
omega9 |

After seeing lots of attempts at gish classes, most notably Paizo's Magus that's currently in playtest Super Genious Games' Vanguard, I thought that would try my own hand at throwing a sword and sorcery class together. Trouble is, I'm fairly new to table top role playing games in general and even greener when it comes to homebrew content, so I was hoping that the community could review what I've got so far and give me a few pointers along the way.
The vast majority of the following is directly ripped from either the most recent version of Paizo's Magus or Super Genious's Vanguard, so the wording of individual abilities, for the most part, should not be an issue. I'm mostly concerned about the arrangement and combinations of abilities, as well as "Path of the Magus" class feature and some arcanas (the things that I actually thought of.
Without further ado, the magus (yeah, my naming is super original):
HD: d8
BAB: 3/4
Spells per day: As Magus/Vanguard
Class Skills: Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str)
Skill Ranks per level: 4 + Int
1: Martial Specialization, Spell Combat, Arcane Link
2: Magus Arcana
3: Weapon Channel (Touch)
4: Magus Arcana
5: Spell Block, Bonus Feat
6: Magus Arcana
7: Improved Spell Combat
8: Magus Arcana
9: Weapon Channel (Save Spell)
10: Magus Arcana
11: Spell Sunder, Bonus Feat
12: Greater Magus Arcana
13: Weapon channel (Full Attack)
14: Magus Arcana
15: Greater Spell COmbat
16: Greater Magus Arcana
17: Counter Strike, Bonus Feat
18: Greater Magus Arcana
19: Spell grapple
20: True Magus
Class Features:
Weapon and Armor Proficiency:
spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells:
Cantrips:
Path of the Magus:
At first level, a Magus chooses one of the following paths of the Magus. This choice cannot be changed at any later levels. A Magus gains a good save, additional class skills, spells, and an additional class feature from this choice. These spells are learned in addition to the spells the Magus would learn normally, and are learned as soon as they can be cast.
Shade: Shade Magi are thieves, spies, and assassins who use magic and specialized training in order to complete their missions, many of which involve flitting stealthily through the shadows.
Good Saves: Reflex, Will
Additional class skills: Stealth (Dex), Sleight of Hand (Dex), Bluff (Cha).
Bonus Spells: 1st – Vanish; 2nd – Wracking touch; 3rd – Servant Horde; 4th – Bestow Curse; 5th – Nights Caress; 6th – Shadow Walk
A Shade Magus gains the ability to sneak attack opponents as a rogue, with a number of sneak attack die equal to the highest spell level the magus can cast. For example, a 10th level shade magus can cast 4th level spells, and does 4d6 sneak attack damage when applicable.
Valiant: Valiant Magi are knights committed to upholding honor and protecting those in need through sword and sorcery. As paragons of law and justice, they focus their energies on protecting their allies and keeping their foes at bay.
Good Saves: Fortitude, Will
Additional Class Skills: Diplomacy (Cha), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int)
Bonus Spells: 1st – Shield bearer; 2nd – Blur; 3rd – Mage Armor, Greater; 4th – Forcewave; 5th – Draconic Might; 6th – Resistance, Superior
A Valiant Magus can qualify for fighter only feats, using half its Magus level as its effective fighter level. These stack with levels in fighter for the purpose of qualifying for feats.
Juggernaut: When approached with obstacles in their path, some choose to find another way around, while others try to calmly negotiate a way around it. Juggernauts pound their obstacle into oblivion with arcane ferocity. Brutish, intimidating, and to the point, juggernauts destroy all in front of them with reckless abandon.
Good saves: Fortitude, Will
Additional Class Skills: Intimidate (Cha), Survival (Wis), Knowledge (Geography) (Int)
Bonus Spells: 1st – Critical Strike; 2nd – Body of the Sun; 3rd – Giants Wrath; 4th – Voice of the Dragon; 5th – Fireburst, Greater; 6th – Flames of Purity
A Juggernaut Magus can rage as a barbarian for a number of rounds per day equal to its magus level plus its charisma score (minimum 1). This does not qualify the magus for the Extra rage or Extra rage power feats.
Arcane Link:
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. This ability counts as the Arcane Strike feat for meeting any prerequisites. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, f laming, f laming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15–9 of the Core Rulebook). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat:
Magus Arcana:
Arcane Accuracy (Su): A magus with this magus arcane can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.
Bravery: A magus with this arcana gains Bravery, as the fighter class feature. Only a Valiant Magus can select this arcana.
Broad Study (Ex): A magus with this magus arcane must select one other class that grants the ability to cast spells. The magus can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class’s spell list without suffering the normal chances of arcane spell failure. The magus must be at least 6th level before selecting this arcana.
Close Range (Ex): A magus with this magus arcana can deliver ranged touch attack spells as melee touch attack spells. These spells must have only one target. These spells can be used with the Weapon Channel class feature.
Concentrate (Ex): A magus with this magus arcana can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before it is determined if the roll is a success. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.
Empowered Magic (Su): A magus with this magus arcane can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 6th level before selecting this magus arcana.
Familiar (Ex): A magus with this magus arcana gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
Hasted Assault (Su): A magus with this magus arcane can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus’s Charisma bonus. That magus must be at least 9th level before selecting this magus arcana.
Heavy Armor: A magus with this magus arcana gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A magus must already have the Medium Armor magus arcana to select this arcana. Only a Valiant Magus can select this arcana.
Maneuver Mastery (Ex): A magus with this magus arcana has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he treats his magus level as his base attack bonus (in addition to any base attack bonus gained from other classes). A magus can select this magus arcana more than once. Its effects do not stack. Each time he selects this arcana, he selects another combat maneuver.
Medium Armor: A magus with this arcana gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A shade magus cannot select this arcana.
Penetrating Bond: When a Magus with this arcana uses its Arcane Pool ability to enhance a weapon, any enhancement bonus to attack rolls on that weapon is also added to all caster level checks he makes to overcome a creature’s spell resistance. This bonus stacks with the Spell Penetration and Greater Spell Penetration feats. A Magus must be at least 6th level to select this arcana.
Pool Strike (Su): A magus with this magus arcana can expend 1 point from his arcane pool to charge his hand with elemental power as a standard action. He can make a melee touch attack as a free action as part of activating this ability. If the attack hits, it releases the charge and deals 1d6 points of energy damage of a type of his choosing, either acid, cold, electricity, or fire. He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 3rd level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.
Rage Power: A magus with this arcana can select one power from the barbarians list of rage powers. Only a Juggernaut Magus can select this talent.
Rogue Talent: A magus with this arcane can select one talent from the rogue talent list. Only a Shade Magus can select this talent.
Silent Magic (Su): A magus with this magus arcana can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell.
Spell Blending (Ex): When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his list of magus spells known. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. A magus can select this magus arcana more than once.
Spell Grace (Su): A magus with this magus arcane can expend a point from his arcane pool as an immediate action to grant himself a bonus to his saves equal to his charisma bonus until the end of his next turn.
Spell Shield (Su): A magus with this magus arcana can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his charisma bonus until the end of his next turn.
Still Magic (Su): A magus with this magus arcana can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell.
Wand Mastery (Su): Whenever a magus with this magus arcana uses a wand, he calculates the DC for any spell it contains using his Charisma modifier, instead of the minimum modifier needed to cast a spell of that level.
Wand Wielder (Su): A magus with this magus arcana can activate a wand or staff in place of casting a spell when using spell combat.
Weapon Channel (Su):
At 9th level, a vanguard may make a concentration check as if casting defensively (DC 15 + double the spell’s level) in order to avoid losing the spell if the attack misses. The magus can make other attacks (using other weapons) and take other actions without using the touch spell, but if he casts another spell or stops wielding his bonded weapon, the channeled spell is lost.
At 13th level, a magus can use his weapon channel ability as part of a full attack action. The spell affects every target the weapon hits during the round and then concludes at the end of that round. In addition, spells the magus channels are no longer lost if the attack misses.
Spell Block (Su):
Bonus Feats:
Improved Spell Combat (Ex):
Greater Magus Arcana:
Additional Rage Power: A magus that selects this arcana may select an additional rage power from the barbarian rage power list. Only a Juggernaut Magus can select this arcana.
Advanced Rogue Talent: A magus that selects this arcana may select a rogue talent or an advanced rogue talent from the rogue lists of the same name. Only a shade magus can select this arcana.
Critical Strike (Su): Whenever a magus with this magus arcana scores a critical hit with a melee weapon, he may cast a spell with a range of touch as a swift action, then make a touch attack against the target of the critical hit as a free action. The magus can use this ability once per day. The magus must be at least 12th level before selecting this arcana.
Fighter Training (Ex): A magus that selects this arcane gains weapon train 1 and armor training 1, as the fighter class features. Only a Valiant Magus can select this arcana.
Greater Penetrating Bond: This arcane functions as the Penetrating Bond magus arcane, except that the magus gains an additional +2 bonus to penetrating spell resistance. A magus must have the Penetrating Bond arcana to select this arcana.
Maximized Magic (Su): A magus with this magus arcane can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 12th level before selecting this magus arcana.
Quickened Magic (Su): A magus with this magus arcane can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell. The magus must be at least 15th level before selecting this magus arcana.
Reflection (Su): A magus with this magus arcana can sacrifice 1 or more points from his arcane pool as an immediate action to ref lect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or less than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent. The magus must be at least 15th level before selecting this magus arcana.
Spell Sunder (Su):
Greater Spell Combat (Ex):
Counterstrike (Ex):
Spell Grapple (Su):
True Magus:
In addition, when a magus scores a critical hit with a spell, that spell slot is not used up. If the spell is used in iterative attacks using channel spell, the spell is only saved if the first attack scores a critical hit.
Thanks in advance for taking the time to look things over and critique what I have so far.