials, but the way you are built you can't really take advantage of the race.

I suggest human, straight magus.

14
14
14
14
12
8

You have a racial +2 you can put literally anywhere and be fine, I recommend STR personally, but you have a lot of options.

Traits: Magical Lineage (Shocking Grasp); Reactionary; Lore Seeker (Shocking Grasp, Shield/buff spells); Social Trait to pick up a skill

lvl 1) Combat Casting; Improved Initiative
lvl 3) Arcane Accuracy; Heighten Spell
lvl 5) Intensified Spell; Preferred Spell (Shocking Grasp)
lvl 6) Familiar/ Spell Blending (to pick up utility spells off the wizard list)
lvl 7) Weapon Focus/Arcane Strike
lvl 9) Empower Spell; Accurate Strike
lvl 11) Weapon Specialization, Spell Penetration
lvl 12) Devoted Blade
lvl 13) Quicken Spell
lvl 15) Bane Blade; Spell Perfection (Shocking Grasp)

I know it seems like we spend a lot of resources really early on shocking grasp, but it pays off later when you can essentially convert your arcane pool points into free 15d6 burst damage on a 1 for 1 basis.

At early levels there is no spell more important than magic weapon. It is the best buff and damage spell you have. Remember to initiate spell combat first, cast it to get a +1 weapon, then use your arcane bond to get yourself up to +2 (at level 1). With a 16 STR you end up getting damage that matches a barbarian that lasts 10 rounds, which is longer than a barbarian's rage at the same level.

If no one else in the group has wizard levels, don't be afraid to take the arcana Spell Blending to get some gems like Rope Trick or Knock. At that rate, taking Scribe Scroll probably won't hurt either.

At later levels (starting at 5th actually) you never prepare Shocking Grasp, you just always have the option of casting it thanks to preferred spell. And thanks to magical lineage, starting at 5th level you can also intensify it giving you 6d6 damage for a 1st level spell slot, which can be recalled with a swift action and 1 arcane pool point. This means you can prepare utility spells or buff spells, then cast them and get the spell slot back to convert spontaneously into burst damage later which is very efficient with your resources.

Later on you pick up more metamagic feats to specialize the spell, letting you Empower or Quicken it, and once you get Spell Perfection, you can do either with a 1st level spell slot, meaning you can just recall it with 1 arcane pool point.

Don't forget to always have Arcane Mark prepared, since it is a touch spell you can go mask of zorro on your enemies and get a free second attack like a monk's flurry of blows at early levels, since you have that awesome +2 weapon thanks to your magic weapon strategy, you will be wrecking enemies left and right.


Errrrr... I guess you missed the part where I describe the limites...
No intensify nor preferred spell.

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