Iron Gods - Magus Feat Build Advice


Advice

Liberty's Edge

Hey all,

My 7th Level magus is starting Book 3 of Iron Gods and am looking for some advice on feat choices going forth without to many spoliers. At the beginning of the adventure the party consisted of 2 Paladins ( 1 a Holy Gun Archetype ), 2 Bards, A Gunslinger, and myself a Tiefling ( has Spell Resistance and Elemental Resistance ) BLadebound/Myrmidarch Magus. The concept was to be DPS for the group and at higher levels cast spells with a gun as well as blade.

The party has changed drastically since then. We are now a Gunslinger/Rogue, Bard, Ranger, Oracle and a Part-time Paladin ( Holy Gun ) and myself. I have moved from being DPS to being DPS and Tank.

My Feats are Weapon Focus ( Rapier ), Weapon Finesse, Fencing Grace, Craft Wondrous Items, and Armor of the Pit. The last feat along with the "armor" found at the end of Book 2 puts me at an AC 23 ( AC 27 with Shield ). I have also crafted a Belt of Constitution +2 for more HP.

Given my new role as tank, what should I look at in terms of feast to balance being able to be hit while dishing out damage? And what magic Items beyond the obvious should I look at crafting?

Thanks.


Defense: Big fan of Spell Storing armor. Slot in the 2nd level spell, Frigid Touch. Then if use it when something is full round attacking you. You get hit, immediate action trigger the spell in armor, creature is now staggered, ending it's turn.

Feat: Intensify Spell. Buff that Shocking Grasp.

Crafting: There's a number of very good Ioun Stones plus Pearls of Power.

Liberty's Edge

Flamboyant arcana - in terms of efficiency few things beat parry/riposte. You *could* keep accumulating small bonuses - toughness, dodge, improved initiative. When you get the BAB improved crit can save you an enhancement point. Blade tutor's spirit plus combat experitse, and of course there are 500 different ways to optimize combat expertise / fight defensively.

Pearls of power are *really* hard to craft, because they all weirdly have CL 20. If you can, do it, but you might be better off buying the low level ones.

Sovereign Court

Combat Casting seems useful for a magus.


Avoid Combat Casting

Magus spell checks, with their class abilities, usually don't need to worry about combat casting. While it's not a sure thing, between the magus class abilities and slow spell progression, burning a feat for Combat Casting is usually a bad idea.

Sovereign Court RPG Superstar 2009 Top 32

Here's a list of items and feats.

Flamboyant Arcana and Spell Shield are both good options; Combat Casting not so much. It's not a bad idea to protect yourself against crits, e.g. with Fortified Armor Training feat or a Buffering Cap. Tome of the Transmuter is another decent defense boost. HTH!

Sovereign Court

Matt2VK wrote:

Avoid Combat Casting

Magus spell checks, with their class abilities, usually don't need to worry about combat casting. While it's not a sure thing, between the magus class abilities and slow spell progression, burning a feat for Combat Casting is usually a bad idea.

Could you go into more detail? I have some ideas for a magus lying around, I'm interested to see if I can trim some of the f(e)at.


Most of the spells you'll cast in combat are 1st (DC17) & 2nd (DC19), then there's cantrips (DC15)

To make those rolls it's your caster level + INT modifier (at 8th level magus class ability gives another +2 for this roll)

So most of the time you need to roll a 6 or less. This is at 7th level, the D20 roll gets smaller (a lot) the higher you level.

If you're still worried, I'd use one of the arcana that help with this check instead of a feat.

...Most of your 3rd and higher spells you will probably cast outside of melee range. From how I've seen magus played, these higher level spells are chosen to give the magus tactical flexibility or cover party weaknesses.


Yeah, of course it'll drop off at higher levels, but still. Up until that point, it'll be tough. Say you're level 5 and have an INT of 18. That's a +9 on concentration. A first-level spell will be on an 8+. That's still a 35% chance of failure. Hell, even cantrips have a one in four chance of failing. That's quite a lot. Some builds start with an INT of 14 or 16, so that check's even tougher. I'd probably retrain it around level 8-9 or so, yeah, but up to that point, I'd say it's pretty valuable. My Shaman stands in melee and casts 4th-level spells defensively without even rolling, because I've invested in my Wisdom, but I think Magi have other priorities than to overinvest in their casting stat. Kurald's document also recommends retraining it at later levels, implying it's at least useful until mid-level.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A one level dip in techslinger gunslinger (proficiency in firearms without spending a feat, plus Covet Charge and Reliable) and a few levels in the technomancer prestige class may also be appropriate; probably 3-4 to gain Arcane Battery and possibly Recycle Technology. If you don't have the Technologist feat, it's extremely useful on its own for this AP.

Personally, given the concept of switching between melee and ranged Spell Combat/Spellstrike, I would have taken Prehensile Tail to always have a free hand for spellcasting. Switch whichever weapon is not in use to the tail (swapping "hands" is a free action); no need for weapon cords, Gun Twirling, or a glove of storing.


Quentin Coldwater wrote:
Yeah, of course it'll drop off at higher levels, but still. Up until that point, it'll be tough. Say you're level 5 and have an INT of 18. That's a +9 on concentration. A first-level spell will be on an 8+. That's still a 35% chance of failure. Hell, even cantrips have a one in four chance of failing. That's quite a lot. Some builds start with an INT of 14 or 16, so that check's even tougher. I'd probably retrain it around level 8-9 or so, yeah, but up to that point, I'd say it's pretty valuable. My Shaman stands in melee and casts 4th-level spells defensively without even rolling, because I've invested in my Wisdom, but I think Magi have other priorities than to overinvest in their casting stat. Kurald's document also recommends retraining it at later levels, implying it's at least useful until mid-level.

I still wouldn't worry about it at the lower levels. Most of those spells you're casting in combat will be cantrips. If you are worried, you can always take a 5 foot step out of combat and cast then.

Example: declare spell combat. Make attack, 5 foot step cast spell.

RPG Superstar Season 9 Top 16

Honestly, if I ever got to play a magus in Iron Gods, I'd cross my fingers for a chainsaw.

Sovereign Court

Cyrad wrote:
Honestly, if I ever got to play a magus in Iron Gods, I'd cross my fingers for a chainsaw.

How do you get around chainsaws being 2H, and magi having trouble with 2H?


Ascalaphus wrote:
Cyrad wrote:
Honestly, if I ever got to play a magus in Iron Gods, I'd cross my fingers for a chainsaw.
How do you get around chainsaws being 2H, and magi having trouble with 2H?

Wizards and Magi can let one hand off of a 2H weapon as a free action to cast a spell. This does force you away from using Spell Combat, since that does say you must use a light or one handed weapon.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Or you could (with the right feats/four levels in technomancer) use a Small chainsaw* in one hand.

*- at a -2 penalty on attack rolls, granted

Liberty's Edge

Thanks to all for the comments. I re-read Flamboyant Arcana and Dering-do and I am hard pressed to see any advantage taking this

As for the advice on gunslinger .. consdiering my new role is front line engaged in melee with the need to keep one hand free for spell combat, I cannot see how this will work for me.

Does anyone else have any feat suggesstions helping me dish more damage with my blade or to make me harder to hit?

Thanks again


Fighter VMC to get more Advanced Weapon Training and Advanced Armor Training. Apply Bravery to your Will saves and Weapon Training to your Reflex saves. Get Gloves of Dueling.

Liberty's Edge

Kaouse wrote:
Fighter VMC to get more Advanced Weapon Training and Advanced Armor Training. Apply Bravery to your Will saves and Weapon Training to your Reflex saves. Get Gloves of Dueling.

Taking 9 levels of fighter forthe advanced training would cut deeply into the progression of my Blackblade


I meant use the Fighter's Variant Multiclassing, where you give up the feats you'd otherwise gain at levels 3, 7, 11, 15, 19 in order to gain a set list of abilities from another class, in this case, the Fighter. This gives you Bravery + 2 levels of Armor & Weapon Training, which stack with the Armor & Weapon Training the Myrmidarch already has access to.

Note that a Myrmidarch doesn't actually NEED to use the Fighter VMC in order to gain access to Advanced Weapon Training. They can select it naturally from level 12, when they get their second level of Weapon Training. But the higher bonus and further Advanced Training abilities are quite useful either way.

Liberty's Edge

Kaouse wrote:

I meant use the Fighter's Variant Multiclassing, where you give up the feats you'd otherwise gain at levels 3, 7, 11, 15, 19 in order to gain a set list of abilities from another class, in this case, the Fighter. This gives you Bravery + 2 levels of Armor & Weapon Training, which stack with the Armor & Weapon Training the Myrmidarch already has access to.

Note that a Myrmidarch doesn't actually NEED to use the Fighter VMC in order to gain access to Advanced Weapon Training. They can select it naturally from level 12, when they get their second level of Weapon Training. But the higher bonus and further Advanced Training abilities are quite useful either way.

SO if I were to follow that path ... what feats would I get. As it stands I get 6 more feats till I hit 20th and I am at a loss at what to get

Greater Weapon Proficiency?
Greater Spell Penetration?

ANd if I choose FIghter, how good is the Free Hand Fighter Archetype since it fits with my Magu's combat style of SpellStrike and Spell Combat? And there is the dodge bomus to AC which would make me harder to hit

Liberty's Edge

After doing some more research and weighing the options ... I have lected to choose these feats ongoing as they become availbe. Does anyone have any comments or crtiques on my choice?

Weapon Specialization
Penetrating Strike
Toughness
Iron Will
Extra Arcane Pool
Hammer the Gap

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Iron Gods - Magus Feat Build Advice All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice