
Drejk |
3 people marked this as a favorite. |

A little attempt to create Magus that has more focus on quickness and mobility.
Swiftblade Magus
Class Skills: Add Acrobatics (Dex)
Saving Throws: Good Reflex and Will saves, Poor Fortitude save.
Power Of Wind (Ex): 7th level Swiftblade Magus gains +2 bonus to initiative checks and +10 feet to base land speed. At 13th level initiative bonus increases to +4 and speed bonus increases to +20 feet. This ability replaces Medium Armor and Heavy Armor features.
Magus Arcana
Swiftblade Magus can select following Arcana:
Arcane Accelertion (Su): Before rolling for initiative Magus can spend one point from his arcane pool to gain insight bonus to initiative check equal to his Intelligence bonus.
Dimension Charge (Su): When charging Magus can spend one point from his arcane pool. Instead of moving at double his speed he teleports up to his land speed as prt of the charge. Line of sight is required for this teleportation effect. Requires Dimension Move arcana.
Dimension Move (Su): Character can take a move action and spend point from his arcane pool to teleport up to his land speed. Line of sight is required for this teleportation effect.
Evasion (Ex): This ability works like Rogue ability of the same name.

Detect Magic |

Pretty cool idea, especially when you drop expeditious retreat or haste. I'm stealing this one.
One question though: Would Dimension Move/Charge provoke an attack of opportunity? I think the conjuration (teleportation) specialist wizards gets a similar ability, though I'm not sure if theirs provokes or not.

Detect Magic |

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Never mind, it's in the text. I think you should add the bolded text to the descriptions for the Dimension Move/Charge abilities to help clarify.

Drejk |

You are giving up more than just two feasts. You are also giving up the ability to ignore ASF while clad in those armors. That's pretty important for an arcane caster.
That was my thinking behind it - without ability to ignore arcane spell failure in medium/heavy armor Swiftblade Magus has much harder time achieving high armor AC.
However initially I thought about +2 initiative +5 feet speed and +4 initiative +10 feet and still wonder if it would be more balanced.

Drejk |

Another thing that I thought of was expanding Evasion arcana:
Evasion (Ex and Su): This ability works like Rogue ability of the same name. After reaching 9th level, Magus may spend one point from his arcane pool s an immediate action and gain supernatural Improved Evasion ability until the begining of his following turn.

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You are giving up more than just two feasts. You are also giving up the ability to ignore ASF while clad in those armors. That's pretty important for an arcane caster.
If it retains the ability to ignore ASF in the armor that's being used than it's not that much of a biggie. The whole point of a swift fighter is to be light on your feet, thus light armor.

Quantum Steve |

Even if the abilities to cast in medium and heavy armour are worth a feat each, you're still trading 4 feats for 5.
Plus, your now faster than the Barbarian, and with magic, you're also faster than the Monk. I think that with the ease with which a caster can improve his speed via magic, fast movement should be limited to avoid stepping on the toes of classes for which fast movement is one of the draws to the class.
That said, I still like the idea of some increase in speed. If it were me, I'd have something along the lines of +2 Init, +1 dodge to AC at 7th and an extra +2 Init and +10 speed at 13th.
That's 4 feats for four feats, it spreads out the advantage it gives, and the AC helps with the lost armour.

WarColonel |

Even if the abilities to cast in medium and heavy armour are worth a feat each, you're still trading 4 feats for 5.
Plus, your now faster than the Barbarian, and with magic, you're also faster than the Monk. I think that with the ease with which a caster can improve his speed via magic, fast movement should be limited to avoid stepping on the toes of classes for which fast movement is one of the draws to the class.
That said, I still like the idea of some increase in speed. If it were me, I'd have something along the lines of +2 Init, +1 dodge to AC at 7th and an extra +2 Init and +10 speed at 13th.
That's 4 feats for four feats, it spreads out the advantage it gives, and the AC helps with the lost armour.
I agree, a bit more balanced.

Drejk |

I always thought of Barbarian's speed as added bonus and not primary ability of that class. Monk I associate with fast movement more, however. Would it be better if speed bonus was enhancement bonus like Monk's? This way with the same spells buffing them Swiftblade Magus wouldn't outshine Monk (which has +20 feet at 7th and +40 feet at 13th)?
I thought about dodge bonus but I rather give Swiftblade Magus arcana that would burn through arcane pool to grant extra AC.

Flak RPG Superstar 2013 Top 8 |

I like what you've done here, Drejk... and it's inspired me. I've written up a bunch of alternate class abilities that would complement the swiftblade, essentially replacing all magus abilities except arcane pool, cantrips, spell combat (and its improved version), magus arcana, and bonus feats. Should I post them here for consideration or would that be stealing your thunder?
Would it be better if speed bonus was enhancement bonus like Monk's? This way with the same spells buffing them Swiftblade Magus wouldn't outshine Monk (which has +20 feet at 7th and +40 feet at 13th)?
To weigh in a bit on the issue of boosting the swiftblade's speed, I don't think it's a huge problem; even though it stacks with, say, haste, at 20th level your monk's going to be moving at 30+60=> 90', and your swiftblade's going to be moving at 30+30+20=> 80'. What's dumb is that the Monk can't benefit from haste—the fact that his move speed bonus is enhancement has always rankled me, but I digress. (And possibly am opening a can of worms... I dunno what ancient arguments about this exist.)

Drejk |

I like what you've done here, Drejk... and it's inspired me. I've written up a bunch of alternate class abilities that would complement the swiftblade, essentially replacing all magus abilities except arcane pool, cantrips, spell combat (and its improved version), magus arcana, and bonus feats. Should I post them here for consideration or would that be stealing your thunder?
Feel free to post here any homebrew materials related directly to Magus.
To weigh in a bit on the issue of boosting the swiftblade's speed, I don't think it's a huge problem; even though it stacks with, say, haste, at 20th level your monk's going to be moving at 30+60=> 90', and your swiftblade's going to be moving at 30+30+20=> 80'. What's dumb is that the Monk can't benefit from haste—the fact that his move speed bonus is enhancement has always rankled me, but I digress. (And possibly am opening a can of worms... I dunno what ancient arguments about this exist.)
Yeah, I was also a bit confused when I first noticed that Monks' speed is enhancement bonus and thus does not stack with most speed increasing spell. There were no Monks on my sessions so I hadn't houseruled it to be some other kind of bonus... Yet.
While Monk still is fastest on high levels I am more concerned with middle levels where, I think, most of the games is focused and thus my doubts.

Flak RPG Superstar 2013 Top 8 |

While Monk still is fastest on high levels I am more concerned with middle levels where, I think, most of the games is focused and thus my doubts.
Good point, though to be honest I'm still not sure how important the difference is :)
Here's what I got:
Let's see...
At 2nd level, the swiftblade magus exchanges spellstrike for swiftstrike.
Swiftstrike (Su): At 2nd level, the swiftblade gains Spring Attack as a bonus feat, even if he does not meet the prerequisites. {When using the Spring Attack feat, a swiftblade can choose to cast a spell instead of making an attack. The spell must be one with a range of touch, and it must target an enemy.}* This ability replaces spellstrike.
*This seems too powerful to me, but simply removing it is kind of underwhelming (Spellstrike is better than a feat). Any suggestions...?
At 4th level, the swiftblade magus exchanges spell recall for spontaneous speed.
Spontaneous Speed (Su): At 4th level, the magus can sacrifice a prepared spell to cast a spell of the same level or lower from the following list. He must have the spell in his spellbook in order to cast it. This ability replaces spell recall.
1—expeditious retreat, jump; 2—blur, mirror image; 3—displacement, haste; 4—dimension door; 5—teleport; 6—timestop.
At 7th level, the swiftblade magus exchanges knowledge pool for speedy spell combat.
Speedy Spell Combat (Su): Starting at 7th level, a swiftblade affected by a haste effect he produced may choose to forego haste's extra attack in a full attack action to move up to his base land speed as a free action. This movement may be made either before or after he makes his attacks and casts his spell, but it cannot be made between attacking and casting. This ability replaces knowledge pool.
Also at 7th level, the swiftblade magus would get your Power of the Wind ability in place of medium armor.
At 10th level, the swiftblade magus exchanges fighter training for fortified dash.
Fortified Dash (Su): At 10th level, a swiftblade adds half his total magus level to his caster level when determining the DC to dispel or counter any spells he casts from the spontaneous speed list. This ability replaces fighter training.
At 11th level, the swiftblade magus exchanges improved spell recall for improved spontaneous speed.
Improved Spontaneous Speed (Su): At 11th level, the swiftblade's ability to channel his spell energy into speed becomes more efficient. He may cast any spell on his spontaneous speed list by expending a number of points from his arcane pool equal to the spell's level, instead of sacrificing a spell slot. This ability replaces improved spell recall.
At 13th level, the swiftblade magus would get the second iteration of your Power of the Wind ability in place of heavy armor.
At 16th level, the swiftblade magus exchanges counterstrike for counterslow.
Counterslow (Sp): At 16th level, whenever an enemy within reach of the swiftblade successfully casts a spell defensively, the swiftblade may spend 1 point from his arcane pool and make a touch attack against that enemy as an immediate action after the spell is complete. If the swiftblade hits, the target is affected as by slow for a number of rounds equal to the swiftblade's Intelligence bonus. The caster level for this effect is equal to the swiftblade's level, and the DC is equal to 10 + 1/2 the swiftblade's level + the swiftblade's Intelligence bonus. This ability replaces counterstrike.
At 19th level, the swiftblade magus exchanges greater spell access for perfect haste.
Perfect Haste (Su): At 19th level, the swiftblade adds time stop to this spellbook as a 6th-level magus spell. In addition, the swiftblade may cast any spell of 3rd level or lower from his spontaneous speed list as if it were modified by the Extend Spell feat by spending 1 point from his arcane pool at the time of casting. This option is available whether he is casting the spell normally or using spontaneous speed, and does not increase the spell's casting time or effective level. This ability replaces greater spell access.
Finally, at 20th level, the swiftblade magus gets constant rush instead of true magus.
Constant Rush (Su): At 20th level, the swiftblade's marriage to speed is consummated. Each day after preparing spells, the swiftblade may cast any one spell of 3rd level or lower from his spontaneous speed list. If he does, the effects last 24 hours. The effect can be dispelled as normal, but it returns 1d4 minutes later. If you choose mirror image, destroyed clones are reformed 1d4 rounds later. This ability can only support one spell at a time. This ability replaces true magus.
I like the dimension move & dimension charge arcana, though I feel you could combine them into one. Evasion is cool but I feel like an arcana "changing" as you level up (Improved Evasion @ 9th level) is, on a design level, very different from what's in Ultimate Magic. I don't have a problem with it, but it's something to consider. Anyway, here are a couple extra "swiftblade arcana" I thought of:
Swiftblade Arcana: A swiftblade gains access to the following magus arcana. He cannot select any arcana more than once.
Arcane Reflexes (Su): The swiftblade may spend up to three points from his arcane pool as an immediate action to improve his reflexes. He gains one of the following benefits for each point spent. Each lasts until the beginning of his next turn. a) He is not treated as flat-footed; b) he is not treated as flanked; or c) he gains the benefits of the Combat Reflexes feat. He may use this ability even if he has not yet acted in combat.
Light Steps (Su): While under the effect of a spell on his spontaneous speed list, the swiftblade gains the benefits of the ninja's light steps ability.
Magus Arcana: The following magus arcana complement the swiftblade archetype: arcane accuracy, close range, hasted assault, and quickened magic.

Drejk |

I wanted to start a new thread about magus archetypes but then I recalled that I posted magi archetype already somewhere. And look! It was my own thread, so there is no point in starting a new one.
What I found lacking is a magus that fights with two weapons instead of one, so here it is:
Twin Blade Magus (Magus Archetype)
Unlike other magi, twin blade magus trains with two weapons instead of one.
Modifies arcane pool; Replaces spell combat, spell recall, knowledge pool, improved spell combat, improved spell recall, greater spell combat, true magus
Arcane Pool (Su): When using points from arcane pool to augment wielded weapon, a twin blade magus may spend one extra point to affect both of his weapons at the same time (or two ends of a double weapon). Otherwise this ability works like regular arcane pool.
Two-Weapon Fighting: At 1st level, a magus gains Two-Weapon Fighting as a bonus feat. At 8th level he gains Improved Two-Weapon Fighting and at 15th level he gains Greater Two-Weapon Fighting. This feature replaces spell combat, improved spell combat and greater spell combat.
Two-Weapon Accuracy: At 4th level, a twin blade magus reduces two-weapon fighting penalties by 1. At 11th level, two-weapon fighting penalties are reduced by 2 points. This ability replaces spell recall and improved spell recall.
Twin Blade Pounce (Ex): At 7th level, a magus can spend one point from arcane pool while taking charge action to make attack with both of wielded melee weapons or both ends of double weapon taking regular two-weapon fighting penalties to attack rolls. This ability replaces knowledge pool.
Twin Blade Storm (Su): At 20th level, a twin blade magus can take a full-round action and spend one point from arcane pool to make one attack with each melee weapon wielded against any number of creatures within 60 feet line, 30 foot cone or 15 feet burst. After all the attacks are resolved the character may appear at the end of the line or in any point of cone or burst. Magus needs a line of effect to each creature attacked in this way. Additionally, augmenting weapons with arcane pool feature requires single point for both weapons (or ends of double weapon). This ability replaces true magus.
Replacement for Magus capstone was the hardest. I still think about changing it. Maybe remove arcane pool cost and change it to once per fight or once per day.
Now I am thinking how to make two-handed magus.

gamer-printer |

I've recently built the Shootist magus archetype - a magi with a pair of revolvers, kind of like the Myrmidarch, but I removed Spellstrike altogether, and replaced with Ranged Spellstrike at 2nd level, as he will never melee with a gun. Then replaced Spell Recall, improved spell recall, medium and heavy armor with specifically gunslinger type actions.
In the Company of Tengu, from Rite Publishing for Kaidan, has a different write up for tengu-kensei that is a lot like your build, but mostly a dodge based mobile magus. This also replaced Medium and Heavy armor, and also created new magus arcana more fitting a mobile magus.
I think the magus is a fun class to archetype to different needs.

gamer-printer |
1 person marked this as a favorite. |

I thought I posted it in this forum, but can't find it, so I cut/pasted it from ENWorld, where it is also posted.
Shootist (magus archetype)
The shootist blends mystical arcane powers and masterful prowess with a weapon much like his kin the magus, however the shootist uses a firearm as his chosen weapon and a deck of cards as his spellbook. While he can use all simple and martial weapons, including firearms, pistols or revolvers are his preferred weapon.
Class skills (add these to the Magi's existing skills)
Ride (Dex), Sleight of Hand (Dex), and Use Magic Device (Cha).
Spell Decks: Instead of a spellbook, a shootist uses a spell deck that resembles an ornate playing card deck with cryptic symbols and formula hidden in the numbers, icons and border on each card's face.
Arcane Pool (added details)
At 5th level, these bonuses can be used to add any of the following weapon properties: distance, flaming, flaming burst, frost, ghost touch, icy burst, keen, shock, shocking burst, seeking or speed.
Deadeye (Su): At 1st level, the shootist can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this costs 1 arcane point per range increment beyond the first. The shootist still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Quick Clear (Su): At 1st level, as a standard action, the shootist can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The shootist must have at least 1 arcane point to perform this action. Alternatively, if the shootist spends 1 arcane point to perform this action, she can perform quick clear as a move-equivalent action instead of a standard action.
Ranged Spellstrike (Su) – at 2nd level a shootist can use ranged spellstrike to cast a single target touch attack range spell and deliver it through any firearm attack. Even if the spell normally has multiple targets, only a single missile, ray or effect accompanies the attack. At 11th level whenever a shootist using a multiple target spell with this ability may deliver one ray or line of effect with each attack when using a full round action, up to the maximum allowed by the spell (in the case of ray effects). Any effects used in the round the spell is cast are lost. This replaces spellstrike.
Quickfire (Ex) – At 4th level a shootist gains the ability to draw and fire his firearm as a standard action. This ability replaces spell recall. (Useful with street duels, where you start out flatfooted)
Dual Pistols (Ex) – At 7th level, the shootist learns how to use his magical abilities to effectively blend two one-handed firearms fighting and casting spells. When holding two one-handed firearms in separate hands, the shootist may spend a shootist pool point as a swift action to count one of his hands (shootist's choice) as free for the purposes of casting spells and delivering touch attacks. The shootist may also use this hand to cast spells for the spell combat class ability (but then cannot fire the firearm the hand is holding as a part of spell combat). This ability lasts for a number of rounds equal to the shootist's Charisma modifier. This ability replaces the medium armor ability.
Swerve Bullet (Su) – At 11th level, the shootist gains the ability to alter the trajectory of bullet fired at him by sheer force of will, working as deflect arrow feat, but with magic instead of your hand. This ability replaces improved spell recall.
Lightening Reload (Ex) – At 13th level, as long as the shootist has at least 1 arcane point left in his pool, he can reload a single barrel or chamber of a one-handed or two-handed firearm as a swift action once per round. If he has the rapid reload feat or is using an alchemical cartridge (or both), he can reload a single barrel or chamber as a free action. Further more using this ability does not provoke attacks of opportunity. This ability replaces heavy armor.
Greater Spell Access (Su) – at 19th level, a shootist gains access to an expanded spell list. He learns and places 14 spells from the Bard spell list into his spell deck as magus spells of their bard level. He gains two of each of the spells from the Bard list, not on the magus spell list: 0 level, 1st level, 2nd level, 3rd level, 4th level, 5th level and 6th level.
Suggested Magus Arcana
Arcane Accuracy, Bane Blade, Close Range, Critical Strike, and Ghost Blade. Note: Bane Blade and Ghost Blade can be applied to firearms for the shootist.

Drejk |

Stolen from their respective threads... er, saved from getting lost in archives! Yes, yes, saved, that's right!
Blood Mage (Magus Archetype)
Spoiler:A blood mage gains his arcane powers as a result of inherent power, rather than through careful study.Modifies Spells; Replaces Spell Recall, Knowledge Pool, Improved Spell Recall
Spells: The blood mage does not gain spells per day as a typical magus does. Instead, he gains cantrips, spells known, and spells per day as a bard of the same level (though still using the magus class spell list). If a blood mage selects the harmonic blending, jinx blending, or spell blending magus arcanas, he gains the selected spells as bonus spells known.
A blood mage uses his Charisma, rather than his Intelligence, to determine all class features and effects relating to his magus class, such as bonus spells per day, the maximum spell level he can cast, the save DCs of his spells, and the number of daily uses of his class abilities.
Blood Magic (Su): At 4th level, a blood mage may expend 1 point from his arcane pool to enhance a spell he is about to cast, as a swift action. When he does so, for purposes of calculating the effect of his spell, a blood mage treats his caster level as +2 higher than normal.
This ability replaces Spell Recall.
Absorb Spell (Ex): At 7th level, when a blood mage fails a saving throw against a spell, he may add it to his list of spells known, as an immediate action. He retains access to this spell until he casts it, at which point it lost. If an absorbed spell is divine, the blood mage may treat it as if it were arcane. A blood mage can use this ability a number of times per day equal to his Charisma modifier.
This ability replaces Knowledge Pool.
Improved Blood Magic (Su): At 11th level, when a blood mage enhances a spell with blood magic, he may apply any one metamagic feat he knows to the spell without increasing the casting time. He must still expend a higher-level spell slot to cast this spell.
This ability replaces Improved Spell Recall.
Shield Mage (Magus Archetype)
Spoiler:A shield mage is capable of empowering his shield with arcane power.Modifies Weapon and Armor Proficiency; Replaces Medium Armor, Heavy Armor; Gains Armor Bonus, Sorcerous Shield
Weapon and Armor Proficiency: A shield mage is proficient with all simple and martial weapons. A shield mage is proficient with shields, including tower shields, but not with armor. He can cast magus spells while using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a shield mage wearing light, medium, or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass shield mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Canny Defense (Ex): When a shield mage is using a shield, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that he may use it with a shield.
Sorcerous Shield (Su): A shield mage can use his arcane pool to grant an enhancement bonus to a weapon as normal, as well as to his shield, paying the arcane pool cost separately for each. At 5th level and above, he can also add the following shield special abilities: animated, arrow catching, arrow deflection, bashing, blinding, fortification (any), reflecting, spell resistance (any).
When a shield mage uses spell combat, he can perform somatic components for magus spells with his shield hand, forfeiting the shield’s bonus to AC until the beginning of his next turn; if the shield is a buckler, he retains its bonus to AC.
At 2nd level, a shield mage can use spellstrike with a weapon or shield bash attack.
Spellshield (Su): At 7th level, as a standard action, a shield mage may store a magus spell in his shield by spending 1 point from his arcane pool per level of the spell. This functions as the spell storing weapon special ability, but activates only on a successful shield bash by the shield mage and is not limited to spells of 3rd level or less.
This ability replaces Medium Armor.
Greater Spellshield (Su): At 13th level, a shield mage may activate a stored spell as an immediate action after being struck in combat. He may choose to have the spell affect himself or the creature that struck him.
This ability replaces Heavy Armor.
Not really content with the Skirner, so this is an attempt at making a "shield mage" viable. A little wary of the Armor Bonus feature, but with the loss of armor, it seems a fair enough trade.

Detect Magic |

Made a document listing my Magus Houserules. I have a version of the Swiftblade Magus in there. You might be interested in it (Spoiler: Unarmored).