Down with Gish threads... long live the Magus!


Pathfinder First Edition General Discussion

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Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Cele wrote:
I want the magus to be able to cast spells with a sword in each hand or while wielding a two handed weapon.

There really is no way to make a gish class that will please anyone without breaking the class structure. It sure seems like that anyway.


I find it interesting the references to the Battle Bard... To me a battle bard sounds more like a Spell-less Ranger variant. What makes a bard a bard stems from it's class abilities. The only other things of real value I could see them trading off would be BAB/HD or casting. That being said it is going to be a BATTLE Bard, so I would imagine the thing to get weakened would be spell-casting in exchange for melee abilities.

I have no inside knowledge, this is just my thoughts.

As for something I would like to see in a Magus class. I would like to see them be proficient with a 'class' of Martial weapons as it is spelled out in the Fighter Weapon Training. They won't be proficient with all Martial Weapons but get a class of weapons they are proficient with, then they get bonuses similar to a Fighter's Weapon Training, but only for that group of weapons.

I am not a fan of giving them Weapon Specialization or qualifying for Fighter feats.

I am also not a fan of the bonded weapon idea.


Torinath wrote:

As for something I would like to see in a Magus class. I would like to see them be proficient with a 'class' of Martial weapons as it is spelled out in the Fighter Weapon Training. They won't be proficient with all Martial Weapons but get a class of weapons they are proficient with, then they get bonuses similar to a Fighter's Weapon Training, but only for that group of weapons.

I can get behind this, that is a neat ideal. I also agree with ya on feats and WS as well as the weapon bond thing


weapon bond = lure for GMs to sunder

I mean we all know how much GMs can't resist trying to cause paladins to fall, I see a bonded weapon as a similar lure.


Torinath wrote:

I find it interesting the references to the Battle Bard... To me a battle bard sounds more like a Spell-less Ranger variant. What makes a bard a bard stems from it's class abilities. The only other things of real value I could see them trading off would be BAB/HD or casting. That being said it is going to be a BATTLE Bard, so I would imagine the thing to get weakened would be spell-casting in exchange for melee abilities.

I have no inside knowledge, this is just my thoughts.

As for something I would like to see in a Magus class. I would like to see them be proficient with a 'class' of Martial weapons as it is spelled out in the Fighter Weapon Training. They won't be proficient with all Martial Weapons but get a class of weapons they are proficient with, then they get bonuses similar to a Fighter's Weapon Training, but only for that group of weapons.

I am not a fan of giving them Weapon Specialization or qualifying for Fighter feats.

I am also not a fan of the bonded weapon idea.

I believe the battle bard is going to be alternate spell lists so that they are not all enchantment/illusion focused.

Personally, I would like to see a class that gets decent buffs, battlefield control, and attack spells. I would include many of the elemental evocation spells, and transmutation spells to change shape.

I would be fine with a full BAB 2/3 casting class, but would not want it. In order to be ballanced, that class needs to have pretty much no class features. Just look at the EK. The standard build I have seen, 5 Wizard, 2 fighter, gets 3 bonus feats and a bad capstone for class abilities and is fairly ballanced overall. If you make this class full BAB and 2/3, you pretty much strip all useful class abilities out of it unless you horribly nerf the spell list. I would prefer to see a solid spell list and cool class features. All of the current 3/4 BAB classes except the rogue have ways of upping their hit bonus at first level, and the rogue gets an equivalent damage bonus. They are not always on, but they bring them up in power with the full BAB classes. I like this mechanic.

I do not like abilities the 3.5 version of arcane strike. I hate sacrificing your spells for the day to perform your basic function. Its a major reason they changed channel energy the way they did, and I would not want to see this repeated.

I would like to see abilities that rely on combining magic and actucal spells. For instance, a strike that makes an opponent more susceptable to your next spell DC. This would help offset the problem where bard save DCs are lower than a full caster's DCs due to lower maximum spell level. It would give them a unique niche where their low level spells are effectively higher than a wizard's, but it would take 2 rounds. Since they can't afford to take certain feats to increase the DCs as much, I don't mind this.

I would like to see an ability to use a move action to cast a spell against a target after a successful strike. I would limit this to single target spells, and grant it only a few times per day, probably 1/6 lvls.

I would give them a handful of bonus feats, and include certain fighter only feats in the list, particularly Disruptive and Spellbreaker. I would make this every 5 lvls or so.

Dark Archive

Matthew Morris wrote:
My two C-bills on the hybrid issue.

But what you're describing is not a class that needs further development. The bard, cleric, druid, and battle sorcerer aren't really anything like what people have been requesting. And if they were, people would just use them and there'd be no need for a new class. You're also describing a build that seems to me to be exactly what the eldritch knight is good for.

On the other hand, what people are asking for is not a hybrid wizard/fighter that can fight better than a wizard and cast better than a fighter. They're asking for a dude who stabs magically. This concept is exemplified in the duskblade (and only the duskblade) in WotC-published 3.5, and whereas I'm sure it's been done elsewhere successfully, where it has not been done successfully is in the bard, battle sorcerer, or eldritch knight. I won't comment on the psychic warrior as I've never played in a campaign that allowed psionics.

Buffing can definitely be a part of such a class, but really it's less about buffing and more about being a warrior who fights using magic to compliment swordplay. Somebody said earlier that I was describing a jedi, and yeah, I think that's pretty accurate. Jedi is a lot closer to the concept than battle sorcerer or bard.

Shadow Lodge

@Benn: This is why 'gish' is such a crappy word; it holds no meaning. I love your idea but when I hear Gish I think fighter/ magic user which would be more closely done with the 3/4 BAB + 2/3 caster. From the looks of this thread many others are equally confused by it.


0gre wrote:
@Benn: This is why 'gish' is such a crappy word; it holds no meaning. I love your idea but when I hear Gish I think fighter/ magic user which would be more closely done with the 3/4 BAB + 2/3 caster. From the looks of this thread many others are equally confused by it.

I see 3/4 BAB + 2/3 caster, I don't see gish, I see bard. Some who stands off to the side and every once in awhile we jump in and poke ineffectively with their rapier and then run away again for two rounds.


Man if you think a bard can only stand on the sidelines you have not seen a bard played well. 3/4 BAB + 2/3 caster is pretty much the classic fighter/mage. Full BAB+ half caster I am not sure what it is but it is not a classic fighter/mage so much as a arcane ranger of some type.


seekerofshadowlight wrote:
Man if you think a bard can only stand on the sidelines you have not seen a bard played well. 3/4 BAB + 2/3 caster is pretty much the classic fighter/mage. Full BAB+ half caster I am not sure what it is but it is not a classic fighter/mage so much as a arcane ranger of some type.

Yup, this guy just fills his foes full of terror, lol.


As I said, you have clearly never seen a well played bard.


A well played bard stabs you with your sword. Then he make you stab the guy next to you.


Just to toss my two copper in.....

I really don't have an issue with 3/4 BA, and Bard casting progression.

What I want to see in a concept like this is someone who actually uses arcane energy to enhance their fighting abilities.

Some kind of ability to channel arcane energy into their melee strikes so that they have a plus to hit and damage.

I would prefer it didn't even rely on bonding to a specific weapon.
So you usually swing a sword, great....but in a pinch I want to pick up a tree branch, charge it with energy, and start whacking.

The Spellsword from Tome of Secrets was close, but needs some work.

Dark Archive

I feel it was a mistake to force HD/P and BAB together. It reduces your options in design. It seems like caster progression has been merged in as well.

I would like to see full BAB, after spending points on a mental stat, you will not have the ability to hit as often or as strong as a full BAB class with most or almost all points spent on physical stats. Having the freedom to balance it with HD/P and caster progression makes it a more viable option.

I don’t mind a slow spell progression like bards & duskblades but I always felt like the spell progression of the Pal/Hex was next to useless. At least the PF Pal progression is slightly better than the 3.5 one and moving it to CHA strengthened the use of their spell system.

Expecting Paizo to use ¾, consider this option.
I would like to see some sort of feature where say maybe once every 5 levels, you get a choice to increase your BAB or Spell Progression by one level. For example, A bard at level 5 has BAB+3 and 2 2nd level spells. With this option, he may choose to increase his BAB to +4(or just give a +1 bonus to keep the delay to full attack and keeps the feats with minimum BAB to still require the ¾ formula) or increase his spell progression so he would have an extra spell per day. It still leaves him behind the full BAB people and the extra spell is lover level than a wizard. Remember this is not every level, just once every 5 levels or so.

I used a similar system for Psychic Warriors where they could choose to swap some of thier bonus feats for a +1 to attacks. Alternatively, they could use the bonus feats to add power points with the regular feat for such.

I also really like the idea presented about different versions: ranged, melee, ect.

One weakness I saw in the Duskblade was the extremly limited spell selection. I would like an expanded number of spells or some eclectic learning from the old 3.5 books.

Unless the class has really SPECTACULAR side features. I don't see myself trading in a full BAB Duskblade for a 3/4.


Well this is probably going to be my last post, though I'll probably stop back to see if anything interesting arises.

I would just caution everyone again, do not be so tied to certain restrictions (3/4 BA, 2/3 casting, no spells at 1st level, etc), that you make the class so bland that the players most likely to play it are turned off. In that case, PF would just be wasting the paper on a class nobody ultimately bothers to play (like WotC did in 3.5 with the Hexblade). That would be a loss for everyone.

Anyway, take care and have fun.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Raymond Lambert wrote:
I feel it was a mistake to force HD/P and BAB together. It reduces your options in design.

I see it as refining the pre-existing logic behind traditional class design. Why did the traditional classe hit dice range from d12-to d4. It's based on fighting ability.. The fighter types got the heavy dice because combat was practically all they were about, similarly the wizards got d4's because they were practically inept in combat, on the par of 0-level Humans when they start out.

The pairing of combat ability and hit dice type gives an unifying logic to class design and Paizo is to be commended in sticking to it.


LazarX wrote:
Raymond Lambert wrote:
I feel it was a mistake to force HD/P and BAB together. It reduces your options in design.

I see it as refining the pre-existing logic behind traditional class design. Why did the traditional classe hit dice range from d12-to d4. It's based on fighting ability.. The fighter types got the heavy dice because combat was practically all they were about, similarly the wizards got d4's because they were practically inept in combat, on the par of 0-level Humans when they start out.

The pairing of combat ability and hit dice type gives an unifying logic to class design and Paizo is to be commended in sticking to it.

Fighting Ability =/= toughness

A person who focuses on gunning the tank cannon would not need to be as tough as a front line solider, but both are equally dedicated to hitting things.

I agree with Raymond Lambert, this was a bad idea.


LazarX wrote:
Raymond Lambert wrote:
I feel it was a mistake to force HD/P and BAB together. It reduces your options in design.

I see it as refining the pre-existing logic behind traditional class design. Why did the traditional classe hit dice range from d12-to d4. It's based on fighting ability.. The fighter types got the heavy dice because combat was practically all they were about, similarly the wizards got d4's because they were practically inept in combat, on the par of 0-level Humans when they start out.

The pairing of combat ability and hit dice type gives an unifying logic to class design and Paizo is to be commended in sticking to it.

I agree with ya here it was a logical step and one I am glad they made.


Hitting not as often? Well, if you fear the MAD too much than waht about some ability like monk's WIS bonus to AC - casting stat bonust to attack/damage?


Captain Sir Hexen Ineptus wrote:
I agree with Raymond Lambert, this was a bad idea.

And I disagree.

Besides, it isn't like switching a class from d10 hit dice to d8 hit dice would be the thing that makes the class balanced or unbalanced. It would be approximately the same as being set with one less feat in terms of power.

Whether or not one is asking for d10 HD with 3/4 BAB or d8 HD with full BAB, it isn't that significant of a jump in power from the standardized system currently used.


Captain Sir Hexen Ineptus wrote:
LazarX wrote:
Raymond Lambert wrote:
I feel it was a mistake to force HD/P and BAB together. It reduces your options in design.

I see it as refining the pre-existing logic behind traditional class design. Why did the traditional classe hit dice range from d12-to d4. It's based on fighting ability.. The fighter types got the heavy dice because combat was practically all they were about, similarly the wizards got d4's because they were practically inept in combat, on the par of 0-level Humans when they start out.

The pairing of combat ability and hit dice type gives an unifying logic to class design and Paizo is to be commended in sticking to it.

Fighting Ability =/= toughness

b]A person who focuses on gunning the tank cannon would not need to be as tough as a front line solider, but both are equally dedicated to hitting things. [/b]

I agree with Raymond Lambert, this was a bad idea.

You're right :-

Spoiler:
..so we build one with high Con, high AC, Endurance, Toughness and any other feats/bells and whistles we believe represent a tough SOB..

...while we build the other (gunner) focusing on Dex and accuarcy related feats/bells and whistles - anything we believe will represent a ranged combatant.

They're both fighters -- the BAB/HD linking represents minimum fighting ability repreent training and physical conditioning: Our builds/character choices provided the rest.

The linking of BAB+HD is a *good idea*. It sets down a standard that helps promote 'balanced'* design and provides a framework for both Paizo and people running homebrews** to operate in.

Lets think of it as defining a language - a unified system we can all work from/with.

//

OT: Personally, at gun-point I'd say: 3/4 BAB. D8 HD max with skills/abilities that focus on performing magical attacks in melee. A class that makes good use of various energy types and quick, one-shot combat tricks and some arcane-related defence.

So, something more versitile than a fighter but not as strong in an extended fight and A with more magical defenses (remembering that a fighters typical weakness is Will saves - ''Dominate the party fighter never gets old huh Mr Enemy Enchanter?'')

At gun-point mind - personally I'd like to see multiclassing not penalise caster as much.

I think that trick is, rather than fussing over X BAB Y HD and Z Casting it'd be more constructive if we defined the role/strengths and weaknesses that we'd like to see.

*..remembering that balance is an constant, continual process

**..and lets not forget - most of us will pick and choose the elements of the system that works for us and our good 'ole fashioned homebrew madness


My fix for the cleric in 3.5 was that they got the worse base attack bonus, but D8 hit die.

This kept them from being too powerful in melee combat, but still able to up into melee.


Ok, so a lot of people have said they want abilities that merge casting and melee. What would those abilities look like? They are the important thing about the class after all, much more than the hit dice and BAB.

I have already provided a few: increased DCs for people just attacked, and the ability to cast as a move action after a standard attack.

I would like to add to the list the ability to deliver touch spells through a weapon on the same round they are cast and a bonus to casting defensively so they don't need to leave melee.


I am not sure I want to see a spellstrike like ablity, what I would like to see is something that allows them to do some kind of energy based damage with a weapon a few times a day. It could be something that scales like the alchemists bombs or maybe something more like smite but I would like to see some kind of ability of that nature

Something that can not be duplicated by going EK. I also would like to see light armor casting like the bard and at lest going to medium with level. I do not think they need heavy but light and medium would be nice.

Other then that I am not sure right now.


Caineach wrote:
Ok, so a lot of people have said they want abilities that merge casting and melee. What would those abilities look like? They are the important thing about the class after all, much more than the hit dice and BAB.

For me at least, they would look something like this....

Eldritch Infusion (Sp): You draw upon your arcane power to infuse a weapon with magical energy. As a swift action, you can grant any single weapon a +1 bonus on attack and damage rolls, and the weapon is treated as magic for purposes of overcoming damage reduction. A Spellblade also adds this bonus to any combat maneuver checks made with this weapon, and it applies to any combat maneuver defense when defending against disarm and sunder attempts made against this weapon.
For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
While a spellblade often chooses a single weapon to use this ability, he may switch weapons throughout the duration of the ability (although he cannot infuse more than one weapon in a single round). Should a spellblade let go of a weapon (e.g. throwing or dropping it) it then loses its infusion prior to the spellblade’s next turn.

Special Ability (Sp): At 3rd level, the spellblade may add special abilities to an infused weapon. A special ability functions the same as if it were enchanted on the weapon. Unlike a magic weapon, however, the special ability may be infused without the minimum +1 requirement (although it is considered a +1 or +2 enhancement for purposes of adding it to an existing magic weapon).
At 3rd level, the spellblade may choose one of the following +1 enhancements:
Bane, Defending, Flaming, Frost, Shock, Ghost Touch, Keen, Mage bane, Merciful, Mighty Cleaving, Morphing, Spell storing, Sundering and, Thundering. Mighty Cleaving requires the spellblade to have the Cleave feat.
The spellblade may select an additional +1 enhancement at 6th and 9th levels. Some enhancements, such as bane, are actually several enhancements. The spellblade will need to select a specific enhancement within the group, although he
may select another enhancement from within that group later. For example, at 3rd level a spellblade may select bane (aberrations) and then select bane (elf) at 5th level.
At 12th, 15th, and 18th level, the spellblade may either take two +1 enhancements or select a +2
enhancement from the following list: Disruption, Flaming Burst, Ghost strike, Icy Burst, Shocking Burst, Transmuting, and Wounding.
A spellblade must keep his total limit of enhancements (1/2 spellblade level, round down) in mind when adding a special ability. Thus, a 4th level spellblade could create a dagger +1, orc bane, but a 9th level spellblade could not put all three of his special abilities into his +2 infused weapon (as he is limited to a total of +4 enhancements). A spellblade may sacrifice some of his infuse weapon bonus in order to attach extra special abilities.

Arcane smite (Sp): When you activate this ability, ( a swift action) you can channel greater arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must sacrifice one of your spells for the day (of 1st level or higher) but you gain an additional bonus on all attack rolls for one round equal to the level of the spell sacrificed, as well as extra damage equal to 1D4 x the level of the spell sacrificed. The bonus you add to your attack rolls cannot be greater than your base attack bonus.


the first is more or less already in game as a feat, the 2nd looks like a paladins bond so prob should not come into play at 3rd level, not bad though

Arcane smite isn't bad I would not make it a spell trade but it's own ablity with a limit on times per day however.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Here's a question for hybrids in general.

Are they a fifth wheel character?

IOW, where does the Magus fit in in the four man band meatshield/skill monkey/arcanist/healier?

Dark Archive

How about an ability that essentially lets him treat any weapon as having the spell storing ability?


Matthew Morris wrote:

Here's a question for hybrids in general.

Are they a fifth wheel character?

IOW, where does the Magus fit in in the four man band meatshield/skill monkey/arcanist/healier?

None of the new classes in the APG really fit into that mold, but they all can work great in a party. The standard 4 man band is not needed.

Nightree, I agree with Seeker. Eldrich Infusion is too much like arcane strike, and with both of them swift actions they become mutually exclusive. The special ability is too powerful, giving a +9 weapon for free all day. I would handle it more like a Paladin's as well, but I do like the flavor of it. As for the 3rd, I have already said I do not like giving up spells for attacks. I know others like this mechanic, but I really hate not being able to cast because I fought.


seekerofshadowlight wrote:
the first is more or less already in game as a feat,

Correct...I had originally just given them Arcane Strike as a bonus feat, but then decided to beef it up a bit and made it an actual class feature instead.

seekerofshadowlight wrote:
the 2nd looks like a paladins bond so prob should not come into play at 3rd level, not bad though

It's similar, but since this is their "main shtick" I think it's OK falling a little earlier.

seekerofshadowlight wrote:
Arcane smite isn't bad I would not make it a spell trade but it's own ablity with a limit on times per day however.

I'll have to give that some thought.........


nighttree wrote:
Caineach wrote:
Ok, so a lot of people have said they want abilities that merge casting and melee. What would those abilities look like? They are the important thing about the class after all, much more than the hit dice and BAB.

For me at least, they would look something like this....

Eldritch Infusion (Sp): You draw upon your arcane power to infuse a weapon with magical energy. As a swift action, you can grant any single weapon a +1 bonus on attack and damage rolls, and the weapon is treated as magic for purposes of overcoming damage reduction. A Spellblade also adds this bonus to any combat maneuver checks made with this weapon, and it applies to any combat maneuver defense when defending against disarm and sunder attempts made against this weapon.
For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
While a spellblade often chooses a single weapon to use this ability, he may switch weapons throughout the duration of the ability (although he cannot infuse more than one weapon in a single round). Should a spellblade let go of a weapon (e.g. throwing or dropping it) it then loses its infusion prior to the spellblade’s next turn.

Special Ability (Sp): At 3rd level, the spellblade may add special abilities to an infused weapon. A special ability functions the same as if it were enchanted on the weapon. Unlike a magic weapon, however, the special ability may be infused without the minimum +1 requirement (although it is considered a +1 or +2 enhancement for purposes of adding it to an existing magic weapon).
At 3rd level, the spellblade may choose one of the following +1 enhancements:
Bane, Defending, Flaming, Frost, Shock, Ghost Touch, Keen, Mage bane, Merciful, Mighty Cleaving, Morphing, Spell storing, Sundering and, Thundering. Mighty Cleaving requires the spellblade to have the Cleave feat.
The spellblade may select an additional +1 enhancement at 6th and 9th levels. Some enhancements, such as bane, are actually several...

This is kind of exactly what i suggested earlier : )


All of the bickering about BAB, HD, and caster progression aside (especially since it appears that those particulars have alraedy been decided upon by the people who matter), the most important thing I would like to see is that this class NOT end up just as another Bard, Alchemist or Inquisitor with renamed abilities.

Though I see several people suggesting this very thing.


Honestly I would do the "smite' as int+3 times per day or something at 1d6 per 2 levels in the class and have it last 1 round per int mod. You could have it do arcane,fire,acid,cold, or electric damage

On the other, you could brake it up into groups like weapon/armor/arcane and every three levels allow them to chose an ability or ya could go inquisitor like and allow them "judgment" type options to trigger such as offensives/ defensive ability, area buffs and the like.note not the judgment ability but laid but somewhat like it, not just copied over}

anyhow just a thought

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Moro wrote:

All of the bickering about BAB, HD, and caster progression aside (especially since it appears that those particulars have alraedy been decided upon by the people who matter), the most important thing I would like to see is that this class NOT end up just as another Bard, Alchemist or Inquisitor with renamed abilities.

Though I see several people suggesting this very thing.

To go back to the 3/x SRD, is the Psychic warrior 'just another bard'?

As to comparing the Hexblade, this repost shows that it was a bit weak for fear of overbalancing. Personally I wish the Hexblade was OGC.

This part intrigues me:
"At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18."

While the level progression is weird. (I'd go 6th, 9th, 12th, 15th, 18th myself) I like this.


Matthew Morris wrote:
Moro wrote:

All of the bickering about BAB, HD, and caster progression aside (especially since it appears that those particulars have alraedy been decided upon by the people who matter), the most important thing I would like to see is that this class NOT end up just as another Bard, Alchemist or Inquisitor with renamed abilities.

Though I see several people suggesting this very thing.

To go back to the 3/x SRD, is the Psychic warrior 'just another bard'?

As to comparing the Hexblade, this repost shows that it was a bit weak for fear of overbalancing. Personally I wish the Hexblade was OGC.

This part intrigues me:
"At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18."

While the level progression is weird. (I'd go 6th, 9th, 12th, 15th, 18th myself) I like this.

I was thinking of something very similar to this. Trying to think of a balanced way of giving them Quickened spells so they can buff while in combat and gradually get stronger instead of buffing the first few rounds.

I was also thinking this would be an interesting wiggle into giving them a channeling ability if you allowed them to treat their weapon as if it has the "Spell Storing" property.

Their first round they could attack and used their default stored spell and the second round store another spell as a swift action and get a full attack.

I like this idea.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Torinath wrote:

I was thinking of something very similar to this. Trying to think of a balanced way of giving them Quickened spells so they can buff while in combat and gradually get stronger instead of buffing the first few rounds.

I was also thinking this would be an interesting wiggle into giving them a channeling ability if you allowed them to treat their weapon as if it has the "Spell Storing" property.

Their first round they could attack and used their default stored spell and the second round store another spell as a swift action and get a full attack.

I like this idea.

I'm thinking about revamping the AL with this, so they can quick buff at higher levels as well.

I'm not so keen on spell channelling. Between Arcane strike and craft feats it seems we already have a balance between the 'any weapon I have is magic' and the 'my sword, crafted by my own hands, kicks thy butt.'

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Matthew, do you have a handy link to your legionary? I did some searching but failed to find it.


Caineach wrote:

Ok, so a lot of people have said they want abilities that merge casting and melee. What would those abilities look like? They are the important thing about the class after all, much more than the hit dice and BAB.

I have already provided a few: increased DCs for people just attacked, and the ability to cast as a move action after a standard attack.

I would like to add to the list the ability to deliver touch spells through a weapon on the same round they are cast and a bonus to casting defensively so they don't need to leave melee.

I like all of these abilities.

I would also like to add that I am sick of spontaneous casters. Personally I would like to see the Magus prepare spells similar to a Wizard. This would help set him off as different from the Bard, Alchemist, and others. I want a Fighter/Wizard not a Fighter/Sorcerer.

I realize that this might require a new 3/4 spell progression, but that would be a good thing in my humble opinion.


I'll agree lord twig, I want to see a spell book or a rune book or some kind of book/record keeping thing :)


Lord Twig wrote:
Caineach wrote:

Ok, so a lot of people have said they want abilities that merge casting and melee. What would those abilities look like? They are the important thing about the class after all, much more than the hit dice and BAB.

I have already provided a few: increased DCs for people just attacked, and the ability to cast as a move action after a standard attack.

I would like to add to the list the ability to deliver touch spells through a weapon on the same round they are cast and a bonus to casting defensively so they don't need to leave melee.

I like all of these abilities.

I would also like to add that I am sick of spontaneous casters. Personally I would like to see the Magus prepare spells similar to a Wizard. This would help set him off as different from the Bard, Alchemist, and others. I want a Fighter/Wizard not a Fighter/Sorcerer.

I realize that this might require a new 3/4 spell progression, but that would be a good thing in my humble opinion.

I agree I would prefer prepared spells for the Magus. It would set it apart from the bard. It should have a wider selection of spells but fewer castings much like a wizard compared to a Sorcerer.


Torinath wrote:


I agree I would prefer prepared spells for the Magus. It would set it apart from the bard. It should have a wider selection of spells but fewer castings much like a wizard compared to a Sorcerer.

You can still have a list and still need a book, look at the alchemist, which honestly his list is a good starting point.


Lord Twig wrote:

I would also like to add that I am sick of spontaneous casters. Personally I would like to see the Magus prepare spells similar to a Wizard. This would help set him off as different from the Bard, Alchemist, and others. I want a Fighter/Wizard not a Fighter/Sorcerer.

I realize that this might require a new 3/4 spell progression, but that would be a good thing in my humble opinion.

This is something I have been jumping back and forth on.....

But I think I agree with you.

The biggest problem I have is it doesn't make a lot of sense (at least to me) to say they prepare spells, but can only prepare spells from a limited list.

I think I would rather just have them prepare as a Wizard does, from the same list.

Given a 6th level cap on spells, I'm not convinced that the number of spells per day would even need to be changed.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

TriOmegaZero wrote:
Matthew, do you have a handy link to your legionary? I did some searching but failed to find it.

Here on the Pathfinder DB.

I really need to clean it up and tweak it a bit.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Much obliged.

Random tangent thought, on giving rangers and paladins 0 level spells...

Half of 9 is 4.5, and 0 level spells usually count as half a spell for things. :)


Lord Twig wrote:
Caineach wrote:

Ok, so a lot of people have said they want abilities that merge casting and melee. What would those abilities look like? They are the important thing about the class after all, much more than the hit dice and BAB.

I have already provided a few: increased DCs for people just attacked, and the ability to cast as a move action after a standard attack.

I would like to add to the list the ability to deliver touch spells through a weapon on the same round they are cast and a bonus to casting defensively so they don't need to leave melee.

I like all of these abilities.

I would also like to add that I am sick of spontaneous casters. Personally I would like to see the Magus prepare spells similar to a Wizard. This would help set him off as different from the Bard, Alchemist, and others. I want a Fighter/Wizard not a Fighter/Sorcerer.

I realize that this might require a new 3/4 spell progression, but that would be a good thing in my humble opinion.

I would like to get behind this as well. I would love to see the Magus end up as an Int-based prepared caster and be something of a cerebral fighter/battlefield tactician. With class abilities that synergize well with the Combat Feats that have Intelligence prerequisites. I realize that most of those Feats are of the Combat Manuever variety, so a way to up the CMB/CMD, perhaps a way to add their Int bonus to both, would be nice, especially if the class is a 3/4 BAB as opposed to full BAB.

A neato new line of Feats with Int prerequisites would be kind of cool, too.


nighttree wrote:


The biggest problem I have is it doesn't make a lot of sense (at least to me) to say they prepare spells, but can only prepare spells from a limited list.

I think I would rather just have them prepare as a Wizard does, from the same list.

Why? wizard and sorcs have a list as well, it's a large list but it is a limited list. Just as a cleric, druid, ranger, bard, paladin,witch, oracle, alchemist, inquisitor and summoner all have a limited list.

Just because the list is large does not mean it is not limited to what it can do. Making it's own list will allow them to include spells that might fit the concept that are not on the wiz/sorc list now.

Dark Archive

Torinath wrote:
I agree I would prefer prepared spells for the Magus. It would set it apart from the bard. It should have a wider selection of spells but fewer castings much like a wizard compared to a Sorcerer.

You know what else would set it apart from the bard? (:


Moro wrote:


I would love to see the Magus end up as an Int-based prepared caster and be something of a cerebral fighter/battlefield tactician. With class abilities that synergize well with the Combat Feats that have Intelligence prerequisites.

This is a really good ideal. I could get behind that honestly

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