Advice on building Staff Magus for PFS Play


Advice


I have a friend who is somewhat new to Pathfinder who is trying to build a Staff Magus and needs some help.

Its for PFS play and he must play an Elf, and has chosen to take the Staff Magus archetype. It will be for a run through the Emerald Spire so no real need to focus on Diplomatic skills. Also, it's a 6 person party and they already have a Bard and Paladin for the social stuff.

What would a build to level 12 look like? Also, as a staff Magus does this mean he can use a Fire staff and cast Burning Hands (or the like) from the staff while he melees with it? What are his best spell options for the spellstrike ability? I think that's what it is called.

Thanks for your help!

Liberty's Edge

Hi,

I think it is a bit of a tricky build. Staff can't get dex to damage, so you need strength. But also you are giving up medium+ armor and need dex. And of course you still need Int. I'd personally prefer a build where you could somewhat tank either str or dex.

It is further complicated by the fact that you are playing an elf in melee range, which means you are going to want CON even though elf takes a con hit.

Here is one of the guides if you want to take a look at it.

I'd personally go for one of the other archetypes and do a dex-to-damage build with frostbite. Or if you want to play a strength based build, get a weapon with more heft than a staff and don't give up heavy armor.

Shadow Lodge

Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber

I have a PFS Staff Magus that has just hit level 11.

What I did was dip 4 levels of Flowing Monk, and focused on a maneuver build (Trip & Repossition) and utility/buff spells. In play it was extremely versatile, playing a lot like a monk, but with enough offense that the opposition can't just ignore you.

A couple of things to note:
Staff is a monk weapon, so you can flurry with it
There is a magus arcana which lets you combine your ki pool with your arcane pool, for maximum flexibility.
Your goal should be staying on track to get Tripping Twirl. I also went with Bodyguard and the Reposition feats, but this combo gives you a lot of coat feats so you can certainly do something different.
Note that a Staff Magus with the Tripping Staff feat may use Spellstrike while making a trip attack, which no other archetype allows.
Keep an eye out for staves on chronicle sheets. There are a few out there which are available for less than the standard cost.
I've also gotten tons of mileage out of the Staff of Entwined Serpents and Quarterstaff of Vaulting.
Don't be afraid to dual-wield Staves, as it makes for more flexible spellls available.

For this build, an elf would be looking at starting stats of St 12 Dx 16 Cn 11 Int 14 Wis 16 Cha 8. I'd recommend Half-elf, Human, or Dwarf instead.

Sovereign Court RPG Superstar 2009 Top 32

pH unbalanced wrote:
Note that a Staff Magus with the Tripping Staff feat may use Spellstrike while making a trip attack, which no other archetype allows.

Actually, every Magus can do that, even without the feat. This is because spellstrike gives a melee attack, and the maneuver rules allow you to substitute a trip, disarm, or sunder for a melee attack. Unfortunately the author of the tripping staff line of feats was unaware of that.

That said, a Maneuver Magus is a very effective and versatile build. However, the feat you want for that is Greater Trip.


(link->)FOR ANYONE NEW TO THE MAGUS CLASS I STRONGLY RECOMMEND READING THIS GUIDE(<-link)

Krell44 wrote:
What would a build to level 12 look like?

I recommend something like this for stats:

STR: 16 (10 points)
DEX: 14 (2 points, +2 racial)
CON: 12 (5 points, -2 racial)
INT: 16 (5 points, +2 racial)
WIS: 12 (2 points)
CHA: 7 (-4 points)

Note that you can take the exact same stat array as a Human, Half Elf or Half Orc putting your +2 into INT and swapping your points for DEX and CON (or you can have a higher CON and lower DEX, which might be preferable).

That CON penalty is really going to be hard to live with, as a Magus has D8 hit points and tends to be on the front line. However Elves do get some nice bonuses, so it's not a bad choice. I would normally recommend offsetting this by putting your Favoured Class bonus into HP, but the Elf Alternate Favoured Class option is REALLY good (you get more Arcana).

As for what a level 12 build will look like? That really depends what he wants to focus on. The standard Magus build is to try to get as much as you can out of Shocking Grasp, but since a staff doesn't have the high Crit-Range that most Magi will go for there are probably other options. Honestly the Magus is a very strong class, so you can pretty much go with whatever you want.

One thing I will say is that as a 6/9 caster I don't think the Magus suffers much from a 1 level dip into another class. I don't know if there are any really good options for a Staff Magus (I've never played one) but the Monk does look like it offers some synergy.

Krell44 wrote:
Also, as a staff Magus does this mean he can use a Fire staff and cast Burning Hands (or the like) from the staff while he melees with it? What are his best spell options for the spellstrike ability? I think that's what it is called.

There are 2 abilities, Spell Combat and Spellstrike. They're both amazing. If you don't know how they work click the link at the top of my post.

If he wants to use Spell Combat with a spell stored in his staff he'll want the WAND WIELDER Arcana. As far as I know Wand Wielder doesn't let you Spellstrike with a staff, but it's still going to be a Staff Magus' best friend.

nennafir wrote:
Or if you want to play a strength based build, get a weapon with more heft than a staff and don't give up heavy armor.

Actually the loss of Med/Heavy armour isn't really bad:

[url=http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/staff-magus] wrote:

Quarterstaff Defense (Ex)

At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3.
This ability replaces the medium armor and heavy armor class abilities.

Since this is for PFS the heavy armour stuff shouldn't matter. At 7th level a magus wearing a breastplate is going to have +2AC compared to a magus wearing a chain shirt. Instead a Staff Magus gets the enhancement bonus on their weapon (including their Arcane Pool enhancement) instead. This is likely a +3 or +4 at this level.

Liberty's Edge

The shield bonus of Staff Magus doesn't matter: It is still going to have less armor than the various kensai and/or medium and/or heavy armor options. Most dex or str magus (NOT kensai but they get INT to AC) can get a buckler and enhance it as much as they want and not interfere with slashing grace or whatever. So the shield bonus of the staff magi is quickly overtaken. And the other people still have better armor.

The staff magus has less armor than other magi. It is something to be aware of at least.

As I said before, I think you can make a build for it, but it is tricky. You need STR/DEX/CON/INT and any class that needs 4 stats is going to be somewhat gimp compared to others that need less. I think all of these people advising having a 12-ish con for a melee class which has less AC than the average magus are smoking something... You are just increasing your chance of dieing, unless you have a GM that is fudging rolls.

Let me know if you want me to post a good kensai+bladebound build. It will be serviceable and not so multi-stat dependent. You can PM as well if that is your preference.


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nennafir wrote:

The shield bonus of Staff Magus doesn't matter: It is still going to have less armor than the various kensai and/or medium and/or heavy armor options. Most dex or str magus (NOT kensai but they get INT to AC) can get a buckler and enhance it as much as they want and not interfere with slashing grace or whatever. So the shield bonus of the staff magi is quickly overtaken. And the other people still have better armor.

The staff magus has less armor than other magi. It is something to be aware of at least.

As I said before, I think you can make a build for it, but it is tricky. You need STR/DEX/CON/INT and any class that needs 4 stats is going to be somewhat gimp compared to others that need less. I think all of these people advising having a 12-ish con for a melee class which has less AC than the average magus are smoking something... You are just increasing your chance of dieing, unless you have a GM that is fudging rolls.

Let me know if you want me to post a good kensai+bladebound build. It will be serviceable and not so multi-stat dependent. You can PM as well if that is your preference.

There are some good points here, but the problem I have with what you're saying is this:

The OP said: "Playing an Elf Staff-Magus, need help."

And you replied with: "Don't play an Elf Staff-Magus."

It's completely unhelpful.

Obviously you don't like that Archetype, which is fine. Maybe rather than point out the problems you have with it, put all that brain-power toward mitigating some of those problems. If this character is likely to have a lower than average AC and HP, what are some other ways you can think of to help them survive?

Rather than tell them to play how you like to play, try to think of something to help them play the way they like it...?

The Exchange

First the answers to your questions, then some advice:

What would a build to level 12 look like?
see below
Also, as a staff Magus does this mean he can use a Fire staff and cast Burning Hands (or the like) from the staff while he melees with it?
If he takes the Wand Wielder arcana he can use it with Spell Combat, but probably not with Spellstrike. (Staves are spell trigger activation so you don't technically cast when you activate a staff. There may be some table variation here.) If the spell is not on his spell list he has to make a UMD check. If it is, he can use the staff's caster level or his own, whichever is higher.
What are his best spell options for the spellstrike ability? I think that's what it is called.
Shocking grasp is the classic low level choice. Frigid touch and vampiric touch quickly become favorites as well.

Advice:
You can definitely build a reasonable staff magus for PFS play (I have played one in PFS). You will be a decent all-around character but not an overwhelming one. It's not the archetype to play if you want to be an unhittable instakiller. It will be a fun, rarely seen playstyle. You definitely won't be a drag on the party.

Be sure to make your primary weapon a spell-containing stave as soon as you have the money and fame to buy one. A Staff of Minor Arcana is only 8000 gp. It might be tempting to use a regular quarterstaff since you can permanently enchant it with melee weapon properties. However when you hit 10th level and get Staff Weapon you will instantly regret the choice. Until then use magic weapon / greater magic weapon and your arcane pool to get your enhancement bonus up.

Sample 12th level build:

I went with 110,000 gp. I think that's about the right WBL for level 12. Note that this assumes that you can get 54 Fame by level 12. That's actually pretty difficult if you are ONLY playing Emerald Spire, so this build may not work. Also I didn't really try to optimize this, you can certainly do better. No buffs are included (not even arcane pool).

Elf magus (staff magus) 12
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 21 (+8 armor, +1 deflection, +3 Dex, +2 shield)
hp 111 (12d8+48)
Fort +12, Ref +9, Will +10; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee Staff of Travel +17/+12 (1d6+11/19-20)
Special Attacks arcane pool (+3, 11 points), improved spell combat, improved spell recall, magus arcana (arcane accuracy, enduring blade, ghost blade, wand wielder), spellstrike
Magus (Staff Magus) Spells Prepared (CL 12th; concentration +17)
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 14, Int 20, Wis 10, Cha 10
Base Atk +9; CMB +11; CMD 28
Feats Combat Reflexes, Dimensional Agility, Improved Critical (quarterstaff), Medium Armor Proficiency, Power Attack, Quarterstaff Master, Toughness, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Skills Perception +2; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Osiriani, Tien
SQ elven magic, knowledge pool, quarterstaff defense, staff weapon
Combat Gear staff of minor arcana, staff of travel; Other Gear +2 mithral breastplate, belt of physical perfection +2, cloak of resistance +2, headband of vast intelligence +4, ring of protection +1, magus starting spellbook, 1,400 gp
--------------------
Special Abilities
--------------------
Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool +3 (11/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enduring Blade (Su) 1 Arcane Pool: Duration of enchants to magus weapon increase to 1 minute per level.
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.
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.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quarterstaff Defense +2 (Ex) At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature.
Quarterstaff Master Use a quarterstaff one-handed
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Staff Weapon (Su) At 10th level, a staff magus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff 's caster level divided by 4 (minimum +1).
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.

The Exchange

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MrCharisma wrote:


The OP said: "Playing an Elf Staff-Magus, need help."

And you replied with: "Don't play an Elf Staff-Magus."

It's completely unhelpful.

Obviously you don't like that Archetype, which is fine. Maybe rather than point out the problems you have with it, put all that brain-power toward mitigating some of those problems. If this character is likely to have a lower than average AC and HP, what are some other ways you can think of to help them survive?

Rather than tell them to play how you like to play, try to think of something to help them play the way they like it...?

Welcome to the Advice Boards.

Sovereign Court RPG Superstar 2009 Top 32

MrCharisma wrote:

The OP said: "Playing an Elf Staff-Magus, need help."

And you replied with: "Don't play an Elf Staff-Magus."

It's completely unhelpful.

Not only that, it's also incorrect. Whenever the Magus uses spell combat, he loses the bonus from his buckler. Since a Magus should be spell combating as often as possible, he gets little or no benefit from a +5 buckler.

This means that the Staff Magus has better defenses than most other archetypes, while not getting the speed penalty for medium or heavy armor.


I'll just add that if you do think the archetype is weak it does stack with Beastblade, Card Caster, Eldritch Scion, Hexcrafter, or Magic Warrior (according to Kurald's guide).

This means that you can possibly sure up some weaknesses by adding another archetype (Not sure how, just thought of this).

At this point I'm not sure there's much more I can add till the OP gets back. (Is he still reading or are we just arguing among ourselves?)

Liberty's Edge

Kurald Galain wrote:
MrCharisma wrote:

The OP said: "Playing an Elf Staff-Magus, need help."

And you replied with: "Don't play an Elf Staff-Magus."

It's completely unhelpful.

Not only that, it's also incorrect. Whenever the Magus uses spell combat, he loses the bonus from his buckler. Since a Magus should be spell combating as often as possible, he gets little or no benefit from a +5 buckler.

This means that the Staff Magus has better defenses than most other archetypes, while not getting the speed penalty for medium or heavy armor.

Not really. You can play a dex based frostbite magus who never uses spell combat. So you always get the shield bonus. Again, it's all in the details.

Also, I think it is perfectly valid advice to say, "Why don't you try this other, similar build, that is probably going to be optimized better?"


nennafir wrote:

Not really. You can play a dex based frostbite magus who never uses spell combat. So you always get the shield bonus. Again, it's all in the details.

Wouldn't such a Magus be talking an awful lot of single attacks the round after casting frostbite? Doesn't seem all that desireable tbh.

Liberty's Edge

Alex Mack wrote:
nennafir wrote:

Not really. You can play a dex based frostbite magus who never uses spell combat. So you always get the shield bonus. Again, it's all in the details.

Wouldn't such a Magus be talking an awful lot of single attacks the round after casting frostbite? Doesn't seem all that desireable tbh.

???

Typically, the first round of combat, you are moving toward the other guy anyway and couldn't get a full attack. First round, swift action arcane pool to buff, cast frostbite, move toward other guy and draw weapon, free action attack with spellstrike to deliver one charge of frostbite. Subsequent rounds, full attack with frostbite on each attack.


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nennafir wrote:

Not really. You can play a dex based frostbite magus who never uses spell combat. So you always get the shield bonus. Again, it's all in the details.

Also, I think it is perfectly valid advice to say, "Why don't you try this other, similar build, that is probably going to be optimized better?"

So what you're saying is that you think a Staff Magus gives up to much to be a useful archetype, so instead you suggest dropping Spell-Combat (arguably the Magus' most powerful unique ability) so that you can still use a buckler?


Thanks for the suggestions folks. I was wrong about one thing, he wants to play a Half Orc Staff Magus, not an Elf. But yes, he is stuck on the Staff Magus for flavor reasons. Walk softly and carry a big stick I guess.

Lets say he picks up the Staff of Minor Arcana...can he then enchant it to +1?

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
nennafir wrote:
Staff can't get dex to damage, so you need strength.
Actually, you can. Staff Magus gets Quarterstaff Master as a bonus feat. Add Spear Dancing Spiral and you can use various spears/polearms (e.g. Elven Branched Spear would be a good choice for an Elf PC) one-handed with weapon finesse and from there into various dex to damage options (e.g. UnRogue 3 Finesse Training).

The Exchange

Krell44 wrote:

Thanks for the suggestions folks. I was wrong about one thing, he wants to play a Half Orc Staff Magus, not an Elf. But yes, he is stuck on the Staff Magus for flavor reasons. Walk softly and carry a big stick I guess.

Lets say he picks up the Staff of Minor Arcana...can he then enchant it to +1?

Not in PFS play.

In a home game your GM might work out some way to account for the cost of the enchantment on top of the cost for the spell abilities. However in PFS that would be considered a "custom-costed item" and wouldn't be allowed. Similarly he has to pick from published (and PFS legal) staffs, he can't design his own with just the spells he wants.

It is, however, a valid target for magic weapon and enhancement from his arcane pool.

Liberty's Edge

CBDunkerson wrote:
nennafir wrote:
Staff can't get dex to damage, so you need strength.
Actually, you can. Staff Magus gets Quarterstaff Master as a bonus feat. Add Spear Dancing Spiral and you can use various spears/polearms (e.g. Elven Branched Spear would be a good choice for an Elf PC) one-handed with weapon finesse and from there into various dex to damage options (e.g. UnRogue 3 Finesse Training).

Fair enough. It seems like a long road, however...

Sovereign Court RPG Superstar 2009 Top 32

Krell44 wrote:
Lets say he picks up the Staff of Minor Arcana...can he then enchant it to +1?

No; this is why it's better to invest in a +1 staff and a few Pearls of Power, than in a staff with spells inside. Bear in mind that Magic Missile is pretty weak and that the Shield spell doesn't stack with your archetype's defensive ability.

nennafir wrote:
Not really. You can play a dex based frostbite magus who never uses spell combat.

Well you could do that, but spell combat is a much more powerful ability than using a shield.

So that pretty much breaks your argument that staff magus would be weak. It gets the same defense as your other example, but it retains both spell combat and a high movement rate, which your shield magus doesn't.

nennafir wrote:
Typically, the first round of combat, you are moving toward the other guy anyway and couldn't get a full attack.

That is incorrect. Half of the time, the other guy moves towards you, and the other half you can deal with by casting Bladed Dash or Dimdoor, or by having a reach build.

nennafir wrote:
Also, I think it is perfectly valid advice to say, "Why don't you try this other, similar build, that is probably going to be optimized better?"

What you've suggested so far is clearly not optimized better.

Liberty's Edge

MrCharisma wrote:
nennafir wrote:

Not really. You can play a dex based frostbite magus who never uses spell combat. So you always get the shield bonus. Again, it's all in the details.

Also, I think it is perfectly valid advice to say, "Why don't you try this other, similar build, that is probably going to be optimized better?"

So what you're saying is that you think a Staff Magus gives up to much to be a useful archetype, so instead you suggest dropping Spell-Combat (arguably the Magus' most powerful unique ability) so that you can still use a buckler?

???

The dps of a frostbite dex-to-damage build is quite good. This is especially true because they will have fewer stats to maximize. So the ones they do will tend to be higher.

It is the shocking grasp builds that live or die by spell combat, not the frostbite ones.

It seems that people don't really understand how it works and/or haven't actually number crunched things. Lets say you start with an 18 dex (very reasonable since you only pay attention to dex, con, int--the str magus is not so lucky.) And lets say you have a +4 dex item and put your extra points to dex. So at lvl 8 you have 24 dex. And lets say you have slashing grace or fencing grace or something like that with a d6 weapon.

Further suppose you do an empowered frostbite at lvl 8 (maybe only as a second level spell because you took the right trait--could even be as a first level spell if you took 2 traits for this.)

First round, you are going to move toward the other guy and still do
1d6+15+1.5x(1d6+8) damage or an average of 35.75 damage. On subsequent rounds while you full attack you will (if each attack hits) do twice that. And you have fatigues the other guy. And if you rime spell it you have entangled them.

And you can keep this up for several rounds before needing to cast frostbite again. At higher levels, the +lvl damage from frostbite becomes even more significant. And the fact that you can get this damage on each attack in your full attack becomes even more significant.


nennafir wrote:
The dps of a frostbite dex-to-damage build is quite good. This is especially true because they will have fewer stats to maximize. So the ones they do will tend to be higher.

I know, I'm a big fan of the Frostbite Magus. I'm less a fan of the DEX magus. I think either way building your character with the idea that you won't be using Spell-Combat is a mistake. Frostbite isn't going to be the ONLY spell you use.

Whatever you decide - and whatever I decide - is fairly irrelevant to this thread now though, so I suggest we get back to the OP's questions. If you want to start a new thread to talk about this feel free.

Sovereign Court RPG Superstar 2009 Top 32

nennafir wrote:
The dps of a frostbite dex-to-damage build is quite good. This is especially true because they will have fewer stats to maximize. So the ones they do will tend to be higher.

No, it's the dex build that requires (slightly) fewer stats, frostbite does not make a difference.

Quote:
It is the shocking grasp builds that live or die by spell combat, not the frostbite ones.

Again no. A frostbite build using spell combat is much better than a frostbite build that avoids SC. Because of action economy, every Magus build benefits strongly from SC, and in fact the shocking grasp build is one of the few that can do without.

Quote:
So at lvl 8 you have 24 dex.

Yes, and at level 8 the strength build would have 24 strength. So your point is?

Yes, frostbite is a very good spell. Yes, it becomes even better with spell combat. Whether you do str-to-damage or dex-to-damage doesn't actually matter here.

Quote:
It seems that people don't really understand how it works

Precisely.

Liberty's Edge

Kurald Galain wrote:


Quote:
It is the shocking grasp builds that live or die by spell combat, not the frostbite ones.

Again no. A frostbite build using spell combat is much better than a frostbite build that avoids SC. Because of action economy, every Magus build benefits strongly from SC, and in fact the shocking grasp build is one of the few that can do without.

For a guide writer, you seem very uninformed here. The typical frostbite build doesn't really care about spell combat. In the typical example of starting battle away from the enemy, you can't even do spell combat because it is a full round action and you need to move to the enemy.

The frostbite build can (in the first round) swift action buff with arcane pool, cast frostbite, then draw weapon and approach and get a free action attack.

At that point, they are near the enemy and have several charges of frostbite that they can use while full attacking. At this point, they don't want to cast any other spells anyway (i.e., no more spell combat) because that would cause them to lose their frostbite charges.

So saying that spell combat is super important to a frostbite build is just missing the point. It is basically completely irrelevant in the most common applications of a frostbite build. The only time it is going to come up is when you have already used all of your previous frostbite charges, are still next to the enemy, and then want to buff up again. Hardly vital...

That said, I tend to play dex builds with high initiatives and so tend to go first. If you are used :P to playing some slow-as-snails STR build that doesn't tend to act first, you will get enemies first approaching you more so that you can use spell combat more that first round. You still won't be using it, however, on subsequent rounds.

Kurald Galain wrote:


Quote:
So at lvl 8 you have 24 dex.

Yes, and at level 8 the strength build would have 24 strength. So your point is?

My point is that if the STR build has 24 strength, they have made a sacrifice that the dex build did not have to make. You have less AC, less CON, or less INT.

Edit: Bowing out in the interest of not mucking up the staff magus thread more. If you want to explain in detail in another thread why spell combat is so vital to a frostbite magus build, by all means do so. I would encourage you to be specific and use actual real play examples that would frequently come up. In my experience, it is something that is nice and that you occasionally want to use, but nowhere near as important as spellstrike or the other goodies a magus gets.

Paizo Employee Organized Play Coordinator

While we all view builds differently, please focus on outlining the positives of your preferred build not bashing someone else's take on the class.

Thanks :)

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