08-Dec-2010 Revised Magus Playtest


Round 3: Revised Magus Playtest


The encounter for my third level group of four(Druid, Fighter, Summoner, Ranger) was an Ambush by a 5th level Whip-Bard and 5th level Magus.

The Magus
Human Magus 5
18 Str | 13 Dex | 12 Con | 14 Int | 10 Wis | 8 Cha (using the Heroic NPC stat array)
Feats: 1st: Arcane Strike, Dodge | 3rd: Combat Expertise | 5th: Weapon Focus(Quarterstaff), Power Attack
Arcane Pool (4 points): Arcane Accuracy
Equipment: +1 Quarterstaff, +1 Chain shirt, Potion of Cure Moderate Wounds
HP 45
AC 20 (22 w/CE) | +5 Chain Shirt, +1 Dex, +4 Shield, +1 Combat Expertise, +1 Dodge
Fort 2 | Ref 5 | Will 4
Init +1
BAB +3
Two-Handed Melee(baseline):
+1 Quarterstaff +9(1d6+7)
Two-Handed Melee(w/ Arcane Pool, Arcane Strike, Combat Expertise, Power Attack):
+1 Quarterstaff +9(1d6+14)
One-Handed(Baseline):
+1 Quarterstaff +9(1d6+5)
One-Handed Melee(w/ Arcane Pool, Arcane Strike, Combat Expertise, Power Attack):
+1 Quarterstaff +9(1d6+11)
Spells
1st: Shield, True Strike, Shocking Grasp x3
2nd: Scorching Ray x2, Mirror Image

Encounter:
The ambush involved a Gypsy wagon with the Magus hiding inside and the Bard hiding on top of the wagon (behind an ornamental ridge). I had seven mooks hidden in the grassland surrounding the wagon ready to respond with ranged attacks at a whistle from the Magus.

Observations:
This encounter was kind of thrown together, but it worked rather well. The modified Magus definitely packs a solid punch, and if you add Shocking Grasp or Scorching Ray then she can be devastating. Luckily, for my group the druid cast Heat Metal on her armor making every spell require a concentration check, which I had horrible rolls for, so I never got to Shocking Grasp or Scorching Ray. Then he cast Warp Wood on her Quarterstaff, ugh. All in all a fun encounter, my players complimented me on the Bard/Magus combination.

Rulings:
-Spell combat: when using spell combat I used the Quarterstaff one-handed.
-Spell Strike: when I was only spell striking I would cast the spell then 5’ step in and hit using the quarterstaff two-handed. The problem with this tactic is if you fail the spell you no longer get the attack :( (It happened 3 times)
-House rule: first 3 HD are max.

I cannot comment on the concentration checks, I rolled mostly 2-4s. I can definitely see the Magus as a viable alternative to the EK or the Bard. The EK will likely be better at higher levels but will have issues at lower levels. The Bard is comparable, except that the Magus’ spell selection is far superior for combat.

All in all, good job on the revised Magus! :)


Druid player chiming in here- What really made the combo tough was the team tactics and the cover provided by the wagon. Once our mounted fighter got into charging position, it was just a matter of time. Mind you, they beat the crap out of our party, but a CR of +3 APL will do that to you :) Ranger went negative, Druid was at 2 HP, and Eidolon was hurtin pretty bad as well. The Heat Metal spell, though it seemed lack luster in damage, really did prevent a much worse outcome for us.

Next time, I warp the 1/4 staff FIRST :)


Ender_rpm wrote:

Druid player chiming in here- What really made the combo tough was the team tactics and the cover provided by the wagon. Once our mounted fighter got into charging position, it was just a matter of time. Mind you, they beat the crap out of our party, but a CR of +3 APL will do that to you :) Ranger went negative, Druid was at 2 HP, and Eidolon was hurtin pretty bad as well. The Heat Metal spell, though it seemed lack luster in damage, really did prevent a much worse outcome for us.

Next time, I warp the 1/4 staff FIRST :)

+3 APL not counting the mooks :). Although, I don't remember even hitting the Eidolon.

I guess it seems most people like a play by play.

Before Combat: Our bold group of adventurers see the wagon and a cleric(non-enemy NPC) they have encountered before. Upon approaching the wagon(about 130' out) they discover a mook hiding in the bushes. The druid casts entangle to secure their prey and the party sends the Ranger to guard the horses and the cleric by the wagon.

When the Ranger reaches the cleric all hell breaks loose: (I gave the ranger a perception check, but he failed)

Surprise round: Magus jumps out of the wagon | Bard stands up on top of the wagon.
1st round(Magus and Bard win Init): Magus whacks Ranger, 5' step and casts True Strike | Bard trips Ranger | Ranger stands and runs for the group | Rest of the group hauls @$$ to save there teammate.
2nd round: Magus moves in and attacks Ranger again | Bard waits for someone to come near the wagon | Ranger shoots Magus | Druid casts Heat Metal | Eidolon attacks Magus | Mounted Fighter hits Magus. (Magus is very hurt)
3rd round: Magus full withdraws and takes cover behind the horse of the wagon | Ranger moves in and tries shooting Magus | Druid moves in | Eidolon climbs the wagon to get at the Bard | Mounted Fighter and Summoner move to the opposite side of the Wagon.
4th round: Magus takes a much needed Cure Moderate, and blows the mook whistle | Bard jumps off the Wagon to help the Magus | Ranger shoots | Druid Acid Darts | Mounted Warrior attacks Bard | Summoner shoots Bard.
5th Round: Mooks shoot | Magus attacks Ranger and drops him | Bard takes a 5' step and disarms the Mounted fighter of his Lance | Druid casts Warp Wood | Ranger stabilizes | Eidolon jumps down and attacks Bard | Mounted warrior uses ride check to dismount as a free action, pick up his Lance, and remount | Summoner shoots at one of the mooks.
6th Round: Magus tries Spell Strike and fails | Bard moves to Magus and casts Cure Moderate | Druid heals Ranger | Ranger lunges at Magus | Eidolon attacks Magus | Mounted fighter and Summoner attack mooks.
7th round: Magus tries Spell combat/Spell Strike, fails the spell and knocks Ranger unconcious again | Bard tries tripping Eidolon | Druid Acid Darts | Mounted Fighter and Summoner Attack Mooks.
8th round: Magus tries Spell Strike against Eidolon, but fails | Bard tries tripping Eidolon | Druid heals Ranger | Mounter fighter and Summonner attack Mooks.
9th round: Magus tries Spell combat and fails both attack and spell Eidolon | Bard tries tripping Eidolon | Ranger backs away from Magus | Druid Acid darts Magus | Mounted fighter charges Magus(obscene damage) | Summoner grease under Magus, Magus falls.
10th round: Magus casts defensively for Mirror Image | Bard trips Eidolon | Ranger shoots Magus | Druid Acid Darts | Eidolon attacks Magus and kills Magus | Mounted fighter charges and kills Bard. Mooks run or are killed.

I think this is a fairly accurate account of the combat, but I am operating from memory.

The party is 20 point buy and experienced players, so I don't feel too bad for pitting them against an APL +3 that I didn't have much time to prepare :) Although, if I had not failed as many of the concentration rolls it may have been more challenging, perhaps lethal, or had I remembered to use Arcane Pool or Arcane Strike :).

Again, I like the adjustments to the Magus... It feels like a class I would actually like to play... Although, that does not say much because I like playing them all :).

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Ultimate Magic Playtest / Round 3: Revised Magus Playtest / 08-Dec-2010 Revised Magus Playtest All Messageboards
Recent threads in Round 3: Revised Magus Playtest