Magus Archetype: Archer?


Homebrew and House Rules

Liberty's Edge

My 8 year old son is interested in playing a magus .. but he also wants to play an archer. I could point out the arcane archer, but the magus is a much better realized class and not just a carry-over of a 3rd edition PrC. My only question - has anyone considered how to make a solid magus archer archetype?


I have been working on one... unfortunately it has been a while since I even looked at the Magus.

There might be an archer archetype for the Magus already...

EDIT: Myrmidarch is the closest I have found.

Liberty's Edge

Brilliant! I forgot that Magus archetypes were included in Ultimate Combat. This certainly helps.


Saurstalk wrote:
Brilliant! I forgot that Magus archetypes were included in Ultimate Combat. This certainly helps.

I had to search for it...

I am ashamed... the Magus is one of my favorite casting classes...


I wrote this up just after UC came out. I was hoping for a ranged-focused magus archetype, like you. The myrmidarch has some ranged stuff but isn't too focused. It's a straight conversion of the arcane archer PrC to a magus archetype.

Arcane Archer

Some magi focus on combining ranged weapons training with arcane magic, allowing them to rain death upon the battlefield in a number of ways. They learn to enhance their bow or gun in the same way that a normal magus enhances his blade, and learn tricks specific to their fighting style. Regardless of the name of the power, these abilities can be learned with any ranged or thrown weapon – it is not specific to archery.

 
Arcane Pool (Su)
Add Distance, Returning, and Seeking to the list of weapon properties that can be added to the ranged magus’s weapon. Remove dancing and vorpal from the list.
As long as the ranged magus has points remaining in his arcane pool, he may cast spells while wielding a ranged weapon as though he had a free hand.

 
Arcane Archery (Ex)
At 1st level, an arcane archer learns to cast spells and use his ranged weapon at the same time. To use this ability, the magus must be wielding a ranged weapon and wearing light or no armor. As a full-round action, he may cast a single magus spell with a casting time of 1 standard action and perform an attack action (not a full attack) with a ranged weapon. All attack rolls the magus makes this turn suffer a -2 penalty. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but his attack still takes the penalty. A magus can choose to cast the spell first or make the weapon attack first.
This feature replaces spell combat.

 
Imbued Shot (Su)
When casting a spell with a range of “touch” from the magus spell list, the ranged magus can choose to imbue that spell into a ranged projectile or thrown weapon in his possession. Any target struck by the projectile is targeted by the spell, in addition to taking damage from the ranged weapon as normal. This attack uses the weapon’s critical range, but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. If you don’t use the projectile immediately, it remains effective until used or you cast another spell (as though holding the charge of a touch spell). Any attack with the projectile, whether it hits or not, triggers the imbued spell. Only the ranged magus may use this projectile; it loses its charge if given to anyone else.
This ability replaces spellstrike.

 
Arcane Archery, Improved (Ex)
At 8th level, the ranged magus improves his ability to use ranged weapons while casting spells. When using the arcane archery ability, he may make a full attack action, rather than just an attack action.
This feature replaces Improved Spell Combat.

 
Safe Shot (Ex)
At 10th level, a ranged magus does not provoke attacks of opportunity when making attacks with a ranged weapon.
This ability replaces the medium and heavy armor class abilities.

 
Greater Arcane Archery (Ex)
At 14th level, the magus suffers no penalty to attack rolls when using arcane archery.
This replaces Greater Spell Combat.

 
True Magus (Su)
At 20th level, the magus becomes a master of combining magic with ranged attacks. Whenever he uses his arcane archery ability and the spell he casts targets the same target as his ranged attacks this turn, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

New Arcana
Critical Shot (Su): Whenever the magus scores a critical hit with a ranged weapon, he may cast a spell with a range of touch as a swift action, then make a ranged attack with that spell against the target of the critical hit as a free action, attacking as though using his ranged weapon. The magus may use this ability once per day, and must be at least 12th level before selecting this arcana.

Death Shot (Su): The magus learns to create a special type of projectile or thrown weapon, similar to a slaying arrow. This arrow causes anyone damaged by its attack to make a Fortitude save or be slain immediately. The DC of this save is 20 + the magus’s Intelligence bonus. It takes one day to enchant the item, and the magus may have only one at a time. The projectile only functions for the magus, and the power is dissipated when an attack is made, whether or not it hits. The magus must be at least 15th level to select this arcana. This is a death effect.

Hail of Arrows (Su): As a full action while using a ranged weapon, the magus may perform a ranged attack with his current weapon at a number of targets within range equal to half his magus level. Each attack uses the magus’s primary attack bonus, and each enemy may be targeted by only a single attack. These attacks don’t use ammunition, and a thrown weapon can be used to perform this attack – the ability creates a number of temporary duplicates of a projectile or thrown weapon that dissipate as soon as they are used. This ability may be used once per day for every ten class levels. The magus must be at least 15th level to select this arcana.

Imbued Shot, Improved (Su): The ranged magus may spend one point from his arcane pool to cast any spell with a range other than Personal on the magus spell list with his Imbued Shot ability. The spell’s normal range is replaced by the range of the weapon used. Targeted spells effect the target struck by the projectile. Lines and cones start at the point of impact, and continue directly away from the magus in their normal area. Other area effects are centered on the arrow’s point of impact. If the arrow strikes a target, they take damage from the arrow in addition to the effects of the spell.

Phase Shot (Su): As a standard action, the ranged magus can launch a projectile at a target known to him within range. The shot travels to the target in a straight path, passing through any nonmagical material in its way. This ability allows the attack to ignore cover, concealment (including total cover and concealment), armor, and shield modifiers to the attack, but otherwise the attack is rolled normally. This ability may be used once per day for every six magus levels. To select this arcana, the magus must be at least 12th level and possess the seeker shot arcana.

Seeker Shot (Su): The ranged magus may, as a standard action, make an attack against a target known to him within range. The projectile travels to the target, navigating around corners and obstacles to strike its intended victim. Only unavoidable obstacles or the limit of the attack’s range prevents the shot’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action, which includes making the attack. The ranged magus may use this ability once per day for every six class levels, and must be at least 9th level to select it.

 
Spell List
Add:
1st level

         Aspect of the Falcon
         Gravity Bow

2nd level

         Arrow Eruption

4th

         Bow Spirit
         Venomous Bolt

Silver Crusade

Well I have a PFS character who is a Magus with the Arcane Archer prestige class. I find the classes work very well together.


ElyasRavenwood wrote:

Well I have a PFS character who is a Magus with the Arcane Archer prestige class. I find the classes work very well together.

curiosity is he switch hitting character?

Scarab Sages

I could see a Magus with focused shot being very effective.

Silver Crusade

Toast Wolf, I guess you could call him a switch hitter....

I prefer to think of him as an elf with options for dealing with his enemies.

Option 1) a variety of spells, like black tentacles/ Sleet storm, Fire balls, and a Goz mask to deal with clumps of enemies.

Option 2) a nice bow and (weapon focus, precise shot, point blank shot) to deal with airborne targets and targets he doesn't wish to get into melee with if he can help it.

Option 3) his katanna ( a bastard sword before there were statistics for a K. ) and spells like mirror image, True Strike Shocking grasp for those he wishes to get into melee with.

He also has access through Magus Arcana to the Dark vision spell, and the See Invisibility spell. He has also purchased a Goz mask (inner sea world guide) which cuts through fogs clouds and particulate matter, and allows him to see where his opponents are....to deal with those foes who drop a darkness spell, cast an invisibility spell, or lay down a solid fog cloud.

He has ranks in stealth survival and perception.....so he can pull off the scout routine.
Also he isn't a bad marble sculptor..(profession Sculptor)

So in short, he isn't an extremely focused character....i have opted for a broad character. He can adapt to a variety of situations and rolls.

Is he going to bring a critter down in one round with his sword or bow? no....but he has options.

He is what you might say is a second string combatant.

I hope this helps.


ElyasRavenwood wrote:

Toast Wolf, I guess you could call him a switch hitter....

I prefer to think of him as an elf with options for dealing with his enemies.

Option 1) a variety of spells, like black tentacles/ Sleet storm, Fire balls, and a Goz mask to deal with clumps of enemies.

Option 2) a nice bow and (weapon focus, precise shot, point blank shot) to deal with airborne targets and targets he doesn't wish to get into melee with if he can help it.

Option 3) his katanna ( a bastard sword before there were statistics for a K. ) and spells like mirror image, True Strike Shocking grasp for those he wishes to get into melee with.

He also has access through Magus Arcana to the Dark vision spell, and the See Invisibility spell. He has also purchased a Goz mask (inner sea world guide) which cuts through fogs clouds and particulate matter, and allows him to see where his opponents are....to deal with those foes who drop a darkness spell, cast an invisibility spell, or lay down a solid fog cloud.

He has ranks in stealth survival and perception.....so he can pull off the scout routine.
Also he isn't a bad marble sculptor..(profession Sculptor)

So in short, he isn't an extremely focused character....i have opted for a broad character. He can adapt to a variety of situations and rolls.

Is he going to bring a critter down in one round with his sword or bow? no....but he has options.

He is what you might say is a second string combatant.

I hope this helps.

it was a concept of AA i never considered before, i guess the "archer" part always made me assume that was the only way to go. thank you very much i will probably use this idea myself in my next campaign.

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