Need Opnions / help on that Magus build


Advice


Okay, It's a free Archetype game that i'm joining in about 2 weeks. I made a Starlit Span Magus to help a mostly melee party, the game has a few homebrews in the Sense that every player has a unique, strong ability unique to them, but i will cover that later. This is what i have until now for feats:

Lyralei Elwind, Ancient Elf, Starlit Span Magus level 7
Status at the moment, can change If necessary:
10 str, 19 dex, 14 Con, 18 Int, 14 Wis, 10 CHA.

Ancient Elf (Investigator Dedication)
Magus starlit Span
Level 2: Expensive Expellstrike,Psychic dedication (Yes. The GM allowed with the ancient elf)
Level 4: Investigator Strategem (Magus feat), Basic Psychic Spellcasting (FA)
Lv 6: Enhanced Familiar (For both Spell battery+Familiar Focus recharge)+Psionic Development(Imaginary Weapon)

General Feats:
Canny Acumen (Perception)
Adopted Ancestry (Human)

Ancestry Feats:
Nimble Elf, for 35 speed total
Natural Ambition(picked Familiar that allowed me to pick Enhanced Familiar at 6)

Skill feats:
Trick Magic Item)
Read Lips
Read Psychometric Resonance.
(I have taking this two for RP purposes but i don't know If It Will be useful. I accept suggestion for others skills feats because i don't know what would be good for a magus)

I'm having a hard time choosing the starting permanent itens, i have chosen those for now, but i accept any suggestion to improve:

Level 3: Hat of the Magi, Bracers of Missiles Deflection
Level 4: +1 Striking Longbow
Level 5: +1 Armor Potency Rune
Level 6: exchanged with starting gold to get a Spellstriker Staff(Level 7 Item), using the staff in gauntlet form(My GM ruled that shifted staff i can still cast)

And for last... Have yet to choose my spells and cantrips. Aside from True Strike, Shocking Grasp, invisibility, Draw the Lightning and Haste, specially because i have so few spel slots, and because of my unique ability i talked about earlier, that ability being:

1- Ignore the Volley Trait in longbows, arcane cascade damage applies to longbows.

2- Bend Fate
Free action, called before making a Spellstrike

Gain +2 circunstance bonus to this Strike, If It hits but don't critically hit, apply the damage as If was a critical hit. For the next 24 hous, before making a attack, the GM can choose to give a +2 circunstance bonus to the attack of one monster, and If the attack hits but don't critically hit, you received the damage as If was a critical hit, after that, you can use that action again.

So... Yes, is the mother of all double-edged sword right here, i nuke something to be possibly nuked back after.

So, i came here, what are good strategies, spells, tips to improve or survive that i can doo to this build ? The "almost guaranteed crit" id something i can imagine good potencial but don't know how use to maximun effect. Specially regarding Magic itens to choose from, ALL are allowed.

Any opnion or changes to class feats, skills feats, general or arcestry feats are fine, i can change everything except the elf ancestry and the class.

Thanks for any help in advance, i hope i make myself clear as english is not my First language so sorry for possible mistakes.


I would drop expansive spellstrike for familiar, switch natural ambition for ageless patience and use level 6 to clear investigator archetype so that at 8 you can double up on gunslinger to get the fake out reaction with a gauntlet bow (don't bother upgrading it).

I'd also swap canny acumen for fleet or toughness. It'll be obsolete at level 9 anyway and you'll eventually use investigator to boost it to master. You will eventually retake canny acumen to boost reflex though.

Skill feats don't matter too much, but assurance arcana could help with spell acquisition. Trick magic item isn't really necessary since you're already a spellcaster.

For spells, you have the int to make the usual debuffs work since you're only aiming to avoid a crit success. Together with the usual buffs and true strike for your studious spells will take you a long way. Slow and fear 3 should be useful.

For your level 6 item, a cassissian helmet is solid assuming you will be facing primarily evil opponents. For your other level 5 item, goggles of night.

At 9 I assume you're jumping right into multitalented. Anything will do, but I like alchemist or inventor. Alch utility on a real class is always great and inventor has some nice weapon or armor innovations available plus searing restoration and legendary crafting.


gesalt wrote:
I would drop expansive spellstrike for familiar, switch natural ambition for ageless patience and use level 6 to clear investigator archetype so that at 8 you can double up on gunslinger to get the fake out reaction with a gauntlet bow (don't bother upgrading it).

The reason for expansive Expellstrike was mainly to allow a draw the Lightning using spellstrike to buff ALL Future attacks for 1d12. I don't really know how to run dps exactly numbers but It seemed better than just Shocking Grasp or something like that.

Maybe you are right.

In my mind, my turns would be like that:

First turn 4° level invisibility to defensive boost plus permanent flat footed+ arcane cascade for +2 damage in all attacks (but now writing that. Maybe Just Strike is better, idk)

2 round would be a draw the Lightning spellstrike for 2d8+1d12+4 plus enemy makes a save for 3d12. Recharge spellstrike

3 round onwards. Go nuts with imaginary Weapon + spellstrike. + True Strike or devise Strategem.

But yeah. Idk How useful draw the Lightning is in practice.


And remember to take the advice you get on here with a healthy grain of salt. In general, creating a character that matches your concept, playstyle, and theme is going to be more important than squeezing out the last drop of optimization.

Once your character is about 80% optimized you get diminishing returns on further optimization. The d20 roll result is going to be a bigger factor in success or failure than some niche use +1 bonus.


breithauptclan wrote:

And remember to take the advice you get on here with a healthy grain of salt. In general, creating a character that matches your concept, playstyle, and theme is going to be more important than squeezing out the last drop of optimization.

Once your character is about 80% optimized you get diminishing returns on further optimization. The d20 roll result is going to be a bigger factor in success or failure than some niche use +1 bonus.

Oh. Don't worry. Believe me, roleplay wise this is one of the characters i'm most excited. But i think that both RP and Power can walk together and every choice (within a certain range, of course) can be made in a good rp moment

The spellstriker Staff in a gauntlet for exemple is basically a set item with my Magic Longbow as a heritance from her mother. The "Magic glove" being a item that empower her bow.


Seems quite solid to me.

What you need now is equipment ( gloves of storing, ring of wizardry and a life-subscription to "true strike scroll Magazine" ) and high level feats ( lvl 12 to get mind strain + refocus x2 ).


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Since you are going with Expansive Spellstrike, you might want to look at Vampiric Maiden as a 3rd level spell. Get a little bit of healing and potentially immobilize the opponent.

You want to use Shooting Star to recharge your spellstrike the first time (usually the second round, but if you open with 4th level invisibility it may be the third round). Same action cost, does damage, and helps everyone against cover and concealment.

I’m not sure how your GM will rule it, but I would say that a creature would have to be at higher elevation or larger size than you for Draw the Lightning. You being medium sized means there are quite a few creatures that would not normally fulfill those conditions.

Psychic may be a nice damage increase, but since you are worried about defense wouldn’t Wizard dedication work better? Much greater synergy since both use Arcane spells and would use the same spellbook. Guess it really depends on how you view the character. Psychic would be using of two different forms of magic while Wizard would be concentrating on the Arcane more than a normal Magus.

Cantrip Expansion is worth looking at in order to be able to cover most damage types. You are likely to be at least trained in the various creature identification skills.

Are you getting enough from the Investigator dedication that it makes sense to do both dedications?


BretI wrote:


You want to use Shooting Star to recharge your spellstrike the first time (usually the second round, but if you open with 4th level invisibility it may be the third round). Same action cost, does damage, and helps everyone against cover and concealment.

Atleast reading i don't liked shooting star at First. Seems way worse than other conflux spells and i believe using a Amped Imaginary Weapon would lead to better results. Just recharging normally If i don't need to move. Which i don't think i Will that much.

BretI wrote:


I’m not sure how your GM will rule it, but I would say that a creature would have to be at higher elevation or larger size than you for Draw the Lightning. You being medium sized means there are quite a few creatures that would not normally fulfill those conditions.

Psychic may be a nice damage increase, but since you are worried about defense wouldn’t Wizard dedication work better? Much greater synergy since both use Arcane spells and would use the same spellbook. Guess it really depends on how you view the character. Psychic would be using of two different forms of magic while Wizard would be concentrating on the Arcane more than a normal Magus.

Cantrip Expansion is worth looking at in order to be able to cover most damage types. You are likely to be at least trained in the various creature identification skills.

Are you getting enough from the Investigator dedication that it makes sense to do both dedications?

My GM is using Draw the Lightning as Written: If the Enemy is taller than my character, i can use It. And she is 1,69m so i think i'm Fine ? Idk but o don't think we Will be fighting halflings lol

I'm not THAT much worried about defense, i'm more asking If there is SOMETHING i could to improve It, some itens sugestions like the Cassissian helmet was a good one.

Investigator Dedication give me Free action devise Strategem against Bosses we know we Will fight and eventually Will give me Master at perception. And i think there some good feats to take from him even If i'm not totally sure, haven't looked that deep at them yet.


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Lyra Elwind wrote:


My GM is using Draw the Lightning as Written: If the Enemy is taller than my character, i can use It. And she is 1,69m so i think i'm Fine ? Idk but o don't think we Will be fighting halflings lol

I doubt the GM is going to do exact heights for every creature. More than likely they will have to be size Large for them to be taller than you.

“Lyra Elwind” wrote:
I'm not THAT much worried about defense, i'm more asking If there is SOMETHING i could to improve It, some itens sugestions like the Cassissian helmet was a good one.

Alright, really wasn’t sure how much of a consideration it was. If you are just looking for good defensive equipment that is a little different.

If you have Stealth, might look at the Cloak of Elvenkind. It is an item bonus to Stealth plus once a day invisibility at 2nd level.

“Lyra Elwind” wrote:
Investigator Dedication give me Free action devise Strategem against Bosses we know we Will fight and eventually Will give me Master at perception. ...

If you are going for Devise a Stratagem then you will certainly want Known Weakness for the RK check.

How do you plan to utilize Devise a Stratagem? Are you only looking for the free one with a boss?

The other Investigator dedication feat that is good for a wide variety of builds is Skill Mastery.


BretI wrote:
Lyra Elwind wrote:


My GM is using Draw the Lightning as Written: If the Enemy is taller than my character, i can use It. And she is 1,69m so i think i'm Fine ? Idk but o don't think we Will be fighting halflings lol

I doubt the GM is going to do exact heights for every creature. More than likely they will have to be size Large for them to be taller than you.

It's... Actually Very simple. "Hey GM. Is that orc/armadured Man/witch/hag taller than me?" Yes/No

Devise Stragem will be mostly for Bosses, yes. Because i need to recharge my spellstrike constantly.


Keep in mind that devise a stratagem is good against mooks rather than boss.

There's a huge difference between true strike, and devise a stratagem.

First, the former deals with circumstances malus ( creatures between you and the target )
Second, it also deals with the concealed and hidden condition

Third, and probably most important, it actually allows you to roll twice against the same target ( and you'll want to roll twice on bosses ), while devise a stratagem forces you to use the devise a stratagem roll, eventually allowing you to swap target if the roll end up being bad.

Quote:
If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling.

So it's ok when there are different enemies, but it's useless ( not underpowered. Just useless as it's like rolling once against the boss ) when you want to deal with a boss.

Both are also fortune effects, so you can't use them with the same action ( or using them combined with a hero point, that also has the fortune trait ).

So, against bosses, if you are going to use devise a stratagem, you are going to nerf yourself by a lot ( ending up wasting resources ).

Apart from that the routine will probably end up being more or less the same:

On mooks:
R1)Devise a stratagem + Spellstrike
R2)Recharge + 2x Strikes ( or electric arc, or spell )

On boss:
R1)True Strike + Spellstrike
R2)Recharge + 2x Strikes ( or electric arc, or spell )


HumbleGamer wrote:

Keep in mind that devise a stratagem is good against mooks rather than boss.

There's a huge difference between true strike, and devise a stratagem.

First, the former deals with circumstances malus ( creatures between you and the target )
Second, it also deals with the concealed and hidden condition

Third, and probably most important, it actually allows you to roll twice against the same target ( and you'll want to roll twice on bosses ), while devise a stratagem forces you to use the devise a stratagem roll, eventually allowing you to swap target if the roll end up being bad.

Quote:
If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling.

So it's ok when there are different enemies, but it's useless ( not underpowered. Just useless as it's like rolling once against the boss ) when you want to deal with a boss.

Both are also fortune effects, so you can't use them with the same action ( or using them combined with a hero point, that also has the fortune trait ).

So, against bosses, if you are going to use devise a stratagem, you are going to nerf yourself by a lot ( ending up wasting resources ).

Apart from that the routine will probably end up being more or less the same:

On mooks:
R1)Devise a stratagem + Spellstrike
R2)Recharge + 2x Strikes ( or electric arc, or spell )

On boss:
R1)True Strike + Spellstrike
R2)Recharge + 2x Strikes ( or electric arc, or spell )

Actually, i may be wrong in that. But my understanding of this rule: "If multiple fortune effects would apply, you have to pick which to use."

PICK WHICH TO USE would allow me to roll a devise Strategem, and if i don't like the result. I can true Strike to counter and ignore the devise Strategem in my attack. Picking the true Strike to be the one effect that affects my roll. Effective giving me there rolls to try a crit.


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Lyra Elwind wrote:
HumbleGamer wrote:

Keep in mind that devise a stratagem is good against mooks rather than boss.

There's a huge difference between true strike, and devise a stratagem.

First, the former deals with circumstances malus ( creatures between you and the target )
Second, it also deals with the concealed and hidden condition

Third, and probably most important, it actually allows you to roll twice against the same target ( and you'll want to roll twice on bosses ), while devise a stratagem forces you to use the devise a stratagem roll, eventually allowing you to swap target if the roll end up being bad.

Quote:
If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling.

So it's ok when there are different enemies, but it's useless ( not underpowered. Just useless as it's like rolling once against the boss ) when you want to deal with a boss.

Both are also fortune effects, so you can't use them with the same action ( or using them combined with a hero point, that also has the fortune trait ).

So, against bosses, if you are going to use devise a stratagem, you are going to nerf yourself by a lot ( ending up wasting resources ).

Apart from that the routine will probably end up being more or less the same:

On mooks:
R1)Devise a stratagem + Spellstrike
R2)Recharge + 2x Strikes ( or electric arc, or spell )

On boss:
R1)True Strike + Spellstrike
R2)Recharge + 2x Strikes ( or electric arc, or spell )

Actually, i may be wrong in that. But my understanding of this rule: "If multiple fortune effects would apply, you have to pick which to use."

PICK WHICH TO USE would allow me to roll a devise Strategem, and if i don't like the result. I can true Strike to counter and ignore the devise Strategem in my attack. Picking the true Strike to be the one effect that affects my roll. Effective giving me there rolls to try a crit.

I am not sure that you can invalidate the devise a stratagem text ( which implies that you have to use the reroll if you attack that target later on your round ), but I agree it's a nice question.

Also, assuming you could, how are you going to deal with the 4 action?

Unles I am missing something you'll need 2 actions to perform spellstrike, 1 for devise a stratagem and 1 for truestrike.


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I said before that i Will probably Just use devise Strategem as a free action as the Benefit of pursue a lead, basically against Bosses and enemies we know we are gonna fight.


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Oh I missed that ( I thought it was an investigaton class prerogative the possibility to use it as a free action, but I see it can be also used if you get investigator's stratagem ).

Back to devise a stratagem + true strike, it seems that you can cast true strike, but then when you have to choose you "must" use the devise a stragem ( or investigator's stratagem ) roll, as the feat points out.

It would also, imo, fall under the ambiguous rules section, being too good to be true ( rolling 3 times on a spellstrike, eventually without wasting resources ).


That's Fair. I will have to see what my GM says about it.


Does vampiric touch work with starlit span magus’?

Guaranteeing a crit with vamp touch would be pretty strong no only from a damage pov, but it wood give you a nice cushion of temp HP that might dampen the crack back.


If you pick up Expansive Spellstrike, you can use vampiric touch I believe. But it will not crit on a critical hit from the bow. The person will have to save against it like normal against your spell DC.


If you want a good chunk of temp HP, your best bet is amped Ray of Frost.

As for the Devise a Stratagem + TS, I agree it is TGTBT to allow one after the other. Devise is still quite good for a FA build, though. You can get the dedication at 9 via multitalented and fit both Psychic and Sixth Pillar before that. It helps a lot on 2+ enemies encounters and usually you run out of good feats to take later on anyway.


Sixth pillers is level 10. But yeah. Amped Ray of Frost don't seem like something i want.

I'm thinking in cleric dedication + cold domain spell for winter Bolt

With auto crit. The enemy has two options

Ignore the icicle, If they do that. The damage IS highter than Amped Imaginary Weapon.

If they don't ignore. They lose 2 actions.


Winter Bolt sounds cool in theory, but it has a big issue. If the enemy is intelligent, they will just run towards you with it. By using the spell, you are giving the enemy control of where to place a xd12 AoE effect with no save. It can deal a lot of friendly fire damage.


roquepo wrote:
Winter Bolt sounds cool in theory, but it has a big issue. If the enemy is intelligent, they will just run towards you with it. By using the spell, you are giving the enemy control of where to place a xd12 AoE effect with no save. It can deal a lot of friendly fire damage.

Our cleric loves it. The rest of the party dread it.

The intelligent enemy pulls it out.


Gortle wrote:


The intelligent enemy pulls it out.

I agree, though I'd rather say the average one ( given the fact the majority of playable characters have an INT score = 10 ), ending up in anybody ( apart from mindless creatures ) to just consider whether to remove it or not ( I mean, if i see a 10 int character do that reasoning, I allow any 10 int enemy to do the same ).

After all, the mean of the spell is to work somehow like the slowed/stunned condition ( you are going to waste 1 action to remove it = you lose an action on your round ). Obviously you also have a choice ( I don't remove it, but stride towards the enemies in order to have the blast hit them too ).

It's a pretty good spell imo, but I'd probably go with imaginary weapon because the psychic dedication requires int ( which a magus already has ), but also because going for a dedication that forces you into edicts/anathema and devotion somehow invalidates the character ( to think that I have to base my character on a focus spell, making it a cleric or similar, is kinda worse than making it a psychis. just to say ).


I've seen it in play exactly once and i'm pretty sure it ended up doing more friendly fire damage than damage to the enemy in that encounter.

Maybe my experience is skewed due to only seeing it once in play, but just for that experience alone it felt quite bad.


I'l admit that te fact that the Enemy can Just kamikaze in my friends don't have crossed my mind lol.

About the Anathema thing it's fine,my character was already a follower of the godess. But yeah i will have to be more cautious.

I decided to eventually take the sixth piller Archetype for maneuvering spell, this seems to help SO MUCH in having to move that's not even funny.

I think i already have a good understanding about what i Will do in higher levels. So If i take cleric dedication eventually will prob be withering grasp (the decay domain spell) that seems less dangerous for my friends lol.


Lyra Elwind wrote:


About the Anathema thing it's fine,my character was already a follower of the godess. But yeah i will have to be more cautious.

Wel,l yeah, but consider it's like the difference between a normal person who believe in god and a priest ( that's what I meant to say ).

Maneuvering spell is godlike with a ranged magus ( or any magus ), though the issue I see is its accessibility.

A magus would probably hit refocus *2 by lvl 12, and mind strain by lvl 14, ending up with Maneuvering spell by lvl 16.

But apart from that, it's awesome for a magus.


HumbleGamer wrote:
Lyra Elwind wrote:


About the Anathema thing it's fine,my character was already a follower of the godess. But yeah i will have to be more cautious.

Wel,l yeah, but consider it's like the difference between a normal person who believe in god and a priest ( that's what I meant to say ).

Maneuvering spell is godlike with a ranged magus ( or any magus ), though the issue I see is its accessibility.

A magus would probably hit refocus *2 by lvl 12, and mind strain by lvl 14, ending up with Maneuvering spell by lvl 16.

But apart from that, it's awesome for a magus.

It's a FA game so i think i can squeeze it before that. There is not much more feats to choose from magus from what i have seem. And i think If i have to choose between strain mind and maneuvering spell i will take maneuvering First.


HumbleGamer wrote:
A magus would probably hit refocus *2 by lvl 12, and mind strain by lvl 14, ending up with Maneuvering spell by lvl 16.

Since it is a FA game, itis much simpler than that. I would go for Maneuvering at 14 in a normal game too, but that's a matter of preference.

As for OPs character, I would go for something like:

Ancient Elf (Investigator Dedication)

Lvl 2: Familiar and Psychic Dedication
Lvl 4: Investigator Stratagem and Basic Psychic Spellcasting
Lvl 6: Psi Development and Basic Deduction (doesn't matter much which, I personally like Shared Stratagem)
Lvl 8: Spell Swipe and Sixth Pillar Dedication
Lvl 10: Rapid Recharge and Basic Thoughtform (again, doesn't matter much which, I would probably pick Mental Balm I guess)
Lvl 12: Conflux Focus and Maneuvering Spell
Lvl 14: Master Spotter and Advanced Thoughtform (Strain Mind)
Lvl 16: Advanced Deduction (Blind-fight) and Sixth Pillar Mastery
Lvl 18: Conflux Wellspring and Literally whatever
Lvl 20: Supreme Spellstrike and Advanced Deduction (Suspect of Opportunity)

That way you get all 3 archetypes without any delay. I think just the base familiar is enough to get the extra focus point and one of the spellcasting feats and if you still want to get Adopted Ancestry (Human), I'd get it at 3, get a general feat at 5 on the ancestry feat slot (probably Fleet or Toughness) and at 7 get Arcane Fists to boost Spell Swipe (believe me, Spell Swipe is nuts even for a ranged magus when you have Imaginary weapon, you don't even need to have the latest runes on handwraps for it to be worth it. It is even better once you get Maneuvering Spell).

Finally the rest are either generally good feats from the archetypes or stuff that improves what you are already planning to do.


roquepo wrote:
HumbleGamer wrote:
A magus would probably hit refocus *2 by lvl 12, and mind strain by lvl 14, ending up with Maneuvering spell by lvl 16.

Since it is a FA game, itis much simpler than that. I would go for Maneuvering at 14 in a normal game too, but that's a matter of preference.

As for OPs character, I would go for something like:

Ancient Elf (Investigator Dedication)

Lvl 2: Familiar and Psychic Dedication
Lvl 4: Investigator Stratagem and Basic Psychic Spellcasting
Lvl 6: Psi Development and Basic Deduction (doesn't matter much which, I personally like Shared Stratagem)
Lvl 8: Spell Swipe and Sixth Pillar Dedication
Lvl 10: Rapid Recharge and Basic Thoughtform (again, doesn't matter much which, I would probably pick Mental Balm I guess)
Lvl 12: Conflux Focus and Maneuvering Spell
Lvl 14: Master Spotter and Advanced Thoughtform (Strain Mind)
Lvl 16: Advanced Deduction (Blind-fight) and Sixth Pillar Mastery
Lvl 18: Conflux Wellspring and Literally whatever
Lvl 20: Supreme Spellstrike and Advanced Deduction (Suspect of Opportunity)

That way you get all 3 archetypes without any delay. I think just the base familiar is enough to get the extra focus point and one of the spellcasting feats and if you still want to get Adopted Ancestry (Human), I'd get it at 3, get a general feat at 5 on the ancestry feat slot (probably Fleet or Toughness) and at 7 get Arcane Fists to boost Spell Swipe (believe me, Spell Swipe is nuts even for a ranged magus when you have Imaginary weapon, you don't even need to have the latest runes on handwraps for it to be worth it. It is even better once you get Maneuvering Spell).

Finally the rest are either generally good feats from the archetypes or stuff that improves what you are already planning to do.

Well, i'm the OP so thanks, i loved this distribution,just one bad news and one good news

The bad it's that sixth pillar dedication got pushed to level 10 in the reprint. So i can't take it a level 8. But i don't think that this change much ?

The good it's that my GM allowed me to take Spell swipe as Spell Barrage. The same feat but Works only with ranged. So i will for sure go for them. So i don't need arcane fists.

Also, do you have some recomendations in skills/ancestry/general feats ? The only other character i made before was a barbarian so athletics and intimidation skills was a obvious choice... For a magus, not so much. Aside from general feats like the already mentioned adopted ancestry, fleet and toughness, anything worthwile ?

My ideia of multitalented don't seem to be much of use now in this build now. Só... I'm bit lost in that minor feats choices.


Why would intelligent creatures consider pulling out the Winter Bolt (since it doesn't immobilize or otherwise hamper them) or using it to kamikaze (since it is not a literal ticking bomb) unless they have (a.) successfully identified the spell or (b.) previously seen or experienced it in action?


Pixel Popper wrote:
Why would intelligent creatures consider pulling out the Winter Bolt (since it doesn't immobilize or otherwise hamper them) or using it to kamikaze (since it is not a literal ticking bomb) unless they have (a.) successfully identified the spell or (b.) previously seen or experienced it in action?

barbarian style npc might break it by instinct

smart npc might leave it in to stop bleeding than get blasted one turn later


I forgot completely about Sixth Pillar going to level 10. Not a big deal though, as you can just swap the level 8 and 10 archetype feats.

If your GM is allowing Spell Swipe at range, then there is little reason to pick Sixth Pillar Mastery, as its only benefit in this build is buffing Spell Swipe with unarmed melee attacks. You should pick something else there.

As for general and ancestry feats, I'd make sure to pick Fleet, Toughness and Nimble Elf as soon as possible. Elf Step is also very good. Canny Acumen I'd pick at level 15 to boost reflexes once you reach level 17. If you still want to go for Adopted Ancestry (Human), you can get something like Clever Improviser (very good for out of combat RK stuff, specially with a character with high INT). Shory Aeromancer is good as well, but it is a bit weird getting that with Adopted Ancestry. Heroic Presence is also a bit better than what elves get at 17.

So maybe something like:

General feats
lvl 3 Adopted Ancestry (Human)
lvl 7 Fleet
lvl 11 Toughness
lvl 15 Canny Acumen (reflex)
lvl 17 Incredible Initiative/Fast Recovery/Diehard

Ancestry feats

lvl 1 Nimble Elf
lvl 5 Clever Improviser
lvl 9 Elf Step
lvl 13 General Training (Incredible Initiative/Fast Recovery/Diehard)
lvl 17 Heroic Presence

Also, since Sixth Pillar gives you expert in Athletics, I advise you to pick Powerful Leap at level 10 or level 12 so you can boost a bit the distance you leap with Maneuvering spell. Grabbing a pair of Boots of Bounding also helps (on top of giving you even more speed).

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