Level 20 Magus Build?


Advice


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Hi. I just made an account just to ask this question. I haven't seen a lot of level 20 magus threads around Paizo, but I have tried to look through Magus guides and multiple magus builds. Though that is not the main question here.

My DM, a rookie, decided to make another level 20 campaign. The last level 20 campaign, my Magus was a kensai and a bladebound. She made no contribution to the campaign in the aspects of combat. Most of the things I did in the campaign was in roleplay. Members of the party were ex-Dms or veterans. Our sorceress wizard had an insane amount of cha to the point there is no way to deny being charmed, not to mention the amount of spells. Our fighter, who had four arms, can instant kill anyone within his reach. We also had a druid who was 8x8 dragon that can swallow most enemies. In short, everyone was min-maxing. It is to the point that my DM tried to buff me by giving me more NPCs/magic items that will help me in battle, be it earned from roleplay or a pure buff.

With the new campaign going, one of our players decide to be an angel paladin, and I presume this character is going to be very overpowered since this is the same player who used the charming sorceress. Is there any way for Magus to be on this tier? Preferably anti-magic magus of sort? I haven't play much to know the full potential of Magus.

Note: This is my fourth time playing pathfinder and my second time playing Magus.

The last campaign's Magus stats:

Strength: 12 = 12 + 0 (+1)
Dexterity: 26 = 20 + 6 (+8) +7
Constitution: 18 = 18 (+4)
Intelligence: 36 = 20 + 5 + 6 + 5 (+13)
Wisdom: 24 = 13 + 6 +5 (+ 7)
Charisma: 16 = 16 (+3)

AC: 58 = 10 + 10 + 8 + 8 + 6 + 13 + 3

Fortitude(Con): 21 = 4 + 12 + 5
Reflex(Dex): 19 = 8 + 6 + 5
Will(Wis): 24(27) = 5(8) + 12 + 7

HP: 194
Initiative: 28

2x Rapier
Prismatic Armor

Feats:

Weapon Finesse
Craft Magic Arms and Armor
Intensified Spell
Improved Critical (Rapier)
Two Weapon Fighting
Improved Two Weapon Fighting
Greater Two-Weapon Fighting
Maximized Spell
Spell Perfection
Spell Penetration
Greater Spell Penetration
Empower Spell
Metamagic Master(Fireball)
Racial Hertiage (Elf)
Leadership
Weapon Focus (Rapier)

Trait:

Magical Lineage(Shocking Grasp)
Seeker
Slippery
Ease of Faith

etc....


Your campaign is so far off standard assumptions that it's hard to give advice.

But I'll give it a shot. If your DM is going to allow characters like this for the other players. Ask him to allow you to play mythic, then take the Champion mythic path, dual pathing to ArcMage. You will be absolutely devastating.

Some comments on your point allocation.

Magi generally don't rely on save throw dependent spells, so consider putting some point love on other scores s uch as str, dex, and con. Build up your critical potential.

Forget two weapon fighting entirely. As a magus your go to for damage is the combination of spell strike and spell combat, and you need that one hand free to do so.


Before we get into too much detail regarding builds:

Since you're starting at level 20, have you considered going Eldritch Knight instead? You wouldn't have the Magus' cool class features, but you'd have the coolest and most powerful class feature of them all (9th level spellcasting off the Sorcerer/Wizard list). You can even retain some of the Magus flavor with Variant Multiclassing, and Blade Adept Arcanist.

If you're not married to the melee concept, give Eldritch Archer a look. Forget killing everything within reach, you'll be killing everything out to 300+ feet. It's actually a really handy ability to have when enemies' fly speeds hit the triple digits. It's also a very handy archetype because it lets you cast spells (and even use Spell Combat) with both hands full of weapon. For that reason alone I recommend against Two Weapon Fighting with any spellcasting class that doesn't give you a workaround, which is almost all of them.


Though if allowing me to play mythic, wouldn't that cause complaints among the party in such issue? I had that kind of problem I asked the DM to allow me to play a second character. It was denied, though I was given a terrasque....though we almost killed one in one round.


I never considered Eldritch knight since it was a prestige class. None of the ex DMs or veterans even described me how such thing work and the basics of it. Nor did multi-classing. So, I never pursued these kinds of things.


robinnrose wrote:
Though if allowing me to play mythic, wouldn't that cause complaints among the party in such issue? I had that kind of problem I asked the DM to allow me to play a second character. It was denied, though I was given a terrasque....though we almost killed one in one round.

Given that you were complaining about what the other players were getting, I don't see the problem here. From your descriptions making your magus mythic will only put you at par, not go that much over. especially since you don't seem to be that proficient at maxing out.

Again, level 20 campaigns are highly idiosyncratic to start with, but the one you're talking about is way more off the beam than even that.


Okay. I have received permission from the DM to play mythic. Is there any useful hints/tips/builds for magus at this stage? I never play mythic before so I don't know much about it.


What tier will you be at?

Not that it matters. Greater Invisibility + Undetectable = auto win.


I presume I'm at tier 1 till my DM replies.


robinnrose wrote:
Okay. I have received permission from the DM to play mythic. Is there any useful hints/tips/builds for magus at this stage? I never play mythic before so I don't know much about it.

It all depends on how closely you want to adhere to the Rapier-wielding Elf image that you have for the first character. Just to get it out of the way, the most powerful Pathfinder gish I can think of is very different; it's a level 20 Arcanist with an emphasis on shapeshifting and natural attacks. I put it in a spoiler since I think it's gone off on a tangent from what you originally asked.

Spoiler:

- Brown-Fur Transmuter to increase the stat boosts you get from Transmutation spells, and buff allies with Transmutation spells that are normally self-only.
- Shapechange. Incredible versatility is a Free Action away. Form of the Dragon III will be the go-to for combat.
- A Ring of Continuation to make Shapechange last all day.
- Archmage with the Shapeshifting Mastery ability, available right from Tier 1. Push your Caster Level as high as possible with Spell Specialization, Spell Perfection, etc. to push your to-hit and damage with...
- Mythic Power Attack. Note that Power Attack has no upper limit. If you have more than 20 BAB to trade off (which you will, because of Shapeshifting Mastery's secondary effect on top of feats, traits, and items), it will still do so should you choose to Power Attack.
- Spellbane to prevent anyone from dispelling you.
- Shift Caster Exploit to cast spells while Shapechanged.

If the problem can't be solved by hitting it, you're still a level 20 Mythic Arcanist with an emphasis on Transmutation spells. Toss out a Mythic Flesh to Stone or something. Hell, Variant Multiclass into Magus to get your Spellstrike on, and pick up things like Arcane Accuracy to make extra sure you hit with all those natural attacks.

Edit: And the aforementioned Greater Invisibility + Undetectable auto-win.


I'm willing to overhaul the previous magus build for a new one. The elf heritage was needed because the DM blocked the race itself, though it's a free for all in this new campaign.

Liberty's Edge

Lots of classes have very abusive level 20 powers. I think this is because--in a normal campaign--what happens at level 20 doesn't really matter. I would basically go to d20pfsrd and scan the level 20 powers, and choose from there.


Also I want to ask for some DM tips in a situation like this. Since my friend is a new DM, he wasn't able to control the last campaign quite nicely. Is there any tips I can give him?


robinnrose wrote:
Also I want to ask for some DM tips in a situation like this. Since my friend is a new DM, he wasn't able to control the last campaign quite nicely. Is there any tips I can give him?

Start a campaign at level 1 instead of level 20. That way he learns the basics and builds up from there. The problem with starting at level 20 for someone who isn't very very familiar with the rules is its hard to not let get things out of hand because you lack the experience to know what kind of combinations are super powerful, or how to start to counter them in a way that will be appropriately challenging - letting the players still get to use all their neat little toys while still making a encounter beatable, but challenging.

But I don't expect your GM will go for that...


robinnrose wrote:
Also I want to ask for some DM tips in a situation like this. Since my friend is a new DM, he wasn't able to control the last campaign quite nicely. Is there any tips I can give him?

Honestly? I would advice against him even DMing a lvl 20 party at this current skill level. Only redeeming factor i can think of is if your pal here have player experience of high level gameplay and some superb system mastery i guess he could at least run it decent.

In the lack of the former criteria i think he might be better off either: Do a lvl 20 one-shot where you basically go nuts, or start off the campagin at beginner level and then do a time-skip later down the line when he grasp the basics of DMing.


oh, you could go with a build I accidentally stumbled upon.

8 levels in Eldritch Archer magus
1 level in vivisectionist Alchemist
1 level in gunslinger
10 levels in Arcane Trickster

Important: you need the Accomplished Sneak Attacker feat to qualify for arcane trickster, and I highly recommend taking the item Sniper's Goggles. Take the magical Knack trait to keep your caster level at 20.

Next, you'll definitely want Rapid Shot. And haste. Take rapid reload and alchemical cartridges to make sure your pistol can be reloaded with a free action.

Next, you want to make sure your weapon includes the "Reliable, Greater" special ability to make sure it doesn't misfire.

Adding it to the list, you also want to get yourself the spell "sense vitals" using one of your arcana. Trust me, it's worth it.

Now, without putting the build together myself (I lost the sheet) I can put together a basic idea of what you'll be doing.

at Magus BaB, you'll be making 3 attacks, +1 for rapid shot, +1 for spell combat, +1 for haste, a total of 6 attacks.

With vivisectionist, you get 1d6 sneak attack, with accomplished you increase that by another 1, arcane trickster pushes that all the way up to 7d6. Sense vitals adds another 5d6 damage. At full mast, this means you have 12d6 sneak attack damage per sneak attack.

Using arcane trickster shenanigans, you can pretty much guarantee you'll be under the effect of greater invisibility. In the case of true sight, you can fill extra parts of your build with initiative to catch them flat-footed. Failing that, you can use spells to blind them and get sneak attack that way. Failing that, arcane trickster has the 2/day ability to simply say "naw man this is a sneak attack. Deal with it". If the enemy is entirely immune to critical hits, better toss an incinerate at them or something. Most likely leave them to your other OP party members.

Using gun shenanigans, you'll always be targeting touch AC, because who cares how close you are to the enemy if they can't see you and they're gonna die in one round anyway.

This means that, for most of your attacks, you are targeting the enemy's flat-footed touch AC. This basically means they only get their size and deflection bonuses to AC. That means your target is usually 10, sometimes higher.

So we count 6 attacks. we count, say, a Scorching Ray for the first three attacks. Assume that the enemy isn't using shenanigans to be immune to precision damage.

Without even counting specialization bonuses, weapon enhancement, etc, you end up with 6d8 from weapon damage, 12d6 from scorching ray, and sneak attack damage equal to 72d6 + 144, since sniper's goggles adds 2 damage per sneak attack die.

This is an average DPR of 465.

I've looked it over and can't find anything rules-illegal about it. Anyone else see a hole?


First off, I think sneak attack would only apply to the first ray of the scorching ray. So the first ray is 4d6 + 12d6 sneak attack. The remaining 5 rays are just 4d6.

It still sound like a nice build, however.


Here is an idea for a level 20 bladebound kensai, 25 pt build.

Spoiler:

Unnamed Hero
Male tiefling magus (bladebound, kensai) 20/Archmage 1 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium outsider (native)
Init +25; Senses darkvision 60 ft.; Perception +39
--------------------
Defense
--------------------
AC 60, touch 37, flat-footed 39 (+8 armor, +5 deflection, +14 Dex, +7 dodge, +1 insight, +11 natural, +4 shield)
hp 226 (20d8+123)
Fort +26, Ref +29, Will +25
Defensive Abilities canny defense +7, hard to kill; Immune bleed, critical hits, precision damage
--------------------
Offense
--------------------
Speed fly 60 ft. (perfect)
Melee black blade +35/+30/+25 (1d6+40/15-20/×4 plus 1d6 acid) or
. . slam +24 (1d6+21 plus 1d6 acid)
Special Attacks arcane pool (+5, 13 points), counterstrike, greater spell combat, magus arcana (bane blade[UC], close range[UM], lingering pain[UC], spell blending [2 spells of lower level][UM], spell blending [2 spells of lower level][UM]), spellstrike, weapon mastery, whirlwind (10-30 ft. high, 1d6+2 damage, DC 13), wild arcana[MA]
Magus (Bladebound, Kensai) Spells Prepared (CL 20th; concentration +27)
. . 6th—disintegrate (2, DC 23), elemental body III (2), walk through space[UC]
. . 5th—greater bladed dash, elemental body II, overland flight, teleport, vampiric shadow shield[ACG]
. . 4th—arcana theft[UM], dimension door, greater invisibility (3)
. . 3rd—haste (2), heroism (2), vampiric touch (2)
. . 2nd—alter self, bladed dash, glitterdust (DC 19), mirror image (2), resist energy
. . 1st—frostbite[UM], mage armor, shield, shocking grasp, true strike, vanish[APG] (DC 18)
. . 0 (at will)—detect magic, open/close (DC 17), prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 15, Dex 38, Con 20, Int 25, Wis 18, Cha 8
Base Atk +15; CMB +17; CMD 54
Feats - Arcane Strike, Armor Of The Pit[ARG], Blind-fight, Critical Focus, Dervish Dance[ISWG], Eschew Materials, Extra Arcana[UM], Improved Critical[M], Possessed Hand, Power Attack, Staggering Critical, Stunning Critical, Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits reactionary, seeker
Skills Acrobatics +27, Appraise +10, Bluff +2, Climb +9, Craft (mapmaking) +12, Diplomacy +2, Disable Device +35, Disguise +2, Escape Artist +17, Fly +38, Heal +7, Intimidate +2, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (planes) +23, Knowledge (religion) +20, Perception +39, Perform (dance) +4, Ride +21, Sense Motive +9, Spellcraft +33, Stealth +37, Survival +7 (+12 when tracking), Swim +9, Use Magic Device +19
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Shadowtongue, Undercommon
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: life drinker, black blade: spell defense, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: transfer arcana, black blade: unbreakable, chosen weapon, critical perfection +7, iaijutsu, iaijutsu focus +7, iaijutsu master, legendary item[MA], legendary power, legendary surge, mythic bond, perfect strike, superior reflexes, undetectable
Combat Gear deliquescent gloves[UE], extend metamagic rod, extend metamagic rod (lesser), otherworldly kimono[UE], pearl of power (1st level) (10), unfettered shirt[UE], wayfinder, ebon; Other Gear clear spindle ioun stone, dusty rose prism ioun stone, incandescent blue sphere ioun stone, iridescent spindle ioun stone, pale green prism ioun stone, amulet of natural armor +5, belt of physical might +6 (Dex, Con), bracers of armor +8, cape of free will +5/+6[MA], cracked dusty rose prism ioun stone, flawed pale green prism ioun stone, handy haversack, headband of mental prowess +6 (Int, Wis), lenses of detection, manual of quickness of action +5, ring of evasion, ring of protection +5, tome of clear thought +4, magus starting spellbook
--------------------
Special Abilities
--------------------
Arcane Pool +5 (13/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bane Blade (Su) Add bane special ability to arcane pool options.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (5/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Life Drinker (Su) If kill worthy living foe can recharge own/blades arcane pool, or grant self temp Hp.
Black Blade: Spell Defense (SR 24) (Sp) Spend 1 point from blades pool to gain SR equal to Ego until next turn.
Black Blade: Strike +5 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Transfer Arcana (Su) Siphon Arcane Pool from blade, gain 1 point for every 2 drained, but tiring (Will neg).
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Canny Defense +7 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Counterstrike (Ex) Gain an AoO against any spell cast defensively within your threatened area.
Critical Focus +4 to confirm critical hits.
Critical Perfection +7 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fly (60 feet, Perfect) You can fly!
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Iaijutsu Focus +7 (Ex) Always act in surprise round, gain bonus to dam vs. flat footed foes.
Iaijutsu Master (Ex) All initiative rolls are automatically 20 and can never be surprised.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Lingering Pain (Su) 1 Arcane Pool: Damage considered continuous for purposes of concentration checks.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Staggering Critical (DC 25) Critical hit staggers target
Stunning Critical (DC 25) Critical hit stuns or staggers target.
Superior Reflexes (Ex) Extra attacks of opportunity equal to Int mod (min 1). Combat reflexes stacks.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Weapon Mastery (Scimitar) (Ex) Chosen weapon always confirms critical threats, and cannot be disarmed.
Whirlwind (10-30 ft. high, 1d6+2 damage, DC 13) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

The +5 Scimitar +35/+30+25 (1d6+40+1d/15-20/x4) attack is decent.

It goes to +5 bane flaming scimitar of speed +35/+35/+35/+30/+25 (1d6 +42+1d6+1d6+2d6/15-20/x5) with spell combat, spending a point from your arcane pool as a swift action and critical perfection.

All minute/level spells have a duration of 40 minutes.

Mythic Advancement

Tier 2 mythic power -> mythic feat: dual path (trickster)
Tier 3 mythic power attack, vanishing move
Tier 4 deadly dodge
tier 5 extra path ability -> path dabbling -> parry spell, mythic spellcasting
tier 6 precision critical
tier 7 extra path ability-> legendary item (foe biting), competent caster
tier 8 class mimic
tier 9 mythic paragon, divine source
tier 10 immortality


Driver_325yards wrote:

First off, I think sneak attack would only apply to the first ray of the scorching ray. So the first ray is 4d6 + 12d6 sneak attack. The remaining 5 rays are just 4d6.

It still sound like a nice build, however.

That is entirely true for a regular scorching ray, since they are all considered to hit at the same time. This, however, is a full attack of 6 attacks all made when the attacker is invisible, giving you sneak attack on all of them.


The DM will still insist on working out a level 20 campaign. As for the build, it seems interesting on the mechanic part, but the DM doesn't allow guns, so gunslinger is out of the question. Thank you though.


I built this one from a PFS character I play.

Spoiler:

Telgarana
Female half-elf magus (bladebound) 20/Champion 10 (Pathfinder RPG Ultimate Magic 9, 47)
CG Medium humanoid (elf, human)
Init +20; Senses low-light vision; Perception +31
--------------------
Defense
--------------------
AC 42, touch 22, flat-footed 35 (+11 armor, +5 deflection, +5 Dex, +2 dodge, +5 natural, +4 shield)
hp 296 (20d8+193)
Fort +21, Ref +16, Will +19; +2 vs. enchantments
Defensive Abilities fortification 50%, hard to kill, mythic saving throws, unstoppable; Immune sleep; Resist cold 30
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade freedom's night +28/+23/+18 (1d8+22/18-20+1d6 Electricity+1d6 Fire)
Ranged forest sting +22/+17/+12 (1d8+9/×3)
Special Attacks arcane pool (+5, 17 points), counterstrike, greater spell combat, improved spell recall, magus arcana (close range[UM], devoted blade[UC], empowered magic[UM], flamboyant arcana, ghost blade[UC], prescient defense[UC]), mythic power (23/day, surge +1d12), opportune parry and riposte, spellstrike, true magus
Magus (Bladebound) Spells Prepared (CL 20th; concentration +30)
. . 6th—borrowed time, chain lightning (2, DC 26), disintegrate[M] (DC 26), freezing sphere (DC 26), true seeing, walk through space[UC]
. . 5th—cone of cold[M] (DC 25), cosmic ray (DC 25), dimensional blade, fire snake[M,APG] (DC 25), greater grease, monstrous physique III[UM], teleport
. . 4th—dimension door, dragon's breath[M,APG] (DC 24), forceful strike (DC 24), greater invisibility, intensified lightning bolt[M] (DC 23), paragon surge[ARG], stoneskin[M]
. . 3rd—daylight, displacement, fly[M], force punch[UM] (DC 23), haste[M], lightning bolt[M] (DC 23), greater thunderstomp[ACG]
. . 2nd—ablative barrier[UC], bladed dash (2), invisibility, mirror image[M], scorching ray, intensified shocking grasp[M] (2)
. . 1st—color spray[M] (DC 21), frostbite[UM], magic missile, shield, shocking grasp[M], true strike[M], unerring weapon[UC], vanish[APG] (DC 21)
. . 0 (at will)—dancing lights, detect magic, open/close (DC 20), prestidigitation, ray of frost
. . M mythic spell
--------------------
Statistics
--------------------
Str 22, Dex 22, Con 21, Int 30, Wis 14, Cha 14
Base Atk +15; CMB +21; CMD 44 (48 vs. overrun, 48 vs. trip)
Feats Acrobatic, Alertness, Amateur Swashbuckler[ACG], Arcane Strike[M], Combat Expertise, Critical Focus, Dazzling Display[M], Dodge[M], Dual Path[M], Exotic Weapon Proficiency (katana), Extra Arcana[UM], Intensified Spell[APG], Mythic Paragon[M], Skill Focus (Use Magic Device), Toughness, Weapon Focus (katana), Weapon Specialization (katana)
Traits armor expert, bladed magic, elven reflexes
Skills Acrobatics +33 (+37 to maintain balance), Climb +19, Concentration: Magus +30 (+32 using Spell Combat), Craft (calligraphy) +20, Craft (jewelry) +20, Diplomacy +25, Escape Artist +16, Fly +23, Intimidate +25, Knowledge (arcana) +30, Knowledge (dungeoneering) +30, Knowledge (planes) +30, Linguistics +13, Perception +31, Perform (oratory) +15, Ride +16, Sense Motive +16, Spellcraft +33, Survival +2 (+4 to avoid becoming lost), Swim +16, Use Magic Device +25; Racial Modifiers +2 Perception, derring-do
Languages Ancient Osiriani, Androffan, Common, Draconic, Dwarven, Elven, Goblin, Lashunta, Minkaian, Nagaji, Orc, Sahaugin, Shory, Thassilonian, Tien
SQ always a chance[MA], amazing initiative, black blade, black blade: arcane pool, black blade: energy attunement, black blade: life drinker, black blade: spell defense, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: transfer arcana, black blade: unbreakable, component freedom[MA], critical master[MA], critical master[MA], dodging panache, elf blood, energy conversion[MA], everlasting, family ties, fighter training, foe-biting, force of will, greater spell access, heavy armor, immortal, knowledge pool, legendary champion, legendary hero, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary surge, mage strike[MA], mythic bond, mythic spellcasting[MA], perfect surge, recuperation, rejuvenating, returning, sudden attack[MA], sweeping strike[MA], undetectable, unstoppable strike
Combat Gear cold iron arrows (20), universal solvent, wand of burning hands (CL 5th, 15 charges), wand of cure critical wounds (25 charges), wand of fireball (CL 10th, 10 charges), wand of hanspur's flotsam vessel (CL 8th, 12 charges), wand of shield (20 charges), antiplague[APG] (2); Other Gear +5 balanced comfort determination expeditious moderate fortification glamered mithral agile breastplate[APG], forest sting (+3 Str), arrows (20), cestus[APG], dagger, clear spindle ioun stone, amulet of natural armor +5, belt of physical perfection +6, cape of free will +4/+5[MA], crystal tiara, everburning lantern[MA], headband of mental superiority +4, ioun torch ioun stone[APG], ring of protection +5, ring of transcendent spells[MA], wayfinder of the stars, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, masterwork artisan's tools, masterwork artisan's tools, mess kit[UE], potion sponge[ARG], quiver (1 lb), soap, spell component pouch, trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 87,101 gp, 3 sp, 7 cp
--------------------
Tracked Resources
--------------------
Amazing Initiative (1/round) (Ex) - 0/1
Antiplague - 1/2
Arcane Pool +5 (17/day) (Su) - 0/17
Arrows - 3/20
Black Blade: Arcane Pool (5/day) (Su) - 0/5
Cold iron arrows - 0/20
Dagger - 0/1
Determination (1/day) - 0/1
Empowered Magic (1/day) (Su) - 0/1
Endure Elements (cold only, Constant) - 0/0
Expeditious (3/day) - 0/3
Ice Crystal Teleport (1/day) - 0/1
Ice Stairs (At will) - 0/20
Ice Storm (1/day) - 0/1
Legendary Power (8/day) - 0/8
Mythic Power (23/day, Surge +1d12) - 0/23
Panache Pool (2/day) - 0/2
Ring of transcendent spells (3/day) - 0/3
Snow Flurry Form (At will) - 0/0
Summon Monster VIII (ice elementals, 1/day) - 0/1
Trail rations - 0/5
Universal solvent - 0/1
Wand of burning hands (CL 5th, 15 charges) - 0/15
Wand of cure critical wounds (25 charges) - 0/25
Wand of fireball (CL 10th, 10 charges) - 0/10
Wand of hanspur's flotsam vessel (CL 8th, 12 charges) - 0/12
Wand of shield (20 charges) - 0/20
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Special Abilities
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Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
Amateur Swashbuckler Although you are not a swashbuckler, you have and can use panache.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Pool +5 (17/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike [Mythic] Arcane strike lasts 1 min. Use 1 power to grant magic weapon special abilities.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (5/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Life Drinker (Su) If kill worthy living foe can recharge own/blades arcane pool, or grant self temp Hp.
Black Blade: Spell Defense (SR 24) (Sp) Spend 1 point from blades pool to gain SR equal to Ego until next turn.
Black Blade: Strike +5 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Transfer Arcana (Su) Siphon Arcane Pool from blade, gain 1 point for every 2 drained, but tiring (Will neg).
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Component Freedom (1 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Counterstrike (Ex) Gain an AoO against any spell cast defensively within your threatened area.
Critical Focus +4 to confirm critical hits.
Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage.
Dazzling Display [Mythic] Use Dazzling Display faster but with penalty. Use 1 power to frighten rather than shake foes.
Deed: Derring-Do (+6 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Dodging Panache +2 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 to AC vs. attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Devoted Blade (Su) Add either anarchic, axiomatic, holy, or unholy special ability to arcane pool options.
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empowered Magic (1/day) (Su) 1/day, cast a spell as if Empowered without altering the casting time or level.
Energy Conversion (Su) Spend 1 power to change energy type of a spell.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Everlasting This ability grants its bearer limited immortality. While in contact with this item, the bonded creature doesn't age; doesn't need to eat, drink, or breathe; and doesn't suffer any ill effects from extreme heat or extreme cold.

An item must be a m
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Fighter Training (Ex) Add half your Magus level to your Fighter level for the purpose of feats.
Flamboyant Arcana (Ex) Gain a selection of deeds, and can use arcane pool in place of panache for them.
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 50% You have a chance to negate critical hits on attacks.
Ghost Blade (Su) Add brilliant energy and ghost touch special ability to arcane pool options.
Greater Spell Access (Su) Add 2 wizard spells of each spell level to magus spell list. Can ignore somatic components.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavy Armor (Ex) Heavy armor proficiency and no Arcane Failure chance in heavy armor.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Legendary Power (8/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mage Strike (Su) As a swift action, use 1 power & a spell for extra melee att (2x spell lev energy dam & att bonus).
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Perfect Legendary Surge (+1d6+2 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Perfect Surge This item's legendary surge can apply to any d20 roll. The surge adds a further +2 bonus when applied to one of the types of rolls initially chosen for it. A legendary item must be a major artifact to have this ability.
Prescient Defense (Su) 1 Arcane Pool: Gain +10 bonus to AC and Reflex saves vs. struck opponent.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (120 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Returning (Same Plane) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +12 bonus and bypass all DR.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Sweeping Strike (Su) Make one melee attack against all opponents within reach.
True Magus (Su) Use weapon in one hand at -2 & cast a spell with the other. The spell is enhanced if it targets the same foe as the melee attack.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
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Unlike most half-elves, Telgarana is the daughter of two free spirited half-elven parents. Raniel an evoker of considerable note and the duelist Kitinara. Both were major, sometimes completing influences and her resultant life path is a combination of both. While having experienced prejudice from both humans and elves due to her mixed blood, her relatively pleasant family background compared to most half-elves, has left her free of most of the moodiness common to her kind.

This has not kept her from being ambitious to prove herself as master of spell and sword. Some day she aspires to be a teacher of the spellsword path to others, perhaps to found a mercenary company that reflects such a union.

Bonus grantable by Arcane Pool

Dancing +4
Flaming +1
Flaming Burst +2
Flrost +1
Icy Burst +2
Keen +1
Shock +1
ShockingBurst +2
Speed +2
Vorpal +5

From Ghost Blade and Devoted Arcana (2AP to make selectable)

Ghost Touch +1
Brilliant Energy +4
Holy +1

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