
Reduxist |

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.
Decapitate and Kensai can also provide an additional crit multiplier, knocking that up to x7.

RickDias |

Got a silly question while we're talking about faith-specific stuff.
Can Dervish Dance be taken and used by people who don't worship Sarenrae? I'm presuming the answer is "yes" since I see nothing precluding it, but I don't have the book immediately handy to double-check. I know there have been some cases where the spell or feat text in a book has no restriction, but the chapter of the book it's in provides a broad restriction. For example, "the spells in this chapter are only able to be used by worshippers of this deity" (paraphrased)
For example, can a worshipper of Yuelral take Dervish Dance? The feat text doesn't preclude it, but does the chapter it's in have such a restriction?

RickDias |

Okay, in that case I have a few other questions!
First off, how truly necessary is it to have Wayang Spellhunter and/or Magical Lineage? There are other traits I'd like to pick up for flavor purposes. However, I have to wonder if one could do well in PFS play without a Magical Lineage Shocking Grasp and instead just do regular Level 2 Intensified Shocking Grasps instead. Is this one of those things that makes-or-breaks a Dex Magus where you just have to have it or TPKs will ensue because your character wasn't doing their job, or does the Magus get by without it?
(EDIT: Second question is revoked, turns out the paragraph right after what I was reading answers it. My bad.)

MrCharisma |

I'm a big fan of PREFERRED SPELL at level 5 for the Shocking Grasp Magus. If you go this way you don't really need Magical Lineage/Wayaing Spellhunter. You're not committing to a 2nd level spell-slot at the beginning of the day, you're just using one when it becomes necessary (and if it's necessary then you won't regret it). Intensified SG as a 1st level spell would still be an upgrade, but if you have another use for that trait then you can do that insted.
*For the record, Preferred Spell takes 2 feats to achieve. If you don't have 2 feats you could instead spend 1 feat on the ADITIONAL TRAITS feat. Now you can have your other traits and ML/WS.

RickDias |

Those are reassuring replies. Thank you! I think I'll sink those traits into building up some social abilities on my character design in that case... I think adding Diplomacy and Perform without taking Bard levels would be very fun and give them things to do besides 'hit enemy with scimitar or magic.'

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

I have to wonder if one could do well in PFS play without a Magical Lineage Shocking Grasp and instead just do regular Level 2 Intensified Shocking Grasps instead. Is this one of those things that makes-or-breaks a Dex Magus where you just have to have it or TPKs will ensue because your character wasn't doing their job, or does the Magus get by without it?
One of the reasons why I wrote this handbook is to show that the Magus is a very versatile class, and do not NEED any one particular trick to play an effective one. Indeed, you can play a Magus who doesn't even cast Shocking Grasp, ever (which should be a fun surprise for numerous PFS players). SG is a good trick, but by no means the only good trick.

Volkard Abendroth |

RickDias wrote:I have to wonder if one could do well in PFS play without a Magical Lineage Shocking Grasp and instead just do regular Level 2 Intensified Shocking Grasps instead. Is this one of those things that makes-or-breaks a Dex Magus where you just have to have it or TPKs will ensue because your character wasn't doing their job, or does the Magus get by without it?One of the reasons why I wrote this handbook is to show that the Magus is a very versatile class, and do not NEED any one particular trick to play an effective one. Indeed, you can play a Magus who doesn't even cast Shocking Grasp, ever (which should be a fun surprise for numerous PFS players). SG is a good trick, but by no means the only good trick.
My bladebound kensai rarely, if ever, used Shocking Grasp, and never took any metamagic feats. His focus lay elsewhere and I seldom had cause to regret it.

Volkard Abendroth |

RickDias wrote:...I have this odd feeling that Pathfinder 2.0, just recently announced, will kind of put the kibosh on all this anyway. It was fun while it lasted, though.Can you give a URL to the announcement? Everything I have read says no 2.0 in the immediate future.
The Paizo front page, the playtest forums, the most recent blog post ...
It looks like they are using the Revised Action Economy rules from Unchained, which renders the Magus DOA unless there is significant revision.

Chess Pwn |

Saint Bernard wrote:RickDias wrote:...I have this odd feeling that Pathfinder 2.0, just recently announced, will kind of put the kibosh on all this anyway. It was fun while it lasted, though.Can you give a URL to the announcement? Everything I have read says no 2.0 in the immediate future.The Paizo front page, the playtest forums, the most recent blog post ...
It looks like they are using the Revised Action Economy rules from Unchained, which renders the Magus DOA unless there is significant revision.
More than that the magus won't exist on launch unless it's an archetype for a core class.

Moonheart |
I'm toying currently a lot with the Magus Spiritualist archetype "Phantom Blade" which is a mix between the Mindblade, Esotric and Bladebound magus, except the spell list is quite weaker (no Shocking Grasp, no Blade Rush... sigh)
This is quite original however, because you can do silly things that the true Magus cannot do to the weird combination of unarmed bonus, spell combat, blackblade and weapon morphing...
I felt to share a small story about it:
-----
I started the combat using Spell Combat for Ghoul Touch, and took a 5ft step to punch a target in the face with my monk-like fists.
The target failed its saving throw and became paralyzed, so the second turn, I had an idea and manifested the blackblade in form a Scythe with a swift action, to perform a Coup de Grace, scoring an automatic x4 critical hit (yes, this is not the best move possible here, a paralyzed creature being no treath anymore, but I couldn't resist the fun of the idea)
But the third turn, I had that scythe in hands... then wondered myself what to do with that it, since didn't truly pick any feat to make it efficient.... so, I though "oh, well..." and used the ectoplasmic pool points to give it the "Throwing" property, and litteral throwed it in the face of a second enemy... and since I was at it, I used Spell Combat to cast a Shield on myself.
Then, I used the Quick Recall to return the weapon in my character's mind to recover its power into his fists, and thrown another Spell Combat/Spellstrike on the foe that charged me...
-----
My party was all... "huh, what the heck is that??? lol" and my DM was actualy saying "huh, let me take some medicine for my headache, I don't even know if this is legal or not anymore"
So, I wanted to ask a few questions, and since it's Spell Combat-relevant and kinda something a Mindblade could do too, I'm going to ask it here:
1- Can use use Spell Combat to perform a Spellstrike, then use a swift action to manifest a 2-handed Mindblade, and perform the rest with of the full-attack round with that 2-handed weapon?
2- If you use a weapon that you can throw, can you start your full-round action with a spellstrike, than the end of your full-round action with a ranged attack, throwing the weapon?
3- Can you actualy decide to use Spell combat to cast a spell as the LAST attack of your full-round action? Like, doing all the normal attacks of full-round attack action, then at the end True Strike to prepare the next round move?
4- Actualy, touch attacks rules state that if you didn't deliever the charge of a touche spell, you can retain the charge to deliever it later... does it means that the extra attack of Spellstrike miss, you can still deliver the effect of the touch spell with the next hit of your full-round attack ?

MrCharisma |
1 person marked this as a favorite. |

Well, I do have a hand free when I cast the spell, the 2h weapon appear after that, so... it's a bit complicated to see if it works or not the way Spell Combat is described.
Using that logic a player could say:
1. I cast shocking Grasp as part of spell-combat*2. I use a free action to switch my grip to 2-handed
*3. I deliver the free
4. I deliver the rest of my attacks for spell-combat
(*swapping steps 2 and 3 may seem less cheezy but it's basically the same thing)
The answer is:
You have to have 1 hand free for the entire full-round action.
The MINDBLADE archetype gets a special ability that allows them to use spell-combat with a 2-handed weapon:
At 13th level, a mindblade can manifest two psychic weapons with the same action. She must pay the cost for both weapons. Also, when wielding a weapon two-handed, she can use her spell combat ability as though she had a hand free.
This ability replaces heavy armor.
... So after level 13 sure that works.

MrCharisma |

1- Can use use Spell Combat to perform a Spellstrike, then use a swift action to manifest a 2-handed Mindblade, and perform the rest with of the full-attack...
Just to clarify this as well, you don't need "Spellstrike" to deliver a touch spell with an unarmed/natural attack. Obviously won't matter much with this character, but it might help in the future knowing that you can "Spell-punch" someone as any class in the game.
GRICK'S GUIDE TO TOUCH SPELLS in case you're interested in a refresher.

Moonheart |
Just to clarify this as well, you don't need "Spellstrike" to deliver a touch spell with an unarmed/natural attack. Obviously won't matter much with this character, but it might help in the future knowing that you can "Spell-punch" someone as any class in the game.
It does matter, not to deliever the spell itself, because it actually transform the free touch action you get from casting the touch spell into an extra unarmed attack.
Thanks for the link, anyway, it cannot harm to have such a refresher.---
For the former question, I do think you're right about the intent of the rule.
It just mix truly weirdly with psychic magic that the Mindblade and the Phantom Blade use, because psychic magic to not use hands to cast spells, so.... why exactly Spell Combat still need a free hand to work with psychic magic... that's the true mystery for me.
Won't prevent me to have fun with the archetype however, because Magus-like characters brings so much fun combos... and in some way, the Phantom Blade brings even weirder ones :)
I'm thinking to do the Scythe-manifestation-coup-de-grace again later... but with the Divine Fightning Technique added on top of it.
I also want to mess once with a foe, casting Jaleous Rage on him, then starting to whack his allies with Virtue Spellstrikes. ;)

UnArcaneElection |

It may take some modifications following playtesting to get the magusoid workable though, so make sure you sign up if you want to remain unworried.
I wonder if this will act as a true Magusoid, or more like an Eldritch Knight (which is not bad, but not the same thing). Although if you rely mainly on spells that give multiple Spellstrikes per casting (like Chill Touch and Frostbite), so that you only infrequently need Spell Combat, this would hurt a lot less.

MrCharisma |

MrCharisma wrote:Just to clarify this as well, you don't need "Spellstrike" to deliver a touch spell with an unarmed/natural attack. Obviously won't matter much with this character, but it might help in the future knowing that you can "Spell-punch" someone as any class in the game.It does matter, not to deliever the spell itself, because it actually transform the free touch action you get from casting the touch spell into an extra unarmed attack.
Oh yeah totally overlooked that =P
If you're having trouble imagining why you can't cast still/psychic spells without using your hand, remember that "Spell-Combat" is "two weapon fighting" but for casters. it's a specific technique that requires you to cast a spell from one hand while using a weapon with the other. Whether you're using somatic components or not, the spell comes out of your hand.
(If you're still having trouble after that remember that this rule was put in place for balance reasons rather than realism ones, so it doesn't have to make sense =P )

PossibleCabbage |

More than that the magus won't exist on launch unless it's an archetype for a core class.
Eventually the plan is to reintroduce every PF1 class in PF2, but the core is just going to be the current core plus the Alchemist, but since they'll bring back all the classes I doubt "Magus" is gonna be an archetype of anything. Magus is going to end up looking a bit different since now everybody is able to cast a spell (which might grant an attack) and also attack in the same round.

UnArcaneElection |

Moonheart wrote:MrCharisma wrote:Just to clarify this as well, you don't need "Spellstrike" to deliver a touch spell with an unarmed/natural attack. Obviously won't matter much with this character, but it might help in the future knowing that you can "Spell-punch" someone as any class in the game.It does matter, not to deliever the spell itself, because it actually transform the free touch action you get from casting the touch spell into an extra unarmed attack.Oh yeah totally overlooked that =P
{. . .}
Speaking of Touch Attacks, the Accurate Strike Magus Arcana lets you resolve your melee weapon attacks as Touch Attacks. This is really good if you can do a Combat Maneuver, or especially a Greater Combat Maneuver on a melee weapon attack, such as a Shield Slam (updated Tank Magus build) (and Combat Reflexes makes it even better).

![]() |
I'm actually surprised that, for all the classes initially appearing in Pathfinder 2.0, Paizo has not chosen a magical warrior / gish class (such as the Magus, but could also be the warpriest or bloodrager or whatnot). That's the primary archetypical character that core classes have never covered.
I was actually disappointed they didn't include the Magus. I rarely see Alchemist builds on the Advice forum, but multiple Magus builds. I have a sneaking suspicion the Alchemist was a "developer favorite".

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

Yes, we could certainly lobby for the Magus (or failing that, a gish archetype of some kind). Please join this thread.

UnArcaneElection |

I am starting to wonder if Cantrips are going to be relabeled as 1st level spells instead of 0th level spells.
Buried somewhere in the threads about Pathfinder 2nd Edition, I saw that Cantrips(*) will still be 0 level spells, and non-Cantrip spells will go all the way from 1st level to 10th level. I don't know exactly what they're doing, but I was already myself thinking about how some spells should be level-bumped but not simply eliminated, and was thinking of some extra spell levels to make room for that, so maybe they're thinking the same thing, although I'm not convinced that just 1 more level is enough.
(*)Replace with Orisons or Knacks as needed for the corresponding spellcasting family.

Saint Bernard |

Thanks for the suggestions!
Nimble armor is a good find. Nimble elven chain is +5 AC / +6 dex, and is a lot cheaper than celestial armor (+4 AC / +8 dex). I don't think that a silk bodysuit is compatible with a material that requires leather, fur, or hide, though.
I just found the reference for nimble armor. The downside of nimble elven chain is it adds 5 lbs to the weight, so nimble elven chain weights 25 lbs instead of normal 20 lbs. Of course, if you have a dexterity of 22 and want to wear elven chain then nimble is the way to go. Going from +6 AC /+4 dex to +5 AC / +6 dex is worth the extra weight and cost.

![]() |

Since the question comes up a lot, I've added a section on adventuring with a low strength score. Turns out that it's entirely feasible to play a melee combatant with an 8 or 10 strength, assuming Weapon Finesse.
Also, added Liquid Glass and Alabaster Trapping from Merchant's Manifest; basically every melee build is going to want both of these.
I'll keep an eye out for the playtest, but from the news so far looks like we won't see any Magus until the non-core books for P2 come out, which I estimate to be in 2020.

Silas Hawkwinter |

Suppose you wanted to build a magical assassin for a homebrew political intrigue game (starting around say level 5), could you build a good one using the Magus or one of the pseudo Magus archetypes? Stealth and bluff would be important, as would a strong nova. I know you can pick up stealth with a trait, and cast invisibility but suppose I wanted to double down on stealth, would I regret the opportunity cost of Eldridge Scion & Eldridge Heritage: Umbral? Or what about optimizing for the moonlight stalker feat chain? I'm not sure if the Magus gets them but there are spells that make darkness the caster can see through. Flavour is as important as crunch but I don't want to neglect crunch :) Thx!

![]() |

Suppose you wanted to build a magical assassin for a homebrew political intrigue game (starting around say level 5), could you build a good one using the Magus or one of the pseudo Magus archetypes?
Yes, you could. I suggest the Cunning Liar trait (bluff using intelligence), and the Fey Thoughts racial ability (for various races; add either bluff or stealth as a class skill). Dex-based, of course. The mindblade archetype makes you a psychic caster, meaning your spells are harder to detect.
I would normally recommend Eldritch Scion for this, but its main downside is lack of skill points, and in a political campaign that sounds problematic. I don't think Eldritch Heritage Umbral is worth two feats, and Weapon Focus + Weapon Spec are easier than Moonlight Stalker. Rather, use spells for your nova.
Don't overlook the utility of Silent Image and Unseen Servant in political situations, and the spell Assumed Likeness to boost your social skills. And you probably want a familiar with this. HTH!

![]() |

My PFS half-elf strength magus is coming up on 3rd level. I have not really concentrated on critical fishing with shocking grasps. Debating between weapon focus (to set up for weapon specialization later) or arcane strike for my feat. Do you have any recommendations of what would be a better feat.
You have lots of uses for your swift action each turn, so you only rarely have one to spare for arcane strike. So WF is better.
That said, WF/WS isn't very good either. I'd recommend a good mobility feat instead, like Lunge or Step Up.

Saint Bernard |

Saint Bernard wrote:My PFS half-elf strength magus is coming up on 3rd level. I have not really concentrated on critical fishing with shocking grasps. Debating between weapon focus (to set up for weapon specialization later) or arcane strike for my feat. Do you have any recommendations of what would be a better feat.You have lots of uses for your swift action each turn, so you only rarely have one to spare for arcane strike. So WF is better.
That said, WF/WS isn't very good either. I'd recommend a good mobility feat instead, like Lunge or Step Up.
I will take a look at both Lunge and Step Up.

Ouachitonian |

Two questions for a build I'm working on:
1) Given ABP, is Bladebound still worth it? Seems like the interaction there would be..weird, at best.
2) For an elf, is Arcane Focus or Overwhelming Magic better? I'm going Kensai, so losing weapon proficiencies is no big deal. Arcane Focus is generally held in higher regard, but seems like it might be redundant given how good Magi are at defensive casting, and Spell Focus does open up some options...

![]() |

1) Given ABP, is Bladebound still worth it? Seems like the interaction there would be..weird, at best.
The interaction isn't weird: the bonuses simply do not stack. That said, Bladebound does get the enhancement bonuses earlier than ABP does, and it has several other benefits and pretty low cost; so yes it's still worth it.
2) For an elf, is Arcane Focus or Overwhelming Magic better?
Since most of your spells don't give saving throws, AF is better. I'm not sure what "other options" for Spell Focus you're referring to.

Ouachitonian |

It seems like kind of a waste to have two sets of scaling bonuses that don't stack. I guess you could put the ABP bonuses on a backup weapon or something.
Mostly just things like Spell Specialization, Varisian Tattoo, etc that have Spell Focus as a prerequisite. Magi can always use an extra feat or two, and taking OM gives you a jump on that.