Darius Finch

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I'm going to be starting a new campaign soon (as a player rather than a GM). I'm really eager to play a Magus, but I'm really disappointed at how the Dex-based Dervish Dance magus seems to be the uncontested optimum build for one. It's a waste of those (overly late) armor proficiencies and made me sad when I realized the build I was working on was a dime-a-dozen.

Fortunately, the GM for the campaign is pretty loose on customization. So I've more-or-less got the go ahead to make my own armor-based magus archetype. Of course, it's all subject to approval, but I wanted to get some community ideas on balance and what is fair.

Here is what I have so far:

Mage Knight:

MAGE KNIGHT

Weapon and Armor Proficiency
A mage knight is proficient with all simple and martial weapons. A mage knight is also proficient with all armor (light, medium, and heavy). He can cast magus spells while wearing armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a mage knight using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass mage knight still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellstrike
At 2nd level, a mage knight gains the spellstrike ability as normal. However, when a mage knight delivers a spell through his weapon, the spell only threatens a critical on a natural 20 (as normal), rather than using the weapon's threat range. This means that the weapon delivering the spell may score a critical hit, while the spell itself does not.
This modifies the spellstrike ability.

Armor Training
At 7th level, a mage knight gains armor training, as the fighter ability. At 14th level, he gains armor training 2.
This ability replaces knowledge pool and greater spell combat.

Fighter Training
Starting at 10th level, a mage knight counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack).
This ability changes the fighter training class feature

True Knight
At 20th level, a mage knight gains DR 5/magic while wearing medium or heavy armor. As a free action, he can spend points from his arcane pool to improve this damage reduction. For 1 point, the DR can be changed to one of the alignments (chaos, evil, good, or law). This must correspond with his alignment. For 2 points he can change the DR to adamantine. For 1 point he can increase the DR to 10/magic. A mage knight may both increase the DR and change its type by paying the cost for both. These modifications last for one minute.
This ability replaces true magus

The basic gist of Mage Knight is that they get all the armor proficiencies right off the bat, instead of waiting. In addition, they get Armor Training 1&2 (at levels 7 and 14) in exchange for Knowledge Pool and Greater Spell Combat. Their Fighter training is also a bit better (Level -3 rather than 1/2 Level). The Level 20 change is just to have something a bit different flavor-wise.

The main drawback of the Mage Knight is that Spellstrike no longer allows spells to threaten critical hits using the weapon's range (so no more +10d6 damage on a 15-20). There are two reasons for this: First its to give a fairly hefty drawback to make up for the bonuses the class gains. Second is more flavor (no more ZOMG SKIMITARZ PLZ!!!!!!11!!1). Have you EVER seen a Magus without a scimitar?

Anyway, I could really use some help balancing this archetype. And I'm still not sure it's good enough, actually. It has some nice gains for only 1 drawback, but all the same, the Dex-based Magus will still have comparable AC (especially with Celestial Armor), Much better Reflex saves (Will and Fort will be even), better movement speed (until level 14 at least), and still have better ability scores (they can completely ignore Str, while a Mage Knight can still use some Dex for AC and Saves). Also, light armor is much cheaper than full-plate (especially is you want it Mithral). The only real drawback for Dex-based is the 2 feats you need to spend on Weapon Finesse and Dervish Dance.

Thoughts? Is it balanced as-is? Should I maybe give it something extra? If so, what?

Thanks a lot guys.


I'm planning to play a Magus in my next campaign (after finishing the one I am GMing now), and was very excited about it. But then, after crunching some numbers and building several different magi I realized something: ZOMG DERVISH DANCE ROFLMAO PWN!!!

Basically, there is ONE best build and basically every magus looks the exact same, unless intentionally avoiding the cliche or just being bad at optimizing (or going with something totally different like the Staff Magus). And the Strength-based armored magus has no love at all. This made me very sad (especially considering the short time where I thought I was being clever in my optimization).

Fortunately, the guy who will GM our next campaign is pretty open to customization. So that got me started on making up my own Magus archetypes. I ended up making 3. Mage Knight is an archetype for wearing armor and casting spells. Spell-Sword focuses on the Magus ability to enhance his weapon. Magi Meister is an odd one I thought up in the process-a Magus who focuses on non-touch spells.

Anyway, I would really like to get some feedback on what people think of these three archetypes and how balanced they look.

MAGE KNIGHT" wrote:


Mage Knight

Weapon and Armor Proficiency
A mage knight is proficient with all simple and martial weapons. A mage knight is also proficient with light and medium armor. He can cast magus spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a mage knight wearing heavy armor or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass mage knight still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellstrike
At 2nd level, a mage knight gains the spellstrike ability as normal. However, when a mage knight delivers a spell through his weapon, the spell only threatens a critical on a natural 20 (as normal), rather than using the weapon's threat range. This means that the weapon delivering the spell may score a critical hit, while the spell itself does not.
This modifies the spellstrike ability.

Mage Armor
At 8th level a mage knight adds Mage Armor to his spellbook as a 1st level magus spell. When a mage knight casts mage armor on himself the AC bonus it grants uniquely stacks with the armor bonus granted by the mage knight's armor (much like stacking dodge bonuses). This only works for the mage knight himself. Cast on anyone else the spell has its normal effect. If the mage knight loses or removes his armor, the spell immediately ends.
This ability replaces the bonus feat gained at 5th level

Armor Training
At 7th level, a mage knight gains armor training, as the fighter ability. At 14th level, he gains armor training 2.
This ability replaces knowledge pool and greater spell combat.

Heavy Armor
At 7th level, a mage knight gains proficiency with heavy armor. A mage knight can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a mage knight using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
This replaces the normal medium armor and heavy armor abilities.

Greater Spell Shield
At 8th level, whenever a mage knight wearing medium or heavy armor uses spell shield, he may spend 1 extra point from his arcane pool to cause the AC bonus from spell shield to last for a number of rounds equal to his Intelligence modifier rather than until the end of his next turn. If the mage knight removes or loses his armor the effect immediately ends.
This ability replaces the improved spell combat class feature

Fighter Training
Starting at 10th level, a mage knight counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack).
This ability changes the fighter training class feature

True Knight
At 20th level, a mage knight gains DR 5/magic while wearing medium or heavy armor. As a free action, he can spend points from his arcane pool to improve this damage reduction. For 1 point, the DR can be changed to one of the alignments (chaos, evil, good, or law). This must correspond with his alignment. For 2 points he can change the DR to adamantine. For 1 point he can increase the DR to 10/magic. A mage knight may both increase the DR and change its type by paying the cost for both. These modifications last for one minute.
This ability replaces true magus

My Notes
Mage Knight is mostly about making an armor-wearing Magus competitive without taking away his spell-casting. The changes to Spellstrike are the main drawback. Spells go from criting on a 15-20 back to a 20. My thought is that this nerf offsets the improved armor proficiencies and any of the traded out abilities that might be a bit more powerful than the regular Magus ones (also, no more ZOMG SCIMITAR PLZ!!11!1one1!). RAW the Dex-based Magus has just so much of an advantage over the armored one (especially with Dervish Dance). Mage knight also looses the bonuses to concentration (for defensive casting), but mostly gains AC boosts in it's place. And frankly, I strongly believe armored characters should have higher Armor Class than dex ones.

SPELL-SWORD wrote:


Spell-Sword

Diminished Spellcasting
A spell-sword may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Arcane Enchanter
At 3rd level, when a spell-sword uses his arcane pool to enhance his weapon and uses other magus arcana to improve this ability (such as enduring blade or devoted blade) he spends one less point from his arcane pool in total than normal (minimum 1). If he spends more than 5 points in total, then he reduces the total by 2 instead.

Arcane Blade
At 6th level, a spell-sword may ignore level prerequisites for magus arcanae that improve his ability to use his arcane pool to enhance his weapon. This includes arcana that give increased enchantment options or improves the enchantment itself, such as enduring blade or bane blade.

Epic Arcana
At 16th level, when a spell-sword uses his arcane pool to enhance his weapon, he may spend 2 additional points from his arcane pool to bypass the normal restrictions on enchantment bonuses and modified bonus limits. This allows him to use his arcane pool to give his weapon an enchantment bonus higher than +5 and a modified bonus higher than +10. This does not allow a spell-sword to create or modify a weapon so that it has a permanent bonus exceeding the normal limits, and does not stack with bonuses granted from any other source (such as spells). This bypass only applies to enchantment bonuses and special properties applied using his arcane pool. Treat this ability as a magus arcana for the purpose of the arcane enchanter ability
This ability replaces Counterstrike

My Notes
The whole spending arcane points to enchant your weapon is what drew me to the magus in the first place. Being confined to the whole +5/+10 enchantment maxes is silly. That's the whole purpose! To add enchantment on to what your weapon already has! How does it makes sense that a Magus can't effectively use a weapon with an enchantment of greater than +5 total? Also, the prereqs for Bane Blade and Devoted Blade are so high it's kind of ridiculous. Why wait so long just to get options you still have to spend your bonuses on (though I know Bane is an exception)? IMO diminishing spells makes up for the extra abilities here pretty easy.

MAGI MEISTER wrote:


Magi Meister

Battle Caster
At second level, a magi meister becomes skilled at hurling spells at one opponent while engaging another in close combat. When a magi meister succeeds in casting defensively (while being threatened) he gains a bonus on the spell he casts, so long as it targets, or includes in it's area of effect, at least one hostile creature not threatening him. The spell may also include any creatures threatening him, but it must include at least one that is not. That creature must be hostile and capable of threatening him (not helpless) but simply not be within range.
The magi meister chooses one of the following bonuses to add to the spell: +1 to the DC to resist the spell, +1 on checks to overcome spell resistance, or +1 damage per level of the spell (the spell must deal damage normally).
At sixth level, and every four levels after that, the bonus increases by +1, up to a maximum of +5 at 18th level.
This ability replaces spellstrike

Deadly Caster
At 9th level, when a magi meister uses spell combat and makes his attack before casting a spell, if he reduces an enemy to 0 or fewer hit points with his attacks, he may apply any one metamagic feat he possesses to the spell he casts without increasing the spell slot it takes up. The metamagic is applied on the fly but does not increase casting time. Quicken spell cannot be used for this. This can be used on a spell that already has a metamagic feat applied to it, but the total effective spell level cannot exceed 9.
This ability replaces the magus arcana gained at 9th level

My Notes
A Magus who doesn't use shocking grasp or any other touch spell. Instead it focuses on engaging in melee while casting spells at other enemies. I thought it was a neat idea and ran with it.

Anyway, I would really appreciate any thoughts or ideas on the balance of these Archetypes. They look fairly well balanced to me, but I admit I'm biased. I'm really hoping to use the Mage Knight and Spell-Sword types together for my Magus, but I want to make sure others think they look fair enough. The Magi Meister was something I came up with that sounded pretty cool for a more traditional sword and sorcery.

Thanks for your input.


What exactly happens when a flying creature is knocked prone?

In particular, I am dealing with an alchemist tossing force bombs at a flying dragon. Obviously the dragon must make his fly check to avoid falling 10 feet from taking damage. But if the dragon fails it's reflex save it gets knocked prone. I'm not sure what to do with that. Does it immediately fall to the ground? That seems odd. How can he get in a full round of falling between his turns? Or does he fall on his turn, with a possible fly check to avoid falling damage? If so, does that take up his entire turn, even if it doesn't actually take that long for him to fall?


In the campaign I am running one of my players is going to be using the Crossbowman archetype from the APG. His character essentially lost all his Strength and Constitution and got turned small size (got turned into a child), so I'm letting him do some re-classing. He's going for a Crossbowman (it makes sense for his character) with heavy stealth. My problem is, reading over the stealth and sniping rules, it doesn't look possible to use the Crossbowman's Deadshot (and Improved and Greater) with sniping.

Deadshot requires you to attack using a readied action. Sniping requires you to use your move action after firing to attempt to hide again. Readying an action is a standard action, and you can only ready a standard action or less. As such, using Deadshot would break stealth and he would not be able to attempt to stealth again until his next turn.

Am I reading this correct? Because that really sucks for him. Especially with the Crossbowman's bonus to Sniping stealth checks. It is obviously intended for a hidden sniper, but according to the rules, you can't stealth after using Deadshot, the class's main perk.

Is this right? Is there a solution, or am I going to have to homebrew this?