Magus, pre-draft


Homebrew and House Rules


Below is my estimate of what the magus will look like, and just a fun pre-playtest version of the magus to have fun with.

Please feel free to critique and discuss. I think its nice in that it's the only character that relies on Str and Int, and hopefully infused strike and talents (might rename them 'arcana') make it worth staying in the class rather than losing two levels to go into eldritch knight. (It only has one martial weapon, so will have to dip to take that prestige class.)

Note: No tabs on the boards, so the table is a formatting mess. This class is far from fully realised or finished, especially after level 10. I'll continue to update the spells known, though I need suggestions on talents in particular. and what the capstone ability will do.

MAGUS
Alignment: Any.
Hit Die: d8.
Class Skills
The magus’s class skills are Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), Swim (Str) and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

Table X–XX: Magus
Base
Attack Fort Ref Will ---------------------------------- Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Arcane Strike, cantrips, infused strike 1/day 1 — — — — —
2nd +1 +3 +0 +3 Bonus feat, Magus talent 2 — — — — —
3rd +2 +3 +1 +3 3 — — — — —
4th +3 +4 +1 +4 magus talent 3 1 — — — —
5th +3 +4 +1 +4 infused strike 2/day 4 2 — — — —
6th +4 +5 +2 +5 Bonus feat, magus talent 4 3 — — — —
7th +5 +5 +2 +5 Improved Arcane strike 4 3 1 — — —
8th +6/+1 +6 +2 +6 magus talent 4 4 2 — — —
9th +6/+1 +6 +3 +6 infused strike 3/day 5 4 3 — — —
10th +7/+2 +7 +3 +7 Bonus Feat, magus talent, 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Stalwart 5 4 4 2 — —
12th +9/+4 +8 +4 +8 magus talent 5 5 4 3 — —
13th +9/+4 +8 +4 +8 infused strike 4/day 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 magus talent 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Mastered Arcane strike 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 magus talent 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 infused strike 5/day 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 magus talent 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Walker of Two Paths, magus talent 5 5 5 5 5 5

Class Features
All of the following are class features of the magus.
Weapon and Armor Proficiency: A magus is proficient with all simple weapons, and one martial weapon of his choice, this choice is made at character creation and cannot be changed. Maguses are also proficient with light armor, medium armor and shields (except tower shields). A magus can cast magus spells while wearing light or medium armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A magus casts arcane spells drawn from the magus spell list presented in Chapter 10. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’ spell is 10 + the spell level + the magus’ Intelligence modifier.
Like other spellcasters, a magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table x–xx. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3 in the Core Rulebook).
The magus’ selection of spells is extremely limited. A magus begins play knowing four 0-level spells and two 1st level spells of the magus’ choice. At each new magus level, he gains one or more new spells, as indicated on Table x–yy. (Unlike spells per day, the number of spells a magus knows is not affected by his Intelligence score. The numbers on Table x–yy are fixed.)
Upon reaching 5th level, and at every third magus level after that (8th, 11th, and so on), a magus can choose to learn a new spell in place of one he already knows. In effect, the magus “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level magus spell the magus can cast. A magus may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Arcane Strike: At first level the magus gains Arcane Strike as a bonus feat.

-Spells known as the bard/inquisitor-

Cantrips: Magus’ learn a number of cantrips, or 0-level spells, as noted on Table x–yy under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Infused Strike (Su): The magus can, as a swift action cast a spell that requires a touch or ranged touch on an opponent he has hit with any weapon he his wielding once per day. This doesn’t provoke an attack of opportunity, but does require one free hand to complete the somatic components of the spell. He must expend a spell slot to cast this spell, he need not make another attack roll to touch the creature, though the creature may still make all of it’s saves as usual. The magus can use this once per day at 1st level, twice per day at 5th level and one additional time every four levels thereafter (e.g. 9th, 13th, etc.)
Bonus Feat: At 2nd level, and every 4 levels thereafter, a magus may select a bonus feat. These feats must be taken from the following list: Blind-Fight, Combat Casting, Combat Expertise, Eschew Materials, Magical Aptitude and Weapon Focus. At 6th level, the following feats are added to the list: Combat Reflexes, Dodge, Expanded Arcana, Improved Initiative, Intensified Spell and Spell Focus. At 10th level, the following feats are added to the list: Critical Focus, Greater Spell Focus, Vital Strike and Weapon Specialisation. A magus need not have any of the prerequisites normally required for these feats to select them.
Magus Talents: As a magus gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a magus gains one magus talent. She gains an additional magus talent for every 2 levels of magus attained after 2nd level. A magus cannot select an individual talent more than once.
Arcane ward (Su): The magus can apply up to ½ his Arcane strike bonus to his AC using Improved Arcane Strike, this is not affected by Mastered Arcane Strike. The magus must be a least 8th level before selecting this talent.
Blue Sparks (Su): A number of time per day equal to his Intelligence modifier the magus may hurl a fist-sized ball of blue flame at an enemy within 30 ft. this does 1d6 + 1 damage per two levels, which is half fire damage half raw arcane energy.
Creature Knowledge (Ex): Once per day per 6 magus levels possessed, minimum 1, the magus may reroll a knowledge check to indetify a creature and learn its weakness. This re-roll must be made before any information is given, and the second result must be taken, even if lower.
Disruptive: The magus gains Disruptive as a bonus feat. The magus must be at least 8th level to select this talent.
Ensorcelled Aid (Su): Tha magus expends his arcane power to empower an ally while lending aid. When using the aid another ability, the magus may as a swift action expend a spell slot to grant an additional bonus equal to the level of the spell expended.
Forceful Strike (Su): The magus adds +2 to the DC of spells cast through his infused strike ability.
Intuitive Magesmith (Ex): The magus does not take a penalty for not knowing spells required to craft a magic weapon or armor.
Mastered Counterspell (Ex): A magus with the Improved Counterspell ability can counterspell with a spell from the same school of one level lower, equal or a higher level. The magus must possess Improved Counterspell and be at least 12th level to select this ability.
Metamagic Strike (Su): You can apply metamagic to your imfused strike spell, this doesn’t increase the time, but still takes up a higher level spell slot. You must be at least 6th level to select this talent.
Practised Aide (Ex): As a standard action a magus with the Allied Spellcaster feat may double the bonus granted by that feat to one adjacent ally.
Pre-emptive Counterspell (Su): The magus may attempt to counterspell a spell even when he has not prepared an action to do so. He is dazed on his next turn however, whether he succeeds or fails. The magus must be at least 4th level before selecting this talent.
Spellbreaker: The magus gains Spellbreaker as a bonus feat. The magus must be at least 12th level to select this talent.
Trap Ward (Su): The magus gets a +1 bonus on saves and AC from magical traps for every four levels he possesses (minimum 1, maximum 4).

more to come

Improved Arcane Strike (Su): At 7th level, when using the Arcane strike feat the magus gains the bonus on his attack rolls aswell as damage. In addition, you can instead apply up to half (rounded down) you bonus to applying a special weapon property to your weapon, for example at 10th level the magus gains a +3 bonus to attack and damage with Arcane strike, he may choose instead to get a +2 bonus to attack and damage, and gain the flaming ability instead of the extra +1. Once this ability has been used to redistribute the bonus, it cannot be changed again for one minute.
Mastered Arcane Strike (Su): At 15th level the magus can apply his arcane strike bonus however he likes, and doesn’t even have to apply a single +1 bonus, in addition it only takes him a full-round action to change the bonus.
Walker of Two Paths (Su): At 20th level- uncompleted ability

MAGUS SPELLS
0—acid splash, arcane mark, detect magic, dancing lights, flare, light, mage hand, message, mending, open/close, read magic, resistance, spark*, touch of fatigue
1st—ant haul*, burning hands, chill touch, disguise self, enlarge person, expeditious retreat, feather fall, feather step*, flare burst*, identify, invigorate*, jump, magic aura, magic weapon, reduce person, shocking grasp, true strike, touch of gracelessness*, unseen servant, vanish*
2nd—alter self, bear’s endurance, bloodhound*, bull’s strength, darkvision, elemental touch*, fox’s cunning, ghoul touch, heroism, instant armor*, locate object, magic mouth, make whole, resist energy, scorching ray, shatter, see invisibility
3rd—arcane concordance*, arcane sight, blink, beast shape II, coordinated effort*, dispel magic, displacement, elemental body I, greater magic weapon, haste, invisibility purge, keen edge, pain strike*, sending, slow, vampiric touch, water breathing
4th+ more to come


The magus gets to ignore spell failure in light and medium armor? Doesn't that seem like a lot? Maybe you should make it just light armor and make the medium armor a magus abiliity? Or let them choose just one type of medium armor just like they choose one martial weapon?


I don't think it's too bad, they seem to look a little like a cleric, and would typically have a poor dex I imagine, their AC seems fien at lower levels anyway, and they don't get shield, mage armor, shield of faith, or indeed anything that can improve it.

Though I think I should remove shield proficiency, as infused weapon requires a one handed weapon with one free hand, a shield or two-handed weapon is purposefully awkward for them to use, so I don't know why I left in shield proficiency.

Any suggestions on some talents? How do the current one's look?

Dark Archive

I know it probably wont happen, but am I the only one here that wants to see the Magus more like

HD: d8
Skills: 2 + Int, or 4 + Int
BAB: 3/4 (average)
Saves: Fort, Will
Spells: Full (0 - 9)
Magic: Arcane, Int based
Proficiency: Light Armor, Shields, Simple Weapons, one martial weapon

The reason I REALLY don't think a full caster that gets 9th level spells and 3/4 BAB is that broken is because of Eldritch Knight can already do better. I know in comparison to the bard is seems unfair, but consider the bards skills, spontaneous casting, plus class features.

This class should get very few class features to make up for the full casting levels. This is ALSO why I said Int based memorizing caster instead of Cha based spontaneous caster.

IMO - I would rather 9th level spells (even at sorcerer progression) and have to memorize then 6th level and spontaneous.


As far as talent suggestions: Since they're so into they're weapons, maybe something like a recall ability where they can summon thier weapon to their hand at will, but it only works with a specific weapon. If they want to switch it, it takes them at least 24 hours with the new weapon. Dis-spelling strike might also appeal to you. Make it a higher level talent, based off half thier Magus level plus INT. I seem to think that you want this to be a combat mage. If that is right, then how about something that runs like this: Once per day or once per encounter, a Magus can grant a bonus to hit equal to the number of enemies in the encounter to a number of allies equal to his/her INT modifier. Or maybe gains a bonus to hit equal to his INT modifier. Any of this strike your fancy?


CHANGES/ADDITIONS

-Remove shield proficiency.

-Changes to infused strike as there really aren't too many touch spells for them to use.

Infused Strike (Su): The magus can, as a swift action cast a spell that requires a touch on an opponent he has hit with any weapon he his wielding once per day. This doesn’t provoke an attack of opportunity, but does require one free hand to complete the somatic components of the spell. He must expend a spell slot to cast this spell, he need not make another attack roll to touch the creature, though the creature may still make all of it’s saves as usual. The magus can use this once per day at 1st level, twice per day at 5th level and one additional time every four levels thereafter (e.g. 9th, 13th, etc.)
At 4th level this can be a ranged touch attack spell, though must target the creature, or a cone spell.
At 8th level this spell can be a line effect spell.
At 12th level this can be any spell.
Any spell which has an area of effect which is used with this ability only affects the square the target creature is standing in, but receives a +2 bonus to it’s DC.

-4th, 5th and 6th level spells are as follows:

4th—baleful polymorph, beast shape III, calcific touch*, coward’s lament*, detect scrying, dimension door, dimensional anchor, elemental body, fire shield, fly, locate creature, mass pain strike*, plant body I, polymorph, scrying, shout, true form*

5th—beast shape IV, cone of cold, dismissal, elemental body III, ethereal jaunt, form of the dragon I, greater dispel magic, greater heroism, mage’s sword, mass bear’s endurance, mass bull’s strength, mass fox’s cunning, overland flight, planar adaptation, plant shape II, sending, sirocco*, unwilling shield*

6th—analyze dweomer, chain lightning, elemental body IV, enemy hammer*, flesh to stone, form of the dragon II, getaway*, giant form I, globe of invulnerability, greater shout, greater polymorph, mass fly, plane shift, stone to flesh, true seeing


Sphen86 wrote:
As far as talent suggestions: Since they're so into they're weapons, maybe something like a recall ability where they can summon thier weapon to their hand at will, but it only works with a specific weapon. If they want to switch it, it takes them at least 24 hours with the new weapon. Dis-spelling strike might also appeal to you. Make it a higher level talent, based off half thier Magus level plus INT. I seem to think that you want this to be a combat mage. If that is right, then how about something that runs like this: Once per day or once per encounter, a Magus can grant a bonus to hit equal to the number of enemies in the encounter to a number of allies equal to his/her INT modifier. Or maybe gains a bonus to hit equal to his INT modifier. Any of this strike your fancy?

Dispel and Recall sound great! Don't know how I didn't think of dispel as they have a decent amount of anti-magic stuff as is. I'll have to think bout the ally bonus as I don't want to step on the bard's toes too much.


Hey man, as a constant homebrewer, I am just glad I could help. Other than that, why do they get all knowledge skills?


DragonBringerX wrote:

I know it probably wont happen, but am I the only one here that wants to see the Magus more like

HD: d8
Skills: 2 + Int, or 4 + Int
BAB: 3/4 (average)
Saves: Fort, Will
Spells: Full (0 - 9)
Magic: Arcane, Int based
Proficiency: Light Armor, Shields, Simple Weapons, one martial weapon

The reason I REALLY don't think a full caster that gets 9th level spells and 3/4 BAB is that broken is because of Eldritch Knight can already do better. I know in comparison to the bard is seems unfair, but consider the bards skills, spontaneous casting, plus class features.

This class should get very few class features to make up for the full casting levels. This is ALSO why I said Int based memorizing caster instead of Cha based spontaneous caster.

IMO - I would rather 9th level spells (even at sorcerer progression) and have to memorize then 6th level and spontaneous.

This guy is an Int based spontaneous caster, in my defence! :D

However, not that I'm disagreeing with you about power, but I just can't see 9th level spells happening for the Magus. I see him being built on the bard chasis to work a bit like a cleric with no heals and more blasts.

I also forsee him having a goodly amount of class features (though not as much as the bard as he's a tad more robust), so that there is a reason to stay with him and not become an eldritch knight by default.

That's just me! Some people want a d10, 4 spell levels guy, so I think the magus will be hugely controversial when he gets playtested. This isn't neccesarily what I want, but what I anticipate.

It's just my guess!


Sphen86 wrote:
Hey man, as a constant homebrewer, I am just glad I could help. Other than that, why do they get all knowledge skills?

They don't get much else, and have a slightly fighter influenced wizard's skill list, being int-based arcane casters it seemed right. The only knowledge I would cut would be history, geography and religion, and I just decided to go with all knowledges to give them plenty to use thier skill points on. I may change skill points down to 2+int though, as they will probably start with a +3 bonus on that anyway.


vagrant-poet wrote:
Sphen86 wrote:
Hey man, as a constant homebrewer, I am just glad I could help. Other than that, why do they get all knowledge skills?
They don't get much else, and have a slightly fighter influenced wizard's skill list, being int-based arcane casters it seemed right. The only knowledge I would cut would be history, geography and religion, and I just decided to go with all knowledges to give them plenty to use thier skill points on. I may change skill points down to 2+int though, as they will probably start with a +3 bonus on that anyway.

Well, if they're going to get all Knowledges, maybe you should have a talent that allowes them to re-roll a knowledge check of their choosing instead of just for a creature. This could be taken multiple times for different knowledges.


vagrant-poet wrote:

CHANGES/ADDITIONS

-Remove shield proficiency.

-Changes to infused strike as there really aren't too many touch spells for them to use.

Infused Strike (Su): The magus can, as a swift action cast a spell that requires a touch on an opponent he has hit with any weapon he his wielding once per day. This doesn’t provoke an attack of opportunity, but does require one free hand to complete the somatic components of the spell. He must expend a spell slot to cast this spell, he need not make another attack roll to touch the creature, though the creature may still make all of it’s saves as usual. The magus can use this once per day at 1st level, twice per day at 5th level and one additional time every four levels thereafter (e.g. 9th,

I would change this to work that they cast the spell first with appropriate aoo or defensive casting and then allow them to make an attack instead of the touch roll they are granted already. Possibly at higher levels the could make a full attack after such an action, prolly 8th when they get there second attack.


DragonBringerX wrote:

I know it probably wont happen, but am I the only one here that wants to see the Magus more like

BAB: 3/4 (average)

Spells: Full (0 - 9)

I think those 2 things (plus the ability to use martial weapons) simply makes them too powerful and unbalanced


MerrikCale wrote:
DragonBringerX wrote:

I know it probably wont happen, but am I the only one here that wants to see the Magus more like

BAB: 3/4 (average)

Spells: Full (0 - 9)

I think those 2 things (plus the ability to use martial weapons) simply makes them too powerful and unbalanced

I imagine that the paizo crew agree, hence I didn't do it above. Please don't fight about it's power here. If you can make suggestions or your own guesses about what the magus will be like that'd be great! Or suggest some talents which I'm struggling with.


TAIUS AFARE
Male human magus 1
LN Medium humanoid (human)
Init +1; Senses Perception +0
DEFENSE
AC 16, touch 13, flat-footed 13
(+5 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +1
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+4/19-20) (AS)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks infused strike 1/day; Magus Spells Known (CL 1st, combat casting +8)
1st (2/day)—chill touch (DC 14), shocking grasp
0—acid splash, detect magic, light, mage hand
STATISTICS
Str 16, Dex 12, Con 14, Int 16, Wis 8, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Arcane Strike, Combat Casting, Weapon Focus (longsword)
Skills Appraise +7, Climb +3, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +0, Spellcraft +7, Swim +3; armor check penalty -4
Languages Common, Celestial, Draconic, Infernal
SQ cantrips
Other Gear scale mail, longsword, dagger, light crossbow with 10 bolts, spell component pouch, 43 gp

A sample Magus, at level 1, certainly not even close to fighter fighting abilties. Okay AC, saves, etc.

Seems okay. Opinions?

RPG Superstar 2011 Top 8

Scaled up to level 5, for fun, and then some thoughts:

Level 5 Stats:

TAIUS AFARE
Male human magus 5
LN Medium humanoid (human)
Init +5; Senses Perception +4
DEFENSE
AC 17, touch 11, flat-footed 16
(+6 armor [breastplate], +1 Dex)
hp 46 (5d8+20)
Fort +6, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee longsword +7 (1d8+5/19-20) (AS) or +6 (1d8+7/19-20) (AS + PA)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks infused strike 2/day; Magus Spells Known (CL 5th, combat casting +12)
2nd (3/day)- ghoul touch (DC 15), scorching ray
1st (5/day)—chill touch (DC 14), shocking grasp, enlarge person, true strike
0—acid splash, detect magic, light, mage hand, mending, read magic
STATISTICS
Str 17, Dex 12, Con 14, Int 16, Wis 8, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Arcane Strike, Combat Casting, Weapon Focus (longsword), Toughness, Power Attack, Improved Initiative
Skills Appraise +11, Climb +6, Knowledge (arcana) +11, Knowledge (planes) +11, Perception +4, Spellcraft +11, Swim +6, Use Magic Device +4; armor check penalty -4
Languages Common, Celestial, Draconic, Infernal
SQ cantrips, magus talents: forceful strike, creature knowledge

First off, I didn't bother with coming up with a more suitable load out for a fifth level character other than giving him a breastplate. Your BAB and melee damage output lag pretty noticeably behind a Fighter by level 5. Stat point at 4th level went in to Str to start trying to get that BAB and bonus damage up. Your AC also still leaves you a bit squishy, although with a decent Con mod and plenty of skill points, at least you pick up decent hp/level. I added Toughness on top of that to try and keep your survivability in melee up.

Now on to the fun stuff!

Infused strike + ghoul touch + forceful strike looks pretty nasty. DC 17 Fort or be paralyzed for 1d6+2 rounds is an automatic win versus single enemies, and the small radius debuff makes it useful against groups as well.

With the need to divide your attributes resulting in somewhat lower than average saves, it looks like forceful strikes is pretty much a must take magus talent if you want to inflict save or sucks.

Enlarge person helps pick up your damage a bit to 2d6+8 while power attacking, and gives you a little bit of a controller feel since you gain reach.

Improved Arcane Strike at level 7 looks like it will go a long way towards letting you catch back up to the pure melee classes.

Overall I think it looks quite balanced, and could possibly even use a couple higher powered talents in the level 4-6 range to try and keep the Magus somewhat closer in melee damage potential to the full BAB classes in the gap between 6th and 8th level where the fighters and friends are going to be getting iterative attacks, extra power attack damage, and for fighters, bonus weapon focus damage.

Also worth noting: as written you can't Arcane Strike and Infuse Strike on the same attack since you only get one swift action per round. I'm not sure if that it intentional or not.


I am now officialy excited about this new class and am looking forward to using it. Full credit will of course be given to Vagrant-Poet. Is there anything you need other than more talents?


Evil Space Mantis wrote:

Scaled up to level 5, for fun, and then some thoughts:

** spoiler omitted **

First off, I didn't bother with coming up with a more suitable load out for a fifth level character other than giving him a breastplate. Your BAB and melee damage output lag pretty noticeably behind a Fighter by level 5. Stat point at 4th level went in to Str to start trying to get that BAB and bonus damage up. Your AC also still leaves you a bit squishy, although with a decent Con mod and plenty of skill points, at least you pick up decent hp/level. I added Toughness on top of that to try and keep your survivability in melee up.

Now on to the fun stuff!

Infused strike + ghoul touch + forceful strike looks pretty nasty. DC 17 Fort or be paralyzed for 1d6+2 rounds is an automatic win versus single enemies, and the small radius debuff makes it useful against groups as well.

With the need to divide your...

Meep, didn't think of that, the swift action dilemna. I'll maybe change it to a free action. Forceful strike is indeed pretty neat and straightforward.

Maybe some talent that lets you utilize a spell slot to gain damage bonuses, if I can get the Magus doing about 3/4+ the damage of the fighter I'd be happy enough, because he has planty of utility and spells uses aswell as better skills. I had gotten my guy to 4th level in my own level by level stat up, but he would seriously fall behind at 6th with iterative attacks. Then again, do all none-full BAB classes lose out here?

Thanks for the suggestions!


Sphen86 wrote:
I am now officialy excited about this new class and am looking forward to using it. Full credit will of course be given to Vagrant-Poet. Is there anything you need other than more talents?

Talents would be nice, and about 4-5 more spells for 2nd level+, they have a small enough selection, but I wanted to be very picky about what they got and at what level. and how much more/less useful these spells were for a magus.

13 talents above, with 2 more suggested puts it at 15.

I'd like to have maybe 25. Something to help at level 4 without over doin it or moving Improved Arcane Strike up might be an idea.

This is just my fill-in until, hopefully, we get a playtest of the actual Magus. As well as a fun way for me to bet what it will look like! I'll use it if I feel the need until I get something better!


No offense intended at all vagrant-poet, but I really hope this doesn't even vaguely resemble the Magus. The Arcane Duelist bard achetype already covers what you've got here pretty solidly. I want the Magus to be a class that does something new with magic. Yet another partial BAB partial caster would be bleh. Give me a full BAB class that does magical stuff to his gear to allow him to accomplish the same sorts of feats that other full BAB classes do, without having to use standard actions buffing up. Let him set his sword on fire as part of the action of making the attack; let him reinforce the steel of his armor with arcane runes to improve its defense; let him perform a ritual at the start of the day that grants him bonuses to physical stats for the whole day, etc.

I fully expect to be disappointed, but that is what I want the official warrior-mage class to be.


Zurai wrote:

No offense intended at all vagrant-poet, but I really hope this doesn't even vaguely resemble the Magus. The Arcane Duelist bard achetype already covers what you've got here pretty solidly. I want the Magus to be a class that does something new with magic. Yet another partial BAB partial caster would be bleh. Give me a full BAB class that does magical stuff to his gear to allow him to accomplish the same sorts of feats that other full BAB classes do, without having to use standard actions buffing up. Let him set his sword on fire as part of the action of making the attack; let him reinforce the steel of his armor with arcane runes to improve its defense; let him perform a ritual at the start of the day that grants him bonuses to physical stats for the whole day, etc.

I fully expect to be disappointed, but that is what I want the official warrior-mage class to be.

Sounds like you either need to play a cross-class, an artificer, or just make YOUR OWN CLASS under a differant name.


Zurai wrote:

No offense intended at all vagrant-poet, but I really hope this doesn't even vaguely resemble the Magus. The Arcane Duelist bard achetype already covers what you've got here pretty solidly. I want the Magus to be a class that does something new with magic. Yet another partial BAB partial caster would be bleh. Give me a full BAB class that does magical stuff to his gear to allow him to accomplish the same sorts of feats that other full BAB classes do, without having to use standard actions buffing up. Let him set his sword on fire as part of the action of making the attack; let him reinforce the steel of his armor with arcane runes to improve its defense; let him perform a ritual at the start of the day that grants him bonuses to physical stats for the whole day, etc.

I fully expect to be disappointed, but that is what I want the official warrior-mage class to be.

Fair enough. This draft is simply what I think he'll be something like. Obviously I see paizo adding way more oomph to his class features, but if I was that good I'd be professional. I just really think it'll be a dissappointment for you, my gut says 3/4 BAB with bard spell-casting. Just radically different spell lists and class features. It'll feel as different as the inquisitor or summoner, or alchemist do to the bard I hope. Just the same chasis. (I know the alchemist doesn't cast spells as such, but its a similar chasis.)

I could be be totally, totally wrong of course!


Zurai wrote:

No offense intended at all vagrant-poet, but I really hope this doesn't even vaguely resemble the Magus. The Arcane Duelist bard achetype already covers what you've got here pretty solidly. I want the Magus to be a class that does something new with magic. Yet another partial BAB partial caster would be bleh. Give me a full BAB class that does magical stuff to his gear to allow him to accomplish the same sorts of feats that other full BAB classes do, without having to use standard actions buffing up. Let him set his sword on fire as part of the action of making the attack; let him reinforce the steel of his armor with arcane runes to improve its defense; let him perform a ritual at the start of the day that grants him bonuses to physical stats for the whole day, etc.

I fully expect to be disappointed, but that is what I want the official warrior-mage class to be.

Prepare yourself for disappointment, because they said what they currently have in mind is a 3/4 BAB class. You'll probably be able to bump that up some by going into eldritch knight, though.


Sphen86 wrote:
Sounds like you either need to play a cross-class

It is 100% impossible to get what I described with a multi-class character.

Quote:
an artificer, or just make YOUR OWN CLASS under a differant name.

Not legal in society play (and Artificers aren't even remotely similar to what I talked about above, to boot; did you even read the post?).

Ellington wrote:
Prepare yourself for disappointment, because they said what they currently have in mind is a 3/4 BAB class.

3/4 would be disappointing, but not as much as yet_another_caster. There's so much that can be done with magic without having to restrict it to vancian casting. Why can't we get a "warrior mage" class that doesn't cast spells, but instead gets rage-power-like abilities every level or every other level that are magical in nature? Why do we have to be shackled to what the existing classes can already do?

Anyway, like I said, I do expect to be disappointed. If there's ever a time to be making suggestions for what the class should be like though, it's before the playtests, which means now. So, that's what I'm doing. I don't mean to crash your thread, vagrant_poet, but it seemed like the goal of this post was speculation, so I went with that.

Liberty's Edge

MerrikCale wrote:
DragonBringerX wrote:

I know it probably wont happen, but am I the only one here that wants to see the Magus more like

BAB: 3/4 (average)

Spells: Full (0 - 9)

I think those 2 things (plus the ability to use martial weapons) simply makes them too powerful and unbalanced

I tend to agree ...

Very interesting thread though!


I was kind of hopeing for something Little bit like the Duskblade from 3.5. I like the full BAB and spells to 5th level, all the quick spell stuff was cool but might have been a little over powered compared to the other classes. Anyway that is my 2cents

RPG Superstar 2012 Top 32

Magus

BAB: +¾
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Acrobatics, Climb, Craft, Intimidate, Knowledge (all), Linguistics, Profession, Ride, Spellcraft, Swim, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

The magus is proficient in all Simple and Martial Weapons. The magus is proficient in Light, Medium, and Heavy Armor, and all Shields (except Tower Shields).

The magus cast spells using the bard spells known and spells per day tables. The magus casts arcane spells from the list of magus spells. A magus uses spells based on Intelligence.

LEVEL ABILITY
1. Armored Casting (light armor and light shields), Battle Magic +1, Cantrips
2. Arcane Potential, Bonus Feat
3. Channel Spell
4. Arcane Potential, Quick Cast 1/day
5. Armored Casting (medium armor)
6. Arcane Potential, Bonus Feat
7. Battle Magic +2
8. Improved Arcane Potential, Quick Cast 2/day
9. Armored Casting (heavy shields)
10. Improved Arcane Potential, Bonus Feat
11. Supernatural Spell 1/day
12. Improved Arcane Potential, Quick Cast 3/day
13. Armored Casting (heavy armor), Battle Magic +3
14. Greater Arcane Potential, Bonus Feat, Supernatural Spell 2/day
15. Channel Spell (full attack)
16. Greater Arcane Potential, Quick Cast 4/day
17. Supernatural Spell 3/day
18. Greater Arcane Potential, Bonus Feat
19. Battle Magic +4
20. Ultimate Arcane Potential, Quick Cast 5/day, Supernatural Spell 4/day

Armored Casting (Ex). At 1st level, the magus can cast arcane spells from the magus spell list while wearing light armor or using a light shield with no chance of arcane spell failure. At 5th level, the magus can cast arcane spells from the magus spell list while wearing medium armor. At 9th level, the magus can cast arcane spells from the magus spell list while using a heavy shield. At 13th level, the magus can cast arcane spells from the magus spell list while wearing heavy armor.

Battle Magic (Su). At 1st level, after the magus strikes an opponent in melee, for 1 hour per level, he gains a +1 bonus on caster level checks and spell DCs against that opponent. At 7th level, and every 6 levels thereafter, this bonus increases by +1.

Cantrips (Sp). The magus can use a number of 0 level spells at will as spell-like abilities.

Arcane Potential (Su). At 2nd level, and every 2 levels thereafter, the magus chooses a power of arcane potential. At 8th level, he can begin choosing powers of arcane potential from the list of improved arcane potential powers. At 14th level, he can begin choosing powers of arcane potential from the list of greater arcane potential powers. At 20th level, he can choose an ultimate arcane potential power. Arcane potential powers are supernatural powers that can be used at will. Their potency is based on the highest level spell of specific descriptors, schools, or sub-schools the magus has access to. Similar to reserve feats.

Bonus Feat. At 2nd level, and every 4 levels thereafter, the magus may select a bonus feat from the following list. The magus must meet all requirements of the selected feat, using his magus level to qualify for feats with fighter level requirements.

Arcane Strike, Blind-Fight, Combat Casting, Disruptive, Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Improved Counterspell, Magical Aptitude, Spell Focus, Spell Penetration, Spellbreaker.

Channel Spell (Su). Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
At 15th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast: Beginning at 4th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 8th level, three times per day at 12th level, four times per day at 16th, five times per day at 20th level.

Supernatural Spell (Su). Beginning at 11th level, the magus can choose to cast one of his spells as a supernatural effect once per day. A spell converted into a supernatural ability automatically bypasses spell resistance, does not provoke attacks of opportunities, requires no components, and has a Saving Throw DC of 10 + ½ the magus’s class level + his Intelligence modifier. At 14th level, he can use Supernatural Spell twice a day. At 17th level he can use it 3 times a day. At 20th level he can use it 4 times a day.


Pardon me for asking but is this draft from somebody. Affiliated with Paizo? If not the chances of this matching the official class are effectively nil. That said it seems like touch spell plus attack is basically precision damage on steroids. I'd suggest giving this class the ability to make a single attack at BaB equals class level. Also drop spontaneous casting. Give him memorized casting off the wizard list with a progression that will leave him with 9/9/9/9/9/9, not counting cantrips, at level 20. Gives the magus the most spell slots in the game, though only sixth level spells.

Actually on second though a class power every three level where the Magus can either pick up three spell slots or one spell as a 3+int bonus supernatural ability might work better. Drop martial weapon prof and let the magus do 1d8+energy type damage with a specially prepared cane. Talents can increase this to 2d12 (eventually). Basically the idea is a class that specializes in a single big hit on one creature.

RPG Superstar 2012 Top 32

Something like this? But maybe switching out auras for the reserve feat-like arcane potential of the previous version of magus I posted?

I REALLY like the idea of combining reserve feats, a relatively few spells per day, and spells that are cast a swift/immediate action buffs/debuffs/smashes.

Magus

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Climb, Craft, Escape Artist, Knowledge all, Perception, Profession, Sense Motive, Spellcraft, Swim.

Skill Ranks per Level: 4 + Intelligence modifier.

A Magus is proficient in all Simple Weapons and his Magic Staff. A Magus is not proficient in any armor or shields.

A Magus casts arcane spells using the Bard’s Spells Per Day and Bard’s Spells Known tables. A Magus must have a Wisdom score of 10 + the spell level to know or cast a spell. The Save DC of a Magus’s spell is 10 + the spell level + the Magus’s Wisdom modifier. A Magus gets bonus spells based on Wisdom. The Magus learns spells from the list of Magus spells.

LEVEL ABILITY
1. Arcane Might, Aura, Cantrips, Magic Staff 1d6, Unarmored Defense
2. Aura
3. Staff Power
4. +1 AC, Aura
5. Magic Staff 2d6
6. Aura
7. Staff Power
8. +2 AC, Aura, Improved Auras
9. Magic Staff 3d6
10. Aura
11. Staff Power
12. +3 AC, Aura
13. Magic Staff 4d6
14. Aura, Greater Auras
15. Staff Power
16. +4 AC, Aura
17. Magic Staff 5d6
18. Aura
19. Staff Power
20. +5 AC, Aura, Ultimate Aura

Arcane Might (Ex). The Magus uses his Caster Level to determine his Combat Maneuver Bonus, Combat Maneuver Defense, and his BAB for the purposes of qualifying for feats.

Aura (Su). At 1st level, the Magus learns 1 aura. At 2nd level, and every two levels thereafter, the Magus gains an additional aura. At 8th level, he can begin selecting Improved Auras. At 14th level, he can begin selecting Greater Auras. At 20th level, he gains an Ultimate Aura in addition to selecting an Aura, Improved Aura, or Greater Aura. An Aura is a magical effect that targets all creatures adjacent to or touching the Magus. A Magus can activate an aura as a swift action and deactivate it as a free action. Unless otherwise stated, a Magus can only have a single Aura activated at one time. The Save DC of an Aura is 10 + ½ the Magus’s level + his Wisdom modifier.

Cantrips (Sp). The Magus learns a number of 0-level arcane spells that he can cast at will. These are selected from the list of Magus spells.

Magic Staff (Sp). As a swift action, the Magus can summon a magical staff that deals bludgeoning damage and lasts a number of rounds equal to the Magus‘s Wisdom bonus (minimum 1 round). The Magic Staff makes touch attacks and has a threat and critical range of 20/x2. It initially does 1d6 points of damage; this increases by 1d6 at 5th level and every 4 levels thereafter. The Magic Staff is immaterial and weightless and the Magus does not add his Strength bonus to damage. The Magus can deliver touch spells through his Magic Staff. The Magic Staff is weightless and has a hardness and hit points equal to the Magus’s class level + his Wisdom bonus.

Unarmored Defense (Ex). The Magus adds his Wisdom bonus, if any, to his AC if he is unarmored and carrying a light load or less. This bonus applies to his touch AC and even when the Magus is flatfooted; it does not apply if the Magus is helpless or immobilized. This bonus to his AC increases by +1 at 4th level and every 4 levels thereafter.

Staff Power (Sp). At 3rd level, and every 4 levels beyond 3rd, the Magus can choose one of the following abilities and apply it to his Magic Staff.

Double Staff. The Magus’s Magic Staff can be used as a double weapon. The Magus gains the use of the Two Weapon Fighting feat when using his Magic Staff. At 6th level, he gains the use of the Improved Two Weapon Fighting feat when using his Magic Staff. At 11th level, he gains the use of the Greater Two Weapon Fighting feat when using his Magic Staff.

Flashing Staff. The Magus can throw his Magic Staff as if it were a javelin, making a ranged touch attack. Once it leaves his hand, the Magic Staff disappears after 1 round. The Magus gains the use of the Precise Shot feat when using his Magic Staff. At 6th level, he gains the use of the Shot on the Run feat when using his Magic Staff. At 11th level, he gains the use of the Improved Precise Shot feat when using his Magic Staff.

Heart Staff. The Magus’s Magic Staff bypasses DR as if it had the Magus’s alignment and causes an additional 1d6 points of damage to an opponent that has an alignment in direct opposition to the Magus’s. If both alignment axes (chaos/law and evil/good) are in opposition to the Magus’s, the opponent takes 2d6 points of additional damage.

Peace Staff. The Magus’s Magic Staff causes non-lethal damage.

Piercing Staff. The Magus’s Magic Staff causes piercing damage and has a critical multiplier of x3.

Quick Staff. The Magus can summon his Magic Staff as a free action on his turn or an immediate action if it is not his turn.

Reach Staff. The Magus’s Magic Staff’s reach increases by 5 feet. The Magus gains the use of the Combat Reflexes feat when using his Magic Staff. At 6th level, he gains the use of the Stand Still feat when using his Magic Staff. At 11th level, he gains the use of the Strike Back feat when using his Magic Staff.

Shaft of Moonlight. The Magus’s Magic Staff bypasses DR as if it were made of Silver.

Slashing Staff. The Magus’s Magic Staff causes slashing damage and has a threat range of 19-20.

Staff of the Earth’s Shadow. The Magus’s Magic Staff bypasses DR as if it were made of Cold Iron.

Starlight Staff. The Magus’s Magic Staff bypasses DR as if it were made of adamantine. The Magus must be at least 11th level before selecting this power.

Sunray Staff. The Magus can deliver ranged touch spells through his Magic Staff with a melee touch attack.

Wise Warrior. The Magus adds his Wisdom bonus to his attack and damage rolls with his Magic Staff. He also adds his Wisdom bonus to his CMB and CMD when using his Magic Staff.

Auras.

Aura of Sadness. -2 to Attack Rolls, Saving Throws, and Skill Checks.
Aura of Shadows. 20% miss chance to target the Magus and the Magus gains a bonus equal to his level on Stealth checks.
Aura of Shifting Stones. Adjacent squares are considered difficult terrain and the Magus benefits from flawless stride.

Improved Auras.

Aura of the Sun. Adjacent creatures take 2d6 points of fire damage each round. The Magus’s weapons deal +1d6 points of fire damage, and he gains fire resistance 20.
Aura of Ice and Snow. Adjacent creatures take 1d6 points of cold damage and must make a Reflex Save or fall prone. The Magus’s weapons deal +1d6 points of cold damage, and he gains cold resistance 20.
Aura of Creeping Growths. Adjacent creatures are entangled.

Greater Auras.

Aura of Corruption. Adjacent creatures take 2d6 points of acid damage each round and must make a Fortitude save or become nauseated for 1 round (sickened on a successful save). The Magus’s weapons deal +1d6 points of acid damage and the Magus gains acid resistance 30.
Aura of Repulsion. Adjacent creatures are subjected to a bull rush with a CMB equal to the Magus’s level + his Wisdom modifier. The Magus gains a deflection bonus to his AC equal to his Charisma bonus.
Aura of True Night. The Magus is totally obscured by magical darkness, granting him total concealment. The Magus gains the ability to see through magical and non-magical darkness.

Ultimate Auras.

Aura of the Diamond. Any weapon striking the Magus takes damage equal to his class level + his Wisdom bonus that bypasses any hardness of 20 or less. If this destroys the weapon, the Magus takes no damage. Creatures adjacent to the Magus take 5d6 points of damage from spinning blades of force (Reflex for half).
Aura of Scattered Foes. All adjacent creatures are teleported 20 feet away and must make a Reflex save or become prone. The Magus benefits from the Improved Blink spell.
Aura of the Vampire. All adjacent creatures gain a negative level each round. The Magus gains 5 hit points for each negative level bestowed. Temporary hit points above his maximum disappear after 1 hour.

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