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pathfinder2e·Pathfinder 2ebyMiwAuturu

Magus Archetypes (SoT)

So I'm going to be playing in a Strength of Thousands campaign pretty soon. By default the module allows you to take either Wizard or Druid as a free archetype, but our DM has decided to homebrew expand the list to any primarily caster class. I've never played Magus before, and want to try it out for the module, specifically looking to go Laughing Shadow. Playing a catfolk with a kukri from their weapon specialty.

My main problem is I keep waffling on what archetype to take with this expanded list. I'm curious to see if anyone has any suggestions. I'm not looking for the peak best meta build or anything. More something fun that's still viable.

I considered it might be fun to go Druid and get an animal companion for help in melee, but was informed the Magus already struggles with action economy, so ordering a companion around wouldn't be the best. Especially since with the archetype it wouldn't be until level 8 that my companion gets a free action.

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10 replies

lemmy.world

Are you going to be playing with the remastered Magus from Impossible Magic that just dropped? If so, they get improved spell progression (no longer bounded), so the lack of spell slots is less of an issue.

What other options do you have available? I’ve heard investigator can work well, essentially letting you time your spell strikes for when you know they’ll crit.

Psychic used to be the go to, but changes to imaginary weapon and amp spells in general have made it less optimal.

5
piefed.social

wow. am I missing something or can a magus take flexible spellcaster and it has no downside? similarly with summoner and wellspring.

1
Buffmanreply
lemmy.world

RAW, yes, this would work even with the legacy Magus. RAI, no, this would still not work as the prerequisite is generally understood to mean you have a class with full spell progression, I.e., three spell slots per rank at even levels.

1

yeah it just would not be super great with legacy given the limited spells of wave casting.

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MiwAuturureply
pawb.social

We are playing with the remaster. DM said alongside what the module already allows (Wizard, Druid) anything that's considered primarily a caster class would be allowed for the free archetype. So psychic, sorcerer, witch, probably cleric.

1

Which archetype you go with will largely depend on your secondary attribute. Magus is either str or dex as their primary. This means they have some flexibility in choosing int, wis, or cha as their secondary, with some preference towards int as it does improve your spell DC for any spells that require a save (though you generally want to using spellstrike with spells that require an attack roll). Wis is universally better than Cha unless you are playing the party face.

2
aussie.zone

My advice comes with 2 caveats that I am definitely a bit of a minmax player and that we played through this pre-remaster and I have not kept up with the remaster changes so cannot comment on things post change. I played a Magus for Strength of Thousands and I am extremely glad I went with the wizard archetype. The spell slots on the Magus are definitely one of it's limiting factors and I had a lot more fun having the expanded arcane spell slots due to the wizard archetype. In a very magic focused campaign having only two (prepared) spell slots at any level would have made things a lot more challenging.

5

From my understanding the remaster gives Magus a lot more spellslots, so going Wizard doesn't feel quite as required if you want to be more regularly slinging spells.

1

I haven't played a magus myself, but I can attest that their action economy is tight. Granted, I haven't read the most recent changes, but it's still pretty difficult. Druid archetype is fun, if you focus moreso on the spells as primal spells are pretty intense. The focus spells are fantastic too, but I certainly wouldn't add a minon with a magus. I'm playing a kineticist with a druid archetype and I wouldn't dream of adding a companion, despite kineticists being less tight on economy than a magus

Good luck!

2

OK im a bit out of the loop but have played a magus. On the whole you are using all three actions for your big hit. two to do it and one to prep for next round (you have an ability to start it at the start of combat without specific prep). back when cantrips had the stat die it was really the bread and butter of blast and you kinda want to use your focus points for magus abilities because they let you recharge your blast to (by blast I mean attack plus spell thingy). Under the old rules I would 100% say psychic because the upgraded attack cantrips like imaginary weapon. Im looking at AoN and imaginary weapon still seems like a good thing to have but looks like you would not get it till 6th level.

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