
manbearscientist |
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Here are my main criticisms of the current magus, which aren't unique or anything:
Here is my solution:
Slide casting gets becomes a default option. All Magi can use the free Stride it grants. Synthesis options further modify Striking Spell. Additionally, the spell gets the weapon's item bonus, though cantrips are limited to a +1. This is a fortune effect. It no longer bumps the degree of success on a critical hit with weapon as a default.
1H's Synthesis keeps the way criticals bump up the spell. Arguably it could also remove the True Strike gate of making Striking Spell a fortune effect, but limit the bonus to +1.
Sustaining Spell is kept as is, gaining THP. It also allows you to replace Stride with Leap (or Long Jump/High Jump if you have the skill feat reducing those to one action), or change hands.
Shooting Star works out to 30' or the spell's range, whichever is higher. It also allows you to replace the Stride with a Reload action.
New synthesis also added:
2-Weapon Synthesis: You can split a spell a spell into two, storing half in each blade. Each does only half the damage, but it also separates out the actions (Strike + Verbal for half, Strike + Somatic for the other half probably on the other turn) and you hold the split spell for an additional turn. You can also Interact to draw a Weapon instead of Striding.
Spellbook plus weapon: You can modify the fortune effect. Instead of giving the spell an item bonus, you can add advantage to the spell attack roll or disadvantage to the save, the latter makes it a misfortune effect. You can Raise a Tome or Interact to put away or draw out your Spellbook instead of Striding.
Arcane Fists: Feat removed. Same effects minus weapon specialization. Can only be used for actual touch spells, but applies either an additional damage per Strike damage dice or applies the property runes twice on a successful fail attack or failure on save. Can Stand or Stepx2 instead of Striding.
Shield synthesis: Shield gains throwing 15 feet and returning. Can only use ranged spells on throw. Gain Shield Block. Can replace Stride with Raise Shield.
With these options, you can address a lot of the core issues all at once. Every option gets more options to spruce up the routine, while each gets something extra out of the package as well.
Thoughts?

Clinton Love |

Additionally, the spell gets the weapon's item bonus, though cantrips are limited to a +1. This is a fortune effect. It no longer bumps the degree of success on a critical hit with weapon as a default.
I really like this, it also allows for some interesting interaction with Magus Potency spell.
Out of the options listed I think the spell book one is pretty interesting, but it might be too strong. If I remember correctly adv/dis works out to +/- 4ish. That's a big boost at level 1. Could work for a later upgrade feat instead?
If the goal is action economy it could enable actions to draw a scroll or something (and use scrolls whilst you have the tome in your hand).
Edit: The shield and 2h are a bit at odds for me. I feel like 2h options should focus on offence, and shield options should focus on defense. But throwing a spell frisby is pretty cool, but for me it's not why I'd want to be a shield Magus. And being more tanky is not why I'd want to be a 2h magus.

Ligraph |
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I don't like the 1H synthesis being forced to be a crit fisher.
I really like Sustaining being able to switch hands. I assume you mean going from a 1H grip to a 2H grip on a Bastard Sword, or similar?
Not sure on the limit to +1 for cantrips, would need to see math. probably fine? Seems like it would start fine and then fall off.
I'd like to see some bonus when the strike crits, even if its just +1 or +2.
The flavor of the Shield synthesis is amazing.
I was going to suggest a stave/magic item synthesis. I still think its a good idea, and could replace the 1H crit fishing, or just be in addition to it (cause I'm not sure where else you'd put it).
Not really sure what such a synthesis would look like, probably rather like Staff Nexus but I'd want the ability to shift it from level 1. Maybe the ability to use your Stride action to draw a wand/scroll to your offhand, too. I'd hope there's more compelling staves in the book to, so you aren't kind of forced to use divination.

manbearscientist |
manbearscientist wrote:Additionally, the spell gets the weapon's item bonus, though cantrips are limited to a +1. This is a fortune effect. It no longer bumps the degree of success on a critical hit with weapon as a default.I really like this, it also allows for some interesting interaction with Magus Potency spell.
Out of the options listed I think the spell book one is pretty interesting, but it might be too strong. If I remember correctly adv/dis works out to +/- 4ish. That's a big boost at level 1. Could work for a later upgrade feat instead?
If the goal is action economy it could enable actions to draw a scroll or something (and use scrolls whilst you have the tome in your hand).
Yeah, the Spellbook benefit was hardest to figure out. The goal basically was for it to be synthesis that focuses hardest on having the spell land. I'm not sure if advantage is the right way to go about that though.
I definitely like the idea of its spare actions work for Interacting to draw a Scroll or Wand, or use Trick Magic Item. With that, maybe the synthesis is an Arcana check to keep the spell sustained past 2 rounds? Similar to Bard's lingering performance. I think that with the versatility of a really flexible spare action, you don't need to also have a big numeric bonus.

Clinton Love |

Clinton Love wrote:manbearscientist wrote:Additionally, the spell gets the weapon's item bonus, though cantrips are limited to a +1. This is a fortune effect. It no longer bumps the degree of success on a critical hit with weapon as a default.I really like this, it also allows for some interesting interaction with Magus Potency spell.
Out of the options listed I think the spell book one is pretty interesting, but it might be too strong. If I remember correctly adv/dis works out to +/- 4ish. That's a big boost at level 1. Could work for a later upgrade feat instead?
If the goal is action economy it could enable actions to draw a scroll or something (and use scrolls whilst you have the tome in your hand).
Yeah, the Spellbook benefit was hardest to figure out. The goal basically was for it to be synthesis that focuses hardest on having the spell land. I'm not sure if advantage is the right way to go about that though.
I definitely like the idea of its spare actions work for Interacting to draw a Scroll or Wand, or use Trick Magic Item. With that, maybe the synthesis is an Arcana check to keep the spell sustained past 2 rounds? Similar to Bard's lingering performance. I think that with the versatility of a really flexible spare action, you don't need to also have a big numeric bonus.
Trick magic item would be very cool, especially with the Striker's Scroll feat.
I really like the idea of granting unique actions on Spell Striking, and an extended sustain upon a check is pretty neat. I dunno if there are that many spells that a Magus would want to sustain though.

manbearscientist |
I don't like the 1H synthesis being forced to be a crit fisher.
I really like Sustaining being able to switch hands. I assume you mean going from a 1H grip to a 2H grip on a Bastard Sword, or similar?
Not sure on the limit to +1 for cantrips, would need to see math. probably fine? Seems like it would start fine and then fall off.
I'd like to see some bonus when the strike crits, even if its just +1 or +2.
The flavor of the Shield synthesis is amazing.
I was going to suggest a stave/magic item synthesis. I still think its a good idea, and could replace the 1H crit fishing, or just be in addition to it (cause I'm not sure where else you'd put it).
Not really sure what such a synthesis would look like, probably rather like Staff Nexus but I'd want the ability to shift it from level 1. Maybe the ability to use your Stride action to draw a wand/scroll to your offhand, too. I'd hope there's more compelling staves in the book to, so you aren't kind of forced to use divination.
I could definitely see having the 1H give a circumstance bonus for critically hitting, instead of just just being a bump up.
As far as a stave synthesis goes, my first thought is that it needs to work a little from the others. Start with a makeshift stave with a cantrip and a 1st level spell. With the ability to give those to any staff.
For a benefit, maybe some way to recharge charges on the staff? Probably on a critical success on the strike with the staff if you have a non-cantrip charges, and probably not recovering a of charges (half spell level, minimum 1).
For the free action replacement, I could see shifting hands (as 1H to 2H), which as the 2H synthesis goes is pretty important and helps with material component issues. I could also see interacting to draw magic items, or using an option from a new low level feat that for one action can exchange a 1st or 2nd spell from the staff with a spell you know of the same level.

manbearscientist |
Trick magic item would be very cool, especially with the Striker's Scroll feat.I really like the idea of granting unique actions on Spell Striking, and an extended sustain upon a check is pretty neat. I dunno if there are that many spells that a Magus would want to sustain though.
Oh, by sustain I meant either Sustain a Spell or keep the spell in the weapon for an extra round.

Clinton Love |

Clinton Love wrote:Oh, by sustain I meant either Sustain a Spell or keep the spell in the weapon for an extra round.
Trick magic item would be very cool, especially with the Striker's Scroll feat.I really like the idea of granting unique actions on Spell Striking, and an extended sustain upon a check is pretty neat. I dunno if there are that many spells that a Magus would want to sustain though.
Ah gotcha, that would suit it a lot.

Ressy |

This seems very familiar
https://paizo.com/threads/rzs4369h?Crits-Action-Economy-Boost-and-Synthesis
Seriously though, I do like your take: has a lot more of the details addressed.
I also like your ideas for synthesis options, and how the "free" action depends on synthesis choice. Always being a free stride, but more options opening up.

Martialmasters |

The issue with 1h retaining the critical effect. Is that you maintain the progression problem with it.
It's sub par when you don't optimize your character and gear and teamwork, and nearly too good when you do.
I could be off base but I'm not sure why crit fishing is a identity. It was just a way to play the Magus. Not a defining feature.
Advantage works too what, nearly +5 ? And advantage is a dnd 5e thing so you'd probably need to rephrase.