First Impressions


Magus Class

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Pathfinder Lost Omens, Rulebook Subscriber

1. I loooove having ranged, one handed, and two handed options built right in.

2. Raise a Tome is both hilarious and awesome. "Hmm, yes, hold on while I check my notes."

3. Losing your lower level spell slots is certainly one way to make a limited spellcaster. I wonder how it'll feel to have a spellbook full of spells you almost never use.

4. Spirit Sheath is pretty cool. It reminds me of some of the D&D5e warlock antics I saw on Critical Role.

5. Striker's Scroll is a cool mechanic, but imagining someone wrapping a scroll around their sword is goofy as all heck.

6. Gaining back a few spell slots with the Martial Caster feat seems like a nice half step between multiclassing into wizard for more low level slots.

7. Unarmed style magus is supported as well!

8. You can parry a spell and store it in your weapon to use yourself!

9. Looks like the Magus might have some nice damage dealing options, getting Spell Swipe and Cascading Ray as multi-target options.

10. Got teleporting as a 10th level feat. Nice.

11. Magic Sense gives you an ongoing detect magic, which is nice since it frees up your cantrip slots to use for varied elemental damage.

12. School Shroud is maybe the coolest thing ever. Getting a buff while casting another spell is very powerful.


Striking spell is a free for the metamagic, the actions to cast the spell and the action to strike with weapon or use same attack as part of cast spell action? Example, if i use acid splash, with striking spell, is 2 or 3 actions? As i understand, is 3, but i dont know
The other that i read is great


It's interresting that, in concept when you take all the Spellstrike feats, the idea is that you cast only very few spells, but when you do...everyone better take cover.

However until you get those feats, 4 spells per day feels very, very limited, having to choose 4 spells within all of the Arcana list will be challenging to say the least xD Gotta try that. I would have expected a Spell Recall focus spell to alleviate that, something akin to "By spending 1 Focus point, recharge one spell slot you have expanded during this encounter." with a frequency limit of 10 minutes or "once between each refocus" or something.

Silver Crusade

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Kalaam wrote:

It's interresting that, in concept when you take all the Spellstrike feats, the idea is that you cast only very few spells, but when you do...everyone better take cover.

However until you get those feats, 4 spells per day feels very, very limited, having to choose 4 spells within all of the Arcana list will be challenging to say the least xD Gotta try that. I would have expected a Spell Recall focus spell to alleviate that, something akin to "By spending 1 Focus point, recharge one spell slot you have expanded during this encounter." with a frequency limit of 10 minutes or "once between each refocus" or something.

I've had a player comment with concerns about highly limited casting, as well; on the one hand I totally get the need for limiting them (master weapon prof, decent armor, and decent casting prof), but on the other that does seem a bit strict for the slot limitations. The martial caster feat seems all but required for them to get the most bang for their buck with most of their toys, and even then is 6 slots enough?

That's what playtesting is for, for sure; it may feel fine between focus spells, multiclassing, innate spells, and cantrips, and I really hope so because I like every other aspect of the class so far!


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Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I'm not seeing enough to make me prefer the Magus to either Fighter/MC Wizard or Sorc/MC Champion (or Sentinel). The action economy issues and the double hit requirement feels punitive, compared to the other options.


NielsenE wrote:
I'm not seeing enough to make me prefer the Magus to either Fighter/MC Wizard or Sorc/MC Champion (or Sentinel). The action economy issues and the double hit requirement feels punitive, compared to the other options.

they should have bth better action ecpnomy and spell attack rolls than multiclass since in a multiclass youd suffer -5 on your spell attack roll in the same round you strike.

spellstrike is basically dual slice for spells, with the added benefits of (in case of one hander) stride or (in case of twohander) extra HP


I really appreciate the progression, because is exactly what I was looking for since the day I decided to look into the magus thread.

- Master in both melee and spellcasting, but the master spellcasting will only come at lvl 19 ( and the expert one by lvl 11 ). Which is excellent.

- Better armor progression than other any other non tank melee class ( they hit the power up 2 lvl earlier ). I think it could fit with no problem.

- Spell per day seem awesome. I can already feel the tough decision behind any cast. I'd say excellent, but I still have to try it out.

Didn't read the magus class feats yet.


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The "number of spells" thing is going to spawn a lot of hot takes, but actual playtesting is going to be needed to figure out how much mileage you get from cantrips and focus spells as opposed to spell slots.

What they did get right is that at higher levels "lower level spell slots" are for utility (i.e. the martial spellcaster feat) not for "I want to hurt that thing real badly". The PF1 calculus of "I have a bunch of different shocking grasps prepared, which one am I going to use in this fight?" always seemed too gamey to me.


Pathfinder Rulebook Subscriber
WatersLethe wrote:
2. Raise a Tome is both hilarious and awesome. "Hmm, yes, hold on while I check my notes."

I kinda wanna see more feats that riff on this. There are a lot of characters in various fiction who fight with a tome in one hand as a spellcasting implement or focus but it's pretty much the worst idea in Pathfinder.

Sword in one hand and book in the other sort of reminds me of Robin from Fire Emblem and that's neat.

Horizon Hunters

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Raise a tome is problematic, because of the hand economy the magus has.

If you're wielding a one-handed weapon, you need a free hand for fun feats and electric-sliding around.

If you're wielding a two-handed weapon, you need a prehensile tail.

So you can only really raise a tome if you're an unarmed magumonk.


Oakblade wrote:


So you can only really raise a tome if you're an unarmed magumonk.

Yes, but you can play a bookworm that has a tome always open and his eyes glued on it, and just spellkick away the pesky monsters that interupt your reading!


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Pathfinder Rulebook Subscriber
Oakblade wrote:

Raise a tome is problematic, because of the hand economy the magus has.

If you're wielding a one-handed weapon, you need a free hand for fun feats and electric-sliding around.

If you're wielding a two-handed weapon, you need a prehensile tail.

So you can only really raise a tome if you're an unarmed magumonk.

Right, I forgot about that. That's kind of unfortunate.

NGL all the "must have a hand free" mechanics are really kind of a buzzkill.


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I think Raise a Tome should also qualify you for the 8th level "Stealing Spell" feat.
I mean you're using a grimoire to protect yourself from a spell, it makes sense !

Scarab Sages

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My first impression is...less than impressed. There are things I like, absolutely. But there are some things that make all of those kinda suck.

I don't really like Striking Spell. I think without dropping the second attack roll it is no better than just casting and attacking. After we consider that you have slower spell progression and no item bonuses, you're looking at something closer to a second normal attack with an agile weapon for accuracy. Sure there's a crit effect, we can ignore that - I don't see more than 2 crits per session per table from players. I could also live with not needing another action to Strike, but as is I'm not a fan of one of my top 2 favourite 1e classes.

My second gripe is Magus Potency. It's awful. If you buy actual gear you get about 4 useful levels out of it from 1-20. For a mandatory Focus Power, yuck. I know that's it's trying to emulate the Arcane Pool weapon enhancement, but it's both more restrictive and worse than that ever was. I really expected a Focus Cantrip or Focus Stance for the class made to sling spells through steel.

As for things I do like, it's pretty much everything else. A few feats seem a little off, but overall I like it. The Magus Synthesis is an amazing way to deliver on the different styles I wanted to see from Magi (even though it's not my pet idea of Focus Stances). I like the Synthesis options too, though Slide Casting stands out right now (but that is probably just because of the action economy issues I have with the core features).

Spirit Sheath looks fun, so does Portal Slide. Spell Parry delivers on the Magus' theme so well - it's excellent, it delivers the spell-sword fantasy in a satisfying and meaningful way (except you don't usually have enough actions to do it...)


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I like the only high level spellcasting as a way to make a limited spellcaster. I think 3/3 would be better than 2/2 (or maybe 2/2/2) but I think it's a good concept overall

I think striking spell is a little clunky in execution. It feels like it is trying to be both spell combat and spellstrike in one feature.

Might be better to split it something like spell combat that lets you cast an attack spell without suffering from or incurring MAP and maybe something else more similar to eldritch shot.


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Bespell Strikes is a joke with 4 non-cantrip spells per day. Tome should let your hand count as empty for the purpose of all the stuff that requires empty hand. Starting Focus Spell is awful. But the most disappointing thing? When making feats, they seem to have forgotten that magus is part martial too. Instead, it feels like a Wizard that got a fancy sword and now only uses magic through it. Sure, delivering fire and making your axe acidic is fun, but where is the martial skill? We get Combat Assessment, and some variations on Parry. Do I need to multiclass fighter to be able to say that I can actually swordfight without magic? Because magus is supposed to be good at both (though worse than Wizard or Fighter), not just one pretending to be other. And yes, I know that weapon proficiences are important, but give us some fun Strikes too!


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I think the Magus will get martial feats in the final version, the playtest is more focused on the magus "exclusive" mechanics, so magic abilities.


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My take on the Magus, and really both classes at this juncture:

PF2 is a game where the design team tried to expand the adventuring day. Mundane Healing is viable, Focus Spells give caster's some spellcasting available even when their slots are tapped.

The Magus and Summoner both feel like steps backwards, simply due to their spell slot reductions. The summoner can kind of avoid using spell slots much of the time by just boosting or reinforcing their eidolon and playing as a martial. But the Magus really wants to juice up their attacks with spells. Cantrips help a bit with this, but to really perform up to it's potential, the Magus wants to be casting their slotted spells.

On the brighter side, we now have a Caster that can qualify for Eldritch Archer by 6th. So that's neat.


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A couple of first pass impressions:

  • Striking Spell looks clunky and doesn't give that "I'm getting away with something cool" feel to it. Abilities like Flurry of Blows have a very cool feel to them because they let you do something that it seems like you shouldn't be able to.
  • I'm surprised that the class didn't go the route of offensive focus spells. 4 total "relevant" spells per day feels extremely small when some of those are to be spent on big nova rounds.


  • I truly truly TRULY hope they hit the Magus with the Nerf Bat hard and are expecting to up it ASAP. I was so excited for this playtest and even with the 4 Spell Slots a day I think its fine. (Though I am wondering about the lvl 6 Feat Martial Caster. Do you lose the lower slots when it upgrades?) But the Magus as is now is very lackluster to me.


    Callin13 wrote:
    I truly truly TRULY hope they hit the Magus with the Nerf Bat hard and are expecting to up it ASAP. I was so excited for this playtest and even with the 4 Spell Slots a day I think its fine. (Though I am wondering about the lvl 6 Feat Martial Caster. Do you lose the lower slots when it upgrades?) But the Magus as is now is very lackluster to me.

    I think I agree with you? But to be clear "hit it with the nerf bat" means you want them to make it worse, and it sounds like you think they're already underpowered which I do agree with.


    Pathfinder Adventure Path Subscriber

    Martial feats are available in abundance through archetypes at this point. It would be a lot of redundant feats that can be gained through archetypes with almost no entry cost.

    3/3 spells would be too many. 2/2 with a flex feat option for 1 extra casting could work, but only the wizard and the sorcerer really do better than that with spells that they actually want to cast in combat (excluding clerics and heal).


    Capn Cupcake wrote:
    Callin13 wrote:
    I truly truly TRULY hope they hit the Magus with the Nerf Bat hard and are expecting to up it ASAP. I was so excited for this playtest and even with the 4 Spell Slots a day I think its fine. (Though I am wondering about the lvl 6 Feat Martial Caster. Do you lose the lower slots when it upgrades?) But the Magus as is now is very lackluster to me.
    I think I agree with you? But to be clear "hit it with the nerf bat" means you want them to make it worse, and it sounds like you think they're already underpowered which I do agree with.

    Yes, to be clearer. I think they undertuned the Magus and I hope they are going to take the initial shock feedback and tweak it a bit into the Higher Power Category. Say if the powerscale is 1-10. I would put Magus at a 5. I would want them to increase it to a 7.


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    I really don't like how it seems to me you are heavily incentivised to take a spellcasting archetype. For the price of five class feats, you get slightly faster spell proficiency progression, access to focus spells that synergise a lot better with your main features, and you get to triple your number of available spell slots, granting you more utility, power, and versatility as well as more uses for some of your class abilities.
    I feel like most Magus feats don't compare positively to the power boost from a spellcasting dedication given the large amount of synergy between the core Magus kit and spellcasting archetypes.


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    Very initial thoughts after a glance:

    1. I like that arcane archer is a thing right off the bat, at least to some degree.

    2. The two-hander synthesis is DoA and the sliding one to move as part of the actions should just be the default. I firmly believe that a 3-action "spellstrike" is untenable. Add a trait to the ability that makes it so you can't use any other abilities with the attack trait if you think it's too strong (personally, I don't: see Flurry of Blows), but P2e is too mobile and not being able to make use of three actions and also "do your thing" feels bad.

    3. The Battle Spells are extremely underwhelming and feel very uninspired. And there are four of them? I think we can do better than that. If the class is going to have restricted spell slots--something that looks interesting to me--then it should be able to fall back on its Battle Spells to be "on" all day.

    4. Master/Master on proficiencies and Medium to start looks good to me. I think this is the right move.

    5. Clean up the economy on Striking Spell (not "Spellstrike"; really?), make the syntheses more interesting instead of an economy fixer and a lousy temp hp boost.

    6. For class feats, I'd say take some cues from Monk, except using focus points to do magically-enhanced combat moves. Not getting combat feats like other classes is fine, I think that's a decent move, but I'd like to see focus spells let the Magus do some cool things with their magic + sword.


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    I mean giving access to some fighter feats at higher levels like some dedications use would be nice to have built in.


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    The first thing I noticed - arcane tradition only :-(

    That aside, My first impression is that Magus isn't trying to be a general gish class. It has a specific focus - powering up your weapon attacks. If you want to build a character like Gandalf wielding staff in one hand and Glamdring in the other, you should probably stick with multiclass or combat style dedications.

    That isn't a bad thing. If Magus was a general purpose gish class, it would invalidate all of the multiclass and combat style archetype options.


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    Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

    My first thoughts and personal opinions on reading the class - I like it way more than I thought I would.

    The good - I'm someone who thinks striking runes are the biggest mistake in the game, that property runes and potency runes are strong enough on their own. I hate how much power comes from having a weapon or wraps. So seeing the magus potency focus spell made me very very happy. I also love the way striking spell works. Cantrips seem to be the main way this class will damage enemies, and I'm fine with that. The other slots will be either for oh shit moments or nuking enemies. The support for unarmed magus is something I didn't see coming and am very very grateful for. I'll also list my favourite feats, just so my voice is heard on them - arcane fists, energize strikes, every level 8 feat but capture spell, every level 10 feat, school shroud, and everything of 18th level and up. Special mention to whirlwind spell, probably the coolest capstone I have ever seen.

    The meh - sustaining steel sounds cool, and I love the concept, but is way worse than the others. There are a few feats or features that trigger when a spell is cast from spell slots, which feels a little trappish when you only have 4 spell slots. Would be nice if feats were more centered on any spell, like cantrips.


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    On first look i generally like how the Magus is built. The synthesis are nice and imediatly show 3 types of styles that people wanted.
    The martial proficiency is nice and the spellcasting proficiency makes sense.

    A lot of the feats are really cool. Spell parry and spell capture is amazing. And you can jump around with portals at 10, so thats sweet!

    The spellslots... Interesting idea but it might need some tweaking. Either 2/2/2 or 3/3 or maybe even more. Though even if you run out of spells you still have cantrips but.. cantrips arent really worth using with the magus key feature which is where i have the most problems.

    Striking spell really doesnt seem good. When i first read through it i thought you get a strike as part of the action of casting the spell but you actually dont. That makes using it a 3 action activity which is a lot.

    But my biggest gripe with it is that there is no real benefit of using it aside from the synthesis bonus. If i use Electric arc and then attack thats better than putting AE into the striking spell. With STriking spell you are giving it an extra chance of failure. The main benefit is avoiding MAP on the spells, but at the same time using spells with attack rolls is possibly the worst way of using spell strike as it is.

    Striking spell needs something to make it worth using on its own. Either an attack as part of casting the spell, or letting the spell automatically hit when your sword strike hits (and making the degree of success one worse even on a non crit). Or something else. Because right now i see most people trying to figure out ways in which striking spell is not bad instead of figuring out the ways it is best.

    I would also like some more focus spells. Ones that are good for using with spellstrike.


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    For me at first it looked fine, some questionable bits. But as I read and understood more of it the more I hated it the class as is.

    First, Striking Spell is dont in such a way that its effectively a non benefit. Its at the same level as the original PF2 cackle in my book.'

    Then there are all the hand issues with some of the feats and weird clunky mechanics like "wrapping a scroll around your weapon".

    Then the limited spells slots, when you already have to roll twice to even land your spells. So Striking Spell whent from a non benefit to actively worse.

    Then it is a concentration thing, so it provokes AoO, so now you have to be moving around to even use your spells. Which means less actions to land your spells unless you play the ranged Magus.

    Then you realize they barely have any Focus Spell.

    And the problems just keep coming and coming and they dont seem to be stopping.

    Grand Lodge Contributor

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    Alrighty, from the top:

    Proficiencies etc: Seem fine. Right between Fighter and Wizard in most cases, which is perfect.

    Spellcasting: Absolutely awful (I'll come back to that).

    Battle Spells: These have a lot of potential. The Rune stuff is expected and seems fine. There'd need to be a lot of really outstanding spells here to make up for the slot-starved spellcasting though.

    Striking Spell: ...why isn't it like Eldritch Archer's Eldritch Shot? 2 action ability, cast a spell, deliver with stabby thing. At least it isn't restricted to certain weapons anymore. Magus used to be all about action economy rolled into a cool mechanic, and now it's the same mechanic with more limitations and no increase in action economy. Making it Metamagic cuts off a lot of options, especially when it doesn't even give the Strike action built in to the Cast. Bonus points for building in unarmed attack support though!

    Magus Synthesis: Wonderful approach to the class. I love that the flavor of the class has evolved from stab-with-shocking-grasp to merging spellcasting and combat in various forms.
    * Shooting Star is ok, mostly since it's available at level 1 for supporting bow-mage builds. I'd still prefer it to be closer to how Eldritch Archer handled it.
    * Slide Casting is the real winner here for me; here's that action economy I was hoping for, and it's done so well! A simple method of mechanically empowering the character in a substantial way with cool flavor.
    * Sustaining Steel seems... weird. It helps with survivability, but Magus is still an 8hp class with medium armor, and since it requires a two-handed weapon you can't use a shield with it. So... not a lot of synergy I guess. Very cool idea! A little lackluster in execution.

    Feats:
    * Arcane Fists: always good to see easy ways to vary your builds.
    * Raise A Tome: Silly, fun, but possibly in need of a little... more?
    * Spirit Sheath: Great ability, very useful, and super fitting.
    * Bespell Weapon and Bespelled Persistence: Fitting, but nearly useless with your four spells a day. Also potentially messy with Striking Spell?
    * Spell Parry and Capture Spell: Very cool! Fitting for a master of manipulating spells in combat.
    * Spell Swipe and Cascading Ray: Fun and thematic but... if most spells take two actions, and Spell Swipe also takes two actions, you aren't using the two together very often.
    * Comet Spell, Healer's Steel, Portal Slide: Great extensions of their respective Synthesis form. Hope to see more things like this to spice up the different forms.
    * School Shroud: SUPER cool ability... let down by that pesky 4 spells per day. I feel it should specify the level of the spell effect you get.
    * All the 18+ feats: Fine enough capstones, but honestly a lot feel like they are just trying to fix things that the class is shaky at.

    Now, the spells... Good golly gosh I hope this doesn't stick. I don't care how good cantrips scale, I don't care how amazing the class's focus spells might be; if you get the most versatile spell list and only 4 slots per day, you might as well just not have it. Personally, I'd rather the class be all cantrips and focus spells with no slot-casting more than its current set up. What'd be best in my opinion is keeping the number of spells to 2/day/level but with all spell levels. It still puts the class well behind existing spellcasters without utterly crippling it.

    I've seen a lot of comments about how multiclassing or taking an archetype to get a handful of additional spells can make this really excel. That's great. I don't want a class that requires dedicating to a DIFFERENT class just to function.

    I feel like this iteration of Magus scores around a C- (sorry, am teacher). It's got great ideas, but it doesn't see all of them through. It has amazing flavor, but it's very spotty at actually using it. It tries to strike a balance, but in doing so it sacrifices a lot of its uniqueness.


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    About School Shroud, it also works with wands, staves and scrolls since the condition is "non cantrip" and not "from a spell slot". I also think 4 slots a day are too little, but I assume the intention was to make the Magus use a lot of magic items and that's what they'll spend their gold on rather than their weapon, since they can give it a relevant fundamental rune as they level up. So rather than investing in that +2 striking longsword, how about getting that ring of wizardry Mk II ? They both cost 1000 Gold.

    That's just my assumption tho'.


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    Kalaam wrote:

    I also think 4 slots a day are too little, but I assume the intention was to make the Magus use a lot of magic items and that's what they'll spend their gold on rather than their weapon, since they can give it a relevant fundamental rune as they level up. So rather than investing in that +2 striking longsword, how about getting that ring of wizardry Mk II ? They both cost 1000 Gold.

    That's just my assumption tho'.

    Magus Potency and Runic Impression are situational bandaids for when you don't have an appropriate weapon for the situation, you shouldn't be relying on them as replacements for a level-appropriate magic weapon.


    As right now it feels like Striking Spell is a penalty you eat to trigger a (pretty cool) synthesis effect, Shooting Star seems pretty pointless: in exchange for eating the penalty, you get to give yourself a penalty with ranged weapon attacks.


    Lelomenia wrote:
    As right now it feels like Striking Spell is a penalty you eat to trigger a (pretty cool) synthesis effect, Shooting Star seems pretty pointless: in exchange for eating the penalty, you get to give yourself a penalty with ranged weapon attacks.

    I see shooting star as, essentially, a way to access Eldritch Archer as a casting class at 6th and nothing more.

    Actually, if you really like putting all your eggs in one big ol'basket, you could store a Striking Spell, then use Eldritch Shot, which includes a Strike on the subsequent turn to have 2 spells go off in one big attack, with one of them having it's effect determined by the attack roll.

    If that's not enough of your spellcasting resources, use a level appropriate Spellstrike Arrow for these shenanigans. Then you could in theory Poison the ammo.

    If that's still not enough, get yourself an Alchemical Crossbow and slot in an appropriate bomb for that extra d6.

    For 3 turns and 3 of your 4 Spells, this gives you a SERIOUS punch... that can completely miss with one roll.

    Sorry, I was thinking this up as I was writing it. Seriously not worth it, but someday I'm going to make this character. And the one session I play him in will be glorious.

    Edit: I will name him: Gene Starwind.

    Liberty's Edge

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    Throne wrote:


    Magus Potency and Runic Impression are situational bandaids for when you don't have an appropriate weapon for the situation, you shouldn't be relying on them as replacements for a level-appropriate magic weapon.

    Best use I can think of for them is to do an end-around the ridiculous pricing on high-level special materials. Turn your cheap silver sword into +X Striking when you need to fight a silver-vulnerable enemy. Runic impression still keeps rune limits, so is less useful for that application.


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    The good news is that they're going to change the Magus in response to your survey feedback, the bad news is that they're going to hastily playtest them privately and give you what you said you wanted good and hard, just like the Witch.


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    That's why everyone should try to do this seriously and discuss solutions to make things work while being civil and constructive and not just constantly negative and go "everything is lame I want it to be OP but if it is it'll be lame 'cause it'll be OP"

    Thankfully I have yet to see people like that.

    Scarab Sages

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    Xenocrat wrote:
    The good news is that they're going to change the Magus in response to your survey feedback, the bad news is that they're going to hastily playtest them privately and give you what you said you wanted good and hard, just like the Witch.

    That's something I'm pretty worried about. needing to reword the core feature of the class without a second public playtest? just sounds real easy to miss the mark.


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    All the more reason to give detailed and constructive feedback.
    The rework will only be as good as the feedback the playtest gets.


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    Stack wrote:
    Throne wrote:


    Magus Potency and Runic Impression are situational bandaids for when you don't have an appropriate weapon for the situation, you shouldn't be relying on them as replacements for a level-appropriate magic weapon.
    Best use I can think of for them is to do an end-around the ridiculous pricing on high-level special materials. Turn your cheap silver sword into +X Striking when you need to fight a silver-vulnerable enemy. Runic impression still keeps rune limits, so is less useful for that application.

    Its not a bad focus spell. Its a great focus spell.

    It just doesn't fill the niche that the magus actually needs: something to spellstrike with.

    Scarab Sages

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    Draco18s wrote:
    Stack wrote:
    Throne wrote:


    Magus Potency and Runic Impression are situational bandaids for when you don't have an appropriate weapon for the situation, you shouldn't be relying on them as replacements for a level-appropriate magic weapon.
    Best use I can think of for them is to do an end-around the ridiculous pricing on high-level special materials. Turn your cheap silver sword into +X Striking when you need to fight a silver-vulnerable enemy. Runic impression still keeps rune limits, so is less useful for that application.

    Its not a bad focus spell. Its a great focus spell.

    It just doesn't fill the niche that the magus actually needs: something to spellstrike with.

    And it's definitely not in the range of a core class feature. As a level 1-4 feat, yeah it would be great. baked in? mandatory? not doing what they need, I agree.


    Angel Hunter D wrote:
    Draco18s wrote:

    Its not a bad focus spell. Its a great focus spell.
    It just doesn't fill the niche that the magus actually needs: something to spellstrike with.

    And it's definitely not in the range of a core class feature. As a level 1-4 feat, yeah it would be great. baked in? mandatory? not doing what they need, I agree.

    It would be an alright feat.

    I'm not sure I'd ever take it over Cantrip Expansion, Spirit Sheath, or Spell Parry, though.


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    Pathfinder Adventure, Lost Omens, Rulebook Subscriber
    Angel Hunter D wrote:


    That's something I'm pretty worried about. needing to reword the core feature of the class without a second public playtest? just sounds real easy to miss the mark.

    Investigator had a pretty major change to their core combat feature between the playtest and the APG release and the difference is pretty clear -compare Study Suspect/Studied Strike to Devise a Stratagem/Strategic Strike and it really feels like they pulled off something fun.

    However, take that with a grain of salt -I only minorly looked through Oracle and never had a chance to play Witch or Swashbuckler, so I'm not as aware of if there were any playtest to release issues. But going from playing the playtest investigator to release has been a lot better and easier I've found


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    Investigator missed the mark mechanically just because their shtick was mostly out of combat and in combat they couldn't do a whole lot of anything (their actions existed as an effective time-waste to make up for their deficits, rather than being actual bonuses in the playtest, but they were very thematically appropriate).

    Oracle and Witch are still broken as far as I'm concerned, but I'm not sure Oracle can be fixed (its better than the playtest, I hear, but the risk/reward feature is still very risky and not very rewarding).

    Magus is closer to being non-functional. When its better to not use their primary ability than it is to use it, something's Very Very Wrong Indeed.

    Ah, this quote covers it nicely:

    Capn Cupcake wrote:
    So the major problem for the Magus isn't the action economy, it's how inaccurate the spell attack is. At level 13 a Magus is going to have +26 to their weapon attack and +22 to their spell attack. That's a -4 for the other attack that they need to hit. That's bad for something that's supposedly dealing with MAP. You're not saving on actions, and you're not ACTUALLY more accurate than if you'd just attacked twice with an agile weapon. You're not gaining any benefits from anything and you have the chance to waste precious resources.

    Scarab Sages

    physicist-pi wrote:
    Angel Hunter D wrote:


    That's something I'm pretty worried about. needing to reword the core feature of the class without a second public playtest? just sounds real easy to miss the mark.

    Investigator had a pretty major change to their core combat feature between the playtest and the APG release and the difference is pretty clear -compare Study Suspect/Studied Strike to Devise a Stratagem/Strategic Strike and it really feels like they pulled off something fun.

    However, take that with a grain of salt -I only minorly looked through Oracle and never had a chance to play Witch or Swashbuckler, so I'm not as aware of if there were any playtest to release issues. But going from playing the playtest investigator to release has been a lot better and easier I've found

    Just because they pulled it off there doesn't mean they'll pull it off here. I'd say they didn't pull off big changes with the Alchemist so they don't have an amazing track record - not even getting into Witch and Oracle because I haven't spent a lot of time looking at them (though my looks so far have been disappointing).


    Angel Hunter D wrote:
    Xenocrat wrote:
    The good news is that they're going to change the Magus in response to your survey feedback, the bad news is that they're going to hastily playtest them privately and give you what you said you wanted good and hard, just like the Witch.

    That's something I'm pretty worried about. needing to reword the core feature of the class without a second public playtest? just sounds real easy to miss the mark.

    I mean, what could go wrong? Hastily reworking mechanics clearly worked great for the alchemist... :P

    Draco18s wrote:
    Investigator missed the mark mechanically just because their shtick was mostly out of combat and in combat they couldn't do a whole lot of anything (their actions existed as an effective time-waste to make up for their deficits, rather than being actual bonuses in the playtest, but they were very thematically appropriate).

    Pretty much.

    Draco18s wrote:
    Oracle and Witch are still broken as far as I'm concerned, but I'm not sure Oracle can be fixed (its better than the playtest, I hear, but the risk/reward feature is still very risky and not very rewarding).

    IMO, it's kind of like what people are saying about the 4 spell system: muliclass feats can save it! Blessed one gets you a 3rd focus point, a GOOD focus and one that doesn't activate curses at second level! after that, just ignore the whole curse thing and never look back: this allows you to use most class feats on archetype feats and you get the oracle's improved focus recovery. :P

    Magus is closer to being non-functional. When its better to not use their primary ability than it is to use it, something's Very Very Wrong Indeed.

    Yep, when your action economy and accuracy stays the same with or without the feature [without a crit Strike], it seems kind of pointless.

    Pinstripedbarbarian wrote:
    I feel like this iteration of Magus scores around a C- (sorry, am teacher).

    * gives a quizzical look* Are you grading on a curve?

    Scarab Sages

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    graystone wrote:
    Pinstripedbarbarian wrote:
    I feel like this iteration of Magus scores around a C- (sorry, am teacher).
    * gives a quizzical look* Are you grading on a curve?

    Could be a Primary-Secondary teacher who isn't allowed to give a grade lower than a C-.


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    Pathfinder Rulebook Subscriber
    Pinstripedbarbarian wrote:
    What'd be best in my opinion is keeping the number of spells to 2/day/level but with all spell levels.

    Really hoping Paizo doesn't cave and make them normal casters like you're suggesting. Literally anything but this.


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    Squiggit wrote:
    Pinstripedbarbarian wrote:
    What'd be best in my opinion is keeping the number of spells to 2/day/level but with all spell levels.
    Really hoping Paizo doesn't cave and make them normal casters like you're suggesting. Literally anything but this.

    Agreed, especially because there are some feats that let you fill in lower level slots with specific spells if you want. I think that's an interesting space for the Magus to have a tailored spell list without too much fiddling. It can also be expanded going forward to suit different archetypes, traditions, etc.

    After looking at it a bit more closely, I think my main issues are:

    (1) Action economy needs to be advantageous for the Magus when compared to a Warpriest or a Fighter/Wizard (or any Martial/Caster MCD) casting a spell and making a strike. This is the Magus class' thing and it should be noticeably more efficient, interesting, and dynamic than just a martial with a dedication;

    (2) I think Battle Spells need to be expanded significantly, and need to fill in the cool combat maneuver space that other martials have;

    (3) The 1hand and 2hand Syntheses need another look so that the sliding isn't just a huge economy boost and the 2hander isn't just a middling (and frankly boring) temp hp boost.

    There are some interesting ideas, but it looks clunky. I want it to be smooth like the Monk, something that feels like mechanically effortless sword + sorcery.

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