Take Spell Specialization (Burning Hands) to boost our caster level and Spell Focus (Evocation) as a feat tax. Even though E6 is not the primary focus of this answer, if aiming for 6ish levels, specialize on Burning Hands or Scorching Ray, your choice.Īt level 1, be a normal Arcanist.Reactionary and Pragmatic Activator are cool but ain't blasty. If the campaign is going to continue to higher levels, specialize on Fire Snake instead.Magical Lineage (Fireball) and Wayang Spellhunter (Fireball). Being an Elf or a Half-Elf, sadly, costs us Constitution points and a feat. We need a lot of feats as quickly as possible, and the variable bonus is also nice. Note that the player has never tried Pathfinder before using this build, this is their first character, with which they have currently played one session (The Confirmation). I am willing to accept advice on how to push this build’s damage as high as possible, how to increase its utility and endurance. However, I decided to push this build further, trying to get maximum damage. Her player’s requirement for the character was “I WANT TO BURN”, so I googled and found this build. If you enjoy this guide, please check out our games on Steam or Patreon.One of the members of our PFS party is Ash, a blaster mage. Role of the Magus: More than Shocking GraspĪfter the traditional classes fighter, wizard, cleric, and rogue, a common character type that people look for is the bladesinger or gish: a hybrid warrior/spellcaster who wields a sword in one hand while weaving magic with the other. Since multiclassing fighter with wizard doesn't work too well, a variety of approaches exist to build this character type. The Magus is a melee character with spellcasting ability, and several features that add synergy between the two. A Magus can temporarily enchant any weapon just by holding it, gets excellent mobility due to spell support, and is a contender for the highest spike/nova damage in the game. A Magus won't be as good at combat as the fighter, nor as good a caster as the wizard, but gets some of the best parts of both. While commonly using a sword, a Magus build can also work with whips, thrown weapons, or unarmed combat.Ī Magus isn't the easiest class to build or to play well, and the original guidebook, Walter's, is several years old and doesn't cover newer spells, feats, and archetypes. So this inspired me to write a new class guide on the Magus to compile a list of good choices and strategies. Feedback is welcome, and my thanks go to Walter for writing the earlier guide. Questions and suggestions can be posted in this thread on GITP, or this thread on Paizo. This guide includes all material up to June 2019, including Chronicles of Legend, Planar Adventures, and the Martial Arts Handbook. It also covers the new systems from Pathfinder Unchained: skill unlocks in the skill section, variant multiclassing in the dipping section, and combat stamina under feats. Since the Magus is both a melee class and a caster, several parts of this guide may be useful to other melee classes (notably the feat section), or to other arcane casters (such as the spells and familiars). The chapters on traits and items can be practical to any character. The various options are rated by color for effectiveness, and listed in bold if legal in the Pathfinder Society (PFS) public campaign. For arcana and archetypes, this guide lists all options. For other categories like feats and spells, it only lists the best options for a Magus, and some options that look good but really aren't. Bad - It's a trap, avoid it at all cost.every feat printed for Pathfinder would be impractical at best. This option either doesn't actually do what it advertises, or is so situational that it probably won't ever come up. For a niche build, this option may be worth it, but in general you should get something better. Good - A solid and effective choice the bread-and-butter of a good Magus, although it could be build-specific or somewhat situational.If an option isn't listed, it's probably yellow.
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