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Costantine10
2015-06-06, 08:35 AM
Human magus (staff magus) 8/monk (master of many styles) 2 (Pathfinder RPG Ultimate Combat 59, Pathfinder RPG Ultimate Magic 9, 49)
LN Medium humanoid (human)
Init +4; Senses Perception +13
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Defense
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AC 26, touch 15, flat-footed 23 (+8 armor, +2 deflection, +2 Dex, +1 dodge, +1 natural, +2 shield)
hp 76 (10d8+28)
Fort +14, Ref +10, Will +12
Defensive Abilities evasion
Speed 30 ft.
Special Attacks arcane pool (+2, 9 points), improved spell combat, magus arcana (arcane accuracy, wand wielder), spell recall, spellstrike, stunning fist (4/day, DC 15)
Magus (Staff Magus) Spells Prepared (CL 8th; concentration +13)
. . 3rd—fly, haste, monstrous physique I[UM]
. . 2nd—alter self, glitterdust (DC 17), empowered shocking grasp (3)
. . 1st—frostbite[UM], grease, shield, shocking grasp (2), true strike
. . 0 (at will)—detect magic, light, mage hand, prestidigitation, read magic
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Statistics
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Str 18, Dex 14, Con 14, Int 20, Wis 10, Cha 7
Base Atk +7; CMB +11; CMD 26
Feats Cleave, Cleaving Finish[UC], Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Dodge, Dragon Style[UC], Empower Spell, Improved Unarmed Strike, Power Attack, Quarterstaff Master[UM], Stunning Fist
Traits magical lineage, reactionary
Skills Acrobatics +9, Climb +9, Escape Artist +9, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (history) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +13, Spellcraft +18, Stealth +14, Swim +9, Use Magic Device +11
Languages Common, Elven, Gnome, Sylvan, Undercommon
SQ fuse style, knowledge pool, quarterstaff defense, spark staff
Combat Gear: Quarterstaff of Entwined Serpents combined with spark staff( +2), wand of infernal healing (50 charges); Other Gear: mithral breastplate( +2), handy haversack, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 11,378 gp
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Special Abilities
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Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool +2 (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quarterstaff Defense (Ex) At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level,
Quarterstaff Master Use a quarterstaff one-handed.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stunning Fist (4/day, DC 15) You can stun an opponent with an unarmed attack.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.

we are going to start a new adventure with the revised action economy and the auto bonus progression rules( both from Pathfinder Unchained).

Do you think is a good build or i must change some feats/arcanas? I also have 11378 golds left, what can i buy?
In the group we are: a druid, a sorcerer( areally good-one), a 2 weapons fighter and another guy( he hasn't yet decided).

Kurald Galain
2015-06-06, 09:42 AM
Okay. First off, the magus is a melee combatant. That means that your primary ability score should be Str, not Int, since that governs all your attacks and damage (or, with the right feats, use Dex instead of Str). You should also invest in a belt of strength +4, by this level. Intelligence is good to have, but not your first priority.

Since you're not fighting unarmed, I don't think you'll get much benefit from dragon style; that also means you don't need the style fusion, and can go straight Magus/10. Magus is a more powerful class than Magus + Monk. Or if you're going to cast a lot of shocking grasps, a one-level dip in crossblooded sorcerer is a good choice.

I suggest you prep some defensive spells in addition to Shield, such as Mirror Image and Displacement. It's not a bad plan to carry a wand of Shield so you can just cast that every combat, as well as a wand of True Strike. You have wand wielder selected, and it's a nice arcana, but only if you carry a bunch of wands around :)

Note that the Magus's greatest strength is Spell Combat, which you should be using as often as possible. However, that does give you a -2 to hit. Power Attack is therefore not a good pick on a Magus, and Crane Style is questionable, as you end up with too many penalties. Note that Arcane Accuracy is an emergency move only, simply because you don't have enough pool points to do it all the time (and because spending a point each combat to give +2/+2 to your staff is a good move). In fact, Hasted Assault is probably a better pick than Arc Acc.

Finally, in terms of feats, Cleave / Cleaving Finish strike me as too situational to spend feats on; and note that Intensify Spell is more effective than Empower.

Geddy2112
2015-06-08, 09:26 AM
+1 to Kurald.

If you are going to dip Master of many styles for the free feats, why dragon? Its major benefit is from fighting unarmed. Crane is nice to get your AC to really high levels, but the trade off means your attacks are going to have major penalties from spell combat. If you are going to dip, Kirin style is hands down your best choice. Bonuses to monsters you identify, and with kirin strike you can add your intelligence modx2 to damage as a swift action. Monkey is decent for swift action stand up and never provoking when you stand up. Snake is also good but you would need some ranks in sense motive.

You have a ton of cash. Buy wands, lots of wands. Anything that does not have a DC or won't be metamagic can be on a wand. If it rarely comes up, put it on a scroll. Boosting your strength and intelligence is important, so buy the relevant items as you can afford. A quick runners shirt is cheap and incredibly useful, as are eyes of the eagle. Gloves of storing are expensive, but if your going to use a lot of wands its useful.