Exocist
|
| 2 people marked this as a favorite. |
I don't think it's that far from being workable per se, I just think it's very clunky as is, areas I'm concerned about before playing it:
Striking Spell
Perhaps the biggest one is this feature, it's mathematically useless and essentially gambles on the crit rider to be any good. That's not to say that you can't make something work with the feature as currently printed, but I don't exactly think it's good design that this feature is a dice roll between "worse than attacking twice" and "instantly kill an enemy".
My suggested changes
- Make it work like Eldritch Archer would be my preferred change, and remove the -1 degree of success rider for crits with save spells.
- Perhaps another thing that could be considered is changing Magus to key stat Int, then having them use Int to hit while they have a spell stored in their weapon (or body) with striking spell.
Spellcasting
The way magus is set up incentivises you to take Wizard/Witch dedication way too much due to all the stuff that triggers off non-cantrip spells, and the fact that they have no ability to refocus more than a single focus point.
- My preferred solution would just be to remove their slotted spells entirely and make them an arcane focus caster with focus cantrips.
- An alternative solution is just to increase their number of slots, whether that becomes 2/level/day or 2/level of the top 2-3 levels and 1 of each level beneath that.
- I don't think making them a fullcaster and reducing their martial capability will end up as a very satisfying class.
Chassis
- Can we get a class feat at 1st level for magus and summoner both? It seems odd to me that there's playstyle altering feats for both at 1st (Arcane fists and synthesis)... yet you can't actually take them until 2nd unless you're a human.
- Feels really odd that they get armour prof at fighter levels and casting proficiency at warpriest levels. I would make their armour 13/19 and their casting 9/17.
- Perhaps you could split up their spell attack and spell save proficiency such that they get spell attack prof early (such as getting their spell attack prof with their weapon prof) and the save prof at 9/17.
- Magus Potency being a core feature when it's only useful for 7 levels (1, 7-9 and 13-15) feels really strange as well - what's the purpose of this ability? Is it supposed to give you an attack bonus or is it supposed to make you able to use any random weapon you pick up? Why no heighten (10th) for major striking?
Synthesis
I think slide and shooting star are reasonably balanced against each other, both saving actions in their own way, but Sustaining seems like the weakest by far. It needs something to make it worth taking. I suggest heavy armour prof and an advanced weapon.
Class feats
- Raise a tome should let the tome hand count as a free hand for spellcasting and magus features (such as slide).
- Magus 16th+ feats feel really disappointing but I guess they're not too relevant.
Will playtest one soonish and post my thoughts after that.
Exocist
|
Played a magus today (level 2), the build
Hobgoblin Aasimar Magus, 10/18/14/16/10/10
Ancestry: Remorseless Lash
Class: Witch dedication (Fate)
Skill feats: Skill training (background), Assurance (Athletics)
Weapon: Scorpion Whip
Other party members: Forensic investigator (shortbow and rapier), Fencer swashbuckler (rapier and hand crossbow), Wild druid (longspear)
My playtesting experience
- We didn't yet have +1 weapons so Magus Potency was still useful. It wasn't bad. The bonus is small, and mostly invisible, but 1 action for +1 to hit for the entire combat is nice. It's boring, but it could stay if it was just a +1 status bonus.
- I had 2 1st level slots and prepared magic weapon in both of them. Cast one. Not on myself because it would have been a bit wasted (due to not stacking with magus potency). No reason to gush about how good magic weapon is at low level. I didn't feel it was worth preparing anything else.
- Slide felt really good to use actually, getting to cast a spell and move is great.
- Striking Spell felt terrible. It had ultra high variance between hitting for like 7 damage and critting for like 25 damage. There was no in between. If I was playing a strength build with a d8 weapon, I probably never would have used this unless I wanted to move with Slide. In addition, this takes way too long to resolve with the double rolls.
- Can't complain too much about the durability of the class - I didn't get hit much at all, was often out of range or not being flanked due to the reach from the whip, which made me not an attractive option to target.