
UnArcaneElection |

If you just want 2 temporary Combat Feats that you can change once each day, you don't have to spend the feats on Skill Focus and the Eldritch Heritage chain or VMC Sorcerer. The Skill Focus and the Eldritch Heritage chain or VMC Sorcerer makes one of them last longer (saving you spell slots) and eventually makes Paragon Surge last long enough to serve for a flexible Item Crafting feat, and generally provide solid benefits of their own. To split it out with better organization than what I posted before:{. . .}
UnArcaneElection, that's an interesting combo you've got there. But, aren't you basically spending two feats for the purpose of getting two feats from your spells?
{. . .}
- Skill Focus (Disguise) (to go with the Eldritch Heritage feat chain only) -- normally a feat tax for a Magus, but could be useful in its own right under the right circumstances.
- 1st level Shapechanger Bloodline Power (Hardened Fists) -- useful in an emergency, although you probably wouldn't want the Eldritch Heritage feat chain or VMC Sorcerer just for this. VMC version: I wonder if you can swap this out for the Bloodline Mutation Blood Havoc, or if that would require a hypothetical future Magus archetype that gets an actual Sorcerer Bloodline?
- 3rd level Shapechanger Bloodline Power -- this is the really good stuff -- eventuall, an almost-all-day Combat Feat that you can change once per day, or an Item Crafting feat that you can change once per day.
- 9th level Shapechanger Bloodline Power -- although hurt by severely limited uses per day, this is good for a pseudo-Whirlwind-Attack effectively AoE Spellstrike with a multi-charge spell.
- 15th level Shapechanger Bloodline Power -- a solid defensive bonus that is on all the time, plus a once-per-day solid buff whenever you Polymorph, including the use of Paragon Surge (and remember that if you chose Paragon Surge to extend with the 3rd level Bloodline Power, the once per day limit doesn't hurt so much here, because that is a LONG extension).
- 20th level Shapechanger Bloodline Power (requires hypothetical future Magus archetype that uses a Sorcerer Bloodline instead of a Bloodrager Bloodline) -- a good defensive bonus and solid combat buff that is on all the time.

RickDias |

So, I just noticed a major limitation to the Hexcrafter. You can only pick an Arcana or Hex once. This presumably includes a limit on Spell Blending, which leads me to a problem of figuring out which I value more on a Dex-Scimitar Magus: Heroism (available from level 9 onward) or Burst of Radiance (available from level 5 or 6 onward).
Heroism's a great spell, but only having it for a few levels makes this a hard choice.
Any thoughts? I'd like to have a good AOE spell, and Burst of Radiance is one of the best... but if there are good equivalents on a Dex Magus, I'm open to hearing about them!

UnArcaneElection |

I assume you are talking about the text in Hexcrafter Magus that says "He cannot select any hex or arcana more than once". I wonder if this was on purpose to keep Hexcrafter from being too good, or just a mistake in restating the general Magus limitation from selecting a Magus Arcana more than once unless the Magus Arcana description says otherwise (like Spell Blending does).

![]() |

Hi guys
I'm trying to build a front liner Magus that can pair with a bloodrager and be up front the in battle
The party consist of
Bloodrager > Dragon Disciple
Pyrokineticist
Alchemist bomber
Cleric support, buffer, etc.
Was thinking something like a Dex Tiefling but can't choose between Vanilla, Hexcrafter or Kensai, maybe add bladebound in the mix
Can you please help me with some insight and a base to choose from?

UnArcaneElection |
1 person marked this as a favorite. |

Hi guys
I'm trying to build a front liner Magus that can pair with a bloodrager and be up front the in battle
The party consist of
Bloodrager > Dragon Disciple
Pyrokineticist
Alchemist bomber
Cleric support, buffer, etc.Was thinking something like a Dex Tiefling but can't choose between Vanilla, Hexcrafter or Kensai, maybe add bladebound in the mix
Can you please help me with some insight and a base to choose from?
Well, I can't decide either, but here are pros and cons I see of each:
Hexcrafter Pros:- Hexes (and later Major Hexes, and eventually Grand Hexes) are good (well, actually, an awful lot of them are Evil, but . . .), and the first one you get doesn't replace a Magus Arcana.
- Getting every [Curse] spell added to your spell list is good, especially since Hexcrafter doesn't trade out Knowledge Pool.
- Compatible with Bladebound, Card Caster, Eldritch Archer, Magic Warrior, Puppetmaster, or Staff Magus.
- The first Hex you get replaces Spell Recall.
- As noted above, it looks like Rules As Written, a Hexcrafter can't pick a Magus Arcana more than once, even if the Magus Arcana says it can be picked more than once.
- Intelligence Modifier to Armor Class is good, although be careful at low levels, since it takes a few levels to ramp up to full.
- Bonus Weapon Focus is good.
- The choice of Maximized Weapon Strike or Empowered Critical Hit (as different aspects of Perfect Strike) is good.
- Intelligence Modifier to Initiative is good.
- Boosted Critical Fishing is good.
- Intelligence Modifier to Combat Reflexes is good (and it even stacks with the actual feat).
- No armor hurts.
- Being limited to one non-Simple weapon hurts, especially if something bad happens to it. In addition, to take full advantage of the Maximized Weapon Strike, you need to pick the weapon that has the biggest base damage you can get, but you can't go Two-Handed without hosing Spell Combat; and to take full advantage of Empowered Critical Hit and Boosted Critical Fishing, you need to pick the weapon that has the widest Critical range, so your choices are not very broad -- of course, just being a Magus in the first place limits your effective weapon choices to a considerable extent.
- Diminished spellcasting hurts, although if you crank your Intelligence way up to take best advantage of the other features, it hurts less.
- Losing Spell Recall hurts.
- Losing Knowledge Pool really hurts.
- Losing Spell Recall hurts some more.
- Only compatible with Bladebound; since you are stuck with one non-Simple weapon, you probably should add the Bladebound archetype anyway, although beware that this does shrink your Arcane Pool and prevents you from getting a Familiar.
- Keeping the option for armor is good (note that Hexcrafter shares this benefit).
- Keeping proficiency with all martial weapons is good (although remember that the Two-Handed weapons aren't practical for you to use, only becoming practical if you get a way to treat them as One-Handed, because getting a way to use them as One-Handed without actually changing their handedness isn't good enough; note that Hexcrafter shares this benefit).
- Keeping Spell Recall is good.
- Keeping Knowledge Pool is even better (although note that Hexcrafter also keeps this).
- Keeping Improved Spell Recall is even better yet (although note that Hexcrafter also keeps this).
- By definition, compatible with a whole bunch of archetypes.
- Since you want to be Dexterity-based, you won't get full advantage of armor beyond Light and maybe Medium.
- You can't fully armor up at low levels (although being Dexterity-based makes this not hurt as much as it otherwise would).
- If you do armor up, it slows you down, and you have to invest in compensating for this.

taks |

Getting every [Curse] spell added to your spell list is good, especially since Hexcrafter doesn't trade out Knowledge Pool.
Has there been any FAQ/errata that clarifies whether the hexcrafter gets the witch or wizard version? Bestow curse at 7th level instead of 10th is huge, particularly in PFS.

UnArcaneElection |

I thought bladebound wasn't stackable with kensai or hexcrafter? I would make a hexcrafter bladebound in a heart beat if it is legal
Hmmm . . . you might be right about Bladebound + Hexcrafter, since Hexcrafter makes more Magus Arcana options available at potentially any Magus Arcana, whereas Bladebound and Kensai both replace a Magus Arcana. However, Bladebound and Kensai replace Magus Arcana gained at different levels, and technically do not change Magus Arcana options (except that Bladebound renders the Familiar Magus Arcana ineffective), so those should be legal to combine.

UnArcaneElection |

Potions and Poisons just released a really nasty Major Hex to put on a Hexcrafter Magus: Withering -- you make the targeted enemy weaker, and give yourself both temporary hit points and a bonus to Strength, Dexterity, or Constitution (pick whichever one you don't have a magic item already giving you an Enhancement Bonus), and it lasts a long time. By the time you can take this Major Hex, you are just 1 level away from being able to cast a Quickened Ill Omen without needing a Metamagic Rod or Metamagic cost reducer (and you might even already have these), meaning that you can really hurt their ability to save against it.

![]() |

The main drawback i see for selecting the Bladebound archetype is that it replace the third level arcana and for a frontliner I really like the idea to select the Wand Wielder arcana as soon as possible to do cast Shield or Vanish on each Fight.
As For Feats and Arcanas which ones do you recomend? Only got these
Feats
1. Weapon Finesse
3. Dervish Dance
5. Feat + Bonus Feat
7. Intensified Spell
9.
11. Improve Critical + Bonus Feat
Arcanas
Wand Wielder
If I choose wand wielder for a defensive use of wands, the Flamboyant Arcana think will be a waste
Which archetype can improve Magus as a frontliner with this party?

UnArcaneElection |
1 person marked this as a favorite. |

If you want to do combat maneuvers, eventually you're going to want Quicken Spell for True Strike.
If you want to be a Hexcrafter, eventually you're going to want Quicken Spell for Ill Omen (which means that your targets can't get rid of it in time to save themselves from whatever you follow it up with, and by the time you're that level, it will force enough rerolls that their Immediate Action Spellcraft roll on your followup spell(*), won't be enough to get rid of it either).
(*)And they won't even get that if your followup is a Hex instead of a spell.
However, if you are a Tiefling with a Prehensile Tail and/or Grasping Tail, as an alternative, you could go with a Lesser Metamagic Rod of Quicken Spell as a substitute for spending the spell levels and/or Metamagic Cost Reducer traits/feats on doing the Quicken Spell yourself. Prehensile Tail is a Tiefling alternate racial trait replacing Fiendish Sorcery (which you won't be using, but you might be trading out for something else), while Grasping Tail is a feat; if you actually invest in both, you can use your tail to grab items off the ground as a Swift Action, which is potentially useful if you get disarmed, or if you manage to disarm your opponent, although you are going to be hurting enough for feats that you might not want to double down on this.
The problem with Hexcrafter is that it DOESN'T trade out Medium and Heavy Armor for something that you would use as a Dexterity-based character. A way exists around this by combining it with Staff Magus(*) and then getting Spear Dancing Style(**) and Spear Dancing Spiral(***), but that eats a LOT of feats (and if you go a step further and invest in Spear Dancing Reach, that also eats your Swift Actions).
(*)Trades out Medium and Heavy Armor and martial weapon proficiency, but gives you Quarterstaff Master as a bonus feat and thereby lets you use a quarterstaff with Spell Combat. It also synergizes with the Wand Wielder Magus Arcana you want, which also works with a magic Staff, and it lets you recharge the Staff more easily than most spellcasters.
(**)One of the prerequisites for Spear Dancing Spiral -- the others being Weapon Finesse, Two-Weapon Fighting, and Weapon Focus with the selected weapon. This would going to take a LONG time to get online even if you were Human and dipped Swashbuckler or Unchained Rogue for free Weapon Finesse.
(***)Makes a spear or polearm finessable and makes it work as a quarterstaff for your Magus abilities. Unfortunately, it doesn't do anything about the nerf to Slashing Grace on anyone using abilities such as Spell Combat, so you'll need an Agile weapon.

avr |

For a frontliner? You don't really need an archetype, base magus is fine. Hexcrafter is possible but not required, the spell recall it replaces is good to have too. Kensai is barely possible but diminished spellcasting, losing knowledge pool, losing spell recall and not getting a hex or similar to replace it limits your options terribly IMO. If you're not interested in losing the 3rd level arcana and you're going to use dervish dance that cuts out everything else good.
If you're going to use a lot of wands then depending on how easy it is to get wands in your campaign, you might want to get Craft Wand at level 5 with your bonus feat. If you're going to drop wands after use so you can get another out, getting Extra Arcana (familiar) to pick them up isn't a terrible call. This can also be fun with Color Spray to stun the enemy and your familiar to steal their dropped weapons. Prehensile Tail if you have it can handle the first but not the second. Alternately, Improved Unarmed Strike + Deflect Arrows is useful to defend you, or Combat Reflexes + Bodyguard helps protect others, Burning (or Chilling or Shocking) Amplification can help your offence with your favourite offensive spells, or Weapon Focus is boring but useful.
Lunge would be a good level 9 feat IMO.

![]() |

So, I just noticed a major limitation to the Hexcrafter. You can only pick an Arcana or Hex once.
Since specific trumps general, wouldn't the specific Spell Blending arcana override the general language on this archetype?
I'm trying to build a front liner Magus that can pair with a bloodrager and be up front the in battle
What level will you be playing at? Hexcrafter and Bladebound are great right from the beginning; Kensai has a lot of limitations at low level and doesn't really become good until somewhere between level 9 and 13.
I find that losing Spell Recall isn't such a big deal; just buy a couple of Pearls of Power and you'll be good. Losing Improved Spell Recall IS a big deal, assuming your campaign even gets to that level. Also, Diminished Spellcasting hurts a lot, particularly at low levels.
If I choose wand wielder for a defensive use of wands, the Flamboyant Arcana think will be a waste
Parry and Riposte is great. It's not bad to have a second defense for when your first doesn't work :)
If you go Hexcrafter, go with Extra Arcana (flight hex). Otherwise, check the feat section in the handbook for anything marked green or blue.

Xenocrat |

RickDias wrote:So, I just noticed a major limitation to the Hexcrafter. You can only pick an Arcana or Hex once.Since specific trumps general, wouldn't the specific Spell Blending arcana override the general language on this archetype?
The issue is which is specific, and which is general? I'd say the spell blending arcana is the general rule applicable to magi, while the hexcrafter language is specific to that archetype and overrides it.

![]() |

What level will you be playing at? Hexcrafter and Bladebound are great right from the beginning; Kensai has a lot of limitations at low level and doesn't really become good until somewhere between level 9 and 13.
I find that losing Spell Recall isn't such a big deal; just buy a couple of Pearls of Power and you'll be good. Losing Improved Spell Recall IS a big deal, assuming your campaign even gets to that level. Also, Diminished Spellcasting hurts a lot, particularly at low levels.
It will be a custom campaign from 1 to 16, reading all the comments of kensai I really prefer to stay away from it
From a frontliner and with our party composition Hexcrafter seems like a really good idea because I can choose to do maneuvers with wands of true strike or choose an improved familiar and use a wand of ill omen and then throw Slumber, Trip or something like that. Seems like a more versatile option.
Do you think these tactics justify losing Improved Spell Recall?
Or maybe Eldritch Scion?
I prefer and int based magus over charisma
If you're going to use a lot of wands then depending on how easy it is to get wands in your campaign, you might want to get Craft Wand at level 5 with your bonus feat. If you're going to drop wands after use so you can get another out, getting Extra Arcana (familiar) to pick them up isn't a terrible call. This can also be fun with Color Spray to stun the enemy and your familiar to steal their dropped weapons. Prehensile Tail if you have it can handle the first but not the second. Alternately, Improved Unarmed Strike + Deflect Arrows is useful to defend you, or Combat Reflexes + Bodyguard helps protect others, Burning (or Chilling or Shocking) Amplification can help your offence with your favourite offensive spells, or Weapon Focus is boring but useful.
Lunge would be a good level 9 feat IMO.
I'll ask if I can take craft feats and if its valid it will be amazing. Grasping Tail is an amazing option to from a maneuvers perspective, I can use ill omen with my familiar or with a quickened rod, disarm with true strike and then grab the weapon as a swift action
Lunge is another excellent choice to stay out of reach, i'll add that

![]() |
1 person marked this as a favorite. |

I came to this build
Lazarus Crowley
Male tiefling magus (hexcrafter)
Str 10, Dex 18, Con 14, Int 16, Wis 12, Cha 6
Traits defensive strategist(or reactionary) and magical lineage (Shocking Grasp)
Feats
1. Weapon Finesse
3. Dervish Dance
5. Extra Arcana, Intensified Spell
7. Improved Familiar
9. Lunge
11. Improved Critical, bonus feat
13.
15.
Arcanas
3. Wand Wielder
4. Hex Arcana (Slumber)
5. Familiar
6. Hex Arcana (Flight)
9. Hasted Assault
12. Hex Arcana (Agony)
15.
Do you think this guy can be up front in battle, disable enemies with maneuvers or via hexes, and somewhat be tanky
Our party consist of:
-Bloodrager > Dragon Disciple
-Pyrokineticist
-Alchemist bomber
-Cleric caster, support, buffer, etc
I think that maybe i can change familiar and improved familiar to Bladebound Archetype and use the same strategy to disarm enemies and grab the weapon with an Unseen Servant and spare the feats. Also i'll ask my GM if crafting feats
What do you guys think?
My main concern is that the bloodrager will be soaking damage and my intention is to hold enemies for the squishys in the party and I need to take more than a hit or two.

![]() |

Do you think these tactics justify losing Improved Spell Recall?
Yes, I do.
There's also the prehensile hair hex, but it's limited to minutes per level. Generally, by the time you would be taking it, it is potentially on during every encounter.
Note it requires a standard action to activate...

RickDias |

Since specific trumps general, wouldn't the specific Spell Blending arcana override the general language on this archetype?
A specific restriction on an activity usually overrides a specific permission on an activity in games like these. I don't have a direct citation on that, but it's how I've generally seen things work.
That said, being forced to pick out another Wiz 2 spell to go with Burst of Radiance instead of getting that early and then Heroism later due to this restriction resulted in a friend showing me a fun spell we could grab via Spell Blending... Shackle. It shuts down a lot of attack options, ignores SR. It's not perfect, but it's pretty darn good and keys to melee touch.
Granted, there IS the question of what happens if you miss or the opponent makes their save; do the shackles just fall off the sword and hit the ground, requiring your Magus to pick them back up for any further attempts to bind the target?

taks |

Prometeus wrote:Do you think these tactics justify losing Improved Spell Recall?Yes, I do.
taks wrote:There's also the prehensile hair hex, but it's limited to minutes per level. Generally, by the time you would be taking it, it is potentially on during every encounter.Note it requires a standard action to activate...
Aware of that. That's was why I mentioned it potentially being on during every encounter. You aren't taking it till you expect to be carrying rods (when you can afford them), so it might be on at the beginning of your work day till it's over... a few minutes later. ;) If you have to activate it every encounter it becomes much less attractive.

RickDias |

The shackles don't exist, Shackle is a Hellknight spell specifically for binding an enemy without needing to carry shackles around that came from Path of the Hellknight, so if the spell fails they cease or never even start existing. In fact they vanish once the duration is up, too.
That last part checks out, the spell text says as much. The rest does not seem to be the case. Is there a second printing of this spell?
The one I spoke of is at http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Shackle

![]() |

Added Fey Form spell and Shackle spells; and Murksight and Gift of Consumption hexes.
Since Shackle is a touch spell, if you miss with your attack you'll hold the charge and the spell will trigger on your next attack that hits (including with spellstrike if you want). If the enemy makes his saving throw, personally I'd argue that the shackles appear and fall on the ground (since you can also conjure them without targeting a creature). However, since the spell doesn't actually specify that, it's equally valid to suggest that the shackles vanish on a successful save.

![]() |

Herolab says they stack, but is wrong about many things and is not considered a valid rule source.
The idea around them not stacking is that the archetype stacking faq says that something as simple as adding 1 round of bardic performance or adding a single feat to a list of bonus feats counts as altering the entire class feature.
And letting you choose hexes in place of arcanas and adding a new arcana to that list certainly seems to count as altering arcanas. Which Bladebound already does.

![]() |

So a question I'm sure has been asked. The guide says that hexcrafter and bladebound stack but I keep getting guild they don't. Debating on going that route for pfs is there any official ruling?
There's no official ruling about this; if there were, I would change the guide. However, there's been some debate about how to interpret a complex interaction of rulings and rules sources.
Practically speaking, if you look through the forums about gameplay (as opposed to build optimization), you'll find that the most commonly played Magus is the Kensai, and the secondmost common is the Bladebound-Hexcrafter combo. This includes in PFS, so I wouldn't expect any trouble there.

UnArcaneElection |

ekibus wrote:So a question I'm sure has been asked. The guide says that hexcrafter and bladebound stack but I keep getting guild they don't. Debating on going that route for pfs is there any official ruling?There's no official ruling about this; if there were, I would change the guide. However, there's been some debate about how to interpret a complex interaction of rulings and rules sources.
Practically speaking, if you look through the forums about gameplay (as opposed to build optimization), you'll find that the most commonly played Magus is the Kensai, and the secondmost common is the Bladebound-Hexcrafter combo. This includes in PFS, so I wouldn't expect any trouble there.
This is strange, since this type of incompatibility is listed as a reason not to take the Fiend Flayer archetype (which is even PFS-legal according to Archives of Nethys) even though it doesn't actually trade anything out -- the opportunity cost of not being able to take any archetype that modifies Magus Arcana, because it makes 2 more Magus Arcana available as options.
* * * * * * * *
While we're at it, I'm not sure that using under-sized two-handed weapons would work -- seems to me that even though you can wield them (badly) in one hand, they are not one-handed weapons, and thus don't qualify for Spell Combat or the specifications of the Bladebound archetype.
* * * * * * * *
Another weapon for you: Waveblade: Light Exotic, Small=1d4, Medium=1d6, P or S, Critical 18-20/x2, in the Fighter Close Weapons Group. This is useful if you need a Close Weapon for something like Outslug Style/Outslug Sprint (to change your 5 foot step into a 10 foot step), and you don't sacrifice anything relative to a Rapier, Scimitar, or Thornblade in base damage or Critical range -- only downside is the inconvenience of getting proficiency, and it doesn't meet the specifications of the Bladebound archetype.

![]() |

While we're at it, I'm not sure that using under-sized two-handed weapons would work -- seems to me that even though you can wield them (badly) in one hand, they are not one-handed weapons, and thus don't qualify for Spell Combat or the specifications of the Bladebound archetype.
According to the SRD, a one-handed weapon is an object one size category smaller than the wielder.
Another weapon for you: Waveblade: Light Exotic, Small=1d4, Medium=1d6, P or S, Critical 18-20/x2, in the Fighter Close Weapons Group. This is useful if you need a Close Weapon for something like Outslug Style/Outslug Sprint
While taking a 10' step is a useful ability, I don't think this is worth spending five feats on, plus one of your precious swift actions each combat (to activate the style).

andreww |
So a question I'm sure has been asked. The guide says that hexcrafter and bladebound stack but I keep getting guild they don't. Debating on going that route for pfs is there any official ruling?
Black Blade replaces the level 3 arcana.
Hexcrafter adds extra choices to your arcana.The Archetype Stacking FAQ is very clear that if something changes the way a parent feature works, even if only in a very minor way, it cannot be used with another archetype which modifies or replaces any part of that feature.
The two dont stack, it would be nice if they did but they dont. The fact that quite a few people simply accept whatever Herolab tells them works doesn't change that. Herolab, while brilliant at many things, is awful at picking up archetype conflicts.

UnArcaneElection |

{. . .}
UnArcaneElection wrote:While taking a 10' step is a useful ability, I don't think this is worth spending five feats on, plus one of your precious swift actions each combat (to activate the style).{. . .}
Another weapon for you: Waveblade: Light Exotic, Small=1d4, Medium=1d6, P or S, Critical 18-20/x2, in the Fighter Close Weapons Group. This is useful if you need a Close Weapon for something like Outslug Style/Outslug Sprint
Here's a build to go after enemy spellcasters, eventually using Outslug Style, but first doing other stuff for this purpose that becomes available earlier:
Human Mutagenic Brawler 1/Eldritch Scion Magus x (Aberrant Bloodline)
Traits: Campaign Trait, Defensive Strategist (must worship Torag)
15 point buy: Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 14 + 2 = 16
20 point buy: Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 14 + 2 = 16
Skills: Spellcraft maxed; Perception as much as possible; others as needed
At all levels except 1st (where it is not available), use the Human Favored Class Bonus (add +1/4 point to Arcane Pool).
Mutagenic Brawler 1 (Mutagen -- use to boost Dexterity; Close Weapon Proficiency, including Improved Unarmed Strike in case that you get disarmed): Feats Weapon Focus (Waveblade); Weapon Finesse (from Human Bonus Feat)
Eldritch Scion Magus 1 (Staggering Strike and limited Spell Combat come online)
Eldritch Scion Magus 2 (Spellstrike comes online): Feat Combat Reflexes
Eldritch Scion Magus 3 (Level-Up increase goes to Dexterity on 15 point buy or Charisma on 20 point buy): Magus Arcana Close Range (you don't want to have Magus Arcana consuming Eldritch Pool points just yet)
Eldritch Scion Magus 4 (Abnormal Reach comes online): Feat Step Up
Eldritch Scion Magus 5: Magus Bonus Feat Following Step
Eldritch Scion Magus 6: Magus Arcana Disruptive; Feat Outslug Style
Eldritch Scion Magus 7 (Level-Up increase goes to Dexterity on 15 point buy or Charisma on 20 point buy, and Medium Armor comes online): -
Eldritch Scion Magus 8 (Aberrant Fortitude and full Spell Combat come online): Feat Step Up and Strike
Eldritch Scion Magus 9: Magus Arcana Lingering Pain
Eldritch Scion Magus 10: Feat Dimensional Agility
Eldritch Scion Magus 11 (Level-Up increase goes to Charisma): Magus Bonus Feat Lunge
Eldritch Scion Magus 12 (Unusual Anatomy comes online): Magus Arcana Accurate Strike; Feat Outslug Weave
Eldritch Scion Magus 13 (Heavy Armor comes online, but you're not going to want to use it unless you can get some serious elevation of the Dexterity ceiling): -
Eldritch Scion Magus 14: Feat Outslug Sprint
Eldritch Scion Magus 15 (Level-Up increase goes to Charisma, and same for all following increases): Magus Arcana Spellbreaker
Optional alternate feat progression: Since you are going to be often using Chill Touch or Frostbite, which give multiple strikes per casting, you will have some rounds in which you are not using Spell Combat, and thus might find Slashing Grace worthwhile to insert at character level 3 (Eldritch Scion Magus level 2) to boost damage. The downside of this is that it pushes back all of the following feats by 2 levels (with exceptions for Magus Bonus Feats and possible rearrangement). Another possibility would be to dip 1 level of Swashbuckler to get Swashbuckler's Finesse (as well as the 1st level Deeds and a pretty good Panache pool) instead of spending a feat on Weapon Finesse, thus saving it for Slashing Grace; however, this would delay Magus progression by another level, and you would need to fit in the trait Magical Knack.
Spells (note that some levels of spells below have more spells than you have spells known, due to eventually swapping some of them out):
- 0th level Spells: Be sure to include Arcane Mark (for use with Spell Combat/Spellstrike until you get the Close Range Magus Arcana, then swap it out), Daze, Disrupt Undead, Light (you don't have Darkvision), Prestidigitation (utility), and Ray of Frost (boost with Liquid Ice once you have the Close Range Magus Arcana so that you can use it with Spell Combat/Spellstrike)
- 1st level Spells: You eventually get Enlarge Person free; be sure to include Burning Hands (not the greatest, but you'll be hating life without it if a Swarm shows up -- swap it out after you get Dragon's Breath and/or a Swarmbane Clasp), Chill Touch (multiple hits on 1 casting), Color Spray (swap it out after enemies get too many hit dice for this to be effective), Frostbite (multiple hits on 1 casting), Glue Seal, Grease, Long Arm (increased reach stacks with Aberrant Reach and Enlarge Person), Ray of Enfeeblement (most spellcasters won't have such good Fortitude Saves, and you can use this with the Close Range Magus Arcana), and Shocking Grasp (use this to boost the Lingering Pain Magus Arcana; swap it out after Vampiric Touch starts doing more for you); also get a Wand of Shield
- 2nd level Spells: You eventually get See Invisibility free; be sure to include Bladed Dash (swap it out after you get Greater Bladed Dash), Frigid Touch, Glitterdust, Mirror Image, Rock Whip, Visualization of The Body, and Web
- 3rd level Spells: You eventually get Displacement free; be sure to include Aqueous Orb, Dispel Magic (swap it out after you get the Greater version), Fly, Haste, Stinking Cloud (swap it out when enemy Fortitude Saves get too high), Tactical Adaptation, and Vampiric Touch (this both gives you Temporary Hit Points and boosts the Lingering Pain Magus Arcana)
- 4th level Spells: You eventually get Black Tentacles free; be sure to include Dimension Door (get this ASAP for use with Dimensional Agility), Caustic Blood (especially for when you are up against another Magus), Dragon's Breath (this is your new anti-Swarm weapon at short distances), and Greater Invisibility; also get a few Scrolls of Stoneskin (expensive, so save for the really nasty fights)
- 5th level Spells: No Bloodline bonus spells; be sure to include Baleful Polymorph (for those wimpy Fortitude enemy casters), Corrosive Consumption, Greater Bladed Dash, Overland Flight, Siphon Magic (via Greater Spell Access), and Wall of {Force|Stone} (pick one); also get Scrolls of Teleport if you don't have someone who can cast Greater Teleport
- 6th level Spells: No Bloodline bonus spells; be sure to include Contingency (via Greater Spell Access -- use with Dimension Door unless you have something even better for an emergency), Decapitate, Greater Dispel Magic, and True Seeing
Note: In the Spells section of the guide, some spells like Hellfire Ray that are only available through Spell Blending or Greater Spell Access are in the regular spells part of this section.

![]() |

Here's a build to go after enemy spellcasters, eventually using Outslug Style, but first doing other stuff for this purpose that becomes available earlier:
That's an interesting build. Maybe you could outline some tactics for it (other than the obvious reach + touch spells) to show what it actually does with Outslug Style?
I note that Hellfire Ray is a Magus spell according to d20pfsrd, but not according to Nethys. I'll have to check which of these is correct. If you find other spells that I'm listing incorrectly, please let me know.
Could you make a section in your guide for a Mythic Magus options, please?
Well, I might, but as far as I can tell almost nobody plays mythic.

Ed Reppert |

Snakers wrote:The shackles don't exist, Shackle is a Hellknight spell specifically for binding an enemy without needing to carry shackles around that came from Path of the Hellknight, so if the spell fails they cease or never even start existing. In fact they vanish once the duration is up, too.That last part checks out, the spell text says as much. The rest does not seem to be the case. Is there a second printing of this spell?
The one I spoke of is at http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Shackle
That link refers to two primary sources: Path of the Hellknight and Adventurer's Guide. I haven't checked to see if they differ, but if they do, I would think the latter version is most current.
The spell description at archives of nethys indicates that the shackles typically appear in the caster's hands, but that the caster can choose to have them manifest (presumably after the target fails his saving throw) on the target. Presumably, if you choose to have the shackles manifest in your own hands the target gets no saving throw. Of course, then you still have to get the shackles on him. He may not cooperate.
Manacles or fetters? This reference is odd. According to my Oxford dictionary, manacles are applied to either hands (I would say wrists) or ankles, while fetters are typically intended for ankles. Yet the spell description says "manacles specifically designed to fit around the ankles". Pragmatically, I'd just make the caster specify where he wants them to go, not what he wants to call them.
As far as existence goes, shackles is a conjuration (creation) spell, so it's creating the shackles. Also, the first sentence of the description is "You summon a set of Small or Medium masterwork restraints into being." So before you cast the spell, they don't exist. If the spell fails, they don't exist. Seems to me Rick is right about that.
Question: the range of this spell is "touch". Apparently this applies if you want the shackles to appear on the target. But what if you don't? If you want the shackles to appear in your hands, do you still need to touch a target? Or is the target in this case yourself?

UnArcaneElection |

UnArcaneElection wrote:Here's a build to go after enemy spellcasters, eventually using Outslug Style, but first doing other stuff for this purpose that becomes available earlier:That's an interesting build. Maybe you could outline some tactics for it (other than the obvious reach + touch spells) to show what it actually does with Outslug Style?
Upon getting Outslug Style: You get a a +1 Dodge bonus as you 5' Step to reposition yourself for optimal Attacks of Opportunity against opponents, as well as a bit of bonus damage. By this time, you are already using Aberrant Reach and Long Arm to give yourself some hefty Reach for this, and you are about to get the option to use Enlarge Person for even more Reach (but be careful about lowering your armor class too much).
By the way, I forgot to mention that the Mutagenic Brawler dip also gets you off the hook for the Combat Expertise prerequisite for Outslug Style.
Upon getting Lunge and then Outslug Weave (get the second as soon as possible after the first): You will no longer be taking a penalty to your armor class for giving yourself even greater Reach on your non-Opportunity attacks (caution: when you have Lunge but not yet Outslug Weave, be very careful about using Lunge, especially when multiple enemies could hit you, which means that they might well flank you, or at least do so with minor repositioning, even if you get off Attacks of Opportunity to punish them -- also see the next feat).
Upon getting Outslug Sprint: You will often be able to 10' Step back after doing your actions for your turn, so that enemies that can only 5' Step can't use it to get into range to flank you or full attack you, while reducing the number of times you have to Dimension Door out of trouble. When you do not need to do this, you can use this ability to position yourself for your own maximum opportunity attacking (and possible flanking along with allies) faster than enemies would expect. In addition, in a surprise round in which you can act (but are limited to 1 Standard Action OR 1 Move Action), you want to save your Standard Action for Spell Combat/Spellstrike if possible, and being able to 10' Step instead of 5' Step gives you better options for this.
Caution: If you DON'T have a known 1 round before combat to pre-buff, you will need to use your first Swift Action to start Outslug Style, and delay your Swift Action initiation of Mystic Focus to the next round. Before you get Outslug Sprint (or even afterwards if you happen to be already in nearly the right place), reversing the order of these is a reasonable alternative.
Minor debug to above build: Invest in as much Acrobatics as you can (max it if possible, and your high Dexterity will make it good even though it isn't a class skill for you) in case you do have to move in a way that provokes Attacks of Opportunity (including getting back up if you get tripped).
Possible different option in above build for 20 point buy: Instead of taking initial Dexterity all the way up to 16, use the 5 extra points to take initial Strength all the way up to 14, and put your first 2 Level-Up increases in Strength -- this lets you ditch Weapon Finesse and gives you the option to use your Mutagen for Strength instead of Dexterity (preferred unless you are really worried about getting hit). You could either use this to move feats up by 2 levels (except when rearranging or dealing with Magus Bonus Feats), or -- if you are going for the long haul -- double down on the feat cramming and make use of the shield proficiency that you get from the Brawler dip, and use the saved feat as one of Shield Focus (feat tax) and Unhindering Shield, get a Buckler, and get the 4th level spell Ward Shield (the above build has enough room) to put on it to make yourself more resistant to enemy spells (if you are up against this a lot, it would be worth delaying the Outslug Style feat chain to get it). If you are stuck with 15 point buy and have to go Dexterity-based, this is probably not practical unless you also dip Swashbuckler to free up a feat (but then as noted above, you will need to get Magical Knack).
PFS note: The above build is NOT checked for PFS legality. Due to the BAB +6 requirement for Lunge and the 2nd and 3rd feats of the Outslug Style feat chain, Outslug Style is going to have to wait until late in your build, and then you aren't going to be able to cram it all in, so you might as well spend your remaining feats to streamline everything else in before 12th level (also ditch the Waveblade and the Brawler dip).

![]() |

Could you make a section in your guide for a Mythic Magus options, please?
Well, you're in luck. I had some spare time and decided to look over the mythic options.
Mythic spells - As you're limited in how many of these augments you learn, most of them aren't worth it. Good augmentations include Color Spray's vastly increased area; Flesh to Stone's no-save stagger; Haste's free pounce for everyone; Heroism's double bonuses; and Shocking Grasp's free disarm. In addition, numerous blasting spells get a damage boost equivalent to (and stacking with) Empower Spell. From the mythic-only spells, the only one that stands out for a Magus is Borrowed Time, which further boosts your action economy.
Mythic items - Basically all of these are overpriced and not worth it.
Mythic feats - Given how strong path abilities are, the prime choices here are Dual Path, Extra Path Ability, and Mythic Spell Lore (the same as Mythic Spellcasting). The mythic versions of regular feats tend to be lacklustre: either too situational or just not worth the cost. Feats worth considering after the three path feats include Empower Spell, Improved Initiative, Scribe Scroll, Spell Penetration, and Weapon Finesse.
I'll add these to the guide shortly, and discussion is welcome of course. HTH!

RickDias |

I'll present an alternate interpretation of Shackle. Here's how I think it goes:
The shackles appear, no questions asked, as part of casting the spell. They'll show up no matter what. As part of this consequence, you may in the same action attempt a melee touch attack against the target. If it misses, the shackles still exist and you can try again.
If you hit, target must roll a Reflex save. Failure means the shackles latch on as intended. Failure means they're still in your hands and you can try again later. My basis is the line near the end of paragraph 1, "If you succeed at both attacks and both creatures fail their Reflex saving throws, you can cause the set of manacles to bind the targets together."
I think Reflex Negates refers to negating the binding effect rather than ending the spell outright. My basis for this is that Flaming Sphere is similarly 'Reflex Negates' but the Sphere keeps burning if the target makes their Ref save.
Casting this through your character's sword via Spellstrike probably results in the manacles appearing on top of the sword. If you hit and they fail their ref save, the shackles probably latch onto the opponent. If they succeed or your character misses, the shackles probably fall off the sword and hit the ground.
Thus it's probably wiser to use one's hand as the delivery mechanism for Shackle.
Thoughts on this interpretation?

Snakers |
I think it functions more like a touch spell, grasp and chill touch and all of that. If you miss, you still have the spell charged, but no shackles exist yet - I suppose it is kind of interesting regarding what happens if they make the save after the spell is discharged, but either way you aren't spellstriking with it again so it doesnt matter regarding sword or hand delivery.

Volkard Abendroth |

Aranel2000 wrote:Could you make a section in your guide for a Mythic Magus options, please?Well, you're in luck. I had some spare time and decided to look over the mythic options.
Mythic spells - As you're limited in how many of these augments you learn, most of them aren't worth it. Good augmentations include Color Spray's vastly increased area; Flesh to Stone's no-save stagger; Haste's free pounce for everyone; Heroism's double bonuses; and Shocking Grasp's free disarm. In addition, numerous blasting spells get a damage boost equivalent to (and stacking with) Empower Spell. From the mythic-only spells, the only one that stands out for a Magus is Borrowed Time, which further boosts your action economy.
If you're using Spell Blending to grab Mage Armor this works incredibly well as mythic. Mythic Haste is incredible for your entire group. Mythic Augmented Fly provides a very nice boost to AC, and Mythic Fire Shield provides a nice choice of immunity.
Mythic feats - Given how strong path abilities are, the prime choices here are Dual Path, Extra Path Ability, and Mythic Spell Lore (the same as Mythic Spellcasting). The mythic versions of regular feats tend to be lacklustre: either too situational or just not worth the cost. Feats worth considering after the three path feats include Empower Spell, Improved Initiative, Scribe Scroll, Spell Penetration, and Weapon Finesse.
Mythic Improved Critical is extremely powerful given most magi use a 15-20/x2 weapon. Combine with Critical Perfection and, eventually, Weapon Master to finish out with a 15-20/x5 critical profile. Legendary Weapon give access to Undetectable and Foe Biter: one renders you completely undetectable while using (greater) invisibility, the other double damage after all other modifiers. I.e. 2(1d6+xx/15-20/x5). Mythic Paragon puts you substantially ahead of the power curve if you have spells/path abilities/feats that scale with mythic tier.
I'll add these to the guide shortly, and discussion is welcome of course. HTH!
I look forward to it.

Volkard Abendroth |

Volkard Abendroth wrote:Mythic Improved Critical is extremely powerful given most magi use a 15-20/x2 weapon.The issue is that your spells do not benefit from the increased multiplier. Also, Weapon Master is a fighter archetype, how were you planning on getting that on your Magus?
The same place I get Critical Perfection. I play a kensai.
Personally, I never relied on Shocking Grasp to deal my damage. I focused on defensive/utility spells, Touch of Fatigue, and static damage modifiers. Getting a reliable x4 crit with good static damage modifiers usually gave me more sustained DPR than throwing a Shocking Grasp and hoping my opponent was not resistant to electricity and/or have spell resistance.
Not that I did not use the occasional Shocking Grasp or Vampiric Touch. I just did not rely on them.

![]() |

And of course there's the mythic paths.
Archmage is the most powerful mythic path, and a solid choice for a Magus. The most fitting arcana is Mage Strike; Arcane Surge is so ridiculously overpowered that I recommend not using it. For abilities, I suggest Abundant Casting, Coupled Arcana, Eldritch Breach, Flexible Counterspell with Spellbane Counterstrike, Mirror Dodge, and Shapeshifting Mastery.
Another good choice is trickster. Even without sneak attack, this path offers various useful dirty tricks. The main one is Fleet Charge; the most suitable abilities are Mirror Dodge, Path Dabbling, Transfer Magic, and Vanishing Move.
And then there's the marshal. For a leader-oriented Magus, this path offers good options for teamwork. The best marshal's order is Rally, and good abilities include Distracting Assailant, Heroic Block and Painful Gambit.
The others don't strike me as particularly impressive for a Magus, at least not compared to these three.

Volkard Abendroth |

And of course there's the mythic paths.
Archmage is the most powerful mythic path, and a solid choice for a Magus. The most fitting arcana is Mage Strike; Arcane Surge is so ridiculously overpowered that I recommend not using it. For abilities, I suggest Abundant Casting, Coupled Arcana, Eldritch Breach, Flexible Counterspell with Spellbane Counterstrike, Mirror Dodge, and Shapeshifting Mastery.
Another good choice is trickster. Even without sneak attack, this path offers various useful dirty tricks. The main one is Fleet Charge; the most suitable abilities are Mirror Dodge, Path Dabbling, Transfer Magic, and Vanishing Move.
And then there's the marshal. For a leader-oriented Magus, this path offers good options for teamwork. The best marshal's order is Rally, and good abilities include Distracting Assailant, Heroic Block and Painful Gambit.
The others don't strike me as particularly impressive for a Magus, at least not compared to these three.
Personally, I went dual path Archemage/Trickster. Vanishing Move + Undetectable is broken enough that we unanimously agreed to remove Undetectable from the game.

![]() |

Hm, that's basically a perfect defense, isn't it? Yes, that's pretty ridiculous. Something tells me Mythic wasn't playtested very well :)
In response to your earlier post, Legendary Weapon is a great choice (and in fluff, especially fitting for a Bladebound). Mythic Paragon looks better on paper than it actually is; I've found that most of the good mythic abilities aren't the ones that scale with tier. Improved Crit is great on a top-level kensai, but generally a Magus will have better choices than this one. The defense bonus on Fly is very good since you'll be flying all the time anyway; compared to that, the defense bonus on Mage Armor doesn't look so impressive.