Fun magus builds?


Advice


I am the usual GM for my group and I don't get to play often but I've always wanted to try out the magus, so what are some fun, unusual, or strange builds for when I do finally play, don't worry to much about optimization we are pretty casual (read as "I'm the only one who really has any system mastery") also all of us are pretty lax with rules as long as it'll be cool or fun we can bend the rules a little


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*reads the "don't worry about optimization" part and slowly puts away the eldritch archer/gunslinger/vivisectionist/arcane trickster build*

It depends on what you want to do, really.

For example, while its slow to pick up, if you wanted a combat buddy you could pick up a beastmaster magus.

Another example and of two archetypes that stack and mesh well is an eldritch archer and hexcrafter magus. Deliver curses from afar!

You could build a whip magus, who uses the maneuver arcana to get full BaB on trip attempts, and use multi-touch spells alongside combat reflexes for great battlefield control.

I've been wanting to try the Puppetmaster archetype, that combines martial competence with enchantment and illusion mastery. Notably he gains access to the bard spell list, which means he gains heroism as a level two spell, which can be cast with the puppetmaster spell combat.

And, of course, there's always the classic crit-fisher intensified shocking grasp magus. Can't really go wrong with what works.


My group is going to start a game, and one player wanted to play a Magus, but not the typical shocking-grasp-with-a-scimitar magus.

He took Staff Magus instead. I helped him a bit to optimize the concept slightly. It's not going to be overpowered anyways, and staves are pretty bad weapons: a club would work the same for a magus as they don't use the double weapon anyways.

He decided to take the option of 1 level of Master of Many Styles Monk, and mix Ascetic Style with Dragon Style, to get x1.5 str to his monk weapon (the staff). Just don the armor, you'll lose WIS to AC (which you might not have any bonus anyway), and Flurry of Blow, which your archetypes doesn't have. You can take 2 levels of monk if you wish, and if you do, maybe Sohei is a good archetype to add. It slows spellcasting a bit more, but you get Evasion at lvl 2, and always act in surprise rounds from Sohei. Staff Magus + Monk make for a nice "Temple Guard" build.

Another options that we entertained for a while, was 1 level of Hunter (Feral Hunter archetype), or 1 level of Wolf Domain Menhir Savant Druid. Both of them can cast Shillelagh, getting different extra adventages. The Wolf Domain druid gets improved trip for free, the Feral Hunter can get a +2 enhancement to DEX or CON, then you can focus in STR and the other one you didn't pick (CON or DEX) with Magic items. A 2d6 Staff, or 3d6 when enlarged, is at least decent.

If you go with Staff Magus, probably Shocking grasp lose part of it's appeal, as 20+ crits aren't as good as 18+ or 15+ crits. Frigid Touch with Magical Lineage and Entangle is a decent debuffer spell. True Strike or Bladed Lash make for good tripping builds, specially with the Wolf Domain and free Improved Trip.


@ johnny_devo Ooh puppetmaster looks neat, as for what I really wanna do...uhh well I kinda forgot what I really like playing, I haven't been a player in approaching 6 years. Also what in the world is that first build you mentioned that sounds like a great BBEG for a high level party


A wand of true strike and the wand wielder arcana probably works better than the maneuver arcana for tripping.

Besides the classic shocking grasp guy, frostbite + rime spell is another standard magus trick.

Shapeshifting combines fairly well with spell combat too if you're so inclined. So do various mobility spells like bladed dash or force hook charge.

Puppetmaster is a real change - none of the above works for them, they have to find new ideas like the heroism mentioned, or something like Daze + Trick Spell.


Ooh that force hook charge could be cool

Liberty's Edge

At high levels, the Dimensional Agility/Dervish line is a blast for feeling like a real mage-warrior.


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A polymorphing magus might work well too. As soon as level 4, you can cast Alter Self and transform yourself into a lizardmen (2 claws, 1 bite, swim), or Sewer Troll (2 claws, 1 bite, reach, scent) or Sasquatch (40' movement, scent). Check with your GM how he rules Prehensile Hair (from the hexblade archetype) for a 4th melee attack.

Later, Monstruous Physique gives you the Gargoyle, who has gore, bite, and 2 claws, or the Witchwyrd, which has 4 slams, or wields a 2 handed weapon, a shield, and still has a free hand for spell combat. Later on you'll get the 4 armed Gargoyle, for 4 claws, gore and bite (and Hair, depending on your GM ruling about developing the prehensile hair while polymorphed). That's 5 or 6 attacks, if you include a spell strike. Things like Frostbite become absolute monsters if you can deliver them 6 times per round.

When not using a polymorph spell, you can use any of the options that give you claws or bite (half orc tusked, Tieflings, catfolk, tengus, etc) will do the trick when you don't want to polymorph. Or just use a sword in those combats. Bladed Dash and Forced Hook gives you pounce-like ability, and later Dimensional Agility and Dimensional Door gives you 800' pounce.


gustavo iglesias wrote:
A polymorphing magus might work well too. As soon as level 4, you can cast Alter Self and transform yourself into a lizardmen (2 claws, 1 bite, swim), or Sewer Troll (2 claws, 1 bite, reach, scent) or Sasquatch (40' movement). Check with your GM how he rules Prehensile Hair (from the hexblade archetype) for a 4th melee attack.

I am *so* on board for Kabuki: Quantum Fighter Sasquatch.


I personally would love a crossover between Demona and Medusa


Unhindering Shield will let you use a buckler while using spell combat, which is pretty great.

The spell Thunderstomp (and Greater Thunderstomp) might make a very interesting Spell Combat choice, as they allow you to trip using your Caster Level instead of BAB while still letting you use your strength if you want to. They also allow you to use your weapon to create the trip effect, so arguably you would be able to add your weapon enhancement to the trip as normal; with Greater Trip you're still getting a bonus attack out of it.

Touch of Blindness is another newer possibility for a really mean Spell Strike; it works as Frostbite, except that it blinds on a failed save. It would mesh really well with Moonlight Stalker.

The spell Shadow Weapon could be used to create a Dazing Shadow Weapon cestus on your offhand, which you strike with when making your free Spell Strike attacks (or you could make a full-on Shadow Weapon main-hand weapon, though that's more of a gamble). With one metamagic trait and a cheap Extend metamagic rod, you can cast a fairly long-lasting Dazing Shadow Weapon as a level 3 spell.


Shisumo wrote:
At high levels, the Dimensional Agility/Dervish line is a blast for feeling like a real mage-warrior.

I haven't heard of those, I just looked them up, they look so cool


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I use a flail wielding trip magus with the hex crafter archetype. Between getting tripped, evil eye with soothsayer, riving strike, rat of enfeeblment and bone breaker bracers, if I survive the few rounds needed to set up you're completely screwed. You're going to fall down, you're going to fail some saves, and you're going to lose a frightening amount of STR and ored CON.

It's an extremely sadistic fighting style.


Wow that is viscous...I love it


I play a trip/enforcer/bodyguard build magus.

Basically, with the adopted trait, i can considerably boost the AC of my adjacent allies with bodyguard and debuff the opponents by tripping them and using the frostbite build.

Once they are tripped, entangled and fatigued, they can't do very much....

Adding dazing spell to frostbite at lvl 10-11 becomes very interesting!!

Shadow Lodge

Zolanoteph wrote:

I use a flail wielding trip magus with the hex crafter archetype. Between getting tripped, evil eye with soothsayer, riving strike, rat of enfeeblment and bone breaker bracers, if I survive the few rounds needed to set up you're completely screwed. You're going to fall down, you're going to fail some saves, and you're going to lose a frightening amount of STR and ored CON.

It's an extremely sadistic fighting style.

My group will be starting hell's vengeance later this year. Could you break that build down and links maybe. That would be great for my group.


the Queen's Raven wrote:
Zolanoteph wrote:

I use a flail wielding trip magus with the hex crafter archetype. Between getting tripped, evil eye with soothsayer, riving strike, rat of enfeeblment and bone breaker bracers, if I survive the few rounds needed to set up you're completely screwed. You're going to fall down, you're going to fail some saves, and you're going to lose a frightening amount of STR and ored CON.

It's an extremely sadistic fighting style.

My group will be starting hell's vengeance later this year. Could you break that build down and links maybe. That would be great for my group.

I'm a busy man so I won't link you but I'll describe.

Flail is a solid trip weapon. Whip is acceptable for reach but not as metal. Given it'poor critical hit math forget about crits.

Magical lineage (magic missile) and toppling spell is an optional boon, not necessary to the build but allows you (with spell combat) to theoretically trip many people.

Start fights with evil eye, it's critical, as is soothsayer. If an opponent passes a save vs evil eye the effect still lasts one turn. Soothsayer allows you to choose WHEN that turn is. Use evil eye to target saves and delay it if he passes.

Next turn be up in his face, hopefully you spent your last move action ruNing in.

Make an attack (use bone breaker bracers for 1x day -6 to any physical stat if you have it), activating arcane strike. This is your delivery method for riving strike (-2 to saves). As part of spell combat 5 foot step back, activate evil eye (-2 saves) and unleash hideous debuffs. Ray of enfeeblment is vicious because it makes them weaker and easier to knock prone, where you cab debuff them with relative impunity.

For the rest of the fight use spell combat to trip the withered husk of an opponent and debuff while he's down. Ado damage to taste.


PossibleCabbage wrote:
gustavo iglesias wrote:
A polymorphing magus might work well too. As soon as level 4, you can cast Alter Self and transform yourself into a lizardmen (2 claws, 1 bite, swim), or Sewer Troll (2 claws, 1 bite, reach, scent) or Sasquatch (40' movement). Check with your GM how he rules Prehensile Hair (from the hexblade archetype) for a 4th melee attack.
I am *so* on board for Kabuki: Quantum Fighter Sasquatch.

By the way I also polymorph when I have time to prepare it. If I'm going to be brutally crippling opponents all day I prefer to do it as a big buffed scary monster.

Shadow Lodge

Zolanoteph wrote:
the Queen's Raven wrote:
Zolanoteph wrote:

I use a flail wielding trip magus with the hex crafter archetype. Between getting tripped, evil eye with soothsayer, riving strike, rat of enfeeblment and bone breaker bracers, if I survive the few rounds needed to set up you're completely screwed. You're going to fall down, you're going to fail some saves, and you're going to lose a frightening amount of STR and ored CON.

It's an extremely sadistic fighting style.

My group will be starting hell's vengeance later this year. Could you break that build down and links maybe. That would be great for my group.

I'm a busy man so I won't link you but I'll describe.

Flail is a solid trip weapon. Whip is acceptable for reach but not as metal. Given it'poor critical hit math forget about crits.

Magical lineage (magic missile) and toppling spell is an optional boon, not necessary to the build but allows you (with spell combat) to theoretically trip many people.

Start fights with evil eye, it's critical, as is soothsayer. If an opponent passes a save vs evil eye the effect still lasts one turn. Soothsayer allows you to choose WHEN that turn is. Use evil eye to target saves and delay it if he passes.

Next turn be up in his face, hopefully you spent your last move action ruNing in.

Make an attack (use bone breaker bracers for 1x day -6 to any physical stat if you have it), activating arcane strike. This is your delivery method for riving strike (-2 to saves). As part of spell combat 5 foot step back, activate evil eye (-2 saves) and unleash hideous debuffs. Ray of enfeeblment is vicious because it makes them weaker and easier to knock prone, where you cab debuff them with relative impunity.

For the rest of the fight use spell combat to trip the withered husk of an opponent and debuff while he's down. Ado damage to taste.

Haha. Thanks I see a very angry GM in my future.

Sovereign Court RPG Superstar 2009 Top 32

Zolanoteph wrote:
For the rest of the fight use spell combat to trip the withered husk of an opponent and debuff while he's down. Ado damage to taste.

So it strikes me that you can improve this by

(1) Switching the flail for a better weapon (e.g. waraxe for more damage, or scimitar for more crit range). That's because trip weapons don't actually give a bonus to tripping.

(2) Switching soothsayer for anything else. Since you're already casting the debuff next turn anyway, soothsayer does nothing.

(3) Instead of arcane + riving strike, take Spell Focus and Greater Spell Focus for the same penalty, and use your swift action to enchant your weapon. You'll hit more often.


I'm shocked that no one has mentioned blackblade.

I'm seeing blackblade in action in my game, and it's nasty. At least, in the hands of someone with system mastery.

OTOH, I've also seen a generic magus in the hands of someone who doesn't have much of it, and it fell apart. Horribly.


1)Any weapon can be used to add enhancement to trip, not just a trip weapon. Trip weapon, oddly, is more relevant for drag and reposition that way.

2)Yep, Soothsayer is awesome for carrying hex duration over into your next turn.

3)No comments.

4?) Criticism is fun and there's nothing by RAW that says you can't be a bad person.

Edit: I'd probably grab Gauntlets of the Skilled Trip to buff all tripping, rather than 1/day fixed DC debuff.


hexcrafter should always take hex strike.
1 attack = unarmed strike, non lethal.
this will do very little damage but :
1. no save evil eye.
2. trigger arcane \ riving strike
3. trigger a free action enforcer

next attack with your cruel , keen weapon.
adding sicken , no save and a spell.

if Kensai can be combined with hexcrafter - add all the critical feats for free action trip or bleed or whatever.

you got some decent spell list , some nice hexes (flight, slumber, evil eye are great tools), and can always burst some shcking grasp for damage.

a very solid all around build.

us e STR or dervish dance - both work great , but you are a bit feat starved .


BadBird wrote:
1)Any weapon can be used to add enhancement to trip, not just a trip weapon. Trip weapon, oddly, is more relevant for drag and reposition that way.

There was an old FAQ that said you needed to use a trip weapon in order to apply weapon enhancement bonuses to trip attempts, but that was superseded by this blog post.

I think that's where the confusion comes from.


PossibleCabbage wrote:
BadBird wrote:
1)Any weapon can be used to add enhancement to trip, not just a trip weapon. Trip weapon, oddly, is more relevant for drag and reposition that way.

There was an old FAQ that said you needed to use a trip weapon in order to apply weapon enhancement bonuses to trip attempts, but that was superseded by this blog post.

I think that's where the confusion comes from.

Thanks

Silver Crusade

Can have a nasty debuff build using the whip magus. Capable of laying down like 6 debuffs in a single round if playing properly. This builds off of both the whip magus and the rimed frostbite magus.

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