Which magus?


Advice


Which magus would you pick to play and why?
Soul Forger, gets an arcane bonded weapon,
OR
Myrmidarch + Bladebound, gets intelligent black blade and weapon training.

Also, is there a way get get different spells onto the magus class? I know of spell blending for wizard, mindblade for psychic, and eldritch scion for bloodline spells and puppetmaster. But I'm wanting to keep arcane pool enhancing weapon so puppetmaster is out.


My pick would be Soulforger, but then again I'm biased against Myrmidarch because they give up so many class features that it feels more like you're building a fighter with some spellcasting than a magus with extra martial skill.


As an archetype, Soul Forger is actually pretty bad and I recommend against it, because you're giving up quite a lot of your spellcasting ability for being better at crafting. Bladebound isn't bad, but Myrmidarch is something you want to avoid unless you're specifically building a switch-hitter magus, a niche that the Myrmidarch fills pretty nicely. For a detailed look at options, there's a pretty good guide out there on these forums.

One option I can immediately think of that you haven't already listed is the Samsaran race and the "mystic past life" alternate racial trait. If you start the game with 18 INT, you'll get to choose any 5 arcane spells from other lists to stick on the magus spell list.


My preference is with the bladebound kensai.

You give up a fair amount of magic and arcana, but are always effective in melee combat.

Grand Lodge

I prefer Hex Crafter, Kensai, or No Archetype.


See I'm wanting more of a "fighter with some spellcasting" than a standard magus build.
So I'm not super caring about magus arcana, as I don't feel there are many I like, and I'm not much interested in spell recall, as pearls of power do the same.
So that's why these archetypes are the ones I'm considering between.

Grand Lodge

Chess Pwn wrote:

See I'm wanting more of a "fighter with some spellcasting" than a standard magus build.

So I'm not super caring about magus arcana, as I don't feel there are many I like, and I'm not much interested in spell recall, as pearls of power do the same.
So that's why these archetypes are the ones I'm considering between.

Hexcrafter might be up your ally.

Pick up Hexes like Flight that can save you from Casting Fly.
The Prehensile Hair can grab stuff in your pack and hold things for you.

It gives up Spell Recall like your fine with and Trades some Arcana's for Hexes. As well as adding ALL Curse spells 6th level and Lower to your list.


hexcrafter provides nice utility but doesn't stack with other archetypes. Like if I could put it with one of these I would, since I like the archetype. Or if I was going for a more normal magus playstyle I'd probably look at it as well.

Soul Forger gets 1/2 price enhancements and can put whatever they want on it.

black + Myrmidarch gets free enhancements but is stuck at +s and the few that magus grants. It also gets weapon training to add up even more damage.

I'm trying to gauge how nice it would be for a magus to have different enhancements than only the options in class.

PS. this is for PFS.


Pathfinder Roleplaying Game Superscriber

Before the clarification regarding what constitutes "modifies" (regarding stacking archetypes), I would have said bladebound hexcrafter, if only for the fly ability (maybe evil eye or misfortune, too). With that out of the way as an option (assuming you strictly follow those rules), I'm a pure bladebound strength magus now. In fact, I'm building one for tinker purposes now. As I'm playing around, I've come to the conclusion the arcana options are dependent upon what you expect your magus to encounter. For example, I'd build a different version for the Giantslayer AP than I would for the Mummy's Mask AP than I would for a homebrew campaign. The latter would be a bit more of a generalist in my opinion.


taks wrote:
Before the clarification regarding what constitutes "modifies" (regarding stacking archetypes), I would have said bladebound hexcrafter, if only for the fly ability (maybe evil eye or misfortune, too). With that out of the way as an option (assuming you strictly follow those rules), I'm a pure bladebound strength magus now. In fact, I'm building one for tinker purposes now. As I'm playing around, I've come to the conclusion the arcana options are dependent upon what you expect your magus to encounter. For example, I'd build a different version for the Giantslayer AP than I would for the Mummy's Mask AP than I would for a homebrew campaign. The latter would be a bit more of a generalist in my opinion.

I've got a STR-based Bladebound (no ups, no extras) in my Jade Regent campaign. She's only 3rd level so far, and she's terrifying already.

In case it hasn't been mentioned, you can't effectively go DEX-based any more; or at least, if you do, you lose Spell Combat.


My Strength based magus for PFS; The empower rod is actually the Acrimony Veil... a rather special headpiece.

Spoiler:

Telgarana
Female half-elf magus (bladebound) 11 (Pathfinder RPG Ultimate Magic 9, 47)
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 32, touch 16, flat-footed 28 (+10 armor, +2 deflection, +3 Dex, +1 dodge, +2 natural, +4 shield; +2 deflection vs. evil)
hp 105 (11d8+47)
Fort +12, Ref +8, Will +9; +2 vs. enchantments; +2 resistance vs. evil
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade freedom's night +15/+10 (1d8+8/18-20) or
. . cestus +11/+6 (1d4+3/19-20) or
. . dagger +11/+6 (1d4+3/19-20) or
. . unarmed strike +11/+6 (1d3+3 nonlethal)
Ranged forest sting +12/+7 (1d8+4/×3)
Special Attacks arcane pool (+3, 11 points), improved spell combat, improved spell recall, magus arcana (close range[UM], flamboyant arcana, ghost blade[UC]), opportune parry and riposte, spellstrike
Magus (Bladebound) Spells Prepared (CL 11th; concentration +16)
. . 4th—ball lightning[APG] (DC 19), dimension door, forceful strike (DC 19)
. . 3rd—displacement, fly, force punch[UM] (DC 18), haste, lightning bolt (DC 18)
. . 2nd—ablative barrier[UC], bladed dash, mirror image, intensified shocking grasp (2)
. . 1st—chill touch (DC 16), frostbite[UM], magic missile (2), shocking grasp, unerring weapon[UC], vanish[APG] (DC 16)
. . 0 (at will)—detect magic, mage hand, open/close (DC 15), prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 16, Int 20, Wis 10, Cha 10
Base Atk +8; CMB +11; CMD 27
Feats Arcane Strike, Dodge, Exotic Weapon Proficiency (katana), Extra Arcana[UM], Extra Arcane Pool[UM], Intensified Spell[APG], Skill Focus (Use Magic Device), Toughness, Weapon Focus (katana), Weapon Specialization (katana)
Traits armor expert, elven reflexes
Skills Climb +10, Concentration: Magus +16 (+18 using Spell Combat), Craft (calligraphy) +11, Diplomacy +14, Fly +10, Intimidate +13, Knowledge (arcana) +12, Knowledge (dungeoneering) +13, Knowledge (planes) +10, Linguistics +6, Perception +16, Perform (oratory) +5, Ride +9, Sense Motive +2, Spellcraft +18, Survival +0 (+2 to avoid becoming lost), Swim +10, Use Magic Device +19; Racial Modifiers +2 Perception, derring-do
Languages Common, Draconic, Dwarven, Elven, Goblin, Orc, Thassilonian, Tien
SQ arcane training, black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: unbreakable, elf blood, fighter training, knowledge pool, medium armor
Combat Gear cold iron arrows (20), potion of cure moderate wounds (2), potion of darkvision, silver arrows (20), universal solvent, wand of burning hands (15 charges), wand of fireball (4 charges), wand of infernal healing (29 charges), wand of shield (16 charges), antiplague[APG] (2); Other Gear +4 mithral agile breastplate[APG], forest sting (+3 Str), arrows (17), cestus[APG], dagger, clear spindle ioun stone, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +2, efficient quiver, headband of vast intelligence +2, ioun torch ioun stone[APG], ring of protection +2, wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, masterwork artisan's tools, mess kit[UE], potion sponge[ARG], soap, spell component pouch, spellbook, trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, camel, 2,816 gp, 8 sp, 7 cp
--------------------
Tracked Resources
--------------------
Antiplague - 0/2
Arcane Pool +3 (11/day) (Su) - 0/11
Arrows - 0/17
Black Blade: Arcane Pool (3/day) (Su) - 0/3
Cold iron arrows - 0/20
Dagger - 0/1
Lesser Empower Metamagic Rod (3/day) - 0/3
Potion of cure moderate wounds - 0/2
Potion of darkvision - 0/1
Rage (1/day) - 0/1
Silver arrows - 0/20
Trail rations - 0/5
Universal solvent - 0/1
Wand of burning hands (15 charges) - 0/15
Wand of fireball (4 charges) - 0/4
Wand of infernal healing (29 charges) - 1/29
Wand of shield (16 charges) - 2/16
--------------------
Special Abilities
--------------------
Arcane Pool +3 (11/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.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (3/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: Strike +3 (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: 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.
Deed: Derring-Do (+3 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
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.
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.
Ghost Blade (Su) Add brilliant energy and ghost touch special ability to arcane pool options.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
--------------------
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 Arcana (2AP to make selectable)

Ghost Touch +1
Brilliant Energy +4

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bitter lily wrote:
taks wrote:
Before the clarification regarding what constitutes "modifies" (regarding stacking archetypes), I would have said bladebound hexcrafter, if only for the fly ability (maybe evil eye or misfortune, too). With that out of the way as an option (assuming you strictly follow those rules), I'm a pure bladebound strength magus now. In fact, I'm building one for tinker purposes now. As I'm playing around, I've come to the conclusion the arcana options are dependent upon what you expect your magus to encounter. For example, I'd build a different version for the Giantslayer AP than I would for the Mummy's Mask AP than I would for a homebrew campaign. The latter would be a bit more of a generalist in my opinion.

I've got a STR-based Bladebound (no ups, no extras) in my Jade Regent campaign. She's only 3rd level so far, and she's terrifying already.

In case it hasn't been mentioned, you can't effectively go DEX-based any more; or at least, if you do, you lose Spell Combat.

Actually, because they haven't yet changed the wording on dervish dance, there yet remains the option of a dex-based scimitar-wielding magus.

However, the general consensus still remains that a strength-based magus remains stronger, because the dex-based magus still needs 13 strength to get power attack, and power attack is strengthened as an option for the magus due to "blade tutor's spirit".

I'm personally of the opinion that they're pretty similarly strong.

Liberty's Edge

Bladebound kensai...


nennafir wrote:
Bladebound kensai...

I considered that route, but I didn't want to give up that much of my magic, as I consider it essential to the flavor of that character. Now a samurai/kensai gestalt.....

Liberty's Edge

Drahliana Moonrunner wrote:
nennafir wrote:
Bladebound kensai...
I considered that route, but I didn't want to give up that much of my magic, as I consider it essential to the flavor of that character.

Pearls of power.

You don't have to buy a weapon. You don't have to buy armor. You should spend all of this excess wealth on something...


nennafir wrote:
Drahliana Moonrunner wrote:
nennafir wrote:
Bladebound kensai...
I considered that route, but I didn't want to give up that much of my magic, as I consider it essential to the flavor of that character.

Pearls of power.

You don't have to buy a weapon. You don't have to buy armor. You should spend all of this excess wealth on something...

That doesn't bring back the magus feautures that I give up by going Kensai. I was talking about more than just spell slots.


Pathfinder Roleplaying Game Superscriber
Johnny_Devo wrote:


Actually, because they haven't yet changed the wording on dervish dance, there yet remains the option of a dex-based scimitar-wielding magus.

However, the general consensus still remains that a strength-based magus remains stronger, because the dex-based magus still needs 13 strength to get power attack, and power attack is strengthened as an option for the magus due to "blade tutor's spirit".

I'm personally of the opinion that they're pretty similarly strong.

Blade tutor's spirit was the game changer for me. Many expect DD to get a similar FAQing as well.


Pathfinder Roleplaying Game Superscriber

I always felt the kensai gave up too much of what makes a magus interesting to me, though I do understand the appeal.


taks wrote:
Johnny_Devo wrote:


Actually, because they haven't yet changed the wording on dervish dance, there yet remains the option of a dex-based scimitar-wielding magus.

However, the general consensus still remains that a strength-based magus remains stronger, because the dex-based magus still needs 13 strength to get power attack, and power attack is strengthened as an option for the magus due to "blade tutor's spirit".

I'm personally of the opinion that they're pretty similarly strong.

Blade tutor's spirit was the game changer for me. Many expect DD to get a similar FAQing as well.

Keep in mind that if you're using multiple things that penalise the attack roll... power attack, spell combat etc.. you only get the reduction from the final total... not from each thing you're using.


Pathfinder Roleplaying Game Superscriber

Of course.

Sovereign Court RPG Superstar 2009 Top 32

Drahliana Moonrunner wrote:
Keep in mind that if you're using multiple things that penalise the attack roll... power attack, spell combat etc.. you only get the reduction from the final total... not from each thing you're using.

Indeed. BTS is basically there to negate the penalty from Spell Combat. It's also not PFS-legal.

This means that power attack remains a poor choice for a dexterity Magus. Instead of investing stat points in strength, you get better results if you put them in dex or int immediately (and save the feat).

Chess Pwn wrote:

Which magus would you pick to play and why?

Soul Forger, gets an arcane bonded weapon,
OR
Myrmidarch + Bladebound, gets intelligent black blade and weapon training.

Soul forger is one of the worst archetypes printed for the Magus. Myrm's weapon training options don't come into play until level nine and it loses a lot before that; so if your game is mostly lower levels (such as PFS) then you should avoid that.

So I recommend taking only Bladebound. Bladebound is both flavorful and excellent.


Last time I checked on The Guide, Hexcrafter stacks with Stacks with Bladebound, Card Caster, Eldritch Archer, Magic Warrior(*), Puppetmaster, or Staff Magus. As far as I can tell, it also stacks with Spell Dancer (which the guide lists as a lesser archetype and so doesn't list with respect to archetype compatibility).

(*)Can't find Magic Warrior on www.d20pfsrd.com or Archives of Nethys -- must be a new archetype.

Grand Lodge

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Page 72 of the Advanced Players Guide:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.

UnArcaneElection wrote:

Last time I checked on The Guide, Hexcrafter stacks with Stacks with Bladebound, Card Caster, Eldritch Archer, Magic Warrior(*), Puppetmaster, or Staff Magus. As far as I can tell, it also stacks with Spell Dancer (which the guide lists as a lesser archetype and so doesn't list with respect to archetype compatibility).

Don't forget that Hexcrafter modifies Arcana. (Not just replaces Spell Recall.)

That means (RAW, but your GM might allow it) it's incompatible with any archetype that also modifies Arcana. (e.g. Bladebound, Card Caster, etc)

Sovereign Court RPG Superstar 2009 Top 32

Varun Creed wrote:
That means (RAW, but your GM might allow it) it's incompatible

General agreement is that they do stack, and it's one of the most commonly played kinds of Magus (after the kensai). There is the occasional argument about it, but that doesn't really belong in this thread because it has nothing to do with what the OP is asking.

Liberty's Edge

Drahliana Moonrunner wrote:
nennafir wrote:
Drahliana Moonrunner wrote:
nennafir wrote:
Bladebound kensai...
I considered that route, but I didn't want to give up that much of my magic, as I consider it essential to the flavor of that character.

Pearls of power.

You don't have to buy a weapon. You don't have to buy armor. You should spend all of this excess wealth on something...

That doesn't bring back the magus feautures that I give up by going Kensai. I was talking about more than just spell slots.

You mentioned not wanting to "give up that much of my magic" and said pearls of power because you save money on not having to buy armor and/or weapons.

You the said I wasn't mentioning all of the features you gave up. Keep in mind your original post mentioned giving up magic. What else is there? A pearl of power is "spell recall". Is it only improved spell recall you are talking about? I just feel that you are kind of reaching here to have any objection...

Liberty's Edge

Varun Creed wrote:

Page 72 of the Advanced Players Guide:

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.

UnArcaneElection wrote:

Last time I checked on The Guide, Hexcrafter stacks with Stacks with Bladebound, Card Caster, Eldritch Archer, Magic Warrior(*), Puppetmaster, or Staff Magus. As far as I can tell, it also stacks with Spell Dancer (which the guide lists as a lesser archetype and so doesn't list with respect to archetype compatibility).

Don't forget that Hexcrafter modifies Arcana. (Not just replaces Spell Recall.)

That means (RAW, but your GM might allow it) it's incompatible with any archetype that also modifies Arcana. (e.g. Bladebound, Card Caster, etc)

You are correct. I invite anyone who doubts to look at the relevant FAQ about archetypes.


nennafir wrote:
Varun Creed wrote:

Page 72 of the Advanced Players Guide:

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.

UnArcaneElection wrote:

Last time I checked on The Guide, Hexcrafter stacks with Stacks with Bladebound, Card Caster, Eldritch Archer, Magic Warrior(*), Puppetmaster, or Staff Magus. As far as I can tell, it also stacks with Spell Dancer (which the guide lists as a lesser archetype and so doesn't list with respect to archetype compatibility).

Don't forget that Hexcrafter modifies Arcana. (Not just replaces Spell Recall.)

That means (RAW, but your GM might allow it) it's incompatible with any archetype that also modifies Arcana. (e.g. Bladebound, Card Caster, etc)

You are correct. I invite anyone who doubts to look at the relevant FAQ about archetypes.

Yes, Hexcrafter/Bladebound is no longer a legal combination.


Chess Pwn wrote:

hexcrafter provides nice utility but doesn't stack with other archetypes. Like if I could put it with one of these I would, since I like the archetype. Or if I was going for a more normal magus playstyle I'd probably look at it as well.

Soul Forger gets 1/2 price enhancements and can put whatever they want on it.

black + Myrmidarch gets free enhancements but is stuck at +s and the few that magus grants. It also gets weapon training to add up even more damage.

I'm trying to gauge how nice it would be for a magus to have different enhancements than only the options in class.

PS. this is for PFS.

Two ways to add new Special Abilities:

(1) Play a Gnome. The Favored Class Bonus lets you add defending, ghost touch, merciful, mighty cleaving, vicious, allying, conductive, corrosive, corrosive burst, or menacing to your Arcane Pool list.

(2) Take the Warrior Spirit Advanced Weapon Training option (You'll need to be a Myrmidarch).

Magic Tactics Toolbox wrote:
Warrior Spirit (Su): The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon's potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.


Gisher wrote:
nennafir wrote:
Varun Creed wrote:

Page 72 of the Advanced Players Guide:

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.

UnArcaneElection wrote:

Last time I checked on The Guide, Hexcrafter stacks with Stacks with Bladebound, Card Caster, Eldritch Archer, Magic Warrior(*), Puppetmaster, or Staff Magus. As far as I can tell, it also stacks with Spell Dancer (which the guide lists as a lesser archetype and so doesn't list with respect to archetype compatibility).

Don't forget that Hexcrafter modifies Arcana. (Not just replaces Spell Recall.)

That means (RAW, but your GM might allow it) it's incompatible with any archetype that also modifies Arcana. (e.g. Bladebound, Card Caster, etc)

You are correct. I invite anyone who doubts to look at the relevant FAQ about archetypes.
Yes, Hexcrafter/Bladebound is no longer a legal combination.

Well . . . Poo. I keep forgetting about that FAQ that rules that even addition of an option counts as modifying a feature so that anything else that modifies the feature is defined as incompatible (this same thing hoses any combination of Fiend Flayer with anything else that modifies Magus Arcana). So that kicks off Bladebound or Card Caster, but not Eldritch Archer, Puppetmaster, Staff Magus, or Spell Dancer (can't find the Magic Warrior archetype to make a determination).

Grand Lodge

UnArcaneElection wrote:

Well . . . Poo. I keep forgetting about that FAQ that rules that even addition of an option counts as modifying a feature so that anything else that modifies the feature is defined as incompatible (this same thing hoses any combination of Fiend Flayer with anything else that modifies Magus Arcana). So that kicks off Bladebound or Card Caster, but not Eldritch Archer, Puppetmaster, Staff Magus, or Spell Dancer (can't find the Magic Warrior archetype to make a determination).

If it's not Pathfinder Society, I'm sure that many GM's would still allow it! :)


UnArcaneElection wrote:
Gisher wrote:
nennafir wrote:
Varun Creed wrote:

Page 72 of the Advanced Players Guide:

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.

UnArcaneElection wrote:

Last time I checked on The Guide, Hexcrafter stacks with Stacks with Bladebound, Card Caster, Eldritch Archer, Magic Warrior(*), Puppetmaster, or Staff Magus. As far as I can tell, it also stacks with Spell Dancer (which the guide lists as a lesser archetype and so doesn't list with respect to archetype compatibility).

Don't forget that Hexcrafter modifies Arcana. (Not just replaces Spell Recall.)

That means (RAW, but your GM might allow it) it's incompatible with any archetype that also modifies Arcana. (e.g. Bladebound, Card Caster, etc)

You are correct. I invite anyone who doubts to look at the relevant FAQ about archetypes.
Yes, Hexcrafter/Bladebound is no longer a legal combination.

Well . . . Poo. I keep forgetting about that FAQ that rules that even addition of an option counts as modifying a feature so that anything else that modifies the feature is defined as incompatible (this same thing hoses any combination of Fiend Flayer with anything else that modifies Magus Arcana). So that kicks off Bladebound or Card Caster, but not Eldritch Archer, Puppetmaster, Staff Magus, or Spell Dancer (can't find the Magic Warrior archetype to make a determination).

Magic Warrior is from Inner Sea Intrigue and it isn't compatible because it replaces the third level Arcana. I don't believe that Puppetmaster and Hexcrafter stack since both alter the Spells feature. Neither explicitly states that the feature is altered, but both add to your spell list under the heading 'Spells.' That seems like a clear alteration of the Spells feature to me.

So Hexcrafter is currently stackable with Eldritch Archer, Spell Dancer (Elf), and Staff Magus.

It is not stackable with Armored Battlemage, Beastblade, Bladebound, Card Caster, Deep Marshal, Eldritch Scion, Elemental Knight (Suli), Esoteric, Fiend Flayer (Tiefling), Greensting Slayer, Kapenia Dancer, Kensai, Magic Warrior, Mindblade, Myrmidarch, Puppetmaster, Skirnir, Soul Forger, Spell Trapper, Spellblade, or Spire Defender (Elf).


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Myrmidarch with Warrior's Spirit and Arcane Pool is pretty awesome, especially with the Sharding weapon ability. VMC Fighter also adds a ton of other useful benefits, like adding Weapon Training bonus to Reflex saves, or adding Bravery to Will saves, giving the Magus a bonus on saves that he's almost never had access to before. They can also get bonuses to Armor Class and a psuedo Martial Flexibility. Altogether, it's definitely something I'd want to try later on.

Aside from that, Kensai Bladebound is awesome because it lets you go without spending money on two of the "Big Six" PC money sinks. This is actually a HUGE deal, because it lets you use your money on other things, including better defenses (higher Cloak of Resistance, Ring of Protection, etc.) as well as stuff you actually care about. There are SO many items in Pathfinder, but if you have to constantly update your weapon or shield to stay relevant, then that huge amount of items are all for naught.


nennafir wrote:
Drahliana Moonrunner wrote:
nennafir wrote:
Drahliana Moonrunner wrote:
nennafir wrote:
Bladebound kensai...
I considered that route, but I didn't want to give up that much of my magic, as I consider it essential to the flavor of that character.

Pearls of power.

You don't have to buy a weapon. You don't have to buy armor. You should spend all of this excess wealth on something...

That doesn't bring back the magus feautures that I give up by going Kensai. I was talking about more than just spell slots.

You mentioned not wanting to "give up that much of my magic" and said pearls of power because you save money on not having to buy armor and/or weapons.

You the said I wasn't mentioning all of the features you gave up. Keep in mind your original post mentioned giving up magic. What else is there? A pearl of power is "spell recall". Is it only improved spell recall you are talking about? I just feel that you are kind of reaching here to have any objection...

The later versions of spell recall include preparing spells you don't have in your books. You also lose out on the expanded spells given at level 19.


Gisher wrote:
Magic Warrior is from Inner Sea Intrigue and it isn't compatible because it replaces the third level Arcana. I don't believe that Puppetmaster and Hexcrafter stack since both alter the Spells feature. Neither explicitly states that the feature is altered, but both add to your spell list under the heading 'Spells.' That seems like a clear alteration of the Spells feature to me.

Note to self: Never again rely on the archetypes tables, even when posting in a hurry . . . .

Speaking of which, is www.d20pfsrd.com ever going to update those things again? They used to update them after a long delay relative to the introduction of new material, but this year that seems to have stopped . . . .


Pathfinder Roleplaying Game Superscriber

I seem to recall they've had issues that have slowed them down in terms of content updates (considerably). Keeping up with rules changes/modifications/FAQs is a daunting task, I bet. I imagine the guys updating HL likewise dread FAQ updates.


taks wrote:
I seem to recall they've had issues that have slowed them down in terms of content updates (considerably). Keeping up with rules changes/modifications/FAQs is a daunting task, I bet. I imagine the guys updating HL likewise dread FAQ updates.

I imagine their attention these days is taken up looking for a new home as Google Sites is no longer going to be tenable for them. Not much use in updating the website until that little problem is taken care of.


So Myrmidarch gets weapon training at lv6, not sure where lv9 came from.

Since this is for PFS, blade tutor and weapon spirit aren't allowed.

I'm glad you guys are giving what you feel is helpful advice. But I was really wanting advice on taking either soulforger or bladebound&Myrmidarch.


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Fruian Thistlefoot wrote:
I prefer Hex Crafter

So to the question of which Magus, you answer Witch Magus.


Pathfinder Roleplaying Game Superscriber
Chess Pwn wrote:

So Myrmidarch gets weapon training at lv6, not sure where lv9 came from.

Since this is for PFS, blade tutor and weapon spirit aren't allowed.

I'm glad you guys are giving what you feel is helpful advice. But I was really wanting advice on taking either soulforger or bladebound&Myrmidarch.

OIC. We're just not good enough for you. ;)


Drahliana Moonrunner wrote:

{about www.d20pfsrd.com}

I imagine their attention these days is taken up looking for a new home as Google Sites is no longer going to be tenable for them. Not much use in updating the website until that little problem is taken care of.

What went wrong with Google Sites?

Chess Pwn wrote:

So Myrmidarch gets weapon training at lv6, not sure where lv9 came from.

{. . .}

Level 9 is where some of the really good stuff to go with Weapon Training (like Ace Trip) kicks in, due to BAB requirements. Actually would be level 8, but normally you don't have a feat available there.


UnArcaneElection wrote:
Drahliana Moonrunner wrote:

{about www.d20pfsrd.com}

I imagine their attention these days is taken up looking for a new home as Google Sites is no longer going to be tenable for them. Not much use in updating the website until that little problem is taken care of.

What went wrong with Google Sites?

...

I am going to hazard a wild guess and say that running out of bandwidth allowance (or whatever it is called) due to the sheer amount of traffic is the primary issue.


That's pretty much it, google sites has traffic caps which can lock you out of the site if too many people are visiting it at once.

During the Pathfinder humble bundle the website was almost nonfunctional because of it.

Sovereign Court RPG Superstar 2009 Top 32

Chess Pwn wrote:
So Myrmidarch gets weapon training at lv6, not sure where lv9 came from.

That's the level where you can get the cool abilities from weapon training. At L6, all you get is a +1.

Quote:
I'm glad you guys are giving what you feel is helpful advice. But I was really wanting advice on taking either soulforger or bladebound&Myrmidarch.

We did that. Soulforger sucks. Bladebound is beautiful. Myrm is meh.


so why is the soulforger so much worse than the myrm?


Chess Pwn wrote:
so why is the soulforger so much worse than the myrm?

Soul Forger

Diminished Spellcasting: This always hurts, so you better get something good for it.

Arcane Bond, Spell Combat, and Spellstrike: Being restricted to just one particular weapon for Spell Combat and Spellstrike really hurts. In addition, since you need to wield your weapon to avoid a nasty concentration check on your spellcasting, you are going to have a crimp on your casting in non-combat situations.

Master Smith: Being really good at crafting armor, shields, and weapons is not too shabby, but losing Knowledge Pool for it hurts.

Fortify Bond: Being able to harden your Bonded Weapon is nice, but situational. Losing Spell Recall for it hurts, in a way that isn't situational unless you spend a load of money on Pearls of Power.

Reforge: Being able to repair things is nice, except that if you use this ability on magic items, you might yourself permanent Negative Levels that will cost you a Restoration to get rid of. And losing Improved Spell Recall for this really hurts.

Destructive Counterstrike: This is actually a bit of an upgrade over the normal Counterstrike, which can never interrupt the spell it is used against (only punish the spellcaster) -- Destructive Counterstrike might give you a shot at negating an effect from a magic device, although the catch is that your one Attack of Opportunity has to destroy the item being used to make the effect.

Instantaneous Reconstruction: Now you can run the risk of getting permanent Negative Levels in a Standard Action. And you give up Greater Spell Access for this.

Myrmidarch

Diminished Spellcasting: This always hurts, so you better get something good for it.

Ranged Spellstrike: This is probably the worst part -- you get to Spellstrike on a ranged weapon, but this is usually worse than just casting a spell as a Ranged Touch Attack (which normally hits more easily), and it doesn't even give you the range on your spell (you have to use a spell that already has range, Reach Spell metamagic, or the Reach Spellstrike + Distant Spellstrike Magus Arcana combination). You are limited (until you get to 11th level, very severely) in how many things your spells can target through Ranged Spellstrike. And you can't use Ranged Spellstrike with Spell Combat (unless you stack on the Eldritch Archer archetype, which also gets you Ranged Spellstrike . . . again). To make Ranged Spellstrike good, you will have to dip in something like Gunslinger. And worst of all, you give up both Spell Recall and Improved Spell Recall to get Ranged Spellstrike.

Weapon Training: Now, we're talking. This is the only archetype that gets you Weapon Training (which got a LOT better with the Weapon Master's Handbook) on a Magus without going VMC Fighter (which takes a long time to get online) or taking an unreasonably long Fighter dip. This opens up options like Advanced Weapon Training and Weapon Mastery feats such as Ace Trip. You give up your level 6n (not 6n + 3) Magus Arcana for this, but if you build for this, it's worth the trade.

Fighter Training: You get a better version of this than a normal Magus, eventually letting you count your Magus levels as Fighter levels 1 for 1 instead of 2 for 1.

Armor Training: Although you trade out Improved Spell Combat and Greater Spell Combat for this, Armor Training also got better with the Armor Master's Handbook; if you build for this, it's worth the trade, and even if not, if you're planning to go into Heavy Armor as soon as you can, the reduction of penalties (including movement) for wearing armor is useful in its own right.

Armor Mastery: True Magus was probably better than this, but DR 5/- when wearing armor is not bad.


so it's the AAT and AWT that makes Myrmidarch much better than soul forger, even though soul forger doesn't trade arcana. Interesting. Well since Myrmidarch was my original plan I'll probably stick with it then.


^And I'd say that Soul Forger trades out more (at least Myrmidarch gets to keep some of its Magus Arcana and can still take Extra Magus Arcana, whereas you can't get back ANY of the stuff that Soul Forger trades out), although the worst tradeout for both may well be Spell Recall and Improved Spell Recall.


My understanding is Myrmidarch trades out more, as it loses out on arcana. other than that they trade out basically the same stuff.

Sovereign Court RPG Superstar 2009 Top 32

Ultimately it doesn't matter how much you trade out, but what you trade it for.

For soul forger, literally every trade it makes is either a straight downgrade, or a trade for something that's generally useless. Myrm does make several poor trades, but at least it gets armor and weapon training out of the deal; these are pretty decent abilities if the weapon/armor master's books are allowed.

This is why myrm > sf, but bear in mind that Bladebound is much better than either of them.


UnArcaneElection wrote:
Drahliana Moonrunner wrote:

{about www.d20pfsrd.com}

I imagine their attention these days is taken up looking for a new home as Google Sites is no longer going to be tenable for them. Not much use in updating the website until that little problem is taken care of.

What went wrong with Google Sites?

Chess Pwn wrote:

So Myrmidarch gets weapon training at lv6, not sure where lv9 came from.

{. . .}

Level 9 is where some of the really good stuff to go with Weapon Training (like Ace Trip) kicks in, due to BAB requirements. Actually would be level 8, but normally you don't have a feat available there.

If I recall correctly, Sites is changing it's policies and shutting down some free services on which the website depends on.

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