My version of Magus


Round 1: Magus

RPG Superstar 2012 Top 32

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 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 Strike. The magus gains Arcane Strike as a bonus feat.
Arcane Grace. The magus gains a bonus on all Saving Throws equal to the highest level spell he can cast.
Arcane Shield. The magus gains a shield bonus to AC equal to the highest level spell he can cast.
Arcane Senses. The magus adds his Intelligence bonus to his initiative and Perception skill checks.
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 Mastery. The magus gains a bonus on Spellcraft and Use Magic Device 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 Athlete. The magus gains a bonus to Climb and Swim skill checks 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 Celerity. The magus gains a bonus to his Speed equal to 5 times the highest level spell he can cast.
Arcane Toughness. The magus gains temporary hit points equal to 5 times 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 Durability. The magus gains DR /magic equal to the highest level spell he can cast.

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)

Liberty's Edge

SmiloDan wrote:


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.

Sorry, man, you lost me here. I don't like ki points for monks, and I don't like spell points for casters. Having a pool that does both of those things in one just gets to me.

Jeremy Puckett

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