
deathstroke50 |
Lots of people making interesting suggestions, and seeing a lot of complaints about Magus low-level and it's capstone, along with combat survivability, gave me a few ideas.
Increase Hit Dice to d10
I know that part of PF was to associate HD with BAB, but sometimes it's more important to make a class fun to play than to stick to a guideline.
Move Arcane Weapon to 2nd level
This gives the class better melee at low levels to make up for mid BAB.
Change spellstrike
Obviously the ability seems to confuse people and has a lot of complaints centered around the 'two rounds' function.
This version still has it's downsides in that you need to be in melee to use it, thus risk AoOs, but gives the magus a definite advantage for touch spells.
Change spell combat
Lots of good suggestions on this one, the best of which involved removing the mandatory cast defensively.
Improved spell combat: Grants an extra attack at highest BAB at 14th level.
Better capstone
Not a lot of comments on this, but I've seen a few people agree that it's sub-par.
Powerful, but the magus will still be limited by his spells per day, and it encourages even more use of their iconic ability. It also fits with the flavor of 'TWF with spells'.
Concentration
A few people have mentioned that when the Magus is actually in melee, his concentration will suffer because of the new pathfinder rules. The biggest draw I noticed was that a grappled magus, at level 10, would be completely unable to cast spells.
The specific bonus or ratio isn't as important as getting one that's worth it.
Spell list
Some people wanting more touch spells on this for Spellstrike. I agree that there should be more of the PF base touch spells, since there are quite a few nice ones, even if Ultimate Magic will include more.
Spell slots
The magus' abilities are powered by his spells/spell slots. Because he has so many ways to use them, and should be - since his focus is on spell casting and combat - I would suggest either more spell slots, or, more preferably, changing abilities dependent on spell slots to limited use. They'll operate the same, but won't consume the same resource. There have been suggestions for a ki pool equivalent, but with spells, melee, and arcana pool, I suspect the magus would become a bloated mish-mash - classes work best by doing one thing very well, often with a secondary ability. Some classes (Alchemist, Summoner, and Magus) will take two equally important abilities and let the player mix them. Three abilities can turn into a confusing mess very quickly
A few other odds and ends thoughts I had:
- Move fighter training to 8th level (gives 9th access to WS)
- Give magus arcana at 3rd and every odd level afterwards (Will help people vary their magi)
- And a few other arcana, but people had plenty of suggestions in other threads
Arcana suggestions: Migrate armor proficiencies and casting to arcana, allow not needing a free hand for somatic if wielding a weapon ("Somatic blade"), limited Int to attack rolls, ability to use spellstrike with ranged weapons.
Some of these may already exist, some of them wouldn't work without the altered spellstrike.
Edit: Forgot the spell list point. Added the point for spell slots.