Changes I would like to see to the Magus


Round 1: Magus


I will be outlining some changes i would like to see implemented for the Magus class with accompanying reasons as to why.

First things that should stay the same d8 Hit Die, class skills and skills per level, saves, Bard spell progression, and 3/4 BAB progression. If the magus is supposed to be a 50/50 mix of prepared arcane spell caster and melee warrior it should be less effective than either and should be able to do both right from the start.

Armor proficiency should include medium armor and shields (not tower) and the ability to cast magus spells while using such items without spell failure. The magus already has proficiency with all martial weapons which helps to identify her as more melee oriented than the bard, increasing the level of armor available helps to further solidify this image and increases their durability in such situations.

Spellstrike while useful and flavourful lacks some of the oomph that other classes 1st level abilities grant. I think the Magus should get a free melee attack with their weapon when using touch spells, I think this would bring the ability close to par with abilities such as sneak attack and favored enemy. The ability scales as you gain access to better touch spells and allows the magus to blend spell casting and sword swinging into a single action right off the bat. When you gain access to Spell Combat this would grant an extra attack, but with the attack penalty and the need to take a concentration check also with a penalty it should be balanced.

Magus Arcana should be available at 2nd level and you should receive a new arcana at every even level after. Arcana allow for character customization and are on par with Rogue talents and bonus feats. The spell tax on some of the arcana is unique, i would like it to remain the same however the potency on some of these arcana should be increased or the ability to replenish spells under unique circumstances would be a good mechanic since the Magus has so much economy of action it will likely run out of spells quite fast. Passive arcana that increase melee ability and spell casting ability should be added, many arcana require a swift action, if not enough passive or free action arcana are available their will be to much competition for that swift action spot.

Spell Combat just move it to 3rd level and keep it the same, with the addition of shield proficiency, another caster level under the belt, the change to Spellstrike, and access to arcana already the chance of success is slightly better should you decide to use it and the options when not using it are significantly better. The Magus should feel that Spell Combat is a powerful and worthwhile ability, but the Magus should be able to function without it (incase they don't want to take combat casting, have a low int score, didn't take the concentrate arcana, etc.) just like a Barbarian can be effective without rage but is significantly better when using it.

Arcane weapon move it to 5th level and have it progress as the Paladins Divine bond ability. Keep it the same in all other respects. Personally i just think the total bonuses should be equal to the Paladins and it's nice to get an ability every level.

The first bonus feat should be moved to 7th level to keep with the ability every level reasoning mentioned in the last point and medium armor can be removed since it was effectively given at 1st level.

Improved Spell Combat stays the same, move fighter training to level 8 also. At level 8 you have an effective fighter level of 4 allowing you to qualify for your first fighter only feat weapon specialization and at 9th you pick up a feat which could be used for this.

Counterstrike is moved to 9th level. This allows the ability to come into play much earlier and at a point where a single attack from the magus will be more noticeable.

The bonus feat for 11 stays the same. No reason to change it really.

Greater Spell Combat moved to 13th level. Keeping with an ability every level progression. Remove heavy armor change it to an early access arcana.

Add improved fighter training to Magus list of abilities at level 15 increasing her effective fighter level by 4, allowing the Magus access to Penetrating Strike and Greater Weapon Specialization at 16. Keeps with the ability every level idea again and allows access to some fighter feats earlier as well.

Bonus feat at 17 stays the same.

Weapon call at 19 stays the same.

True Magus needs some work as is it doesn't feel as good or "epic" as many other level 20 abilities. At the moment I would say maybe just give all the optional bonuses not just one when you target the same creature your attacking with the spell your casting.

This is my personal opinion feel free to critique my ideas or post your own etc.

RPG Superstar 2012 Top 32

Here's my take.

ULTIMATE MAGUS

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

Class Skills: Climb, Craft, Fly, Intimidate, Knowledge arcane, Knowledge dungeoneering, Knowledge planes, Profession, Ride, Spellcraft, Swim, Use Magic Device.

Skill Points per Level: 2 + Intelligence modifier

The Magus is proficient with all Simple and Martial weapons. The Magus is proficient in Light Armor, but not shields. The magus can cast spells from the magus spell list while wearing light armor with no chance of arcane spell failure.

Spells. Magi prepare and cast spells using the spells per day table for magi.

LEVEL ABILITY

1. Arcane Pool, Arcane Reserve Power, Cantrips, Spellstrike
2. Magus Arcana
3. Spell Combat
4. Arcane Weapon, Magus Arcana
5. Bonus Feat
6. Magus Arcana
7. Medium Armor
8. Magus Arcana
9. Improved Spell Combat
10. Fighter Training, Magus Arcana
11. Bonus Feat
12. Magus Arcana
13. Heavy Armor
14. Magus Arcana
15. Greater Spell Combat
16. Counterstrike, Magus Arcana
17. Bonus Feat
18. Magus Arcana
19. Weapon Call
20. Magus Arcana, True Magus


I could do with removing the Heavy Armor Proficiency and the ability to cast in heavy armor that goes with it, since I picture the Magus as more lightly armored mobile fighter/mage rather than someone wearing an encumbering full plate armor.

Other than that, although the specifics escape me at the moment, there were two ideas in other threads that I found very interesting.

1) To make Spell Combat similar in design and mechanics to the monk's Flurry of Blows.

2) To have an Arcana Pool to power the Magus Arcana abilities instead of burning spell slot after spell slot. This is the relevant thread.


I could do with removing the Heavy Armor Proficiency and the ability to cast in heavy armor that goes with it, since I picture the Magus as more lightly armored mobile fighter/mage rather than someone wearing an encumbering full plate armor.
Or even better, the Medium and Heavy Armor Proficiencies could be made into Magus Arcana.

Other than that, although the specifics escape me at the moment, there were two ideas in other threads that I found very interesting.

1) To make Spell Combat similar in design and mechanics to the monk's Flurry of Blows. This is the relevant thread.

2) To have an Arcana Pool to power the Magus Arcana abilities instead of burning spell slot after spell slot. This is the relevant thread.

Edit: Sorry for the semi-double post, but I was not able to edit the previous one. :-)

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