Myrrh, Frankincense, and Steel: Kurald Galain's Guide to the Magus


Advice

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Yeah, the price is pretty steep (although I have a solid amount of Pool points, you can never have too many). I don't have Step Up (although I do sub it in via Tactical Adaptation pretty often) so a quick move and they get away scot-free.

I appreciate the feedback, I might have to rethink my plan..

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Kurald Galain wrote:
That's a pretty risky move. Greater Teleport has a concentration DC of 29; most outsiders cannot consistently pull that off when threatened (for instance, a Vrock has +15 to concentrate, so only a 35% chance). And they want to do that when they're just a couple hits from dying? Doesn't sound like a great plan.

The concentration DC on spell-likes is often overlooked. Sure, the creature may have early access to a high level spell-like (and sometimes at a lower CL then would normally be needed to cast it)... but can they actually use it when threatened?

A Vrock has a chance to cast that greater teleport, a Accuser Devil really doesn't (+9 concentration, DC 29 greater teleport).


Hey everyone,

Do not want to spam this thread with specific advice, but all the Magus masters are here, so I am coming here for two reasons:

1) Kurald, what an amazing guide indeed. I have to admit I always hesitated a LOT to play a Magus - was a bit concerned about the complexity of the class, and that I would never be able to master its ins and outs. On the one hand, your guide has helped me brave this hesitation, and on the other hand it has been a great source of help for making decisions when playing such a versatile class;

2) Specific character advice (if I am in the wrong thread, and should create one specifically for this request, just let me know and I will take my business elsewhere): I have a level 4 character (Ranger1/Magus (Hexcrafter) 3) who is expected to be at the forefront of the group more often than not (yes I dipped Ranger for access to specific trained skills and a few extra skill points, I know...) - much as a tank/frontliner. For a brief crunch:

----------

STR18, DEX14, CON14, INT14, WIS10, CHA8

Race: Half Orc
Traits: finding Haleen (was just too good to pass on), Fate's Favored (has been an amazing help in shoring up his saves, even if not optimal for a Magus)

Arcana: Familiar (Protector)

Feats: Arcane Strike, Power Attack

----------

For now he has been lucky in his 'role', having grabbed a Ring of Protection +2, being able to cast Shield (from a wand) before almost any fight, and getting a decent mileage off the Bodyguard AC Aid from his Familiar. He has just come across a +1 Chain shirt, so that will make for a decent upgrade from his very basic lamellar leather armor. His weapon of choice at the moment is a +1 Morning Star (love just how versatile it is with B and/or P damage, and the fact I can dual wield it for extra oomph when needed).

He has just turned level 5, thus gaining an Hex Arcana - I was planning on grabbing Flight because it just seems so good. Does this sound like a good option?

What I am really stumped on is the Feat choice - I am hesitant between more basic stuff that may help me as a tank/frontliner, like Dodge or even Toughness. My other avenue would be something along the lines of Extra Arcana, which opens even more choices and options - I was considering one of Flamboyant Arcana (good for tanking?), Wand Wielder, or Arcane Accuracy, or... Somwething else? :P

Another option I have been considering is Additional Traits for Magical Lineage (Frostbite) and something else - this would be a sort of advanced plan for Rime Spell in the future. I do hesitate somewhat in focusing too much in one spell, because if then I find someone Cold resistant, Frostbite becomes irrelevant.

I know many of my choices are not the 'optimal' for a Magus, but I wanted to build a strong, versatile character, but not a 'nova-type' one :)

So what do you say guys? For the expected role, and with this chassis as a base, what options do you think might be good at level 5 (and in the future)?

Thank you!

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Albion, The Eye wrote:
1) Kurald, what an amazing guide indeed. I have to admit I always hesitated a LOT to play a Magus - was a bit concerned about the complexity of the class, and that I would never be able to master its ins and outs. On the one hand, your guide has helped me brave this hesitation, and on the other hand it has been a great source of help for making decisions when playing such a versatile class;

Thank you! Happy to help :)

Regarding your questions, I'd say Fate's Favored is rather amazing (IF you get a luck bonus from your race or bloodline). Flight is really really good, and most melee classes don't get it until several levels later. Dodge and Toughness aren't very impressive though; I'd go with either Flamboyant or Accuracy. Note that Frostbite is good even without Rime Spell (although yes, some critters are immune to it).


Thank you Kurald!

I just read your suggestion of Ice Plant on Hexcrafter - flat +2 natural AC seems pretty solid also for a frontliner Magus.

But the Flamboyant Arcana Parry and Riposte mean the chance to completely avoid an attack, which feels brutal. My only doubt is - won't it just deplete the Arcane Pool in a heartbeat?

I also really like Accuracy, since I am feeling my to-hit numbers are not as strong as I expected, to be honest.

Decisions, decisions...


I'm back but not with my Octupus Magi but to ask questions on a theory build; the Golemfist

1) Generic first question; What are people's thoughts on the archetype?

2) How does Flurry of Blows work with Spell Combat?

3) Thoughts on Nanite Strike on top of the Unarmed Combat?

As a bit of a brain exercise I am trying to come up with a class for EVERY AP and I think this archetype would really fit Iron Gods


The Golemfist - actually called the JISTKAN ARTIFICER (but the name's copyrighted or whatever)

1) It's the best of the Unarmed Magus archetypes by far.

2) I think it doesn't? Might have to check that though.

3) Sounds alright. I prefer mixing with the HEXCRAFTER archetype and taking the HEX STRIKE feat for an all day debuff that you can spam on every enemy you see. Hexes also help offset your reduced spells per day.

And yes, this is my backup character for Iron Gods.


MrCharisma wrote:


3) Sounds alright. I prefer mixing with the HEXCRAFTER archetype and taking the HEX STRIKE feat for an all day debuff that you can spam on every enemy you see. Hexes also help offset your reduced spells per day.

And yes, this is my backup character for Iron Gods.

That is clever, I like that. Any particular Hex you are thinking of considering the amount of mind affecting immune constructs in that AP?


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Minigiant wrote:
MrCharisma wrote:


3) Sounds alright. I prefer mixing with the HEXCRAFTER archetype and taking the HEX STRIKE feat for an all day debuff that you can spam on every enemy you see. Hexes also help offset your reduced spells per day.

And yes, this is my backup character for Iron Gods.

That is clever, I like that. Any particular Hex you are thinking of considering the amount of mind affecting immune constructs in that AP?

misfortune.


Misfortune.

My main hexes are Misfortune, Protective Luck, Soothsayer (to pre-buff with Protective luck) and Flight.

I also have Swamp's Grasp, but you might not need that. My current character (a Bloodrager) is the only front-line character in the group and his main job is to stop enemies getting to his allies. Swamp's Grasp would give me an all-day battlefield control Hex that I can use to give my allies time to prepair/cast/shoot ... assuming my new character would be in the same party (eg. I die but nobody else does).

Then for Feats I have Hex Strike and Accursed Hex (to help Misfortune land against serious baddies).

I also recommend Spell Blending: Resist Energy for this AP, all the tech weapons deal energy damage. If you can wait till level 7 to get it you can get 2 spells, I'm thinking Heightened Awareness.

Oh and the Shielding Arm arcana from the archetype pairs well with the Arcane Redoubt arcana (Shield bonus counts to Touch AC for 1 round). I haven't tried it, but the number of weapons that target touch AC make this more valuable than it otherwise would be. It still might end up too expensive though.

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Minigiant wrote:
1) Generic first question; What are people's thoughts on the archetype?

It's better than the other unarmed Magus archetypes, but still not great (mainly due to diminished spellcasting). Unless it's for flavor reasons, I'd take regular Magus with the IUS feat.

Quote:
2) How does Flurry of Blows work with Spell Combat?

It doesn't.

Quote:
3) Thoughts on Nanite Strike on top of the Unarmed Combat?

Usage per day depending on your charisma, and DC depending on your sorcerer level? Yeah, I think you can find a better debuff, such as the Enforcer feat.


MrCharisma wrote:


3) Sounds alright. I prefer mixing with the HEXCRAFTER archetype and taking the HEX STRIKE feat for an all day debuff that you can spam on every enemy you see. Hexes also help offset your reduced spells per day.

I don't think the archetypes stack because they both alter arcana


Diminished spellcasting seems to hit out of combat utility more than combat ability. You can usually find a way to have enough combat spells, but it's at the expense of having a free slot to prepare spells in or similar. The Jistkan artificer can punch very nicely but is less likely to have unseen servant or animal aspect or whatever to do something other than punch.

& I have to agree with Minigiant that hexcrafter and Jistkan artificer both add options to magus arcana and therefore don't stack - unless your GM is kind.


Minigiant wrote:
MrCharisma wrote:
HEXCRAFTER // JISTKAN ARTIFICER
I don't think the archetypes stack because they both alter arcana

Dangit, you're right.

Jistkan Artificer was for the flavour (which I love for Iron Gods), but it's basically a straight downgrade from the regular Magus. Hexcrafter was to bring it back to being viable ... I'll ask my GM.

avr wrote:
Diminished spellcasting seems to hit out of combat utility more than combat ability.

I think that can go either way. You could use those spell-slots for in-combat or out-of-combat spells, but either way you have less of them. You're either sacrificing combat prowess or utility.

My idea with the Hexes is that they'd carry some of that weight. If I can Misfortune enemies every combat and use Protective Luck on my allies every combat then I don't have to prepare those debuff/defensive spells and can prepare some of the utility options. The Healing hexes and Flight hex do the same thing in different ways, with Flight being perhaps the most useful hex for a Magus.

I COULD do this with artificial limbs (which are a part of Iron Gods), but I liked the Golem Arm being a more important part of the character than just a bonus to my CMD.


MrCharisma wrote:
Minigiant wrote:
MrCharisma wrote:
HEXCRAFTER // JISTKAN ARTIFICER
I don't think the archetypes stack because they both alter arcana

Dangit, you're right.

Actually maybe not:

Rules wrote:
In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as “weapon training I, II, III, or IV”) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can’t take that archetype with an archetype that alters or replaces any of the sub-features.


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Minigiant wrote:
MrCharisma wrote:
Minigiant wrote:
MrCharisma wrote:
HEXCRAFTER // JISTKAN ARTIFICER
I don't think the archetypes stack because they both alter arcana

Dangit, you're right.

Actually maybe not:

Rules wrote:
In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures.

I think it doesn't work.

The BLADEBOUND and KENSAI stack dispite both replacing arcana, but that's because they replace specific arcana, and they replace different ones (Bladebound = 3rd, Kensai = 9th).

The problem here is that the Jistkan Artificer and the Hexcrafter both add options to the list of arcana I can choose, so they're both altering the same list. It might be arguable if it was only the Golem Arm arcana vs Hexes (swapping arcana for hexes isn't exactly the same as extra arcana options), but Hexcrafter also gives the option of the "Accursed Strike" arcana.

Either way I've emailed my GM. Personally I'd allow it and I hope my GM does, but I think by RAW it's not allowed.


What about a Golemfist Hexcrafter Dirty Tricker

1 (Class) - Unarmed Strike
1 (Human) - Enforcer
1 (Level) - Dirty Fighting
3 (Level) - Improved Dirty Trick
5 (Level) - Rime Spell
5 (Bonus) - Hex Strike
7 (Level) - Kitsune Style
9 (Level) - Kitsune Tricks
11 (Level) - Greater Dirty Trick
11 (Bonus) - Quick Dirty Trick
13 (Level) -
15 (Level) - Dirty Trick Master
17 (Level) -
17 (Bonus) -
19 (Level) -

Arcana & Hexes

3 - *Empowered Arm*
4 - Misfortune
6 - Maneuver Mastery: Dirty Trick
9 - Shielding Arm
12 - Flurrying Arm
15 -
18 -

It is feat, arcana, and hex starved but it is the first draft. I would of course love to add the Soothsayer-Protective Luck-Cackle Combo but haven't the foggiest idea on where to squeeze that in


Minigiant wrote:

What about a Golemfist Hexcrafter Dirty Tricker

1 (Class) - Unarmed Strike
1 (Human) - Enforcer
1 (Level) - Dirty Fighting
3 (Level) - Improved Dirty Trick
5 (Level) - Rime Spell
5 (Bonus) - Hex Strike
7 (Level) - Kitsune Style
9 (Level) - Kitsune Tricks
11 (Level) - Greater Dirty Trick
11 (Bonus) - Quick Dirty Trick
13 (Level) -
15 (Level) - Dirty Trick Master

I like the theme, but I'd get Quick Dirty Trick as early as possible (level 9). The ability to Spell-Combat with a Dirty Trick thrown in is going to give more benefit than the bonuses from Greater Dirty Trick in my opinion.

I'd love to get Kitsune Tricks by then as well, but it's hard to see what you'd drop to get it.

Minigiant wrote:
It is feat, arcana, and hex starved but it is the first draft. I would of course love to add the Soothsayer-Protective Luck-Cackle Combo but haven't the foggiest idea on where to squeeze that in

Cackle is a trap option for the Hexcrafter Magus.

The reason I went Hex-Strike (Misfortune), and Protective-Luck + Soothsayer is because they don't take combat actions. There will be times when taking a move action to extend a (de)buff could be the right thing to do, but if it's coming up enough that you're spending an arcana on it then you should probably be playing a Witch (or Shaman/etc).

Your full-round actions are valuable, avoid options that get in the way of them. Quick Dirty Trick, Hex Strike and Soothsayer are great for a Magus.


MrCharisma wrote:

I like the theme, but I'd get Quick Dirty Trick as early as possible (level 9). The ability to Spell-Combat with a Dirty Trick thrown in is going to give more benefit than the bonuses from Greater Dirty Trick in my opinion.

Precisely what you said:

MrCharisma wrote:
I'd love to get Kitsune Tricks by then as well, but it's hard to see what you'd drop to get it.

Quick Dirty Trick is probably more useful at 9 instead of Tricks though. No easy way of both by 9 though. Originally I wanted both by 12 to work with Flurrying Arm but the Brand Spell Combat may mean it is never worth it.

Perhaps I don't need Rime Spell. Hear me out. The combo is Frostbite for the Nonlethal to trigger Enforcer. Unarmed can do that. Perhaps another spell can fill the roll of Frostbite and Rime Spell, in terms of multiple debuffs? Just spitballing at the moment as I don't know all the Curse spells available from Hexcrafter

MrCharisma wrote:

Cackle is a trap option for the Hexcrafter Magus.

Good spot. 100% agree with your reasoning

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Minigiant wrote:
Perhaps I don't need Rime Spell. Hear me out. The combo is Frostbite for the Nonlethal to trigger Enforcer. Unarmed can do that. Perhaps another spell can fill the roll of Frostbite and Rime Spell, in terms of multiple debuffs?

Sure; you can use Chill Touch (for its strength penalty) or a Cruel weapon for another debuff. There's not a lot of useful Curse spells in the game, other than Brand and Bestow Curse (outside of flavor reasons, that is). Rime Spell is more of an "insult to injury" feat.

And yeah, don't cackle on a Magus.


Actually moving Rimes spell back is a good idea. It's a nice debuff, but adding 2 Dirty Trick conditions as part of Spell Combat is probably better. Also if you're delaying Rime Spell till post level-10 you can probay ignore the Magical Lineage shenanigans as by this point you have more 2nd level spells to spare.

What could you do with the extra trait?


MrCharisma wrote:


What could you do with the extra trait?

Arcane Temper is my favourite melee caster trait

Bred for War for the dirty tricks
Martial manuscript if you plan to take Sharpened Arm
Bladed Magic to boost arcane pool to somewhat compensate for lack of spells
Reactionary is bread and butter especially as there is no room for Improved Iniatitive


MrCharisma wrote:

Actually moving Rimes spell back is a good idea. It's a nice debuff, but adding 2 Dirty Trick conditions as part of Spell Combat is probably better. Also if you're delaying Rime Spell till post level-10 you can probay ignore the Magical Lineage shenanigans as by this point you have more 2nd level spells to spare.

What could you do with the extra trait?

Another option is to move Hex Strike to later when you can pick up the Agony Hex


Kurald Galain wrote:
Sure; you can use Chill Touch (for its strength penalty) or a Cruel weapon for another debuff.

Unfortunately the Golemfist cannot have a Cruel "arm" but Chill Touch is a good idea. Despite the name though it does not work with Rime Spell, so what other metamagic feats could synergise?


Minigiant wrote:
Another option is to move Hex Strike to later when you can pick up the Agony Hex

The Agony hex is great, but not so great in Iron Gods - that fort-save vs constructs.

Also, I obviously love the flavour of the Golem Arm (I've got it basically statted out already), but if ever there was an AP to play a cookie-cutter Kensai this would be it.

Generic enemy spoilers for Iron Gods:

Robots are vulnerable to electricity so Shocking Grasp is extra effective.

Robots are vulnerable to critical hits, so a crot-focused build would be extra effective.

There are a lot of weapons that target Touch-AC, so your armour does less and the INT-to-AC is extra effective.

Or obviously an Eldritch Archer would play well with Lasers.

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Minigiant wrote:
Unfortunately the Golemfist cannot have a Cruel "arm" but Chill Touch is a good idea. Despite the name though it does not work with Rime Spell, so what other metamagic feats could synergise?

I think Enforcer + Hex Strike + two dirty tricks should be plenty to keep the enemy from doing anything useful :)


Yeah I'm honestly pretty impressed with the debuffing potential there Minigiant. It took a LOT of feats, but when it comes online it's absolutely brutal.

One thing to remember: That many debuffs is going to be hell for your GM. Make sure YOU can track them so the GM doesn't have to: "That enemy tales a -4 on this attack roll and has to roll twice"

Also give the GM a rundown on all the debuffs you'll inflict before you bring this character to the table. You want the GM to know you're not making things up so that when you say: "actually you take ..." the GM just believes you and doesn't feel the need to ask for specifics.


1 (Class) - Unarmed Strike
1 (Human) - Enforcer
1 (Level) - Dirty Fighting
3 (Level) - Improved Dirty Trick
5 (Level) - Kitsune Style
5 (Bonus) - Hex Strike
7 (Level) - Kitsune Tricks
9 (Level) - Quick Dirty Trick
11 (Level) - Greater Dirty Trick
11 (Bonus) -
13 (Level) -
15 (Level) - Dirty Trick Master
17 (Level) -
17 (Bonus) -
19 (Level) -

Arcana & Hexes

3 - *Empowered Arm*
4 - Misfortune
6 - Maneuver Mastery: Dirty Trick
9 - Shielding Arm
12 -
15 -
18 -

The debuffs will be:

1 - Enforcer
2 - Chill Touch
3 - Dirty Trick #1
4 - Dirty Trick #2
5 - Hex Strike - Misfortune
6 - Metamagic - Sickening Spell/Deafening Spell?


That's a lot of debuffs.

If this is for Iron Gods then remember that Robots will be immune to a lot of those (Enforcer, Chill Touch, Sickening Spell, maybe Thundering Spell), but your Dirty Tricks and Misfortune will work.


MrCharisma wrote:
That's a lot of debuffs.

7 - Spell Trickery? - Unfortunately it does not stack with Hex Strike but it can just be another tool

Any idea what illusion or Enchantment could be good?

Traits:

Exile
Bred for War
Bruising Intellect


Minigiant wrote:
MrCharisma wrote:
That's a lot of debuffs.
7 - Spell Trickery?

I'm not a huge fan of 1/day abilities.

Having said that the QUICKEN MAGIC arcana is the one I think actually is worth it. Spell Trickery is basically a second version of that (albeit with some restrictions).

If you can get some good illusion spells on your list it could be a good idea, but I'm probably not the Illusion/Enchantment expert to ask.


I'd go with Blur/Displacement or Vanish/Invisibility/Greater Invisibility for defensive spells.

Offensively: Phantasmal Killer or Tactical Acumen


kadance wrote:

I'd go with Blur/Displacement or Vanish/Invisibility/Greater Invisibility for defensive spells.

Blur, Displacement OR Mirror image was my first thought too. Especially useful versus multiple enemies by effectively debuffing them all at once (True Seeing not withstanding)

I had not considered Invisibility stuff though, that could be a good idea


Yeah I think having all those as options is a good idea.

I feel like Blur and Mirror Image are unlikely candidates for a 1/day quicken, but it could be useful in an emergency. Displacement or Greater Invisibility I could see since their durations prevent them from being pre-cast.


MrCharisma wrote:

Yeah I think having all those as options is a good idea.

I feel like Blur and Mirror Image are unlikely candidates for a 1/day quicken, but it could be useful in an emergency. Displacement or Greater Invisibility I could see since their durations prevent them from being pre-cast.

I think the real beauty of Spell Trickery is that you can still taked Quickened Magic. Giving you two swift action spells per day.

I am not sold on Shielding Arm at 9 to be honest. Haste is probably better.


Haste is better, but it's also a spell on the magus spell list. You don't necessarily need an arcana to get it. Also shielding arm is the prereq to break spell which is nice due to the action economy. Possibly even nice enough to get combat reflexes too.

Swift actions aren't free to any magus, including yours. You need one to enchant your arm most combats, and another each time you use hex strike.


Minigiant wrote:
I think the real beauty of Spell Trickery is that you can still taked Quickened Magic. Giving you two swift action spells per day.

Oh absolutely. Having 2 quickened spells per day without increasing their spell level (or prepairing them as quickened) is huge. 100% agree.

Minigiant wrote:
I am not sold on Shielding Arm at 9 to be honest. Haste is probably better.

I have to agree with avr here. Shielding Arm saves you a swift action and a spell slot (Shield), and potentially Arcane Pool points (Spell Recall). It's a basically always on +5 AC (and at level 19 it IS always on).

Also the Break Spell arcana looks pretty good to me.

HASTED ASSUALT certainly isn't a bad Arcana (who doesn't love a swift action Haste?) but it only targets you, making it less good than the Haste spell ... significantly less good. I'd almost always prefer to spend the action casting the spell and buffing my allies.

Also: BOOTS OF SPEED basically do it better.


avr wrote:
Also shielding arm is the prereq to break spell which is nice due to the action economy. Possibly even nice enough to get combat reflexes too.

I totally missed that it's an AoO, I thought it was an Immediate Action ... real good.

I'm tempted to try adding Deflect Arrows and Flamboyant Arcana just so I can block everything ... I probably won't =P


MrCharisma wrote:


Also the Break Spell arcana looks pretty good to me.

Maybe I am underestimating how many blasters I would face. It effectively only attempts to block ranged touch attacks.

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The issue with Spell Trickery is that if you want a defensive illusion, you probably want it (1) in the first turn of combat, when you also want to spend your swift on enchanting your weapon; and (2) even when your dirty trick does not connect.

Given that hex strike is also a swift, are you sure you will end up using this?


Minigiant wrote:
MrCharisma wrote:

Also the Break Spell arcana looks pretty good to me.

Maybe I am underestimating how many blasters I would face. It effectively only attempts to block ranged touch attacks.

True, but it will block those well. Most really dangerous spells will come from full-casters, who likely have a lower to-hit roll than you do, so you stand a high chance of blocking them. This also only costs you 1 Arcane Pool point and an AoO.

Compared to Spell Reflection this is an extremely cheap way to block spells (Spell Reflection obviously has a much more powerful effect and can affect more spells, but at a MUCH higher cost).

Honestly though, if you're not going for the Shielding Arm and Break Spell arcana I'm not sure you're getting much out of the archetype (besides the flavour of a robot arm, which I agree is rad). Flurrying Arm doesn't stack with Spell Combat and the Sharpened Arm is still less good than a Scimitar - they're both nice things to have but not exactly archetype defining ... (I'm probably being a bit too harsh there, Flurry is like Spell Combat with a cantrip but at a higher BAB, and flurrying with a {2d8, 17-20/×2} weapon isn't bad at all.)

I don't think Break Spell will be something you use every combat, but being able to block spells with your robot arm seems like a good get to me.


Enervation, disintegrate, more exotic stuff like hellfire ray; it's not like you'll face those every day but being able to say no to them is useful because their effect can be devastating. Though I suggested combat reflexes mostly so you still have an AoO for other uses and won't, say, take an AoO on a mook then be unable to block the spell.

I have no idea whether late-game Iron Gods features enemies with spells/SLAs of this kind though.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Kurald, will you make or have you already made a guide to the PF2 Magus (I know the final version isn't available yet).


^Kind of hard to make a guide to the final version even with access to the playtest, because the final version can be so different from the playtest version (remember what happened to the Medium?(*)).

(*)Still honked off that we never got a Harrowed Medium after Occult Adventures.

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Ed Reppert wrote:
Kurald, will you make or have you already made a guide to the PF2 Magus (I know the final version isn't available yet).

I currently have no plans to switch to P2, and last time I checked, I found the P2 Magus didn't sufficiently distinguish himself from any other P2 caster. So most likely not.

(this is not an invitation to discuss the P2 Magus here, as that would be off-topic for the P1 forum).


@Kurald Galain

I now have 2 offtype Magi builds that this thread has helped me build/design. Would you like me to share them with a brief outline


^Put my vote in for this.

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Yes, please do!


Myrmpus

Adventure Path:
Str 17, Dex 14, Con 14, Int 15, Wis 9, Cha 14
AI Order: STR, CHA, INT, STR, STR
Archetype: Myrmidarch
Race: Half-Elf
Racial abilities: Kindred Raised
Favored class bonus: (Elf) The magus gains +⅙ of a new magus arcana.
Traits: Touched by the Sea, Arcane Temper, +1, +1 Drawback

Tactics: This build is inspired by Scott Wilhems Druidzilla Druid Warpriest multiclass. It takes the exponential nature of transforming into a Giant Octopus to gain lots of attacks with Sacred Weapon Damage for huge DPR. Then to top it off it combines the Shapechanger bloodline to abuse things such as Beast Shape and Paragon Surge, the latter of which can be used to craft yourself powerful items.

Arcana
- 3 (Class) - Maneuver Mastery: Grapple
- 6 (Archetype) - Weapon Training: Natural
- 8 (Favored Class) - Spell Blending: Bonefists & Mage Armor
- 9 (Class) - Still Magic
- 12 (Archetype) - Advanced Weapon Training - Focused Weapon: Tentacles
- 14 (Favored Class) -
- 15 (Class) - Quickened Magic
- 18 (Archetype) - Weapon Training: Close
- 20 (Favored Class) -

Feats
- 1 (Level)- Improved Unarmed Strike
- 3 (Level) - Skill Focus (Disguise)
- 5 (Level) - Weapon Focus (Unarmed)
- 5 (Bonus)- Eldritch Heritage (Shapechanger)
- 7 (Level)- Combat Reflexes
- 9 (Level)- Martial Versatility (Weapon Focus - Close&Natural)
- 11 (Level) - Multiattack
- 11 (Bonus)- Improved Eldritich Heritage
- 13 (Level)- Greater Weapon Focus (Tentacles)
- 15 (Level)- Penetrating Strike
- 17 (Level)- Greater Eldritch Heritage
- 17 (Bonus) - Greater Penetrating Strike
- 19 (Level) - Advanced Weapon Training - Focused Weapon: Spiked Armor

Dirty Dancing

Adventure Path: Iron Gods
Str 18, Dex 14, Con 14, Int 15, Wis 10, Cha 8
AI Order: STR, STR, INT, STR, STR
Archetype: Golemfist Hexcrafter
Race: Human
Favored class bonus: +1 HP
Traits: Exile, Brusing Intellect, Bred for War, +1 Drawback

Tactics: This is all about applying and stacking as many debuffs on top of one another as possible, and that is mainly possible because of the synergy between dirty tricks and unarmed combat. Ultimately you are going to be applying up to about 6 conditions.

Arcana & Hexes
- 3 - Empowered Arm*
- 4 - Misfortune
- 6 - Maneuver Mastery: Dirty Trick
- 9 - Shielding Arm
- 12 - Spell Trickery
- 13 - Break Spell
- 15 - Quickened Magic

Feats
- 1 (Class) - Unarmed Strike
- 1 (Human) - Enforcer
- 1 (Level) - Dirty Fighting
- 3 (Level) - Improved Dirty Trick
- 5 (Level) - Kitsune Style
- 5 (Bonus) - Hex Strike
- 7 (Level) - Kitsune Tricks
- 9 (Level) - Quick Dirty Trick
- 11 (Level) - Greater Dirty Trick
- 11 (Bonus) -
- 13 (Level) - Extra Arcana
- 15 (Level) - Dirty Trick Master


Looks good to me Minigiant =)

The only thing I'd suggest is maybe swapping DEX and STR and somehow taking Weapon Finesse. You'll deal slightly less damage, but as a debuffer you don't need to be all about damage, and your AC vs lasers will end up way better.

Of course that only works if you can find space for another feat =P ... if not don't worry, there are workarounds.

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