Magus Build.... First try... help please


Advice


So I'm going with a human for the extra feat. I'm using Kensai for all lvls but lvl 3 so I can have my black blade. And in using ascetic style to get panther style, strike, and parry.then working on getting ascetic strike. My gm has allowed the urumi, as a monk weapon as it is in the fighter monk weapon group. So including improved crit I'm looking at 2d8 (15-20x3) at lvl 20.I also plan on being a lich, but I just wonder if I'm missing something....any pointers?


I'm pretty sure you can't use ascetic style and panther style at the same time unless you are a monk of many styles, sorry. Also, unless you're dipping monk or taking a lot of unarmed feats, I don't think you gain a lot from getting ascetic style.

I'm not really that familiar with switching archetypes, but I think don't think you're allowed to jump from one archtype to another, you would have to be a bladebound kensai through all your levels, but I think they may stack anyway.


The feet requirements do not state that you must be a monk, in addition ascetic style is not an actual combat style or at least it does not appear to be by feat description.


Yes, but using two Style Feats at the same time does require having a class feature (such as Master of Many Styles Monk gives you) that lets you do this.

What were you thinking of dipping at level 3?


Blackblade, and you need ascetic style as a prerequisite of panther style so I have to take it anyways


Undeadsurgeon wrote:
Blackblade, and you need ascetic style as a prerequisite of panther style so I have to take it anyways

Archetypes don't work like that. If you want to be a Kensai Magus and a Bladebound Magus then you have to be both for every level of Magus that you take. You can't 'dip' into an archetype of a class that you already have.


Okay, so you are telling me that if I use panther style I have to be unarmed and cannot use my weapon to get the monk damage?


I checked it out, and you could take both kensai and bladebound magus (they don't have overlapping replacements).

Panther Style wrote:

Panther Style (Combat, Style)

You can strike back at enemies who attack you when you move.

Prerequisite: Wis 13, Combat Reflexes, Improved Unarmed Strike.

Benefit: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.

Panther style does not require ascetic style. It also specifically states that it only applies for unarmed attacks. Almost every feat with the word style in it is a style feat(see the header of the feat to be sure), and you can only use one style feat at a time unless you have abilities that tells you otherwise.


Sorry but that wasn't in the feet description, and I was using ascetic style to use my weapon in place of an unarmed strike. However if I can only use one style ill stick with ascetic, and ditch panther all together. That frees up three feets so I can get sacred geometry


Feat text is missleading, especially when you don't know it requires a swift action to change styles


I'm very confused. You say that Ascetic Style is a prerequisite for Panther Style, but it isn't. (And since Panther Style was written many years before Ascetic Style it would be very strange if it were.)


Aha! I missed it! Combat style mastery!... Either way the panther strikes are unarmed


Well, to use it in the way I initially intended it would have been a prerequisite so I could use my sword in place of the unarmed strikes mentioned in panther style, but since I can't mesh the styles its not even relavent.


Combat style master won't help you, you're still switching between two styles (panther and ascetic), not combining them. There is a monk archetype that lets you use several styles at the same time (master of many styles) but I can't remember there being other ways of doing this.

I am also unsure what you want ascetic style for, it's designed to let you use unarmed abilities (like stunning fist, flurry of blows, style strikes) with a weapon, and as a magus, you don't have any of those.


Undeadsurgeon wrote:
Feat text is missleading, especially when you don't know it requires a swift action to change styles

That rule is in the description of Style Feats.

Style Feats

For centuries, great warriors have looked to nature and the multiverse to find inspiration in battle. Countless monastic and contemplative orders have crafted intricate unarmed fighting styles based on the deadliness and grace of natural and supernatural creatures. Although many such fighting techniques were created by secretive orders, they have since spread to practitioners the world over.

As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style.

The use of Swift Actions is one reason why Style Feats aren't generally very good for a Magus which has so many other valuable ways to use Swift Actions.

I'm very confused about what you are trying to accomplish with Panther Style. Even if you could find a way to use it with Ascetic Style it seems like a huge investment of resources that could be spent more productively.


Pathfinder Roleplaying Game Superscriber

As a blade bound magus, he'd be giving up his essential class feature to use the style, too.

Kenai and blade bound together are rough, though there are some builds posted. You just give up a lot to get there.


By the way, Combat Style Master lets you start using a style or switch styles as a Free Action instead of a Swift Action. Requires 2 or more Style Feats, Improved Unarmed Strike, and BAB +6 or Monk level 5. This is still useful if you gain a way to have 2 styles going at once, because it lets you start them without a Swift Action, even in the Surprise Round, but not as necessary as if you have 2 or more styles and have to switch between them.

A way to get two Style Feats into use at the same time without being a Monk of Many Styles (which only requires a 1 level dip -- I initially wondered if that's what the level 3 dip might be for) is to get Weapon Style Mastery. Requires 2 or more Style Feats of which one has Weapon Focus as a prerequisite (and therefore for practical purposes requires Weapon Focus, even though it doesn't say so), BAB +6, and Weapon Training with a melee weapon (Weapon Training for a group that includes melee weapons will do for this). The last part is the hard one -- normally Magus doesn't get Weapon Training, and a Fighter dip (even Weapon Master) needs too many levels, but Myrmidarch Magus does get Weapon Training, starting at level 6, then again at 12, and again at 18 (also gets Armor Training at 8 and 14). Myrmidarch Magus has the problems of diminished spellcasting (like Kensai, so you can't even stack the archetypes) and trading out Spell Recall and Improved Spell Recall for Ranged Spellstrike, which is normally lacklustre and not what you want, and takes some investment to make good, that you probably don't want to pay for. Alternatively, any Magus with VMC Fighter will get it at level 11, but that is a LONG time to wait, and eats 5 feats, so you have to get into the really high levels to make it good.


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Since I'm not clear on the OP's design goals, I'm not sure if this would fit the concept, but it would be a lot simpler to play an Esoteric Magus, skip Ascetic Style, and just use Unarmed Strikes with Panther Style.


^You'd pretty much have to skip Ascetic Style. Esoteric Magus isn't so great(*) -- I wish that they had made a true Magus-Monk hybrid.

(*)Myrmidarch is hurting a bit too if you don't put some effort into making the Ranged Spellstrike useful, since you had to trade out Spell Recall and Improved Spell Recall for it. This can be done, but unfortunately, this probably doesn't fit with what the original poster wanted . . . .


Can you elaborate your concept a bit?

Either post a full buld plan with your stats, traits, feats laid out or tell us what you want to accomplish more fully and we can try to come up with a build to do this.

From your original post of 20 levels of Magus with a 2D8 unarmed strike but using a weapon... i do not believe this is possible without using gestalt rules.


Well, I'm trying to get as many attacks as possible by using panther style, and I was under the impression that I could use the 2 styles together... Wrong, ill admit. So I did a but of tinkering...lol 1 master of many forms, then Kensai magus all the way. Feets (in order taken) combat reflexes,panther style, panther claw, panther parry, weapon focus urumi, ascetic style, craft wondrous item, ascetic form,ascetic strike,improved crit (urumi),extra arcana ×2, combat style master, sacred geometry, and another extra arcana.


Still 2d8 on weapon damage, a weapon that can be used with panther parry with the monk archetype. And I get an even higher ac with my wisdom modifier added to it...thanks again monk lvl


I want to be in the center of the action, no ranged spells, only touch that don't offer saves. Its gotta hit hard and as often as possible... I want to build the guy that you drop in the middle of an army.... Well ill fly to the middle... But ya get The point


By the way, Magus Guide.


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So you are looking at dropping the blackblade archetype from your character? Are you using a 20 point buy? How would that look...

STR 18 (16+2 racial bonus)
DEX 14
CON 10
INT 14
WIS 10
CHA 8

This leaves you with low saves on your spells and fewer bonus spells but gives you a little more accuracy on attacks since you are using a 3/4 BAB class with a -1 BAB penalty from your dip. Your HP is also not great due to D8 with no CON bonus. But you are also a Kensai so yo should give some thought to where you are getting your AC from.

You could try a stat spread like

STR 16 (14+2 racial)
DEX 14
CON 12
INT 14
WIS 14
CHA 8

This will end up giving you a really good will save since you get the +2 from the monk dip plus a WIS bonus. that Wis bonus also adds to you AC at the cost of accuracy to you attack rolls.

PLEASE NOTE, you will need to buy your WIS up to 15 for Panther Claw which seems to be the big pay off you want for your build. This does not work well with a Magus who needs four other stats before boosting their wisdom.

PLEASE NOTE, even though Panther Claw will let you make multiple free action attacks each round, moving through an opponent's threatened area only provokes once from that opponent no matter how many squares you move though, you will need to move through areas threatened by multiple opponents to make use of the multiple attacks. Additionally, by the time you can do this you will be fighting a lot of enemies that have increased natural reach, they will take their attacks on you when you move through their extreme ranges and you will not be able to use Panther Claw to strike back as you are not in a position to threaten them until after the movement.

PLEASE NOTE, virtually all Magus rely on Spell Combat to land hits. They dont have the best accuracy without spending arcane pool points of which you will have very few due to splitting stats between STR, INT, WIS and probably wanting some DEX and CON. They get around this by holding the charge when they miss with their first hit and then getting another few swings to try to land their spell. There is no way for you to Spell Combat and use Pather Style, one requires you to use full round attack actions, restricting you to 5' steps that dont provoke and the other requires you to give up full round attack actions in favor of moving between the greatest number of enemies to make use of Panther Claw.

Try posting a build and lets take a look at what it can do.

Species?
Levels and archetypes?
Stats?
Traits?
Feats by level?

What level are you starting at?
What level do you have to be to first be able to do your "cool thing"?


Based on your posts i assume this is your current feat plan?

Level 1: Combat Reflexes
Level 1 Bonus: Panther Style
Level 1 MOMS: Ascetic Style (MOMS lets you ignore the Weapon Focus requirement)
Level 2 Kensai: Weapon Focus Urumi (as a class feature)
Level 3: Sacred Geometry/Extra Arcane Pool ? (Can not take Panther Claw until WIS is 15, possibly qualifies at level 4 and can take Claw at level 5. Caster level too low for Craft Wonderous Item. Does not yet have Arcana class feature.)
Level 4. N/A
Level 5. Panther Claw
Level 6 Magus Bonus Feat. Panther Parry.
Level 7. Craft Wonderous Item (BAB too low to pursue Ascetic feats.)
Level 8. N/A
Level 9. Ascetic Form
Level 10. N/A
Level 11. Ascetic Strike
level 11 Magus Bonus Feat. Combat Style Mastery.
Level 12. N/A
Level 13. Improved Critical: Urumi
Level 15. Extra Arcana
Level 16 Magus Bonus Feat. Your build plan has no feats that qualify here. possibly push Improved crit to this slot?
Level 17. Extra Arcana
Level 19. Extra Arcana


I listed my feets in order I would be taking them, I will have a low dc on my spells that's why I am using the ones that don't offer saves, lvl 16 feet is combat style master and I should be good to go around lvl 13


Undeadsurgeon wrote:
I listed my feets in order I would be taking them, I will have a low dc on my spells that's why I am using the ones that don't offer saves, lvl 16 feet is combat style master and I should be good to go around lvl 13

Still,

What level will you start at?

What stat spread do you intend, if you are sticking to Panther Claw at level three than you need to buy up a heavy investment in WIS which will hurt everything else you do.

Are you really going to play a completely different style and be happy to finally get your concept going at level 13?


Feet......................lvl
Combat reflexes.............1
Panther style...............1
Panther claw................1
Improved unarmed strike.....1
Stunning fist...............1
Weap prof simple............2
Panther parry...............3
Weapon focus urumi..........5
Ascetic style...............6
Craft wondrous item.........7
Ascetic form................9
Ascetic strike.............11
Improved crit..............12
Extra arcana...............13
Extra arcana...............15
Combat style master........17
Sacred geometry............18
Extra arcana...............19

Arcana.....................lvl
Pool strike.................7
Flamboyant arcana..........13
Natural spell combat.......13 (lich touch attacks)
Maneuver master............15
Arcane deed (evasive)......16
Critical strike............19
Arcane dealer..............19

Stats are old school roll 4d6, remove the lowest, my constitution score doesn't matter to me as I plan on being a lich. Oh and I will be a master of many forms first lvl, and then bladebound kensai for the rest of the way. I know my build leaves gaps in spell combat, however I'm not the only party member =)...I've been called a power gamer before and so now I pick 1 job and try to do it well lol


Str=12
Dex=17
Con=10
Int=18+2(racial)
Wis=16
Cha=13


Sample build

I am going to give you a radically different suggestion of an Int/Str focus magi drowning in Arcane Pool points.

Levels 1-3
You are a wizard who is really good at using a reach weapon

Level 4
You get spell recall and 9 arcane pool points. You can maintain the shield spell to have good AC or you could go full mage and have more spells per day than wizards at this level. Or you can mix it up.

Levels 5-10
This is an interesting time in your career when all the spells you can cast and your class features stack really well with your lack of gear and enemies lack of True-sight. But it's also where this build approach helps you the least. But you can still use Arcane Accuracy a lot more than other magi and you will have higher to-hit when it matters.

Level 11-16
With Improved spell recall you can really start spamming spells. Level 3 spells or lower all cost 1 arcane pool point to re-prepare. At level 12 you will have a whopping (assuming a +4 int item) 26 arcane pool points. You can spam polymorph spells, protection from energy, and other buff spells to boost your survivability and damage. A lot of rounds you'll two-hand smash foes for damage rather than relying on spell combat for damage which is good because foes start to have lots of energy resistance and SR to negate that. I've seen magi's mainly die from reflex saves. Between poor progression and lower health than real fighters many die from that subtle killer since their spell list has no protections. That is where spell blending comes in to patch that weakness and other recovery options not in their kit. These are worth grabbing since you can spont prepare mid combat at great arcane pool point cost. Where that would cripple most magi, this is merely expensive for you and can really save an unlucky party member and turn the battle around.

Level 17-20
This is where the narrative power starts coming in between magic items and greater spell access. I think that late in the game is the perfect time to get lots of minions. Wizards could have been doing this stuff since level 11, but I find DMs are not too keen on letting players get tons of minions at low levels.

Overall, I've had a better time with this magi approach than I've seen any of the standard dex-magi builds have when they are getting murdered or having trouble hitting things because they are not adding two stats to-hit like they are suppose too :P


When are you turning into a lich? From the start or is this just a thing you want to have happen?


I dig that build, however I was going for sword master with just a touch of magic. Just enough to throw my enemies for a loop mid-sword play. Ill keep this in mind if I ever play another magus. This one should be closer to a shiningami from bleach than anything else after


Torbyne wrote:
When are you turning into a lich? From the start or is this just a thing you want to have happen?

By lvl 15


It sounds like you've got your plan set, i am just surprised that you are going to wait through 15 levels to get to what you want to play.


Well, we are starting at 3 so not that bad

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