Magus Non-Arcana Ideas


Round 1: Magus

Dark Archive

I thought I would throw out a few ideas about the Magus class that do not pertain to Arcana.

Not counting discussions as to whether or not certain abilities are worth using and the like, I see three main concerns about the viability of the class: ability to hit level-appropriate enemies, spell DC's too low to affect level-appropriate enemies, and lack of ability to represent many archetypes.

I am at the forefront of those that say they do not want a class to overshadow others. I am very firm in the idea that the Magus should not be as good a warrior as a Fighter (or Paladin, Ranger, etc) or as good a spellcaster as a Wizard. And the Magus does have some very nice abilities that give it unmatched economy of action. But (you knew this was coming) I think there are some valid concerns out there as to whether the Magus, as it stands, has much chance of having those very economical actions actually succeed.

One thing I do NOT want to see is a full BAB for the Magus, and I am glad the Paizo staff seem to agree. However, the combination of a 3/4 BAB, a grievous case of MAD, and the penalties inherent in using the class' iconic ability, makes me concerned that the Magus, supposedly able to step into the warrior's role, won't be able to hit Jack. I think some form of attack boost might be in order; the Magus still won't be able to do anywhere the same damage as a Fighter without expending spells, but there are few things more frustrating in the game than just missing over and over. One potential fix would be to add some cleric-type buff spells to the spell list. Not ideal however, as Magus spells are able to be learned by Wizards... My suggestion then, is a built-in bonus. Not as good as Full BAB, as it will not add iterative attacks as quickly, nor give as early access to feats or prestige classes, just a boost to help them hit things.

Like so:
In addition to any enhancements applied to his Arcane Weapon, a Magus gains a +1 competence bonus on all attack rolls with his bonded weapon. This bonus increases to +2 at 8th level and by a further +1 every 4 levels. (+3 at 12th, +4 at 16th, +5 at 20th).

Spell DCs are a similar problem. Not only will the Magus likely have a lesser casting stat than a full caster, he will also be casting lower level spells at any given level. Obviously we want the full casters to be more powerful, and they will be by dint of their ability to cast more and more powerful spells. We don't want the poor Magus player to be frustrated because every enemy he faces makes their saves against his spells on a 3 though. My personal suggestion on this one would be to just put mostly no-save spells on his list, but some sort of built-in bonus could work here too.

Finally, for the archetypes, as it stands any given Magus is relegated to the role of an (eventually) heavily armored, single sword wielding caster. Unless there are major balance issues that I am missing, I would love to see the medium and heavy armor casting abilities and proficiencies removed and replaced with a gradually increasing % reduction to arcane spell failure. Then just add medium and heavy armor proficiency to the list of available bonus feats or arcana. Some sort of ability (or arcanum) to allow diverting the arcane weapon focus to armor might be cool as well. In the same vein, I would love to see options to allow a Magus to use a shield, two-handed weapon, two weapons, or ranged weapon and still be able to utilize their abilities. Maybe ranged weapons can be used to deliver ray spells with Spellstrike, and two-weapon fighters would have to choose between using their offhand attacks and using Spell Combat in any given round.

Just a few thoughts on what many players seem to think are bumps to be smoothed in an otherwise great class. Thank you very much for your consideration.

RPG Superstar 2012 Top 32

In my re-write of the magus, I gave it a variety of Arcane Reserve Powers that deal with some of these issues.

For example, one gave the magus a bonus to Save DCs equal to half of the highest level spell he could cast (minimum +1).

Another gives it a bonus on attack rolls equal to the highest level spell he could cast. A bit extreme, but along the right path.

Well, for 2-weapon fighting magi, they can use throwing axes or daggers in their off hands, and then throw them prior to casting a spell using Spell Combat.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Ultimate Magic Playtest / Round 1: Magus / Magus Non-Arcana Ideas All Messageboards
Recent threads in Round 1: Magus
Board closed