Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Could someone explain the magus class please?
If got problems to understand how the magus is meant to be played.
Is it some kind of infusing-normals-attacks-with-magic-thing?
Last edited by FM Helldiver Radio; Oct 7, 2018 @ 6:48am
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So some spells are faster than others?
Can´t find something like "spell casting speed" in the spell descriptions?
How do i tell how fast i can cast a spell?
Last edited by FM Helldiver Radio; Oct 7, 2018 @ 8:31am
Sorth Oct 7, 2018 @ 8:34am 
Originally posted by Gooru:
ok - thanks a lot.

So Spellcombat is to figth and cast "parallel". How do i do this in game?
Lets say i want to attack with a sword and cast a magic armor for myself. First klick the enemy, then select the spell and klick myself? Would´nt this cancel the attack?


For spellstrike I just attack the target with a touch spell and it will use the equipped weapon to "execute" the touch - right?


I think it spell combat is turned on and you are in melee range he will cast the spell and attack.

I’ve played a magus in real life and playing one here. I love it. What they are best at (in my opinion) is being a melee glass cannon with lots of magic buffs. With shocking grasp being your bread and butter.

Arcane recovery really makes this build shine.

Tips:
-take high Str for melee fights.

- use a rapier or a scimitar. The key here is 18-20 critical. Spell combat allows for spells cast through the sword to be double damaged on critical (normally added damaged does get multiples by critical) so if you cast shocking grasp and crit at level 5 you are dealing 2d6+10d6 damage.

- arcane weapon lets you make your rapier keen. Doubleint your crit range to 15-20. Aka 25% of hits.

- most people don’t know this but touch spells stay charged in your hand until you hit or cast another spell. So even if you miss with shocking grasp it stays around till you hit.

- take 1 of each of the different spells you want to cast. (You only need to double up on the touch spells you cast a lot)

- use arcane recover to recover any spell you want to cast a second time. This effectively lets you have 2-4 times the spell list.

- take combat Casting to make sure you don’t get attacked while casting spells in combat.

- after taking a couple feats taking nothing but extra arcane points. Every extra point is another spell you can cast before resting.

- focus only on touch spells and buff spells (plus I took one copy of web). Magus is all about being a bad ass untouchable fighter who casts magic through their sword. So focus on that!)

-missed a spell? Write it into you spell book with a scroll.

- up your Int for extra spells. Up your DEX for extra defense.

Combat steps lvl 7
1. Cast shield +4 AC
2. Cast mirror image (bunch of copies of your self.
3. Cast blue (20% miss chance on you)
4. Activate arcane weapon with Keen and flaming on. (15-20 critical, +1d6 damage) - worth the 2 points to make it last 1 min/level
5. Move up so you can see the enemy.
6. If there are a lot of them cast web on the ones in the back to slow them down.
7. Combat has started cast Haste on you and your team.
8. First spell attack - cast frigged touch. AND use Arcane accuracy for +4 to hit. Frigged touch might take away their action.
9. Repeat Casting a touch spell and arcane accuracy until they are dead. Again is you miss wait till the spell hits and discharged before casting again. (There’s a magic ring around your wrist when charged)
10. Oh out of spells cuz you use them like crazy? Arcane recovery to get any spell you want back.

Later levels I also cast displacement for a few rounds of 50% miss chance.


It’s all about getting a high critical change with a magic spell going off. That’s the trick. That’s what a magus does. All the buffs and extra spells just keep them alive while they do that!

Hope that helps!
raubrey Oct 7, 2018 @ 8:35am 
Originally posted by Gooru:
So some spells are faster than others?
Can´t find something like "spell casting speed" in the spell descriptions?
How do i tell how fast i can cast a spell?

There are guides from the PnP website, at the same site linked above that may tell.

In *General* -- if it's a single target *combat* spell in the Magnus spell list it will probably be able to be used along with an attack.

Other spells - buffs / multi-target/ dispel etc. will probably take a full round. Think of that as mage mode (riskier) and be positioned accordingly.
Last edited by raubrey; Oct 7, 2018 @ 8:40am
Sorth Oct 7, 2018 @ 8:36am 
Originally posted by Gooru:
So some spells are faster than others?
Can´t find something like "spell casting speed" in the spell descriptions?
How do i tell how fast i can cast a spell?

I only know the answer to this because of the spell discriptions on the pathfinder website!

Google the spell with pathfinder after it and. First answer will tell you the spell description.
Spectre Oct 7, 2018 @ 8:39am 
Originally posted by Gooru:
What is a "full round spell"?

This is all from pnp pathfinder and does not translate well to real time comabt but it works like this:

Normally, when you cast a spell, you can move a certain amount and then cast a spell or attack once with a weapon.

If you have to cast a spell as a full round action, you forego the movement part (let's not talk about 5 foot steps).
In game terms, you will notice that some spell take significantly longer to cast. These are your full round actions.
Last edited by Spectre; Oct 7, 2018 @ 8:40am
Originally posted by raubrey:
Originally posted by Gooru:
So some spells are faster than others?
Can´t find something like "spell casting speed" in the spell descriptions?
How do i tell how fast i can cast a spell?

There are guides from the PnP website, at the same sight linked above that may tell.

In *General* -- if it's a single target *combat* spell in the Magnus spell list it will probably be able to be used along with an attack.

Other spells - buffs / multi-target/ dispel etc. will probably take a full round.
So there is no way ingame to tell how long a spell (or other action) will take to be executed?
This is bad.
raubrey Oct 7, 2018 @ 8:41am 
Originally posted by Gooru:
Originally posted by raubrey:

There are guides from the PnP website, at the same sight linked above that may tell.

In *General* -- if it's a single target *combat* spell in the Magnus spell list it will probably be able to be used along with an attack.

Other spells - buffs / multi-target/ dispel etc. will probably take a full round.
So there is no way ingame to tell how long a spell (or other action) will take to be executed?
This is bad.

It is what it is. It's fairly straightforward in practice. Hence why I recommended trying it with the companion. If you don't like it, move on.
OnlyOffensive Oct 7, 2018 @ 8:42am 
magus is kinda hard to play, you really need to control free/fast/full actions and REALLY control the distance, because he's gonna get conc checked as any spellcaster in melee, and if im not mistaken he's not that good with conc checks as wizard/sorc.
Originally posted by OnlyOffensive:
magus is kinda hard to play, you really need to control free/fast/full actions and REALLY control the distance, because he's gonna get conc checked as any spellcaster in melee, and if im not mistaken he's not that good with conc checks as wizard/sorc.
thanks - this answeres my next question.
Gina Oct 7, 2018 @ 8:47am 
Originally posted by Gooru:
Originally posted by raubrey:

There are guides from the PnP website, at the same sight linked above that may tell.

In *General* -- if it's a single target *combat* spell in the Magnus spell list it will probably be able to be used along with an attack.

Other spells - buffs / multi-target/ dispel etc. will probably take a full round.
So there is no way ingame to tell how long a spell (or other action) will take to be executed?
This is bad.

If I remember right, there's not a lot of spells available to the magus that are full round. None of the combat spells that you most likely will use with spell combat/spell strike (burning hands, shocking grasp) will be full round.

I actually haven't looked to see if there's a way to tell casting time in the game. I've played Pathfinder tabletop for so long that I know what all my favorite spells do.
OnlyOffensive Oct 7, 2018 @ 8:47am 
yea you basically should aim for martial wizard, all the mirror images, abjuration stuff and couple offensive spells to strike through weapon.
raubrey Oct 7, 2018 @ 8:50am 
Originally posted by OnlyOffensive:
magus is kinda hard to play, you really need to control free/fast/full actions and REALLY control the distance, because he's gonna get conc checked as any spellcaster in melee, and if im not mistaken he's not that good with conc checks as wizard/sorc.

If you have a proper formation set up and don't run in with him charging, there isn't that much micro-managing except on harder fights that you have to manage most of the party in anyway. If you're not frontline or a ranger, you're probably in that category. As for interrupts I don't notice them any more then the misses from melee. Touch attack DC is high with high Str.
In the Speelbook there are 3 Values i don´t know where they come from:

Spell Penteration: How is this calculated?
Concentration: How is this calculated?
Spell Failure Chance: How is this calculated? Descrition say it come´s from items, but i´ve got chars with 20 spell failure on the armor and 0 Spell Failure Chance
Last edited by FM Helldiver Radio; Oct 7, 2018 @ 8:55am
TaurusBully Oct 7, 2018 @ 8:58am 
Irrc it must be a single hand weapon and only one weapon (no dual wield) to trigger spell combat.
So spell combat on a Eldritch Archer dosn´t make much sense? As a Bow is two-handed?
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Date Posted: Oct 7, 2018 @ 6:41am
Posts: 122