Magi and the Two-Hand Trait


Advice

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm curious about how the different Magus hybrid studies interact with weapons that have the Two-Hand trait like the bastard sword or dwarven waraxe.

The draw of those weapons is the ability to switch between high damage and high defense as needed. But each hybrid study kind of boxes you in to a specific fighting style. If you're Inexorable Iron, you're never going to really use a shield, you're expecting to take more damage and recover from it instead of mitigating it via shield. If you're Sparkling Targe, your shield is equal to and perhaps more important than the weapon itself, so you're never going to want to lose its benefits by utilizing the Two-Hand trait. Ostensibly, the only hybrid study that CAN take advantage of it is Twisting Tree, where switching between different weapon styles is baked right into its features, allowing you to change your staff's traits on the fly.

Am I understanding this right? Is there a way a Magus could hypothetically switch-hit in this way, like say, Inexorable Iron with the Bastion Archetype? Sparkling Targe with Mauler Archetype? I'm curious because I really like versatility in my characters, so I kind of chafe at how tight Magus can be sometimes...Thanks in advance for your discussion! :)


Worth noting that Targe Magi can use the Shield spell to if they don't have a real shield, it only really negatively impacts your shield block/dazzling block but that's whatever.

Laughing Shadow doesn't care that much about weapon type either, you trade situational damage for more consistent damage it ends up not being a big deal.

In general I feel like trying to juggle between 1h+shield and 2h is just not going to be great for anyone though. Feels awkward.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Squiggit wrote:
In general I feel like trying to juggle between 1h+shield and 2h is just not going to be great for anyone though. Feels awkward.

That's where bucklers come in! :)


I imagine the main use of the trait would be being able to use a staff in the off hand some of the time, maybe for true strike on a staff of divination. Or letting you get a juicy d12 from the shifting of a striker's staff. But you could also use it intermittently for wands and such.

Sovereign Court

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I don't think it's a trait that magi particularly care about, no. I think the main customers of two-hand trait weapons are actually fighters, because they have feats like dual-handed assault and combat grab which make it attractive to vary your hands a lot.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Huh. Well that's boring.

Sovereign Court

Heh. I don't really find my magi boring, it's certainly a class that has a lot going on. Just not this particular thing. Every class has some things they care about and some they don't really.


I don't think the magus ( apart from the twisting tree ) has enough room to play with the two-handed trait.

You'd probably like to:

1) True Strike + SpellStrike
2) Recharge + Strike *2
3) Recharge + SpellStrike ( if you have a hero point you can use ).

if you want a versatile character, I'd definitelty try with another class ( magus can blast as well as fight melee, but it's action starved and their routine will always end up the same ).

Starlit span able to swap with a 2handed finesse weapon, if required, might be interesting though.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ascalaphus wrote:
Heh. I don't really find my magi boring, it's certainly a class that has a lot going on. Just not this particular thing. Every class has some things they care about and some they don't really.

Oh, I meant the Fighter class being the only one that gets anything out of switching between weapon grips. Fighters are, in my opinion, the most boring class.

Sovereign Court

Well I'd say the hand-and-a-bit fighter is the fighter I find the most engrossing. While fighters focusing on sword&board or double pick or 2H weapons seem pretty locked into a few rotations. The fighter with an 1H weapon has a lot of freedom. You can do maneuvers, open doors, throw a bomb, use some feats, do some Two-Hand weapon action and so on.

It's because you haven't committed both of your hands while picking feats.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

But...they're still a fighter though...


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Still years ahead of the magus in terms of possibilities though:

-Combat assestment
-Snagging Strike
-Exacting Strike
-Dual-handed assault
-Dragging Strike
-Combat Grab

Unless the player is willingful to take numeric powerups or dig into dedications, the fighter gameplay changes round after round depends the situation ( on the other hand we have true strike + spellstrike as main source of damage, until lvl 14 ).

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

But then when the fight's over you're just left standing around picking your nose while the interesting classes get to do things like persuade the council to listen to you, decipher the ancient runes on the door, analyze the workings of a complicated clockwork trap to figure out how to disable it, charm the local wolf pack to give you information on your target, receive holy visions from their deity, and you're just waiting for the next combat encounter to start so you can be useful again, because you don't have enough skill points or bonuses due to dumping Intelligence and Charisma and don't have any cool powers that let you do anything else but fight. :(


Archpaladin Zousha wrote:
But then when the fight's over you're just left standing around picking your nose while the interesting classes get to do things like persuade the council to listen to you, decipher the ancient runes on the door, analyze the workings of a complicated clockwork trap to figure out how to disable it, charm the local wolf pack to give you information on your target, receive holy visions from their deity, and you're just waiting for the next combat encounter to start so you can be useful again, because you don't have enough skill points or bonuses due to dumping Intelligence and Charisma and don't have any cool powers that let you do anything else but fight. :(

Your basic fighter is boosting str/con/wis/other. You have three skills, same as magus. Pick cha and boost diplo or pick int and boost arcane or ignore your last stat and boost religion or whatever other wis skill.

Nothing about fighter in pf2e restricts their skill selection because everyone that isn't a skill-type (rogue) class is restricted to 3 skills anyway.


My Battle Oracle loves the two hand trait for when I've used up my True Strike slots or just need some utility from my staff.

I also think any build with shield block and a "revenge" shield meant to be broken is well suited to it. Or anything that just intermittently needs a free hand, for that matter.


Archpaladin Zousha wrote:
because you don't have enough skill points or bonuses due to dumping Intelligence and Charisma and don't have any cool powers that let you do anything else but fight. :(

So don't dump those?

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Squiggit wrote:
Archpaladin Zousha wrote:
because you don't have enough skill points or bonuses due to dumping Intelligence and Charisma and don't have any cool powers that let you do anything else but fight. :(
So don't dump those?

How can you not if you want all your STR, DEX, CON and WIS to be as high as possible at the start?

Sovereign Court

Archpaladin Zousha wrote:
Squiggit wrote:
Archpaladin Zousha wrote:
because you don't have enough skill points or bonuses due to dumping Intelligence and Charisma and don't have any cool powers that let you do anything else but fight. :(
So don't dump those?
How can you not if you want all your STR, DEX, CON and WIS to be as high as possible at the start?

You don't really have to, not all of them at the same time.

Heavy armor with bulwark can make Dex much much less necessary. You'll feel it sometimes that you didn't take it, but that's true of charisma as well.

Bravery is a fairly early boost to Will and although you don't go to Master, the reduced Frighten takes the sting out of quite a few things that you'd be rolling Will against anyway. So you can afford to live with average (not quite bottom) wisdom.

You start out with good HP, good armor proficiencies, and a good base fortitude save, so Con is also something that you want but you don't have to have it so hard that you can't have anything else.

---

My personal recipe for happy martial characters is to figure out one mental stat that I'll focus on, and get it to at least 14 at level 1 and keep boosting it. That way you have a clear angle for out of combat stuff to do.

For a fighter or champion it might be Intelligence, so that I'll have good Craft to repair my shield.

For a ranger it's clearly going to be Wisdom because of all the nature/wilderness skills.

For a barbarian I might go charisma because I want to be able to come to a tribal meeting and be impressive, not just the sulking hulk.

These aren't hard rules; most classes seem to have an obvious path but the other paths work too. Champion seems to have Charisma as an obvious path but there's synergy between Intelligence/Crafting and shields. A barbarian leaning into Survival and Nature makes sense too. A fighter might lean into Charisma for Demoralize, or rely on Intimidating Strike.

So, may different ways, but I think it's always a happy thing to pick a mental stat and develop it so you have more out of combat game to play.

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