I am playing Magus, and feel really weak


Advice


Yeah, I need some advice. I made a Magus character for a game I am in, but as it turns out, I picked a class I don't like. At least not how it works. I love the idea of a sword wielding smartass that knows magic, but I feel weak. I feel extremely f%~!ing weak. We have the gunslinger dealing 1d10 damage per turn, the barbarian dealt flat out 24 damage, while I am out here getting 3 damage per spell and at most 5 damage wtih my longsword. I was hoping that the Magus would be a big damage dealer guy, and not this thing. I wanted to deal lots of damage and be able to take down enemies from close up, and my ac is lower than at least half of the 6 people party. My character got insanely good stats doing the 4d6d1 system, so they came up as a 12 strenght, 19 dexterity, 14 constitution, 20 intelligence, 16 wisdom and 8 charisma. We had some homebrew stuff and that is how I got it, but I wasn't the only one with insanely good stats. And I still feel weak. I wanted to be a great dpr in combat, and a supporter from the sidelines outside of it. For now I just feel weak. Last session I rolled really badly, two rolls were above a 9, and I just felt weak. For the whole 4 sessions we had. I hope it isn't too late to change, and then another player left and a new one came who is playing the new soulknife (?) class and I now feel even weaker and GOD PLEASE HELP ME i wanted to play a good dpr class and I chose magus because that one looked cool (found group over roll20, skimmed through magus class, didn't see any other classes and now I think that wasn't the best idea) and now I feel weak. Please help me and thank you.


Forgot to mention, we are level 1


This is the PF2 forum. You want the PF1 discussions.

Flagged to be moved.


Oh. My bad.


The two common high-damage builds for the magus are the Strength build and the Dexterity build. An Intelligence build works for a utility magus who knows the right spell at the right time, but that is not high damage.

Given your magus's stats, the Dexterity build is best for him. The classic used Weapon Finesse and Dervish Dance for Dexterity to damage. Paizo released some feats for swashbuckler that could substitute for Dervish Dance to give Dexterity to damage, but they errata'ed them to require swashbucker-only abilities.

Dervish Dancer requires two ranks in Perform(Dance), so this build is not effective until 3rd level. A Dexterity-based magus can make reasonable use of Spellstrike at 2nd level to enhance damage. At 1st level, the Dexterity magus is weak. Spell Combat is not impressive, because the -2 penalty hurts the low BAB of a 1st-level character.

I recommend playing the magus as a utility character at 1st level and wait until 2nd level for being a DPR. But barbarian and gunslinger are top classes for DPR, so the magus will be outshined in that role.


I guess I will just be some sort of second grade DPR, then. Magus just wasn't what I was looking for apparently. Maybe I'll ask the dm to switch, but I made a backstory for him that I really like and don't want to go to waste... So yeah. That's that.


SurvivalScripted wrote:
I guess I will just be some sort of second grade DPR, then. Magus just wasn't what I was looking for apparently. Maybe I'll ask the dm to switch, but I made a backstory for him that I really like and don't want to go to waste... So yeah. That's that.

Damage will improve, but the first few levels are slow.

You're story will change after you get dex to damage into your build and start using shocking grasp regularly and have a attack bonus to help (the penalty at level 1 can be rough).

Don't forget though that you can use Arcane Mark cantrip to spell combat with once you get spellstrike to give you a second chance to deal weapon damage while delivering the spell. It helps to maintain your longevity in combat once your prepared shocking grasps run out.

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Moved to 1st edition forum


Those Ranged Touch Attack Cantrips are nice.

You got Color Spray. At level 1, that's a very powerful attack spell that usually shuts down any single encounter, and as a Magus, you have the AC and Combat Casting to be aggressive with it, unlike Wizards.

Mathmuse wrote:
Given your magus's stats, the Dexterity build is best for him.

Yeah, get yourself some Dex-to-Damage action going on. People who play Magi all seem to love Rapier, Shotcking Grasp, and Whirlwind Attack.

SurvivalScripted wrote:
I love the idea of a sword wielding smartass that knows magic,

I like Estocs: It's an Exotic Weapon, but it does more Damage (2d4 instead of 1d8 for an average of 5 instead of 4.5) and has a Threat Range of 18-20, and it's Finessable: totally worth it to upgrade from a Longsword. Sadly, the only Dex-to-Damage Feat I can find for Estoc is Deadly Agility. That's in Path of War, and that is a 3rd Party book, so maybe your GM won't allow it. But

SurvivalScripted wrote:
a new one came who is playing the new soulknife (?) class

Soulknife is a Psionics Class, and Pscionice are totally 3rd Party, so your chances of being allowed to take Exotic Weapon Estoc, Weapon Finesse, and Deadly Agility are high.

I also like Split Blade Swords: more Damage than an Estoc, but not Finesseable, and no special Threat Range. But it's a Tripping and Disarming weapon: might be nice.


I like the Close Range Magus Arcana


Based on your stats, right now you're dealing 1d8 +1 to damage with a longsword. Your level 1 feat isn't listed but I'm guessing it's something that gives you a benefit to hit with your sword. At best, at level 1 you're BAB 0, Str +1 and Feat +1 so you're only at a +2 to hit with your longsword and deal on average 5.5 damage. While these are at or above the benchmarks for this level, I can see why if you wanted a high DPR you're getting frustrated.

Long-term I'd suggest following the Muse of Mathematics upthread, but here's some short-term suggestions for levels 1 and 2 to lift your spirits:

1. Buy a longbow: with this weapon and your stats you're at +4 to hit at level 1, +5 at level 2, so already you've doubled your current hit bonus. You're only dealing 1d8 damage but with higher accuracy there's more chance you're actually delivering that damage

2. Focus on debuffs: SS, you might WANT DPR but what you made, at least right now, is a magus that inflicts a DC 16 save on foes. The average CR1 monster has a Good Save of +4 so on average your enemies have gotta roll a 12 or better to save against your spells. This is nothing to sneeze at; you could even spam Daze all day and rob 4HD or less monsters of their actions for a round with about half of those spells succeeding.

3. Buy scrolls and buff up: Seriously, the biggest advantage a magus has, outside their Spellstrike is lots of decent personal buffs. Get Enlarge Person, Longarm, Magic Weapon and so forth on scrolls or in potions and make sure you're using them. Enlarge Person won't do much for your accuracy but if you manage to land a hit your damage jumps from 1d8 +1 (avg 5.5) to 2d6 +3 (you'll be 2-handing your longsword; avg 10 damage), so that'll be nice.

4. Truestrike: you only get 3 spells/day, and Spell Combat reduces your accuracy from +2 to +0 at this level, but if you're Spell Combatting a Truestrike spell and following that with an attack after you've already pre-buffed with the above mentioned Enlarge Person scroll, that's a nice combo there...

5. Buff someone else: yes, I know; YOU want to be the DPR character. Well with BAB +0 and a Str 12 you just simply aren't at this level. You can, however, drop an Enlarge Person scroll on your barbarian friend there. Your one scroll, placed on your ally, increases their damage likely by about +4.5 or so, depending on their weapon - that's YOUR DPR for that round. Following that with a bow attack from a bow you've cast Magic Weapon on previously means you're delivering an added 5.5 DPR or so on top of whatever your buff granted.

6. Get energized, get area-effective: At level 1 and 2 there won't be a TON of foes that have specialized resistances, but energy damage, especially AoE energy damage ignores DR and affects Swarm subtypes pretty darn well. Yes, I know that Burning Hands is one of the least favorite spells in the game but with an investment in flasks of Alchemist's Fire you can do the following: cast Burning Hands on a group of foes, deliver 1d4 damage to everyone in the cone, expend one flask, and now any of those foes that failed that difficult DC 16 save you just dropped is on fire and has to spend actions to put themselves out or continue to burn.

If none of these options appeal or your PC doesn't have the money and/or time to make them viable strategies, then unfortunately you might have to think about a different character class. If you can just hold on though, level 3 brings Weapon Finesse/Dervish Dance and BAB +2. At this point, using Spellstrike you can: start up to one Move action away from your foe and cast Shocking Grasp; move into melee with your foe; take the free attack your spell gives you and deliver the spell through your sword; depending on how buffed your weapon or your own abilities are, you're at least attacking at +7 to hit and dealing 1d8 +4 plus 3d6 Electricity for an average of 19 damage.


Some people play Magus for damage, but that's a difficult needle to thread.

The Magus allows you to combine martial combat and arcane tricks with the same action economy.

In other words, don't be Superman. Be Batman.

The number of possible antics are too many to list, but here are a few:

-True Strike applies to combat maneuvers. True Strike is my favorite first level spell. Read up on how combat maneuvers work: Even without "Agile Maneuvers", some maneuvers will still allow you to use DEX. A lot of maneuvers have scaling effects based on how much you beat the other person's CMD, which makes this even more valuable.

-The Blade Lash spell. See above.

-Shield is good at all levels. The "Magic Trick (Shield)" feat is amazing.

-Vanish can be amazing, just make sure to attack before you cast.

-Call Weapon is a swift action to cast.

-Glue Seal can be useful.

-Long Arm is useful, especially for combat maneuvers.

-Mudball is great. Blinded on a hit. No save until the foe starts his turn. Even if he makes the save, he's going to have a bad time until his turn starts. No spell resistance either.

But above all, get the Wand Wielder Arcana as soon as you can. Wands are incredibly valuable to you, more than any other class. It effectively eliminates resource depletion for your main attack routine.


Mark Hoover 330 wrote:
Buff someone else: yes,

Infernal Healing. The OP mentioned a Barbarian, a Gunslinger, and a Soulknife: is there a Cleric? He might have a role as the party medic.


You're also just a level 1 caster, with no big damage source other than your spells. Being a magus doesn't change that : without a better strength or des to damage, there's a hard limit to what you can offer,dpr wise.
Patience is what will help you the most.

Mid to long term, dex to damage would help (unless it's early enough that you can negotiate moving your stats around).
But really, some time and a decent build will solve a lot.


If you don't already have Weapon Finesse, ask to retrain.

At level 2 your damage will improve thanks to spellstrike. Even if you don't use damaging spells Arcane Mark gives you an extra attack. 2 attacks at -2 to hit is almost always better than 1 attack.

At level 3 get Dervish Dance and you'll get DEX to damage with a scimitar. This gives you+4 damage per hit.

At level 4 put a point into DEX for another +1 to hit and damage.

At level 5 you can make your weapon +1 and Keen. This is a huge buff to your damage, and more specifically to your spell damage. Frostbite and Shocking Grasp are the 2 most popular damage spells for Magi.

If you really want all the damage you want the Magical Lineage background trait (or Wayang Spellhunter), which allows you to add a metamagic feat to one spell with a lower cost. People usually use this to get Intensified Shocking Grasp at level 7, or Rime Frostbite earlier.

One trick I like is taking Heighten Spell and Preferred Spell at level 5. This lets you prepare all the utility spells you'll need for the day and spontaneously cast your preferred attack spell when needed. With Spell Recall you can get those utility spells back if needed, turning you into a pseudo-spontaneous caster.

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Here, have a Magus guide.

You should try using spell combat every turn, and use cantrips like Daze to make sure the enemy can't attack while you're still hitting him.

Instead of shocking grasp, try casting Grease, Color Spray, or Expeditious Retreat. Heck, use Silent Image to alter entire combats, or cast Shield to make yourself practically unhittable (AC 22 at level one, good luck with that). Yes, shocking grasp is great, but not quite yet at level one.

And well, you picked the dexterity build. The dexterity build requires dex-to-damage in order to, you know, deal damage. Thankfully you can get that pretty early, courtesy of Dervish Dance.

You should be attacking more often than the barb, and critting way more often than the barb. At level four you'll have pounce. At level five you'll crit on a roll of 15-20. Your shocking grasp damage scales with level and his doesn't. Your Vanish or Mirror Image spells should give you way better defenses than him.

So yeah, you'll be fine. Just not quite yet at level one.


"Infernal Healing. The OP mentioned a Barbarian, a Gunslinger, and a Soulknife: is there a Cleric? He might have a role as the party medic"
There is already a cleric. I read all of these and yeah, I get it. The Magus just isn't bulit for this kind of stuff. I hoped to play a front liner that would deal damage w/ spell and sword. It seems like that just isn't the case for a Magus. I will talk it out with the DM, see what I can do, and yeah. That's about it.

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SurvivalScripted wrote:
I hoped to play a front liner that would deal damage w/ spell and sword. It seems like that just isn't the case for a Magus.

Dude. You just had five people step up to tell you that yes, a Magus very much IS a frontliner that deals damage with spell and sword.

You just need to be strength-based if you want it at level one. Since you're dex-based there's two feats you need to pick up first.


Yeah I don't know if we weren't clear enough, but you'll deal truck-loads if damage in a few levels.

You will probably never out-damage the Barbarian or the Gunslinger, but that's because those 2 classes are the kings of damage. The Gunslinger in particular deals damage and does nothing else.

Meanwhile you'll be dealing 90% of their damage but also casting Haste, Glitterdust, Fly and all kinds of useful things.

(Don't know the Soul Knife so I can't comment).

By level 8 you should regularly be doing something like: +14/+14/+14/+9 1d6+13 (15-20 crit-range), and a spell. All told that's ~45 weapon damage and ~36 spell damage for ~81 DPR, plus a seriously good group buff for your allies (any time they hit with their bonus attack from Haste you csn count that as your damage). For perspective: a good DPR for this level is half that.

(I assumed a +2 Scimitar, a +2 DEX belt and Piranha Strike. Spells were Haste and Shocking Gasp)


If you want to deal massive, barbarian-level damage on the frontlines from level 1:

1. Be a Full BAB martial with a Str based build
2. Get the biggest damage weapon you can afford
3. Focus all possible feats on combat accuracy and damage adds, in that order

As a Magus, at level 1, no; you're NOT going to put up 24 damage in a round. Or are you?

Change your Dex and Str scores; now you've got Str 19, Dex 12. You take a greatsword. Your melee is greatsword +4 (2d6 +6), avg 13 damage. Then consider the rare opportunity you begin the fight at 10' from a foe: Spell Combat/Grease; 5' step; attack with greatsword +2 (2d6 +6), avg 13 damage. Foe needs to make a DC 16 Ref save (unlikely they succeed at CR 1) or fall down prone. Should the foe attempt to stand this round, you threaten with an AoO: greatsword +2 (2d6 +6), avg 13 damage.

There's one way you deal 26 damage in a single round.

The same exact scenario above, but instead you choose Thunderstomp as the spell you cast. This means you're making a Trip attempt with a CMB +3. Since most monsters at level 1 have a 12 CMD, you've got about a 60% chance of success. If you trip them you end up with the same chance as above to deliver an AoO.

Another way to deliver 26 damage in a round.

Human Magus 1 with the feats Furious Focus and Power Attack can Spell Combat/cast Frostbite, melee touch +2 (1d6 non-lethal Plus Fatigued, DC 16 Fort save negates),avg 3.5 non-lethal; Swift action use 1 Pt Arcane Pool (+1 attack/damage); greatsword (plus Power Attack) +3 (2d6 +10), avg 17 damage.

You just did 20.5 damage in the round; not 24, but not bad.

So there's THREE scenarios where you're nearly as good or better in damage than the barbarian. The thing is, you don't get as many resources to play with as the barbarian does.

A barbarian gets a number of rounds of Rage = to Con +4, right from level 1, not to mention that they ALSO start with Full BAB and likely a Str build. They only really have to concentrate on 1 stat, Str, so all of their resources are spent on that. This is a very easy DPR monster to build; Hulk Smash.

You're a Magus; you get 3 Cantrips but only 1 spell plus Int bonus spell(s) at level 1 and you only get 1/2 level (Min 1) plus Int bonus points in your Arcane Pool. This means even with your build you've only got 6 points of Arcane Pool and 2 level 1 spells/day.

You have to pace yourself.

Finally, while I mention 3 different ways above to hit 20 plus damage, a lot of stuff has to fall into place for those. Your average as a Str based magus, without using any resources, is greatsword +4 (2d6 +6), avg 13 damage, or with Furious Focus/Power Attack you're going greatsword +4 (2d6 +9), avg 16 damage. As a melee combatant, you're the 3/4 BAB equivalent of a non-human, vanilla fighter; not bad, but not 20 plus damage good.

THAT'S the Magus though. That's what the class is. Whether you go Dex based, rely on low base damage for a couple levels and then do above benchmark/below Barbarian damage for the rest of your levels, or whether you go Str based and deal that above benchmark/below Barbarian damage every level, without the expense of your precious few resources for the day you'll never be a DPR machine.

If you want a DPR monster in melee with little to no resources spent to be one; play something else. The Magus will never live up to the yardstick of the party's barbarian that you're measuring yourself against.

However, that's the OTHER thing about being a Magus - you're not meant to ONLY do one thing. You're not JUST a DPR monster in melee, though you can be with the use of some of your resources. The fact that you get spells though means you're good at several other things that the other characters aren't.

Put Thunderstomp on scrolls, since it's not horribly level dependent at this level. Now you have a 30' Trip attack that benefits the entire party. Yeah, the Barbarian can shut down a foe in one hit while using Rage - you can put a guy on the ground letting you and your entire party surround/destroy said foe without even having to be in melee.

Scrolls and Wands with Magus-list spells on them are your best friends. You can toss so many buff spells into these, along with the occasional static-damage, static-effect attack spell like Thunderstomp and you can puff up all your allies, yourself and end fights quicker.

And, can we just discuss Color Spray for a second? Even if this is the ONLY thing you do in a round, without a single feat to support it you can knock out or blind anything in the cone of the spell with a DC 16 Will save. A WILL save! Most CR 1 monsters are built around Fort saves, so most of the ones you face, if affected by this spell, will have on average a +1 on their save against this spell.

Yes, this uses one of your 2 valuable resources for the day, but Unconscious or Blind are conditions that END fights at this level! Heck, so does Prone if your party can get to melee with the Prone foe. I mean, are you kidding me? By use of a scroll or a spell, without dealing a single POINT of damage you're OWNING a foe or foes.

Can the barbarian do that?

So you're never going to be the DPR monster every round. That's just not what the Magus is there for. When they nova though they nova HARD. Give it time, develop strategies, and the Magus can be a very fun and fight-ending character.


Mark Hoover 330 wrote:
Spell Combat/Grease; 5' step; attack with greatsword

While I agree generally with the point you're making, you can't use Spell Combat with a Greatsword.

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. 


Right, sorry. Best you can do as a Magus is wield a 1-h melee weapon. That's why I personally want to make one with Weapon Finesse, Weapon Focus: Glaive and Bladed Brush. I WANT to say Slashing Grace too, and all my games are home games so I can probably talk my GM into it, but I don't this that works RAW with a Magus (I think you need to be a Swashbuckler).

So I won't necessarily be a DPR monster but a 1-h weapon with Reach, high Dex build so my AC is ok, and then Spell Combat without fear of AoO's if my foes don't also have reach... PLUS Spellstrike, ranged attacks, ranged melee touch attacks or buff spells, and I plan on taking a Familiar with my Arcana (can't decide between a Valet or a Sage, but I definitely want my little buddy to be a wand user with UMD).

I figure if I can talk my GM into Slashing Grace then by level 5 I'm doing decent damage every round, from reach, with no resources expended; secondary stat focus on Int for a tidy sum of Arcane Pool points so a few minutes/day I can go +1/Keen, deliver x3 on a crit and reserve my spells for when I need to nova my damage. My familiar will hopefully get their UMD high enough to be dropping buffs on me or when they can reliably hit a DC 23 check for a 3rd level scroll having the familiar throw out a nice Haste on everyone...

Good times :)


As a level 1 Magus, my go-to tactic would be to use Spell Combat and Casting Defensively to position myself ideally to deliver Color Spray spells, making all my opponents Unconscious, Blinded, and/or Stunned for like 10 rounds.

My number 2 level 1 Spell at level 1 would be Shocking Grasp. At level 2 Magus, you have that Spellstrike Ability that lets you use Shocking Grasp and your weapon at the same time. Then if you score a Crit, the Shocking Grasp is doubled along with your weapon damage, so I recommend that Estoc with a threat range of 18-20, 2d4 damaage that becomes 4d4 Damage on a Crit, and the OP can get Dex-to-Damage with it.

Burning Hands and Magic Missile are worth a look, of course. Possibly a combination of True Strike and Power Attack, maybe, but the OP doesn't even have the Strength to take Power Attack.

I'd have some mix of Cantrips: Prestidigitation for utility, one or more Ranged Touch Attack Cantrips, and Spark so I can throw lamp oil then ignite it instead of using expensive Alchemist Fire.

For weapons/feats for the OP's build, I'd go with Weapon Finesse, then Estoc, then Deadly Agility for the Dex-to-Damage. It seems pretty clear that the OP's GM will allow a 3rd party Feat like Deadly Agility. Maybe Arcane Strike, but I don't know what he wants to do with his Swift Actions.

At level 3 Magus, I'd like the Close Range Magus Arcana that lets you use Ranged Tough Attacks with your Spellstrike, giving you a nice Damage Bonus on your Weapon Attacks you can keep using after expending your Shocking Grasp.


Give it time, you'll be murdering everything with intensified shocking grasps via a 15-20 crit range keen weapon in no time, critting for double your level in d6s on top of the weapon damage and your spell combat full attack.

Oh and no arcane strike, magus already has enough competing for that swift action, it's what arcane pool and most arcana use.


Thunder999 wrote:
Oh and no arcane strike, magus already has enough competing for that swift action, it's what arcane pool and most arcana use.

Fair enough. I thought it was worth mentioning, but as I said, I really wasn't sure about that Swift Action.


Thunder999 wrote:
Give it time, you'll be murdering everything with intensified shocking grasps via a 15-20 crit range keen weapon in no time, critting for double your level in d6s on top of the weapon damage and your spell combat full attack.

My instinct would be to go Improved Critical rather than Keen Enchantment, but I'm really not sure. I was thinking that feats are cheaper than weapon enchantments, and also you can build on Feats like taking Crit Focus and Blinding Critical.

But again, I'm really not sure.

What do you think about the Keen Edge Spell?

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Scott Wilhelm wrote:
Thunder999 wrote:
Give it time, you'll be murdering everything with intensified shocking grasps via a 15-20 crit range keen weapon in no time, critting for double your level in d6s on top of the weapon damage and your spell combat full attack.
My instinct would be to go Improved Critical rather than Keen Enchantment, but I'm really not sure.

Presumably since the OP said 'level 1' the advice on Keen was for using Arcane Pool to add it for a point(and a swift) at level 5+ vs qualifying for Improved Critical at BAB +8, at level 11.


Firebug wrote:
Scott Wilhelm wrote:
Thunder999 wrote:
Give it time, you'll be murdering everything with intensified shocking grasps via a 15-20 crit range keen weapon in no time, critting for double your level in d6s on top of the weapon damage and your spell combat full attack.
My instinct would be to go Improved Critical rather than Keen Enchantment, but I'm really not sure.
Presumably since the OP said 'level 1' the advice on Keen was for using Arcane Pool to add it for a point(and a swift) at level 5+ vs qualifying for Improved Critical at BAB +8, at level 11.

Oh, I wasn't even thinking of using Keen from the Arcane Pool!

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You want to be a front line magus? Then do it. Don’t worry about beating the barbarian in damage. You’ve got your own tricks.

Spoiler:
Kurik Grandhelm
Male dwarf magus (deep marshal) 5 (Pathfinder Player Companion: Arcane Anthology 28, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 38 (5d8+10)
Fort +6, Ref +2, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
--------------------
Offense
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Speed 20 ft.
Melee +1 dwarven waraxe +7 (1d10+4/×3) or
dagger +6 (1d4+3/19-20)
Ranged +1 composite longbow +5 (1d8+4/×3)
Special Attacks arcane pool (+2, 5 points), spell combat, spell recall, spellstrike
Magus (Deep Marshal) Spells Prepared (CL 5th; concentration +9)
2nd—bladed dash, flurry of snowballs (DC 16), glitterdust (DC 16)
1st—blade lash[ACG], expeditious retreat, feather fall, grease, long arm[ACG]
0 (at will)—acid splash, arcane mark, daze (DC 14), read magic
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 18, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Additional Traits, Craft Wondrous Item, Steel Soul[APG], Step Up
Traits addicted friend, glory of old, pragmatic activator, student of philosophy
Skills Acrobatics -2 (-6 to jump), Bluff -1 (+4 to lie (as a result of using Int instead of Cha)), Climb +7, Craft (alchemy) +9 (+11 on checks related to metal or stone), Craft (blacksmith) +9 (+11 on checks related to metal or stone), Diplomacy +7 (+12 to persuade others but not to gather information (as a result of using Int instead of Cha)), Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (local) +9, Knowledge (nobility) +5, Knowledge (planes) +10, Sense Motive +9, Spellcraft +12, Use Magic Device +12; Racial Modifiers craftsman[APG]
Languages Common, Dwarven, Giant, Terran, Undercommon, Varisian
SQ bound by tradition, medium armor, miner’s focus, rock stepper[ARG]
Combat Gear clockwork key, potion of cure light wounds, wand of magic missile (2 charges), acid; Other Gear mwk agile breastplate[APG], +1 composite longbow (+3 Str), +1 dwarven waraxe, dagger, headband of vast intelligence +2, backpack, bedroll, belt pouch, blacksmithing tools, collapsible plank[UE], flint and steel, folding ladder[UE], hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 331 gp, 6 sp
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Special Abilities
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Arcane Pool +2 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bound by Tradition Arcane pool/spell combat/spellstrike only affect battleaxe, heavy pick, warhammer or "dwarven" weapon.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Miner’s Focus (Ex, Su) When wield traditional wep, add 1/2 enhance bonus to CL, or full when overcoming SR.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.

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