| Seeker of skybreak |
Here is everything I would like to see the Magus be from 1st - 20th. I think its an amazing class with some really cool abilities so I've done my best to keep it as Jason intended. If anyone has any feedback it would be appreciated. I think this will fix many of the issues raised in this play test.
Magus
Medium BAB progression
Good Fortitude and Will Save
Same spell progression as written.
Possibly an altered spell list is needed for balance but I’m not going to tackle that.
1st Arcane Strike, Cantrips
2nd Arcane Pool, Magus arcana, Spellstrike
3rd Bonus Feat, Spell Combat
4th Arcane Weapon, Spellstrike power
5th Magus arcana
6th Fighter Training, Spellstrike power
7th Medium armor
8th Magus arcane, Spellstrike power
9th Bonus Feat, Improved spell combat
10th Spellstrike power
11th Magus arcana
12th Spellstrike power
13th Heavy Armor
14th Magus arcane, Spellstrike power
15th Bonus Feat, Greater spell combat
16th Spellstrike power
17th Magus Arcana
18th Spellstrike power
19th Weapon Call
20th True Magus
Arcane Strike: A Magus gains Arcane Strike as a bonus feat at 1st level.
Arcane Pool: At 2nd level , a Magus gains a pool of arcane points, which grant him a number of benefits he could apply to his weapon or himself. The number of points in a Magus’ arcane pool is equal to ½ his Magus level + his Intelligence modifier. (Credit goes to TLO3 for this idea)
Magus Arcana: I wont type up a bunch of arcane. My though process on this is to keep the ones listed in the book, but make changes to some of the action economy. Rather than some using swift actions, they could expend some arcane pool points to use them as free actions.
Spellstrike: I made comments in some various threads about my opinion on what spell strike means to me. I feel this should be an ability similar to rage for a barbarian. The Magus can imbue his weapon with arcane powers a number of rounds per day equal to 3 + his Intelligence modifier. These powers could give the Magus some cool spell like powers usable as a swift action as part of arcane strike. The arcane poolwould act as a balancing factor. Imbuing abilities to your weapon utilizes some of his arcane pool points. Switching abilities on the weapon costs pool points and only one effect could be active at a time. This idea came to me after Kortz posted an alternate to spell strike. I loved the idea but am personally against generic sneak attack damage which was what his damage was modeled after. It could be a cool spell strike power under my version here though, possibly written up like this:
Arcane Warrior: Through extensive arcane studies a Magus can gain a bonus when fighting certain monsters. Choose a subtype off the following list. Against monsters of the chosen type a Magus can gain an additional 1d6/3 levels of magus whenever he successfully makes an attack against the target. This ability is usable as a swift action while using arcane strike and expends 1 use of your arcane pool to activate.
Aberration
Construct
Dragon
Extraplanar
Fey
Magical Beast
Outsider
Air
Cold
Earth
Fire
Incorporeal
Water
Obviously more powers would have to be made, and play tested for balance. The above ability was made up on the fly inspired by Kortz spellstrike alternative.
Spell combat: I like the ability spell combat and would like to see the penalties reduced to -2 to hit and no penalty to the concentration check. Improved spell combat would reduce the penalty to -1 and greater spell combat would eliminate the penalties all together. Whatever the final version of the class. I hope this ability is still in, even if it is still -4 to hit at early levels.
Everything else is pretty much as written. Like I said I think the Magus is a pretty cool class and I like most of the class as is. I tried to keep it as true to Jason’s vision as possible. I didn't have a chance to playtest the current version, just crunched a bunch of numbers. I still plan on doing a playtest within the next couple days.
Edit: Edited for clarity.
Kortz
|
I'm not crazy about Arcane Pool. That along with Spellstrike, Arcane Weapon and spell casting seems a little cluttered to me.
I still like the idea of a d6 progression to added damage. People seem worried that it steps on the Rogue's toes, but the number of times it could be used would be capped daily at 3 + INT mod. It's also modeled after the Cleric's energy channeling ability. And it makes sense fluff wise and gives a player some choice of flavor right at first level. I don't know what to call it, though... Magus Strike, Energy Strike, Elemental Strike...
I was thinking:
1st cantrips, Elemental Strike + 1d6
2nd Spell Combat, Bonus Feat
3rd Magus Arcana, Elemental Strike + 2d6
4th Arcane Weapon
I think Arcane Weapon's primary purpose at first should be spell-storing of touch or ranged touch attacks. This is where you would slip the former Spellstike in.
5th Elemental Strike + 3d6
6th Magus Arcana
7th Medium Armor, Elemental Strike +4d6
And so on...
| Seeker of skybreak |
Maybe a more elegant solution would be to remove the rounds per day aspect and to just allow spellstrike powers to be performed by spending arcane points. But then you might as well keep it a channeling ability that takes an action point to use. Which could help balance the action economy.
So you aren't into the Spell channeling ability of Spellstrike?
I liked the duskblade alot but I felt the designers wanted to spin the ability differently. Plus, why not try something new. If I wanted to play a duskblade I would play a duskblade. I know the rest of the class is different but spellstrike is a class defining ability. The same with spell combat.
| Seeker of skybreak |
Cleaned up some of the mechanics and reverted spellstrike as written in the playtest PDF. Please read before you judge.
Arcane Pool: At 2nd level , a Magus gains a pool of arcane points, which grant him a number of benefits he could apply to his weapon or himself. The number of points in a Magus’ arcane pool is equal to ½ his Magus level + his Intelligence modifier. As long as he has an arcane point in his pool he can make an arcane strike as part of an attack as a free action.
By spending 1 point from his arcane pool a magus can cast a touch spell as a free action and channel it through his weapon as part of a standard attack action.
Magus Arcana
At 2nd and every 3 levels thereafter a magus begins learning magus arcana. Arcana can only be chosen once and if they affect spells they can only be applied to magus spells.
Arcane accuracy: A magus with this arcana can spend an arcane point as a swift action to grant a +2 insight bonus on all attack rolls this round. He can spend additional points to increase this bonus by +1 for every point spent.
Arcane shield: A magus with this arcana can spend an arcane point as an immediate action to grant himself a +2 shield bonus to his AC until the end of his next turn. He can spend additional points to increase this bonus by +1 for every point spent.
Etc. Etc. These are examples of arcana
Spellstrike: Whenever a magus casts a touch spell he can deliver it using a melée attack. This does not grant a free melée attack - he would still have to take an action to attack as normal.
(essentially identical to the way Jason had it).
Obviously all the spellstrike powers would go away and a few abilities will have to be slightly rearranged.
| Sorcerer Leukocyte |
I like your take on the Magus class and I especially like what you've done with Arcane Pool, but I have to ask, why did you move the fighter bonus feats up to 2/9/15? With the current Fighter Training, there aren't a whole lot of bonus feats you could grab from the fighter-only feat list at levels 2 and 9. Also, what type of damage would you make the extra damage against the chosen type of monster?
I've been working with another DM within my Pathfinder group, and we have come up with a few changes that are radically different from what you've proposed here (including changing the name to Spellblade).
| Hexcaliber |
No sir, I don't like it.
The Magus as is provides the class with everything players originally wanted. It can channel a touch spell through a weapon and can attack + cast all in the same round. What you're suggesting, with the arcane pool, does seem cluttered and overwrought.
Most people will agree, it should be kept simple. Your suggestions put the class all over the place.
When you put "complete class write up" in the post description I expected full base attack with paladin spell progression. With the abilities you have that might be a better fit.
| Seeker of skybreak |
The free action idea sounds bad. You could just OOM yourself to nova it sounds like.
I wasn't thinking about spellstrike stacking with spell combat. As worded I have it so it takes a standard action to channel. So it can't be used as a full attack action which means it wont work with spell combat. However switching it to a swift action should work to eliminate problems with quicken spell and the like.
What you're suggesting, with the arcane pool, does seem cluttered and overwrought
Even after I cleaned it up? It shouldn't be any more different than the monks ki pool ability. Can you explain what seems to make it more cluttered? It would be nice to get this acceptable so it could be seriously considered as a new groundwork for what Jason does with Magus 2.0. I purposefully kept it close to Jason's original intent and he did seem interested by TLO3's arcane pool in another thread.
I like your take on the Magus class and I especially like what you've done with Arcane Pool, but I have to ask, why did you move the fighter bonus feats up to 2/9/15
Thanks and I forgot to move the bonus feats back to where they were in the beta. I originally had alot of the abilities moved around and the bonus feats were moved to fill out levels. They could probably be arranged to levels 4/10/16 to fill out some dead levels from spellstrike powers going away. Counterstrike could be placed at 12th where it will be useful. Then the only dead level is 18.
| SmiloDan RPG Superstar 2012 Top 32 |
Here's my take on the Magus.
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 Might, 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. Fighter Training, Magus Arcana
9. Improved Spell Combat
10. Magus Arcana
11. Bonus Feat
12. Greater Arcana, 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
Arcane Might (Ex): The magus may use his caster level in place of his base attack bonus when qualifying for feats.
Arcane Pool (Su): The magus has a pool of arcane power with a number of points equal to ½ the magus’s level + his Intelligence modifier (minimum 1). The points may be spent to power Magus Arcana abilities or to cast a prepared spell without using up the prepared spell’s slot. To cast a spell, the magus spends a number of points equal to the spell’s level.
Arcane Reserve Power (Su): As long as the magus maintains at least 1 point in his Arcane Pool, he benefits from his Arcane Reserve Power. At 1st level, the magus chooses one of the following Arcane Reserve Powers; once the choice is made, it can never be changed. However, the magus may select additional Arcane Reserve Powers as a Magus Arcana.
Arcane Athlete. The magus gains a bonus to Climb and Swim skill checks equal to the highest level spell he can cast.
Arcane Celerity. The magus gains a bonus to his Speed equal to 5 times the highest level spell he can cast.
Arcane Durability. The magus gains DR /magic equal to the highest level spell he can cast.
Arcane Grace. The magus gains a bonus on all Saving Throws equal to the highest level spell he can cast.
Arcane Knowledge. The magus gains a bonus to all Knowledge skill checks equal to the highest level spell he can cast.
Arcane Mastery. The magus gains a bonus on Spellcraft and Use Magic Device equal to the highest level spell he can cast.
Arcane Menace. The magus gains a bonus to Intimidate skill checks equal to double the highest level spell he can cast.
Arcane Penetration. The magus gains a bonus on caster level checks to overcome spell resistance equal to the highest level spell he can cast.
Arcane Potency. The magus gains a bonus equal to ½ the highest spell he can cast to the Save DC of his spells (minimum +1).
Arcane Resilience. When the magus is below half his normal hit point total, he gains fast healing at a rate equal to the highest level spell he can cast.
Arcane Resistance. Choose one of the following energy types: acid, cold, electricity, fire, or sonic. The magus gains energy resistance against the selected energy type equal to 5 times the highest level spell he can cast.
Arcane Senses. The magus adds his Intelligence bonus to his initiative and Perception skill checks.
Arcane Shield. The magus gains a shield bonus to AC equal to the highest level spell he can cast.
Arcane Strike. The magus gains Arcane Strike as a bonus feat.
Arcane Toughness. The magus gains temporary hit points equal to 5 times the highest level spell he can cast.
Arcane Traveler. The magus gains a bonus to his Fly and Ride skill checks equal to the highest level spell he can cast. He grants his mount (if any) a bonus to its speed equal to 5 times the highest level spell he can cast. The magus gains a bonus to his Fly speed equal to 5 times the highest level spell he has.
Cantrips (as Magus)
Spellstrike (as Magus)
Magus Arcana (as Magus)
Spell Combat (as Magus)
Arcane Weapon (as Magus)
Bonus Feat (as Magus)
Medium Armor (as Magus)
Fighter Training (as Magus)
Improved Spell Combat (as Magus)
Greater Arcana (Sp): As a full round action, the magus can spend 1 point from his Arcane Pool and cast 2 spells at the same time, provided the casting times of both spells is 1 standard action or less. The magus must have both hands free to do this, even if the spells do not normally require somatic components.
Heavy Armor (as Magus)
Greater Spell Combat (as Magus)
Counterstrike (as Magus)
Weapon Call (as Magus)
True Magus (as Magus)
| Kataris |
My group's changes to the Magus class were somewhat different. First off, we renamed the class to Spellblade. Many of these changes are taken from ideas in the Playtest Forums that we thought were interesting.
The class felt like a sword-wielding wizard before. With the changes, I feel that it is more of a spontaneous spellcaster that mixes offensive spellcasting with an intense focus on a single weapon, binding the two together in his attacks.
This is probably still far from the final product of my group's Magus changes, as there are still more great ideas on these forums, Also, the spells known and per day still feel like they need balancing, as the class is going to run out of spells every day very quickly as it is. There will probably end up being more Spellblade Arcana choices, too.
BAB: 3/4
Good Saves: Will and Reflex
Hit Die: d10
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Cha), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks: 2 + intelligence modifier
Proficiencies: Same as Magus
Spellcasting: The Spellblade now has spontaneous spellcasting, with the same spells per day as the bard and the same spells known as the bard.
NEW SPELL: Tiring Strike
NEW SPELL: Striking Flames
CLASS SPELL LIST:
1: Flare Burst, Hydraulic Push, Stone Fist, Burning Hands, Color Spray, Enlarge Person, Expeditious Retreat, Feather Fall, Floating Disk, Grease, Jump, Magic Missile, Magic Weapon, Mount, Obscuring Mist, Reduce Person, Shield, Shocking Grasp, Silent Image, True Strike, Unseen Servant, Chill Touch
2: Burning Gaze, Elemental Touch, Fire Breath, Stone Call, Acid Arrow, Alter Self, Bear’s Endurance, Blur, Bull’s Strength, Cat’s Grace, Darkness, Flame Sphere, Fog Cloud, Glitterdust, Gust of Wind, Invisibility, Levitate, Minor Image, Mirror Image, Pyrotechnics, Scorching Ray, Shatter, Spider Climb, Web, Ghoul Touch, Touch of Idiocy, Protection From Arrows, False Life
3: Aqueous Orb, Cloak of Winds, Elemental Aura, Hydraulic Torrent, Versatile Weapon, Arcane Sight, Beast Shape I, Daylight, Dispel Magic, Displacement, Fireball, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Lightning Bolt, Greater Magic Weapon, Major Image, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Water Breathing, Wind Wall, Heroism, Rage, Vampiric Touch, Blink
4: Ball Lightning, Detonate, Dragon’s Breath, Firefall, River of Wind, Beast Shape II, Black Tentacles, Dimension Door, Elemental Body, Mass Enlarge Person, Fire Shield, Ice Storm, Greater Invisibility, Phantasmal Killer, Mass Reduce Person, Shout, Solid Fog, Stoneskin, Wall of Fire, Wall of Ice, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Confusion, Crushing Despair, Resilient Sphere
5: Fire Snake, Geyser, Baleful Polymorph, Beast Shape III, Cloudkill, Cone of Cold, Elemental Body II, Interposing Hand, Overland Flight, Telekinesis, Teleport, Wall of Force, Wall of Stone, Feeblemind, Mind Fog, Waves of Fatigue, Greater Heroism, Chain Lightning
6: Contagious Flame, Sirocco, Acid Fog, Beast Shape IV, Disintegrate, Greater Dispel Magic, Elemental Body III, Flesh to Stone, Forceful Hand, Form of the Dragon I, Freezing Sphere, Mislead, Stone to Flesh, Transportation, True Seeing, Wall of Iron, Antimagic Field, Finger of Death
CLASS FEATURES:
1. Cantrips, Spellstrike
2. Spell Combat
3. Spellblade Arcana, Implement Aptitude
4. Arcane Weapon
5. Spellblade Arcana, Weapon Familiarity I
6. Bonus Feat
7. Spellblade Arcana
8. Improved Spell Combat, Fighter Training
9. Spellblade Arcana
10. Weapon Familiarity II
11. Spellblade Arcana, Bonus Feat
12. Counterstrike
13. Spellblade Arcana
14. Greater Spell Combat
15. Spellblade Arcana, Weapon Familiarity III
16. Implement Mastery
17. Spellblade Arcana, Bonus Feat
18. Weapon Call
19. Spellblade Arcana
20. True Spellblade
CANTRIPS:
SPELLSTRIKE:
SPELL COMBAT:
SPELLBLADE ARCANA:
(The following are all of the Spellblade Arcana choices)
Arcane Accuracy (Su): A Spellblade with this Spellblade Arcana can sacrifice one of his spell slots as a swift action to grant himself an insight bonus on all attack rolls equal to the level of the spell slot consumed until the end of his turn. Consuming cantrips in this way has no effect.
Broad Study (Ex): A Spellblade with this Spellblade Arcana must select one other class that grants the ability to cast spells. The Spellblade can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class’s spell list without suffering the normal chances of arcane spell failure. The Spellblade must be at least 5th level before selecting this Spellblade Arcana.
Concentrate (Ex): A Spellblade with this Spellblade Arcana can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before it is determined if the roll is a success. The Spellblade must take the second roll, even if it is worse. The Spellblade can use this ability once per day.
Critical Strike (Ex): Whenever a Spellblade with this Spellblade Arcana scores a critical hit with a melee weapon, he may cast a spell with a range of touch as a swift action, then make a touch attack against the target of the critical hit as a free action. The Spellblade can use this ability once per day. The Spellblade must be at least 11th level before selecting this Spellblade Arcana.
Dispelling Strike (Su): A Spellblade with this Spellblade Arcana can sacrifice one of his spell slots as a swift action to imbue his weapon with a special aura. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the Spellblade’s level as the caster level, except that this effect cannot dispel a spell of a level higher than that sacrificed spell slot (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the aura dissipates, even if the dispel attempt is unsuccessful. The Spellblade must be at least 9th level before selecting this Spellblade Arcana.
Empowered Magic (Su): A Spellblade with this Spellblade Arcana can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The Spellblade must be at least 5th level before selecting this Spellblade Arcana.
Evasion (Ex): A Spellblade with this Spellblade Arcana can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Spellblade is wearing light armor, medium armor, or no armor. A helpless Spellblade does not gain the benefit of evasion. The Spellblade must be at least 9th level before selecting this Spellblade Arcana.
Familiar (Su): A Spellblade with this Spellblade Arcana gains a familiar, using his Spellblade level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature. The Spellblade cannot take both the Familiar and Weapon Familiar Spellblade Arcana.
Focused Caster (Ex): A Spellblade with this Spellblade Arcana gains a permanent +2 on all Concentration Checks. This Spellblade Arcana can be taken multiple times.
Hasted Assault (Su): A Spellblade with this Spellblade Arcana can sacrifice one of his spell slots as a swift action to move more quickly. This functions as haste, but it only targets the Spellblade and the duration lasts a number of rounds equal to the level of the sacrificed spell slot. The Spellblade must be at least 9th level before selecting this Spellblade Arcana.
Heavy Armor Spellcasting (Ex): A Spellblade with this Spellblade Arcana is proficient with heavy armor. The Spellblade can cast Spellblade spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Spellblade using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. The Spellblade must have taken the Medium Armor Spellcasting Spellblade Arcana before selecting this Spellblade Arcana. The Spellblade must be at least 11th level before selecting this Spellblade Arcana.
Improved Evasion (Ex): A Spellblade with this Spellblade Arcana’s evasion improves. This ability works like evasion, except that while the Spellblade still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Spellblade does not gain the benefit of improved evasion. The Spellblade must have taken the Evasion Spellblade Arcana before selecting this Spellblade Arcana. The Spellblade must be at least 13th level before selecting this Spellblade Arcana.
Maneuver Mastery (Ex): A Spellblade with this Spellblade Arcana has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he treats his Spellblade level as his base attack bonus (in addition to any base attack bonus gained from other classes). A Spellblade can select this Spellblade Arcana more than once. Its effects do not stack. Each time he selects this Spellblade Arcana, he selects another combat maneuver.
Maximized Magic (Su): A Spellblade with this Spellblade Arcana can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell. The Spellblade must be at least 11th level before selecting this Spellblade Arcana.
Medium Armor Spellcasting (Ex): A Spellblade with this Spellblade Arcana is proficient with medium armor. The Spellblade can cast Spellblade spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Spellblade wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. The Spellblade must be at least 5th level before selecting this Spellblade Arcana.
Quickened Magic (Su):A Spellblade with this Spellblade Arcana can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell. The Spellblade must be at least 15th level before selecting this Spellblade Arcana.
Raging Magic (Ex): A Spellblade with this Spellblade Arcana can Rage as per the Barbarian class feature once per day, with a duration in rounds equal to the Spellblade’s intelligence modifier. The Spellblade can choose to end the rage early, reducing the number of rounds he will be fatigued accordingly. The Spellblade, while other restrictions of the rage still apply, can still cast any spell he knows as if he were not under the effects of rage. Raging Magic follows the Metamagic Arcana rules to determine additional uses per day. The Spellblade must be at least 5th level before selecting this Spellblade Arcana.
Reflection (Su): A Spellblade with this Spellblade can sacrifice one of his spell slots as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or less than the level of the sacrificed spell slot. The Spellblade must be at least 14th level before selecting this Spellblade.
Silent Magic (Su): A Spellblade with this Spellblade Arcana can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell.
Spell Shield (Su): A Spellblade with this Spellblade Arcana can sacrifice one of his spell slots as an immediate action to grant himself a shield bonus to AC equal to the level of the spell slot consumed until the end of his next turn. Consuming cantrips in this way has no effect.
Still Magic (Su): A Spellblade with this Spellblade Arcana can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell.
Weapon Familiar (Ex): The Spellblade cannot take both the Familiar and the Weapon Familiar Spellblade Arcana. The weapon familiar is detailed below.
More information on the Weapon Familiar:
Ability Scores: Strength 14, Dexterity 12, Constitution -, Intelligence X, Wisdom 8, Charisma 6
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level.
Hit Points: The weapon familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: The weapon familiar doesn’t make attacks itself, but is used by the master to attack.
Saving Throws: The weapon familiar uses the master’s base saving throw, but adds its own attribute modifiers. The weapon familiar gains a racial bonus to Fortitude saves equal to 1/3 of its Hit Dice, rounded down.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal ranks for the weapon familiar (according to personality) or the master’s skill ranks, whichever is better. In either case, the weapon familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the weapon familiar’s ability to use (A weapon familiar cannot use Acrobatics, Climb, Disable Device, Disguise, Escape Artist, Fly, Heal, Perform, Ride, Sleight of Hand, Stealth, Swim, and Use Magic Device. Depending on the personality of the weapon familiar, it will have differing ranks in Appraise, Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nature), Knowledge (Nobility), Knowledge (Planes), Knowledge (Religion), Linguistics, Perception, Profession, Sense Motive, Spellcraft, and Survival depending on its personality. A personality will only have ranks in a class skill).
Type: The weapon familiar is a Construct. The Construct Traits are immunity to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage. Constructs do not need to eat, drink, or breathe (Note: the weapon familiar is still treated as an object for the purpose of sundering and similar effects, even though it is a Construct).
Weapon Familiar Bonuses (Master Class Level: Hardness, Intelligence, Special Features)
1st-2nd: +1 hardness, intelligence is 1/2 of Spellblade +1, Alertness, Communicate With Master, Improved Evasion, Inherited Sight, Personality, Soul Link, Share Spells
3rd-4th: +2 hardness, intelligence is 1/2 of Spellblade +2, Deliver Touch Spells, Weapon Focus
5th-6th: +3 hardness, intelligence is 1/2 of Spellblade +3, Blind-Fight, Speak With Master
7th-8th: +4 hardness, intelligence is 1/2 of Spellblade +4, Speak With Allies, Quick Draw
9th-10th: +5 hardness, intelligence is 1/2 of Spellblade +5, Speak With Anyone
11th-12th: +6 hardness, intelligence is 1/2 of Spellblade +6, Spell Resistance
13th-14th: +7 hardness, intelligence is 1/2 of Spellblade +7, Scry on Familiar
15th-16th: +8 hardness, intelligence is 1/2 of Spellblade +8, Greater Weapon Focus
17th-18th: +9 hardness, intelligence is 1/2 of Spellblade +9, Personality Focus
19th-20th: +10 hardness, intelligence is 1/2 of Spellblade +10, Stunning Critical
Hardness Adjustment: The number here is in addition to the weapon familiar’s existing hardness.
Intelligence: The weapon familiar’s intelligence score.
Alertness: While the weapon familiar is within arm’s reach, the master gains the Alertness feat.
Communicate With Master: The master has a telepathic link with his weapon familiar to a 1 mile distance. The master can communicate telepathically with his weapon familiar, but cannot see through the eyes of the weapon familiar because the weapon familiar does not have eyes. The master has the same connection to an item or place that his weapon familiar does.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a weapon familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Inherited Sight: As the weapon familiar was created using a piece of the master’s own soul, the weapon familiar, while it doesn’t have eyes, senses the surrounding world as though it had the same forms of vision as the master.
Personality: Each weapon familiar has a distinct personality, randomly assigned at the time of its creation from among those soon to follow. At 1st level, its owner typically gets a feel for a weapon familiar’s personality only through occasional impulses, but as the owner increases in level the weapon familiar’s personality becomes more pronounced. At higher levels, it is not uncommon for a weapon familiar to constantly ply its owner with observations and advice, often severely slanted toward the weapon familiar’s particular worldview. The owner always sees a bit of himself in his weapon familiar, even if magnified and therefore distorted.
Soul Link: The master of a weapon familiar has a deep link to the piece of his soul residing in the weapon familiar. If the weapon familiar has the broken condition, the master has the fatigued condition until the weapon familiar is repaired. If the weapon familiar is destroyed, the master gains one negative level, which remains and cannot be removed by any means until the master goes through a ritual no sooner than one week after the weapon familiar is destroyed, which takes 8 hours and costs 200 gp per Spellblade level the master has. The ritual also requires a weapon to be bound as the new weapon familiar (Note: the weapon familiar cannot be a natural weapon). As soon as the ritual is completed, the negative level is instantly removed.
Share Spells: The Spellblade may cast a spell with a target of “You” on his weapon familiar (as a touch spell) instead of on himself. A Spellblade may cast spells on his weapon familiar even if the spells do not normally affect creatures of the weapon familiar’s type.
Deliver Touch Spells: If the master is 3rd level or higher, a weapon familiar can deliver touch spells for him. If the master and the weapon familiar are in contact at the time the master casts a touch spell, he can designate his weapon familiar as the “toucher.” The weapon familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Weapon Focus: If the master is 3rd level or higher, while the weapon familiar is within arm’s reach, the master gains the Weapon Focus feat with the weapon type of the weapon familiar.
Blind-Fight: If the master is 5th level or higher, while the weapon familiar is within arm’s reach, the master gains the Blind-Fight feat.
Speak With Master: If the master is 5th level or higher, the weapon familiar gains the ability to speak verbally in any language the master knows. Nobody but the master can hear this speech.
Speak With Allies: If the master is 7th level or higher, the weapon familiar’s ability to speak verbally in any language the master knows now extends to those the master considers allies (this generally includes the adventuring group and any NPCs which are currently in good standing with the master, unless specified otherwise to the DM). The weapon familiar can choose to speak as if it did not have this ability.
Quick Draw: If the master is 7th level or higher, while the weapon familiar is within arm’s reach, the master gains the Quick Draw feat, but the feat only functions when drawing the weapon familiar.
Speak With Anyone: If the master is 9th level or higher, the weapon familiar gains the ability to speak verbally in any language the master knows. Any creature or object that can detect sound through any method, such as a spell or having ears, can hear the weapon familiar. The weapon familiar can choose to speak as if it did not have this ability.
Spell Resistance: If the master is 11th level or higher, a weapon familiar gains spell resistance equal to the master’s level + 5. To affect the weapon familiar with a spell, another spellcaster
must get a result on a caster level check (1d20 + caster level) that equals or exceeds the weapon familiar’s spell resistance.
Scry on Familiar: If the master is 13th level or higher, he may scry on his weapon familiar (as if casting the scrying spell) once per day.
Greater Weapon Focus: If the master is 15th level or higher, while the weapon familiar is within arm’s reach, the master gains the Greater Weapon Focus feat with the weapon type of the weapon familiar.
Personality Focus: If the master is 17th level or higher, while the weapon familiar is within arm’s reach, the master gains the Skill Focus feat in any one skill that is a class skill for the familiar, depending on personality. If the weapon familiar leaves arm’s reach of the master and then returns to within arm’s reach of the master, the master does not get to select a different skill to use Skill Focus on. The choice of which skill Skill Focus applies to is permanent for as long as the master has the same weapon familiar.
Stunning Critical: If the master is 19th level or higher, while the weapon familiar is within arm’s reach, the master gains the Stunning Critical feat, but the feat only functions for critical hits when wielding the weapon familiar.
Personalities for the Weapon Familiar:
Roll a 1d20 to randomly select your weapon familiar personality. If you roll a 16-20, reroll until you roll a number between 1-15. (Note: Yes, this concept was lovingly borrowed from the psicrystal of 3.5 fame)
1 - Artiste: This splinter personality notes without humility that it is wonderfully talented in almost any “cultured” occupation, be it dancing, opera, or cooking. Equal parts truth and pretension make up this claim. (Bluff: +4, Knowledge (Nobility) +6int, Appraise +6int, Linguistics +4int, Sense Motive +2, Profession (Playwright) +3)
2 - Bully: Sometimes bad seeds are still good for something. The bully splinter personality’s overbearing harangues and constant insistence on getting its way can be trying, but its influence is sometimes handy for the owner. (Intimidate +4, Knowledge (Local) +6int, Survival +5, Perception +3, Handle Animal +2, Knowledge (Nobility) +4int) (Note: while the Bully can speak to you telepathically, you cannot speak to the Bully telepathically)
3 - Coward: Buried deep in everyone is a healthy dose of self-preservation. When captured and magnified, the essence of cowardliness aids the owner in finding safe harbor in dangerous situations. However, this weapon familiar is far too eager to urge the owner to run and hide, even in not seriously dangerous situations. (Bluff +4, Perception +5, Survival +5, Knowledge (Local) +4int, Knowledge (Dungeoneering) +4int, Knowledge (Nature) +4int)
4 - Friendly: This splinter personality is disposed to promote the well-being of others—even of reviled enemies. The owner puts up with lectures on his hard-hearted ways, but in return he is better able to deal with creatures in a nonviolent manner. (Diplomacy +4, Handle Animal +4, Sense Motive +4, Knowledge (Local) +4int, Knowledge (Religion) +4int, Linguistics +4int)
5 - Hero: We all want to be heroes, and the weapon familiar with this implanted splinter personality is that desire personified. Given to urging the owner into dangerous situations, it pays back its owner with fortitude in moments of difficulty. (Knowledge (Dungeoneering) +6int, Perception +5, Intimidate +4, Bluff +2, Appraise +4int, Knowledge (History) +4int)
6 - Liar: This weapon familiar just can’t help telling falsehoods, even to its owner—who knows all too well when it is prevaricating and when it is communicating truthfully. This inability to mislead its owner doesn’t stop the weapon familiar from lying anyway—and its lying ways can serve its owner in good stead when he is forced to stretch the truth himself. (Bluff +4, Diplomacy +4, Sense Motive +4, Perception +3, Knowledge (History) +4int, Appraise +4int)
7 - Meticulous: A meticulous weapon familiar has a hard time discerning between important details and those that are irrelevant. In describing itself, it would say it is “punctilious in its attention to the rules of etiquette, and furthermore marked by extreme care in the treatment of details.” Sometimes maddening, this trait is at other times useful to the owner who attempts a precise study of his environment. (Perception +5, Knowledge (Engineering) +6int, Sense Motive +4, Knowledge (Dungeoneering) +4int, Spellcraft +4int, Appraise +4int)
8 - Nimble: Quick and dexterous, a nimble weapon familiar is the perfect companion in any situation where reaction must follow on the heels of action. If anything, this splinter personality is a little too prone toward seeing potential danger in every shadow. (Knowledge (Dungeoneering) +6int, Perception +5, Bluff +4, Survival +3, Sense Motive +2, Knowledge (Nature) +4int)
9 - Observant: “Did you see that?” is the most common communication between an observant weapon familiar and its owner. Sometimes a weapon familiar with this personality enables its owner to note details he might have otherwise passed by. (Perception +5, Survival +5, Sense Motive +4, Appraise +4int, Knowledge (Dungeoneering) +4int, Knowledge (Planes) +4int)
10 - Poised: The ability to be constantly aware of your body and how it interacts with your surroundings is something often lost in the welter of more important thoughts. Not so for this weapon familiar, which is perfectly poised and sure of itself—if not its owner. It often preaches the importance of equilibrium and readiness for action. (Perception +5, Knowledge (Local) +6int, Knowledge (Nature) +6int, Knowledge (Dungeoneering) +4int, Knowledge (Arcana) +4int, Sense Motive +2)
11 - Resolved: Resolution is a quality everyone wishes he or she had, and this weapon familiar has it in spades. It is firm in purpose and belief, and its advice and observations are characterized by fierce determination. Or, as its owner might say, it is a stubborn so-and-so. Still, this unshakable faith aids the owner in all contests of will. (Knowledge (Religion) +6int, Knowledge (History) +6int, Survival +5, Diplomacy +2, Linguistics +4int, Perception +3)
12 - Sage: This splinter personality attempts to be a mentor to its owner, even though it is drawn from the owner’s mind. Still, unfettered by any other personality type, the sage sees itself as the be-all, end-all master of all spiritual and philosophical topics (not to mention the area of knowledge in which it is especially skilled). Outside the scope of its particular area of expertise, the sage weapon familiar’s advice is some times suspect. (Spellcraft +6int, Knowledge (Arcana) +6int, Knowledge (History) +6int, Knowledge (Religion) +4int, Knowledge (Nature) +4int, Linguistics +4int)
13 - Single-Minded: A weapon familiar with this personality has the ability to focus on the task at hand, ignoring all other environmental and emotional factors. Sometimes its owner has a difficult time getting the weapon familiar’s attention, but its influence also magnifies its owner’s ability to concentrate. (Knowledge (Geography) +6int, Appraise +6int, Diplomacy +4, Perception +3, Survival +3, Bluff +2)
14 - Sneaky: Why announce your presence with loud footfalls when you could just as easily glide in with less noise than a breath of air? Or so asks the sneaky weapon familiar, who believes wholeheartedly in the adage that silence is golden. It is given to hushing its owner—and its owner’s companions. Still, its expertise in the area of quiet locomotion can’t be denied. (Knowledge (Dungeoneering) +6int, Bluff +4, Perception +5, Survival +3, Sense Motive +2, Knowledge (Local) +4int)
15 - Sympathetic: This personality allows a weapon familiar to see into the hearts of other living things by putting itself in their shoes. Unfortunately, the weapon familiar also spends a lot of time analyzing the owner and his companions, commenting on their mental states, and making pronouncements about the fitness of their actions. This personality can be useful, though, when the owner wants to determine the motives of a potential enemy. (Diplomacy +4, Sense Motive +4, Linguistics +6int, Knowledge (Nobility) +4int, Knowledge (Nature) +4int, Handle Animal +2)
IMPLEMENT APTITUDE:
ARCANE WEAPON: Same as Magus
WEAPON FAMILIARITY I:
IMPROVED SPELL COMBAT: Same as Magus
FIGHTER TRAINING (Ex):
WEAPON FAMILIARITY II:
COUNTERSTRIKE: Counterstrike is now attained at level 12.
GREATER SPELL COMBAT: Same as Magus
WEAPON FAMILIARITY III:
IMPLEMENT MASTERY:
WEAPON CALL: Weapon Call is now attained at level 18.
TRUE SPELLBLADE:
| Hexcaliber |
hexcaliber wrote:What you're suggesting, with the arcane pool, does seem cluttered and overwroughtEven after I cleaned it up? It shouldn't be any more different than the monks ki pool ability. Can you explain what seems to make it more cluttered? It would be nice to get this acceptable so it could be seriously considered as a new groundwork for what Jason does with Magus 2.0. I purposefully kept it close to Jason's original intent and he did seem interested by TLO3's arcane pool in another thread.
I realize you've worked hard on this and I do believe there is a place for Arcane Pool.
It's just not here.
I don't want arcane pool added to the class. It adds too many options at an early level. If you didn't have spells until 4th then I could see it.
| Seeker of skybreak |
I realize you've worked hard on this and I do believe there is a place for Arcane Pool.
It's just not here.
I don't want arcane pool added to the class. It adds too many options at an early level. If you didn't have spells until 4th then I could see it.
Fair enough. I appreciate the feedback. I however want to point out that I don't think it really adds more options than he had. The main thing it does is allow him to essentially spellstrike as a duskblade by using Arcane points. The Magus Arcana were abilities he already had. But again, I appreciate the feedback. I'm just trying to put ideas out there like everyone else :)
| Seeker of skybreak |
Here's my take on the Magus...
Greater Arcana (Sp): As a full round action, the magus can spend 1 point from his Arcane Pool and cast 2 spells at the same time, provided the casting times of both spells is 1 standard action or less. The magus must have both hands free to do this, even if the spells do not normally require somatic components.
This seems like a very powerful ability. Twin casting is a lot stronger than melée attacking and then casting which is powerful in it's own right. I should add that the reserve powers idea is interesting but could probably be rolled into magus arcana somehow. We've already had complaints about people wanting to keep the class simpler.
| SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan wrote:This seems like a very powerful ability. Twin casting is a lot stronger than melée attacking and then casting which is powerful in it's own right. I should add that the reserve powers idea is interesting but could probably be rolled into magus arcana somehow. We've already had complaints about people wanting to keep the class simpler.Here's my take on the Magus...
Greater Arcana (Sp): As a full round action, the magus can spend 1 point from his Arcane Pool and cast 2 spells at the same time, provided the casting times of both spells is 1 standard action or less. The magus must have both hands free to do this, even if the spells do not normally require somatic components.
Thanks for the feedback. I just used that as a kind of place-holder ability. The way my version of the Magus was developing, it was getting 2 abilities every 4 levels except 12th, so I just pigeon-holed that in there. Maybe switch it around with counter-strike?
| Aelryinth RPG Superstar 2012 Top 16 |
I'm suprised nobody has come up with a concept based around leveraging Arcane Strike.
The ideas above about arcana giving bonuses to various things would work PERFECTLY off an Arcane Strike mechanic, especially if the Magus could get Arcane Strike as a quick action. Instead of a +1 to +5 on damage, get a +1 to +5 on all that other stuff.
==Aelryinth
| Seeker of skybreak |
I'm suprised nobody has come up with a concept based around leveraging Arcane Strike.
The ideas above about arcana giving bonuses to various things would work PERFECTLY off an Arcane Strike mechanic, especially if the Magus could get Arcane Strike as a quick action. Instead of a +1 to +5 on damage, get a +1 to +5 on all that other stuff.
==Aelryinth
In my original post I give arcane strike at first level as a bonus feat. I also edited my description for Arcane Pool to allow you to do an arcane strike as part of an attack as a free action as long as you have points in your pool. But I see what your talking about using arcane strike then giving an effect with Arcane strike bonus damage. Not a bad idea actually.
| Seeker of skybreak |
Thanks for the feedback. I just used that as a kind of place-holder ability. The way my version of the Magus was developing, it was getting 2 abilities every 4 levels except 12th, so I just pigeon-holed that in there. Maybe switch it around with counter-strike?
Yeah, it would fit better as a 16th level ability. It seems to me it should be an ability that is extremely limited in use.
| SmiloDan RPG Superstar 2012 Top 32 |
ULTIMATE MAGUS REDUX
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 Might, 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. Fighter Training, Magus Arcana
9. Improved Spell Combat
10. Magus Arcana
11. Bonus Feat
12. Counterstrike, Magus Arcana
13. Heavy Armor
14. Magus Arcana
15. Greater Spell Combat
16. Greater Arcana, Magus Arcana
17. Bonus Feat
18. Magus Arcana
19. Weapon Call
20. Magus Arcana, True Magus
Arcane Might (Ex): The magus may use his caster level in place of his base attack bonus when qualifying for feats.
Arcane Pool (Su): The magus has a pool of arcane power with a number of points equal to ½ the magus’s level + his Intelligence modifier (minimum 1). The points may be spent to power Magus Arcana abilities or to cast a prepared spell without using up the prepared spell’s slot. To cast a spell, the magus spends a number of points equal to the spell’s level.
Arcane Reserve Power (Su): As long as the magus maintains at least 1 point in his Arcane Pool, he benefits from his Arcane Reserve Power. At 1st level, the magus chooses one of the following Arcane Reserve Powers; once the choice is made, it can never be changed. However, the magus may select additional Arcane Reserve Powers as a Magus Arcana.
Arcane Acrobat. The magus gains a bonus to Acrobatics and Escape Artist skill checks equal to the highest level spell he can cast.
Arcane Athlete. The magus gains a bonus to Climb and Swim skill checks equal to the highest level spell he can cast.
Arcane Celerity. The magus gains a bonus to his Speed equal to 5 times the highest level spell he can cast.
Arcane Concentration. The magus gains a bonus on Concentration checks equal to the highest level spell he can cast.
Arcane Critical. The magus gains a bonus on attack rolls to confirm critical hits equal to the highest level spell he can cast.
Arcane Durability. The magus gains DR /magic equal to the highest level spell he can cast.
Arcane Endurance. The magus gains a bonus equal to the highest level spell he can cast on Swim checks made to resist non-lethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid non-lethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks to avoid non-lethal damage from starvation or thirst; Fortitude saves made to avoid non-lethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Arcane Fortune. The magus may make a number of luck re-rolls per day equal to the highest level spell he can cast.
Arcane Grace. The magus gains a bonus on all Saving Throws equal to the highest level spell he can cast.
Arcane Guile. The magus gains a bonus to Bluff and Disguise skill checks equal to the highest level spell he can cast.
Arcane Hauler. The magus adds double the highest spell level he can cast to his Strength score for the purposes of determining the amount he can carry and for encumbrance.
Arcane Heart. The magus may add his Intelligence modifier in place of his Constitution modifier to his hit points and Fortitude saving throws.
Arcane Knight. The magus reduces the armor check penalties for any armor he wears by an amount equal
to the highest level spell he can cast.
Arcane Knowledge. The magus gains a bonus to all Knowledge skill checks equal to the highest level spell
he can cast.
Arcane Maneuvers. The magus gains a bonus on his CMB and CMD equal to the highest level spell he can
cast.
Arcane Mastery. The magus gains a bonus on Spellcraft and Use Magic Device equal to the highest level spell he can cast.
Arcane Menace. The magus gains a bonus to Intimidate skill checks equal to double the highest level spell he can cast.
Arcane Negotiator. The magus gains a bonus on Diplomacy and Sense Motive skill checks equal to the highest level spell he can cast.
Arcane Opportunist. The magus gains a bonus on attack of opportunity attack rolls equal to the highest level spell he can cast.
Arcane Penetration. The magus gains a bonus on caster level checks to overcome spell resistance equal to the highest level spell he can cast.
Arcane Pocket. The magus gains access to a non-dimensional storage space that can hold up to 10 times the highest level spell he can cast squared pounds of non-living equipment. (10 pounds for 1st level spells, 40 pounds for 2nd level spells, 90 pounds for 3rd level spells, 160 pounds for 4th level spells, 250 pounds for 5th level spells, 360 pounds for 6th level spells) Depositing or withdrawing an item from this non-dimensional storage space is a swift action.
Arcane Potency. The magus gains a bonus equal to ½ the highest spell he can cast to the Save DC of his spells (minimum +1).
Arcane Precision. The magus causes additional precision-based damage against flanked or flat-footed opponents equal to 1d6 per spell level he can cast.
Arcane Puissance. The magus may add his Intelligence modifier in place of his Strength modifier on melee attack and damage rolls.
Arcane Resilience. When the magus is below half his normal hit point total, he gains fast healing at a rate equal to the highest level spell he can cast.
Arcane Resistance. Choose one of the following energy types: acid, cold, electricity, fire, or sonic. The magus gains energy resistance against the selected energy type equal to 5 times the highest level spell he can cast.
Arcane Senses. The magus adds his Intelligence bonus to his initiative and Perception skill checks.
Arcane Shield. The magus gains a shield bonus to AC equal to the highest level spell he can cast.
Arcane Stalker. The magus gains a bonus equal to the highest level spell he can cast on Stealth and Survival skill checks.
Arcane Strength. The magus gains a bonus on Strength checks equal to twice the highest level spell he can cast. This does not apply to Strength based skill checks.
Arcane Strike. The magus gains Arcane Strike as a bonus feat.
Arcane Toughness. The magus gains temporary hit points equal to 5 times the highest level spell he can cast.
Arcane Traveler. The magus gains a bonus to his Fly and Ride skill checks equal to the highest level spell he can cast. He grants his mount (if any) a bonus to its speed equal to 5 times the highest level spell he can cast. The magus gains a bonus to his Fly speed (if any) equal to 5 times the highest level spell he has.
Cantrips (as Magus)
Spellstrike (as Magus)
Magus Arcana (as Magus)
Magic Acrobat. The magus spends an arcane point as a swift action and for 1 round gains a bonus to Acrobatics and Escape Artist skill checks equal to 5 times the highest level spell he can cast.
Magic Athlete. The magus spends an arcane point as a swift action and for 1 round gains a bonus to Climb and Swim skill checks equal to 5 times the highest level spell he can cast.
Magic Celerity. The magus spends an arcane point as a swift action and for 1 round gains a bonus to his Speed equal to 20 times the highest level spell he can cast.
Magic Concentration. The magus spends an arcane point as a swift action and for 1 round gains a bonus on Concentration checks equal to 5 times the highest level spell he can cast.
Magic Critical. Whenever a magus with this magus arcana scores a critical hit with a melee weapon, he may spend an arcane point and cast a spell with a range of touch as a swift action, then make a touch attack against the target of the critical hit as a free action.
Magic Durability. The magus spends an arcane point as an immediate action and for 1 round gains DR/magic equal to 5 times the highest level spell he can cast.
Magic Empowering. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Empower Spell metamagic feat without increasing the spell’s level.
Magic Endurance. The magus spends an arcane point as an immediate action and for a number of hours equal to the highest level spell he can cast gains DR equal to his level against non-lethal damage.
Magic Enlarging. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Enlarge Spell metamagic feat without increasing the spell’s level
Magic Extending. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Extend Spell metamagic feat without increasing the spell’s level.
Magic Familiar. A magus with this magus arcana gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
Magic Flight. The magus spends an arcane point as an immediate action and for 1 round gain a flight speed equal to 20 times the highest level spell he can cast.
Magic Fortune. The magus spends an arcane point as an immediate action and may make a luck re-roll with a bonus equal to the highest level spell he can cast.
Magic Grace. The magus spends an arcane point as an immediate action gains a bonus on all Saving Throws for 1 round equal to double the highest level spell he can cast.
Magic Guile. The magus spends an arcane point as a swift action and for 1 round gains a bonus to Bluff and Disguise skill checks equal to 5 times the highest level spell he can cast.
Magic Haste. The magus spends an arcane point as a swift action and for a number of rounds equal to the highest level spell he can cast, the magus gains the benefit of a haste spell.
Magic Heart. The magus spends an arcane point as an immediate action prior to making a Fortitude or Will Saving Throw, and if successful, does not suffer any negative effects, even if a successful save normally has a partial effect.
Magic Knight. The magus spends an arcane point as an immediate action and for a number of rounds equal to his Intelligence bonus gains an enhancement bonus to his armor bonus to AC equal to the highest level spell he can cast.
Magic Knowledge. The magus spends an arcane point as a swift action and for 1 round gains a bonus to all Knowledge skill checks equal to 5 times the highest level spell he can cast.
Magic Maneuvers. The magus spends an arcane point as an immediate action and for 1 round gains a bonus on his CMB and CMD equal to 5 times the highest level spell he can cast.
Magic Mastery. The magus spends an arcane point as an immediate action and for 1 round gains a bonus on Spellcraft and Use Magic Device skill checks equal to 5 times the highest level spell he can cast.
Magic Maximization. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Maximize Spell metamagic feat without increasing the spell’s level.
Magic Menace. The magus spends an arcane point as a swift action and for a number of rounds equal to his Intelligence bonus cause all adjacent opponents to suffer a penalty on Saving Throws equal to double the highest level spell he can cast.
Magic Opportunist. The magus spends an arcane point as an immediate action and for a number of rounds equal to his Intelligence bonus gain the ability to make an additional number of attacks of opportunity each round equal to the highest level spell he can cast.
Magic Pocket. The magus can spend an arcane point as a full round action and enter a non-dimensional space for up to a number of hours equal to double the highest level spell he can cast. The magus plus all his gear, up to a heavy load, can enter this space. The magus cannot take any other living creatures into this space, except for a familiar.
Magic Potency. The magus spends an arcane point as a swift action and for 1 round gains a bonus equal to the highest spell he can cast to the Save DC of his spells
Magic Precision. The magus spends an arcane point as a swift action and for 1 round causes additional precision-based damage on all attacks equal to 1d6 per spell level he can cast.
Magic Protection. The magus spends an arcane point as an immediate action and for 1 round gains spell resistance equal to 10 + the magus’s class level.
Magic Puissance. The magus spends an arcane point as a swift action and for 1 round gains a number of combat feats equal to the highest level spell he can cast. He must meet all the requirements of the selected feats.
Magic Quickening. The magus spends an arcane point as a free action and can cast a spell as if affected with the Quicken Spell metamagic feat without increasing the spell level.
Magic Reflection. The magus spends an arcane point as an immediate action to reflect a spell that is targeting him back to its caster, as if using spell turning.
Magic Reserve. The magus gains a second Arcane Reserve Power.
Magic Resilience. The magus spends an arcane point as a swift action for a number of rounds equal to his Intelligence bonus gain fast healing equal to double the highest level spell he can cast.
Magic Resistance. The magus spends an arcane point as an immediate action and for 1 round gains energy resistance 10 times the highest spell level he can cast against one of the following energy types: acid, cold, electricity, fire, or sonic.
Magic Senses. The magus spends an arcane point as a swift action and for 1 round can see invisible. At 10th level, this improves to true seeing.
Magic Shield. The magus spends an arcane point as an immediate action and for 1 round gains a shield bonus to AC equal to double the highest level spell he can cast.
Magic Silencing. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Silence Spell metamagic feat without increasing the spell’s level
Magic Skills. The magus spends an arcane point as a swift action and gain a bonus on a single skill check equal to 3 times the highest level spell the magus can cast.
Magic Stalker. The magus spends an arcane point as a swift action and gains greater invisibility for a number of rounds equal to the highest level spell you can cast.
Magic Stilling. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Still Spell metamagic feat without increasing the spell’s level
Magic Strength. The magus spends an arcane point as a swift action and for a number of rounds equal to his Intelligence bonus gains a bonus to his Strength score equal to twice the highest level spell he can cast.
Magic Strike. The magus spends an arcane point as a swift action and for 1 round resolves all melee attacks as touch attacks.
Magic Toughness. The magus spends an arcane point as an immediate action and for 1 round gains temporary hit points equal to 20 times the highest level spell he can cast.
Magic Traveler. The magus spends an arcane point as an immediate action and teleports a distance equal to 10 times the highest level spell he can cast. If this is done in response to an attack, there is a 50% chance the magus avoids the attack.
Magic Widening. The magus spends an arcane point as a free action and can cast a spell as if it were affected by the Widen Spell metamagic feat without increasing the spell’s level
Supernatural Spell. The magus spends an arcane point as a swift action as part of casting a spell and converts the spell into a supernatural effect. This supernatural spell does not provoke attacks of opportunity, does not require any components, does not require any concentration checks, and is not subjected to spell resistance. The saving throw for the supernatural spell is 10 + ½ the magus’s level + the magus’s Intelligence modifier.
Spell Combat (as Magus)
Arcane Weapon (as Magus)
Bonus Feat (as Magus)
Medium Armor (as Magus)
Fighter Training (as Magus)
Improved Spell Combat (as Magus)
Counterstrike (as Magus)
Heavy Armor (as Magus)
Greater Spell Combat (as Magus)
Greater Arcana (Sp): At 16th level, As a full round action, the magus can cast 2 spells at the same time, provided the casting times of both spells is 1 standard action or less. The magus must have both hands free to do this, even if the spells do not normally require somatic components. This costs a number of arcane points equal to the sum of the spell levels cast.
Weapon Call (as Magus)
True Magus (Su): At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.
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Greater Arcana (Sp): At 16th level, As a full round action, the magus can cast 2 spells at the same time, provided the casting times of both spells is 1 standard action or less. The magus must have both hands free to do this, even if the spells do not normally require somatic components. This costs a number of arcane points equal to the sum of the spell levels cast.
The changes to to Greater Arcana seem a lot more reasonable but should be tested anyway since it's such a strong ability. With the Magus' limited spell list it's probably fine. I'm not sure it fits the Magus though. Spell combat makes sense because it blends the martial and arcane aspects. Greater arcana feels like it should be a capstone for a different full caster class.
Magic Toughness. The magus spends an arcane point as an immediate action and for 1 round gains temporary hit points equal to 20 times the highest level spell he can cast.
Magic Traveler. The magus spends an arcane point as an immediate action and teleports a distance equal to 10 times the highest level spell he can cast. If this is done in response to an attack, there is a 50% chance the magus avoids the attack.
Magic Menace. The magus spends an arcane point as a swift action and for a number of rounds equal to his Intelligence bonus cause all adjacent opponents to suffer a penalty on Saving Throws equal to double the highest level spell he can cast.
I've only quoted a few but these are all very powerful abilities. You wrote up a lot of Magic Arcana which is cool but most seem very overpowered. Realize that a
16th level magus who just gains 6th level spells, will have at least 11 or 12 arcane points to spend. Using toughness he could potentially have 1440 temporary hp over the course of the day. Or cause -12 to all saving throws for up to 48 rounds in a day. Some of the arcanas could be mended with a 1 round effect. Some need to be toned down. However some are cool flavorful abilities that could be added to Jason's call for new Magus Arcana.Anyway, I'm glad you are at least posting ideas here to show the arcane pool could be used.
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SmiloDan wrote:Greater Arcana (Sp): At 16th level, As a full round action, the magus can cast 2 spells at the same time, provided the casting times of both spells is 1 standard action or less. The magus must have both hands free to do this, even if the spells do not normally require somatic components. This costs a number of arcane points equal to the sum of the spell levels cast.The changes to to Greater Arcana seem a lot more reasonable but should be tested anyway since it's such a strong ability. With the Magus' limited spell list it's probably fine. I'm not sure it fits the Magus though. Spell combat makes sense because it blends the martial and arcane aspects. Greater arcana feels like it should be a capstone for a different full caster class.
SmiloDan wrote:Magic Toughness. The magus spends an arcane point as an immediate action and for 1 round gains temporary hit points equal to 20 times the highest level spell he can cast.
Magic Traveler. The magus spends an arcane point as an immediate action and teleports a distance equal to 10 times the highest level spell he can cast. If this is done in response to an attack, there is a 50% chance the magus avoids the attack.
Magic Menace. The magus spends an arcane point as a swift action and for a number of rounds equal to his Intelligence bonus cause all adjacent opponents to suffer a penalty on Saving Throws equal to double the highest level spell he can cast.
I've only quoted a few but these are all very powerful abilities. You wrote up a lot of Magic Arcana which is cool but most seem very overpowered. Realize that a
16th level magus who just gains 6th level spells, will have at least 11 or 12 arcane points to spend. Using toughness he could potentially have 1440 temporary hp over the course of the day. Or cause -12 to all saving throws for up to 48 rounds in a day. Some of the arcanas could be mended with a 1 round effect. Some need to be toned down. However some are cool flavorful abilities that could be added to Jason's...
Thanks for the feedback.
The temporary hit points only last 1 round, so they're more like pre-healing in response to a massive attack or onslaught of assaults that occur in a single round. The Magic Toughness ability is less useful against a long series of attrition.
I guess I see the magus as a tank that has a few moments of brilliance as compared to the fighter that has consistent competence as a tank.
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SmiloDan wrote:The temporary hit points only last 1 roundSomehow I completely missed that. It's not so bad then, but still 120hp is alot. Not nearly as powerful as I originally read it though.
Yeah, it's pretty powerful, but it won't kick in til 16th level, when empowered disintegrates are being thrown around willy-nilly, harms are doing 150 hit points, and rogues are doing 9d6 points of damage 6 or 7 times a round.