The Genius Guide to the Magister (PFRPG) PDF

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The magister* is a new base class designed for the Pathfinder Roleplaying Game. She is a hybrid spellcaster, combining arcane spells drawn from power within herself and the faith needed to also call upon divine spells. A magister may be a church wizard, a priestess of magic who has studied the arcane arts, or a dynamic spiritualist who sees no difference in the two traditional forms of magic. Magisters may be called bruxa, church mages, ecclesiathurges, ovates, spell lords, thaumaturges, white wizards, or other titles that suit the needs of your campaign.

A magister is considered both an arcane and divine spellcaster (and can count as either for purposes of requirements and prerequisites). The magister is similar to a sorcerer in that she draws spell power from within herself, casting a limited list of spells known with no need for advanced preparation. Unlike a sorcerer, a magister can draw from both arcane and divine spell lists when selecting spells known, allowing magisters to be prepared for a broader range of circumstances. This is important as the magisters focus is spells to the exclusion of nearly everything else, even more so than other spellcasting classes. Depending on the mystic bond a magister makes, she may not have powers beyond her spells, but instead she’ll learn new ways to use the spells she knows to maximum benefit.

*When this class was originally released in early 2010 in a product called The Genius Guide to the Magus, the class was presented the magus. Then, more than a year later, the book Pathfinder Roleplaying Game: Ultimate Magic was released, with an “official” class named the magus—which looked nothing like our class of the same name. Sometimes picking an awesome name means other people will use it too!

To avoid confusion, we’ve decided to rename our magus “the magister.” As we update our backstock of products we’ll make the name change when referencing this class, but you should be aware that process takes time. For anything released in 2013 or later, a reference to the magus means the class from Pathfinder Roleplaying Game: Ultimate Magic, and any reference to the class from this book will use the name “magister.” For books released before that, you’ll need to check context to know if a Super Genius Games book talking about the magus really means a magus—the class from Pathfinder Roleplaying Game: Ultimate Magic—or if it is actually talking about our class, the magister.

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Now with even more awesome.

****( )

So, I’m something of a super Genius Games fanboy. The reason for this was the Magister, back when I accidently downloaded it assuming it was something to do with the Magus, but I soon fell in love with the idea. I’ve always been fond of the Mysitc Theurge prestige class, and this takes the idea of a divine and arcane caster and runs with it.

Now the class has been updated, and it makes me feel all fluffy and gooey inside. Really, this is more about the extras the class now contains with it's official change to Magister, and how it affects the class. Although I'll go over the class basics for the hell of it.

The first thing I’d like to point out is that the updated version has not changed any of the fundamentals of the class. If you have the old version and made a character, you’d be able to make the exact same character using this version - the whole difference is that there are now even more options.

So, how does the Magister work? You are a full none level, spontaneous caster with access to divine and arcane magic. Although you can wear light armour and still cast your arcane spells your weapons selection is even more limited than the wizard - you don’t even get the heavy crossbow option he does!

Next, the Magister choose one of the spell lists of another class that also has full caster levels - witch, wizard/sorcerer, oracle/cleric and druid are the obvious candidates here, although you can go peek at other third party lists if you wish. Which one you choose is important, as you must take half your spells from that list. You can choose the other half from any other spell list, but if they’re not the same type as your primary spell list (arcane or divine) they count as being one level higher, and if they’re from a six or four level caster list they count as even more. On the plus side, you always use the spell in whichever form is most beneficial to you.

Next, is your Mystic Bond. The original three were Divine Heritage (essentially a Cleric Domain...without the bonus spells) Sorcerous Bloodline (a Sorcerer Bloodline...without the bonus spells) or a Metamagic Pool (You gain a certain number of points to apply to Metamagic feats, negating one level it would raise a slot by for each point spent) and are all still present and correct.

The new mystic bonds represent some of the other spellcasters - Arcane Pool gives you some of the Magus’ Arcane Pool tricks, without access to spellstrike and the like. Arcane Specilization gives you a Wizard School powers, but without the bonus spells. Divine Inspiration gives you an Oracle’s Mystery class skills, and allows you to make Revelations as bonus feats. Martial Bond removes one spell slot and spell known from each level, but you gain a Cleric’s base attack bonus and save progressions. And Patron gives you a witches familiar.

It should be noted that if a class feature, such as the Sorcerous Bloodline, would give you bonus spells known you don’t get them automatically, but they are added to your spells known.

You also get a series of Mystic Talents and Advanced Mystic talents, which can do a variety of tricks such as keeping one person safe in an area of effect spell’s blast to granting a second Mystic Bond (in the advanced section, obviously).

You also gain access to some feats that represent other spellcasting abilities, although it always requires you be fifth level, and the version you get is obviously weaker than the standard version (such as the Magister’s Eidolon, which counts as your magister level -2 and permanently lose 2 attacks and 4 evolution points).

So...you can make a Magister do a little something from most spellcasting classes. But it does come at a cost. You will never have as many spells known as other classes unless your burn feats to get them, and unlike other classes you require both wisdom (the level of spell you can cast is affected by this) and charisma (from which you get bonus spells slots and spell DC) which, needless to say, makes getting points for anything other than spellcasting somewhat awkward in points buy character creation.

I probably made it clear at the top, but I love the Magister. Between the way it limits your spell selection (you can potentially take any spell in the game, but you don’t have the spells known for many, and spells from outside your main list can be tough to justify) and the fact you need two stats to be effective, it balances out the potential problems nicely.

My only complaint is some of the new Mystic Bonds are simply not equal. The Patron and Divine Inspiration bonds give you very little compared to the Sorcerer Bloodline or Metamagic Pool. It might have been an idea to give those two an automatic Hex/Revelation at the same time you gain a bonus feat to give them some oomph, and allowed the use of bonus feats to boost the number of Hexes/Revelations known. It’s a shame, as both the witch and the oracle are two of my favorite classes.

All told, it’s a solid class that won’t break a game. It simply doesn’t have the spells available to be a truly lethal battlefield controller or healer. But it’s great for a party lacking other spellcasters, and even better in a party with both a healer and arcane caster, providing back up for both. I know some people were of the opinion that it was a better Sorcerer, especially give you could take a Bloodline and it's a spontaneous caster, but again, those lost spells known and the need for the two stats make it weaker enough to make up for the huge potential array of spells you can grab. It doesn't matter if you can potentially cast Cure Serious Wounds if you have no room for it.

If you’ve ever wanted to play a divine and arcane caster, but the Mystic Theurge isn’t for you, pick this up. It’s well worth it.


Finally a good 3rd party company

****( )

this is actually a lot better than i would have expected from a 3rd party.
Just read Magus, and its actually pretty damn good. Turns out supergenius is actually putting good work and thought into their products. I only have one concern about 1 magus ability (they get some spells a level higher which raised the dc, effectively heightening them without the feat, but it is a trade off). Now lets hope more companies can follow your guy's example of how to do 3rd party right. I am impressed. Please keep up the good work.

This is a great alternative to the standard casters, with out being a lot of over powered cheese. If you want to play characters that blur the line between arcane and divine this is the class for you.


Divine/Arcane caster

****( )

This product is 10 pages long with 1 page for OGL.

d6, 4 skills, low BaB, very few weapons and light armor. They can wear light armor and cast all spells with no failure chance. The Magus cast spells like a Sorc, they learn a certain number of spells. First they choose a primary spell list Cleric, Druid or Sorc/Wiz list. At least half of their spells known must be part of that list, the rest can be from any spell list.

1 page with 5 new feats and 1 page with advice on how to use a Magus in your world.

Closing thoughts, if you like combined divine/arcane casters then i think you will like this. This is one of the better and likely best balanced one I have seen. My one big worry is that it in a way kinda replaces the Sorcerer. Since one of the class options allows the Magus to get a Sorc Bloodline with most but not all the benefits of the bloodline. I would need to see it in play to be sure but after a read it is a minor worry, I don't think it would. For the price it is a good buy for those looking for a divine/arcane caster or something new and different.


Pretty Slick

*****

Great for a small party in need of a healer, or a caster who doesnt like bein in a box. I really need a GM so I can play this class.


Its good at doing what it is suppose to do . . .

***( )( )

I picked this up because I am actually becoming quite a fan of the Genius Guides, especially the classes. In many cases, they serve as better versions of 3.5 ideas, well integrated into Pathfinder RPG rules.

These guys carry on the tradition of doing a pretty good job of feeling like they are working within the Pathfinder RPG rules, although they are a little complicated compared to most of the official classes that have come out.

I'm not sure this is a "must have" class niche for the game, and this is coming from a guy that spent a lot of 3rd edition as a player running Mystic Theurges. I guess the divine/arcane spellcaster, to me, almost feels more satisfying to pull off when you have to work at it.

Don't let the above fool you though. This isn't a bad class. Its really an interesting idea, and if you don't mind the slightly more complicated mechanics to juggle the concept, there is nothing game breaking about either the power level or even the "fluff" of the class.

I guess, given that I'm used to having to work a bit harder to make the concept work, and the fact that the Mystic Theurge is part of the Core rules, this one still feels like a "its well designed, but I'm not compelled to use it" class.

Obviously what you want out of your spellcasters in your campaigns is going to influence your opinions on this, and if I ever ran a smaller group with someone wanting to have divine and arcane access from the beginning, I do "trust" this class enough that I'd consider letting someone run one.

I'm just not excited enough to "promote" the class to someone that isn't already looking for something like it.


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Super Genius Games

And it's up!

Hyrum.

Super Genius Games

Jared Ouimette wrote:
Smurf

Even Smurf's deserve some Pathfinder love.

Hmm... The Genius Guide to Short Blue People has a nice ring to it....

Hyrum.


Oh, you're going to have to do it now and make it a playable race, Hyrum. There's no turning back now. :P

Scarab Sages RPG Superstar 2009 Top 32

Urizen wrote:
Oh, you're going to have to do it now and make it a playable race, Hyrum. There's no turning back now. :P

+1

I just purchased this as well. It looks very interseting

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Cards, Companion, Modules, Pawns, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

this is such a great class! in the last campaign I played in I was stuck trying to make a Sorcerer/Favored Soul/Mystic Theurge work since no one would play a cleric or wizard...weird. Anyway, my guy sucked.

As a Magus, he would shine! This way I could simultaneously be the sorcerer-type while also loading up on the heal-ability without either sucking in the lower levels.

This is one of my favorite Genius Guides so far.


Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Really great class, I am pleased. Another on the list of super genious classes I am really eager to play.

One little not, it looks like in the class chart you have written spells known where it should say spells per day, on page 2.

Sczarni

I can say this is my favorite spellcasting class from the Genius Guides so far(the dead mage or the shaman just didn´t feel right to me). And I truly like this one.

My main curiosity thou is what would be the exact interaction between this class and your guide to feats of Spellcasting. Specifically refering to:

- Spell Finesse
- Extra Spell Known (would it allow you to bypass the limit of half your spells known being from your primary spell list)

Thanks in advance for any clarification.


DitheringFool wrote:

this is such a great class! in the last campaign I played in I was stuck trying to make a Sorcerer/Favored Soul/Mystic Theurge work since no one would play a cleric or wizard...weird. Anyway, my guy sucked.

As a Magus, he would shine! This way I could simultaneously be the sorcerer-type while also loading up on the heal-ability without either sucking in the lower levels.

This is one of my favorite Genius Guides so far.

is it better than the APG Witch which combines the 2 as well?


Frerezar wrote:

I can say this is my favorite spellcasting class from the Genius Guides so far(the dead mage or the shaman just didn´t feel right to me). And I truly like this one.

really? I dug the shaman

Sczarni

Not saying they were bad classes, I just wasn´t to keen on where they stood regarding the core classes. It was mostly a matter of personal taste than a crytique on their mechanics.

Regarding the witch comparison, it is quite different from it. Thou a Magus qith the Witch´s spell list as it prefered one is an interesting thought.


This looks like it could be the perfect class for a party that needs a healer and an arcanist but doesn't have enough players.


Is this class well-balanced with the other core classes? It sounds dangerously like a gestalt sorcerer/cleric.

Sczarni

Don´t want to spoil to much, but the spells known mechanis it´s given keeps it in check fairly well (or so it would seem).

You can be a full fledged spontaneous arcane caster with a strong divine back up, or a full fledged divine caster with an strong arcane back up.

Paizo Employee Starfinder Design Lead

vagrant-poet wrote:
Is this class well-balanced with the other core classes? It sounds dangerously like a gestalt sorcerer/cleric.

Obviously, avoiding that is the challenge for any class designed to grant access to both arcane and divine spells. Thankfully, in pathfinder clerics and sorcerers are a lot more than access to their spells lists, and there are ways to make spells available to a class without making all other classes undeeded.

In playtesting, this class came out well-balanced, both in overall power and in working with other classes. It works -best- for a party that either lacks both a devoted arcane and a devoted divine caster, or in groups that already include both, but it certainly works as just one leg of that base in a typical 4-man group.

Certainly there is a difference between being potentially able to do anything a cleric or sorcerer can, and being able to do everything both can. While neither is an accurate representation of this class, it comes a lot closer to the first than the second.

Paizo Employee Starfinder Design Lead

Frerezar wrote:
I can say this is my favorite spellcasting class from the Genius Guides so far(the dead mage or the shaman just didn´t feel right to me). And I truly like this one.

Everyone has to have a favortie1 And I am very fond of the magus (though death mages with fetishes -might- edge out magi for me).

Frerezar wrote:

My main curiosity thou is what would be the exact interaction between this class and your guide to feats of Spellcasting. Specifically refering to:

- Spell Finesse

First, let me say we DO try to make sure all our products work together, and this kind of question is exactly why. And we're always thrilled when someone buys multiple products of ours, so we love hearing this kind fo question!

While spellcasting ability attributes are split for the magus, taking Spell Finesse unifies it under one abilitys core, since the feat specifies what abilities it affects.

Frerezar wrote:
- Extra Spell Known (would it allow you to bypass the limit of half your spells known being from your primary spell list)

Absolutely not. However, as your total spells known at a given level increase, obviously the number that can be from non-promary spell lists increased by half that. So if you add 2 spells known to 3rd level, one can be primary and one non-primary.

Sczarni

Thanks for the quick reply,
I will be reflavoring this bad boy for my homebrew this weekend. Fits perfectly with the concept of a spellcasting tradition of mortals with god blood within them.

Dark Archive

Well I picked this up with the sale going on, along with a few others products. I have skimmed it and will give a review eventually of it.


Took advantage of the sale today. Product looks fantastic.

I wholeheartedly plan to test it out and rip apart idea wise.


Thanks for a wonderful product. I may not use it as is, but it has already provided some inspiration for a D20 Modern game.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

I've also got a question about how well this and something from Genius Guide to Feats of Spellcasting would work together.

Would the Second Bond feat (and Improved Bond) from Feats of Spellcasting also be applicable to the Magus's Mystic Bond? It seems like it'd be a perfect fit for what the feat is meant to do.

Paizo Employee Starfinder Design Lead

Alzrius wrote:

I've also got a question about how well this and something from Genius Guide to Feats of Spellcasting would work together.

Would the Second Bond feat (and Improved Bond) from Feats of Spellcasting also be applicable to the Magus's Mystic Bond? It seems like it'd be a perfect fit for what the feat is meant to do.

Yes, as will be made explicit in the Adventurer's Handbook.

Liberty's Edge

Hi Owen,

Quick question: I'm confused about these "Genius Guides". Most are from a company called Super Genius yet this is from Otherworld Creations. It looks like you do both and and both companies do "Genius Guides"

Like I said, I'm confused ... why two companies?

Thanks

Super Genius Games

Marc Radle 81 wrote:

Hi Owen,

Quick question: I'm confused about these "Genius Guides". Most are from a company called Super Genius yet this is from Otherworld Creations. It looks like you do both and and both companies do "Genius Guides"

Like I said, I'm confused ... why two companies?

Thanks

Hey Marc,

Super Genius Games is an imprint of OtherWorld Creations. It's a long story why. :D

Hyrum.
OWC/SGG

Dark Archive

Posted my review of the product.

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Cards, Companion, Modules, Pawns, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
MerrikCale wrote:
DitheringFool wrote:

this is such a great class! in the last campaign I played in I was stuck trying to make a Sorcerer/Favored Soul/Mystic Theurge work since no one would play a cleric or wizard...weird. Anyway, my guy sucked.

As a Magus, he would shine! This way I could simultaneously be the sorcerer-type while also loading up on the heal-ability without either sucking in the lower levels.

This is one of my favorite Genius Guides so far.

is it better than the APG Witch which combines the 2 as well?

Sorry, just saw this - good question! I've not paid much attention to the Witch because the carries too much baggage for my taste. However, I did take a quick look.

The two classes have the same BAB and Saves. The Magus has less spells per day and far less known spells but a wider pool of potential known spells. Both classes have special mechanics (Hexes, familiars, bonds, and talents).

Witches seem to stay closer to their theme whereas the Magus feels more like there are a few stereotypes you could pursue (a mystic theurge base class, a counter spell expert, a metamagic specialist, ...)

Which is better? Beats me... If I was going to rebuild my character, I would still go with a Magus with the divine heritage (luck domain).

Dark Archive

Added my review of this and several other Genius Guides up over at ENworld, just a FYI to Otherworld Creations.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

this is actually a lot better than i would have expected from a 3rd party.
Just read Magus, and its actually pretty damn good. Turns out supergenius is actually putting good work and thought into their products. I only have one concern about 1 magus ability (they get some spells a level higher which raised the dc, effectively heightening them without the feat, but it is a trade off). Now lets hope more companies can follow your guy's example of how to do 3rd party right. I am impressed. Please keep up the good work.

This is a great alternative to the standard casters, with out being a lot of over powered cheese. If you want to play characters that blur the line between arcane and divine this is the class for you.

definitely 4 magic missiles out of 5

Paizo Employee Starfinder Design Lead

Name Violation wrote:

this is actually a lot better than i would have expected from a 3rd party.

Now lets hope more companies can follow your guy's example of how to do 3rd party right. I am impressed. Please keep up the good work.

This is a great alternative to the standard casters, with out being a lot of over powered cheese. If you want to play characters that blur the line between arcane and divine this is the class for you.

definitely 4 magic missiles out of 5

We're really glad you enjoyed it! While obviously every game company is going to have a different take on how to design things such as classes and spells, I think it's safe to say SGG has people with a fair amount of experience in this field.

And we listen to fan feedback, so we really appreciate you taking the time to comment!


Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Name Violation wrote:

this is actually a lot better than i would have expected from a 3rd party.

Just read Magus, and its actually pretty damn good. Turns out supergenius is actually putting good work and thought into their products. I only have one concern about 1 magus ability (they get some spells a level higher which raised the dc, effectively heightening them without the feat, but it is a trade off). Now lets hope more companies can follow your guy's example of how to do 3rd party right. I am impressed. Please keep up the good work.

This is a great alternative to the standard casters, with out being a lot of over powered cheese. If you want to play characters that blur the line between arcane and divine this is the class for you.

definitely 4 magic missiles out of 5

You will find this the case with pretty much all of their products. Owen is quite adept at inspiring my creative player/dm side while indefinately frustrating my inner munchkin. As a dm i always use my munchkin side to find exploits that i should be worried about when i add material to my game. I have just about stopped doing that with super genius products. There are exactly 2 sentances if have changed in 2 products for my table. The rest have a blanket OK. I make more changes to core systems then i do to super genius products.

Lantern Lodge

As asked before with the Archon, but most certainly emphasized on this one since they share the same name -- How does this compare to the PF class?


Me'mori wrote:
As asked before with the Archon, but most certainly emphasized on this one since they share the same name -- How does this compare to the PF class?

Competely different. The PF magus is a fighter/mage, the Genius Magus is a divine/arcane caster.

Hyrum.

Lantern Lodge

Ooooh... Thanks Harbinger Monkey! You're the greatest!

Paizo Employee Starfinder Design Lead

Me'mori wrote:
As asked before with the Archon, but most certainly emphasized on this one since they share the same name -- How does this compare to the PF class?

The Super Genius Games magus came out quite a while before magus was chosen as the name for a new base class by Paizo, and we've been debating the question of changing its name since then. (I believe the answer is that we will, likely to the magister). To be clear we don't begrudge Paizo grabbing a great name (we're playing in their sandbox, after all), we just want to do what makes the most sense to avoid confusion.

The class from The Genius Guide to the Magus is a class designed to allow a character to combine different kinds of spellcasting into their character, from 1st level, gaining some of the benefits of all their sources without being unbalanced. In many ways it's a base class mystic theurge, except it handles making a druid/bard just as well as making a cleric/wizard.


I hope not, The name "magus" makes sense for a learned spellcaster, not for a warrior mage. I don't see why both can't exist with shared nomenclature.

Dark Archive

JRR wrote:
I hope not, The name "magus" makes sense for a learned spellcaster, not for a warrior mage. I don't see why both can't exist with shared nomenclature.

I think they should fight to the death and the winner loots the losers body. :)

Lantern Lodge

Dark_Mistress wrote:
I think they should fight to the deal and the winner loots the losers body. :)

Yes, but at what level shall these tests be enacted? 4, 8, 12, 16, and 20?

It'd be a neat test of "trial by combat".. Jason plays the PF Magus, Owen plays the S.G.G. Magus, and the Arena fight is posted on these boards. Depending on the winner, the class either keeps its name or changes it.

...Merry Christmas Paizonians?

Dark Archive

Me'mori wrote:

Yes, but at what level shall these tests be enacted? 4, 8, 12, 16, and 20?

It'd be a neat test of "trial by combat".. Jason plays the PF Magus, Owen plays the S.G.G. Magus, and the Arena fight is posted on these boards. Depending on the winner, the class either keeps its name or changes it.

...Merry Christmas Paizonians?

If you want to go that route, then I suggest letting Jason and Owen get oiled up and wrestle it out in speedo's... and post the video up for us to watch. :D

Liberty's Edge

Um ... wow ?

and maybe ... yikes ...

Dark Archive

Marc Radle wrote:

Um ... wow ?

and maybe ... yikes ...

I pay good money to see that... just saying. :)


Owen, I like the proposed name change of the Magus to Magister.


I agree, I like the proposed name change, Magister also.

Paizo Employee Starfinder Design Lead

HalcyonAndOn wrote:
I agree, I like the proposed name change, Magister also.

I suspect this is what we are going with, and the changes are in process right now, since suddenly it's important.


Cool. I'll pick this up after the name switch.

I've just recently been introduced to your PDF's, great stuff! (I quickly picked up all the Genius Guides to Feats).

I also put two and two together and realized you were one of the Star Wars Saga authors (awesome!).

Anyway, I'll be getting more of your PDF's, that's for sure...

Michael

Paizo Employee Starfinder Design Lead

HalcyonAndOn wrote:

I've just recently been introduced to your PDF's, great stuff! (I quickly picked up all the Genius Guides to Feats).

I also put two and two together and realized you were one of the Star Wars Saga authors (awesome!).

Anyway, I'll be getting more of your PDF's, that's for sure...

Welcome to the fold! Yeah, I was one of the co-authors of SAGA, as well as a lot of other stuff for WotC, Green Ronin and even the fine folks here at Paizo!


Well, I was going to wait for the name change to pick this up, but with the current discount, you just might force me to get it early...

Paizo Employee Starfinder Design Lead

HalcyonAndOn wrote:
Well, I was going to wait for the name change to pick this up, but with the current discount, you just might force me to get it early...

The "Sorry You can't Make It To PaizoCon" Sale is 50% off for a limited time, and we always give all existing customers free access to any updates, so I'd recommend it!


Very cool, thanks Owen - you talked me into it (not a very hard task).

RPG Superstar 2009 Top 32

JRR wrote:
I hope not, The name "magus" makes sense for a learned spellcaster, not for a warrior mage. I don't see why both can't exist with shared nomenclature.

Ironically, this class is closer to the original meaning of Magus.

Paizo Employee Starfinder Design Lead

Lord Fyre wrote:
JRR wrote:
I hope not, The name "magus" makes sense for a learned spellcaster, not for a warrior mage. I don't see why both can't exist with shared nomenclature.
Ironically, this class is closer to the original meaning of Magus.

We were pretty pleased with our magus. :) However, getting to play with paizo's toys is well worth the occasional renaming effort, and I'm not too upset we'll soon have a magister in the fold rather than a magus.

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