Need help with making a 5th level magus.


Advice


Hello community. Thanks for reading my post. I am new to Pathfinder. I just moved near a gaming store that had an open slot in a Pathfinder game and I asked to join. I have watched some videos but it is very overwhelming.

I was told by the GM to create a level 5 magus, human, with the following: permanent items as follows: 1 fourth level, 2 third level, 1 second level, 2 first level.

Long story short, can someone please help me create the above character? The GM had to go to wok after we spoke and did not have time to assist me. I am Lost :(


1 person marked this as a favorite.

Is there any reason why that class specifically ?

As a new player I would definitely not recommend magus as your first class as it can be very very tricky.


1 person marked this as a favorite.

I recommend using the Pathbuilder to help.

But here a build to help.

I think that a simple one would one better. But damn that is a hard class to play for someone new to the system, but here we go.

First the ABCs

Ancestry - Human with Versatile Heritage (Toughness Class Feat) and General Training Ancestry Feat (Incredible Initiative)

2 Free boosts - Let's put one in STR and another into INT

Background - Academy Dropout - Let's put the boosts again into STR and INT, then you gain Adademia Lore and trained in Arcana plus the Dubious Knowledge Skill Feat.

Class - Magus - We put the boost into STR, and we will choose Laughing Shadow Hybrid Study, you gain the Dimensional Assault Focus spells, the spellstrike, Arcane Cascade and the proficiencies that the class gives, as you already gained Arcana in the background we can choose another skill here, so Athletics here we go.

Then we gain 4 free boost to put anywhere, let's pick STR, DEX, INT and CON, putting the initial stats as 18STR/12DEX/12CON/16INT/10WIS/10CHA.

Then as a Magus have 2 + INT more skills , as the INT is +3 so 5 skills, let's choose Society, Stealth, Diplomacy, Crafting and Occultism.

You also start with a spellbook with 8 cantrips and 4 lvl 1 spells, so let's choose Gouging Claw, Produce Flame, Ray of Frost, Shield, Light, Prestidigitation, Mage Hand and Ghost Sound for cantrips and Shocking Grasp, Hydraulic Push, Grease and Fear for 1st lvl spells.

Now we go to the second level, that we will choose Force Fang Class Feat and Titan Wrestler Skill Feat. And gravitational pull + Illusory object as spells.

Then 3rd lvl picking Fleet General Feat and increasing the Athletics as skill Increase. Scorching Ray and Invisibility as spells.

Then 4th lvl, I am personally a fanof Striker's scroll... but I think that might be simpler to pick Spell Parry. Quick Jump as skill feat. Blood Vendetta and Acid Arrow as spells.

5th lvl increase STR, CON, INT and WIS, and pick Clever Improviser for ancestry feat. Time Jump and Fireball as spells.

For equipment...

4th lvl- +1 Striking Longsword or Warhammer
3th lvl - Hat of Magi and Bracers of Missile Deflection
2nd lvl - Hand of the Mage
1st lvl - Cloak of Feline Rest and Breastplate.

Liberty's Edge

1 person marked this as a favorite.

What is the rest of the party ?

I would advise playing a Starlit Span Magus with a shortbow, as I feel it is the most simple Magus build to play and a pretty fun and powerful one at that.

But it means you're not on the frontline.


AlastarOG wrote:

Is there any reason why that class specifically ?

As a new player I would definitely not recommend magus as your first class as it can be very very tricky.

He did not say and between work and life I have no been able to talk to him again. I am sorry i did not reply sooner but the site will not let me log in. I am able to do so only if i use an incognito window.


Kyrone wrote:

I recommend using the Pathbuilder to help.

But here a build to help.

I think that a simple one would one better. But damn that is a hard class to play for someone new to the system, but here we go.

First the ABCs

Ancestry - Human with Versatile Heritage (Toughness Class Feat) and General Training Ancestry Feat (Incredible Initiative)

2 Free boosts - Let's put one in STR and another into INT

Background - Academy Dropout - Let's put the boosts again into STR and INT, then you gain Adademia Lore and trained in Arcana plus the Dubious Knowledge Skill Feat.

Class - Magus - We put the boost into STR, and we will choose Laughing Shadow Hybrid Study, you gain the Dimensional Assault Focus spells, the spellstrike, Arcane Cascade and the proficiencies that the class gives, as you already gained Arcana in the background we can choose another skill here, so Athletics here we go.

Then we gain 4 free boost to put anywhere, let's pick STR, DEX, INT and CON, putting the initial stats as 18STR/12DEX/12CON/16INT/10WIS/10CHA.

Then as a Magus have 2 + INT more skills , as the INT is +3 so 5 skills, let's choose Society, Stealth, Diplomacy, Crafting and Occultism.

You also start with a spellbook with 8 cantrips and 4 lvl 1 spells, so let's choose Gouging Claw, Produce Flame, Ray of Frost, Shield, Light, Prestidigitation, Mage Hand and Ghost Sound for cantrips and Shocking Grasp, Hydraulic Push, Grease and Fear for 1st lvl spells.

Now we go to the second level, that we will choose Force Fang Class Feat and Titan Wrestler Skill Feat. And gravitational pull + Illusory object as spells.

Then 3rd lvl picking Fleet General Feat and increasing the Athletics as skill Increase. Scorching Ray and Invisibility as spells.

Then 4th lvl, I am personally a fanof Striker's scroll... but I think that might be simpler to pick Spell Parry. Quick Jump as skill feat. Blood Vendetta and Acid Arrow as spells.

5th lvl increase STR, CON, INT and WIS, and pick Clever...

Thank you. I will try and put this together ASAP. Your help is much appreciated.


1 person marked this as a favorite.

I would put a fighter together if I were you instead of magus but that's my 2 cents.

They perform well in all scenarios and are easy to play.


1 person marked this as a favorite.

I adore the Magus class, but it is complicated to play and not one I'd recommend for a first-timer.

But you asked for help making a magus so help I shall offer! Right now there are two written guides to the Magus that I know of.

Spell and Steel: Hallos’ Guide to the Magus

Martial Magics: A Thesis on the Blending of Arcane and Martial Prowess written by yours-truly. *cough*Shameless plug!*cough*

I've sadly gotta get to work myself so maybe later I can sit down and offer a few more tips. But one thing I will say right now, if this is your first Pathfinder 2e game try to avoid delving into archetypes right yet; those add even more options that most people newer to the game find overwhelming, give yourself time to get used to the system before looking into those. ;-)


The Raven Black wrote:
What is the rest of the party ?

Just my personal opinion, but as a player or a GM, I think it's best if the experienced players rearrange characters around the new players, rather than vice versa.

I'd rather GM a suboptimal party and adjust the campaign on the GM side than force a new player (who may not even know what a cleric is) to fill a critical role in the party.

Nerf it for new players, IMO.


Watery Soup wrote:
The Raven Black wrote:
What is the rest of the party ?

Just my personal opinion, but as a player or a GM, I think it's best if the experienced players rearrange characters around the new players, rather than vice versa.

I'd rather GM a suboptimal party and adjust the campaign on the GM side than force a new player (who may not even know what a cleric is) to fill a critical role in the party.

I agree with that kind of approach, though I understand that without the proper tools, it might require some effort the DM may not be able to provide.

Time issues I mean ( for example, before foundry, some weeks it was hard to keep up with adapting premade adventures for 5/6 players ).


2 people marked this as a favorite.
Sambal wrote:
I was told by the GM to create a level 5 magus, human, with the following: permanent items as follows: 1 fourth level, 2 third level, 1 second level, 2 first level.

Seems strange that the GM would tell you to play a specific character instead of, you know, you deciding what character you want to play...


Sambal wrote:

Hello community. Thanks for reading my post. I am new to Pathfinder.

check this site for lots of information about pathfinder (no videos). In the class guide page you'll also find some useful links for beginners.

Silver Crusade

2 people marked this as a favorite.
The Raven Black wrote:

What is the rest of the party ?

I would advise playing a Starlit Span Magus with a shortbow, as I feel it is the most simple Magus build to play and a pretty fun and powerful one at that.

But it means you're not on the frontline.

I would definitely agree with this. You start with a character who has basically one trick (2 action spellstrike with arrow and gouging claw cantrip, 3rd action regain spellstrike) but its a GOOD trick. You then start to learn how to take better advantage of the character and do some other interesting things.

Stats at Level 5 should be something like
Str 14, Dex 18. Con 12, Int 18, Wis 14, Cha 10

Grab a +1 striking shortbow, a +1 shortsword so you have a melee backup weapon.

Concentrate on Dex and Int based skills.

To add a second set of tricks, take something like Lightning Bolt and Fireball as your level 3 spells and sudden bolt as your level 2 spells.

Take starlit eyes as your level 4 feat.

The rest (skill feats, other class feats, etc) take whatever you fancy.

An interesting alternative would be to take the archer archetype at level 2, planning on taking Advanced Bow Training at level 6. Complete waste of a feat right now (archer archetype gives you nothing) but, at level 6, lets you use a better bow (either a Hornbow OR a Daikyu). But before you do that check with your GM to make sure he is ok with that as both of those weapons are also uncommon and so need GM buy in.

Your basic plan is
Round 1 : enter arcane stance, spellstrike with your bow
Round 2 onwards : Regain spellstrike, spellstrike

Occasionally you'll have to move and lose spellstrike.

If you see a really good opportunity, throw a fireball or lightning bolt.

Cantrips - Electric arc, gouging claw, shield, rest up to you

Pretty much done.


The Raven Black wrote:

What is the rest of the party ?

I would advise playing a Starlit Span Magus with a shortbow, as I feel it is the most simple Magus build to play and a pretty fun and powerful one at that.

But it means you're not on the frontline.

He could play a human and splurge on Unconventional Weaponry to pick up a Daikyu now that it's been errata's to actually work.

Silver Crusade

graystone wrote:
The Raven Black wrote:

What is the rest of the party ?

I would advise playing a Starlit Span Magus with a shortbow, as I feel it is the most simple Magus build to play and a pretty fun and powerful one at that.

But it means you're not on the frontline.

He could play a human and splurge on Unconventional Weaponry to pick up a Daikyu now that it's been errata's to actually work.

Or a Hornbow. But this definitely requires GM buy in as there is no generic list for what Unconventional Weaponry allows. And (quite possibly very unfairly) judging by the insistence of the GM that the new player (in both senses of the word) play a human Magus I get the impression that the GM may have some VERY strong beliefs in what is allowable for the character


pauljathome wrote:
graystone wrote:
The Raven Black wrote:

What is the rest of the party ?

I would advise playing a Starlit Span Magus with a shortbow, as I feel it is the most simple Magus build to play and a pretty fun and powerful one at that.

But it means you're not on the frontline.

He could play a human and splurge on Unconventional Weaponry to pick up a Daikyu now that it's been errata's to actually work.
Or a Hornbow. But this definitely requires GM buy in as there is no generic list for what Unconventional Weaponry allows. And (quite possibly very unfairly) judging by the insistence of the GM that the new player (in both senses of the word) play a human Magus I get the impression that the GM may have some VERY strong beliefs in what is allowable for the character

A hornbow... I can't say I'd ever opt for a range 20' for a Starlit Span Magus over a 40'.

As to Unconventional Weaponry, of course it'll require some buy in since it doesn't have a specific entry for access but I can't imagine a weapon that doesn't common in some culture. I would have been nice if it would have gotten the kind of writeup that the hornbow got.


1 person marked this as a favorite.
graystone wrote:
A hornbow... I can't say I'd ever opt for a range 20' for a Starlit Span Magus over a 40'.

What's halving the effective range of those weapons? Hornbow is 40ft and daikyu is 80ft, and Starlit Span only requires the target to be within the weapon's first range increment.


graystone wrote:
pauljathome wrote:
graystone wrote:
The Raven Black wrote:

What is the rest of the party ?

I would advise playing a Starlit Span Magus with a shortbow, as I feel it is the most simple Magus build to play and a pretty fun and powerful one at that.

But it means you're not on the frontline.

He could play a human and splurge on Unconventional Weaponry to pick up a Daikyu now that it's been errata's to actually work.
Or a Hornbow. But this definitely requires GM buy in as there is no generic list for what Unconventional Weaponry allows. And (quite possibly very unfairly) judging by the insistence of the GM that the new player (in both senses of the word) play a human Magus I get the impression that the GM may have some VERY strong beliefs in what is allowable for the character

A hornbow... I can't say I'd ever opt for a range 20' for a Starlit Span Magus over a 40'.

As to Unconventional Weaponry, of course it'll require some buy in since it doesn't have a specific entry for access but I can't imagine a weapon that doesn't common in some culture. I would have been nice if it would have gotten the kind of writeup that the hornbow got.

Yeah, range on Spellstrike is equal to full range increment, not half, so it's 60' for a Shortbow. Very few combats will benefit from an 80' range with D8 dice (and no Deadly to boot), and a 40' reduced range is bordering on the "too easy to get swamped down in a single action" towards the late game, even if you bump your damage dice up a size just the same as before, with an even weaker Deadly dice. In either case, they aren't particularly worth spending an Ancestry or Archetype Feat (chain) on.

Of course, with Free Archetype, we can pull some shenanigans and take Ranger dedication for Gravity Weapon (more damage per Spellstrike!) and Far Shot for an effective doubled range increment on Spellstrikes, if we really can't afford to spend actions on movement (which we can when Haste becomes a mainstay).


egindar wrote:
graystone wrote:
A hornbow... I can't say I'd ever opt for a range 20' for a Starlit Span Magus over a 40'.
What's halving the effective range of those weapons? Hornbow is 40ft and daikyu is 80ft, and Starlit Span only requires the target to be within the weapon's first range increment.

You're right... Not sure what I was thinking about that's 1/2 range. I still don't think getting less range than a shortbow is worth a feat. Daikyu might be worth it if you can expect to start fights at longer ranges fairly often and you're going to be fighting things with 'normal' PC speeds [20-30'] as it can mean that foes might have to take extra actions to get to you over a shortbow.

Community / Forums / Pathfinder / Pathfinder Second Edition / Advice / Need help with making a 5th level magus. All Messageboards

Want to post a reply? Sign in.