| IkeDoe |
I ran a small playtest for the first version of the Magus (link), testing low levels. The new version tries to fix some of the problems found at those levels and I’m running another test with the new version.
I put a small party of two characters under test.
A Magus and a Fighter (to compare), they lack social skills, and stealth skills at low levels, they also lack powerful healing resources, but that isn't so important at low levels. Ability Scores: Point buy with 20 points. Standard Wealth Per Level.
The Magus:
Level 1 Human Speed 30’
Str 16, Dex 12, Con 14, Wis 10, Int 16, Cha 8
HP: 14.
AC 15 (14 flatfooted), Touch AC: 11
Longsword attack: +3, damage 1d8+4 (two handed) or 1d8+3 (one handed) [Note that I could buy a greatsword for 2d6+4 damage, but it cannot be used with Spell Combat], Crit 19-20/x2
BAB+0, CMB +3, CMD 15
Saves: Fort +4, Ref +1, Will +2
Class features: Spell Combat, Arcane Pool 4 points (+1 weapon 1 minute for 1 point, swift action).
Class Skills: Spellcraft 1 rank (int), Climb 1 rank (Str), Knowledge-Arcana 1 rank (Int), Knowledge-Dungeons 1 rank (Int)
Non class Skills: Acrobatics 1 rank (dex), Heal 1 rank (Wis)
skill check penalties: -2
Feats: Toughness, Concentration
Equipment: Longsword, Javelin, Chainshirt (i used 140 gp as initial money)
Spells known: Level 0 (all), Level 1 (6: Magic Missile, Shield, Shocking Grasp, Magic Weapon, True Strike, Expeditious Retreat).
Spells/Day: Level 0 (3, but infinite uses, usually Daze, Read Magic and Light), Level 1 (2, usually 2xShield)
The Fighter:
Level 1 Human Speed 20' (with armor)
Str 19, Dex 13, Con 14, Wis 11, Int 10, Cha 8
HP: 13.
AC 19 (17 flatfooted), Touch AC: 12
Bastard Sword attack: +5, damage 1d10+4, Crit 19-20/x2
BAB+1, CMB +5, CMD 17
Saves: Fort +4, Ref +1, Will +0
Class features: Spellstrike
Class Skills: Survival 1 rank (Wis)
Non class Skills: Perception 1 rank (Wis)
skill check penalties: -6
Feats: Weapon Focus, Exotic Weapon, Dodge
Equipment: Bastard Sword, Javelin, Scale Mail, Shortbow, Medium Shield
Character Creation Notes:
Even with the current abilities a Magus needs both moderate Int and Str (altough different builds are possible) thus a Magus will prolly have worse Int modifiers than a Wizard or Sorcerer, it means less spells and worse Save DCs. My point is that I will avoid spells that allow Saving Throws as much as possible, touch spells work usually this way, take it in mind when you Paizo guys write the new Magus spells that will appear in Ultimate Magic.
1st level spells have everything I need, so no complains or problems yet.
I had three options in mind: #1 Str 16, Dex 12, Con 14 and Concentration (good if you want to get the most of Spell Combat), #2 Str 16, Dex 12, Con 14 and Weapon Expertise (if you want to be a defensive character), #3 Str 17, Dex 13, Con 12. Dodge (better AC, less hps, you get high Strength sooner, good if you don’t want to use Spell Combat at low levels or want to use two handed weapons until level 8).
I don't know the starting money of the Magus. 170 gp (as fighter) so he can buy a decent missile weapon if he wants (a bow i.e.) would be nice. For someone that doesn't use a shield it is a nice advantage at low level. Alternatively he may buy a reach weapon and a one handed weapon, which works ok at low level.
At first glance, the Arcane Pool feature gives both characters similar attack and damage for enough encounters (plus a magic weapon for the Magus). The Magus can get the superior fighter’s AC casting shield, but she can only cast 2 first level spells (at least shield works against magic missile and ethereal attacks). The Fighter gets better CMD and CMB, the Magus gets better Will Saves. The Magus has got better skill modifiers, more speed and a few utility spells.
In a single combat where the Magus can cast some spells before the encounter, the Magus would be better than the fighter, after casting Shield and True Strike. The Magus should perform quite well in dungeons with 2 encounters, having fighter-like combat modifiers plus other advanges. However in a long dungeon with a lot of encounters (5 or more) the fighter would perform quite better.
longsword vs greatsword/reach weapon
The initial version of the Magus had a problem, at low levels it was better to use a greatsword than using a longsword and Spell Combat (a exotic weapon wasn’t an option because you can’t take it at first level, and a feat for +1 damage isn't’a good deal for a character with so few feats). It works better now, you have Spell Combat since level 1, and the penalties aren’t so harsh. But less do some numbers for a 1st level Magus.
* Longsword: Damage 1d8+4 (two handed), you only have to use it one handed while using Spell Combat (1d8+3).
While using Spell Combat you suffer –2 to attack (about –0.75 average damage). So the average damage of the mele attack is 8.5, about 7 while using Spell Combat. If you have to cast defensively while using Spell Combat, the concentration DC is 15 for a 0 level spell (usually Daze for that build), 17 for a 1st level spells; rolling a d20+8.
I wouldn’t risk a 1st level spell with Spell Combat, but you can cast infinite 0 level spells, -2 Average Damage for a 70% chance of casting Daze (DC 13 Will Save or loose a round) is a good deal.
One handed weapons are also more versatile than two handed weapons: work while grappled, and you can always hold an item (i.e. wand) in the other hand while attacking with the weapon.
* Greatsword: Damage 2d6+4 (two handed). No Spell Combat. Average Damage 11. I would prolly make a build with Dodge instead of Concentration, with higher Dex and Str, lower Con.
* Reach weapon: Two handed, similar to greatsword, but less damage and the advantage of reach.
*** Conclusion: It is hard to tell what is better, the guy with the Greatsword is dealing +50% damage, but the guy using Spell Combat is Dazing their enemies about 40% of the time. It is a good thing, because it means that there is room for many builds and Spell Combat is at least an option that can work.
Details of the first playtest adventure in the next post.
| IkeDoe |
Level 1: The Adventure / Test
They are gonna run an old good 4 encounters a day dungeon.
3 Average encounters (CR 1/2) and 1 Challenging/Dificult encounter (CR 1).
Note: 1st level Magus tactics. This magus uses Combat Casting as much as possible, casting Daze. Otherwise uses the longsword two handed.
Encounter 1: Challenging (CR1). 8xCommon Bats (CR 1/8, Diminutive)
While walking towards the old ruined witch’s stronghold they are attacked by a bunch of enraged bats in a dark area of the forest. The bats are 40’ above their heads, in the trees.
Since there is a lot of weak enemies the Magus decides to not cast Daze and focus on hitting ‘em. She doesn¡t cast Shield because she thinks it is going to be easy.
The Magus kills 4 bats, the Fighter another 4. The Magus looses 11 hps! The Fighter 6 hps. The Magus also used 1 Arcane Pool point.
Encounter 2: Average (CR 1/2 ). 2xKobold (CR 1/4)
2 kobold guards are over the stronghold entrance, they can be seen easily, but the kobolds can see the area around, there is a cleared area around the entrance 90’ wide and they have cover.
There is no surprise, just initiative. The Magus cast shield and moves. The fighter runs. The kobolds fail the sling attacks. The second round the fighter moves and attacks one kobold. The Magus moves until it is close to the other kobold and uses another Arcane Pool point. A kobold rolls 19 and hits the Fighter for 4 damage. Finally the Fighter kills both Kobolds.
With 3 hps reamining each, both characters are in a very bad shape.
Encounter 3: Average (CR 1/2). 2xRat(CR1/4)
The Magus uses the light spell in order to raise the light level of the ruined stronghold.
2 hidden and enraged rats attack from behind a corner, surprising the party. The fighter looses 1hp and kills both rats, the Magus used 1 Arcane Pool point and failed a level 0 concentration check.
Encounter 4: Average (CR 1/2). 1xZombie (CR1/2)
The Magus goes ahead, sneaking, she wants to know if the dungeon is cleared out or there are still monsters wandering. She fails her stealth check and a zombie appears from a room. The zombie can’t charge but makes fleeing very difficult. The Magus casts Shield and uses an Arcane Pool point. The fighter gets into the corridor. Daze won’t affect the zombie, so Combat Casting won’t be used in this case. The zombie rolls 18 and the Magus falls unconscious, the fighter manages to kill the zombie. The Magus stabilizes.
Conclusions
When preparation is impossible for a Magus, things get difficult.
Without using spells she still can manage in combat, he doesn't need to burn his spells so often as other spellcasters, but those are needed in hard encounters.
Overall it is worse than a fighter in combat, but she gets other kind of advantages, a small ammount of advantages, to be honest. She doesn’t even get a good selection of knowledge skills that would be very handy when encountering monsters.
She didn’t use Spell Combat as often as I expected. For many reasons (movement, too many weak opponents, inmune to daze opponents..) it wasn’t a good option in many cases. However a weapon that would deal more damage would not be any advantage in many 1st level encounters as many monsters have 5 hps or less.
The Spell Combat option to trade attack for Concentration bonus would have been useful to cast Shield, but at this level the bonus wasn’t still high enough to grant auto-success and the risk was just too much.
The interesting thing about the class at this level is that you have to save the level 1 spells for the proper situation, as happens with many level 1 spellcasters. However it isn't a complex class to play, yet (1st level Magus).
I’m worried about Greater Spell Combat, that high level ability makes the Concentration feat almost useless at level 18+, but you really want to have Concentration or the Concentrate Arcana at low level.
I’m gonna say that the 1st level of the class is ok; not great to be honest, I can see a Magus using too many money in backup scrolls; but many classes have it worse at first level.
I would say that the Magus should have the starting money of the fighter so she can buy some consumibles ASAP.
| Matrixryu |
Nice playtest. It seems like at level 1 a magus is a bit weaker than a fighter, but honestly most spellcasters seem to have problems at level 1 anyway.
One thing that I noticed that doesn't have to do with the magus: zombies can charge. There's a rule where if you can only take one action in a round (such as when you're staggered like a zombie, or on a surprise round), you can do a half distance charge.
| IkeDoe |
Level 2
Mr Fighter and Ms Magus get to 2nd level, now they have money to spend on equipment, cure potions, scrolls, etc.
The Magus:
Level 2 Human Speed 30’
Str 16, Dex 12, Con 14, Wis 10, Int 16, Cha 8
HP: 22.
AC 15 (14 flatfooted), Touch AC: 11
Longsword attack: +5, damage 1d8+4 (two handed) or 1d8+3(one handed), Crit 19-20/x2
BAB+1, CMB +4, CMD 15
Saves: Fort +5, Ref +1, Will +3
Class features: Spellstrike, Spell Combat, Arcane Pool 4 points (+1 weapon 1 minute for 1 point, swift action).
Class Skills: Spellcraft 2 rank (int), Climb 1 rank (Str), Knowledge-Arcana 1 rank (Int), Knowledge-Dungeons 1 rank (Int), Knowledge-planes (Int) 1 rank, Swim (Str) 1 rank, Intimidate 1 rank (Cha).
Non class Skills: Acrobatics 1 rank (dex), Heal 1 rank (Wis), Perception 1 rank (Wis), Knowledge-religion 1 rank (Int).
skill check penalties: -2. Total ranks: 12
Feats: Concentration, Toughness
Equipment: Masterwork Longsword, Javelin, Chainshirt, Longbow, 6xcure light wounds potions, 112 gp. 1xDetect Magic Scroll, 1xShield scroll, 1x Shocking Grasp scroll.
Spells known: Level 0 (all), Level 1 (8: Magic Missile, Shield, Shocking Grasp, Magic Weapon, True Strike, Expeditious Retreat, Enlarge Person, Feather Fall).
Spells/Day: Level 0 (4, but infinite uses, usually Daze, Acid Splash, Read Magic and Light), Level 1 (3, usually 2xShield and Enlarge Person)
The Fighter:
Level 2 Human Speed 20' (with armor)
Str 19, Dex 13, Con 14, Wis 11, Int 10, Cha 8
HP: 22.
AC 21 (19 flatfooted), Touch AC: 12
Bastard Sword attack: +7, damage 1d10+4, Crit 19-20/x2
BAB+2, CMB +6, CMD 18
Saves: Fort +5, Ref +1, Will +0 (+1 will vs fear)
Class Skills: Survival 1 rank (Wis), Climb 1 rank (Str), Swim 1 rank (Str), Ride 1 rank (Dex)
Non class Skills: Perception 1 rank (Wis), Acrobatics 1 rank (Dex)
skill check penalties: -6, total ranks 6
Feats: Weapon Focus, Exotic Weapon, Dodge, Shield Focus
Equipment: Masterwork Bastard Sword, Javelin, Medium Shield, Breastplate, Shortbow, 4xcure light wounds potions, 100 gp.
Character Creation Notes:
I realized that the Magus could use 5’ while using Spell Combat in order to attack, move and cast with no need to make a concentration check. It is a good tactic when possible (i.e. when not charging or flanked), altough a bit tedious (man, how I hate it when micro-movements are mandatory).
Another good feat for the 1st level Magus would have been Arcane Strike, specially now that Concentration isn’t so important (and becomes almost useless at high levels).
However Jason said that Arcane Strike and the bonus from Arcane Pool are not meant to stack.
Thanks to the Arcane Pool feature the only problem for the 2nd level Magus is AC, the Magus needs all his 1st level spells to raise her AC or get reach with Enlarge. That’s why this Magus doesn’t memorize Shocking Grasp and doesn’t make a regular use of Spell Strike yet. Furthermore, SpellStrike allows you (if I’m not wrong) to deal loads of damage, or cast a melee touch spell and hold the charge until needed, however you don’t need to deal loads of damage to kill most low level monsters.
SpellStrike is still good to have, if a powerful big monster appears the Magus can use his backup Shocking Grasp scroll and add +2d6 damage to her first hit.
Note: Spellstrike is still a bit confusing, what happens if you fail the free attack, do you hold the spell charge, do you loose it? What’s the critical range and multiplier in that case? Spellstrike questions thread
Details of the 2nd level playtest adventure in the next post.
| IkeDoe |
Level 2: The Adventure / Test
They will face 4 average encounters (CR 1 each) plus a final Hard encounter (CR 2) in a single day.
As usual their lack of social skills means that they don’t get any reliable info about the dangers they are going to face.
Note: 2st level Magus tactics. This magus uses Combat Casting as much as possible, casting Daze or Acid Splash. Otherwise she uses the longsword two handed. SpellStrike isn’t being used, unless it is an emergency, in that case the Magus will use her Shocking Grasp scroll.
Encounter 1: Average (CR1). 6xRaven (CR 1/6, Tiny)
The enraged ravens surprise the party, the Magus uses Spell Combat+Daze successfully, one of the enemies is always dazed. The Fighter kills 4 ravens, the Magus kills 2 ravens. The Fighter looses 2 hp, the Magus 4 hp and 1 Arcane Pool point.
Encounter 2: Average (CR1). 3xOrc (CR 1/3)
Alerted by the ravens three orcs attack the party. Two of them go for the Magus, the other to the Fighter.
The first orc charges against the Magus and fails, the Magus uses Spell Combat to attack (fails), moves 5’ and casts Shield without having to roll Concentration. Proper use of the attack, move 5’, cast Daze becomes important in that encounter. Finally the fighter looses 9 hp, the Magus uses another Arcane Pool point.
Encounter 3: Average (CR1). 2xGiant Centipede (CR 1/2)
A lucky Perception roll prevents the centipedes from surprising the party. Daze is useless against those creatures, but they are easily defeated. Seeing that the centipedes are weak the Magus fights defensively instead of casting Shield. The Magus just uses an Arcane Pool point.
Encounter 4: Average (CR1). Fire elemental, small (CR 1)
The Magus uses Shield and 1 Arcane Pool point, looses 4 hps.
Encounter 5: Hard (CR2). Nixie with Advanced Template (CR2) near water.
The party is still at half its max hps, altough the Magus has only one 1st level spell left. They go down the grotto until the get near the end, they can see water at 60’and a Nixie near it. The Nixie casts charm person first on the Magus, DC17 Will Save, the Magus fails the Save roll and stays there watching the fight, the fighter runs but isn’t near enough to charge. The Nixie casts charm person again, the fighter fails the save roll.
The Nixie suggest them to return home, rest and come back tomorrow. 12 hours later charm person ends, the party goes back to the grotto, but the Nixie has fled with his hidden treasure.
Conclusions
The class seems balanced at this level despite the lack of attack bonus and AC (even using spells), Spell Combat is very useful.
I was wrong thinking that SpellStrike wouldn’t be useful, extra damage would have been useful against the Orcs and some other creatures, however I still think that 2nd level is too soon to make extensive use of SpellStrike.
Note that the Magus would perform better in a larger party with a scout with good perception and stealth skills.
| IkeDoe |
Level 3
Mr Fighter and Mrs Magus get to 3rd level, Mrs Magus has got many options for his character.
The Magus:
Level 3 Human Speed 30’
Str 16, Dex 12, Con 14, Wis 10, Int 16, Cha 8
HP: 29.
AC 15 (14 flatfooted), Touch AC: 11
Longsword attack: +7, damage 1d8+5 (two handed), damage 1d8+4 (one handed), Crit 19-20/x2
BAB+2, CMB +5, CMD 16
Saves: Fort +5, Ref +2, Will +3
Class features: Spellstrike, Spell Combat, Arcane Pool 4 points, Magus Arcana (Close Range)
Class Skills: Spellcraft 3 rank (int), Climb 1 rank (Str), Knowledge-Arcana 2 rank (Int), Knowledge-Dungeons 1 rank (Int), Knowledge-planes (Int) 1 rank, Swim (Str) 1 rank, Intimidate 1 rank (Cha).
Non class Skills: Acrobatics 3 rank (dex), Heal 1 rank (Wis), Perception 2 rank (Wis), Knowledge-religion 1 rank (Int), Stealth 1 rank (Dex).
skill check penalties: -2. Total ranks: 18
Feats: Combat Casting, Toughness, Weapon focus (longsword)
Equipment: Longsword+1, Javelin, Chainshirt, Longbow, 4xcure light wounds potions, Detect Magic Scroll, Enlarge Person Scroll, Shield Scroll, True Strike scroll, 85 gp.
Spells known: Level 0 (all), Level 1 (8: Magic Missile, Shield, Shocking Grasp, Magic Weapon, True Strike, Expeditious Retreat, Enlarge Person, Feather Fall, Grease, Reduce Person).
Spells/Day: Level 0 (4, but infinite uses, usually Daze, Acid Splash, Read Magic, Light), Level 1 (4, usually 3xShield and 1xShocking Grasp)
The Fighter:
Level 3 Human Speed 30'
Str 19, Dex 13, Con 14, Wis 11, Int 10, Cha 8
HP: 32.
AC 21 (19 flatfooted), Touch AC: 12
Bastard Sword attack: +9, damage 1d10+5, Crit 19-20/x2
BAB+3, CMB +7, CMD 19
Saves: Fort +5, Ref +2, Will +1 (+1 will vs fear)
Class Features: Armor training 1
Class Skills: Survival 1 rank (Wis), Climb 1 rank (Str), Swim 1 rank (Str), Ride 1 rank (Dex) , Knowledge-engineering 1 rank (Int)
Non class Skills: Perception 2 rank (Wis), Acrobatics 1 rank (Dex) , Heal 1 rank (Wis)
skill check penalties: -5, total ranks 9
Feats: Weapon Focus, Exotic Weapon, Dodge, Shield Focus, Toughness
Equipment: Bastard Sword+1, Javelin, Breastplate, Shortbow, Heavy Shield, 4xcure light wounds potions, 100 gp.
Character Creation Notes:
For the Magus it is an interesting level, he chooses one feat and one Magus Arcana, it means options, many options.
Furthermore most spells will last 3 minutes now and 4 first level spells per day is really a very good thing.
The only bad thing is that Daze doesn’t work with monsters that have 5HD or more, and they will appear soon.
Weapon focus was needed in order to have a competitive attack bonus, but there are a few more options.
I said before that a Magus will work better in larger parties with healers and scouts. But it is also true that in larger parties and bigger fights you are gonna be flanked more times, which forces you to cast defensively.
Magus Arcana
So, the big choice is the Magus Arcana: Arcane Accuracy, Close Range, Concentrate, Familiar, Maneuver Mastery, Pool Strike, Silent Magic, Spell Blending, Spell Shield, Still Magic, Wand Mastery, Wand Wielder.
*Arcane Accuracy: Prolly interesting at mid/high levels, but not at low levels, with 4 AP points, it is better to gain +1 damage/attack for 1 minute than +3 attack for 1 round. Yes, they stack, but you can’t afford to burn so many AP points in a single encounter... yet.
*Close Range: Two uses for this ability. #1 Versatility, you memorize a ranged touch spell, and you can use it for Spellstrike too. #2 You can always use a 0 level spell to deal more damage with Spellstrike. Example 1: Move, cast Acid Splash with Spell Strike, make melee attack with the extra damage from Acid Splash (+1.5 Average damage). Example 2: Before every encounter cast Acid Splash and hold the charge (if possible, not clear) with Spellstrike, +1d3 acid damage for your first attack, without using AP points or spell slots, but remember that casting another spell will discharge the previous spell. I’m not sure if that’s a good Arcana at high levels but at 3rd level isn’t interesting, I will wait until I get Acid Arrow.
*Concentrate: As I said before, concentration checks aren’t so important now, in many cases you can move 5’, and you get very high Concentration modifiers at high level. Useful if you don’t take the Combat Casting feat.
*Familiar: A good thing, gives many advantages worth more than a regular feat, however tracking the familiar stats is tedious. Can we have Arcane Bond with rings and amulets too? :) Prolly the best low level Arcana.
*Maneuver Mastery: Mandatory for Expertise+Combat Maneuver builds.
*Pool Strike: Similar to Arcane Accuracy, is worse than the Arcane Pool enhancements, but stacks with those. May be interesting at higher levels, but not now.
*Silent Magic: If you want to be able to cast Silent Spells now and then without wasting a feat this ability is ok.
*Spell Blending: Sometimes a spell from the Wizard list can be a powerful resource. It isn’t so interesting at this level –the first level magus list is a good one-, but can be very handy at higher levels.
*Spell Shield: IMHO It was worthless in the first Magus version and it still is. Maybe a decent Arcana for high Int builds, but I can’t imagine a Magus not casting Shield, which does NOT stack with this ability. In any case for a low level character there are better ways to spent the AP points.
*Still Magic: The same as Silent Magic, if you want that kind of abilities it should be ok.
*Wand Mastery: Most Magus would cast as few spells that allow a Save roll as possible, but you can always do a build based on consumibles. More useful if you get the Wand Wielder Arcana first.
*Wand Wielder: Using wands can burn your money, but you can save it for hard encounters, allowing you to cast a spell each round. Please extend it to scrolls.
Final Note: Arcane Accuracy vs Arcane Strike (feat)
If finally Arcane Strike stacks with Arcane Pool enhancements, then Arcane Accuracy may not be that useful, at best I would say that you may take Arcane Accuracy instead of using a feat for Arcane Strike, specially if you make a High Int build.
Arcane Accuracy: Use a swift action and 1 APP for +3 to +6 attack (with the test build 1st to 20th level) for a round.
Arcane Strike: Use a swift action for +1 to +5 damage for a round.
Damage is only half as good as attack bonuses, true, but you can always use Arcane Strike, Arcane Accuracy burns APPs (4 to 16 with the test build). Note that you can’t use Arcane Accuracy and Arcane Strike at the same time.
You can also use Arcane Strike, and eventually burn APPs with Arcane Accuracy to get a short term attack boost, but I’m not sure if that’s worth the costs. In any case the ability is better now than it was in the initial Magus version.
Details of the 3nd level playtest adventure in the next post.
| IkeDoe |
Level 3: The Adventure / Test
Down to the dungeons again, the party will fight 2 Average Encounters (CR 2) and 2 Challenging Encounters (CR 3) today.
Encounter 1: Average (CR2). Wolf with advanced template(CR2)
A lucky roll allows the Magus to hear the wolf before the wolf detects them. The Magus casts Shield. In combat the Magus uses 1 APP for +1 enhancement, casts Acid Splash using SpellStrike + Close Range, moves 30', and attacks with the longsword (two handed) for 1d8+5+1d3. The wolf dies after being hit by the Magus and the Fighter.
Encounter 2: Average (CR2). 3x Vegepygmy (CR1/2)
Later the party gets into a dark dungeon, the Magus uses the light spell as usual, she also holds the charge of an Acid Splash spell (spellstrike+Close Range). The Shield spell has already ended.
The three small vegepygmy surprise the party in an area with the ground full of vegetation = difficult terrain = no 5' steps.
The Magus uses an APP, then uses Spell Combat: She attacks first, with an additional penalty of -3 to attack (final attack +3 against AC 16), if she hits she will also deal the damage of the held Acid Splash charge (you just don't get an extra attack when combining Spellstrike with Spell Combat); then she casts Shield defensively (because she is threatened) with a +3 to Concentration (+13 against DC 17); if succesful it will dissipate the Acid Splash effect if not already discharged.
A lucky roll allows the Magus to score a Critical for 18 damage, she also succeds at the Concentration roll.
Encounter 3: Challenging (CR3). 4x Vegepygmy (CR1/2)
Five minutes later the party is ambushed by another group of enemies in the same difficult terrain.
The Magus looses 8 hps the first round, the uses an APP and repeats the same tactic used in the 2nd Encounter with positive results. The Magus looses another 8 hps before the encounter is over.
Encounter 4: Challenging (CR3). 2x Troglodyte (CR1)
The party quickly lefts the difficult terrain area. However a pair of troglodyte guards have been alerted by the combat and prepare an ambush, the good thing is that the Shield spell will be in effect for another minute.
The Magus scores a 20 in Perception and isn't surprised, she casts Shocking Grasp in the surprise round and uses an APP, then the Troglodytes move until they are adjacent to the party. Both PCs save against stench.
The troglodytes are detroyed without problems.
Conclusions
With this build the Magus has got pretty good attack and damage bonuses.
However the way she gets AC bonuses makes the Magus more vulnerable than Mr. Fighter.
Anyway, the Magus fought two encounters in a difficult scenario for her (difficult terrain + surprise), was hurt, but still performed well.
As usual she would have a hard time fighting a 5th encounter, she could use consumables but more than other classes. However she would perform better in an adventure with fewer encounters.
The Close Range Arcana didn't actually make any difference, but it may be more handy with 2nd level spells and more powerful monsters.
| Quandary |
If you didn´t use Close Range Arcana, could you just Hold the Charge and use the Ranged Touch via 2WF?
(or Spell Combat if you don´t have a Charge)
The current Shield Arcana may not seem the BEST deal given the duration (though Immediate Action is very nice: no need for Prep, and can get it off the same round as another Swift action by using next round´s Swift), but it seems like using it instead of a Shield Spell would allow you to use the Spell Slots for something else - I`m thinking Enlarge Person`s extra damage and AoO (in many cases) would be a very signifigant effect, and it has the same duration as Shield. Or even if you want to keep using Shield Spell, Enlarge Person seems more beneficial than Shocking Grasp... except vs. Swarms :-)
| IkeDoe |
If you didn´t use Close Range Arcana, could you just Hold the Charge and use the Ranged Touch via 2WF?
(or Spell Combat if you don´t have a Charge)The current Shield Arcana may not seem the BEST deal given the duration (though Immediate Action is very nice: no need for Prep, and can get it off the same round as another Swift action by using next round´s Swift), but it seems like using it instead of a Shield Spell would allow you to use the Spell Slots for something else - I`m thinking Enlarge Person`s extra damage and AoO (in many cases) would be a very signifigant effect, and it has the same duration as Shield. Or even if you want to keep using Shield Spell, Enlarge Person seems more beneficial than Shocking Grasp... except vs. Swarms :-)
As I understand it you can use Spell Combat and cast a ranged touch spell, you would make the free ranged touch attack. It also works with melee touch spells.
What you can't do is use Spell Combat, cast a touch spell and deliver the free attack as a free Regular Melee Attack.You can't hold the charge of a Ranged Touch Spell (IIRC, Core Rules) unless the spell allows you to do so, usually if you fail the attack roll the spell is just wasted. That's why Close Range Arcana can be of some use imo, but I have to test it, Shocking Grasp is a nice melee touch spell and maybe using ranged touch spells instead isn't an advantage.
The only problem with Enlarge Person is that takes a full round to cast, which is a real PITA, and can't be cast while using Spell Combat. Enlarge Person is great when you can cast it before the encounter begins, otherwise it isn't so great.
I'm considering Shield Arcane a better option at med/high levels, when you can use the 2nd level spells for Defense and you have a good ammount of APPs.
Furthermore note that an inmediate action burns a swift action, or the swift action of the next round, you may need that swift action for other feats or arcanas.
Well, maybe it's just me, unfortunatelly I won't have time to test the Shield Arcana better than this.
| Jon Otaguro 428 |
It seems to me that spell shield arcana is of little use as a shield bonus. The magus at 4th level can get additional uses of shield using spell pool.
It would seem more useful if they changed spell shield to something that has an insight bonus instead of shield bonus - maybe calling it arcane defense.
YuenglingDragon
|
It seems to me that spell shield arcana is of little use as a shield bonus. The magus at 4th level can get additional uses of shield using spell pool.
It would seem more useful if they changed spell shield to something that has an insight bonus instead of shield bonus - maybe calling it arcane defense.
Well, it's an immediate action so you can use it when you think you are about to be hit even when it's not your turn. That's better than the Shield spell.
| Jon Otaguro 428 |
Well, it's an immediate action so you can use it when you think you are about to be hit even when it's not your turn. That's better than the Shield spell.
That's true, I just think it's a weak choice of an arcana as written. Since the arcane accuracy arcana adds an insight bonus to attack, I figure the Spell Shield arcana would be about the same value if the bonus was insight instead of shield. Or if they wanted to keep it in line with the monk ki pool ability, they could have made it a +4 dodge bonus.
YuenglingDragon
|
Quote:Well, it's an immediate action so you can use it when you think you are about to be hit even when it's not your turn. That's better than the Shield spell.That's true, I just think it's a weak choice of an arcana as written. Since the arcane accuracy arcana adds an insight bonus to attack, I figure the Spell Shield arcana would be about the same value if the bonus was insight instead of shield. Or if they wanted to keep it in line with the monk ki pool ability, they could have made it a +4 dodge bonus.
Well, Insight and Dodge would both apply to Touch attacks. If it became one of those bonuses, I suspect it would be unbalanced to also make it an immediate action.
| IkeDoe |
Level 4
Fighter and Magus are 4th level Characters now.
The Magus
Level 4 Human
Str 17, Dex 12, Con 14, Wis 10, Int 16, Cha 8
HP: 38.
AC 16 (15 flatfooted), Touch AC: 12
Longsword attack: +9, damage 1d8+5 (two handed), 1d8+4(one handed), Crit 19-20/x2
BAB+3, CMB +6, CMD 18
Saves: Fort +6, Ref +2, Will +4
Class features: Spellstrike, Spell Combat, Arcane Pool 5 points, Magus Arcana (Close Range),
Class Skills: Spellcraft 3 rank (int), Climb 1 rank (Str), Knowledge-Arcana 2 rank (Int), Knowledge-Dungeons 1 rank (Int), Knowledge-planes (Int) 1 rank, Swim (Str) 1 rank, Intimidate 1 rank (Cha).
Non class Skills: Acrobatics 4 rank (dex), Heal 1 rank (Wis), Perception 4 rank (Wis), Knowledge-religion 1 rank (Int), Stealth 2 rank (Dex), Diplomacy 1 rank (Cha)
skill check penalties: -2. Total ranks: 23
Feats: Combat Casting, Toughness, Weapon focus (longsword)
Equipment: Longsword+1, Javelin, Chainshirt, Ring of Protection +1, Longbow, 10xcure light wounds potions. 600 gp
Scrolls: Glitterdust, Levitate, Detect Magic, Enlarge Person, Shield, True Strike
Spells known: Level 0 (all), Level 1 (9: Magic Missile, Shield, Shocking Grasp, Magic Weapon, True Strike, Expeditious Retreat, Enlarge Person, Feather Fall, Grease, Reduce Person), Level 2 (2: Blur, Invisibility).
Spells/Day: Level 0 (4, but infinite uses, usually Acid Splash, Read Magic, Light and Daze), Level 1 (4, usually Enlarge Person, Shocking Grasp, 2xShield), Level 2 (2, usually 2xBlur)
The Fighter:
Level 4 Human Speed 20' (running x3)
Str 20, Dex 13, Con 14, Wis 11, Int 10, Cha 8
HP: 42.
AC 24 (22 flatfooted), Touch AC: 12
Bastard Sword attack: +11, damage 1d10+8, Crit 19-20/x2
BAB+4, CMB +9, CMD 21
Saves: Fort +7, Ref +3, Will +2 (+1 will vs fear)
Class Features: Armor training 1
Class Skills: Survival 1 rank (Wis), Climb 1 rank (Str), Swim 1 rank (Str), Ride 1 rank (Dex) , Knowledge-engineering 1 rank (Int), Handle Animal 1 rank (Cha)
Non class Skills: Perception 3 rank (Wis), Acrobatics 2 rank (Dex) , Heal 1 rank (Wis)
skill check penalties: -7, total ranks 12
Feats: Weapon Focus, Exotic Weapon, Dodge, Shield Focus, Toughness, Weapon Specialization
Equipment: Bastard Sword+1, Javelin, Masterwork Full Plate, Longbow, Heavy Shield, Cloak of resistance+1, 10xcure light wounds potions, 300 gp.
Character Creation Notes
Level 4 looks really nice: +1 BAB, better Saves, first 2nd level spell slot (plus another from Intelligence bonuses!), spells last longer, one Arcane Pool Point and the Pool Spell feature that allows limited spontaneous casting.
Pool Spell feature problems:
I have seen that the text is a bit confusing, some people say that it allows you to "cast spontaneously", others say that "cast" means "memorize before casting it", until Jason clarifies I'm in the "cast a spell" means "cast a spell(spontaneously)" side.
There are also questions about metamagic feats, can you just use metamagic feats that you have? or any metamagic feat even if you don't have it? (the text doesn't say "his metamagic feats"), I'm in the "just your metamagic feats" side.
Spell Selection:
Now the Magus can cast 2nd level spells. Again, he got a higher touch attack bonus and worse Save DC modifier than a Wizard or Sorcerer, and does need self-buffing spells. So the Magus avoids spells with Saving Throws as much as possible. Some utility spells that are used only now and then can be bought as scrolls (i.e. Glitterdust).
The Magus gets nice things at level 4, but other classes do too.
For the Magus and the Fighter of this test, the Magus can use Arcane Pool, SpellStrike, SpellCombat and maybe some 1st level spell against big foes in order to have a good damage output.
The AC gap is worse, a single spell won't be enough to fill that gap but you can stack Blur and Shield, however spells have to be administrated carefully.
The Magus still has got better mobility and skills.
Close Range Arcana: With caster level 4 scorching ray and acid arrow aren't much better than Shocking Grasp, so the Magus keeps using low level spells for Spell Strike.
Note that monsters that can't be affected by Daze are more likely to appear now, so moving to new strategies is a good idea.
Note about initiative and Shield Arcana: Another good feat for a low level Magus may be Improved Initiative. Being the first to do something allows you to cast Shield (or another defensive spell) that you Do need before a charging orc hits you. I have noticed that the Magus is quite vulnerable the first round of an encounter and many of the hps lost in every adventure at lost at that point (something that happens with most spellcasters), so there you have another option for your character.
Note that the Shield arcana do NOT always help in that case, because you can't use inmediate actions when flatfooted :-( , it would be the best use for the Shield Arcana (making it a free action would make it better)
| IkeDoe |
Level 4: The Adventure / Test
Down to the dungeons again, the party will fight 2 Average Encounters (CR 3) 1 Challenging Encounter (CR 4) and 1 Hard Encounter (CR 5) today.
Encounter 1: Average (CR3). 2xGhoul (CR1)
In a close quarters encounter the fighter is surprised, not the Magus. The Magus casts Shield and uses 1 APP, the fighter can only get hit rolling 20 :D . Unfortunatelly the Magus gets paralyzed, loses 8 hps but succeds against the Ghoul Fever disease. The Fighter quickly kills the Ghouls.
Encounter 2: Average (CR3). 2xSmall Elemental Fire (CR1)
They descend the dungeons and ten minutes later they find two small elementals in a big grotto.
The Magus can cast Blur and spend 1 APP before the Elementals come, he does so using Spell Combat, he uses the attacks to gain an AC bonus fighting defensively :D .
Later he attacks with Spell Combat, moves, and holds the charge of an acid splash spell, this tactic isn't very good, because the damage output is just 1 point better than using the sword two handed.
The elementals are killed and the Fighter looses 2 hps.
Encounter 3: Challenging (CR4). 2xDretch (CR2)
The party spends a lot of time opening a lock, six minutes later they are surprised by Dretchs, they succesfully summon two more dretchs. The party spends the first part of the encounter frightened or nauseated. The Magus has the opportunity to cast Blur and Enlarge, but she is hit by 3 Crits for 23 damage. Blur is quite random and fails in this encounter. THe Fighter is hit for 2 damage.
Encounter 4: Hard (CR5). 2xAir Mephit (CR3)
The final encounter is very near and the Magus spells still work.
Summing up: Before this encounter the Magus has lost 3 APP and 31 hps, could cast Shield and Shocking Grasp. Enlarge Person and Blur are still in effect. The Fighter has lost 4 hps.
*The Magus rolls a good Perception check and isn't surprised by the sneaking Mephits, she casts Shield and spends 1 APP. The enemy summons a third Mephit. When moving to attack the Mephits she casts Shocking Grasp, moves and attacks with the sword as the free touch attack (SpellStrike) for 2d6+6+4d6, killing one Mephit with a single hit.
The Fighter looses 7 hps, the Magus looses 1 hp.
Conclusions
Blur isn't reliable, it is cool because it stacks with other effects, but alone it was useless for both the Magus and the Mephits.
Instead, a Mirror Image spell would have negated many hits and put the Magus defense more in line with that of the Fighter.
So, with the proper selection of spells it would be ok at this level.
Daze was still useful now and then.
I'm gonna say that the Magus works at this level.
| IkeDoe |
Level 5
Fighter and Magus are 5th level Characters now.
The Magus
Level 5 Human Speed 30' Ini+5
Str 17, Dex 12, Con 14, Wis 10, Int 16, Cha 8
HP: 46.
AC 18 (17 flatfooted), Touch AC: 12
Longsword attack: +9, damage 1d8+5 (two handed), 1d8+4 (one handed), Crit 19-20/x2
BAB+3, CMB +6, CMD 18
Saves: Fort +7, Ref +5, Will +5
Class features: Spellstrike, Spell Combat, Magus Arcana (Concentrate), Arcane Pool (5 points. +2 bonus to weapon),
Class Skills: Spellcraft 4 rank (int), Climb 1 rank (Str), Knowledge-Arcana 2 rank (Int), Knowledge-Dungeons 1 rank (Int), Knowledge-planes (Int) 1 rank, Swim (Str) 1 rank, Intimidate 1 rank (Cha).
Non class Skills: Acrobatics 4 rank (dex), Heal 1 rank (Wis), Perception 5 rank (Wis), Knowledge-religion 1 rank (Int), Stealth 4 rank (Dex), Diplomacy 1 rank (Cha), Knowledge-Nature 1 rank (Int), Knowledge-History 1 rank (Int)
skill check penalties: -1. Total ranks: 29
Feats: Combat Casting, Toughness, Weapon focus (longsword), Improved Initiative, Lightning Reflexes
Equipment: Longsword+1, Javelin, Chainshirt+1, Ring of Protection +1, Amulet of Natural Armor+1, Cloak of resistance+1, Longbow, 12xcure light wounds potions. 750 gp
Scrolls: Glitterdust, Levitate, Alter Self, Detect Magic, Enlarge Person, Shield, True Strike
Spells known: Level 0 (all), Level 1 (9: Magic Missile, Shield, Shocking Grasp, Magic Weapon, True Strike, Expeditious Retreat, Enlarge Person, Feather Fall, Grease, Reduce Person), Level 2 (2: Blur, Invisibility, Mirror Image, Bear's Endurance).
Spells/Day: Level 0 (4, but infinite uses, usually Acid Splash, Read Magic, Light and Daze), Level 1 (5, usually 1xEnlarge Person, 2xShocking Grasp and 2xShield), Level 2 (3, usually 1xBlur and 2xMirror Image)
The Fighter:
Level 5 Human Speed 20' (running x3) Ini+1
Str 20, Dex 13, Con 14, Wis 11, Int 10, Cha 8
HP: 51.
AC 26 (24 flatfooted), Touch AC: 13
Bastard Sword attack: +13, damage 1d10+9, Crit 19-20/x2
BAB+5, CMB +10, CMD 22 (CMD 23 vs disarm/sunder)
Saves: Fort +7, Ref +3, Will +4 (+1 will vs fear)
Class Features: Armor training 1, Weapon Training 1 (Heavy Blades)
Class Skills: Survival 2 rank (Wis), Climb 2 rank (Str), Swim 1 rank (Str), Ride 1 rank (Dex) , Knowledge-engineering 1 rank (Int), Knowledge-dungeons 1 rank (Int), Handle Animal 1 rank (Cha)
Non class Skills: Perception 3 rank (Wis), Acrobatics 2 rank (Dex) , Heal 1 rank (Wis)
skill check penalties: -7, total ranks 15
Feats: Weapon Focus, Exotic Weapon, Dodge, Shield Focus, Toughness, Weapon Specialization, Iron Will
Equipment: Bastard Sword+1, Javelin, Masterwork Full Plate, Longbow, Heavy Shield+1, Cloak of resistance+1, Ring of Protection+1,14xcure light wounds potions, 1xcure moderate wounds potion, 1150 gp.
Character Creation Notes
Level 4 had many good things, level 5 gives prolly similar stuff: 1x 1st level slot, 1x 2nd level slot and a bonus feat. And that +1 to Caster Level means that many spells last 1 minute more. Arcane Pool can now enhance a weapon for +2, which is needed to fill the damage and attack gap between the Magus and other melee classes.
The level 5 character feat is used to get Lightning Reflexes (+2 to Reflex saves), the Magus bonus feat is used for Improved Initiative.
The situation seems similar to that of 4th level. The Magus can deal as much damage as the fighter, but the gap in AC and HPs is huge. On the other hand speed, skills, spells like Mirror Image, (a few) utility spells...
We aren't gonna test level 5 because it looks very similar to the 4th level Magus and the the 5th level Magus of the previous version (Link), both of them worked ok.
| IkeDoe |
Level 6
Fighter and Magus are 6th level Characters now.
The Magus
Level 6 Human Speed 30' Ini+5
Str 17, Dex 12, Con 14, Wis 10, Int 16, Cha 8
HP: 55.
AC 19 (18 flatfooted), Touch AC: 12
Longsword attack: +10, damage 1d8+5 (two handed), 1d8+4 (one handed), Crit 19-20/x2
BAB+4, CMB +7, CMD 19
Saves: Fort +8, Ref +6, Will +6
Class features: Spellstrike, Spell Combat, Magus Arcana (Close Range, Empowered Magic), Arcane Pool (6 points. +2 bonus to weapon),
Class Skills: Spellcraft 5 rank (int), Climb 1 rank (Str), Knowledge-Arcana 2 rank (Int), Knowledge-Dungeons 2 rank (Int), Knowledge-planes (Int) 2 rank, Swim (Str) 1 rank, Intimidate 1 rank (Cha).
Non class Skills: Acrobatics 4 rank (dex), Heal 1 rank (Wis), Perception 6 rank (Wis), Knowledge-religion 1 rank (Int), Stealth 5 rank (Dex), Diplomacy 1 rank (Cha), Knowledge-Nature 2 rank (Int), Knowledge-History 1 rank (Int)
skill check penalties: -1. Total ranks: 35
Feats: Combat Casting, Toughness, Weapon focus (longsword), Improved Initiative, Lightning Reflexes
Equipment: Longsword+1, Javelin, Chainshirt+2, Ring of Protection +1, Amulet of Natural Armor+1, Cloak of resistance+1, Longbow, Pearl of Power(level 1),12xcure light wounds potions. 1800 gp
Scrolls: Glitterdust, Levitate, Alter Self, Detect Magic, Enlarge Person, Shield, True Strike, Invisibility, Bear's Endurance, Scorching Ray
Spells known: Level 0 (all), Level 1 (9: Magic Missile, Shield, Shocking Grasp, Magic Weapon, True Strike, Expeditious Retreat, Enlarge Person, Feather Fall, Grease, Reduce Person), Level 2 (2: Blur, Invisibility, Mirror Image, Bear's Endurance, Cat's Grace, Bull's Strength).
Spells/Day: Level 0 (5, but infinite uses, usually Acid Splash, Read Magic, Light, Daze and Detect Magic), Level 1 (5, usually 1xEnlarge Person, 2xShocking Grasp and 2xShield) (Plus Pearl of Power), Level 2 (4, usually 1xBlur and 3xMirror Image)
The Fighter:
Level 6 Human Speed 20' (running x3) Ini+1
Str 22, Dex 13, Con 14, Wis 11, Int 10, Cha 8
HP: 61.
AC 27 (25 flatfooted), Touch AC: 13
Bastard Sword attack: +15/+10, damage 1d10+10, Crit 19-20/x2
BAB+6, CMB +12, CMD 24 (CMD 25 vs disarm/sunder)
Saves: Fort +8, Ref +4, Will +5 (+2 will vs fear)
Class Features: Armor training 1, Weapon Training 1 (Heavy Blades)
Class Skills: Survival 2 rank (Wis), Climb 2 rank (Str), Swim 1 rank (Str), Ride 1 rank (Dex) , Knowledge-engineering 1 rank (Int), Knowledge-dungeons 1 rank (Int), Handle Animal 1 rank (Cha)
Non class Skills: Perception 4 rank (Wis), Acrobatics 3 rank (Dex) , Heal 1 rank (Wis), Stealth 1 rank (Dex)
skill check penalties: -7, total ranks 18
Feats: Weapon Focus, Exotic Weapon, Dodge, Shield Focus, Toughness, Weapon Specialization, Iron Will, Vital Strike
Equipment: Bastard Sword+1, Javelin, Full Plate+1, Longbow, Heavy Shield+1, Cloak of resistance+1, Ring of Protection+1, Belt of Giant Strength+2,14xcure light wounds potions, 1xcure moderate wounds potion, 1650 gp.
Character Creation Notes
Well, the playtest Fighter gets his second iterative attack and Vital Strike (+1d10 to damage when using a standard action to attack), it will raise his damage output in most situations, making SpellStrike and SpellCombat look less interesting, the Magus won't have iterative attacks until 8th level.
In order to boost his offensive abilities the Magus gets a new Magus Arcana, 1 more APP and another 2nd level slot. The playtest Magus also buys a Pearl of Power. Pearls of Power are one of the advantages of low/med level non-spontaneous spellcasters, spontaneous spellcasters can *only* use rings of wizardry which are far more expensive for low level spells, pearls of power have a fair price.
Well, the idea is using some spells for defense, and using the remaining spells and APPs for things like Shocking Grasp (i.e.) and weapon enhancement.
The only bad thing at this level is that Shocking Grasp can't do more than 5d6 damage and there is a good chance to find monsters that can't be affected by Daze (due to HDs), so the Magus has to find cost-effective replacements.
**Magus Arcana:
- Broad Study: Useful for multiclassing Magus, it is beyond the scope of this playtest. I will only say that it should make clear that it doesn't grant you the ability to cast spells from that class, use your Magus CL for that other class, etc..
- Empowered Magic: You can always use that free daily bonus, you can get more images when casting Mirror Image, deal +9 average extra damage with shocking grasp, etc.. Since it says that you can cast a spell and says nothing about preparing spells I guess that the metamagic modifier can be applied "on the fly" as if you were using a metamagic Rod, the wording may need to be clarified, because some people say that you have to say what spell will be empowered when preparing the spells. I admit that it can be read both ways. IMO it should use the metamagic Rod wording "allowing the user to apply metamagic effects to spells **as they are cast**"
- Spell Blending: It is a low level Arcana, but it can be taken at any level because it is well designed, giving more and more powerful spells if you give up a high (more powerful) level arcana. At this point you may learn "See Invisibility", "Darkvision", (note that you get True Seeing later as a 6th level spell), False Life (1d10+1/Caster Level temporary hps that last 1 hour/level, better than Bear's Endurance at this level, and those two will always stack), etc..
| IkeDoe |
Level 6: The Adventure / Test
The party is surrounded by enemies, they are in the ruins of a small temple, surrounded by a pit, and a forest at 60'. The ruins don't give defensive advantages, but only a few enemies can get into the ruins at the same time thanks to the pits. The enemy awaits in the forest and sends waves of attackers trying to fatigue the PCs, will they defeat the last wave? who is the commander of this small army?
1 single day adventure. 1 Easy Encounter (CR4), 2xAverage Encounters (CR 5), 1 Challenging Encounter (CR 6) and 1 Hard Encounter (CR 7) today.
Easy Encounter (CR4): 3xGiant Spiders (CR1)
The party fails its Perception checks and the spiders sneak 30' out of the forest before the party sports them. The Magus wins initiative, casts Shield (since she is alone defending one of the bridges she uses Spell Combat just to fight defensively for extra +3 to AC), also uses 1 APP for weapon enhancement. 2 spiders attack the Magus, one attacks the Fighter. The fighter kills two spiders, the Magus one. The party suffers no damage.
Average Encounter 1(CR5): 4xHyena (CR1)
Half an hour later the second wave attacks.
This time both PCs succesfully make Perception checks and doesn't get surprised, it should allow them to perform ranged attacks against the incoming hyenas if they win initiative.
The Magus wins initiative, since the terrain doesn't allow the enemy to charge she casts Enlarge Person, also uses 1 APP for weapon enhancement. Later she uses the attack- move 5'- cast Daze strategy. The Fighter quickly kills 2 hyenas, the Magus needs more time to do so. No PC is damaged.
Average Encounter 2(CR5): 4xHyena (CR1)
Again, half an hour and the 3rd wave attacks. This time the fighter is surprised, but the Magus isn't.
The Magus casts Mirror Image in the surprise round and wins initiative. In her regular round she casts Daze against one hyena while fighting defensively, uses 1 APP for weapon enhancement. Later she uses the attack- move 5'- cast Daze strategy. The fighter kills quickly while the Magus damages and casts daze. 3 kills for the fighter, 1 kill for the Magus. No damage suffered, except 1 image.
Challenging Encounter(CR 6): 4xBugbears (CR2)
The party stays in the temple, hearing noises in the forest. Two hours later the 4th wave attacks, the enemy thinks that the heroes should have spent all their resources and most spells should be gone.
The Magus isn't surprised, uses 1 APP, Mirror Image and Shield in this fight, the fighter gets the 4 kills. No damage for the party, and the encounter lasts only 5 rounds.
Hard Encounter(CR 7): Bearded Devil (CR5) and 2xDire Hyena (CR3)
Right after the 4th wave fails, the final group attacks, the commander (a devil) and his two "pets", ready to destroy what's left of the heroes.
The bearded devil failed his attempt to summon another devil and just attacks with the glaive.
The fighter deals 24 damage to the bearded devil, the Magus attacks and casts a Empowered Shocking Grasp spell for Spell Strike (using the free Empower modification Arcana). The spell has to be casted defensively because the hyenas have 10' reach. The Magus is tripped by one hyena, but still has images remaining, attacks from the ground, dealing 39 damage to the devil (killing him, after overcoming the DR). The Magus looses the remaining images while attacked by the hyenas, but the fighter kills one of them. The quickly kill the remaining hyena.
The Magus lost 5 hps in this fight. She still has 1 1st level spell and 2 2nd level spells available for another fight, plus 2 APPs, the Pearl of Power and many scrolls.
Conclusions
The Magus did well in this adventure, the fighter had a better damage output, but just because the Magus didn't use Shocking Grasp till the very end. She could have used one SG spell per encounter, killing enemies at almost the same rate as the fighter did.
The Fighter was invulnerable for everyone except the Bearded Devil (+10 att bonus vs AC 27, everyone else would only hit rolling 20). The Magus was a bit more vulnerable, but Mirror Image was really helpful in the last encounter.
Now that large-size enemies are more frequent you have to Cast Defensively more often, so having a high Concentration modifier isn't that worthless.
It seems ok, I can't believe they managed to kill everyone so easily and the Magus was able to compete against someone with AC27, att+15/+10, damage 1d10+10
| IkeDoe |
Level 7 Notes
We won't test more levels of the Magus, I will just comment about level 7, which is the last of what I consider low levels.
I will write a summary of the low level playtest in another post, later.
Level 7
+1 to BAB again, 3rd level slots and what's more important: Medium Armor (usually it means +2 AC and speed down to 20').
I would prolly learn Haste and Fireball first. I know, Fireball has got a Save DC, something that isn't very high for a Magus, but Fireball is one of the best area spells of the game, and you can always use one.
Keen Edge is also a great spell because the Magus can't take the Improved Critical feat yet and this spell lasts 10 minutes/level !!!
Meanwhile the fighter will get +1 to BAB, and will be able to move 30' while wearing heavy armor.
| IkeDoe |
Summary of Low level Playtest (level 1-7), Conclusions and Suggestions
1.Balance:
The class is balanced unless you make a terrible build, it is playable at least, and can be quite powerful when using some money in consumibles. Many problems came when using a new ability for the first time, when making a bad feat or arcana choice or just because there were circumstances that were supposed to make the fight more difficult for the Magus. The Magus did well when there were circumstances that were suppossed to make things easier for her.
Ok imho.
2.Gameplay:
Huge improvements since the first version of the Magus.
The attack, move 5', cast Daze mandatory tactic was a bit annoying (I hate micro-movement!) and tedious, but it is just me.
At low level there is room for many builds, which is great. High Dex, high Int or high Str builds, one handed and two-handed builds, etc.
Archetypes should cover common fighting styles that can't use Spell Combat, I guess that many players will demand such kind of options.
Works for me.
3.Spell Combat:
My only concern are
a)The Concentration bonuses, specially at high levels.
b)Wording
3.a
Spell Combat allows you to choose the exact penalty you take to attacks. Since usually you know the Concentration DC, it is far too prone for metagaming, which also slows down the game while the Magus calculates the exact ammount he needs for his check. IMO it should allow you to choose between a -2 penalty, a -5 penalty and a penalty equal to your Int bonus (i.e.) to make things faster (the Int bonus penalty is there just to give more options to high Int characters) -Disclaimer: semi-random numbers, just and idea.
Greater Spell Combat and True Magus make the "Combat Casting" feat and the "Concentration" Arcana kinda worthless at high level. I can expect that from a 20th level feature, but not from a 14th level feature. IMO Greater Spell Combat should give other kind of benefits.
3.b
A brand new ability can always benefit from clear and precisse wording, it is a new class.
There are many threads about the wording and intents, I try to summ up some issues:
*"To use this ability, the magus must have one hand free" should prolly be "While using this ability, the magus must have one hand free" in order to make clear that you must have a hand free before you can take that action and while you are performing that action. Otherwise many people argues (i.e.) that you can cast a spell, and then attack with the weapon two-handed because you don't need to have a free hand while performing the action, and other things.
*"This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast" It is great as descriptive text, but very ambiguous. Does it mean that I can take TWF feats in order to get TWF benefits? what TWF rules apply? The sentence should be moved to the Magus description, so it is clear that it is a flavor sentence, not game mechanics.
*"To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon". "his" should be "that", so you make the weapon with the same weapon that enables you to use Spell Combat. Otherwise you can wear gauntlets (light weapon) and attack with "your" weapon which can be a greatsword, you can also have problems with creatures with many hands.
*"hand free" We always have this discussion with the APG One handed fighter or the duelist. What's a free hand in this case? A light shield makes my hand free for Spell Combat? It would prolly deserve at least a FAQ entry.
*Does Improved or Greater spell combat decrease the attack penalty from -2 to 0? Even if it sounds redundant it should state that the -2 penalty still applies.
4.SpellStrike
Good replacement of Vital Strike feats, I can only say that the wording can always improve.
*How does holding the charge works with SpellStrike? even if it seems redundant it should say that you can hold the charge "as usual".
*Critical ranges and multipliers. Do I use those of the weapon for the spell aswell?
5.Arcane Pool
*Does it stack with the Arcane Strike feat?
*Does the weapon enhancement counts for beating any DR aside from /magic, or is that limited the same way the Magic Weapon spell is? (it is clear, but it is gonna be asked for the FAQ)
*What DR can I beat when I use Arcane Pool and Magic Weapon/Greater MW at the same time?
6.Pool Spell
*"He can cast spells with metamagic feats in this way," should be "He can cast spells with his metamagic feats in this way," in order to made clear that you can only apply the metamagic feats you have.
7.Class Skills
Being a student of Magic he should prolly have more Knowledge skills (at least local), it would also improve his out-of-combat role in the party.
8.Magus Arcana
8.a Arcane Accuracy
Good for high Int builds, it isn't so good at low levels because you need APPs for Arcane Pool. If finally the Arcane Strike feat stacks with Arcane Pool this Arcana isn't going to look so good.
8.b Close Range
Few uses at low level, and many doubts about how it works, can you hold the charge? how do you manage spells with multiple charges? can you use a spell that can target multiple targets but used to target a single target?
8.c Concentrate
Useful if you don’t take the Combat Casting feat, but Greater Spell Combat makes this Arcana almost worthless at high level.
8.d. Familiar
Prolly the best low level Arcana. But, why not Arcane Bond with an item for those of us that don't want to keep track of the Familiar stats? Both features are very powerful, or am I missing something?
8.e. Pool Strike
May have the same problems Arcane Accuracy has.
8.f. Spell Shield
Many pros and cons about this Arcana. Looks like it is interesting for high Int builds, specially at high levels.
8.g Wand Mastery
I haven't tested it, but looks odd. Casting spells with save DCs isn't the realm of the Magus, and it isn't so good if you don't have Wand Wielder too, well, may need more testing.
8.h Wand Wielder
Can we extend it to scrolls and rods?
8.i Broad Study
I will only say that it should make clear that it doesn't grant you the ability to cast spells from that class using your Magus slots/CL/level etc..
9. Spell list
Looks ok for me, it has some spells I demanded for the old version of the Magus.
10.General doubts
*What happens when you perform melee attacks and a free touch attack in the same round? It can happen when a spellcaster uses a quickened touch spell, then he can perform a full round attack, or move an attack (melee attack plus free melee touch attack). It can happen more often with the Magus. Do you have to use two-weapon-fighting rules? After moving can you attack with the melee weapon and touch the target to discharge the spell at the same time? Questions for the FAQ.
*Touch spell attacks is something that some people doesn't use very often, the Magus is taking it to the limit. Some people doesn't even know where are the touch spell attack rules, IMO a sidenote for the Magus class should say where are those rules.