Magus in Wrath of the Righteous


Advice


Hey,

I've been building a magus for wrath of the righteous, I'm relatively knew, and seem to have overlooked a major problem. A lot of demons have electricity immunity. Now with a magus build that focusing around intensify spell shocking grasp to deal 10d6 electricity damage later on, this seems a fairly big issue.

I'm looking at the metamagic feat, elemental spell, to allow me to change the damage to acid or such, and while this would raise the spell level yet again, magical lineage, shocking grasp mitigates that to some extent. I just can't figure out how to rework my feats to allow for it.

The other option would be to take a level in wizard or socerer, possibly the admixture arcane school, but again, I have no idea when to take it.

I would appreciate any advice, build is below, based off walters guide to magus.

http://www.myth-weavers.com/sheet.html#id=258825

Dark Archive

As a side note, you can use Frostbite instead of Shocking Grasp and mostly avoid the Electricity resistance entirely. It's nonlethal damage, yeah, but with Rime Spell you can become an awesome debuffer instead of just blasting.

That said, you'd likely be better off dropping other options in order to pick up Elemental Spell (or dipping a level of Admixture Wizard) because otherwise your build will be pretty much nonfunctional in WotR.


Seranov wrote:

As a side note, you can use Frostbite instead of Shocking Grasp and mostly avoid the Electricity resistance entirely. It's nonlethal damage, yeah, but with Rime Spell you can become an awesome debuffer instead of just blasting.

That said, you'd likely be better off dropping other options in order to pick up Elemental Spell (or dipping a level of Admixture Wizard) because otherwise your build will be pretty much nonfunctional in WotR.

yeah, I was debating frostbite, but focusing on shocking grasp seems best for almost all magus builds.

As I'm still fairly new, never having played a magus before, I'm having trouble deciding how to edit my feats to incorporate elemental spell, or what level to pick up an admixture wizard level at.


It's a problem yes, but demons aren't the only creatures you're going to be up against. Also, WotR is a mythic campaign and there are abilities you can pick up that let you ignore resistance/immunity from time to time.

Also, if you've got a DM that allows some/all 3.5e material, there was a feat in Complete Arcane called "Energy Substitution". Google should help you out nicely there, but it's a metamagic feat that lets you pick one energy type (say... acid), and on-the-fly change any spell that has an energy type to use that one.

Dark Archive

Can't actually help you, there. I haven't played one either. I am simply passing along what relevant information I have.


Anguish wrote:

It's a problem yes, but demons aren't the only creatures you're going to be up against. Also, WotR is a mythic campaign and there are abilities you can pick up that let you ignore resistance/immunity from time to time.

Also, if you've got a DM that allows some/all 3.5e material, there was a feat in Complete Arcane called "Energy Substitution". Google should help you out nicely there, but it's a metamagic feat that lets you pick one energy type (say... acid), and on-the-fly change any spell that has an energy type to use that one.

Yeah, elemental spell metamagic feat does a similar thing, allowing shocking grasp to be cast as acid damage instead of electricity, or even half and half. Problem is I don't know which feats to drop so I can take it instead. I will likely remove Power Attack as my lvl 9 feat, but I don't know when to take elemental spell, as I imagine I'll need it much sooner than lvl 9.


Take the archmage path and you eventually get a power that makes you ignore immunity to elements.

Until then use other spells imo

Dark Archive

Oh, you wouldn't want to pick up Power Attack, anyway. The majority of your damage will be through spells, anyway, and you don't want to risk them not hitting. So Power Attack is actually more detrimental that it will be beneficial to a spellstriking Magus.


You use power attack when you are not casting a spell.

Or when you are activating MYTHIC power attack, which is insanely good especially for a crit fishing magus


ParagonTom wrote:

Hey,

I've been building a magus for wrath of the righteous, I'm relatively knew, and seem to have overlooked a major problem. A lot of demons have electricity immunity. Now with a magus build that focusing around intensify spell shocking grasp to deal 10d6 electricity damage later on, this seems a fairly big issue.

I'm looking at the metamagic feat, elemental spell, to allow me to change the damage to acid or such, and while this would raise the spell level yet again, magical lineage, shocking grasp mitigates that to some extent. I just can't figure out how to rework my feats to allow for it.

The other option would be to take a level in wizard or socerer, possibly the admixture arcane school, but again, I have no idea when to take it.

I would appreciate any advice, build is below, based off walters guide to magus.

http://www.myth-weavers.com/sheet.html#id=258825

Linked.


CWheezy wrote:

Take the archmage path and you eventually get a power that makes you ignore immunity to elements.

Until then use other spells imo

Unfortunately our DM is running it in a way that gives us extra levels, rather than mythic.

"PCs do not get Mythic Tiers, rather I will reward Character levels instead. As such prepare for post level 20 play. "


Oh haha, that is probably good because wotr is like, broken garbage if you try to run it normally.

I guess just take elemental spell. Or pick a different spell other than shocking grasp to put all your marbles in. You will be fighting like 95% demons and evil outsiders


I would suggest a transmutation and other buff focused Kensai to combat fiends, but that got nerfed all to hell with the errata making Flamboyant Arcana/Arcane Deed a complete waste of Magus Arcana. Magi are firmly focused back into one thing: nova everything in 10 minutes and teleport home to rest 'til tomorrow.


You can go myrmidarch magus and use Snowball with Ranged Spellstrike instead of Shocking Grasp. Cold damage, no SR, and a chance for staggered. You could dip crossblooded sorcerer (orc/draconic) for extra damage, if you want.

Eventually, you'll get access to the spell Named Bullet, and you can get autocrits on your spellstrikes. At that point, if guns are a thing that exist in your campaign, consider a dip in Spellslinger Wizard to get x3 damage with spells on critical hits.


Ways of fitting elemental spell in: drop Spell Shield - it sucks out loud and for the arcane point you can just cast Shield. Especially in a 15 point build, you just don't have the arcane pool points to throw around into using it.

Ways of getting around elemental spell: 1 level dip in something that lets you change out elements. Crossblooded sorcerer, with an element and a damage booster like orc, comes to mind.

I second not taking power attack - it makes you too reliant on Arcane Accuracy to hit. Which you won't really have the intelligence or pool points to use very often anyways.

The scimitar will do better than a longsword - the 1 less flat damage is balanced out by the enhanced criticals, especially considering that you can enhance your blade to have keen.

I recommend the spell Frigid Touch. The 4d6 damage is just a nice bonus compared to a no save stagger for 1 round (10 rounds if critical, which a scimitar will help with). While it is of course better to flat out kill something, the spell is excellent control (and a flat out encounter winner if facing a lone big bad).

Bloodrealm wrote:
I would suggest a transmutation and other buff focused Kensai to combat fiends, but that got nerfed all to hell with the errata making Flamboyant Arcana/Arcane Deed a complete waste of Magus Arcana. Magi are firmly focused back into one thing: nova everything in 10 minutes and teleport home to rest 'til tomorrow.

Magi have plenty of options beyond damage, and their swords have always dealt comparable damage to spells. Up to level 15 with spell perfection at least, but of course at that level Elemental spell or a dip is already in place.


Go Kensai and concentrate on control spells and static damage mods.

With mythic power attack and mythic improved critical, damage is not an issue for mythic characters.

Consider dual pathing either guardian/archemage or champion/archemage. Take Enduring Armor and Wild Arcana at tier 1 to regain your armor and spell recall.


If you have a lot of melee in your party a Tripping Magus can be scary.

Wand Arcana with a True Strike Wand

Trip Feat line

Your Trip attempts with be something like D20+Crazy. No need to worry about SR or immunities.

Grand Lodge

This is a home game. Just research "freezing grasp" or "acidic grasp" instead.

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