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Okay so I resolved my issues with my player over the Necro and we both agreed his character would be limited in the scope of WotW path. So he is going to play the Ranger with a Worg companion.
My issues is now the newest member (the 6th member) of our group wants to join after missing 3 adventures and most of the first path (Players are Lv 4). This new guy wants to play a Magus and he wants to play a Bladebound. My issues are multiple I’d like to see what others think.
First the level 19 lifedrinker ability seems a little…evil. I guess its just the name but if I told one player he cant play a Necro can I tell another it’s okay to wield a weapon that DRInKS SOULS!? I mean to put it in perspective yeah your swords flaming…that’s cool, got a Bane staff cool, your sword drinks souls! That’s scary and I myself feel damn evil!
Next he misses out on 4 levels of action and waltzs in the game and gets an intelligent weapon?! Doesn’t seem fair to the Paladin who had to fight for her weapon. Or the Barbarian who has fought every fight and has yet to receive a magic item besides the scales.
Finally I think the Magus is a power gamer’s delight of a character class. I mean Spells, fighting, auto magic weapon that levels up. I have a well known aversion to power gamers (I try to embrace all gamers) I’ve played with them before and I accepted one already into my group I just don’t know if I can handle another. For the record I never try to target my players unless the story demands it. I don’t want to feel like its me VS you. I want to build a story together with my players.

nate lange RPG Superstar 2012 Top 32 |

did you fold and let that PC take a worg instead of a wolf? if so you might as well let #6 do whatever he wants- it won't be as bad as the guy with the worg...
on a more helpful note- it has been my experience that Magi are not the "power gamer's delight" that many people think they are... spell combat and spell strike are good, and the ability to cast monstrous physique helps, but they're way more MAD than a wizard- which means their DCs won't be nearly as high, making some really potent spells a whole let less effective (5d6 disintegrate instead of 2d6/level, for example). plus unless they get to buff before every fight their damage will either (depending on build) start slow and build throughout the fight (for a buffer), or burst hard but only be sustained very briefly... either way they tend to have lower overall dpr than a decent fighter or barb. of course, YMMV
(seriously though- if you gave the one guy an intelligent animal companion how do you justify having a problem with an intelligent weapon?)

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did you fold and let that PC take a worg instead of a wolf? if so you might as well let #6 do whatever he wants- it won't be as bad as the guy with the worg...
on a more helpful note- it has been my experience that Magi are not the "power gamer's delight" that many people think they are... spell combat and spell strike are good, and the ability to cast monstrous physique helps, but they're way more MAD than a wizard- which means their DCs won't be nearly as high, making some really potent spells a whole let less effective (5d6 disintegrate instead of 2d6/level, for example). plus unless they get to buff before every fight their damage will either (depending on build) start slow and build throughout the fight (for a buffer), or burst hard but only be sustained very briefly... either way they tend to have lower overall dpr than a decent fighter or barb. of course, YMMV
(seriously though- if you gave the one guy an intelligent animal companion how do you justify having a problem with an intelligent weapon?)
He hasn't gotten it yet, and I had a huge problem with the worg as well. I was given a decent build on another Thread I was going to use that or make him take leadership and have the worg as his monstrous companion. His other idea was a Necromancer. I really didn't want an evil character in game. I know Worgs are normally Evil I'm going to make his N (it was an outcast). And that's whats been bothering me as of late. My two newest players are having a hard time working with in the rules that I set. When I say no they can't play this or that they say "Oh I can't build anything" its a little annoying so many options in the game.

nate lange RPG Superstar 2012 Top 32 |

just tell them that there is a reason that the campaign is set up that way and if they'd prefer to play a different style of game there are probably plenty of other groups in the area they could join. that may sound harsh but realistically its probably true, plus its your campaign that you're working hard to put together- if that can't respect and accept that then they're going to be bad for the gaming experience in the long term anyways.
alternatively, you could just warn them about the consequences of those kind of decisions (very clearly, and possibly repeatedly) and then give them the freedom to chose it anyways... and when the lawmen/bounty hunters/lynch mob/whatever shows up you just say, "i'm sorry but it has been clear all along that this would happen eventually".

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Be very careful about compromising. Other player who ruled out ideas because you told them up front it was not what you wanted will feel cheated.
Whining that "I can't build anything" is just an attempt to pull leverage because its not going their way. This is a game of imagination. If they can only imagine one thing, then the problem is not yours, and frankly, the player is not going to contribute much when the story is outside of that box. "Wait...the goblin wasn't evil? But...it's a goblin..." I have very little sympathy for a player who cannot work within the guidelines of the environment. I also have enormous respect for players who can hear those guidelines and work within them to a positive outcome.
I have a reputation for letting my players put anything rules legal on the table before me. When they make mistakes and get caught, they suffer exactly the same consequences anyone else (including NPC's) would get from the authorities. Jail time, executions, and worse. I do this quite successfully and receive a lot of positive feedback because I am up front with my players about what is going on and what they are getting into. "So, in broad daylight, during the busiest market season, you are going to try and pocket this merchant's most expensive item while he tries to sell you a different one?"
It sounds to me like you were up front with your player about the rules. You have had 5 other players make a character inside that system, and he would like you to make a special exception for him, without having proven to you that he is worth a special exception. I would flat out tell him no and not care if he chose to stay and play or not. If my other players brought it up, I would be honest and forthright: "I said these were the rules. He didn't want to play by them even though everyone of you already has. It's not fair to you and it's not fair to me if I break those rules. When he is ready to play a character within the restrictions I will allow him a seat at my table."
It's not about a power play, its about being considerate and respectful of your other players. If they can do it, and he wants to play with them, he needs to do it, too.
Having said all of that (rant mode off)...
Follow your conscious. Do the best (by yourself and the people who have already invested in your campaign) that you can. They're trusting you, and you, in turn, should live up to that.

Chromnos |
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How about house ruling the level 19 black blade ability to something else? You could have it transport the soul into a realm of servitude and atonement while the magus gets a divine boost for sending the soul to atone for its evils.
Otherwise, if you don't like the black blade archetype, just house rule it out.
Magus is fine, in my view. They do great damage in bursts but have trouble sustaining over a long haul if they're too liberal with spells and blade powers.

JKalts |
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A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade’s type upon gaining the blade, and once chosen, it can’t be changed. As a bladebound magus increases in level, his black blade gains power.
There you go.
EDIT: Keep in mind the black blade is intelligent and has a rapid ego progression. Even better, as DM you get to decide what its endgame goals are and can even use the player's personality against them. Something tells me this person doesn't really know what they're getting into...