My Impressions


Round 1: Magus

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First off, JJ, SRK, JB, and everyone else at Paizo- thank you very much for opening this up to to community so we can help you with it and hopefully end up with a better more interesting class than we might otherwise have had.

This is my analysis is based off a really quick 1 shot random encounter table game I threw together at level 1, 5, 10, and 15. He was wiped out on appropriate CR challenges at level 10 and 15 due to the fact that he simply couldn't hit the monsters reliably.

Spell Progression and Selection: I KNEW you would implement another 6 level progression with this class, so it looks like our buddy the summoner has a buddy who he can compare his casting accomplishments with. I am well aware that you plan on creating and releasing more spells with Ultimate Magic and those will likely be tied in but right now spell selection is grossly underdone. They have WAY too little touch spells and it just seems like they would have more versatility.
My suggestion: Add an expanded list of spells (Especially touch spells) for the next playtest, even if you don't plan on keeping them there it will help us see what works well and what is broken for a playtest. If possible release the UM spells that will appear on the Magi's list so we can get a feel of what they are supposed to be able to accomplish.

Armor/Weapon Proficiencies: These are exactly what I expected from them.
My suggestion: Um... send me a paypal gift card? I don't know leave it as is, no need to mess with this at all.

Spellstrike: This feature has a LOT of really neat things that could be done with it just speaking from imagining it in play. There are a few problems that prevent it from functioning reliably though. First and foremost is that (At this time) the Magus has a VERY small selection of spells he can even USE with this ability and the major one that you get at lower levels (Elemental Touch) by RAW cannot be used with the ability. You are going to have to be making concentration checks constantly else they provoke AoO every round, and the concentration checks this class will be making are going to put a HUGE Stat tax on the class. In this situation INT takes on new aspect, it essentially become +hit for this feature and others covered later. Meaning in one attack they will need to make 2 "attack" rolls every round they use this class feature.
My suggestion: Add a Magus Arcana that helps with concentration checks, and maybe even an Arcana Tree that eventually eliminates these concentration checks when using Spellstrike & Spell Combat.

Spell Combat: Really, REALLY cool feature here. My problem is that on the section detailing this feature 60% of the thing is detailing all of the penalties associated and how difficult it will be to even pull this off. The wording and crunch behind this has the problem of being too ...unique. By that I mean you guys are inventing an entirely new mechanic that functions similar to something that already exists.
My suggestion: Let this feature simply grant the Magus the TWF tree at appropriate levels (Ignoring normal requirements) and replace the features granted by Improved/Greater Spell Combat. I.E Imp TWF at level 8, and Greater at 14. Additionally simply state that a Magi's spells count as a light off-hand weapon attack for purposes of TWF penalties and spells cast this way do not provoke AoO a penalty to concentration equal to the penalty they would normally suffer on the attack roll (The second off-handspell takes a -5 concentration check, third at -10). This way the text is cleaned up and it helps the class scale a little better. It is a buff for those who want to be more martial as well in that they can TWF without having to pick up those feats to do it proficiently.

Spoiler:
I know not everyone will agree with me here, but I just... really hate the current implantation of Spell Combat, I know my solution isn't perfect but maybe it will get discussion going

Arcane Weapon: This is a neat way to let the Magi save some gold (To spend on other things) while he levels up while remaining as effective at melee as he would otherwise. I like it but my main gripe is that it is the 4th level class defining feature much like the rangers bond, or a monks Ki pool. It feels... bland compared to them.
My suggestion: This seems like the kind of class that is of two minds. This class defining feature should (IMO) reflect a choice between the magic and the martial. I have always liked how many options were available to players and I think this is the PERFECT opportunity to let the player make a cool choice. I like the option they have with the Arcane Weapon but I think a more... magical route should be available to the PC who wants it. I personally think a neat choice would be between this current option and that of gaining a Familiar and Improved Familiar would be fun. This of course would mean the 19th level ability would need tweaked as well but... I know you are tackling more and larger familiars with this book and I think tying those into the class would make for a more... cohesive whole as a book and class.

Heavier Armor Proficiencies: I love it, it seems a little bit slow but that is a minor gripe.
My suggestion: The only thing I can think of is maybe adding an Arcana that allows them to increase their effective level for these by 1.

Fighter Training: I love it, don't change it.
My suggestion: Print it with the book.

Counterstrike: I think think this is a little weak as it is, an enemy caster in melee range is already taking enough risks as is and adding another layer of it seems unnecessary.
My suggestion: I really don't have many ideas, I might even think about replacing this altogether with something more interesting, levels 14-19 seem like a pretty big deadzone and something more flavorful would be appropriate. Especially since they get spells at the same level.

Call Weapon/Weapon Bond: This bit seems like you had two distinct abilities set to implement here, this is expressed in the fact that the table does not match the bolded text in the crunch. Regardless, it makes mention that "if a Magus is bonded to a weapon" that seems to imply that there is some OTHER option available to them, which as it stands there isn't. I am not sure what is going on here but the mechanics behind what IS set out is pretty solid regardless.
My suggestion: As mentioned in the suggestion section for Arcane Weapon, I would have this tweaked to extend to your familiar if you guys so choose to implement it as such. I don't know in what way you would extend it I would personally suggest something as simple as increasing the familiars HP to equal that of the Magus (Instead of one half) and allowing it to function as the Magi's spellbook much like the witch.

True Magus: This works well since it eliminates the weaknesses and represents the pinnacle of achievement for a Magus, the seamless integration of magic and martial fighting.
My suggestion: Add more flavor! Maybe glowing eyes, or a blurring effect whenever they move, a booming voice, or something. These guys are the MASTERS of combining physical prowess and magical energies, this should be expressed in some way other than just mechanical crunch I think.

That is all for now. Let me know what you think and I will be here to answer questions, feedback, and discussion. Keep in mind these are ALL opinions and should not be read in such a light as to invoke an argument.

Again, I'd thank you to all the Paizo staff for allowing such open communication and feedback.

Signed
Carbon D. Metric

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Feedback? Thoughts? Anyone?


Carbon D. Metric wrote:
Feedback? Thoughts? Anyone?

For what it's worth, I agree with pretty much everything you said.

The most common complaints as is are with Spellstrike being redundant and useless (you could just as well cast a spell THEN attack) and the penalties of Spell Combat being too steep. Those are the defining abilities of the class and need to be dealt with before people can start to really criticize the class.

As for Arcane Weapon, I agree that it's pretty bland. I'd prefer to see something with a bit more kick to it, similar to the Inquisitor's bane ability.


Carbon D. Metric wrote:
Feedback? Thoughts? Anyone?

I disagree with a few things.

The fighter training likely should start at level 4 or so and be magus level -3 (or more if higher than level 4). Having things scale as 1/2 another class is a mistake, and one that they fixed in the paladin and ranger spellcasting.

Spellstrike and spellcombat are nice ideas but are too ruff as they are laid out currently.

I would start with it being a -2 penalty like TWF, allow it to be cast defensively or not, be disruptable as normal. At higher levels allow multiple chances for touch attacks should the spell require/allow one (or many like chill touch). If they are holding a charge allow them to TWF with the held charge.

At mid levels I would allow the spell to be cast without concentration check. At higher levels the check will be moot anyway, give it a boost here. As it is combat casting is near a lock for this class, putting this in at mid levels will make it less mandatory which is always good with feats.

Some of the higher level abilities feel mid level to me.

This is a class that is giving up 7-9th level casting in comparison to a ftr1/wizard9/ek10 progression, and its class features are the only place it has to make up for this (as well as reduced casting list).

The spell list would likely be better a bit streamlined and focused, then give them all of them as spells known. Whether they need to prepare (like a cleric) or cast spontaneously (as a warmage or the like) doesn't matter as much here, though I would go more towards the WOTC warmage here.

-James


The advantage to the Arcane Weapon from what I can tell, is that you can change it each day when you prepare spells. And not just change it to different abilities, you could change it to an entirely new weapon. A Magus also has the ability if he so chooses to not bond with a given weapon on that day. The advantage is that if he does not bond with a weapon, he doesn't need it in hand to cast spells. An example to this would be the whole Wizard's Arcane Bond. If a Wizard has an Arcane Bonded Bastard Sword (one in a campaign I'm currently in does), then he needs to draw his weapon any time he wants to cast a spell. That includes casting spells inside a tavern, castle, or town... How do you think the Gaurds would react to seeing a person drawing a weapon, even if it was so they could cast Prestadigitation to clean themselves up a bit.

Spellstrike / Spell Combat:
Spellstrike has a ton of potential, especially if combined with a few new spells and Spell Combat. The main thing to realize with Spell Combat is that as it is now, you can either do a full attack and then throw a Fireball/Magic Missle at other enemies, or you could cast a Touch Spell and deliver it with the first attack of your melee hits. While each use of Spell Combat does require you to cast defensively, you won't always be provoking AoOs when you fail. If I recall, there are a small number of one-handed reach weapons that you could use to perform Spell Combat outside of AoO range (Whip comes to mind immediately, however buffs such as Enlarge Person could also give a Magus Reach) or in situations where an AoO would not be allowed such as if the Magus was Invisible.

Also, am I the only one to realize the tricks you could do with Spell Combat and True Strike? While you wouldn't be able to do this every round, think of the following:

Round 1: Cast True Strike, Move
Round 2: Full Attack (Spell Combat) choosing to cast Shocking Grasp or another potential Touch spell.

If the spell is cast first, and made with the first attack of the full attack, you have a +16 bonus (+20 True Strike, -4 Spell Combat) on a Weapon + Spell combination. If used with a Rapier or Scimitar (Which at level 4 you can make Keen as long as the weapon is already +1) you would have a 15-20 Threat Range and if you confirm will do up to 12d6 damage [2d6 Weapon Base + 10d6 Shocking Grasp (CL5) + Miscellaneous modifiers]. Note that at level 5 you could do this about 3 times per day before you run out of spell slots. Also, at 5th level, the check would require a (DC17 Base - 6 (5 for Magus Level + 1 Minimum INT for casting second level spells) or 11 Concentration assuming they aren't built for it, and a DC17 Base - 12 (5 for Magus Level + 3 Minimum INT for 6th level spells + 4 Combat Casting [it does state that the check is to cast defensively]) or 5 Concentration assuming they are somewhat built for it. [In this case, eat your second level spells for some of your True Strikes since you aren't casting it using Spell Combat].

And that's before we look at other potential touch spells that this class can get. While it might take a bit of preparation, it is actually possible for this class to stand on its own as a front-line damage dealer. Lets not forget that they do get Armor Proficiencies, Shield (Spell), and can benefit from a High Dex / Weapon Finesse. This could potentially put them to two main stats [INT, DEX] (I would suggest this over [STR INT] due to the fact that this class does get a couple of Ranged Touch spells, which are DEX based. Plus I recall reading somewhere that you can use DEX for touch too. Might need Weapon Finesse though, not certain.

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