Magus – The Athame Wielder – Pathfinder 1E
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The Athame Wielder
So now that we have seen just how busted we can get the damage on Magus, let us examine our other options. What if we wanted to focus on spellcasting and buffing/debuffing instead of going full Supernova?
Well, the Spellblade Archetype exchanges your Spellstrike ability for a magic dagger that you can summon in exchange for a spell slot that deals Force damage and cast spells from it as if you were not holding anything in that hand, technically letting you two weapons fighting(although we will not be going there with this build). To compensate for our lower damage, we will multiclass into the Eldritch Knight Prestige Class. Our Leveling should look like the following:
Class
Magus (Spellblade) 7/Eldritch Knight 10/Magus (Spellblade) +3
Race
We will go for Human here. Put that floating +2 into Intelligence.
Ability Scores
Put everything into Intelligence
15Point-Buy
Str 10/Dex 14/Con 10/Int 18/Wis 10/Cha 10
20Point-Buy
Str 10/Dex 16/Con 10/Int 18/Wis 10/Cha 10
25Point-Buy
Str 10/Dex 16/Con 14/Int 18/Wis 10/Cha 10
Traits
River Rat which gives us a neat +1 Damage with daggers(like our Force Athame). Reactionary gives you an Initiative bonus and that’s great.
Favored Class Bonus
You guessed it correctly, it is HP.
Skills
We need at least 3 in Knowledge(Religion) here but we want to max as many Knowledges as we can, otherwise, Spellcraft.
Feats by Level
1-Weapon Finesse
Human Bonus-Improved Unarmed Strike
3-Deific Obedience(Pharasma)
5-Weapon Focus(Dagger)
Bonus 5-Slashing Grace
7-Kirin Style
Bonus 8-Piranha Strike
9-Kirin Strike
11-Improved Critical(Dagger)
Bonus 12-Weapon Specialization(Dagger)
13-Combat Expertise
15-Improved Trip
Bonus 16-Agile Maneuver
17-Improved Grapple
19-Improved Initiative
Weapon Finesse+Slashing Grace+Piranha Strike makes our daggers surprisingly efficient, and Kirin Strike lets us add double our Intelligence modifier on damage against creatures we have identified via Kirin Style. Later on, Improved Trip and Improved Grapple opens up our combat options, especially against spellcasters.
Magus Arcana by Level
3-Pool Sourced Athame
6-Familiar
19-Throw Athame
We can now summon our Athame by using our Arcana Pool, we get a Familiar yay!, finally we can throw our Athame if a target tries to flee.
Spells Learned by Level
1-Chill Touch, Color Spray, Shield, Feather Fall, Grease, Magic Missile, Mount
2-Obscuring Mist, Ray of Enfeeblement
3-Shock Shield, Vanish
4-Web, Telekinetic Volley
5-Mirror Image, Glitterdust
6-Cat’s Grace, Bladed Dash
7-Fly, Haste
9-Fireball, Vampiric Touch10-Gaseous Form, Water Breathing
11-Black Tentacles, Dimension Door
12-Stoneskin, Greater Invisibility
13-Wreath of Blades, Telekinetic Maneuvers
14-Telekinesis, Baleful Polymorph
15-Greater Bladed Dash, Banishing Blade
16-Teleport, Wall of Stone
17-Decapitate, Flesh to Stone
18-Greater Dispel Magic, Form of the Dragon I
19-True Seeing, Walk through Space
20-Umbral Strike, Transformation
Equipment
Chain Shirt, Start with a Rapier but drop it as soon as we hit level 3 anyway, a Spellbook and a Component Pouch
Final Thoughts on the Build
So, our dagger can do some massive levels of damage. By spending 5 Arcana Pool, our dagger deals 1d4+31 damage per attack if we have Kirin Strike up. That’s Force damage too so almost nothing will block it. And with The Goddess of Death’s Obedience our attack rolls with our Athame are actually pretty darned high (+17 BAB also means 4 attacks per round pre Haste). And if we crit, we can swift action cast a spell on top of our Spell Combat. We focus however much less on damage with our spells and more on controlling the battlefield.