Advice on "Shatter Defense" Magus reach build


Advice


The build thus far:
Rogue (Unchained) 1 / Magus (Eldritch Scion) 19
OR
Rogue (Unchained) 1 / Magus (Eldritch Scion) 15 / Eldritch Knight 4 [for +16 BAB]

Bloodline (Verdant) - Reach, Natural Armor, Fast Healing

Half-Elf (+2 Dex) - I like half-elves
Fey Thoughts & Round ears alternate race traits
Neutral Good (worships Shelyn)
Ability Scores (20 pts)
Str: 14
Dex: 15/17 (+3 level)
Con: 12
Int: 13 (+1 level)
Wis: 10
Cha: 13 (+1 level)

Feats: (in no particular order/retraining is available)
Weapon Finesse (Rogue 1)
Combat Reflexes
Weapon Focus (glaive)
Bladed Brush
Power Attack
Cornugon Smash
Dazzling Display
Hurtful
Shatter defenses
Furious Focus
Accomplished Sneak Attacker

I will be receiving three bonus combat feats from Magus and/or Eldritch Knight levels.
Will receive 7+ Magus arcanas (elf favored class bonus). Planning Arcane deeds (parry/riposte, precise strike, evasive). We house rule that Magus Level = swashbuckler Level -4 (min 1) for deeds. Will use spell blending to get Sense Vitals for much sneak attack.

Any suggestions on improving the build? Things you would do differently? I don't want a completely min/maxed character, and prefer to not have any negative ability score mods.


Unless you're using fractional BAB that second build doesn't actually get +16 BAB by level 20. Not that that's likely a big issue. The big issue is the headache of working out exactly what bladed brush is and isn't compatible with.

If you'll be retraining feats then combat casting is something you'll want early on but will probably dump later.

You're taking the thug archetype on that rogue, right? Or if you can't bear to do so on a Shelynite, at least take the rake archetype.

There's more feats you could spend on intimidating after those you listed, but it might be better to diversify a bit - weapon trick, chilling or shocking amplification, maybe deific obedience late on for the boons.


avr wrote:
Unless you're using fractional BAB that second build doesn't actually get +16 BAB by level 20. Not that that's likely a big issue. The big issue is the headache of working out exactly what bladed brush is and isn't compatible with.

We do use fractional BAB/saves, so that won't be an issue. As far as what bladed brush is compatible with, I'm not sure what you mean. Our table read it and came to the same conclusion: glaive is a two-handed Weapon that can be used as finessible, but counts as a one handed slashing/piercing weapon for abilities that require one, and treats the offhand free (made no attacks) for those abilities. It remains a two handed weapon as far as everything else goes and still deals slashing damage.

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If you'll be retraining feats then combat casting is something you'll want early on but will probably dump later.

Perhaps, but by the time I intend to be casting in combat, I should have reach via the glaive (Level 3).

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You're taking the thug archetype on that rogue, right? Or if you can't bear to do so on a Shelynite, at least take the rake archetype.

Negative on the Thug, but Rake is a definite possibility. I do intend to fill the role of trapfinder, however, so I'll need to come up with that ability (campaign traits are a no go) if I do take Rake.

Quote:
There's more feats you could spend on intimidating after those you listed, but it might be better to diversify a bit - weapon trick, chilling or shocking amplification, maybe deific obedience late on for the boons.

I was looking at the two-handed weapon trick for the automatic take 10. And skill focus/intimidating prowess. But those aren't necessary thus far.

Thanks for the response.


There's enough enemies with reach at mid-levels (CR 5-10) that I wouldn't count on the glaive's reach protecting you from AoOs from casting. YMMV.

Short of taking spell blending again for Aram Zey's Focus there's no good way for you to get trapfinding aside from the rogue class ability then. I'm surprised, since you're not going to be swimming in skill points - usually I'd expect someone with classes with more skill points or more of an Int focus to be handling that job.


avr wrote:
There's enough enemies with reach at mid-levels (CR 5-10) that I wouldn't count on the glaive's reach protecting you from AoOs from casting. YMMV.

That might be a concern. I was planning to get around it with Enlarge Person and similar shape changing spells. Once I hit level 9 (Magus 8), I could have 20ft of reach or more.

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Short of taking spell blending again for Aram Zey's Focus there's no good way for you to get trapfinding aside from the rogue class ability then. I'm surprised, since you're not going to be swimming in skill points - usually I'd expect someone with classes with more skill points or more of an Int focus to be handling that job.

Hmm, I could tackle the traps without trapfinding until I got 3rd Level spells and use the spell blending option for two lower level spells. I think I will have enough skill points: I get the "skilled" ability for my racial traits, and the intelligence will hit 14. I'll have enough points to max out 5 skills, but I will probably only max out Disable device, intimidate, and perception. I'll put a point (or two) into all my class skills and spend the rest on what the campaign seems to require.

Sovereign Court RPG Superstar 2009 Top 32

Your main issue is that you have too many abilities competing for your swift action: verdant reach, hurtful, and arcane pool don't work together all that well for this reason.

Instead of verdant bloodline, consider aberrant; this gives you reach without eating up your swift action, and four levels earlier. And instead of cornugon smash, go for enforcer. This also lets you drop power attack and your str to raise your dex even further (which actually makes you do more damage on average. Finally, I'd suggest sinking all your levelup stat points into dex, not spreading them around.

Also, here's the Magus handbook. HTH!


Kurald Galain wrote:
Your main issue is that you have too many abilities competing for your swift action: verdant reach, hurtful, and arcane pool don't work together all that well for this reason.

Not really. Only hurtful and Verdant reach have to be managed from round to round, depending on if I need the reach or not. And, as you mention below, it is not even an issue until higher level. Arcane pool is an activate first round and forget.

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Instead of verdant bloodline, consider aberrant; this gives you reach without eating up your swift action, and four levels earlier. And instead of cornugon smash, go for enforcer. This also lets you drop power attack and your str to raise your dex even further (which actually makes you do more damage on average. Finally, I'd suggest sinking all your levelup stat points into dex, not spreading them around.

Aberrant may give me reach, it would also lose out on the free natural armor boosts and fast healing. Enforcer requires dealing nonlethal damage and doesn't work again various types of enemies (those immune to nonlethal damage). Also, I do plan on wearing at least medium armor (possibly heavy depending on item availability). My Dex moving past 24 (for the +7 mod) is going to unlikely, if not wasteful.

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Also, here's the Magus handbook. HTH!

Thank you. I am familiar with the handbook (and the Magus class in general) It did not contain information specifically towards this kind of build and I do like seeing other suggestions.

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