Staff Magus / Maneuver Magus Advice


Advice


So the more I look at it the funner Staff Magus Seems

This is for no current game but I'd like some insight on how to build one.

My main question is I assume the main way this build wants to go is toward a trip build but I have to ask

Is it worth it to go toward tripping twirl

Or should I go toward Greater trip and it's following feats

I mean tripping twirl seems cool but is it to situational?

How should I set up feats

And what race fits a Magical Hermit who lives in the forest type character


Trip is one VERY useful maneuver to specialize in, IF (and I repeat IF) you know you are going to be fighting a lot of humanoid creatures. Like grapple, the CMB you target gets increasingly higher as your character levels and can easily outpace your ability to hit that target roll.


DeathlessOne wrote:
Trip is one VERY useful maneuver to specialize in, IF (and I repeat IF) you know you are going to be fighting a lot of humanoid creatures. Like grapple, the CMB you target gets increasingly higher as your character levels and can easily outpace your ability to hit that target roll.

Of course this would be if I was going to fight mostly bi-pedal humanoids


Trip doesn't normally work on enemies more than 1 size larger than you. The main ways to get around that are to wear heavy armour and get some specific feats, or to cast a spell and actually become larger. A staff magus fails at the first but works OK with the second. Make sure you learn some polymorphs which keep their hands.

Another problem is that flying enemies (not just able to fly, actually flying) and legless enemies (snake-monsters and oozes mostly) can't be tripped. There's no answer to the legless enemies and the answers to flying enemies aren't good. Just accept you can't trip everything and don't overspecialise.

As a magus don't worry too much about the rate at which CMD scales. Worst case you use true strike with spell combat and virtually ensure success.

Feats - dirty fighting or combat expertise, improved trip, greater trip. Like I said, don't overspecialise in something you can't use all the time and spend some feats on a different trick.

Practically any race could be a magical forest hermit. *thinks* No, any race at all.


Tripping Twirl seems like it would be pretty irrelevant by the time 16th level rolls around. Tripping is pretty easy for Magus, between True Strike, Blade Lash, and a Dueling weapon you should be hitting +nonsensical consistently (+50 at level 9 is easy, i bet +70 at 9 is doable). Greater Trip and AoOs is the way to go.

Sovereign Court RPG Superstar 2009 Top 32

JuliusCromwell wrote:
I mean tripping twirl seems cool but is it to situational?

Too situational, and it has a number of poor feats as prerequisite, and it doesn't work with spell combat.

Magus guide, it has a lengthy feat section.


@ Kurald Galain

As always your Magus Guide is very helpful

I just am unsure what order to take my feats.

Assume none human

I want to be good at Tripping but not throwing all my Eggs in one Basket.

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