Mindblade Question


Rules Questions


The Mindblade Magus Archetype from Occult Adventures casts Psychic spells, and has an ability that replaces the Magus' Improved Spell Combat ability. This, combined with the quirk of Psychic spells that raises Concentration check DCs by +10, seems to imply that Mindblades have a much more diffiuclt time succeeding at Spell Combat than a regular Magus would.

Is this intentional? Are there any ways to mitigate this, besides the obvious (Combat Casting feat, pumping INT)? Unless I'm missing something, it doesn't seem like the Mindblade gains much in exchange for this disability, since spontaneously making their weapons magical is an ability that Maguses have as well.


you're not missing anything.


Yup, its intentional. I've seen people on this forum explain that you can't play mindblade like a normal magus. What exactly you're supposed to do instead I can't remember.

These items should help with concentration

Quote:

Bracers, Spellguard

Aura faint abjuration; CL 4th
Slot wrists; Price 5,000 gp; Weight 1 lb.
DESCRIPTION

Typically made of leather dyed blue and decorated with star-shaped studs, these bracers are used by spellcasters who practice their art in the heat of combat.

The bracers grant the wearer a +2 bonus on concentration checks made to cast defensively. Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result.

Quote:

Tunic of Careful Casting

Aura faint abjuration; CL 3rd
Slot chest; Price 5,000 gp; Weight 1 lb.
DESCRIPTION

This woolen garment is decorated with a pattern of linked chains embroidered in silver and black thread.

It assists the wearer with maintaining focus during spellcasting, granting a +2 bonus on Concentration checks.

There's this feat too.

Quote:

Uncanny Concentration

Prerequisites: Combat Casting.

Benefit: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.


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Mindblade simply plays differently than the standard Magus. You're less likely to go toe-to-toe with enemies and spam Shocking Grasp, but you can more effectively use buffs before or after your 5' step. An 8th level Mindblade, for instance, could have the following turns:

Round 1: Standard = Haste, Move into position such that enemies will likely be 5' away from you by your next turn, Swift = 1h weapon manifest.
Round 2: Spell Combat = Shield, Swift for an offhand weapon, 5' into melee, and full round attack for 3 mainhand and 1 offhand attack

The other options include manifesting reach weapons when needed, using a 2h when you want to conserve spells, and being able to sneak weapons into areas where they're otherwise banned. Additionally, given the rather meager spell list that the Magus gets compared to other classes, having Psychic Access allows you to pick up bonus options that are otherwise frustrating to come by.

Lastly, don't underestimate the ability to pick the weapon that you're manifesting. Maybe the encounter you're in could really use the reach of a whip so you can True Strike + Disarm. Maybe you need bludgeoning damage. Maybe a 2h weapon is going to be more helpful than having the free hand for casting with Spell Combat. Whatever the occasion, you're able to get what you need right away. That's pretty huge.

Scarab Sages

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There is no need to make a concentration check if you aren't in a threatened square. Make use of 5ft steps and reach weapons.


Would something like this possibly work? Level 1 Sylph Mindblade

STR 14
DEX 15
CON 12
INT 16
WIS 12
CHA 10

AC: 15 (17 vs nonmagical ranged), w/Shield 19/21
HP:12

Alternate Racial Traits:
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Feat: Toughness

Spells:
0: Disrupt Undead, Dancing Lights, Detect Magic, Acid Splash
1 (2/day): Color Spray, Shield

Focusing on spells that are either ranged control spells or self-buffs. I've seen suggestions elsewhere to use Artful Dodge to qualify for DEX-based feats, but I don't think dumping DEX on a character who can only wear light armor and doesn't play well with shields is a great idea.


Looks functional enough for a no drop stat build.

If you're willing to take a 1 level dip in Fighter, you can get heavy prof + Artful Dodge to drop dex. Otherwise, yes, I agree that it's a poor choice. Because you're a psychic caster, you no longer care about ASF, so full plate is not out of the question for you. Alternatively, just taking the dip and Power Attack can turn you into a very functional beatstick with your conjured weapon.

Silver Crusade

Its a pretty terrible option in my opinion. You effectively lose the iconic ability of the magus. Sure you can buff, but with a low bab and no heavy armor prof, you are basically buffing just to bring yourself up to a fighter, and getting none of the extra feats, abilities, etc. Not worth it just to get a blade that is versatile. Better to play a normal magus, fighter, or see if your dm will house rule spells as non-psychic.

Scarab Sages

You don't lose the iconic ability of the magus. You can still use spellcombat just fine. Reach or Lunge to cast outside of threatened areas, combined with 5ft steps will cover you in most instances.

If you want to spam shocking grasp in threatened spaces like normal magi, take Spontaneous Metafocus and use Intuitive Spell with it.

Shadow Lodge

Don't forget Gloves of Elvenkind for a concentration-boosting item. You also get a ton of psychic spells of your choice; yes, its a little bit of a step down the rung, but by no means is it unplayable. And, to be fair, the only thing stopping you from using armor is proficiency.

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