TWF Magus worth a try?


Round 3: Revised Magus Playtest


Hi,
as my Magus now hits level 5, i got two new feats and I thought about Dervish Dance (she has a high dex score(19)) and TWF. (later oversized TWF)

You will ask TWF why?
I'm thinking of the following:
Using Gloves of storing to store one scimitar. Attack with one and one free had for casts. If you wouldn't cast simply use a free action draw the second scimitar and attack.
Also she choose the Pool Strike Arcana, so you can "charge" both weapons before the fight, attack, then let one vanish and use spell combat if you want.
As it's only a free action to summon or store an item at the gloves, you can decide every round if you want to TWF or use spell combat.

Attack would be: +4/+4 if using two mw scimitars

What do you think about this "build"?


It doesn't work at all unfortunately:

To wit:

Dervish Dance wrote:


When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

The feat in question kills the twf build.


Abraham spalding wrote:

It doesn't work at all unfortunately:

The feat in question kills the twf build.

Damn it, it would be such a stylisch fighting. :)

Ok, let's re-think it...
She already had Weapon Finess, so she only had to use another light weapon (maybe two kukri (stylisssssh^^) or short swords), only drawback is that she loose the dex to dmg bonus.

Damn why isn't the spiked chain a double weapon anymore. :)


I like using the cestus as an off hand weapon -- saves the need for the glove of storing and has a good critical range for what it is too.


Abraham spalding wrote:
I like using the cestus as an off hand weapon -- saves the need for the glove of storing and has a good critical range for what it is too.

Did a Cestus count as "free hand" for casting spells?


Tryn wrote:
Abraham spalding wrote:
I like using the cestus as an off hand weapon -- saves the need for the glove of storing and has a good critical range for what it is too.
Did a Cestus count as "free hand" for casting spells?

I would say no, you can carry items but you gain a -2 penalty on all precision-based tasks involving that hand. Which to me says it it not a free hand , it is restricted.


Back in the 3.0 FR Campaign Set, there where the "Dragon Claw Bracers" (or so), which are from the stats dagger which allows spellcasting with this hand. Maybe I can get this (they require an exotic weap. prof :( )

But back to the main reason of the post, do you think a TWF Magus is worth trying and if yes, in which way?

Ok, I got it, simply use a double weapon, so you can swith between "TWF" and "one hand fighting" at will :)

Question from this: Can I split the "Arcane Pool/Weapon" ability to both blades (e.g. two-bladed-sword).
Let's say you're level 5, so you can enchant one weapon with +2, as a double weapon is two weapon in one, can you split it to create a +1/+1 two-bladed-sword?


why does everyone do try and make a twf magus?
what is the super extreme focus?
if you want to TWF, there are rogues, fighters, rangers etc.

Magus is a split caster/swordsman...not a TWFer.

Dark Archive

I don't think a TWF Magus is worth it. It's feat intensive and requires some zany way of getting around the normal restrictions for Spell Combat. TWF is also cash intensive and shown to never be worth it mathematically.

Dervish Dance and Piranha Strike are pretty great and all you need to do is run a light weapon or a scimitar to use one or the other. It's good times.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Tryn wrote:


Question from this: Can I split the "Arcane Pool/Weapon" ability to both blades (e.g. two-bladed-sword).
Let's say you're level 5, so you can enchant one weapon with +2, as a double weapon is two weapon in one, can you split it to create a +1/+1 two-bladed-sword?

No splitting allowed, you can enchant ONE weapon at a time... that's it.


I posted this earlier, but somehow it ended up in a different thread.

If you really want to do TWF with a Magus, put a spike on a MW buckler. That becomes your off-hand weapon while still leaving your hand free for spell casting, since the buckler is attached to the arm, not the hand.

Dark Archive

Can you somehow shield bash with a spiked buckler? I was not aware that you could...

Edit: Nope doesn't work:

Shield Spikes
Benefit: These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see “spiked shields” on Table: Weapons). You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
mdt wrote:

I posted this earlier, but somehow it ended up in a different thread.

If you really want to do TWF with a Magus, put a spike on a MW buckler. That becomes your off-hand weapon while still leaving your hand free for spell casting, since the buckler is attached to the arm, not the hand.

If you attack with the buckler the hand is not free. it's moving with the rest of the arm unless you chop it off. Then of course the hand is dead.


The problem with double weapons is that they're not finessable, which cuts down on a lot of melee-caster fun. (One would think quarterstaff might be, but alas.) My favorite solution so far is Improved Unarmed Strike, which allows TWF and casting, seamlessly.

Enchanting a scimitar AND an amulet of Mighty Fists could get expensive pretty quickly, though Amulets do have the nice property of not needing an initial +1, making it possible to have one or two whatever-banes if your campaign is predictable. I haven't read much about the Magus since the first playtest, but you'd probably only be able to use the imbue on one fist/weapon if you were TWF, else a bare-handed TWF Magus could be pretty awesome.

Ooh, semantics! Dervish Dance forbids you "carrying" a weapon in your off hand. Says nothing about kicks, headbutts, etc, or for that matter, unarmed strikes with that hand. Your DM would be justified in throwing a chair at you, though.


Actually a quick dip to monk might be worth while, as a flurry of blows can be performed with a single hand. However I think it might not work due to semantics.


Meh,
Shows what happens when I don't double check myself. Improved Unarmed Combat then would work, as you'd be able to use the hand to punch.

As to the 'you can't punch with that hand if you're going to cast', it depends on the spell and what you're doing. If you're doing something that is a swift action or a standard action, then you've completed the casting by the time you start the attacks.


do not forget, in order for spell combat to work, not only does one hand need to be free, but you need a light or one handed weapon in the other hand. That sounds to be like ti rules out unarmed strikes


Pendagast wrote:
do not forget, in order for spell combat to work, not only does one hand need to be free, but you need a light or one handed weapon in the other hand. That sounds to be like ti rules out unarmed strikes

Unarmed strikes are light weapons.


Abraham spalding wrote:
Pendagast wrote:
do not forget, in order for spell combat to work, not only does one hand need to be free, but you need a light or one handed weapon in the other hand. That sounds to be like ti rules out unarmed strikes
Unarmed strikes are light weapons.

You can also flurry with any number of one handed monk weapons.

It'd be mad mad mad though.

I just don't see a point to it though. It's a lot of feats and pretty high dex you'll need as it is.


TarkXT wrote:
Unarmed strikes are light weapons.

You can also flurry with any number of one handed monk weapons.

It'd be mad mad mad though.

I just don't see a point to it though. It's a lot of feats and pretty high dex you'll need as it is.

Which was my point in going to level dip in monk -- you could avoid the MAD to some degree -- high Wisdom isn't really needed -- just helpful and using armor bonus effects/spells instead of actual armor would help as well. If I was to try such a thing I would probably stop at monk 2. Getting several bonus feats, evasion, and +3 to all my saves might be worth the delay in spell casting at that point.

If you are rolling stats that would be the time to look at such a character, without high point buy (or higher) you probably couldn't make such a character work on a point buy system.

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