Class Acts: Magus Archetypes (PFRPG) PDF

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The Class Acts PDFs introduce new class options for the base classes and core classes featured in the Pathfinder Roleplaying Game. Every PDF contains two full pages of high quality content (no fluff or filler)!

Class Acts: Magus Archetypes includes three new magus archetypes: the Arcane Dreadnaught, the Magelance, and the Magus Mysterion.

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Cool archetypes that could have used a tad bit more space

4/5

This pdf is 4 pages long, 1 page front cover, 1 page SRD, leaving 2 pages of content for 3 new archetypes for the Magus, so let's check them out!

The first new archetype is the arcane dreadnought, who does not incur a spell failure chance when using a shield and may imbue select powers from his/her arcane pool to temporarily enhance their shields with magical bonuses and even special qualities. Arcane dreadnoughts also get medium and heavy armor proficiencies earlier at the expense of bonus feats and also armor training, making this essentially a shield-based magus with enhanced defense capabilities.

The second archetype is the Magelance, a magus specializing in mounted combat who can use his arcane pool through his lance with ease, but at the expense of other weapons, which take double the amount of necessary points. Magelances must spend 1 point of his/her pool to use spellstrike with non-lance weapons. However, Magelances gain a phantasmal steed that counts as a construct and is based on the druid's animal companion using magus levels -4 as a basis. Interesting archetype, especially to portray a mystic knight or in war-themed campaigns. Neat!

The final archetype is the Magus Mysterion, who adds Bluff and Disguise to the list of class skills, learns additional illusion-spells which he may add to his spell-list- Also his deceitfulness allows the Mysterion to enhance his powers against creatures fooled by disguises and craft an illusionary, rather powerful armor, which however, can be disbelieved. All of these powers, though, come at a reduced arcane pool. Again, neat, especially since just slapping rogue talents on a magus would have been the easier road.

Conclusion:
Editing and formatting is very good, I didn't notice any significant glitches. Layout adheres to Abandoned Arts' 2-column no-frills standard and the pdf has no bookmarks, but needs none at this length. The three archetypes herein are all rather specific in their focus and were it once gripe I have with this pdf, then that's it: Why can't e.g. Magelances not choose one type of mounted weapon? Cavalry hammers? Etc.? I get the intention and I like the execution, but as written, the restriction to lances only feels unnecessary to me. The Mysterion is a cool trickster-magus, reminiscent of a certain bowl-helmeted Spiderman villain and the dreadnought is nice for shield-bash aficionados. Mechanically, there's not much to complain here, though I do have one gripe - the fact that this pdf just ultimately failed to blow me out of the water like e.g. Class Acts: Monk Archetypes did - perhaps if the Mysterion had some more space and additional signature abilities, it would be even more awesome - the same goes for the other two archetypes. A bit more space would have helped these. Thus, I'll settle for a final verdict of 4 stars.

Endzeitgeist out.


Contributor

Now available!

RPG Superstar Season 9 Top 32

Thanks, Liz!

Contained herein:

the Arcane Dreadnaught, an intimidating, armored-and-shielded magus;
the Magelance, a spectrally-mounted magus who focuses his arcana through the funnel of his lance; and
the Magus Mysterion, a deceptive illusionist who draws power from an air of mystery

Enjoy!

Daron Woodson
Abandoned Arts


I love magi. So naturally had to buy this. Quick thoughts as I'm reading through:

Arcane Dreadnought: A shield magus! Totally awesome, and I would hands-down pick this archetype over Skirnir every day of the week. Only issue: Spell Combat needs to be included in this archetype if only to list that you can cast spells with your shield hand, and use Spell Combat without that hand free. Otherwise a magus only gets a Shield + a free hand. Unless this was totally the flavour intended.

Magelance: This immediately in my head becomes magelancepounce, which sadly isn't something this archetype can do :P Again, the issues arises of Spellcasting/Spell combat that the Magus has 2 hands full with a lance, until level 3 when he gets the Mount spell added to his spellbook. I would have the spell added for free at first level, and then just give him Mounted Combat at 3 as is.
The entirely best part of this archetype: construct-type horse at Druid level -4, gained at level 5. Boon companion never looked so sweet. While potentially a little powerful, in reality its... just a horse.

Magus Mysterion: I went in hoping it would be something like Guild Wars 2 Mesmer class. While not so combat-illusion happy, the archetype definitely loves illusions. Illusory Armor is a great idea, free AC with the drawback of it being... well, an illusion. Keep your light armor on, but get free bonuses!

I really enjoyed the whole product, regardless of a few rules (or flavour) clarifications that need to be made!

RPG Superstar Season 9 Top 32

dunebugg: Actually, you can perform somatic components with a light shield in hand. That's how clerics do it! You can also use your shield as your weapon, which would be a fantastic choice for an arcane dreadnaught (and would facilitate the use of a heavy shield).

I'm glad you enjoyed the product. The magus mysterion is my personal favorite. : )

Daron Woodson
Abandoned Arts


And reviewed here, on DTRPG and sent to GMS magazine. Cheers!

RPG Superstar Season 9 Top 32

Thanks for the review, Endzeitgeist.

Daron Woodson
Abandoned Arts

Paizo Employee Design Manager

Hey Daron (and anyone else at Abandoned Arts), I was checking this out and had a question. Is Arcane Dreadnought supposed to be able to use a weapon and shield and still use Spell Combat? It looks like Spell Combat demands a free hand, so I'm not sure if the intent here was to allow the Arcane Dreadnought to be able to use Spell Combat with a weapon and light shield, or to just use a Heavy shield as your weapon and maintian a free hand.

RPG Superstar Season 9 Top 32

Ssalarn,

Spell combat does indeed require a free hand, as do somatic components (unless you're using a light shield or a buckler).

The best bet for an arcane dreadnaught is to wield a shield bash or a spiked shield as his or her weapon of choice. The dreadnaught gains Improved Shield Bash for free for just that reason. Armor spikes, unarmed strikes, and other hands-free weapons make good choices, too.

Or... you could get creative (especially if you're comfortable entering "ask your GM first" territory). Here's a fun little work-around that one of my more experienced playtesters discovered. He took the "playtest" dreadnaught and swapped out feats until he was Quick Draw-ing tridents and hurling them at enemies as a part of his Spell Combat routine. Check this out:

SPELL COMBAT

1.) To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand.

One hand is free, the other is wielding spiked heavy shield. Check.

2.) A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Check. The magus casts a ranged spell with his free hand.

3.) As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).

Check! The trident is a melee weapon, even if you aren't making melee attacks with it. The dreadnaught begins hurling tridents and drawing new ones with Quick Draw. He stays nice and safe; armored up with a heavy shield and well out of melee range.

And that's without Throw Anything! Of course, "just use your fist or a shield bash with your free Improved Shield Bash" feat is the default strategy. Ultimate Combat contains so many great feats for "unarmed strikers," though, that I'm sure a shield-and-fist dreadnaught could be built to perform at least as well as a shield-basher.

Cheers!

Daron Woodson
Abandoned Arts

Paizo Employee Design Manager

Awesome Daron, thanks so much for the reply!

RPG Superstar Season 9 Top 32

You're welcome.

Daron Woodson
Abandoned Arts


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber

Hey there,
With the Magelance archetype do you believe it would be balanced to swap out Phantasmal Steed for an actual animal companion (horse). I wanted to make a magus have a more cavalier feel to it. Would it make it more balanced to have the animal companion be at a -4 level. Thanks.

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