Help building a Bladebound Magus


Advice


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Hi! First of all, sorry for any writting mistakes, english is not my native language.

Now, on to the topic. I'm trying to build a Bladebound Magus (This is set in stone), but I'm a bit at a loss about how to properly build it. This is the info I can provide:

-22pt buy (Not a typo).
-Archetype is going to be Bladebound Magus.
-2 Traits (1 Can be from the Rise of the Runelords campaign, but not mandatory)
-Core races
-Must be a STR build since I cannot choose what weapon the black blade will be, and it could not be finessable.
-150 starting gold (I may get a bit more if I'm lucky, but count on this)

I don't know if I'm missing any info you will need, but feel free to ask for any. I'm most of all not sure about what to do with that point buy because I wouldn't want to dump CHA (I don't like it roleplay wise), but if it's "mandatory" for a nice build I might give it a try.

Also, I've already taken a look at Kurald Galain's Guide to the Magus, so you can point me there for any references (Grabbing ideas from there as I write this thread).

Thanks in advance!


If you're playing a human or half-human, Str 16+2=18, Dex 12, Con 14, Int 14, Wis 10, Cha 10 is workable on 22 point buy without dumping charisma.

The two simplest magus builds focus on the shocking grasp spell or the frostbite spell. Whichever of those you go for, put one trait on magical lineage or wayang spellhunter on the spell you're focusing on. You can take both traits but that's usuallly overkill, and it's good to have one trait to personalise your character with.

What level do you expect to play this magus to?


avr wrote:

If you're playing a human or half-human, Str 16+2=18, Dex 12, Con 14, Int 14, Wis 10, Cha 10 is workable on 22 point buy without dumping charisma.

The two simplest magus builds focus on the shocking grasp spell or the frostbite spell. Whichever of those you go for, put one trait on magical lineage or wayang spellhunter on the spell you're focusing on. You can take both traits but that's usuallly overkill, and it's good to have one trait to personalise your character with.

What level do you expect to play this magus to?

Hi! Thanks for the help.

I'm playing Rise of the Runelords for this character, I have no idea how much level I'll have at the end, but I guess it's pretty much like other AP's, so I'm starting at level one, and will play more or less till level 15-20?


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High enough level to aim at the spell perfection feat then.

If you go with shocking grasp then you're going for high damage. You need at least three metamagic feats to get spell perfection; intensify spell, empower spell and elemental spell would be good for this. As a high strength melee character you'll also want power attack, and you may want some defensive feats. I think there's some downtime in the Runelords AP, if so you may want a magic item crafting feat.

Focusing on frostbite you're more into debuffing the enemy. Rime spell works well for this, dazing spell is possibly too good (maybe get tenacious spell instead if you think that it's too much) and empower spell's still good as you still want to do damage, you're a magus after all. You have the same interests in other feats as the shocking grasp magus.

If there's likely to be time to retrain feats your first feat might be combat casting. It's not useful at later levels but it is useful for a magus early on. Extra arcane pool or extra arcana may be something you want also.

If you want a detailed build with the exact feats and magus arcana let me know, but the above should be enough if you've some familiarity with Pathfinder.


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If you cannot choose your weapon, you are already at a huge disadvantage.

The critical profiles on the vast majority of weapons are highly inappropriate for a magus. Spellstrike means spells can only benefit from a x2 multiplier regardless of weapon used.

Personal Take:

Human Bladebound Magus

STR: 18
DEX: 12
CON: 14
INT: 15
WIS: 10
CHA: 9

Feats: *Arcane Strike, Extra Traits

Traits: Reactionary, Seeker, Two World Magic (Touch of Fatigue), Wayang Spell Hunter (Frostbite or Shocking Grasp).

*Can be retrained later if swift actions are needed elsewhere


Volkard Abendroth wrote:

If you cannot choose your weapon, you are already at a huge disadvantage.

The critical profiles on the vast majority of weapons are highly inappropriate for a magus. Spellstrike means spells can only benefit from a x2 multiplier regardless of weapon used.

** spoiler omitted **

That ability score looks like it is one point short (It's a 23pt build at least by my calculations). The extra traits look really interesting. I think wayang spell hunter is a must, but no idea about the other ones. Are they really worth 1 feat? My magus is short on skill points at the moment to grab more skills where I should put points, and a +2 to initiative doesn't look that big for spending 1/2 a feat. Could you explain them better?


Why can't you choose your weapon? Typically "the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus."

Perception is the single most important skill of the game, and regardless of whether you make it a class skill or take feats and traits to get bonuses in it, you will probably want to max it out anyway.

I don't see the advantage of touch of fatigue from two world magic unless your GM doesn't allow arcane mark spellstrikes for spell combat.

Initiative is usually good, unless you have something else that you really need it, reactionary is one of the better traits to get, this is especially true if you aren't a dex build. A magus can hit pretty hard and also has some good mobility options. Going before the other team can make quite a difference at times, although depending on the rest of your team and how good your tactics are it might not be mandatory (if someone else is going to cast haste, it doesn't do you much good to go before them and if other frontliners are slower it can be fatal to race out ahead).

I wouldn't take arcane strike with a magus, even from level 1 already have uses for swift actions. It isn't a horrible choice, but there are several other things I would rather have.


Perception is the most used skill in the game. Using a trait to, essentially, get a +4 bonus is better than taking skill focus up until 10th level.

Unlike Arcane Mark, Touch of Fatigue does something. It debuffs your opponent for 1 round, which can be huge at lower levels. Latter in the game, it's not so much. It you don't care about debuffing, take Magical Lineage instead. It stacks with Wayang Spell Hunder.

Initiative is always important. A +2 may not seem like much, but every bit helps.

Wayang Spell Hunter does the same thing as Magical Lineage.

16 = 10
12 = 02
14 = 05
15 = 07
10 = 00
8 = -02
---------
. . 22

As a human you will start with 5 sp/level, increasing to 6 sp/level at 4th level when you bump up your int. If you need additional skill points, consider taking Fast Learner/Cunning at higher levels or instead of Arcane Strike. You will also gain additional maxed skills when you pick up your Headband of Vast Intelligence.

Remember, while traits cannot be retrained, feats can, and you are getting two of your traits from a feat.

I am assuming your GM is house ruling the random weapon as a bladebound. If not being houseruled, you can choose your weapon. At that point I would recommend a dervish dance build, and possibly the kensai archetype.


LOL I am reasonably sure the GM is not out to screw you and would not give you an inappropriate weapon, so I do not think a Str build is necessary, not that Str builds are bad.

Unless you want some weird convoluted background where you grew up on the Island of Minata among the small Wayang race I would forget about Wayang Spellhunter, its a great trait if its appropriate, but here it would require you to shape your whole character around it and be a strange fit for the AP.

Magus Handbook check this out, its nice and up to date, and covers things in more depth that responses here realistically can.


@Dave @Placeholder of Doom | Pretty much because I'll find it during gameplay and it will be part of gm plot (If it's important for the campaign or not, I have no idea, but he'll make it and give it to me when it's time), so that's why I'm not choosing what type it is.

Looking at all the responses, you convinced me about having perception as a must. I'll get that trait for sure, as well as Magical Lineage (Afaik, it does the same thing as Wayang Spellhunter).

I don't think that I'll get arcane strike (Like someone said, I have enough swift action spenders already). Maybe improved initiative? Fleet?

Things I've decided so far:

Human
STR 16+2
DEX 12
CON 14
INT 15
WIS 10
CHA 8

Feat 1: Additional traits
Feat 2: ????

Trait 1: Magical Lineage (Shocking Grasp)
Trait 2: Seeker
Trait 3 (Additional 1): Reactionary
Trait 4 (Additional 2): Gifted Adept (Shocking Grasp)

For skillpoints, I'm pretty sure I'm picking perception, kn: arcana, kn: dungeoneering, spellcraft. I still have one point left. Would UMD even be worth with this character? I guess it wouldn't, but maybe a few ranks wouldn't hurt.


Another direction possibly is taking a half elf. Since you are already taking extra trait. So extra feat for +2 init and prof in perception. Half elf would get: Skill focus (perception)...plus +2 perception for keen senses (or lose it for darklands guide for +2 init. Then you get low light vision, +2 vs enchant and effects.. just saying might be something to look into...oh and FCB to give you a extra arcana every 6 lvls


Zamdoc wrote:
I cannot choose what weapon the black blade will be,

So it is possible that your weapon could be a Rapier, Longsword, Bastard Sword, Scizore, Falcata, Urumi, Wakisashi, or any of a bunch of other things.

Zamdoc wrote:
it could not be finessable.

Do you mean, "It could be non-finessable?" It seems to me that if you don't know what it will be, it could totally be a finessable weapon, and maybe you should make your character more MAD and less ST. Anyway, as a Bladebound Magus, you pretty much can't wear Medium or Heavy Armor, and you can't use a Shield, so having a high Dex is a good idea regardless. If you end up having a higher Dex and end up with a Bastard Sword, you can comfort yourself with and Attack of Opportunity Build.

My first thought is that in order to have a happy relationship with whatever weapon your GM happens to give you for your Black Blade, maybe you should make your Magus a Tengu. Tengu are automatically proficient in all Swords.

Zamdoc wrote:
Core races

Aw, shucks, I don't know then. Maybe your GM will let you keep a Feat open pending discovery of what sort of weapon your Black Blade will be?


@Zamdoc I do know I am running Elery and I am convinced the GM would not give you an inappropriate weapon. You cannot take both Gifted Adept and Magical Lineage as both are magic traits, additional traits specifically mentions you cannot choose traits from the same category.

Improved Initiative is always a sure bet, you might also consider Toughness as the Magus does hurt for HP. If you do plan on getting Toughness then consider Fast Learner, to get both HP and skill points for your favoured class bonus, obviously best taken at first level to maximization benefits.

Improved Initiative would be my pick, getting to stab the other guy first is a big deal.


@Scott Whatever the weapon is, I'll be able to use it properly (I don't think the gm would do something like giving me an exotic or smth).

@Placeholder Damn. I guess I'll have to change Gifted Adept then, but I have no idea what to swap it with. Anyways, I'm taking Improved Initiative anyways.

Any thoughts for that last trait and the skillpoint? Everything else is pretty much done I guess.


Zamdoc wrote:
@Dave @Placeholder of Doom | Pretty much because I'll find it during gameplay and it will be part of gm plot (If it's important for the campaign or not, I have no idea, but he'll make it and give it to me when it's time), so that's why I'm not choosing what type it is.

I could certainly see for story reasons your character not consciously choosing. That isn't the same thing as the player not consciously choosing though.

It also makes sense that the blade is 'made' for your character and your character is destined for the blade. It should 'fit' the fighting style that your character chooses (or if you prefer, the existence of the blade, even before your character gets it influences your character in his combat choices).

Mechanically of course you as the player are choosing a longsword or a rapier, but for your character it is 'destiny'.

One reason I think this is important, is that one feat that is really pretty good for a magus is weapon focus. Magus have a bit of an accuracy problem, with spell combat giving them a -2 and only being 3/4 BAB. Additionally they are MAD compared to a pure martial. Arcane pool and talents can help with this, but it doesn't make up for everything without spending pool points and those will run out . Personally, I think it is a really good choice.

For your skills, I wouldn't go with UMD. You won't need it for anything on your list anyway and it won't be good enough to rely on until later. As INT boosting items will be something you are getting, maybe when you go to the +4 INT headband having UMD be the second skill might be a good idea (if you can have it crafted anyway) but before then you won't be good enough to really use it anyway. I'd probably put my points into swim or split between swim and climb.

If it was me, rather than gifted adept I'd want the trait that increased concentration checks (can't recall the name right now). Magus have to cast in threatened areas pretty frequently and that +2 helps a lot.


Dave Justus wrote:
Zamdoc wrote:
@Dave @Placeholder of Doom | Pretty much because I'll find it during gameplay and it will be part of gm plot (If it's important for the campaign or not, I have no idea, but he'll make it and give it to me when it's time), so that's why I'm not choosing what type it is.

I could certainly see for story reasons your character not consciously choosing. That isn't the same thing as the player not consciously choosing though.

It also makes sense that the blade is 'made' for your character and your character is destined for the blade. It should 'fit' the fighting style that your character chooses (or if you prefer, the existence of the blade, even before your character gets it influences your character in his combat choices).

Mechanically of course you as the player are choosing a longsword or a rapier, but for your character it is 'destiny'.

One reason I think this is important, is that one feat that is really pretty good for a magus is weapon focus. Magus have a bit of an accuracy problem, with spell combat giving them a -2 and only being 3/4 BAB. Additionally they are MAD compared to a pure martial. Arcane pool and talents can help with this, but it doesn't make up for everything without spending pool points and those will run out . Personally, I think it is a really good choice.

For your skills, I wouldn't go with UMD. You won't need it for anything on your list anyway and it won't be good enough to rely on until later. As INT boosting items will be something you are getting, maybe when you go to the +4 INT headband having UMD be the second skill might be a good idea (if you can have it crafted anyway) but before then you won't be good enough to really use it anyway. I'd probably put my points into swim or split between swim and climb.

If it was me, rather than gifted adept I'd want the trait that increased concentration checks (can't recall the name right now). Magus have to cast in threatened areas pretty frequently and that +2 helps a lot.

I've taken a look at trait rules, and if I'm not mistaken, normal traits can be taken from the same list, so I can grab both magic traits from normal traits, and get Seeker and Reactionary as additional traits. Am I correct?

I'm going to grab weapon focus as soon as I know what weapon I'll have, so that's not going to be much of an issue anyway.


Dave Justus wrote:
If it was me, rather than gifted adept I'd want the trait that increased concentration checks (can't recall the name right now). Magus have to cast in threatened areas pretty frequently and that +2 helps a lot.

Focused Mind.

It is a magic trait, so you would have to take wayang spell hunter instead of magical lineage.

Dark Archive

Zamdoc wrote:
Dave Justus wrote:
Zamdoc wrote:
@Dave @Placeholder of Doom | Pretty much because I'll find it during gameplay and it will be part of gm plot (If it's important for the campaign or not, I have no idea, but he'll make it and give it to me when it's time), so that's why I'm not choosing what type it is.

I could certainly see for story reasons your character not consciously choosing. That isn't the same thing as the player not consciously choosing though.

It also makes sense that the blade is 'made' for your character and your character is destined for the blade. It should 'fit' the fighting style that your character chooses (or if you prefer, the existence of the blade, even before your character gets it influences your character in his combat choices).

Mechanically of course you as the player are choosing a longsword or a rapier, but for your character it is 'destiny'.

One reason I think this is important, is that one feat that is really pretty good for a magus is weapon focus. Magus have a bit of an accuracy problem, with spell combat giving them a -2 and only being 3/4 BAB. Additionally they are MAD compared to a pure martial. Arcane pool and talents can help with this, but it doesn't make up for everything without spending pool points and those will run out . Personally, I think it is a really good choice.

For your skills, I wouldn't go with UMD. You won't need it for anything on your list anyway and it won't be good enough to rely on until later. As INT boosting items will be something you are getting, maybe when you go to the +4 INT headband having UMD be the second skill might be a good idea (if you can have it crafted anyway) but before then you won't be good enough to really use it anyway. I'd probably put my points into swim or split between swim and climb.

If it was me, rather than gifted adept I'd want the trait that increased concentration checks (can't recall the name right now). Magus have to cast in threatened areas pretty frequently and that +2

...

nope. Traits always have to be from different categories


Well, finally I managed to build what I think it's a pretty decent magus. Thanks to you all for the help! It is really appreciated, seriously. I hope he lasts long in this Rise of the Runelords campaign.

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