I rolled a lvl 10 human Bladebound magus after a TPK in the RotRL adventure path. I was tasked with creating a tank character because the other players rolled ranged or casters, so I thought I would share my experiences "tanking" as a magus. Our characters are level 11 now, and I'm using the following feats:
1 - Intensified Spell (shocking grasp)
1 - Combat Expertise
3 - Toughness
3 - Alertness (you get this free with the black blade)
5 - Craft Wondrous Item
5 - Disruptive Recall
7 - Dodge
9 - Mobility
11 - Weapon Focus (scimitar)
11 - Weapon Specialization (scimitar)
Arcana:
3 - none, this is when Bladebound get their black blade
6 - Lingering Pain
9 - Prescient Defense
I know these aren't the most optimized, and if I could redo a few of my choices I would. Here are my most notable observations playing this character to date (which is a blast):
- Bladebound magus gets a free kickass weapon, allowing me to spend that money on a lot of stat enhancing items which I made even cheaper by taking the Craft Wondrous Item feat. This is important because I've got to get as much boost as I can to Str, Int, and Con (Dex up to 16 for max dex bonus to AC in breatplate or mithril full plate at lvl 13). A dervish dancing magus would obviously allocate stats differently, but I don't care for the flavor of that character.
- At level 13, the armor you can wear is just as good as any fighter. But you have a few things that they don't! Shield spell, Mirror Image, Ablative Barrier, Stoneskin. There are other defensive spells, but these are the ones I've used a lot. With decent gear, which you can afford, Shield and Mirror Image spells active, you will rarely be touched. You can also refresh these very easily during combat using Spell Combat. Being grappled is a bigger concern than getting hit, but I always keep a Salve of Slipperiness (which I make for half cost) or something comparable if I know I'm going to be gang-banged by a group of giants, which also happens to be the perfect time to use Elemental Aura (electricity).
- Will saves are higher for a magus than a fighter, but rocking a low Wisdom requires that you boost it through gear or spells. With a high con, fort saves are a joke.
- I have had no problems casting defensively without Combat Casting. I occasionally have to take a penalty on the attack to auto-make the roll, but it's typically not necessary.
- With an enhanced black blade (+5 keen), I've had no problems hitting enemies so far. If there aren't a ton of enemies, I typically conserve my spells and attack with two hands for the extra strength damage. DPR is very solid, even without casting spells (switch to 2h if you don't). Intensified Shocking Grasp for burst damage when needed, but Frostbite to increase damage per spell. If your DM allows (mine doesn't), extra damage from Arcane Strike all day. Otherwise, you could take the Close Range arcana to cast Ray of Frost all day for extra damage. Use black blade arcane points to enhance damage on tough or longer fights, just be sure to keep at least 1 point in its pool so it remains Unbreakable.
- I have yet to encounter any substantial spell casters, so I haven't had a chance to make good use of the Lingering Pain and Disruptive Recall combo.
- I regret taking Combat Expertise, as I have yet to make use of it. I would have been better served picking up Combat Reflexes to dish out extra damage rather than gimp my hit in exchange for extra AC which I don't need.
- I have yet to use Prescient Defense, but I have a strong feeling that the additional AC will be very critical against some BBEGs. It is fairly costly as far as arcane pool points is concerned, but I have yet to exhaust even half of my pool in any given day.
- Though my character uses it very sparingly due to personality conflicts with his black blade, Vampiric Touch is typically the only healing I need for any given day. It's particularly useful when it crits, nearly doubling my health pool.
I'm sorry for the run-on post, I hope somebody finds it helpful.