Magus archetypes and variety


Round 1: Magus

Shadow Lodge

My first impression of the magus is it feels a little one-dimensional for the new standard of base classes (compared to inquisitor, oracle, cavalier, etc). I realize archetypes could give variations, but the class does feel lacking compared to the new standard of base classes from the APG in it's non-archetype form.

I'd separate the modular mechanic of a magus into styles and suggest that a magus academy could teach it's students one offensive style and one defensive style at 1st level (like selecting a Cavalier Order, or an Oracle Mystery, etc)

For example, you might learn the "Spellstriking" offense and "Master of Force" defense in Nex, while the Chelaxian Academy of Magi might teach the "Fire and Brimstone" offense and the "Classical" defense.

I'd then narrow down the spell list to a more restricted list (say taking Color Spray, Shield, etc off the base list) and give back spells through the styles.

The following is just me vomiting up styles to try to communicate a rough concept of how this might work - it's not intended to be balanced, but only to thematically promote variety.

Offensive Style: Spellstriking (this is the class in beta)
Summary: Use light weapon and free hand to deliver spells
1st - spellstrike: cast touch spells through weapon
2nd - spell combat: attack and cast with full round action (-4, and -2 concentration)
4th - arcane weapon: gain +1 to apply to weapon enhancements
8th - improved spell combat: improve attack and cast with full round action (-2, and 0 concentration)
Skills: Add Intimidate and Escape Artist to class skills
Bonus Spells Gained: 1st - shocking grasp, 3rd - ?, 5th - ?

Offensive Style: Master of Rays
Summary: Mix up rays on alternative rounds with melee attacks
1st - elemental ray: pick an element type for a ray attack (i.e. fire, cold). Your ray does 1d4 damage plus your Intelligence bonus (as ray of frost). You can use this at will.
2nd - ray focus: you use your magus level instead of your BAB for determining if you hit when using a ray attack, you can discharge multiple rays per round for qualifying BAB (2 rays at 6th, etc..)
4th - discharge a ray as part of a melee attack once per round
8th - Your ray now applies fatigued, dazzled or a similar condition on failed save when it hits
Skills: Add Intimidate and Sleight of Hand to class skills
Bonus Spells Gained: 1st - True Strike, 3rd - ?, 5th - ?

Offensive Style: Deceptive Assailant
Summary: Mastery of misdirection
1st - distracting display as a move action; target loses -2AC to attacks, lasts 1rd on made save, lasts Int modifier rounds on failed save. AC penalty only counts for magus
2nd - deceptive movement - magical "fireworks" grant +1/2 magus level to acrobatics checks to avoid AOOs while moving, BAB equal to magus level on first attack after moving at least 10 feet and attacking
4th - you gain a single mirror image that can flank your current target, usable Int modifier times per day; grants flanking and attacks with same weapon damage type and dice as magus, only a single attack. Lasts 1 round per 4 magus levels.
8th - gain the spell blur, usuable Int modifier per day, castable only on self as a move action
Skills: Add Bluff and Stealth to Class Skills
Bonus Spells Gained: 1st - Silent Image, 3rd - ??, 5th - Cats Grace

Offensive Style: Fire and Brimstone
Summary: Something themed with fire
1st - as a full round attack, you can cast your bonus spell as a move action when combined with a full round attack - a number of times per day equal to Int modifier.
2nd - when casting a spell that does fire damage, you can reroll 1s on the damage dice
4th - you can modify a masterwork, +1 or better weapon to gain the flaming enhancement for the day. At every 4 levels after this, the damage dice of the the flaming enhancement increases (+1d6 at 4th, +2d6 at 8th, +3d6 at 12th...)
8th - when casting a spell that does fire damage, you can choose for the saving throw to be a Fortitude save versus Reflex save if you forgo the re-roll 1s ability.
Skills: Add Intimidate and Survival to Class Skills
Bonus Spells Gained: 1st - Burning Hands, 3rd - Flare Burst , 5th - Scorching Ray, 7th - Fireball

Defensive Style: Master of Armor
1st - light armor proficiency, with no casting penalty
7th - medium armor, with no casting penalty and no movement penalty
13th - heavy armor, with no casting penalty and no movement penalty
Bonus Spells Gained: 2nd - shield, 4th - ?, 6th - ?

Defensive Style: Master of Force
Summary: Note you don't gain any armor proficiency with this style, including light armor
1st - when casting spells that improve your armor class, their duration is effected as though Extended
7th - when casting spells that improve your armor class, their duration is 24 hours
13th - when casting spells that improve your armor class, the AC they grant is increased by +1 per 5 magus levels
Bonus Spells Gained: 2nd - mage armor, 4th - ?, 6th - ?

Defensive Style: Evasive Defender
Summary: Something for the magus who doesn't want to wear medium armor
1st - light armor proficiency, with no casting penalty
7th - gain Evasion and +1 AC while in light armor
13th - gain Improved Evasion and +2 AC while in light armor
Bonus Spells Gained: 2nd - ?, 4th - ?, 6th - ?

That's just a dump - I'm sure if I spent more than 20 minutes word vomiting, I'd be more clever.

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