Brief analysis and considerations


Magus Class


I spent more time on the magus during the past weeks, trying not to focus on spellstrike (I guess spellstrike might get some adjustements, but I'am not going to talk about it here ).

Instead, I was more interested in builds, mandatory feats and possibilities.

...

In my opinion, the magus seems a solid choice:

Quote:

It gets:

- the same weapon proficiency as any other martial class ( included the str/dex initial score ).
- It has a slightly better AC during the medium/late game, which helps.
- Even without spells, he can rely on cantrips to deal elemental damage ( and also has a nice choice among the cantrips ). Which also includes spellstrikes.
- It has a lot of choices for the focus spells, even if by lvl 14 haste will be mandatory regardless of the build.

I think the fact it's currently lacking an improved refocusing feat is just an oversight. Not sure if the class will ever get a 3x refocusing feat, but I am quite sure it will be given at least 2x ( lvl 10 or 12 ).

That said, I think the class would be probably more enjoyable with slightly more basic stuff, with the possibility to be improved through class feats.

What I meant to say is to give the magus:

1) Refocusing x2 Feat. This way you will be able to either go with just one 1 focus spell ( probably meant for haste ) or 2 ( maybe you'd like to save 1 extra focus spell for runic impression and spell countermeasures. or even some focus spell from a dedication ). You will be given the choice to improve or not your focus regeneration.

2) Basic Martial Spellcaster. As for the refocusing, I'd give the former part as a baseline

Quote:
You gain two 1st-level spell slots, but you can prepare only certain spells in them: fleet step, jump, mage armor, magic weapon, and true strike. Automatically add these spells to your spellbook.

leaving as a feat the possibility to improve it through the Martial Spellcasting Feat. Maybe, I'd add to the list Feather Fall, to add another spell which might be used outside combat.

Quote:
When you can cast 4th-level magus spells, the extra slots increase to 2nd level and you add the spells resist energy, spider climb, and water breathing. When you can cast 5th-level magus spells, the extra slots increase to 3rd level and you add the spells feet to fins and haste. When you can cast 6th-level magus spells, the extra slots increase to 4th level and you add the spells fly and freedom of movement.

The player will then have a choice to improve a feature or not, which is way better than to entirely unlock it by expending a feat. It will allow way more different possibilities.

Look at this enhanced magus:

- 2/2 spells meant to deliver a big blow to an enemy ( or if needed, to perform some aoe stuff without spellstrike, even given the lower DC ).

- 2 Supporting spells which may, or may not, be improved with a class feat.

- 1 Focus point which may, or may not, be improved with a class feat ( eventually, there's also the possibility to have a pool of 2 without improved refocusing ), meant to enhance the magus combat abilities.

This would be the default magus setup.

I tried this out and I felt very comfortable ( I admit I wasted my Basic Martial Spellcaster spells on true strike, but that was because I just tried some white room combat scenarios. Anyway, they might be also used for different stuff ).

What do you think?

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