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


Pathfinder First Edition General Discussion

451 to 500 of 526 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Scarab Sages

Enchanment could give the bonus to bluff & intimidate for purposes of feint and demoralize.

Conjuration, since it covers teleporting, could give +5' movement to boost the spring attack types

Transmutation could give the bonus to hit as the Magus morphs past the targets defences.

Necromancy should only apply to "healing x hp to the Magus per hit, where x is the spell level or the damage done, wichever is less" if it does damage and heals it might be too much

I like it. But the Magus should have to learn each individualy, I think. Like rogue talents or rage powers.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

scotchrocket wrote:

Enchanment could give the bonus to bluff & intimidate for purposes of feint and demoralize.

Conjuration, since it covers teleporting, could give +5' movement to boost the spring attack types

Transmutation could give the bonus to hit as the Magus morphs past the targets defences.

Necromancy should only apply to "healing x hp to the Magus per hit, where x is the spell level or the damage done, wichever is less" if it does damage and heals it might be too much

I like it. But the Magus should have to learn each individualy, I think. Like rogue talents or rage powers.

I wrote it as a feat here.

Your idea of one school at a time has merit, I liked the idea of 'dial a power' for a day, but it might be overbalanced.

RPG Superstar 2012 Top 32

I REALLY like the reserve-feat idea for the Magus. I'm not so sure about having the reserve ability tied to a specific spell. I like the idea of casting your last fireball, but then being able to use your scorching ray or burning hands to still use your fiery burst, just at lesser effect.

If I recall correctly, most reserve feats required you to have 2nd-5th level spells to qualify for them, most in the 3rd-4th level area. If a Magus casts like a Bard (BIG if!), they'll need some kind of ability at the lower levels (1st-3rd), or a new way to balance the reserve feat mechanic.

But tying Reserve Feat-like abilities to a caster with the limited number of spells per day of the Bard makes for a really interesting resource management case for the class.

Another thought I just had was that the Magus could spend 2 spell slots to cast a spell as a move action and 3 spell slots to cast a spell as a swift action.

As the Magus gets higher in level, maybe drop the cost of swift casting to just 2 slots instead of 3.

Maybe 4 slots to cast a spell as an immediate action, reduced to 3 at a higher level.

EDIT: MM: That Arcane Focus feat is great! You might want to expand it a bit to cover different types and descriptors of spells (fire, darkness, teleportation, healing, etc. etc.). Especially if we want to make this the main class feature of the Magus. I'm seeing the Magus getting Arcane Focus at 1st level, 2nd level, and every 2 levels thereafter (like Fighter bonus feats).

Silver Crusade Contributor, RPG Superstar 2010 Top 8

Scotchrocket, I like the idea a lot and a lot of the subsequent adds people have made.
It reminds me of the Abj Champion's Arcane Boost ability, which I liked a lot too.
The idea of burning magic to power combat seems integral to most wish lists for this class.
That said, someone had suggested earlier on that giving Magi a larger spell list, but giving them only a few schools to pick from would add variety and increase playability.
If we tied the kinds of bonuses you could get to the schools that the magus picked for their spells, that would also create something akin to "orders" of magi.
"The Magi of the All-seeing Eye choose Evocation, Divination and Abjuration as their three schools," etc etc
That might open the door to accommodating a LOT of people's wants and concerns.


I like this direction.....what about slightly buffed versions of the Wizard schools for the Magus to select, that incorporate the mechanic ?

Example.....

Abjuration: You receive a deflection bonus to AC equal to your highest abjuration spell’s level.
Magic Disruption (Su): At 3rd level, you can attempt to interrupt another character's spellcasting with a tiny burst of magic. As an immediate action, you can force any character within 30 feet currently casting a spell to make a Concentration check (DC 15 + the level of the highest-level abjuration spell you have available to cast); if the check fails, the spell's save DC and caster level are reduced by 2 (to a minimum caster level of 1st).
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.
Energy Absorption (Su): At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
Mystic Backlash (Su): At 9th level, you can make another creature's spellcasting harmful to itself. Use of this ability requires a melee touch attack that does not provoke attacks of opportunity. As a standard action, with a successful touch you can infuse another creature with baneful magic for a number of rounds equal to the level of the highest-level abjuration spell you have available. A successful Will save reduces this duration to 1 round.
For the duration of the effect, each time the target completes the casting of a spell, it takes damage equal to the level of the abjuration spell that determined the effect's duration. Since the spell's casting has already been completed, this doesn't count as damage dealt during casting.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

Conjuration:
Dimensional reach (Sp): At 3rd level, you can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattended. This ability works at a range of up to 5 feet per level of the highest-level summoning spell you have available to cast, and the item can weigh up to 2 pounds per level of that spell.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells.
Dimensional Jaunt (Sp): At 6th level, you can spend a move action to teleport yourself and carried objects up to your heavy load a distance of 5 feet per level of the highest-level teleportation spell you have available to cast. You can teleport only to a location that you can see (including one you are currently scrying). You can't bring along another creature (except for a familiar).
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting teleportation spells.
Summon Elemental (Sp): At 9th level, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell. The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast.
You can have only one summoned elemental from this ability at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears.
If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells.

Scarab Sages

Intresting take, Nighttree. but I have a deeling Paizo will not go that route as it might step too much on the Wizard and his school abilities. I'd like to see the "reserve feats" as class features that the Magus could learn along the way, maybe not all, but most I'm thinking like levels 1,4,8,12,16,20 that gives him 6 of the available benifits,maybe every 3rd if they do the sub-schools too.

I'd also still like to see the Magus get bonus teamwork feats and some class feature that lets him co-ordinate his allies even if they don't have the feats.

RPG Superstar 2012 Top 32

I thought of some Magus-like spells that would help him tank up without being all metally and stuff.

Arcane Fortitude
Casting time: 1 immediate action.
Duration: 1 round.

Benefit: You get +10 to your Constitution score for 1 round. Any hit points gained in this way are considered temporary hit points.

Arcane Reflexes
Casting Time: 1 immediate action.
Duration: 1 round.

Benefit: You get +10 to your Dexterity score for 1 round.

Arcane Will
Casting Time: 1 immediate action.
Duration: 1 round.

Benefit: You get +10 to your Wisdom score for 1 round.

**OR**

Sudden Power Surge
Casting Time: 1 immediate action.
Duration: 1 round.
Target: You.
Components: V

Choose one ability score (Strength, Dexterity, Consitution, Intelligence, Wisdom, or Charisma). You gain a +10 enhancement bonus to the selected ability score for 1 round. If you choose Constitution, any increase in hit points are considered temporary hit points and are lost first, unlike the hit points normally gained from an increase in Constitution. If you choose Intelligence, you do not gain any additional skill ranks from the brief increase in your insight.


Just an interesting thought to add more spice to the mix... monte cook's Mage Blade class in Arcana Unearthed is a fighter-mage type with medium BAB, and access to 7th level spells max (rather than 6th).

So it's a different progression than in the standard books. That definitely makes the class more of a "Magus" if they're casting higher level spells than the bard, and maybe with some other nifty fighting abilities, and only 2 skill points a level to balance things out a bit...

:) Who knows?

I'm curious to see the final build. You do realize that all this "wheel spinning" on here is not likely to amount to anything. I just chime in here time to time for fun. I don't even play pathfinder! I play 3.5. I just have too many 3.5 books that my friends and I don't want to spend the cash to convert. (Though I mix some pathfinder artifacts, feats and classes stuff that I like, into my 3.5 game) So I can make a great fighter-mage. Just take the Pathfinder Eldritch Knight, A full BAB warrior type somewhere in there, sprinkle some Abjurant Champion prestige class levels, and voila! Fighter-Mage! LOL


It probably will have no effect as I expect the Magus already has a direction planned for it's abilities but I felt like throwing my concept of what I would like to see for magus abilities.

I like the idea of the magus being able to draw a number of magical runes on their equipment possibly granting small bonuses to the item. Then, when the magus casts certain spells, he would be able to use the spell to power the rune for an additional effect. For example, a magus has a rune of lightning on his scythe and when he casts lightning bolt, in addition to the effects of the spell, for some duration lighting arcs across the blade causing it to deal additional electricity damage every time it scores a hit.

This way the magus might be capable of buffing-then-fighting, spell-fight-spell-fight, and maybe even mixing his spells into his combat routine depending on how he is played.


I just want to say I'm becoming proud of this thread. After your predictable gish bashing, people have started actually brainstorming and coming up with some pretty interesting ideas!

RPG Superstar 2012 Top 32

Blazej wrote:

It probably will have no effect as I expect the Magus already has a direction planned for it's abilities but I felt like throwing my concept of what I would like to see for magus abilities.

I like the idea of the magus being able to draw a number of magical runes on their equipment possibly granting small bonuses to the item. Then, when the magus casts certain spells, he would be able to use the spell to power the rune for an additional effect. For example, a magus has a rune of lightning on his scythe and when he casts lightning bolt, in addition to the effects of the spell, for some duration lighting arcs across the blade causing it to deal additional electricity damage every time it scores a hit.

This way the magus might be capable of buffing-then-fighting, spell-fight-spell-fight, and maybe even mixing his spells into his combat routine depending on how he is played.

Like this?

Charge Weapon
Requirements: BAB+1, Ability to cast spells with the electricity descriptor.
Benefit. As long as you have a spell with the electicity descriptor prepared (or, if you are a spontaneous caster, know a spell with the electricity descriptor and have spell slot of that level available), your weapons deal +1 point of electricity damage per spell level of the highest level spell with the electricity descriptor. After you cast a spell with the electricity descriptor, your weapon attacks deal +1d6 points of electricity of damage for a number of rounds equal to the spell level of the electricity spell cast.

For example, if the Magus has the spells lightning bolt prepared once and shocking grasp prepared twice, his weapons would cause +3 points of electricity damage. After the Magus cast shocking grasp, his weapon would cause 1d6+3 points of electricity damage for 1 round. After the Magus cast lightning bolt, his weapon would cause 1d6+1 points of additional electricity damage for 3 rounds. After that, his weapons would cause +1 point of electricity damage (from the remaining shocking grasp prepared).


My idea was more along the lines of

Greater Arcane Strike
Prereqs: Arcane Strike, Arcane CL 5, BAB +6
Benefit: As part of a full attack you may choose to give up one of your attacks to cast a spell as a swift action. The spell is cast at a caster level equal to the base attack bonus of the attack being given up. For example a Wizard 1/Fighter 6 could give up his second attack (+1) to cast a single wizard spell as a swift action at caster level 1.


meatrace wrote:

My idea was more along the lines of

Greater Arcane Strike
Prereqs: Arcane Strike, Arcane CL 5, BAB +6
Benefit: As part of a full attack you may choose to give up one of your attacks to cast a spell as a swift action. The spell is cast at a caster level equal to the base attack bonus of the attack being given up. For example a Wizard 1/Fighter 6 could give up his second attack (+1) to cast a single wizard spell as a swift action at caster level 1.

I really like this idea or some variation of it. It is a great way to combine melee and casting, but it doesn't seem over powered. I think the feat should allow the player to choose which of the attacks will be given up. So the character could cast a spell at CL6 and make an attack at +1 or CL1 and make an attack at +6. This ability just emphasizes the need for the magus to be able to cast spells while in a melee, though.


AlQahir wrote:
meatrace wrote:

My idea was more along the lines of

Greater Arcane Strike
Prereqs: Arcane Strike, Arcane CL 5, BAB +6
Benefit: As part of a full attack you may choose to give up one of your attacks to cast a spell as a swift action. The spell is cast at a caster level equal to the base attack bonus of the attack being given up. For example a Wizard 1/Fighter 6 could give up his second attack (+1) to cast a single wizard spell as a swift action at caster level 1.

I really like this idea or some variation of it. It is a great way to combine melee and casting, but it doesn't seem over powered. I think the feat should allow the player to choose which of the attacks will be given up. So the character could cast a spell at CL6 and make an attack at +1 or CL1 and make an attack at +6. This ability just emphasizes the need for the magus to be able to cast spells while in a melee, though.

I'm glad you like it! Honestly I think something like this would fix a lot of the complaints people have about EK/gish characters. Between this and having a spell storing weapon you've pretty much duplicated the Duskblade spell channel ability.


SmiloDan wrote:
Blazej wrote:

It probably will have no effect as I expect the Magus already has a direction planned for it's abilities but I felt like throwing my concept of what I would like to see for magus abilities.

I like the idea of the magus being able to draw a number of magical runes on their equipment possibly granting small bonuses to the item. Then, when the magus casts certain spells, he would be able to use the spell to power the rune for an additional effect. For example, a magus has a rune of lightning on his scythe and when he casts lightning bolt, in addition to the effects of the spell, for some duration lighting arcs across the blade causing it to deal additional electricity damage every time it scores a hit.

This way the magus might be capable of buffing-then-fighting, spell-fight-spell-fight, and maybe even mixing his spells into his combat routine depending on how he is played.

Like this?

Charge Weapon
Requirements: BAB+1, Ability to cast spells with the electricity descriptor.
Benefit. As long as you have a spell with the electicity descriptor prepared (or, if you are a spontaneous caster, know a spell with the electricity descriptor and have spell slot of that level available), your weapons deal +1 point of electricity damage per spell level of the highest level spell with the electricity descriptor. After you cast a spell with the electricity descriptor, your weapon attacks deal +1d6 points of electricity of damage for a number of rounds equal to the spell level of the electricity spell cast.

For example, if the Magus has the spells lightning bolt prepared once and shocking grasp prepared twice, his weapons would cause +3 points of electricity damage. After the Magus cast shocking grasp, his weapon would cause 1d6+3 points of electricity damage for 1 round. After the Magus cast lightning bolt, his weapon would cause 1d6+1 points of additional electricity damage for 3 rounds. After that, his weapons would cause +1 point of electricity damage (from the remaining...

Yeah, one could work like that.

One concern I have though about making these abilities that any character can take is that the magus won't really have much to make himself stand out. I would like a magus to have as many unique abilities to separated from other mage/warrior combinations.

While I don't mind more options for mage/warrior, the magus should have many abilities that only he gets just like all the other classes and I would be worried that by granting these feats to power up all mage/warrior combinations, one reduces the ability to give the magus those unique powers.

RPG Superstar 2012 Top 32

I think the magus should have unique, reserve powers as well. Since the Reserve feats aren't OGL, PFRPG will have to come up with a new way to do something similar. One way to differentiate them would for PFRPG to have that ability be the class abilities of class instead of feats.

Especially if the Magus uses Bard spells per day, it's going to make reserve-like powers VERY interesting from a resource management perspective, ESPECIALLY if they are given really cool, really useful spells, like those swift cast, 1 round (or 1d4 round) buff spells, like swift haste, swift false life, swift fly, swift invisiblity, swift wraithstrike, swift shield, and the like.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

meatrace wrote:

My idea was more along the lines of

Greater Arcane Strike
Prereqs: Arcane Strike, Arcane CL 5, BAB +6
Benefit: As part of a full attack you may choose to give up one of your attacks to cast a spell as a swift action. The spell is cast at a caster level equal to the base attack bonus of the attack being given up. For example a Wizard 1/Fighter 6 could give up his second attack (+1) to cast a single wizard spell as a swift action at caster level 1.

My only concern would be if they got the evil 'true strike'. Look at a +6/+1 bab against something with a really high AC.

Round one attack, burn second attack for true strike.

Round two fast cast shocking touch at 6th level, then take your second attack at +21.

RPG Superstar 2012 Top 32

Matthew Morris wrote:
meatrace wrote:

My idea was more along the lines of

Greater Arcane Strike
Prereqs: Arcane Strike, Arcane CL 5, BAB +6
Benefit: As part of a full attack you may choose to give up one of your attacks to cast a spell as a swift action. The spell is cast at a caster level equal to the base attack bonus of the attack being given up. For example a Wizard 1/Fighter 6 could give up his second attack (+1) to cast a single wizard spell as a swift action at caster level 1.

My only concern would be if they got the evil 'true strike'. Look at a +6/+1 bab against something with a really high AC.

Round one attack, burn second attack for true strike.

Round two fast cast shocking touch at 6th level, then take your second attack at +21.

That's EXACTLY the time for the Magus to shine. He spent a couple resources and got a pretty good benefit. Doing this once in a while isn't bad--it's what's supposed to happen. Casters, especially melee casters, are supposed to use magical tricks to up their hitting and damage potential. They don't hit as often as a regular warrior class, and don't normally do as much damage, but once in a while, they bring on the wallop!!!


Matthew Morris wrote:
meatrace wrote:

My idea was more along the lines of

Greater Arcane Strike
Prereqs: Arcane Strike, Arcane CL 5, BAB +6
Benefit: As part of a full attack you may choose to give up one of your attacks to cast a spell as a swift action. The spell is cast at a caster level equal to the base attack bonus of the attack being given up. For example a Wizard 1/Fighter 6 could give up his second attack (+1) to cast a single wizard spell as a swift action at caster level 1.

My only concern would be if they got the evil 'true strike'. Look at a +6/+1 bab against something with a really high AC.

Round one attack, burn second attack for true strike.

Round two fast cast shocking touch at 6th level, then take your second attack at +21.

I'm not sure why that's a problem, really. First off the True Strike is your next single attack roll. So you'd blow it on your touch attack. But yeah, a character with this feat that has a lot of True Strikes to burn can get one attack almost guaranteed to hit (nat 1s do happen) per spell slot burned. Unless they purposely gimp their stock combat abilities so they have to rely on this tactic (in which case they just went nova) they are really only increasing their DPR by 10-15% since the loss of a second attack is pretty brutal even if it's at a penalty.


I just wanted to say many of these ideas are awesome and I hope they get heard. :)


Mr. Fishy likes extra weapon effects. Similar to the alchemist bombs, you choose a list of effect that can be used like energy types or special effects like debuffs to a stuck target. With spells as a secondary ability set.

Mr. Fishy also like the dual path idea, like druids and rangers. Druids can gain an animal or a clerical domain and rangers can have an animal ofr a hunters bond with his party. The diffences are small but make very different characters.

One side gives weapon mods and the other bonus spells known [like a witch familiar.] All Magus would get a common spell list and the ones that favor magic get a list of bonus spells know.


I'm loving some of the idea's tossed around, and have been polishing my Spellblade re-write (Tome of Secrets) with the ideas.

Does this differentiate enough from a Wizards school to work ?

Arcane Order
At first level, a magus must choose three Arcane Orders of magic to focus his training in, gaining his spells and powers based on those orders. This choice must be made at 1st level, and once made, it cannot be changed. A magus who prepares a spell from outside his orders must use two spell slots of that level to prepare the spell. For example, a magus with abjuration, conjuration, and divination chosen as his orders, must expend two of his available 3rd-level spell slots to prepare a fireball (evocation) spell. In addition, he takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from outside his chosen orders as a prerequisite.

NOTE:I had originally set the choice at two orders chosen....but wasn't sure if that was too limiting....opinions ?

Example Arcane Orders using the "reserve feat" mechanic....

Abjuration Order: As long as you have an abjuration spell available to cast, you gain a deflection bonus to AC equal to the level of the highest-level abjuration spell you have available. You can apply this bonus either to your AC or to that of a single ally within 30 feet, however you loose the deflection bonus while it is granted to your ally.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

Energy Absorption (Su): At 3rd level, you gain an amount of energy absorption equal to 3 times your caster level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

Mystic Backlash (Su): At 9th level, you can make another creature's spellcasting harmful to itself. Use of this ability requires a melee touch attack that does not provoke attacks of opportunity. As a free action, you can infuse another creature with baneful magic for a number of rounds equal to the level of the highest-level abjuration spell you have available. A successful Will save reduces this duration to 1 round.
For the duration of the effect, each time the target completes the casting of a spell, it takes damage equal to the level of the abjuration spell that determined the effect's duration. Since the spells casting has already been completed, this doesn't count as damage dealt during casting.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

Spell Resistance (Su): At 15th level, you gain spell resistance equal to your magus level + 10.

NOTE:Still need a 20th level ability.

RPG Superstar 2012 Top 32

nighttree wrote:

I'm loving some of the idea's tossed around, and have been polishing my Spellblade re-write (Tome of Secrets) with the ideas.

Does this differentiate enough from a Wizards school to work ?

Arcane Order
At first level, a magus must choose three Arcane Orders of magic to focus his training in, gaining his spells and powers based on those orders. This choice must be made at 1st level, and once made, it cannot be changed. A magus who prepares a spell from outside his orders must use two spell slots of that level to prepare the spell. For example, a magus with abjuration, conjuration, and divination chosen as his orders, must expend two of his available 3rd-level spell slots to prepare a fireball (evocation) spell. In addition, he takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from outside his chosen orders as a prerequisite.

NOTE:I had originally set the choice at two orders chosen....but wasn't sure if that was too limiting....opinions ?

Example Arcane Orders using the "reserve feat" mechanic....

Abjuration Order: As long as you have an abjuration spell available to cast, you gain a deflection bonus to AC equal to the level of the highest-level abjuration spell you have available. You can apply this bonus either to your AC or to that of a single ally within 30 feet, however you loose the deflection bonus while it is granted to your ally.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

Energy Absorption (Su): At 3rd level, you gain an amount of energy absorption equal to 3 times your caster level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

Mystic Backlash (Su): At 9th level, you can make another creature's spellcasting harmful to itself. Use of...

Disrupt Magic (Su). At 20th level, when you successfully strike an opponent in melee, you can choose to expend a spell slot as an immediate action. The opponent you struck cannot use any spell, spell-like effect, or supernatural ability for a number of rounds equal to the level of the spell slot that you expended. If you scored a critical hit against an opponent when you used this ability, you multiply the duration by your critical multiplier.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Maybe (assuming they get dispel magic and greater dispel) something like this would fit in?

Dispelling Theft (SU) If you successfully dispel an abjuration effect on the target of your dispel magic, you may instead transfer that effect to yourself.

Or maybe a dispelling strike?

Dispelling strike (SU) at 20th level, on a successful critical hit, the target suffers a Mage's disjunction effect. This ability may be used Cha mod times a day. (minimum of 1)


All interesting ideas guys.....thanks ;)

Although I'm currently using the old 3.5 reserve feats as "fill in"....that's more a matter of getting the structure in place, and figuring balance....

I would like to come up with ideas for each of the orders that are true to each order....but new.

Combined with the ability to add bonuses to melee combat (Eldritch Strike), and the ability to grant weapons special abilities....I'm liking the direction it's going.

RPG Superstar 2009 Top 16, 2012 Top 32

Something else to throw out there:

What about an ability that lets the magus call his armor? Say he's not wearing armor when the BBEG shows up. He should be able to hold up his sword and shout, "By the Power of Greyskull!" (or the like), and suddenly be wearing his armor.


Epic Meepo wrote:

Something else to throw out there:

What about an ability that lets the magus call his armor? Say he's not wearing armor when the BBEG shows up. He should be able to hold up his sword and shout, "By the Power of Greyskull!" (or the like), and suddenly be wearing his armor.

I was actually thinking of a called weapon ability for the first level of the Conjuration Order.....but that could be a good counter point option for the Abjuration Order.....I'll just have to check the balance.....THX


Regarding the number of Arcane Orders they can select......is three too much ?

I was originally going to go two, but that seemed a bit sparse in the spells available department.....thoughts ???

RPG Superstar 2009 Top 16, 2012 Top 32

nighttree wrote:
Epic Meepo wrote:

Something else to throw out there:

What about an ability that lets the magus call his armor? Say he's not wearing armor when the BBEG shows up. He should be able to hold up his sword and shout, "By the Power of Greyskull!" (or the like), and suddenly be wearing his armor.

I was actually thinking of a called weapon ability for the first level of the Conjuration Order.....but that could be a good counter point option for the Abjuration Order.....I'll just have to check the balance.....THX

I was actually making that as a suggestion for the class in general, not in response to the Arcane Order suggestion. I would prefer that the suggested Arcane Orders not be used, because we already have a class (the wizard) that gains abilities tied to specific schools of magic. We don't need the magus to have the same shtick.

Grand Lodge

Epic Meepo wrote:

Something else to throw out there:

What about an ability that lets the magus call his armor? Say he's not wearing armor when the BBEG shows up. He should be able to hold up his sword and shout, "By the Power of Greyskull!" (or the like), and suddenly be wearing his armor.

Or just puts on his cool shades and teleports his armor on.

RPG Superstar 2012 Top 32

Maybe the Magus will be elemental based, and there will be 4 kinds of "armor."

Air: Miss Chance from wispy mist.
Earth: Armor Bonus from hardened skin or stony shell.
Fire: Fire-shield like effect that provides energy resistance 5 or 10 and deal 1d6 points of damage to those using non-reach melee weapons.
Water: Covered in waves that provide DR X/-.


Epic Meepo wrote:
I was actually making that as a suggestion for the class in general, not in response to the Arcane Order suggestion.

Ah....my mistake.

Epic Meepo wrote:
I would prefer that the suggested Arcane Orders not be used, because we already have a class (the wizard) that gains abilities tied to specific schools of magic. We don't need the magus to have the same shtick.

See and I like the idea both for the continuity it creates, and that it creates an option with greater flexibility than all Magus having the same limited spell list to choose from.....but to each their own.


SmiloDan wrote:

Maybe the Magus will be elemental based, and there will be 4 kinds of "armor."

Air: Miss Chance from wispy mist.
Earth: Armor Bonus from hardened skin or stony shell.
Fire: Fire-shield like effect that provides energy resistance 5 or 10 and deal 1d6 points of damage to those using non-reach melee weapons.
Water: Covered in waves that provide DR X/-.

You could be on to something there. That will allow at least two "schools of thought", with the opposing element being "prohibited", or at least more costly to manage.. You don't have the excess baggage of worrying about what school this is from, and if you do run across something with resistance/immunity, you've still got the spell energy to channel in arcane boosts and bonuses. That might be another class(prc?) though. The "Elemental Blade"?

RPG Superstar 2012 Top 32

I'm beginning to think they might want to come out with the 480 page "Book of Gish!"

There are just tons and tons of cool and neat ideas for the magic warrior idea.


Seeing as how the APG is already finalized, they'll have to include class options in the same section or another book.. My guess is another book. Including them in the same section will immediately cause some to disregard the other options for their "preferred" option, and that is much akin to space-wasting.

Shadow Lodge

Considering this will be the only class in that book (perhaps a few prestige classes also?) I think there will be plenty of space to 'catch up' the class with all the existing base classes.

All the APG classes face a similar issue. Will there be archtypes introduced along with new classes now? Curious thought.

RPG Superstar 2009 Top 16, 2012 Top 32

0gre wrote:
All the APG classes face a similar issue. Will there be archtypes introduced along with new classes now? Curious thought.

I suspect the APG classes will get their first archetypes in Ultimate Magic and the yet-to-be-named book for warriors.

Conversely, I really hope the magus gets archetypes right there in Ultimate Magic, because there are so many different ways to build an arcane warrior class.

Grand Lodge

SmiloDan wrote:

Maybe the Magus will be elemental based, and there will be 4 kinds of "armor."

In the beginning the Magi lived in balance and harmony. But that all changed when the Fire Magi attacked.....


Epic Meepo wrote:
0gre wrote:
All the APG classes face a similar issue. Will there be archtypes introduced along with new classes now? Curious thought.

I suspect the APG classes will get their first archetypes in Ultimate Magic and the yet-to-be-named book for warriors.

Conversely, I really hope the magus gets archetypes right there in Ultimate Magic, because there are so many different ways to build an arcane warrior class.

There are many cool ideas. I would love the book of gish


MerrikCale wrote:
There are many cool ideas. I would love the book of gish

The book of the Magus you mean, yeah?


Xum wrote:
MerrikCale wrote:
There are many cool ideas. I would love the book of gish
The book of the Magus you mean, yeah?

Stabracadabra for lyfe, yo.


Xum wrote:
MerrikCale wrote:
There are many cool ideas. I would love the book of gish
The book of the Magus you mean, yeah?

Nope. I want it to be called the book of gish


MerrikCale wrote:
Xum wrote:
MerrikCale wrote:
There are many cool ideas. I would love the book of gish
The book of the Magus you mean, yeah?
Nope. I want it to be called the book of gish

While a book on Githyanki casts and the gish themselves might be neat I am pretty sure Wotc Would sue paizo for it.


seekerofshadowlight wrote:
MerrikCale wrote:
Xum wrote:
MerrikCale wrote:
There are many cool ideas. I would love the book of gish
The book of the Magus you mean, yeah?
Nope. I want it to be called the book of gish
While a book on Githyanki casts and the gish themselves might be neat I am pretty sure Wotc Would sue paizo for it.

I for one would love to see Hasbro attempt to sue somebody over the use of the word gish. The headlines would be glorious.

RPG Superstar 2009 Top 16, 2012 Top 32

Xum wrote:
MerrikCale wrote:
There are many cool ideas. I would love the book of gish
The book of the Magus you mean, yeah?

Ultimate Magus?


Moro wrote:
seekerofshadowlight wrote:
MerrikCale wrote:
Xum wrote:
MerrikCale wrote:
There are many cool ideas. I would love the book of gish
The book of the Magus you mean, yeah?
Nope. I want it to be called the book of gish
While a book on Githyanki casts and the gish themselves might be neat I am pretty sure Wotc Would sue paizo for it.
I for one would love to see Hasbro attempt to sue somebody over the use of the word gish. The headlines would be glorious.

Used in that context they would have good standing. Gish is a githyanki fighter/mage, used as a fighter/mage term yes they have god ground as they have it tradmarked most likely

Gish however is also a sexual term and a last name, and a pretty good album from smashing pumpkins. However used as a fighter mage term they do indeed own it.


seekerofshadowlight wrote:
Moro wrote:
seekerofshadowlight wrote:
MerrikCale wrote:
Xum wrote:
MerrikCale wrote:
There are many cool ideas. I would love the book of gish
The book of the Magus you mean, yeah?
Nope. I want it to be called the book of gish
While a book on Githyanki casts and the gish themselves might be neat I am pretty sure Wotc Would sue paizo for it.
I for one would love to see Hasbro attempt to sue somebody over the use of the word gish. The headlines would be glorious.

Used in that context they would have good standing. Gish is a githyanki fighter/mage, used as a fighter/mage term yes they have god ground as they have it tradmarked most likely

Gish however is also a sexual term and a last name, and a pretty good album from smashing pumpkins. However used as a fighter mage term they do indeed own it.

I seriously doubt that they have it trademarked. Even if they did, as long as you didn't specifically make your Gish book about a specific Fighter/Mage caste of a specific race, they really wouldn't have much to stand on. You might as well give up trying to shove the word gish back into the can it popped out of. It really doesn't only apply to Githyanki F/Ms anymore, and there's not much any of us can do about it other than ignore it.

All this is beside the point...as I said before, think of the headlines!!!


It was published in dragon as fighter/mage, they own that and most likely they would try and protect it or they could loose other things also. And all the headlines do is prove once more it is a bad term that does not mean what most folks here try and force it to mean.


Alright let's call it the book of gush


MerrikCale wrote:
Alright let's call it the book of gush

Lets call it a term that actually hints at magic..I know radical ideal and all.

451 to 500 of 526 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Down with Gish threads... long live the Magus! All Messageboards

Want to post a reply? Sign in.