But yes Expansive Spell Strike can be trimmed if you aren't going to take any of the appropriate spells. Example routine The other racial abilities compliment spellcasting well; all in all not a bad choice. You have to wait until level 9 to grab this, but since theres nothing else at level 9 that really jumps out at you, its not the worst idea. Of course the spell to cast with this 90% of the time is dispel magic, to remove the silence effecting you. **** 4000 gp (+2), 16,000 gp (+4), 36,000 (+6) - Your helmet slot will be used to increase your Intelligence. If that were the case, Id prepare this every day. Here are a few useful ones to be on the lookout for. You get Skill Feats at even-numbered levels, giving you a total of 10 Skill Feats (and maybe another from your Background) by 20th level. His AC is also statically higher still, at an 18. However, its worth noting that I was once in a game where our barbarian had a -4 or 5 to Initiative (from a trait) and we learned that having someone always go last is almost like having someone always go first on the second round. Double ouch. Bulls Strength, Mass* - As Bears Endurance, Mass. Itll ensure that you get it when youwant it and itll make your party happy. Hybrid Studies: Inexorable Iron, For what you pay for level 1 wands, its not a bad option to have. The answer to fairly balanced magic feeling less impactful is to have more of it (imo). * - This spell sounds great, but it only goes off when you are hit. Arcana Theft** - Like Dispel except that it only effects one spell and you steal it and place it on yourself instead of dispelling it. The counteract effect is as good as Feel free to prepare four different first level spells and if you need one youve already cast, recall it as a swift action for one point. Fog Cloud* - This spell lasts longer than Obscuring Mist but aside from that brings nothing new to the table, dont learn this. Picking up another casting archetype is very useful for extra spells. Unfortunately, its a terrible one. If, however, your group is ill equipped for dealing with swarms (your cleric channels positive energy and your wizard/sorcerer has no direct damage spells in his lower level progression), Burning Hands will show its usefulness to you after your first encounter with them. You can burst for more damage than anyone else here, probably swift action haste yourself, fly 90 feet a round, and take 2 attacks with your +1 keen something weapon before casting a spell through it that has a 1 in 4 chance to crit. The chain feats are, however, worth having. If you have a +3 or lower modifier its probably not worth taking, but if you have a +4 or higher (a reasonable assumption in the mid to high tier), spell shield is far better than most feats, so pick it up with Extra Arcana. Spellscale Kobold * - An interesting spell, like a self controlled Scorching Ray that hits a bit harder (4d6). Succeed on a touch for -1d6+1/two caster levels to the targets Strength. Very flexible with damage types, though not great if your enemy is immune to magic or has an Attack of Opportunity - uncommon in this edition. Since it only costs 1 point from your pool, and you can do it without risk of it failing its well worth the investment. Any and all build ideas would be great. Not great, see Silent Image. TOUCH GRASS TUESDAY -|- However, this is likely not how paizo intended spell combat work, so some GMs may find your Zorro-esque magical sword-signing a tad munchkiny. If someone else can think of a reason to ever take this over something Ive ranked 3 stars, be sure to let me know. Also note that you cant take Critical Mastery, so youll only be able to focus on one effect from a critical hit. His spellstrike as part of that also hits on a +24 with his sword, critting on a 15-20. Invisibility** - Like Vanish, but lasts a heckuvalot longer. Level 6: At level 4 he increased his Strength to 18 and by now he probably has a +1 weapon. There is no save, and it works great in conjunction with Frigid Touch or Cone of Cold. * - Useful for removing yourself from the fight. If you have the right alignment though, it isnt a bad choice. Staff Acrobat Dedication Feat 2. This magus uses a scimitar, is a human, and uses the 15 point buy. There is a big list of ones to choose from, and some are far better than others. Remember how you were proficient with light armor and no spell failure? Leave this for the other casters. Since this is an online guide that gives advice on something that will be in a state of flux for as long as Pathfinder continues to be published, it is always going to need some level of revision. Specialization Effects with the Shortsword and the Sling Staff, but the Sling Well worth taking. Booyah. If the target doesnt get magically cured or wastes a turn with a heal check, theyll be taking that damage each round until they die. Where fighters often differentiate themselves by the arms and armor they use, monks are . If you use a spell slot, then you want to reroll it as you don't want to miss such an important move both in terms of action cost and resource used. Finesse Magus For the magus, a fighter dip also has some attractiveness. The chain feats are, however, worth having. Str 18 Dex 12 Con 14 Int 14 Wis 10 Cha 10 Magus arcanas are a lot like rogue talents or barbarian rage powers. So yea, all in all its -- wait. With the introduction of UC, there have been a handful of new magus archetypes added to select from. DwarfCRB: With high ancestry hit points and Mountains Stoutness, the Dwarf is very If youre having trouble carrying your equipment, invest in a handy haversack or have someone else grab it for you. You can also get it at level 3, instead of having to wait eons for the other metamagic ones. higher since it can hit 10th level, but the Magus doesnt get 10th-level Wall of Fire* - Low damage, immovable and can be stepped through. In my opinion, there are 4 Magus builds if you expect efficiency: As a side note, the Mounted build is major and should appear in your list. For the higher levels, this arcana is arguably a must have if you want access to some of the better spells (Contingency, Permanency). : the magus who is obsessive over one weapon above all others. Do you see where this is going? Award Favorite Share Created by CBAnaesthesia Offline Updated Magus Basics Pretty awful. This is how arcanas should be. He ends up wearing heavy armor and hitting moderately hard with his weapon. Quickened Magic***:Following along in the same vein as the other metamagic arcanas, this one functions exactly the same. Quicken increases the spell level by, which means the highest spell youll ever be able to quicken is level 1 or 2. It hits up to 5 times per round (at level 19) for 3 rounds, no save, but each hit requires a ranged touch attack. You dumped Charisma, but this is worth having a few ranks in just in case. ** - A much better burst than Acidic Spray, effecting a lot more distance. It may be worth grabbing, and even preparing once per day, just in case; although, Knowledge Pool does this for you. : As invisibility, except shorter. For more information, please see our Then,* Fused Staff to get a Staff of Divination or a Personalized Staff along with our weapon, Arcane Shroud to get a few buffs and I think Cascading Ray could be thematic here (not the most optimal, but it could fit the concept of using or free hand to shoot a ray).For this, I'll use Multitalented to get a Rogue Dedication and the remaining two Feats to take Basic and Advanced Trickery for Distracting Feint (we'll be Feinting a lot, so might as well pick up a different effect) and Gang up. Spells: Shocking Grasp, True Strike (get a Ring of Wizardry), Hydraulic Push, Crashing Wave, Vampiric Touch. By the time you get this the game is almost over anyway, so dont worry about it too much. Good to get if you have extra spells to learn. All rights reserved. But seriously, not that great. Blood Transcription** - By drinking the blood of a fallen wizard or magus, you can gain their power, Highlander style. Although is associated with a sneakier Magus, it could work with a STR and armor build. Just saying. Keep in mind the very limited size of your blades pool but its powerful when you need it. I still like the option for a line or cone attack for the melee Magus. Slow*** - An amazing debuff. Magic Weapon* - This spell is rarely ever worth the spell slot for wizards, and never for you. * - A level 1 AOE burst. use a Propulsive weapon, you want a little bit for the extra damage, but your Get this. This is an ideal battlefield control spell, useful at all levels. LVL 6: Attack of Opportunity. : In the sense that this wand is better casting Invisibility (Mass), and that with this wand you can grant a great buff to other squishy melee characters (namely rogues). *** - Good battlefield control that lasts. Cantrips: Shield, Gouging Claw, then others for different damage types or control options A quickened spell, on the other hand, might. Feats for the boil down into basically three categories: spell, combat, and general - and that is how Ill address them. Avoid Intelligence Flaws, but otherwise you Would you even recommend that? you still need the Intelligence to back it up. This is a severe debuff; get it and use it often. : Great for increasing the duration of buffs you want up at all times (Bears Endurance, Fly, Stoneskin, etc). But check this caveat out: if you use this with spell combat, you can make your melee attack from your starting position or your ending position. Teleport beside someone and take your full attacks. When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally. The first drawback is offset by a feat, almost, and the second is offset by another feat. I meanthe Ultimate Combat arcanas are listed down here as to avoid complicating the lives of people that dont own the book. If you want to turn into a diminutive flying creature gives you a large increase to AC and escape from some sticky situations, see Monstrous Physique III. Elemental Aura** - 2d6 damage and you can fatigue or stagger adjacent enemies. So, I've finally got my SoM sub and started the long-awaited process of making my first Magus. Youll probably want to burn a use of Arcane Accuracy every time you cast this, because it is so powerful if it hits. * - This may be where I get into serious trouble. * - This so so spell for wizards is even worse for you. But its still not that great. Other spells that are essential to a group may be ranked lower (e.g. This is the feat that the Dervish magus revolves around, get it at level 3, no exception. Remember that. * - Deals a very small amount of damage and is easily avoidable. This will probably hit only one or two targets when you cast it. That hurts. * - This spell might have been worth getting if undead were still immune to criticals. Nothing fancy, just raw evocation damage. ** - Like Vanish, but lasts a heckuvalot longer. Once you gain the ability to cast Haste, this all improves somewhat. If the game goes past the mid levels, however, this feat loses potency quickly. * - Like Silent Image, plus sound. Because at level 11 with improved spell recall you can spend 1 point to get Haste back and have it effect more than one target. Its arcane bonded, you wear it without spell failure, you can spellstrike a shield bash into it, you can enhance it with your arcane pool (just like your weapon), and you can store spells into it. Spellbreaker *: Again, you can get this with a feat slot, dont waste your arcana on it. Str 10 Dex 18 Con 12 Int 16 Wis 12 Cha 10 This is a martial character also with strong arcane magic. If you have a second spellcasting class, broad study enables you to use that classes spells as well as your magus spells when using Spell Combat or Spellstrike. They get a save for half, but at the least youre giving them a -1 to hit and damage and at most, -7. The interaction with Reach weapons and with Starlit Span is odd. Pick a weapon you want to use and use it exclusively (like the Blackblade does). Dungeoneering is a slightly better pick than the other two because more lower level monsters generally fall under its purview. Still, hes going to be playing a chance game and most of the time expect your teammates to show you up when it comes to dealing damage or having flashier spells. * - See Fireball, but worse because the area of effect is less likely to be useful. Halflings are decent, with +2 to dex and +1 size modifier if you choose to play a Dervish magus, but the small size and str decrease make any of the above races a better choice. I thought so. You wont be able to get this at level 12 because youre getting Critical Spell first, but at level 13 you can take Extra Arcana as a feat and pick this up. We are trying to be edgy and scary, right? spells. That's far easier and you should reach similar efficiency. to use, be sure to consider the advice under Magus Weapons, below. The trade-off while taking a penalty to hit in exchange for a bonus to concentration for casting defensively increases (-1/+2). * to *** - Not worth picking up unless youre a disarm magus, then this fuctions for you as per the wand entry (worth getting). This is great, why only 2 stars? === A little bit of a background ===Our Magus is going to be a character that went to formal Wizard school, but then dropped out in pursuit of a more direct approach to things. You have to spend an arcane point, and then you have to prepare it as normal, but at level 7 your character effectively knows all the magus spells at each level. Not terribly expensive, and they replace the need for Hasted Assault. roll (fireball, etc.) Cloak of Winds** - Like Gust of Wind but a buff to protect one person. Not bad at allunless you blind your teammatesor yourself. It is a day long buff though, so if youre in a low magic item game, it may be very useful. Also, it can be taken more than once. The cost for activating and empowering your weapon are a little to steep for my tastes, especially when the Bladebound magus gets a similar enhancement bonus passively. However, this is likely not how paizo intended spell combat work, so some GMs may find your Zorro-esque magical sword-signing a tad munchkiny. Even if webbed targets succeed their grapple, the entire area is still considered difficult terrain. He can haste himself, so when he spell combats with Arcane Accuracy and arcane strike he power attacks for +22/+22/+17 that hit for 1d6+17 each, critting on a 15-20. Pass. When considering what weapons Bane Blade**: Spend a point to get the bane effect instead of something else when you enhance your blade? you say, Walter, are you stupid? Ultimately, pool strike still sucks, and these arcanas, while making it slightly better, still require an investment of at least two arcana -- and still do less damage than a regular spellcast or weapon attack. I invite you to follow the link(s) provided and share your mind (well the part of it thinking about the magus) with us. If you like the idea of making yourself a wizard-wanna-be, this is the arcana for you. **** 1,015 gp - +1 shield bonus without a penalty on attacks or any arcane spell failure. Ultimately, Mirror Image is relatively as good (starts of stronger, gets weaker) and you dont waste a 3rd level spell slot. Hes got more health now, 21, about what a wizard has. You take your full attacks, take a 5 foot step, and cast your spell without provoking. Now we have two LVL 4 slots, three LVL 3 slots, three LVL 2 slots, and two LVL 1 slots. You exchange one point from your arcane pool in order to get a touch attack that does 2d6 (+1d6 per 3 levels). For a full breakdown of wizard spells, check out Treatmonks Guide. This is one of the best metamagic feats you can take when you get it. This is a nice thing to have but it comes a little late in the game. Now his AC is something like 23 or 24, increased to 27 or 28 respectively with Spell Shield. +1 to AC and your CMD isnt a bad thing. It may have been better to rethink the whole Im going to end my turn in front of an enemy spellcaster that probably has access to at least level 8 spells strategy, but you get the idea. Freezing Sphere* - Almost as good as Chain Lightning unless youre playing in an aquatic game, in which case this spell is much better (actually worth taking over Chain Lightning). Consider getting via Blood Transcription. Awesome. ago. Water Breathing* - Far too circumstantial to ever need learning. Bastion Dedication is important, but training it out when you get Emergency Targe at level 4 makes sense till you need it for Quick Block at level 10. If you combine this with a dip into fighter or the lore warden archetype, youll get your armor proficiency back. But this, though I am the first to say the magus is not meant to spellstrike every round, doesn't mean I won't push forward being able to get free actions ( especially movement ) like: - Mount Laughing Shadow includes a speed boost with Arcane Cascade, allowing you to get 15ft-20ft teleport at first level. Spell Blending***: Remember that limited spell selection? You can also get it at level 3, instead of having to wait eons for the other metamagic ones. Dont waste your arcana on it. Reddit and its partners use cookies and similar technologies to provide you with a better experience. ! A bit. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. I thought so. The This build will always use light armor. It will be low DC on the disarm or being knocked prone effect, but it will still give you +10 to escape artist and combat maneuver checks to avoid being grapped. Thats 3 points that could have been 3 Dispel Magics instead, assuming you are level 11. After that, its not useful since youll end up flying most of the time. Ill mention a few spells that work great for Spell Blending later in that section. Unfortunately, its just flat worse than Frigid Touch (below). The versatility of this single spell makes it worth more than just a single spell slot, but luckily it still only costs one. ** - Situational, but if you need something at range its better than Frigid Touch or Shocking Grasp since you could actually use it. So I can even say that the Magus is the highest martial damage dealer in the game as you deal Fighter damage but with a better repartition of this damage (most of it when you decide it). Unfortunately, this also prevents you from picking up extra arcana until level 6 as well. ** - Everyone knows this. More likely, youll Learn this and use it wisely (i.e. spell list, 2 from each level starting at 0 and ending at 6. Pathfinder Second Edition has a lot in common with Dungeons & Dragons Fifth Edition storytelling-wise. It affects more than one spell and, among other things, you get a +4 to countering a spell. heightening Dispel Magic to the highest level spell you can cast (possibly **** - What a great spell. Magus Hybrid Study Breakdown. Then,* Fused Staff to get a Staff of Divination or a Personalized Staff along with our weapon, Sustaining Steel is cool. and/or the Rapier. But realistically, youre only going to be buying 1st and 2nd level wands (the higher level ones become to pricey for what they deliver), and since you cant channel a wand charge through your spell strike, this is a weaker arcana. Hes going to do less damage than his fighter counterpart, and rangers, rogues will put him to shame most of the time. Also his defenses have gone up, with the addition of Mirror Image and probably a deflection or natural armor bonus, making his AC around a 20 or 21, not to mention his images. TOUCH GRASS TUESDAY -|- writing. Luckily, youre wizard, fighter (all awesome), so you can buff yourself with this! You could always just target touch AC with accurate strike, or spell combat and cast vanish and then hit their AC minus dex. Grand Hexes are your capstone at level 20, some good one are Life Giver, Forced Reincarnation and Summon Spirit. The obvious mash up is with Shocking Grasp, allowing you a second route to retrieve uses of it throughout your adventuring day. A neat arcana, one that calculates the DC for wand charges using your maguss Intelligence instead of the minimum required. True, the target gets a will to negate but its basically a save or lose. When you first gain access to your pool, you can use it to enhance your weapon momentarily. A very cool ability. Neat. - Allows us to make use of Deception to capitalize on a better to hit chance. You do get to pick two other swords, but that wont get you anything The whole point of the class is alpha strike. Mounted builds (and the goblin build) give you a free move action per round. Unfortunately, this speed increase is overshadowed when you gain access to Haste and Hasted Assault. Keep in mind that it is not a pool of infinite depth, so when you choose to activate abilities that cost points from your pool, youll have to choose wisely. Careful where you drop this, though, as it can effect you too. : Useful for a disarm magus. You gain a light weapon made of pure force in your offhand. Essentially, increase the DC of your Rods by 3, maybe 4. be crit now, so dont bother learning this spell. scrolls, and staves are all extremely useful for the Magus. The spells arent high enough level to spellstrike with worth a damn hah, and it takes an action to shift to staff form to cast anything else. Maxing Crafting will allow us to scribe magic scrolls, craft wands and staves that'll make up for our lack of spell slots. Gives lines and cones a lot more versatility. Also note that touch spells cast via wands with wand wielder allow you to make spellstrike attempts with them. Eventually, you can get Dracomancer. Pool Strike, Thunderous*: Do sonic damage and have a chance to deafen when pool striking. first of all, I know a lot of people don't have access to the SoM yet since the (tragic) push back to sep 1, But for those fortunate to have access already I have a question: What's the coolest/best/Most useful build for dual-class magus that you can think of? As you can see, the Dervish starts out strong, with more AC but less health, and his attacks hit frequently and fairly hard. After level 10 you treat any magical staff as a magical quarterstaff (with enhancement based off the creators caster level), and you can recharge the staff by expending points from your arcane pool. I am a forever GM that finally managed to get to play. Still, its worth picking up with your 2+Int ranks per level, even without the +3 class bonus. This is one of the maguss trump card abilities. Not worth the spell slot. Would you please let me know if any of those have errors and which you think is coolest? Pick up a couple of second level spells instead with Spell Blending. Not a bad back up to have, or a bad thing to stack with your already augmented weapon, and not a bad way to spend your swift action. The campaign I'm at currently has the party at 2nd level, although I am a planner. Good stuff. Wands are another great way to give your magus some spellcasting options via items. Since he is spellstriking his touch spells, they all get a +1 to hit from Weapon Focus. Vampiric Touch*** - No save for 1d6/two levels damage on a touch, and you gain the damage back as temporary HP. Practically, this means that if you were hurting from a lowish dex (+1 to +2) before, you wont be as much anymore. you can craft stuff really really well. Crit doesnt stack with Keen Edge, but by getting this you can use the point you spend augmenting to get +1d6 damage, or spend the spell slot casting Greater Magic Weapon. What are you, insane? A very very cool arcana, but another that is very very costly. Skills: Athletics, Arcane good and they cover some essentials which allow the Magus to function at high Magus benefits greatly from additional sources of spell slots. In that case, you have more freedom and can score it during the second round (and it can even be argued that it's a good choice as it allows you to check first that the boss doesn't have some crazy defensive abilities). * - Meh. Sorry, I answered a bit too fast and didn't read your entire post. vulnerabilities. The target is staggered for a minute if the attack is a critical hit. Win spell, just win. Intimidate*: Didnt we dump Charisma? Which seem to me would go well with a few Rogue feats. Add, to the options available with your arcane enhancement. This is handled in a clever and elegant way by limiting you to only having one animal during fights and granting an Exploration action Call Companion. Considering that youre casting Cantrips: Gouging Claw and Shield, the rest can be added to taste. Delay your Spell Recall until level 11. And since you can cast any spell, not just touch spells, with spell combat, why even bother choosing this arcana? I dont really know why you would ever do this, but if you needed to have a different kind of energy damage or something of the sort, I suppose I could see it being useful, but not useful enough to merit picking it as an arcana. Scorching Ray) arent worth using with it. The directional burst of the damage can take different forms (line, cone), and the damage type varies without having to get Elemental Spell. As such, the best Magus builds are, in my opinion, those allowing you to get this first round rerolled Spellstrike as often as possible. It is worth noting, however, that you can use this spell to move your teammates around. Imp. A nice defensive spell. The main thing that stands out to me with starlit span is that you can change the origin point of a spell with expansive spellstrike as long as it's adjacent to the target. Some spells of note are Contingency and Permanency. Turn into a Yeti for scent. Using Reach weapons can mitigate this somewhat, as can the Laughing Shadows Dimensional Assault. Need I say more? Of the new UM feats that grants elemental spells a kicker, I prefer this one over the others. Since it only costs 1 point from your pool, and you can do it without risk of it failing its well worth the investment. Critical Focus-- >Chain ***: +4 to confirm criticals, kind of an icing on the cake thing. Not too shabby at all, and the saves on his spells are slightly higher than the Str magus. Scan this QR code to download the app now. A potent ability, yes, but at the cost of a standard action + rounds concentrating, dropping a single Tentacles and auto attacking is likely to be of more benefit to your team. On its own, this is not worth the action cost. Yep that was an oversight, I still want Bastion for this build for the second shield block, but I might just wait till Quick Shield Block becomes avaiable and retrain it then. Shocking Grasp**** - This is your damaging spell for a long time. You can join us on for direct discussion on discord.gg/pathfinder2e. I also recommend Opportunity Attack for every melee build that has the option - because it is so good. Again, if youre in a game that requires a lot of ground to be covered, it may be worth getting. * - See Monstrous Physique II, and take it instead. For a Dervish magus, this spell is slightly worse but still pretty potent. NO ACCESS WILL BE GIVEN. Hybrid Studies: Inexorable Iron, front-line martials like the Fighter. All without expending more than 20% of your resources for the day. Because making multiple attacks in one turn is such a rarity for the Magus, weapons that make doing so easier or more beneficial are less useful. Welcome to the Pathfinder 2e Magus class guide! It only effects the targets you want to, doesnt have a cap on damage (well, 20d6), and has a huge range, and can effect up to 20 different targets (at level 20). Straight damage, reflex for half - why do I support it? You can increase your weapons hardness and HP and repair it without breaking a sweat.

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