Feats / Tools suggestions gathering


Magus Class


We all know that the final versions will have way more feats available to both classes on release. But as of now, I thought it might be a good idea to gather potential ideas that could work with the class as it is now (addressing weaknesses and strengths) or could be useful in possible reworks.
Here are two ideas I had during a discussion on another thread (of course numbers are from the top of my head, balancing would have to be done etc) :

Riving Strike:
2 Actions
Make a Strike, if it hits, the target will suffer a -2 penalty on saving throws against magical effects until the end of your next turn. -4 if the Strike was a critical hit.

(Possible higher level version) Rend Defenses:
2 or 3 actions
Make a Strike, if it hits, the target's resistances will be reduced by half of your level until the end of your next turn. If the Strike was a critical hit, reduce them by your level instead.

Those two would help setup your chances to land a Spell Striking on the following turn and/or support your magically inclined teammates. Helping them land their spells more easily against a particularly tough opponent or managing to deal some damage in case of bad element matchup (like for a flame oracle).


Depending on how much magic item focus the devs want, a quick draw scroll/wand feat would be cool. Perhaps even a double use wand feat, especially if they stick with the 4 spell slots.

Shifting Rune focus spell at level 1, or at least a feat to let you use it at level 1, would be handy given how strong staves are for it currently and how little (imo, of course) they fit with the thematic "Magus".

Also I'm sad Dimension Door didn't make it into Martial Caster, but I suspect that's intentional.


A quick draw for scrolls and wands would be awesome.

Shifting rune "at will" I think won't be a thing, staves being so strong on Magus likely isn't intended and it would lock the magus too much into the idea that divinitation staves should be your weapon.

We do have a teleport feat tho', dimensional dervish lives!


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Dimensions strike:
Focus spell
1 action
Make a melee attack against a target within 20 feet of you.

Nothing like opening a portal to stab someone in the buttocks.


Kalaam wrote:


Shifting rune "at will" I think won't be a thing, staves being so strong on Magus likely isn't intended and it would lock the magus too much into the idea that divinitation staves should be your weapon.

I don't like the idea of using staves all the time either, but if I have to, I want to be able to shift it. That's more where that idea was coming from.

A Focus spell that would shift your weapon for 10 mins or similar (i.e. the whole fight) would be sort of neat though. Say using panes of force to turn your sword into a warhammer when fighting skeletons. Probably not level 1 though.

Kalaam wrote:


We do have a teleport feat tho', dimensional dervish lives!

Yeah, and I really like it, but constantly teleportation ~15ft is very different than the few times per day 120ft/1mile. Not terribly hard to scroll/wand though.

Well, constantly might be stretch since it doesn't work with cantrips.


drakinar 451 wrote:

Dimensions strike:

Focus spell
1 action
Make a melee attack against a target within 20 feet of you.

Nothing like opening a portal to stab someone in the buttocks.

Big Wakfu vibe here


I made a post sharing an idea I had for improving the Magus' tools, which was basically about decoupling Striking Spell into two separate actions that give the Magus more flexibility in how it fights.


Here are a few more I wrote last night while staring at my ceiling.

Steel grasp/focus (Level 2 or 4)
Reaction
Trigger: you rolled a spell attack for spell combat/striking spell but don’t know if its a success.
By instinct, experience or reflex you feel that your spell won’t connect and hold it back as it was about to fire. You hold the charge for one more turn, but suffer an attack penalty as if you had released the spell.

Spell Strike: (Base feature or natural upgrade of Spell Combat at level 3 to 7?)
You can replace the somatic component of spells requiring an attack roll by a Strike. Doing so will use your weapon proficiency to determine the effects and counts double toward your multiple attack penalty.

Spell slinger (Level 10 to 14?)
You swing your weapon just the same, whether it’s channeling a spell or not. When doing a spell strike, it only counts as one attack toward your map.

Smart edge (Level 6 or 8?)
Using your mind to control the magical energies pulsating in your weapon, you adjust it’s trajectory in your swings. Add your intelligence modifier to attack rolls made to spell strike.

Deflecting Spellstrike (Level 12?)
Reaction
Trigger: A foe rolls a melee Strike against you while you have a Striking Spell ready, but you do do not know the result yet
With both might and magic, you attempt to knock aside the foe’s weapon. Attempt a Strike, using only your proficiency and potency bonuses, if the result is greater than that of the foe, their Strike fails. If it is superior by 10 or more, or you rolled a natural 20, the spell in your weapon lashes at the opponent. Roll the save or attack roll of the spell, you cannot get a result worse than a success (for attack) or failure (for save).
In both cases, the spell is expended after the deflection.

Critical Focus (Level 14 to 16?)
Reaction
Trigger: You land a critical success on a spell strike against a foe, or a foe critically fails a save against one of your spell strikes. You have used at least one focus point during this encounter.
Frequency: Once per encounter
Seeing your foe’s resolve wavering gives you a second breath, clearing your mind and achieving a new level of focus on the battle. You regain one (1) focus point.

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