Looking for some PvP Build help.


Advice


Ok, I am wanting to build a character that can be an outright destroyer. I do have some requirements because it is a pre-existing character that I am allowed to fully edit. Here are the guidelines.

Race: Dwarf.
Level 14: 7 Bladebound Magus(minimum) & a 7 level mix between Fighter, Barb, Magus
Point Buy: 30
2 Traits.

I know the abuse Magus can have with shocking grasp, so I will be going down that route. Magical Lineage/Intensify Spell and all the needed fun.

Because of the Intensify Spell I was thinking about going Magus 10, but if anyone has other recommendations it would be greatly welcomed.

Also, this is going to be a 3v1 situation where I am the 1.

The other classes are a Sorcerer, Gunslinger, & Hunter


Initiative is important for any PvP build, no matter what kind. Dex builds help, as does Improved Initiative.

Stay full Magus, you will want 5th level spells. Aside from anything else, it allows you to Teleport out if things aren't going your way, and try again another day.

A Dex build (and the Kensai archetype, if possible) will give you a respectable Initiative, as well as good AC and Touch AC against the Gunslinger and the Sorcerer's touch spells. Steel Soul (feat) and Glory of Old (trait) along with your high ability scores will have you well-covered for saves against spells.

Variant Multiclass Wizard (Conjuration-Teleportation school) and Dimensional Agility will give you the ability to teleport as a Swift Action, though unfortunately you can't gain the Familiar as Bladebound locks it out. Playing hit-and-run is essential since even as a Magus, you are on the losing side of the action economy against three players, a Hunter's pet, and possibly a familiar, summons, etc. from the Sorcerer.

Intensified Shocking Grasp does provide adequate damage, but it may be a good idea to pick up Elemental Spell to give you an alternative in case the Hunter and/or Sorcerer are packing Resist Energy.

If you don't go with Kensai, you could consider focusing on Fireball instead and blasting them over and over again (using Spell Recall) with Intensified Empowered Fireballs. If you want to go all-in on this strategy, you could make your Wizard VMC the Evocation-Admixture School to change elements on the fly and add a little extra damage, and maybe even take a level of Crossblooded Orc/Draconic Sorcerer to push the damage to 20d6+47 with Fire (+27 with some other element), then follow it right up with a Quickened Fireball for another 10d6+27. That's an average of 179 damage, which leaves them in a world of hurt even if they pass both saves. You could get yourself a Rod of Empower Spell, or use Empowered Arcana, and make the first one a Dazing Empowered Intensified Spell to really put the hurt on them. Because the Sorcerer will also teleport them out if things are going badly for them, or stick you with a save-or-die spell (which there is always a chance to fail), it's essential to take them by surprise and kill or cripple them in the first round.

If you have some means of spotting them from afar, you can be pelting them from 1000 feet away—even a Distance Composite Longbow will be at its 5th range increment.

How much gear will you have, and can you increase it with Item Creation feats?


Full Magus seconded although I do recognize you would only have 4th level spells. Your best hope of survival is to 1 shot a target each turn. Most of your 3rd level spellslots should be Empowered Intensified Shocking Grasp.

Depending on your restrictions on equipment you can do some dumb stuff. UMD->9th level scrolls? Quickdrawing multiple precharged spellstoring weapons? Construct Armor? Candle of Invocation? If you have enough gold a rod of maximize would be amazing. Also a rod of elemental spell is a good idea


Dastis wrote:
Full Magus seconded although I do recognize you would only have 4th level spells.

A full 14th level Magus should have 5th level spells: 2 per day base, plus (most likely) 1 from INT score, with the option to Spell Recall for more.


Your right. Misread level. Sorry


Item creation is allowed, he was a crafter in the first place. 14th level starting gold. I have not been given any restrictions on equipment. But our group does not use 3rd party publications. Paizo only equipment.


By higher levels, Intensified Shocking Grasp isn't really what it was when a Magus was young. Not that it's bad, but 10d6 just doesn't look as impressive by level 14; heavy hitters should be doing that kind of damage with a single two-handed attack by that level, while the Magus is stuck using one-handed combat. You may want to think about things like Rime Spell Frostbite or Dazing Spell options or whatever if you really want to dominate opposition.


I made a big detailed post, but the forum ate it.

Take a level in Crossblooded Sorcerer (Orc/Draconic) for a major damage boost to your blasting. With 13 Magus levels you will need Spell Specialization (Fireball) to get the full potential out of Intensify Spell.

With full PC wealth boosted further by Craft Wondrous Item, you can afford all your stat boosters, defensive items, etc. and have more than enough left over for an array of Elemental Spell rods and a couple of Intensify Spell rods.

Use the Dwarf's Favored Class Bonus to make Empowered and Maximized Magic usable twice a day. Take the usual Magical Lineage + Wayang Spellhunter combo to lower metamagic costs by 2 slots.

Even with only 13 levels of Magus you still have 1 base 5th-level slot for blasting, plus 1 bonus from your INT score for Teleport.

Round 1:
Standard Action: Dazing Rod-Intensified Arcana-Empowered Arcana-Maximized Fireball (4th level slot)
Swift Action: Quickened Rod-Intensified Arcana-Empowered Arcana-Maximized Fireball (5th level slot)

230-315 damage (avg 272) on two failed saves, with a chance to Daze the targets for 3 rounds if they fail the first save.
115-157 damage (avg 136) on two passed saves. Note that the Gunslinger, who would likely have the most health of the lot, would have around 123 HP (assuming 14d10 HD, max HD at level 1, average roll afterwards, 14 Con, and Favored Class Bonus into HP)

Later Rounds:
Swift Action: Improved Spell Recall the Dazing Fireball (costs 2 Arcane Pool)
Standard Action: Cast the Dazing Fireball, applying the Intensify rod again.

45-120 damage (avg 82) on a failed save, half on a passed save.

Damage will be lowered if you have to switch elements (especially if you are relying on a Rod for Intensify since feats will be tight, and you want to keep that Teleport handy). But still very respectable.

If you find yourself out of high level slots you can always boost your weapon, Spell Combat with Intensified Shocking Grasp (now a 2nd level spell but Recallable for 1 arcane pool point), get stuck in, and hope for the best. Note that with Intensify and the Bloodline bonuses, even the lowly Burning Hands will be hitting for 30-60 damage in a 15' cone. Spell Combat True Strike for a Disarm attempt can really ruin the Gunslinger's day.


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Before we look at your build, here are some things to think about. If you're just wanting to make something to see how much damage you can do, disregard most of this. I'm assuming you want to win.

1. Previous posters were correct, you absolutely have to win initiative.

2. They were also correct about action economy. You absolutely have to overcome it.

3. You know about their builds. Do they know yours? If I knew I was facing a magus, I'd have a ring of evasion, resist energy, and probably spell resistance too.

4. Do you know where and under what circumstances you'll be facing them? Day, night, city, forest, etc? Will you have time to buff? Is there a time limit or space limit on the battle itself?

5. Do they frequent these forums? If they do, and they didn't know about your build before...well they do now. Also they'll know any advice you receive.

6. One good thing is you can build 100% for this one fight. Nothing else matters. And you don't have to worry about conserving resources either.

Now let's look at your opponents.

1. What are their strengths? All three are likely 90-100% ranged attackers (not counting the animal companion) and all probably do massive damage. And of course that means they can full attack from wherever. How can you avoid that?

2. What are their weaknesses? Will, Fort, or Reflex saves? AC or CMD? What's the best way to target them?

3. Do they get to rebuild like you do? If so, what is their level of system mastery and strategic ability?

Let's talk about strategy.

1. Don't do what they expect. This is especially true if they know what you're playing.

2. Identify your greatest threat. This isn't necessarily the one who can do the most damage. If one of them can cripple you, or rescue his teammates, that might be the greater threat.

3. Make every action count. Be effective without being wasteful. You don't need to do 300 damage every attack. Any damage over the amount needed to kill them is wasted. Although if you go in for the kill, it needs to succeed.

4. You can't afford to trade attacks. Even if you kill three of them (counting the animal companion), you might still lose the fight. You need hit and run tactics. Also, not every attack has to kill. If you can irreparably incapacitate them, that's an effective attack.

5. Pay attention to the little things too. AoOs and readied actions are their friends not yours. What items might completely hose you if they had it and how can you adjust for that?

6. Assume that they've read all of this and have adjusted accordingly. Assume their system mastery is equal or greater than yours.

7. Manage your resources wisely. Money isn't your only resource. Actions are a resource. Feats are a resource. Health is a resource. Speaking of which, if allowed, blood money is your friend.
One potential use, if you can get access to them, is all the symbol spells. ALL OF THEM. Just wear a covered wood plank with all the spells on it. Move action remove cover, watch your enemies make 18 different saves. Well, ideally watch them fail 18 different saves. There are actually a few spells with material components that might be worth the cost even without blood money. Visualization of the Mind/Body are pretty boss

Finally, your build. There are 6 categories to look at: sensory, initiative, action economy, movement, defense, and offense. But first,

1. Effectiveness and synergy are key. What feats, items, classes give you the most bang for your buck? You know your INT is going to be high, probably DEX too. How can you leverage those for more?

2. Why sensory? Can't do anything if you can't see anything. Can't attack, can't defend. Fortunately this is one the easiest to deal with. Max perception (plus whatever resources you can squeeze into it), get see invis or true seeing and maybe scent, tremorsense, or blindsight/sense because stealth is a thing.

One potentially amazing trick here is a Goz Mask. Useful if your opponents use mist/fog spells but even better if you use them. Few people carry with them a means to see through fog by default (if you do this, be sure to choose a spell or item that they can't easily counter; bonus points if you have necklace of adaptation or similar and use debuff clouds).

3. Already touched on initiative but it's probably worth repeating. Go first or die. Kensai, as someone mentioned is a really good choice.

4. Also already talked about action economy but it's definitely worth expanding on. You'll want to spend resources boosting your action economy. If possible, take leadership. Additionally, if possible, trade the black blade for a familiar (improved). You really, really need more actions. I'm going to assume neither of those is possible. However there are various things (items especially) that you can use for a bit of a boost.

Some things give you a direct boost, e.g. quick runner's shirt, staggerproof boots, corset of delicate moves, quickened rod. A few class abilities, feats, and spells out there can help too. Too many to list really. Just pick wisely.

Then there are a few spells, feats, abilities, items (like Companion Figurine or summons) that get you some added actions. One interesting trick you could try is to purchase some dire lions (or whatever scary beastie you can buy or tame). Cast Carry Companion on all of them, put them in a glass orb. Drop the orb at the start of combat as a free action and watch your enemies freak out as a dozen fierce critters appear in front of them. Distraction, meat shields, battlefield control, damage? Check. Action? None. Just maybe, ya know, make sure you taught them not to attack you first.

Related to this, shrink item (or a security belt) can really really ruin someone's day. Make a giant double walled crate. In between the walls, put nails, ball bearings, whatever. Inside the main space? Gunpowder. Lots and lots of gunpowder (the gunsmithing feat lets you make it at 1/10 cost). With a security belt, move action remove item, free action drop, swift action GTFO, standard action boom (or reverse the swift/standard actions). You know how much gunpowder is in 10 cubic feet? It's something like 350d6 worth of fire damage (for 7000g). Low reflex save but who cares? With all that shrapnel a nice GM would up the save and radius and make it half fire, half OMG-WHAT-DID-YOU-DO?!

5. Of course you'll want a way to fly and teleport/dim door and what not but consider some alternate methods too. Etheral/incorporeal travel and earthglide can really wreck someone's day if they aren't ready for it (and there's a couple things that give it). Say you pop some fog up, hit 'em from the mists, and then they get rid of the fog only to find you've vanished. They're going to assume you're invis or teleported but then BLAM, full attack from right beneath them. You'd need tremorsense and blind-fight/improved blind-fight (conveniently found in item and spell form) to target them but they won't be able to target you back.

6. There's a reason I put these in this order and it is because most of your defense should come from good tactics. Don't let them find you and DEFINITELY don't let them catch you! This is where those movement options come in. But also fog spells, invisibility, stealth, trickery. I'm a big fan of Hide in Plain Sight and it's easier to get cousin Hellcat Stealth...just flood the area with light and watch them squint and lose track of you. Just make sure your GM follows reasonable rules for HiPS and stealthing if you go this route.

However, there's always those pesky readied actions or unlucky rolls that leave you exposed. So let's go down the list.

AC is a sucker's game, especially with a damn gunslinger as an enemy. You'll get a lot farther with mirror image and displacement. Blink would be a good option as well but it can ruin your day too. Depends on what you use, really.

DR and SR are definitely worthwhile and there are a few ways to get 'em. Resists are a little less necessary although if the sorc has a tendency toward one particular element it wouldn't hurt. Some kind of emergency healing would also be a good idea.

Obviously get good saves (although I wouldn't spend a feat on it). Consider a ring of evasion but, again, tactical positioning should prevent this. Definitely invest in a few of the items/traits that let you reroll saves.

One thing to consider here: silent image/major image/whatever. If your enemies start readying actions, a common trigger is "when x appears/attacks". A wand of silent image (ideally used by a summon or familiar) can make them waste their resources while conserving yours. Also doubles as extra defense. Flood the area with images and play Where's Waldo? except Waldo in this case is waiting to stab them when they aren't looking

7. Now the fun stuff. Offense! Some of the others have already mentioned some good damage dealing builds (and again, if your opponent's know you're a magus that could be a trap) but I'd actually recommend something else.

Usually, in cases like this, I'd say avoid the save or die stuff but in this case the Hexcrafter Magus with the slumber hex is a strong contender. Quickened Ill Omen (or someone with a wand of it) + Slumber will 9.9/10 times take someone out of the fight for at least a round. Normally that wouldn't be a super effective way of dealing with superior numbers (after all, they can still be woken up). However, IF you can squeeze a full round in for either you or a buddy, a coup de grace is practically certain death. There's an item that prevents AoO while CdGing but really what you want is to separate your enemy. Divide and conquer. Stone walls maybe or just taunt/trick them into splitting up. Alternately a good fog cover + Goz Mask. They can't wake/protect their friend if they can't find them.

Also, putting slumber on someone flying high enough can be pretty spectacular.

Alternately, look at your options and consider: what would my opponents LEAST expect me to do that still has a good chance of killing them?


Sensten, this is amazing and I will be tackling it one at a time. Once thing I know is they will be finding me in a tomb/crypt/cave setting. One thing I know is that the Hunters pet does have tremor sense. With the fog tactic this beast will still find me. If there was a way to make it rain inside, would that throw off the tremor sense because of the constant falling rain?

Side note: I am reading everything and will be posting a collection of information.

Sensten Questions:
Sensten wrote:

Before we look at your build, here are some things to think about. If you're just wanting to make something to see how much damage you can do, disregard most of this. I'm assuming you want to win.

1. Previous posters were correct, you absolutely have to win initiative.

2. They were also correct about action economy. You absolutely have to overcome it.

3. You know about their builds. Do they know yours? If I knew I was facing a magus, I'd have a ring of evasion, resist energy, and probably spell resistance too.

4. Do you know where and under what circumstances you'll be facing them? Day, night, city, forest, etc? Will you have time to buff? Is there a time limit or space limit on the battle itself?

5. Do they frequent these forums? If they do, and they didn't know about your build before...well they do now. Also they'll know any advice you receive.

6. One good thing is you can build 100% for this one fight. Nothing else matters. And you don't have to worry about conserving resources either.

Now let's look at your opponents.

1. What are their strengths? All three are likely 90-100% ranged attackers (not counting the animal companion) and all probably do massive damage. And of course that means they can full attack from wherever. How can you avoid that?

2. What are their weaknesses? Will, Fort, or Reflex saves? AC or CMD? What's the best way to target them?

3. Do they get to rebuild like you do? If so, what is their level of system mastery and strategic ability?

Let's talk about strategy.

1. Don't do what they expect. This is especially true if they know what you're playing.

2. Identify your greatest threat. This isn't necessarily the one who can do the most damage. If one of them can cripple you, or rescue his teammates, that might be the greater threat.

3. Make every action count. Be effective without being wasteful. You...

Scarab Sages

Get a spell storing weapon and armor. Punish them even if they do hit you. Don't forget about layered defenses. Mirror image and displacement are your friend.


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Tiefling Bladebound Kensai Magus, 30 pt buy

STR: 7
DEX: 17 + 2 (Race) + 1 (LVL) + 6 (ENH) = 26
CON: 15 + 1 (LVL) = 16
INT: 17 + 2 (Race) + 1 (LVL) + 6 (ENH) = 26
WIS: 14
CHA: 7 - 2 (Race) = 5

If Variant Multiclassing is allowed, go for Sorcerer. You can access the Imperious bloodline if you choose the tiefling's "Pass for Human" alternate racial trait.

With Heroic Echo from the bloodline, you'll want to purchase 2 Pale Green Prism Ioun Stones, one of which should be flawed. Then purchase a luckstone and take the trait, "Fate's Favored."

To increase your saves, I highly suggest an Otherworldly Kimono. Not only does it give you a bonus on both saves and caster level checks (which is huge if you want to dispel enemy magic) but it will allow you to cast Maze on an opponent, which will immediately allow you to eliminate any problematic opponent for a significant portion of the battle (I highly doubt any of the three you mentioned can easily make a DC 20 INT check).

Otherworldly Kimono - 67,000
Headband of Vast Intelligence - 36,000
Belt of Incredible Dexterity - 36,000
Pale Green Prism - 30,000
Pale Green Prism (flawed) - 28,000
Luckstone - 20,000

TOTAL 217,000
Wealth by level = 185,000
WBL w/ 1 crafting feat = 231,250 gp

SAVES:
FORT: 9 (base) + 3 (CON) + 4 (Res) + 2 (Mor) + 2 (Comp) + 2 (Luck) = 22
REF: 4 (base) + 8 (DEX) + 4 (Res) + 2 (Mor) + 2 (Comp) + 2 (Luck) = 22
WILL: 9 (base) + 2 (WIS) + 4 (Res) + 2 (Mor) + 2 (Comp) + 2 (Luck) = 21

These all go up by 2 if you Maze somebody, so you should be fairly inoculated against spells. With the Imperious Bloodline, you spend 3 feats, but gain basically a +2 to attack, all saves, all skill checks, and all ability checks (including Initiative). And one of those 3 feats, is in fact another feat (which includes a possible "Improved Initiative" if you are so inclined).So, it's more than worth it, IMHO.

My suggestion: Maze the gunslinger, jump on the sorcerer. Ignore the Hunter until he's alone, since his lower BAB and spell power make him a weaker threat.

An alternative to a Kensai would be a Myrmidarch with VMC Fighter (picking up Fighter's Reflexes and Armed Bravery along with Warrior Spirit for abusing weapon training bonuses), but I like Bladebound Kensai better in this scenario since you don't need to spend much on armor/weapons, allowing you to buy other, better items.


RelicBlackOUT wrote:

Sensten, this is amazing and I will be tackling it one at a time. Once thing I know is they will be finding me in a tomb/crypt/cave setting. One thing I know is that the Hunters pet does have tremor sense. With the fog tactic this beast will still find me. If there was a way to make it rain inside, would that throw off the tremor sense because of the constant falling rain?

Not sure about the falling rain, it could work but if you have flight on, you could simply be hovering off the ground. Also...

Boots of the Soft Step
Scent Blocker
Incense of Dulled Senses

And if you're underground earthglide can be especially good. You might also consider trying to do structural damage. Why use a sword when a cave-in can drop a thousand tons of stone for you?


If you're allowed standard retraining when constructing your build, consider Dimensional Dervish (you can't take the whole chain by 14 unless you can use retraining once). The ability to teleport around while also using Spell Combat is huge; Bladed Dash can't compare, since it uses your spell for the round. It's expensive to use, but if you can use your full blade attacks to injure and your spell to incapacitate while starting from anywhere and ending where you choose...

One spell choice to think about would be Heightened Dazing Frostbite. Besides adding 1d6+15 to every strike - which is arguably a lot better than Intensified Shocking Grasp at that point - Dazing means that every single time you strike a target, they must save vs. daze. If you're using Heighten to make the effective level of Frostbite 3, then even one save fail is three rounds of daze.

Combining Dimensional Dervish and Dazing Frostbite would potentially let you hop around dazing multiple targets in one round, though I'm not sure how the feats play out for all that.


Dimensional Dervish is a whole bunch of feats the Magus doesn't need to have virtual Pounce. Mind you, Dimensional Dervish does still cost you a casting of Dimension Door, as well as your swift action for the round. At most, the Magus needs only Dimensional Agility, so he may full attack after casting Dimension Door via Spell Combat (though some would argue he doesn't even need that much).

A Dazing Frostbite would be a 4th level spell, so using Heigthen Spell on it would at most give you a +1 to the spell DC. Not worth it, IMHO. That said, if you really wanted to use Dazing Spell shenanigans, I'd highly suggest just purchasing a Dazing Spell Metamagic Rod. The best spell to use said metamagic with, is generally Ball Lightning, a 4th level spell on the Magus list. Unlike a Fireball that's gone after one round, Ball Lightning persists for 1 round/level, giving you that many attempts to daze your opponents.

At this level, you have 3 balls, so you can send 1 to each of your opponents, forcing them to make a Reflex save vs the Dazing effect. Alternatively, you can send all 3 to one person, forcing them to make 3 saves vs the Dazing effect. I'd highly suggest doing this to the Sorcerer, since one "Resist Energy, Communal" can negate this entire strategy.

Of course, if you got an Otherworldly Kimono like I suggested, you could simply Maze away the most problematic member and then use this spell to CC the ones you think will have the lowest shot of making a Reflex save. If they fail their save against the Dazing effect, they are, in effect, basically dead, since the spell will daze them for 4 rounds (and refresh it's duration if they continue to fail more saves), so they are effectively sitting ducks.


Lingering Pain will shut down the sorcerer, so this should be one of our arcanas.


Wasum wrote:
Lingering Pain will shut down the sorcerer, so this should be one of our arcanas.

This is true. Lingering Pain is an amazing Arcana against enemy spellcasters, especially when combined with Spellstrike. If you can get a good strong blow off on the sorcerer, you can basically neuter his ability to cast spells in response thanks to this.

Certainly worth a pickup, IMHO.


Another thing would be reach spell and force hook charge. Should as well replace the dimensional dervish chain.


Kaouse wrote:

Dimensional Dervish is a whole bunch of feats the Magus doesn't need to have virtual Pounce. Mind you, Dimensional Dervish does still cost you a casting of Dimension Door, as well as your swift action for the round. At most, the Magus needs only Dimensional Agility, so he may full attack after casting Dimension Door via Spell Combat (though some would argue he doesn't even need that much).

A Dazing Frostbite would be a 4th level spell, so using Heigthen Spell on it would at most give you a +1 to the spell DC. Not worth it, IMHO. That said, if you really wanted to use Dazing Spell shenanigans, I'd highly suggest just purchasing a Dazing Spell Metamagic Rod. The best spell to use said metamagic with, is generally Ball Lightning, a 4th level spell on the Magus list. Unlike a Fireball that's gone after one round, Ball Lightning persists for 1 round/level, giving you that many attempts to daze your opponents.

Using Dimension Door with Spell Combat means you've used up your Spell Combat spell for that round. Being able to go Dimensional Dervish -> Cast Disabling Spell -> Attacks in one round is far, far superior action economy to Cast Dimension Door -> Attacks. Maybe it's worth taking that road, maybe not; but it's a very potent possibility.

Dazing Frostbite with Magical Lineage or Wayang Spellhunter can be cast with Heightened Spell as a third-level base spell. This means that the Daze lasts for 3 rounds instead of 1, and it has a +2DC. This is obviously game-changing as far as effectiveness goes. Even just a 2 round Daze instead of 1 round is a huge advantage.

Handling a metamagic rod with Spell Combat isn't very functional.

Ball Lightning is certainly a very effective spell to throw Dazing with on a spellcaster, but it requires a move action to redirect the balls. So while it's a very strong spell that way, continually redirecting completely gimps a Magus' action economy. It's potentially a good 'opener' since it can lock targets down, of course.

Action economy is fundamental, which is why something like a focused Heightened Dazing Frostbite Dimensional Dervish is worth at least considering. It means that, on a single round, you can 1. pounce with Spell Combat, 2. use Spell Combat to gain an extra attack, 3. threaten multiple rounds of Daze with every attack, 4. add substantial damage to every attack, and 5. immediately switch target if your target succumbs to daze or dies. With Spell Combat granting 4 attacks with simple Haste gear, Heightened Dazing Frostbite potentially means 4d6+56 additional damage and four shots at 3-round Daze every round, starting with round 1. Unlike tricks more suited to full casters, this is exploiting the Magus to the hilt.


One problem with Dazing Frostbite is that you need to deal at least some damage with it, and Frostbite's 1d6+14 is fully negated by Resist Energy (as well as immunity to nonlethal, but that's much rarer).

The other is that, while you get more chances to Daze a single target, you also have to succeed on your attack rolls in addition to them failing their saving throws, and four attacks to disable three targets is dicey.


Athaleon wrote:

One problem with Dazing Frostbite is that you need to deal at least some damage with it, and Frostbite's 1d6+14 is fully negated by Resist Energy (as well as immunity to nonlethal, but that's much rarer).

The other is that, while you get more chances to Daze a single target, you also have to succeed on your attack rolls in addition to them failing their saving throws, and four attacks to disable three targets is dicey.

Those are valid points, but ones that could be applied to many other spell tactics as well. In this scenario, it seems unlikely that widespread resist or immunity is going to be a factor, but we don't know exactly what's going down; if the Sorcerer is able to pre-buff everyone with Resist Energy, then plenty of Magus stuff goes out the window.

The biggest point for attaching Dazing to weapon strikes and making sure you can full attack is that you're still killing the target while trying to shut it down. If you jump a target and they resist every daze, they still potentially take a lethal amount of damage.

You can instead use other techniques to combine attacking and disabling of course. You could combo a Dazing Battering Blast with Dimensional Dervish, striking with three Daze/Knockdown 5d6 force orbs and then pouncing on the target of choice.


I also think the Dervish feats can be a good way to level the action economy field in a 1vX fight and not just because it lets you attack multiple targets but also because you can still get away afterward. It's one of the few ways you can full attack and not be left vulnerable to a counterattack. Textbook hit and run tactic


So some of the guidelines I have been giving ontop of what Ive said.

I can only go 7 levels of Magus. That is where this character stopped. Now I am sure if it was 1 level more or less it would be ok. Depends on what would suit the build best. But not full 14 levels of Magus.

The next 7 can be a blend of fighter and barb, or full one or the other.

He will have Ovinrbaane, and the 7 levels of fighter/barb will reflect him slowly turning into Armag.


If you can't go full Magus, don't do it. It's not worth it at all. Go full Barbarian. Get the Reckless Abandon and Savage Dirty Trick Rage Powers. Get Quick Dirty Trick and Dirty Trick Master Feats. In one round, you can trade 2 of your attacks for 2 Dirty Tricks. If both succeed, you can automatically inflict a devastating condition like Daze or Nauseated.

For better results, use a Furious Dueling Weapon and grab a Bane Baldric. Furious increases your weapon enhancement by +2 when you rage. Bane Baldric allows you to call Bane against your opponent, further increasing weapon enhancement by +2. Dueling gives you a luck bonus on weapon-performed combat maneuvers equal to twice your enhancement bonus (and stacks with said enhancement bonus). Dirty Trick is specifically called out to work with the enhancement.

With this, you should be able to always Daze any equivalent level opponent for the entirety of combat, allowing you to kill them at your leisure. And there isn't much many characters can do to stop it, either. Make sure to grab Spell Sunder, in case the sorcerer attempts to turtle in an Emergency Force Sphere or something.

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