Strength vs Dexterity Magus


Advice


I have started a new game of Kingmaker where I have decided to play a magus. I'm having difficulty in deciding which style is better for the game I am starting in:
Starting level is 4
Given a Mythic Fantasy (30 point buy)
Decided on Bladebound Hexcrafter for now, but could be changed.
Will go into Mythic paths at some point.

Any help would be greatly appreciated!


I should note that under the latest FAQ for stacking archetypes, Bladebound and Hexcrafter don't stack. Bladebound replaces the third level Magus Arcana, and Hexcrafter alters the entire Magus Arcana ability by adding Accursed Strike to the list. I don't know if that matters to your GM, of course.


It's really a choice in play styles.

I prefer the Strength over Dexterity. Quick look at why -

STR is usually has less feat requirements as DEX builds need DEX to hit/DEX to damage feats.
STR checks seem to come up more often in Pathfinder. While DEX skills do come up fairly often, they can be gotten around by putting a rank or two of skill points in those skills.
STR helps out more for the different types of CMB checks.
Better Melee Touch Attacks
Can Carry more.

While DEX builds usually have -
Higher defenses
Better Reflex Saves
Higher Initiative
Less MAD character builds, can dump Strength.
Better Ranged Touch attacks.

I suggests you do a quick layout of both types of build to level 10 with 2-3 Mythic Tiers in that build (Mythic builds are broken) and figure out which build you like and fits your character concept best.

Sovereign Court

In terms of DPR they're pretty much identical. STR build's gets 1.5x STR sometimes & saves a couple of feats, while DEX build's main stat will be higher since they're less MAD.

The DEX build will also have much better defenses, having much better AC, Reflex, and Initiative.

DEX is also used for many more skills than STR.

Matt2VK is mostly right, except that the DEX build will have marginally better melee touch attacks. (You can finesse touch attacks, and the DEX build's DEX will be higher than the STR build's STR.)

CMB also doesn't matter much for a magus unless you're planning on a True Strike build since their CMB will be too low either build to do much without it.

In terms of power, a DEX magus build is definitely more potent by a significant margin. A STR magus build can be perfectly viable though.


The issue is buffs and stats.
Dex build can have better stats since it doesn't need str, all that's really doing is carry capacity.
Then look at buffs. Enlarge person helps str but not dex. So dex builds will normally never get better reach (except longarm) and could be build to have worse reach by being small and using reduce person.


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Basically one uses less feats to pay off but takes a while to build up defenses. The other is the opposite.

Make that choice. Do you want up front stability or more options outside the norm.


The feat cost shouldn't be completely ignored either. The dex magus is going to be short at least one feat in weapon finesse. He will be short two feats if he tries to pick up a dex to damage feat, and many of those feats are getting changed to not work with Spell Combat anyway. Meanwhile, the magus has nice feats available to him.


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Pathfinder Roleplaying Game Superscriber
Gisher wrote:
Bladebound replaces the third level Magus Arcana, and Hexcrafter alters the entire Magus Arcana ability by adding Accursed Strike to the list. I don't know if that matters to your GM, of course.

I don't think it's fair to say that adding a hex to the list "alters the way the parent class feature works" (quoted from the PRD). Even allowing hexes in place of arcana doesn't really change "how it works," though I agree, the whole thing is pushing the boundary. Strangely, I haven't seen this discussed much.

Either way, I'm in the DEX camp, and not surprisingly, I prefer the bladebound hexcrafter, too. My magus did not take many hexes, but flight is indispensable. I did the standard dervish dancer build and had a lot of fun with it. So much so my current investigator is DEX to damage, too (with fencing grace, however).

EDIT: formatting fixed.


Good to know. My GM has approved the stacking of the archetypes, Gisher, so I have no worry about that. The main issue I'm concerned with Mythic is whether to go Champion to augment the combat with the Tier 1 ability Armor Master, so I could wear medium or heavy armor with no armor check or max Dex. Or should I go for Archmage to supercharge my blasts and get Mythic spells (Mythic Fireball and Mythic Chain Lightning look particularly awesome). Would Dual Path be worthwhile ri that regard? Or would sticking to one path be more worth it

Silver Crusade

A magus in Kingmaker? Kingmaker has a trait that gives +1 to hit with longswords. And I don't believe you can finesse longswords with spell combat any more. So strength magus can take advantage of the trait but dex magus cannot.

Other than that, as an adventure path, Kingmaker starts at level 1 and living through the first few levels as a dex magus is rough. You don't have dex to damage at level 1 so your damage will be minimal. And you won't have enough spells to spam shocking grasp or even the more efficient (damage per spell) frostbite in order to gain damage in an alternative manner.

So, I'd say the balance of the benefits is in favor of strength magus.

(Also, on the generic comparison, the defensive difference is often overblown. If you are a strength magus with 18 strength, 14 dex, 12 con, 14 Int, 10 Wis 8 Cha, your AC only ever needs to be one or two points behind the Dex magus.

At level 1, Str starts with 14 dex+chain shirt=AC 16. 17 if you take dodge with one of those extra feats you have.
At level 1, Dex starts with 18 dex+chain shirt or 20 dex+studded leather=AC 18

By level 8 or so, Str has 14 dex+breastplate=AC 18. 19 if you take dodge.
Dex probably has 22 Dex+mithral chain shirt=AC 20.
(Both will have magic chain shirt/breastplate, amulet of natural armor, etc but those will be the same across the builds so it won't matter).

By level 12, the strength magus can rock mithral fullplate to even the score with whatever kind of celestial armor the dex build is choosing to use in order to take advantage of its crazy high dexterity.

So, the difference is one or two points of AC. The bigger difference is in Reflex Save and initiative but those aren't generally game changers either. They're more in the line of CMB (which favors the strength build but isn't a big deal)).

Scarab Sages

taks wrote:
Gisher wrote:
Bladebound replaces the third level Magus Arcana, and Hexcrafter alters the entire Magus Arcana ability by adding Accursed Strike to the list. I don't know if that matters to your GM, of course.

I don't think it's fair to say that adding a hex to the list "alters the way the parent class feature works" (quoted from the PRD). Even allowing hexes in place of arcana doesn't really change "how it works," though I agree, the whole thing is pushing the boundary. Strangely, I haven't seen this discussed much.

Either way, I'm in the DEX camp, and not surprisingly, I prefer the bladebound hexcrafter, too. My magus did not take many hexes, but flight is indispensable. I did the standard dervish dancer build and had a lot of fun with it. So much so my current investigator is DEX to damage, too (with fencing grace, however).

EDIT: formatting fixed.

Fair or not, per the FAQ it's not legal.

FAQ wrote:
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. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class.


Luckily it's one of the worst and most universally disliked FAQs, to the point where even some designers have spoken ill of it. Most GMs I've met ignore it and I've even seen it disregarded repeatedly at PFS tables.


Pathfinder Roleplaying Game Superscriber
Imbicatus wrote:
adding an additional bonus feat to the list of bonus feats you can select

Gotcha. This is the bit that reinforces what you're saying: adding a feat is identical to adding a hex to the list. I missed that part on first read.

Well, either way, I'd still be OK with it in my games, as would the GMs I play with. We are kinda house-rule heavy anyway, many that I don't even know until they come up "oh no, there's a house rule for that!"

My magus started in Kingmaker, btw. We only really played a portion of the first part of book 1 before diverging into what can best be described as anarchy (among the players, not the PCs). There were 13 of us to begin with, which whittled down to 10 (plus the GM). By 7th level we were an impossible mess to deal with.

Edit: grrr...


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Quote:
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.

It depends on if the FAQ is using the in game definition of "alters" or the natural language version. Note that in an archetype, an ability will say "this alters X-ability" or "this replaces Y-ability". Meanwhile, the Hexcrafter's Hex Arcana ability doesn't have language in it that says it "alters" or "replaces" anything. The FAQ would be more clear if it replaced the keyword "alters" with a non-keyword like "changes".


Melkiador wrote:
Quote:
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.
It depends on if the FAQ is using the in game definition of "alters" or the natural language version. Note that in an archetype, an ability will say "this alters X-ability" or "this replaces Y-ability". Meanwhile, the Hexcrafter's Hex Arcana ability doesn't have language in it that says it "alters" or "replaces" anything. The FAQ would be more clear if it replaced the keyword "alters" with a non-keyword like "changes".

We have been told by Mark that an ability doesn't need the wording "this alters" to alter something. That wording is something new that they are trying to add to be more clear, but that even without the wording it does alter if the ability is altering it.

Sovereign Court

Elder Basilisk wrote:


(Also, on the generic comparison, the defensive difference is often overblown. If you are a strength magus with 18 strength, 14 dex, 12 con, 14 Int, 10 Wis 8 Cha, your AC only ever needs to be one or two points behind the Dex magus.

At level 1, Str starts with 14 dex+chain shirt=AC 16. 17 if you take dodge with one of those extra feats you have.
At level 1, Dex starts with 18 dex+chain shirt or 20 dex+studded leather=AC 18

Yes - 2 AC behind along with 2 reflex & 1 HP. (since the DEX build can afford a 14 Con or go elf for +2 Int).

Elder Basilisk wrote:

By level 8 or so, Str has 14 dex+breastplate=AC 18. 19 if you take dodge.

Dex probably has 22 Dex+mithral chain shirt=AC 20.
(Both will have magic chain shirt/breastplate, amulet of natural armor, etc but those will be the same across the builds so it won't matter).

Why isn't the Dex build in a mithril breastplate?

At level 8 the Dex build will be up 2 AC if the STR build takes dodge (reducing the feat advantage) along with (assuming 22 DEX with belt) +4 Reflex & +8 HP (or higher INT).

Elder Basilisk wrote:
By level 12, the strength magus can rock mithral fullplate to even the score with whatever kind of celestial armor the dex build is choosing to use in order to take advantage of its crazy high dexterity.

You mean like celestial plate, keeping him 2-4 points ahead? Plus 6ish reflex, 12hp, and 6sih initiative.

Of course - all of this is ignoring the DEX Kensai, whose AC can get nearly as stupidly high as a monk's.


The money a dex build uses to take advantage of his dexterity can be used by the strength build to do something else.


Here's a point to think about for DEX Defenses -

With your high point buy (30 points), you're going to be maxing out the Max DEX bonus to armor. Most armor maxes out at +6 to +8 DEX modifier, even with exotic materials.

I'm figuring you'd probably have a +6 DEX modifier by level 4, without any magical enhancements.
So if you do go the DEX way, plan out what you'll be doing for Armor.

I like low level games (under level 10) which might be why I'm heavily in favor of the Strength Magus as I feel they're just better in that level range.


Consider your wealth and equipment availability. If you're in a large party, then your wealth be lower than expected. If you don't have a magic item crafter, an item your build requires may be hard to come by.

Liberty's Edge

Well, as someone playing a high dex character in a mythic game, I say go dex. Armor master means either elven chain or celestial armor are going to be a +11 armor bonus when fully enhanced that doesn't have any armor check penalty or max dex. If your GM's nice enough to allow mythic in a campaign that's not built for it, he's probably going to be nice enough to allow you to find one of these armors for purchase, eventually. Or, you could just say nuts to that and take armor master 3 times and wear good old full plate with no armor check penalty and no max dex. I wouldn't suggest it, as it's only slightly better than taking it once and using one of the previously mentioned armors, but if they're just not available...


Frostbitten wrote:
Good to know. My GM has approved the stacking of the archetypes, Gisher, so I have no worry about that. ...

Good. I'd have hated to have you spend lots of time developing the character only to find that a fairly subtle issue made it invalid.

Sovereign Court RPG Superstar 2009 Top 32

Bear in mind that a Magus's strongest defenses are not his AC, but his spells (e.g. Mirror Image). So while the dex build has other strong points, higher AC isn't really that important.


well they both have their merits.

With the crazy high point buy you have, a strength magus is much more viable. A lower point buy means you need to be more creative.

Dervish dance is a way to get dex to damage for a magus. I have seen almost every magus use that.


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Since it's a mythic game, you can just take mythic weapon finesse. Now that I think about it, a dex build is probably better in mythic. If it were a non-mythic game, I'd say the two are pretty equivalent.


Ok so a lot of points have been made for both sides. One thing that was really pushing me towards Dex was Flight Will choosing Dex have a significant effect on my Flight checks enough to make a difference. Or will maxing out flight do?

Sovereign Court RPG Superstar 2009 Top 32

Frostbitten wrote:
Ok so a lot of points have been made for both sides. One thing that was really pushing me towards Dex was Flight Will choosing Dex have a significant effect on my Flight checks enough to make a difference. Or will maxing out flight do?

In my experience, it's very rare for Fly checks to have a DC over 15. At level seven (when you can cast the spell), with only 12 dexterity, you pass them on a 4 or higher. At level ten, you pass them automatically.

So that's not that hard, really.


Kurald Galain wrote:
Frostbitten wrote:
Ok so a lot of points have been made for both sides. One thing that was really pushing me towards Dex was Flight Will choosing Dex have a significant effect on my Flight checks enough to make a difference. Or will maxing out flight do?

In my experience, it's very rare for Fly checks to have a DC over 15. At level seven (when you can cast the spell), with only 12 dexterity, you pass them on a 4 or higher. At level ten, you pass them automatically.

So that's not that hard, really.

The only ones that fear to fail fly checks are because or armor check penalties


they are equal as far as bonus s are.


Imbicatus wrote:
taks wrote:
Gisher wrote:
Bladebound replaces the third level Magus Arcana, and Hexcrafter alters the entire Magus Arcana ability by adding Accursed Strike to the list. I don't know if that matters to your GM, of course.

I don't think it's fair to say that adding a hex to the list "alters the way the parent class feature works" (quoted from the PRD). Even allowing hexes in place of arcana doesn't really change "how it works," though I agree, the whole thing is pushing the boundary. Strangely, I haven't seen this discussed much.

Either way, I'm in the DEX camp, and not surprisingly, I prefer the bladebound hexcrafter, too. My magus did not take many hexes, but flight is indispensable. I did the standard dervish dancer build and had a lot of fun with it. So much so my current investigator is DEX to damage, too (with fencing grace, however).

EDIT: formatting fixed.

Fair or not, per the FAQ it's not legal.

FAQ wrote:
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. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class.

That's correct only I don't see it applying to the Hexcrafter. The Hexcrafter gain a class feature HexArcana. They still have Magus Arcana as well. I don't see anything in the text saying HexArcana replace Magus Arcana.

Scarab Sages

No, but it adds additional arcana to what you can select with Magus Arcana, so it is altering Magus Arcana.

If you want to house rule it to work, feel free. Most people do. But it's not legal based on the current FAQ.

Liberty's Edge

It depends on how far you expect this campaign to go and how badly you want to optimize. Strength is probably better overall at low level but dexterity far overshadows it at middling to high levels. If you expect the campaign to go to the end and your DM is the sort to tailor his encounters to challenge the PCs, dexterity is probably the better choice.

If you expect the campaign will peter out halfway through or the DM is only going to run the encounters from the book, a dexterity-based magus is overkill and you'll end up trouncing the whole thing by yourself.


Pathfinder Roleplaying Game Superscriber
voska66 wrote:
They still have Magus Arcana as well. I don't see anything in the text saying HexArcana replace Magus Arcana.

It doesn't have to replace magus arcana, merely adding to it counts per this part: adding an additional bonus feat to the list of bonus feats you can select. Adding a hex arcana to your list is equivalent to adding a feat to your bonus feat list in terms of "altering." I got tripped up on this at first, too.


After the numbers I ran, they are pretty identical early on, except that STR gets much better later on when Monstrous Physique becomes an option.

DEX builds later on get wrecked by low CMD.


str and dex both contribute to cmd, so that doesn't make sense


plaidwandering wrote:

str and dex both contribute to cmd, so that doesn't make sense

It would make sense if @SecretWizard is assuming that the dex user dumps strength, while the str user has a decent dex.

Contrast 18 Dex/7 Str (+2 net) vs 14 Dex/18 Str (+6 net). +4 is a big swing, and Str dumping is pretty common among dex Magi.

this is neglecting to factor in that the Dex user is 9 points up in the point buy, but that's it's own discussion


The points the DEX user gets on point buy usually amount to better Will saves (non-issue) or better HP (again, probably counteracted by the STR Magus getting Toughness with his two free feats).

The DEX user does have better Init though, that's for sure, but overall CMD should be much lower to the DEX user, particularly because the STR user gets Belts of Perfection rather than focusing purely on DEX/CON.

I find that at higher levels CMD can mean much more than HP, since a grapple, a disarm or a trip can be deadly.

Sovereign Court

Secret Wizard wrote:
I find that at higher levels CMD can mean much more than HP, since a grapple, a disarm or a trip can be deadly.

True, but so can having a better reflex save & touch AC as Create Pit and other such spells can be pretty deadly too.


taks wrote:
voska66 wrote:
They still have Magus Arcana as well. I don't see anything in the text saying HexArcana replace Magus Arcana.
It doesn't have to replace magus arcana, merely adding to it counts per this part: adding an additional bonus feat to the list of bonus feats you can select. Adding a hex arcana to your list is equivalent to adding a feat to your bonus feat list in terms of "altering." I got tripped up on this at first, too.

But it doesn't add to magus arcana. Hex Arcana allows you to select Hex when you get a magus arcana.


Charon's Little Helper wrote:
Secret Wizard wrote:
I find that at higher levels CMD can mean much more than HP, since a grapple, a disarm or a trip can be deadly.
True, but so can having a better reflex save & touch AC as Create Pit and other such spells can be pretty deadly too.

You are mostly flying at that point. I find reflex is wasted on classes without Evasion, you better have energy resistance prebuffed instead.

Sovereign Court

Secret Wizard wrote:
Charon's Little Helper wrote:
Secret Wizard wrote:
I find that at higher levels CMD can mean much more than HP, since a grapple, a disarm or a trip can be deadly.
True, but so can having a better reflex save & touch AC as Create Pit and other such spells can be pretty deadly too.
You are mostly flying at that point. I find reflex is wasted on classes without Evasion, you better have energy resistance prebuffed instead.

At what levels? I mostly play 1-10ish (the system starts to break down much past 10) so perhaps our experiences are too different. Besides - while Fort/Will are more common, there are other save or suck Reflex saves besides Create Pit. (Dazing Fireball anyone?)


voska66 wrote:
taks wrote:
voska66 wrote:
They still have Magus Arcana as well. I don't see anything in the text saying HexArcana replace Magus Arcana.
It doesn't have to replace magus arcana, merely adding to it counts per this part: adding an additional bonus feat to the list of bonus feats you can select. Adding a hex arcana to your list is equivalent to adding a feat to your bonus feat list in terms of "altering." I got tripped up on this at first, too.
But it doesn't add to magus arcana. Hex Arcana allows you to select Hex when you get a magus arcana.

Yes before Magus arcana could only select magus arcana. Now magus arcana can be subbed for hexes. Thus magus arcana has been changed because now you can get a hex instead of it.


So out of general opinion, what would be best Mythic class to pick for a Magus? I was looking at Archmage, though Champion could be also be useful.

Shadow Lodge

While a DEX build will have more AC than a STR build. A Magus has a bunch of defensive spells he can cast. Blink, Displacement, MIRROR IMAGE, etc, etc.

An the action economy isn't too bad to buff thanks to Spell Combat.

I'm playing a level 11 STR Magus with armor class of 20. I don't get hit too often.

Sovereign Court

Stormagedon Dark Lord of All wrote:


I'm playing a level 11 STR Magus with armor class of 20. I don't get hit too often.

I'm guessing that your GM isn't a big fan of mooks.


Pathfinder Roleplaying Game Superscriber
voska66 wrote:


But it doesn't add to magus arcana.

Not true, it adds accursed strike, a magus arcana.

Quote:
Hex Arcana allows you to select Hex when you get a magus arcana.

Yes, so now the magus arcana class feature is different than "select a magus arcana," it's "select a magus arcana or hex arcana."

Silver Crusade

Stormagedon Dark Lord of All wrote:

While a DEX build will have more AC than a STR build. A Magus has a bunch of defensive spells he can cast. Blink, Displacement, MIRROR IMAGE, etc, etc.

An the action economy isn't too bad to buff thanks to Spell Combat.

I'm playing a level 11 STR Magus with armor class of 20. I don't get hit too often.

Blink is really underrated as a magus buff. It's all in one protection (area attacks, targeted spells, melee and ranged attacks) and the attack buff partially offsets the miss chance that is its downside. If you are attacking with touch attack spells--particularly multitouch spells like frostbite, the 20% miss chance shouldn't hurt your spells too much. Just deliver them with the next attack instead.


Pathfinder Roleplaying Game Superscriber
Charon's Little Helper wrote:


At what levels? I mostly play 1-10ish (the system starts to break down much past 10) so perhaps our experiences are too different. Besides - while Fort/Will are more common, there are other save or suck Reflex saves besides Create Pit. (Dazing Fireball anyone?)

If you can take extra arcana at 5th level for your bonus feat (I don't remember if you can) or wait till 6th with your regular magus arcana choice, then flight hex .


Regarding the mythic paths, I would definitely look at dual paths champion and archmage. Lots of cool stuff in both. The mystic dodge is incredible, and the champion movement stuff is great.

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