Pathfinder 1E Magus trip build with out archtypes

GishBandit

Explorer
The strategy behind the build is to be size large and with reach & use trip attacks causing attacks of opportunity (AoO) on your turn on the enemhy. If you are size large and anything moves within your reach, the GM has to make a decision to chance your attack to trip. If you are successful with or without the improved trip feat you have stopped the size medium creature from getting to you. With Greater Improved Trip when you use a trip attack and you are successful the creature provokes AoO. Think of it as playing a game of keep away.

Certain notes that should be noted about the build. You get a -1 size modifier to hit AC being size large. When you are a size large creature, a +1 size modifier to hit CMD with CMB is used as a large in charge trip artist. There is synergy with using a strength as your main physical attack ability score. With dex you take a -2 to your dex score which counters the +1 using CMB to hit CMD. The larger you go the greater the strength boost and positive size modifier you use to attack CMD with CMB.

I’m all about using CMB in this game of pathfinder. Control is better than damage with fighting classes. To jam up the opponent, slow or restrict the opponents attacks will frustrate most novice GM’s. You might want to be gentle with the GM if they are new. This might be funny but this is true of any game system with any overpowering character.

Background traits suggested are: magical lineage (shocking grasp) + Quantium University Graduate. Any traits you like are fine, these traits compliment the character build. Magical lineage & shocking grasp is recommended to enhance the damage needed increasing in level with intensive metamagic spell. At lower levels, a positive modifier in addition to the intelligence and level of the character is needed because you want to use spell combat with spellstrike as much as possible.

Half Elf, Adaptability is replaced by ancestral weapon (khopesh)

1 Combat Reflexes

3 Combat Expertise

5, Empower spell for shocking grasp, Bonus (B) Improved trip

7 Intensive Spell for shocking grasp

9 Greater Trip

11 Piercing metamagic spell, B quickdraw (note: is a prerequisite for maximize spellstrike from the apg at 13th level.

13 maximize spellstrike (note: I might not have the name correct)

15 spell perfection (empower spell)

17 Spell perfection (quicken spell), B quicken spell

19 Dazing Assault

Arcana

3 Arcana Accuracy

6 maneuver mastery

9 expanded study –Heroism spell (I had the ghost arcana but maybe I attacked two or three insubstantial creatures in PFS. The character made it to level 12.

12 maximize spell15 quicken spell

18 arcane strike

Spells of note: 0’s arcane mark, this is a touch spell. You can spellstrike with any touch spell even if it is a 0 level spell.

1 shield, enlarge person (main part of the build is synergy with being size large)

2 abblative barrier, mirror image, bladed dash (this spell allows you to be in the back of the party and move anywhere on the battle field with an extra attack)

3 haste, Force Punch, Vampiric Touch, Fireball (because it is a fun juicy spell)

4 Monstrous Physique II (you want this cast as soon as possible, even before combat if can be –Derhii is nice because of flying and climb speeds. Note: The Derhii is terrible at flying. You want to fly strait then cling to something. Your size, reach and +1 for higher ground is fun), Improved invisibility, Forceful strike, and the like (pun intended).

Hope you enjoy the build. Note: a lot of this stuff came out as the character was played and it never made it past 12th level. This is how it might end up if played to 20th level. Spell recall and pearls of power is a must to keep the spells coming.
 
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