Front-line Magus


Advice

Grand Archive

We are just kicking off Extinction Curse and we have relatively few front line characters - of our party of 6 we have only myself and a rogue in melee consistently. I wanted to play a Magus but am worried that as I will likely be taking the bulk of the damage that I will end up on the ground more often than not.

My thought was to go 18/10/14/14/12/10 and take Sentinel dedication at Level 2 along with either Sparkling Targe or Inexorable Iron (in which case I'd take Multitalented Witch at 9 for the additional spells to trigger Sustaining Steel.

What do people think, will this be enough to be soaking most of the damage or am I setting myself up to go down every combat as the Frontline anchor with a d8 HD?


1 person marked this as a favorite.

I think most depends how you want to play the magus.

Talking about EC ( but same goes with AoA ), I found out that being able to get 4x stoneskin per day for the hardest fights provides enough sustain for a frontline.

I'd leave alone witches spell slots, as well as sustaining steel, and go for basic lesson to get life boost, which synergizes in an excellent way with the inexorable iron build ( fast healing + temp hp ).

If you are a human, go with the versatile heritage and take armor proficiency by lvl 1 ( you'll use it until lvl 10, when you'll retrain a little ). Otherwise, you'll get heavy armor proficiency by lvl 3 rather than lvl 2.

And that's it.

You can be ready by lvl 4 ( lvl 2 witch dedication, lvl 4 basic lesson ), getting 4hp/round + 2temphp/round, retraining it by lvl 10 if you want to make a proper use multitalented ( lvl 9 multitalented witch, lvl 10 basic lesson - lvl 12 conflux focus ) and get the sentinel dedication by lvl 2 for the full plate.

You'll also have the shield cantrip once per fight, if needed, as well as a full familiar.

Sustaining spell is not good enough to justify a lvl 10 feat, unfortunately ( with the basic witch dedication it would be 2/4/6 hp per basic spell slot, which is kinda low compared to what life boost does ).

Stats are fine for a frontline magus.

ps: you'll be obviously use the recharge spellstrike action ( or another related feat ) rather than expending your focus points to cast thunderous strike ( focus points will be used for life boost ).

Liberty's Edge

I would use a reach weapon.

Twisting tree could be nice if you have a way to cast Shillelagh.

Sovereign Court

1 person marked this as a favorite.

Shillelagh has its moments but only being able to target a nonmagical staff quickly becomes a dealbreaker.

At low levels you could just open up any combat by not moving towards the enemy, but casting Magic Weapon and using that to trigger Arcane Cascade. Let them come to you and give 'em the business.

And that just gets better when you get a Striking staff and Attack of Opportunity.

That said, I think magi are at their best as second row combatants. If there's no front row, then the Target or Iron (with reach and AoO) are probably better.

But in a group of six PCs with only two melee characters, you also need to do some expectation management: the backline needs to know that enemies will get past you often enough and that even when they don't, they'll occasionally need to step up and tank for a round if you're running low.

Pure clothie backliner is only going to work in a party with a really substantial frontline to hide behind.


2 people marked this as a favorite.
Raze Le'Roof wrote:

We are just kicking off Extinction Curse and we have relatively few front line characters - of our party of 6 we have only myself and a rogue in melee consistently. I wanted to play a Magus but am worried that as I will likely be taking the bulk of the damage that I will end up on the ground more often than not.

My thought was to go 18/10/14/14/12/10 and take Sentinel dedication at Level 2 along with either Sparkling Targe or Inexorable Iron (in which case I'd take Multitalented Witch at 9 for the additional spells to trigger Sustaining Steel.

What do people think, will this be enough to be soaking most of the damage or am I setting myself up to go down every combat as the Frontline anchor with a d8 HD?

6 players and only a Rogue and Magus on the frontline... Take a book for the game, you'll spend most of your time on the ground.

Rogues and Maguses are super squishy. On a 6 man-party, you will be overwhelmed nearly every fight.


1 person marked this as a favorite.

What kind of healer support do you have? Helping a magus pretend to be a tank by dumping in heals isn't the most efficient thing in the world, but it's better than that Magus trying to do it without the heals.

Grand Archive

Thanks for the thoughts (and book recommendations haha.) I like the idea of getting the core combo of Life Boost + Temp HP online ASAP. I'm planning on Human so can take Armor Proficiency at level 1.

The full party lineup is Oracle, throwing weapon Investigator, Gunslinger, and caster/buff-focused Bard (Plus me and Rogue.) So there's a fair amount of support and healing that we'll have access to.

My concept was a large-framed Fire Dancer/Fire Eater, who worshipped Yamatsumi the Tian-Min god of winter, mountains, and volcanoes, so Magus to ignite my weapons and spell support for things like Stoneskin/Enlarge seemed like a great fit.

Certainly other ways I could change it up a bit and be more traditionally tanky (Champion with Fire Domain, Fighter with Double Slice and Fire Poi, Monk with Mountain Stance) it but first trying to see if I can make Magus work :)


1 person marked this as a favorite.

Yeah, that's a fragile party.
From experience on these boards, when I read someone talking about TPKs or how PF2's too hard, I predict it's for party builds that mirror yours. So far with complete accuracy; martial classes not built to tank attempt to tank. Tweaking a Magus, even with Sentinel or Bastion, will toughen you, but you'll still need a lot of support (which with this party will be quite taxing on the Oracle).

Being tank-less can be overcome with party tactics, mainly do not move forward! If anything, the party might want to backpedal a lot and set up ambushes where your ranged attacks force them to come to you at key junctures.

Also carry a spare shield.


Raze Le'Roof wrote:

Thanks for the thoughts (and book recommendations haha.) I like the idea of getting the core combo of Life Boost + Temp HP online ASAP. I'm planning on Human so can take Armor Proficiency at level 1.

The full party lineup is Oracle, throwing weapon Investigator, Gunslinger, and caster/buff-focused Bard (Plus me and Rogue.) So there's a fair amount of support and healing that we'll have access to.

My concept was a large-framed Fire Dancer/Fire Eater, who worshipped Yamatsumi the Tian-Min god of winter, mountains, and volcanoes, so Magus to ignite my weapons and spell support for things like Stoneskin/Enlarge seemed like a great fit.

Certainly other ways I could change it up a bit and be more traditionally tanky (Champion with Fire Domain, Fighter with Double Slice and Fire Poi, Monk with Mountain Stance) it but first trying to see if I can make Magus work :)

An Investigator and a Gunslinger are reasonably OK. Both can take shields if they want. They are quite good, or rather can be good in combat. The only real problem is if they refuse to hold when needed and let the Magus get surrounded. Ultimately they are of similar toughness to the Magus.

To me the problem is they + the Rogue might prefer to retrograde a bit, and that is a style that does not suit a Magus. I'd prefer a Monk over a Magus in this party.


I played an Inexorable Iron Magus with a polearm in a level 13 free archetype One-Shot and it is probably the tankiest character I ever played.

Had life boost from witch dedication, heavy armor from sentinel and Sustaining Steel. Early on you will be squishier but level 10 onwards the amount of self-sustain you can have is kind of stupid.

Without FA it would have been almost the same but with less low level spell slots to use with sustaining steel, so no big difference I think.

That said, with a Rogue as your only melee partner I would say a Champion is the ideal move. If Rogue goes down you will follow soon after.

HumbleGamer wrote:
Sustaining spell is not good enough to justify a lvl 10 feat, unfortunately ( with the basic witch dedication it would be 2/4/6 hp per basic spell slot, which is kinda low compared to what life boost does ).

I think you are severely understimating how valuable a heal that costs no actions and no additional resources is. Healing near 10% of your max HP for free when using your big guns is very impactful, specially when you are stacking it with regens and temp hp.


If you read my suggestion you can see I suggested 4x stoneskin.

Stoneskin is cast at the beginning of fight, followed by cascade, so no healing effect would be ever required.

By lvl 7 would be:

5/- physical DR
Fast healing 8
4 temp hp per round
1 shield block ( 10hardness ) per foght

It's enough to survive.

Stoneskin blocking 2 attacks will already be better than sustaining steel ( regardless the level).

ps: in order to be even more tanky, you can forgo the versatile heritage to get the half orc one.

- Orc Superstition
- Pervasive Superstition ( +1 Circumstance vs all magical effects, which are spells, dragon's breaths, or anything with tag which involves magic )
- Spell Devourer allows you to get temp hp on a successful save against magic, which lasts until the beginning of your turn.
The temp HP are applied before the effect you made a safe for.

For example:

- Enemy casts fireball
- You make a save
- You succeed
- You get temp hp = the creature level ( or the spell level x2 )
- You subtract those hp from any incoming damage from that effect ( if no damage or if some hp remains, they can be used as shield until the start of your turn as normal ).


HumbleGamer wrote:

If you read my suggestion you can see I suggested 4x stoneskin.

Stoneskin is cast at the beginning of fight, followed by cascade, so no healing effect would be ever required.

By lvl 7 would be:

5/- physical DR
Fast healing 8
4 temp hp per round
1 shield block ( 10hardness ) per foght

It's enough to survive.

Stoneskin blocking 2 attacks will already be better than sustaining steel ( regardless the level).

ps: in order to be even more tanky, you can forgo the versatile heritage to get the half orc one.

- Orc Superstition
- Pervasive Superstition ( +1 Circumstance vs all magical effects, which are spells, dragon's breaths, or anything with tag which involves magic )
- Spell Devourer allows you to get temp hp on a successful save against magic, which lasts until the beginning of your turn.
The temp HP are applied before the effect you made a safe for.

For example:

- Enemy casts fireball
- You make a save
- You succeed
- You get temp hp = the creature level ( or the spell level x2 )
- You subtract those hp from any incoming damage from that effect ( if no damage or if some hp remains, they can be used as shield until the start of your turn as normal ).

You are completely ignoring the fact that having Stoneskin filling all your Magus slots means you don't have things like heightened Acid Arrow or Shocking Grasp. By being that defensive you are making combats take longer, which is everything but safe. I would much rather heal a bit while contributing a lot with reducing the threat of the encounter than being tankier on longer encounters at the expense of making those encounters harder for everyone else.

True Strike + Spellstrike using one of your top slots can consistently take enormous chunks of enemy hp, normally something worth 1, 2 or even 3 regular hits (and more on a crit). Downing an enemy faster is safer for everyone and coincidentally that goes really well with Sustaining Steel.


1 person marked this as a favorite.
roquepo wrote:
You are completely ignoring the fact that having stoneskin filling all your magus slots means you don't have things like heightened Acid Arrow or Shocking Grasp. By being that defensive you are making combats take longer, which is everything but safe. I would much rather heal a bit while contributing a lot with reducing the threat of the encounter than being tankier on longer encounters at the expense of making those encounters harder for everyone else.

I am not ignoring that, but what you mentioned is a rare situation which would, eventually, involve extra help ( healings from a healer, drinking a potion, and so on ).

Out of 10 fights you'll be physically hit 100 times, and got targeted by a spell 5, or something similar. As for shocking grasps and acid arrows, I've seen just once in over 2 years and 2.5 campaigns ( but have seen plenty of aoe effects. reason why I suggested the half orc as versatile heritage ).

Being that defensive with a 6 players party is definitely ok ( with that setup, with 5 players, the magus wouldn't be able to stand a big guy on its own for more than 2 rounds, mostly because the low AC ), but I concede in a group of 4 players you might consider trading some stoneskin for other stuff.

But in the end, it's up for what the player wants.
The TS asked for a tanky build, worried that them and the rogue couldn't have been able to withstand the frontline attacks.

And in my opinion their reasoning was right ( reason why I suggested to rely on stoneskin and lifeboost ).

roquepo wrote:


True Strike + Spellstrike using one of your top slots can take enormous chunks of enemy hp, normally something worth 1 or 2 regular hits (and way more on a crit). Downing an enemy faster is safer for everyone and coincidentally that playstyle goes really well with Sustaining Steel.

Sustaining steel would result into 4/6/8 hp per cast (using hybrid study bonus slots ) for a true strike, twice per day.

You can't even exploit it by using scrolls or Striker's Scroll, and you'll be limited to 4 spells per day ( assuming no stone skin ) + 2 low level spells per day.

If this is worth a lvl 10+ feat for you, I can't say anything but go with it.

To me, assuming a massive use of stoneskin, as weel as being the primary target and becasue so have to be sturdy ( also, healings could go on the rogue rather than me, which is the other target in melee with me ), is not worth investing in such a feat.


HumbleGamer wrote:
What you mentioned is a rare situation which would, eventually, involve extra help.

What is a rare situation? Needing to deal damage to an enemy?

TS + Spellstrike is super easy to set up if you are getting hasted or have some reach.

Quote:
Being that defensive with a 6 players party is definitely ok ( with that setup, with 5 players, the magus wouldn't be able to stand a big guy on its own for more than 2 rounds, mostly because the low AC ), but I concede in a group of 4 players you might consider trading some stoneskin for other stuff.

Defensive buffs that only affect one player have diminishing returns the more players the party has. Stoneskin is impresive when you are 1 among 3 or 4 targets. If the enemy has 5 other targets to choose from, what's stopping them from completely ignoring you for a while, down your whole party and then gang up on you? Magus has not way to lock down opponents so what else can they do besides dealing quick with enemies so the encounter isn't a dangerous one anymore?

Stoneskin also has to be precasted to be useful, what do you do if the next encounter didn't excuse the use of an spell slot?

Quote:

But in the end, it's up for what the player wants.

The TS asked for a tanky build, worried that them and the rogue couldn't have been able to withstand the frontline attacks.

And that's why I adviced them in the end to not go Magus at all with that composition in my first post. A Magus has no way of keeping enemies away from the rogue if they stay and their action economy and mobility doesn't allow for hit and run tactics.

Quote:
Sustaining steel would result into 4/6/8 hp per cast (using hybrid study bonus slots ) for a true strike, twice per day.

And 10/12 hp from your actual Magus slots at level 11. You can proc it twice a turn. If you are going the witch route you can also have 1 extra spell due to your familiar and 3 slots from witch spellcasting. There you have 4 TS for your slots (There are also thingsl like Rings of Wizardry too).

Besides, I'm not saying that all your Magus spells slots should be Spellstrike ones, just that single target defense is not the move here.


roquepo wrote:
Stoneskin also has to be precasted to be useful, what do you do if the next encounter didn't excuse the use of an spell slot?

Yes Stoneskin is useful, but its not that strong. You do want to be actually dealing damage if you can.

? wrote:
? wrote:

But in the end, it's up for what the player wants.

The TS asked for a tanky build, worried that them and the rogue couldn't have been able to withstand the frontline attacks.

And that's why I adviced them in the end to not go Magus at all with that composition in my first post. A Magus has no way of keeping enemies away from the rogue if they stay and their action economy and mobility doesn't allow for hit and run tactics.

I'm really not understanding this desire for a character with d8 hit points to protect another character with d8 hit points and equivalent martial defences? The Rogue is as tough as the Magus or could be. ITs got a better ability score distribution for starters.

To protect other characters, the Magus has Attack of Opportunity. It is a defensive power, in that it slows enemies moving past you. Aside from the spells I think that is it for the Magus. They are a Striker class, just like the Gunslinger and the Rogue.

Quote:
Sustaining steel would result into 4/6/8 hp per cast (using hybrid study bonus slots ) for a true strike, twice per day.

Its something.


1 person marked this as a favorite.
Gortle wrote:


I'm really not understanding this desire for a character with d8 hit points to protect another character with d8 hit points and equivalent martial defences? The Rogue is as tough as the Magus or could be. ITs got a better ability score distribution for starters.
To protect other characters, the Magus has Attack of Opportunity. It is a defensive power, in that it slows enemies moving past you. Aside from the spells I think that is it for the Magus. They are a Striker class, just like the Gunslinger and the Rogue.

What I'm trying to say is that 2 d8 hp characters frontlining for a party of 6 and one of them being a Magus is a recipe for disaster. If the Rogue goes hit and run, the Magus gets surrounded and dies. If not, the magus, even if it is tanky enough to take severe punishment, has no means to survive alone in the frontline and has no way to ensure the Rogue, which we are assuming is not going hit and Run for the sake of the Magus, is protected in any way. And no, a Rogue is not as tanky as an inexorable Iron Magus. If it was, for example, a Rogue and a melee Gunslinger I think it would work as they are way more mobile.

As someone said earlier, magus are second line frontliners. With certain builds they can tank a lot, but their tactics are extremely disruptable if they are left alone on their own (AoO, grabs, trips... anything remotably disruptive hurts the magus more than other martials). Rogues are skirmishers, they don't want to be near the frontline at the end of their turn if possible. Those 2 do not mesh well together if there isn't a third martial there that can just frontlane normally.

In regards to AoO, it is great to discourage enemies from going to the backlane, but it does a middling job at best at keeping enemies from stepping and attacking the other frontliners (if people are not going hit and run and are keeping their ground, players tend to be at different ends of an enemy even if they are stepping out of enemy reach at the end of their turn. PC-Enemy-PC is far more common than Enemy-PC with AoO-PC, which is the positioning that gets the most out of AoO).

Grand Archive

1 person marked this as a favorite.

HumbleGamer, I ended up taking your advice and combining it with a Dwarf ancestry to squeeze out a little more staying power.

Rough character outline is spamming Shield/Shattering Gem and abusing Magic Weapon from our Oracle on a Maul to end fights fast until 4, when I should have Unburdened Iron, Lesson of Life, 2 temp hp per round, and Full Plate from Armor Proficiency to act as a decent defensive base.

Picking up Attack of Opportunity at 6, Toughness at 7, Basic Witch Spellcasting at 8, Mountain's Stoutness at 9 for another HP per Level and match vanilla d10 HD martials, Sentinel Dedication at 10, so that by 11 my Full Plate goes up to Expert when Magus gets Medium Armor Expertise.

Not quite sure after that, can look at what's best between more Sentinel feats, having Level 4,5,6 Witch slots, or something from Magus class feats based on how things are playing out at the table.

General spell plan will be to keep a True Strike/Shocking Grasp on hand for a daily burst option, but spending most of the rest of my spells on Barkskin, Stoneskin, Blur, and the like.

As far as why? That's just what we all decided to play :) I couldn't find anything that matched the flavor of a Fire Knife Dancer dedicated to the God of Volcanos as the combo of Magus with Winter Witch Dedication gave me starting from Level 1. Once I heard what everyone else was making, decided to stick with the concept to see if I could make it work, fully understanding it's suboptimal and that I'm sacrificing's a Magus's best niche as burst damage to play effectively a subpar Champion.

Appreciate everyone's perspective and will come back here to let you know when/how I horribly die ;)


2 people marked this as a favorite.

I'd run the party as if there weren't a frontline; no defender, no tank, no point or line demarcating one's party's territory from the enemy's. There's really nobody to depend on holding it, so tactics should address that.

With so many d8 PCs, this isn't as difficult as it sounds, and it's quite unfair to assume that one d8 PC with middlin' AC (and a little damage mitigation) has to bear the brunt for so many other d8 PCs with middlin' AC. That PC cannot. Spread out that damage while using the party's range & skirmish abilities to focus fire in return. Focused fire is a big advantage that this party has; don't make the mistake of attacking separate enemies. Anybody that the Magus Spellstrikes should be dead if only due to getting hit by everybody else too.

And get many PCs w/ Battlefield Medicine.

Grand Archive

Castilliano wrote:

I'd run the party as if there weren't a frontline; no defender, no tank, no point or line demarcating one's party's territory from the enemy's. There's really nobody to depend on holding it, so tactics should address that.

This is a really good point as well, and something I'll discuss with our team :) Having little 'combos' and coordination that might normally be a little unrealistic in the 6 second heat of battle could go very well/be explained with the premise of circus performers being used to choreography with each other.


Being able to benefit from a full plate starting by lvl 1 ( a group of 6 could lend you some golds) is excellent.

Raze Le'Roof wrote:


General spell plan will be to keep a True Strike/Shocking Grasp on hand for a daily burst option, but spending most of the rest of my spells on Barkskin, Stoneskin, Blur, and the like.

You are going to have 2 extra spell starting by lvl 7 iirc, so true strikes are welcome ( they can become something else by lvl 11 and 13, if you want).

For example, warding aggression could be really strong during a boss fight ( witch spellcasting might easily end up being 1x true strike, 1x heightened longstrider and 1x warding aggression)

Consider also to get a familiar ( as a human it can easily be achieved by taking ancestral paragon,or you can just forgo a normal ancestry feat) and a ring of wizardry ( to increase extra spells) as roqueo suggested.

The familiar for spell battery and another master ability.

I'd also give a shot at striking scroll, but it mostly depends how many golds you'll be rewarded with.


HumbleGamer wrote:


Consider also to get a familiar ( as a human it can easily be achieved by taking ancestral paragon,or you can just forgo a normal ancestry feat)

And that was me, who entirely forgot that the witch dedication + basic witchcraft already gave it to you :D


Party tactics can definitely counter an inidividual weakness.

As an exemple:

We currently run a four PC all elf party in a homebrew, party is:

Elf Dragon summoner
Elf Armor Inventor
Elf Earth Druid
Elf Occult Witch.

You'll notice that the highest HP in there is the summoner, which has an AC penalty until 5 because of strenght array.

Also since we're all elves the highest starting Con is 12.

We've countered those weaknesses by favoring ambushes and stealth striking, our party is almost always avoiding notice when we can. We try to use our superior magic and scouting (through familiar and high perception/survival druid) to know where our foes will be and ambush them from afar there, focusing on control effects such as grease, entangle, wall of thorns and such to make them have to get to us.

The Inventor and the summoner can both have a 45 ft. speed (speed overdrive and evolution surge) on themselves so the heavy hitters can do a lot of hit and run, going to a position, inflicting massive damage, and then withdrawing back to the healers for quick healing if there's an issue (like a lucky crit) while other NPC's have to spend 2 strides for each of ours.

It's been great fun, but when we get ambushed it gets bad real fast for us.

Now in a more standard scenario like EC, if you PLAN for it and work around it, your party can work. But you'll be fighting a lot of intelligent ennemies (namely xulgath) who won't really care that you're ''the frontline'' and will actually go around you for a backline.

SO I wouldn't worry about tankiness, I'd worry about having enough stopping power to punish them for every step, such as AoO and reach.

Sparkling Targe magus with champion dedication could also work but requires charisma which is... meh...


Sparkling targe magus is complicated, since it requires the bastion archetype to properly shine, because of the quick shield block feat.

Dealing with Spellstrike ( 2 actiosn ) + Recharge ( 1 action ) + Shield Raise ( 1 action ) + Shield Block ( 1 reaction ) is kinda clunky, and you have to fix it yourself by using the shield raise with your normal reaction ( either with reactive shield or emergency target ), and the shield block with your extra reaction.

Unfortunately, this would kick in not before lvl 10.

Anyway, what bothers me most is how a DM would manage a party size increase ( a +2 in this very case ). I happened to see that in either EC and AoA, the difficulty decreases ( following the rules for extra players ) with an extra player ( companions made things even worse ) and I can only guess this is going to drop even further with a 6th player.

Which means that, following the normal rules, the adventure could be extremely trivial, regardless the presence of frontline character, a good dps or similar.

For example, I expect EC to be difficult around lvl 1/2, then quite easy for the rest of the book ( faceroll book 2 and 3. I had to throw 2/3 encounter in a row to make things "challenging" ).

I think their first book would probably be something meant to set the difficulty ( assuming a single book would be enough to do so ).

Community / Forums / Pathfinder / Pathfinder Second Edition / Advice / Front-line Magus All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice