Gorgo: The Magus with More Spells and Faster Spell Progression as a full spontaneous caster
This is a Magus build. Sure, it only has one level of Magus. But that is all it needs. This build is
PFS legal, but note that “arcane mark” is not one of the permanent spells that lasts beyond a
scenario – expect to cast a level 1 arcane mark on a button or something every session once you
hit 2nd level.
This magus gets more spells and higher level spells than a straight magus. The rest of the build is
Sorcerer and Eldritch Knight. The build gets 2nd level spells at 5th level (one level later than a
straight magus), 3rd level spells at 7th level (the same time as a straight magus), 4th level spells
at 10th level (one level earlier than a straight magus), 5th level spells at 12th level (one level
earlier than a straight magus), 6th level spells at 14th level (two levels earlier than a straight
magus), and will actually get level 7 spells (at 16th level) level 8 spells (at 18th level) and 9th
level spells (at 20th level).
What's the trick? The character uses the Skirner magus archetype, which gets spellstrike at level
1. If you want to modify this build for shield use and shield bashing, more power to you – your
arcane bond is your shield.
The magic phrase under Magus is this: “Whenever a magus casts a spell with a range of “touch”
from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a
melee attack.” In other words, you can use spellstrike for any spell on the magus list – not only
spells that you have learned to cast as a magus. So as a sorcerer, you will be learning a lot of
touch spells that are on the magus list; and arcane mark is one of them.
But wait, you say, the spell-casting start is slower than a magus. That's OK, we make it up in
other ways; this build has a great trick at level 2 to mess with enemies, and has all the level 1
spells of a level 1 magus and a level 1 sorcerer. That level 2 trick is using trait shenanigans to
cast “Umbral Arcane Mark” as a level 1 spell (actually, you can do that at level 1 – but you don't
get darkvision until level 2, so won't be using it much).
An umbral arcane mark is permanent "darkness in a 10-foot radius reducing illumination similar
to the effects of the darkness spell" around the hapless foe on whom you cast arcane mark; there
is no save or spell resistance.
All things considered, not terribly powerful – few melee sorcerers are. But he's got some neat tricks.
This build is human, raised by Orcs. The extra feat is nice, and you're getting darkvision as an
orc-blooded sorcerer, so don't bother actually making him as a half-orc.
Attributes:
Str 14; Dex 12; Con 14/16 (counting your +2 human bonus); Int 13; Wis 8; Cha 14
Skills: Really up to you, but I like to max out Bluff, Intimidate, Perception, Spellcraft, and/or
UMD with this build.
You are not maximizing your spell-casting attribute; but that's because you need to be a melee
fighter first and foremost. Your best fighting spells won't have saving throws anyway. Your
tenebrous spells (cast with a full-round action) will be cast at +1 caster level (which is good,
because you are losing one sorcerer caster level at level 1, and another at level 8) and a +1 to the
DC (also good, because as noted your main spellcasting attribute is not great.
What you can do at level 1: You can add any metamagic feat to Arcane Mark (a level 0 spell),
and reduce the final spell level by 1 (not below the original spell level). This is a tough level for
you, because you still cannot see in the dark; but soon you will keep yourself shrouded in
permanent darkness all the time.
Level 1: Magus 1:
Skirnir Archetype.
Starting spells in your spellbook: All cantrips, plus Color Spray, Enlarge Person, Feather Fall,
Gorum's Armor, and True Strike.
Favored Class: Sorcerer. Don't foolishly pick Magus! Plan for the future
Traits: Adopted (Social), Magical Lineage [Arcane Mark] (Magic), Tusked (Racial) (I just wanted to give this guy tusks – get a different trait than adopted/tusked if you want; it has been handy though!) If you want a power build, you'll want to give the character Magical Knack (sorcerer) plus Wayang Spell Hunter (arcane mark) instead – getting a sorcerer caster level equal to your hit dice without losing the lower-cost permanent darkness trick.
Feats: Tenebrous Spell, Umbral Spell
What you can do at level 1: You have 11 hit points, which isn't shabby for a level 1 melee
caster. You can add any metamagic feat to Arcane Mark (a level 0 spell), and reduce the final
spell level by 1 (not below the original spell level). You can spellstrike any spell with range
touch. Voila, an Umbral Arcane Mark can be cast by you as a level 1 spell. You can spellstrike.
Once you are able to see in the dark (level 2) you'll be able to keep yourself in that shadow all the
time, and can safely make every spell tenebrous (using a full-round action to do so, and raising
the spell level not at all), thereby raising the caster level and Dcs and lowering the ability of a
caster to dispel it.
Level 2: Sorcerer 1:
Archetype: Eldritch Scrapper
Bloodline Orc (hello darkvision, and +1 point of damage per die for damaging spells)
Sorcerer spells: Level 0 spells: Acid Splash, Arcane Mark, Detect Magic, Message; Level 1
spells: Mage Armor, Shocking Grasp.
Special: You get 4 uses of Martial Flexibility per day; amoung the feats you can get for 1
minute as a move action: Arcane Strike, Combat Casting, Dedicated Adversary, Power Attack,
and Weapon Focus.
What you can do at level 2: Now things are getting interesting. You have 18-19 hit points
now. You still have a BAB of +0, and a total to-hit of +2 (ugh), but you're doing 2d6+3 damage
with that greatsword when you do hit, and you can try to spellstrike You can use your umbral
arcane mark on that spellstrike, or maybe a tenebrous shocking grasp (2d6+2 additional damage).
You can also carry around a 10' radius darkness (perhaps casting your signature spell on a button
on your jacket), which will make it easier for you to hit those foes that do not see in the dark (and
to avoid being hit). You still only cast 4 1st level sorcerer spells per day plus one magus spell.
Level 3: Sorcerer 2:
Sorcerer spells: Level 0 spells: Disrupt Undead
Feat: Toughness
What you can do at level 3: You have more hit points. 28-30 (depending on how you used
your favored class bonuses), thanks to the toughness feat. Between toughness and magical
darkness, you're feeling pretty tough. But things otherwise are pretty dull. Your BAB went up to
+1; yay, you can draw your weapon as part of a move action! And you get to cast one extra 1st
level sorcerer spell. Your tenebrous shocking grasp spells now do 3d6+3 hit points worth of damage!
Level 4: Sorcerer 3:
Sorcerer spells: Level 1 spells: True Strike (you're going to start using this now from time to
time, with enemy ACs going up).
Bloodline Spell: Burning Hands
Attribute advance: Charisma, baby! Gotta keep up on that one, so that some day you can cast
level 9 spells.
Special: You are now fearless! +1 Natural arnor bonus and +4 to saving throws vs fear.
What you can do at level 4: Your tenebrous shocking grasp is now doing 4d6+4. Um, yeah,
that's about it. Oh, you've now got 36-39 hit points; I guess that's like a typical elven fighter of
your level – but don't let your adoptive orc parents hear that comparison! Of course your AC still
sucks (16), but you are counting on being in the dark!
Level 5: Sorcerer 4:
Sorcerer spells: Level 2 spells: Touch of Idiocy (Hey, level 2 spells!)
Feat: Arcane Armor Training. (Hey, guess what! You can now being wearing and enchanting a
mithral chain shirt! That armor class won't always have to be so bad!)
What you can do at level 5: Your BAB is +2. Your weapon still does 2d6+3 Your tenebrous
shocking grasp now does 5d6+5; and you can cast 7 level 1 spells and 4 level 2 spells. And you
can use spelltrike with touch of idiocy to try and shut down casters even while pounding them.
You know the hit point score – they go up another 8-9 points. You also get 1 more use of Martial
Flexiblity.
Level 6: Sorcerer 5:
Sorcerer Spells: Level 1 spells: Shield, Level 2 spells: Mirror Image (Some good defense at this level)
Bloodline Spell: Bull's Strength
What you can do at level 6: You no longer gain any benefit from casting your shocking grasp
as tenebrous, so it becomes a standard action cast – leaving you a full movement action each round.
Level 7: Sorcerer 6:
Sorcerer Spells: Level 0 spells: Open/Close, Level 3 spells: Vampiric Touch
Feat: Combat Casting
What you can do at level 7: It'll be easier for you to spellstrike, now that you have combat
casting. Spellstriking Vampiric Touch is awesome!!!
Level 8: Eldritch Knight 1:
Combat Feat: Power Attack (Your BAB now looks like that of a sorcerer of your level – +4. But
sometimes you just want to hit hard; particularly after casting true strike; and besides it pre-qualifies you for Bull Rush with martial flexibility, which can be fun when you are in the dark
and they can't take an attack of opportunity.)
Attribute advance: Charisma
What you can do at level 8: Not a whole lot new. But until level 17 your BAB will be going
up +1 each level, yay! Your hit points are now 70-76, and will be going up 10 points a level until
level 17. You're getting just a little tougher than that elven fighter.
Level 9: Eldritch Knight 2:
Sorcerer Spells: Level 1 spells: Vanish, Level 2 spells: Mirror Image, Level 3 spells: Force
Punch
Feat: Intensify Spell
What you can do at level 9: Hit Points 80-86, BAB +5. You can now cast a level 2 tenebrous
shocking grasp spell as a full round action and as part of a spellstrike to do 7d6+7 hit points of
damage on top of your 2d6+3 (plus whatever the enchantment bonus of your greatsword is).
Alternately as a level
Level 10: Eldritch Knight 3:
Sorcerer Spells: Level 0 Spells: Prestidigitation, Level 4 Spells: Dimension Door
What you can do at level 10: Level 4 spells!
Level 11: Eldritch Knight 4:
Sorcerer Spells: Level 2 Spells: Glitterdust, Level 3 Spells: Haste, Level 4 Spells: Black Tentacles
Feat: Vital Strike (you're generally only taking one swing a round, because you are spellstriking
– why not roll 4d6+3 (+6 more with power attack) before adding on your 10d4+10 tenebrous
force punch or your 10d6+10 tenebrous intensified shocking grasp?
What you can do at level 11: Vital Strike!
Level 12: Eldritch Knight 5:
Sorcerer Spells: Level 0 Spells: Mage Hand, Level 5 Spells:Corrosive Consumption
Combat Feat: Improved Critical Greatsword
Attribute advance: Charisma
What you can do at level 12: Level 5 spells! You now have a reasonably large chance of a
critical hit, which will allow you to deal 6d6+6 (+18 more with power attack, though your BAB
still isn't great) before adding on any spellstrike (hit point damage from which is also doubled on
a crit). You can now spellstrike with Corrosive Consumption for 10 points of damage in round 1,
10d4+10 points of acid damage in round 2, and 10d6 points of acid damage in round 3.
Level 13: Eldritch Knight 6:
Sorcerer Spells: Level 2 Spells: Scorching Ray, Level 3 Spells: Fireball, Level 4 Spells: Greater
Invisibility, Level 5 Spells: Overland Flight
Feat: Empower Spell
What you can do at level 13: You're now piling up damage with your damaging spells; an
empowered fireball (level 5) will do 15d6+15, an intensified, empowered tenebrous shocking
grasp can be cast (as a 4th level spell) to do 15d6+15 as part of a spellstrike.
Level 14: Eldritch Knight 7:
Sorcerer Spells: 6th level: Acid Fog
Bloodline Spell: Rage
What you can do at level 14: 6th level spells!
Level 15: Eldritch Knight 8:
Sorcerer Spells: 4th level spells: Dimension Door, 5th level spells: Elemental Body II, 6th level
Spells: Dispel Magic Greater
Feat: Quicken Spell
What you can do at level 15: Cast quickened true strike as a 5th level spell. You have 5 of
them, so you'll do it fairly frequently when power attacking vital striking and spellstriking with a
big damage spell. At this point that's 6d6+15 for the weapon plus a double-intensified
empowered tenebrous shocking grasp for 15d6+15 points of damage. At this moment your BAB
is not that awful – +11 at level 15 is Cleric BAB, and you are vital striking and buffing your main
attack rather than counting on iterative strikes.
Level 16: Eldritch Knight 9:
Sorcerer Spells: Level 7 Spells: Giant Form I
Combat Feat: Weapon Focus Greatsword (it's high time, and gives you more martial flexibility
options)
Attribute advance: Charisma
What you can do at level 16: Level 7 spells! When you're doing those huge quickened true
strike spellstrikes; your BAB is now +12, +3 more to hit from strength and weapon focus, plus
the enchantment of your greatsword, plus the strength bonus from your belt, so you probably
have a +36 to hit with your quickened truestrike when using power attack. You have 150-156 hit
points – about as many hit points as a typical human fighter (assuming a 14 con and +1 point
from either favored class bonuses or toughness). Your armor class is lousy, but you are using
darkness and invisibility. And Giant Form spell is great because it will increase your reach, your
strength, your hit points, and can be used to get regeneration as a troll – plus you get to keep
holding onto your weapon (now doing 6d6 base damage with vital strike) so you can keep spellstriking!
Level 17: Eldritch Knight 10:
Sorcerer Spells: 5th level Spells: Wall of Force, 6th level Spells: True Seeing, 7th level Spells:
Finger of Death (why not?)
Feat: Maximize Spell
Special: At the last level of Eldritch Knight you get spell critical – the ability to cast one spell as a swift action after you have confirmed a critical (remember that improved critical feat).
What you can do at level 17: You can now cast a double-intensified, maximized shocking grasp as a 6th level spell, for 105 points of damage. Though you can't spellstrike with it, you can cast an empowered maximized scorching ray with 3 rays doing 2d6+30 points of damage each (6d6+90).
Level 18: Sorcerer 7:
Sorcerer Spells: 8th level Spells: Giant Form II
Trade Spell: Level 7 Giant Form I becomes Greater Arcane Sight
What you can do at level 18: 8th level spells!
Level 19: Sorcerer 8:
Sorcerer Spells: 7th level Spells: Mage's Magnificent Mansion, 8th level Spells: Summon
Monster VIII
Feat: Dirty Fighting
What you can do at level 19: The Dirty Fighting feat is fantastic for martial flexibility, because
it acts like combat expertise and improved unarmed strike for what feats you qualify for. Also, it
lets you benefit even more from flanking as far as combat maneuvers go.
Level 20: Sorcerer 9:
Sorcerer Spells: 9th level Spells: Surprise me!!! Time Stop? Mass Suffocation? Clashing Rocks?
You only get one, so make it good!
Bloodline Spell: Wall of Fire
Special: Martial flexibility, now 7 uses per day, has become a swift action and you can have two feats at the same time – you can use a move action to get two martial flexibility feats in the same round
Attribute advance: Charisma (this makes your 9th level spell possible)
What you can do at level 20: 9th level spells! And better martial flexibility! And you can spellstrike a triple-intensified empowered maximized tenebrous shocking grasp to do 142+9d6 damage while vital striking and power attacking while giant-formed for 6d6+38 points of damage -- or about 282 points of damge with improved critical, as long as you can hit (+14 BAB +13 strength bonus, +1 weapon focus, +5 weapon enchantment, and probably +2 from a martial flexibility dedicated adversary feat means a +35 to hit or +55 with a quickened true strike, so you'd better). You've got 304-313 hit points counting your giant form and your belt, and you are regenerating 5 points a round. Your armor class still isn't great, with +9 armor and +6 natural armor and +5 deflection, and +3 dexterity, getting you to 33 AC at level 20 -- but darkness and greater invisibility will be giving you concealment.
Stuff to buy:
Pearls of Power level 1 (1000 each)
Cloak: Resistance +1 (1000), +2 (4000), +3 (9000), +4 (16000), +5 (25000)
Buckler: Mithral Buckler (1005)
Ring: Protection +1 (2000), +2 (8000), +3 (18000), +4 (32000), +5 (50000)
Armor: Mithral Chain Shirt (1100), +1 (2100), +2 (5100), +3 (10100), +4 (17100), +5 (26100)
Belt: +2 Strength (4000), +4 Strength (16000), +4 Strength Constitution (40000), +6 Strength Constitution (90000), +6 Strength Constitution Dexterity (144000)
Greatsword: Adamantine (3050), +1 adamantine (5050), +2 adamantine (11050), +3 adamantine (21050), +4 adamantine (35050), +5 adamantine (53050)
Hands: Gloves of Elvenkind: (7500)
Wrists: Spellguard Bracers (5000)
Body: Tunic of Careful Casting (5000)
Headband: +2 Charisma (4000), +4 Charisma (16000), +6 Charisma (36000), +6 Charisma and Intelligence (90000), +6 Charisma Intelligence and Wisdom (144000)
Circlet of Persuasion: (4500) (if you care about social skills with the character)
Handy Haversack (2000)
Ring: Regeneration (90000)