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    MammonAzrael's Avatar

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    Default [3.5 base class] The Magus (now with Epic progression!)

    Magus

    "The world cries out, but none listen. To those who take the time, understanding and whispered power will flow like a river."

    - A'arum Zhul, a master magus

    A magus is the inheritor of the most ancient arcane traditions, which they believe are the purest expression of these mystic arts. While wizards glean their arcane secrets from dusty tomes and dangerous studies, and sorcerers tap into bastard bloodlines with reckless abandon, magi connect with the world around them on a fundamental and primal level. Before there were nations or wars or conflict, when the races were newly formed and the world was still young, life was woven inextricably into the fabric of magic. While the gods wielded their divine might across the land, the worlds they walked in harbored a wellspring of arcane magic, untouched by any hand. Those with the strength and fortitude necessary could commune with the world, with the life-force all around them, and do to this day. They may sit for hours, listening to the whispers of power and knowledge, of how the world works and the nature of all things. Such individuals must be strong in both mind and body, for the glimpses of truths and wisdoms take their toll on all who hear them.

    The longer a magus listens to the world around him, the more apparent it becomes that everything is connected with this powerful arcane force, it is suffused in every particle of existence. The ground and sky, the heavens and stars, the far off domains of the gods, even the very nature of life and death are forever entwined with it. And as they become more practiced with wielding this most basic foundation of reality, nothing is truly beyond their capabilities, not even the divine. With this power comes a peace and understanding, and most use these secrets of magic to guide their peoples. This is the wisdom that has been handed down for generations untold, magi quietly guiding and advising their fellows. Not with the iron righteousness of the gods, but the gentle help of common sense.

    Adventures: Magi can go adventuring for many reasons, but most often you will find one traveling to gain a deeper understand of the world, seeking places of legend, ancient and eternal. Others will be questing to protect something important to them, often a village or family member. Rarely do they seek power for powerís sake, and those that do are scorned by other magi, seeing it as a perversion of the sacred trust they have formed over eons.

    Characteristics: Powerful magi are capable of nearly anything imaginable. However, the secrets they know deep in their souls are few and precious. They can cast spells of terrible power and incredible might. While often not as skilled or long-lasting as casters that have a more ďrefinedĒ approach to the arcane, a magus has much greater natural control over the spells he casts. So deep is this connect that these secrets evolve from simple spells into extraordinary talents that can be called forth anywhere.

    Alignment: Magi tend toward neutral alignments. While extremes do exist, their natural desire for balance and harmony evens out the more radical desires. The knowledge that all things are connected helps them to see less differences between ideologies, for on the deepest levels even Celestia and the Abyss are connected.

    Religion: A magus will rarely worship any god, as the divine seems less infallible when such a primordial knowledge exists and teaches knowledge. That said, gods that are revered will often by gods of peace or balance, gods of the world that arenít driven by prejudice or righteousness.

    Background: Early in life, one may start on the path to being a magus through patience and hard work, listening to the teachings of elder magi and the world. While rare, some do find discover their ties to the world through the course of their lives, often after some tragic event that silences outside distractions from their mind. Those that come to it later in life usually do so seeking knowledge and insight into the workings of existence.

    Races: Any race can listen to the heartbeat of the world, the essence that connects all things. Dwarves have a natural predilection for being magi, as their lives of deep thoughts and quiet places can often lead to introspection and understanding. Races that revere nature and have a strong connection with druids are much more rare, as they often attribute what they see to the divine.

    Other Classes: While a magus may respect the differing approach of others, they will often still feel their method is superior to that of the sorcerer or wizard, and have a natural tendency to look down upon other methods of arcane casting. This feeling is often returned in kind. Divine casters they respect, but often feel are misguided. Those that use their muscle or wit to survive and thrive have the respect of the magus, as not everyone is should take the same path.

    Role: A magus can take nearly any role that the party needs, from controlling their enemies in battle to summoning monsters to strengthening their allies. However, once chosen a magiís path is restricted, and they cannot fill many roles at once.

    Adaptation: As long as there are arcane casters in the world a magus can find a home. They can channel the Weave in Faeírun, be connected to life in Eberron, or even tap into the underlying foundations or life in Athas.

    Game Rule Information
    Magi have the following game statistics.
    Abilities: Constitution is the most important stat for a magus, as the tougher a magus is, the more and more powerful spells he can command. It determines what levels of spell they can cast, as well as any bonus spells he receives. Intelligence is important to the magus that casts spells upon his enemies, for the smarter he is the better he is able to cast his spells. It dictates the save DCs for their spells. Wisdom is a stat that all magi respect, for the wiser he is, the deeper his understanding of the arcane world is. It determines if he gains any bonus spells known.
    Alignment: Any
    Hit Die: d6
    Starting Age: As bard.
    Starting Gold: As barbarian.

    Class Skills
    The magus' class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Table: The Magus
    {table=head]Level|
    BAB
    |Fort|Ref|Will|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    +0
    |+0|+0|+2|Fundamentals, summon familiar|1|---|---|---|---|---|---|---|---

    2nd|
    +1
    |+0|+0|+3|Sudden extend|2|---|---|---|---|---|---|---|---

    3rd|
    +1
    |+1|+1|+3||3|1|---|---|---|---|---|---|---

    4th|
    +2
    |+1|+1|+4||4|2|---|---|---|---|---|---|---

    5th|
    +2
    |+1|+1|+4|Sudden empower|4|3|1|---|---|---|---|---|---

    6th|
    +3
    |+2|+2|+5|Innate gifts|4|4|2|---|---|---|---|---|---

    7th|
    +3
    |+2|+2|+5||4|4|3|1|---|---|---|---|---

    8th|
    +4
    |+2|+2|+6|Sudden widen|4|4|4|2|---|---|---|---|---

    9th|
    +4
    |+3|+3|+6||4|4|4|3|1|---|---|---|---

    10th|
    +5
    |+3|+3|+7|Instinctive mimicry|4|4|4|4|2|---|---|---|---

    11th|
    +5
    |+3|+3|+7|Sudden maximize|4|4|4|4|3|1|---|---|---

    12th|
    +6/+1
    |+4|+4|+8||4|4|4|4|4|2|---|---|---

    13th|
    +6/+1
    |+4|+4|+8||4|4|4|4|4|3|1|---|---

    14th|
    +7/+2
    |+4|+4|+9|Sudden quicken|4|4|4|4|4|4|2|---|---

    15th|
    +7/+2
    |+5|+5|+9||4|4|4|4|4|4|3|1|---

    16th|
    +8/+3
    |+5|+5|+10|Greater instinctive mimicry|4|4|4|4|4|4|4|2|---

    17th|
    +8/+3
    |+5|+5|+10|Sudden mastery|4|4|4|4|4|4|4|3|1

    18th|
    +9/+4
    |+6|+6|+11||4|4|4|4|4|4|4|4|2

    19th|
    +9/+4
    |+6|+6|+11||4|4|4|4|4|4|4|4|3

    20th|
    +10/+5
    |+6|+6|+12|Magus ascendant|4|4|4|4|4|4|4|4|4[/table]

    Table: Magus Spells Known
    {table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|1|---|---|---|---|---|---|---|---

    2nd|2|---|---|---|---|---|---|---|---

    3rd|2|1|---|---|---|---|---|---|---

    4th|3|2|---|---|---|---|---|---|---

    5th|3|2|1|---|---|---|---|---|---

    6th|3|3|2|---|---|---|---|---|---

    7th|3|3|2|1|---|---|---|---|---

    8th|3|3|3|2|---|---|---|---|---

    9th|3|3|3|2|1|---|---|---|---

    10th|3|3|3|3|2|1|---|---|---|---

    11th|3|3|3|3|2|2|---|---|---

    12th|3|3|3|3|3|2|---|---|---

    13th|3|3|3|3|3|3|1|---|---

    14th|3|3|3|3|3|3|2|---|---

    15th|3|3|3|3|3|3|2|1|---

    16th|3|3|3|3|3|3|3|2|---

    17th|3|3|3|3|3|3|3|2|1

    18th|3|3|3|3|3|3|3|3|2

    19th|3|3|3|3|3|3|3|3|2

    20th|3|3|3|3|3|3|3|3|3[/table]

    Weapon and Armor Proficiencies
    Magi are proficient with all simple weapons. They are proficient with light armor, but not with shields. Their deep connection with arcane magic means the somatic components of their spells are simple, so members of this class can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. A magus still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a magus wears medium or heavy armor, or uses a shield, he incurs the same chance of arcane spell failure as any other arcane caster when casting a spell with a somatic component.

    Spells
    A magus casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

    To learn or cast a spell, a magus must have an Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magusís spell is 10 + the spell level + the magusís Intelligence modifier.

    Like other spellcasters, a magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Magus. In addition, he receives bonus spells per day if he has a high Constitution score.

    A magusís selection of spells is extremely limited. A magus begins play knowing two 1st-level spells of your choice. At each new magus level, he gains one or more new spells, as indicated on Table: Magus Spells Known. In addition, he receives bonus spells known if he has a high Wisdom score (use same table that determines extra spells per day). These extra spells come only from his base Wisdom score, and do not count temporary boost from things like spells or magical items. Wisdom damage/drain do not make him lose any extra spells known. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the magus has gained some understanding of by study. The magus canít use this method of spell acquisition to learn spells at a faster rate, however.

    Upon reaching 4th level, and at every even-numbered magus level after that (6th, 8th, and so on), a magus can choose to learn a new spell in place of one he already knows. In effect, the magus "loses" the old spell in exchange for the new one. The new spellís level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level magus spell the magus can cast. A magus may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Unlike a wizard or a cleric, a magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells heíll cast.

    When a magus casts a spell, he is channeling the power of the fabric of existence, which is exhausting. Whenever a magus casts a spell he takes nonlethal damage equal to 2x the spell level. If he is immune to nonlethal damage, he takes normal damage instead. This damage cannot be prevented in any way, and can only be healed naturally (it can't be healed with magic, fast healing, regeneration, etc).

    Familiar

    A magus can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

    The magus chooses the kind of familiar he gets. As the magus advances in level, his familiar also increases in power.

    If the familiar dies or is dismissed by the magus, the magus must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per magus level; success reduces the loss to one-half that amount. However, a magusís experience point total can never go below 0 as the result of a familiarís demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

    A character with more than one class that grants a familiar may have only one familiar at a time.

    Fundamentals

    Their instinctual understanding of the world and the power of the arcane allows them to manipulate that power in minor ways whenever they wish. At 1st level a magus may choose 4 0-level arcane spells (they need not be the Sorcerer/Wizard spell list). He may cast those spells at-will as spell-like abilities. At 4th, 8th, 12th, 16th, and 20th class levels he may learn another 0-level spell. At 8th class level these become supernatural abilities, and at 14th class level they become extraordinary abilities.

    Sudden Extend

    At 2nd level, a magus can alter the spells he casts, granting them a life much greater than they would normally posses. He gains Sudden Extend as a bonus feat. If he already has the feat, he can choose a different metamagic feat.

    Sudden Empower

    At 5th level, a magus can enhance his spells, feeding more power into a single casting. He gains Sudden Empower as a bonus feat, even if he doesnít meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.

    Innate Gifts

    At 6th level, the fundamental power that the magus channels begins to merge with his very being, becoming a natural extension of his mind and soul. 1st level spells cast by a magus become spell-like abilities. At 8th level, 2nd level spells cast by a magus become spell-like abilities. At 10th level, 1st level spells cast by a magus become supernatural abilities and 3rd level spells become spell-like abilities. At 12th level, 2nd level spells cast by a magus become supernatural abilities and 4th level spells become spell-like abilities. At 14th level, 3rd level spells cast by a magus become supernatural abilities and 5th level spells become spell-like abilities. At 16th level, 1st level spells cast by a magus become extraordinary abilities, 4th level spells become supernatural abilities, and 6th level spells become spell-like abilities. At 18th level, 2nd level spells cast by a magus become extraordinary abilities, 5th level spells become supernatural abilities, and 7th level spells become spell-like abilities. And at 20th level, 3rd level spells cast by a magus become extraordinary abilities, 6th level spells become supernatural abilities, and 8th level spells become spell-like abilities.

    A magus must still pay the experience cost and have the material components of any spell he cast, regardless of what type of ability it is.

    Even though his spells turn into spell-like, supernatural, and extraordinary abilities, a magus must still expend a spell slot of the appropriate level to cast his spells; they do not become at-will abilities. He may still apply metamagic effects to them.

    This ability is based off class level, not character level. So a Magus 10/Loremaster 6 still casts 1st level spells as supernatural abilities, not extraordinary abilities.

    Sudden Widen

    At 8th level, a magus can spread the effects of his spells over a great area, letting itís connection with all things expand itís influence. He gains Sudden Widen as a bonus feat, even if he doesnít meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.

    Instinctive Mimicry (Sp)

    At 10th level, a magus can mold the magic around him in unfamiliar ways, copying the abilities of others that he has experienced. He can attempt to mimic a spell he doesn't know that has been cast on him by someone else. A number of times per day equal to his Wisdom modifier (min. 1 per day), a magus may make a Spellcraft check, with a DC equal to 15 + 2x the spell level for arcane spells or 20 + 2x the spell level for divine spells, to duplicate the spell. You cannot take 10 on this check. This uses a spell slot one higher than the spell would normally use. If the check fails the use and the spell slot are still spent for the day.

    These spells deal nonlethal or lethal damage appropriate to the spell slot the magus spends to cast them.

    Sudden Maximize

    At 11th level, a magus can greatly increase the power of his spells, gaining incredible results. He gains Sudden Maximize as a bonus feat, even if he doesnít meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.

    Sudden Quicken

    At 14th level, a magus can call the powers of the world to him with remarkable speed. He gains Sudden Quicken as a bonus feat, even if he doesnít meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.

    Greater Instinctive Mimicry (Sp)

    At 16th level, a magus can manipulate his magic to an even greater degree, creating effects he has only seen, using his natural understanding to replicate the effects. He can attempt to mimic a spell he doesn't know that he has seen cast. The magus may make a spellcraft check, with a DC equal to 30 + 2x the spell level for arcane spells or 35 + 2x the spell level for divine spells, to duplicate the spell. You cannot take 10 on this check. This uses a spell slot two higher than the spell would normally and uses one of your daily uses of Instinctive Mimicry. If the check fails the use and the spell slot are still spent for the day.

    These spells deal nonlethal or lethal damage appropriate to the spell slot the magus spends to cast them.

    Sudden Mastery (Su)

    At 17th level, a magus can command his magic in a precise and skilled manner. He may apply Sudden metamagic feats a combined number of times per day equal to his Constitution modifier instead of once per day each (min 5).

    Magus Ascendant

    At 20th level, a magus undergoes an incredible transformation, becoming one with the power that he has wielded for so long. He is magic. his type changes to outsider, though unlike other outsiders, the magus can still be brought back from the dead as if he were a member of his previous creature type. He is immune to any spell of 3rd level or lower (though he may still be affected by them if he wishes) and gains SR of 20 + half his class level + his Constitution modifier. He no longer needs to eat or sleep and only needs to for meditate two hours per day to renew spells. Finally, as long as he has unused spell slot he gains regeneration (overcome by mundane damage) equal to the highest unused spell slot divided by 3. This regeneration can heal nonlethal damage taken from the magus casting spells.





    So what do you think? A sort of Con-based caster, that focuses on it's spells becoming more natural and innate as it becomes more powerful. Should some numbers be tweaked? Should I make expensive material components still be paid like EXP (If so, should it be always, or should supernatural or extraordinary abilities not have to pay)? Thanks for the feed back, I hope you like it!!

    Oh, and any fluff sprucing is welcome too.

    And just for fun, I've added in an Epic progression!
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    Yes, Epic is stupid and overpowered and broken and yadayadayada. This is more for fun than anything else. Additionally, I feel that a character would need a very strong reason to remain single class and not take a PrC and current Epic progressions just don't cut the mustard.

    Epic Magus

    Hit die: d6
    Skill points at each additional level: 4 + Int modifier

    Table: Epic Magus

    Intuitive Spells
    At each level a magus receives Intuitive Spells he chooses a spell level on the table below and adds that many spells of that level to his known spell list.

    Table: Epic Magus Intuitive Spells
    {table=head]Level|1st|2nd|3rd|4th|5th|6th|7th
    21|3|2|1|--|--|--|--
    23|4|3|2|1|--|--|--
    25|5|4|3|2|1|--|--
    27|6|5|4|3|2|1|--
    29|7|6|5|4|3|2|1[/table]

    Epic Gifts
    At 22nd level 4th level spells cast by a magus become extraordinary abilities, 7th level spells become supernatural abilities, and 9th level spells become spell-like abilities. At 24th level 5th level spells cast by a magus become extraordinary abilities and 8th level spells become supernatural abilities. At 26th level 6th level spells cast by a magus become extraordinary abilities and 9th level spells become supernatural abilities. At 28th level 7th level spells cast by a magus become extraordinary abilities. At 30th level 8th level spells cast by a magus become extraordinary abilities.

    Epic Fundamentals
    At 24th level a magus has gained such rapport with the fabric of magic that weaker spells no longer take the toll they used to. He may cast any 1st level spell the he knows at will. At 26th level he may cast any 2nd level spells he knows at will. At 28th level he may cast any 3rd level spells he knows at will. And at 30th level he may cast any 4th level spells he knows at will.

    Any spell he casts this way no longer has a material component, nor does it require a focus or have an XP cost. The magus does not take non-lethal damage for any spell cast this way.

    Epic Ascension
    Something appropriately stupid. At this point you're writing your own rules anyways.


    New Feats for the Magus

    Spoiler
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    Extra Fundamentals [General]
    Your strong connection to magic grants you with the knowledge of many minor tricks.
    Prerequisites: Con 13, Fundamentals
    Benefit: You may choose up to three 0-level arcane spells and add them to the spells that he cast as spell-like abilities with Fundamentals (they become supernatural abilities at 8th level and extraordinary at 14th).
    Special: You may take this feat multiple times.

    Familiar Focus [General]
    Your familiar can aid you as you cast your spells, channeling more power into the magic, though it is draining to do so.
    Prerequisites: Wis 13, Innate Gifts
    Benefit: Three times per day, whenever you cast a spell which allows a save, you may increase the save DC of that spell by 2 by having your familiar take nonlethal damage equal to the spell's level. The familiar must be within 5 ft. of you at the time of casting and cannot be rendered unconscious from the nonlethal damage to use this ability.
    Special: You may select this feat more than once. Each time you do the number of times you can use this ability per day increases by 3.

    Innate Spellcaster [General]
    Your connection to the arcane is deep and strong.
    Prerequisites: Innate Gifts, Spellcraft 5 ranks
    Benefit: Your level of magus is considered to be 4 higher for determining the benefits of Innate Gifts. This benefit cannot increase your magus level to higher than your Hit Dice. However, even if you cannot benefit from the full bonus immediately, if you late gain Hit Dice in levels other than magus, you might be able to apply the rest of the bonus.

    Practiced Mimicry [General]
    You have cast many spells that you do not actually know, acquiring great skill in improvising the spells you are copying.
    Prerequisites: Instinctive Mimicry, Spellcraft 15 ranks
    Benefit: You may take 10 on the spellcraft checks for instinctive mimicry.

    Sudden Improvisation [Metamagic]
    You can modify and enhance the power of your spells at great personal cost as you channel the magic through your body.
    Prerquisites: Con 15, any three Metamagic feats
    Benefit: When you apply metamagic to a spell you may choose to not have the spell slot the spell uses increase. If you do, when you cast the spell you take nonlethal damage equal to 4 times the spell slot used plus 4 times the level increase of the metamagic feat used. If you are immune to nonlethal damage you take normal damage instead, which cannot be reduced by any means. This feat cannot be used with Heighten Spell.

    For example, if a magus used this feat to apply Maximize to a magic missile it would use a 1st level spell slot, and the magus would take 18 nonlethal damage when he cast the spell (he still takes nonlethal damage as normal for casting a spell).

    If a wizard used this feat to apply Empower and Quicken to a fireball it would use a 3rd level spell slot, and the wizard would take 44 (16 + 28) nonlethal damage when he cast the spell.


    Edits and Updates as of 3/22/2011:
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    Edit 1:
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    • Added the Sudden metamagic feats as bonus feats.
    • Added Sudden Mastery class feature.
    • Added Instinctive Mimicry class feature.
    • Removed the Vital Wellspring class feature.
    Edit 2:
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    • Added a WIS mod/day limit on Instinctive Mimicry.
    • Increased the spell slot used by Instinctive Mimicry to SL+1 and SL+2 respectively.
    • Removed the Hour/WIS mod limit on Instinctive Mimicry.
    • Removed Decipher Script and Use Magical Device from the Magus Class Skills.
    • Reduced total spells known by 1 for each spell level.
    • Added the drawback of taking nonlethal/lethal damage whenever a spell is cast.
    • Reduced Spell/day progression and max by 2.
    Edit 2.5:
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    • Removed Spot as a Magus class skill.
    • allowed damage done by casting healable by magic.
    • Clarified that the 16th lv ability of IM uses a daily attempt.
    • Changed Knowledge class skill from all to Arcana, Geography, Nature, Religion, and The Planes.
    Edit 3:
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    • Added Magus Ascendant ability.
    • Made Sudden Mastery an Su ability.
    Edit 4:
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    • Split the second half of Instinctive Mimicry into it's own ability, Greater Instinctive Mimicry.
    • Made Fundamentals based on class level, not character level.
    • Made Innate Gifts based on class level instead of character level.
    • Clarified Innate Gifts that spells do not become At-Will as the turn into various abilities.
    • If a check is failed for IM or GIM the daily use and the spell slot are still spent.
    • You can't take 10 on the IM or GIM checks.
    • Changed Greater Instinctive Mimicry to only copy spells a magus has seen cast, not heard of.
    • The damage casting a spell deals can no longer be healed with magic.
    • Instinctive Mimicry can now only copy spells that have bee cast on him by others.
    • Removed Spell Turning and the ooze type from Magus Ascendant.
    • Changed Magus Ascendant from only counting beneficial effects of both types to all effects.
    • Reduced all Spells known by 1 to increase Wis dependence.
    Edit 5:
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    • Reduced the spell resistance from Magus Ascendant from 25 + class level to 20 + class level.
    • Added epic progression for giggles.
    Edit 6, 3/15/2011:
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    • Cleaned up formatting
    • Changed IM and GIM to SLAs
    • Changed Magus Ascendant by adding the ressurection clause and adding the regeneration.
    Edit 7, 3/21/2011:
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    • Added a lot of fluff and formatting
    • Changed fundamentals from beign restricted to the sorcerer/wizard list to being able to select any 0 level arcane spells
    EDIT 8, 3/22/2011
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    • Added new feats
    • Made a note on Innate Gifts that you can still apply metamagic to spells that have changed
    • Changed Sudden Mastery to a minimum of 5, since you gain 5 sudden metamagics for free
    • Added weapon and armor proficiencies
    Removed material:
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    Vital Wellspring(Originally acquired at lv 20)
    A magus may apply a metamagic feat to a spell he is casting without increasing the spells level by taking Constitution damage equal to the number of levels the metamagic feat would've increased the spell. This Constitution damage cannot be reduced by abilities that reduce the number of levels metamagic applies, like the Easy metamagic feat or the Improved metamagic Incantatrix class ability, nor can it be prevented in any way.
    Last edited by MammonAzrael; 2011-03-23 at 01:55 PM.
    My homebrew - If you use it, please let me know how it goes!

    Current Projects - Warlock rewrite

    1st place in GITP Monster Competition LV and LVI

  2. - Top - End - #2
    Bugbear in the Playground
     
    thegurullamen's Avatar

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    Default Re: [3.5 base class] The Magus

    I like the idea of Su and Ex'ing everything over time, but this class is little more than a Con Sorc with a weak capstone at the moment. And SLAing everything is asking for trouble with XP Focus spells. I recommend incorporating some of the flavor elements from MoIncarnum which is for many the baseline for Con based weird-caster-y-things. Maybe essentia metamagic? Who knows? You definitely need more class abilities because this thing suffers from the same things the Sorc class does (and Innate Gifts does not count; it's one ability.) I'd say at least three abilities staggered over the twenty levels ala Innate Gifts might work out.

    Please retool the capstone. Assuming a 34 Con (arbitrary but it sounds right for a level 20 PC), you've got 15 levels of free metamagic before you gimp yourself into being unable to cast your best spells. It doesn't seem worth it to stick with this class for that long when you can just drop some cash on meta rods. That, and it's been done before; Hellfire Warlock.

    Fiendish Quickening is awesome once 5th levels become SLAs, though. Free quickened teleports for a 6th level spell? Usually not worth the expended slots, but awesome as hell.
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    Default Re: [3.5 base class] The Magus

    I had never even considered essentia! Interesting...perhaps some abilities to invest it in could be just what we need. And it fits the theme (in a general sort of way). Maybe a very slow progression of essentia with...hmm...I need to look through Magic of Incarnum again for ideas.

    The capstone I really wasn't happy with, but couldn't think of much else when I posted the class. Any suggestions or ideas are welcome. Metamagic was just the only thing I could think of.

    I'd like to put in some non-spell-related abilities for the class, but I'm drawing a blank at the moment (it's been a looong day). I agree that it's a bit feature-short, and I like my classes to have sufficient reasons to consider taking a full 20 in them.

    Thanks for the ideas, and I'll look over MoI tomorrow!
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    Default Re: [3.5 base class] The Magus

    Well, considering the magic is innate, you could have it do things that would make a Sorc weep. For example, x/day, you could have it make a Spellcraft check to cast a spell it knows of but doesn't know. Or once per day, add a random/predetermined/random-from-a-predetermined-pool spell from the Sor/Wiz spell list that he doesn't know to his known spells for 1 round per CL. Make sudden metas his bonus feats.

    Personally, I think a blue mage route might be good. Have him swap out spells he knows for spells he's experienced on the fly. (Of the same level of course, but not necessarily from the same spell list. This may need to be hammered out.)

    Non spell based things? How about innate bonuses to physical skills/characteristics like skills, movement speed or eventually attributes (measured in minutes or rounds)?
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    Default Re: [3.5 base class] The Magus

    Added some stuff, removed the capstone, though I'm still pondering what would make a good one. It needs to relate to casting, since that's the main class feature, and some way of making it even more a natural part of the magus. Hmmm...

    I decided to avoid essentia, so I didn't over-complicate the class. Though the idea has made me start tinkering with a incarnum-using caster, a "spellmelder."

    Still tossing around the idea of non-caster things, but no solid ideas yet. Perhaps just gaining Ex spells is enough.

    Oh, and what's this fiendish quicken you mention in your first post?
    Last edited by MammonAzrael; 2008-09-21 at 03:29 PM.
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    Default Re: [3.5 base class] The Magus

    Here's where I have some difficulty (broken down a bit):

    Quote Originally Posted by MammonAzrael View Post
    To learn or cast a spell, a magus must have an Constitution score equal to at least 10 + the spell level.

    The Difficulty Class for a saving throw against a magusís spell is 10 + the spell level + the magusís Intelligence modifier.

    In addition, he receives bonus spells per day if he has a high Constitution score.

    In addition, he receives bonus spells known if he has a high Wisdom score (use same table that determines extra spells per day).
    As it is currently written you use three abilities for spellcasting, two of which - Con and Wis - provide bonus spells per day, the other - Int - used only for save DC.

    Any character on a point-buy system would be badly damaged. I believe your intent was to use two main stat, and this I would agree with.

    I like thegurullamen's gun mage idea for learning/ swapping out spells on the fly.

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    Default Re: [3.5 base class] The Magus

    Yes, the slight MAD was intended. It's never made any sense to me why almost all spellcasters get to be SAD. Melee characters typically need to focus on several stats to be effective, why should casters be any different?

    The only Stat you really need is Con, at 19. A high DC from Int and the extra known spells from Wis are extras, not necessary for a functional caster. This class doesn't really need Str or Cha at all, and is fine with a mediocre Dex. And Wis does not add extra bonus spells per day. It adds extra spells known.

    The way I see it is: Con is the primary casting stat. A magus must be strong of body to learn these secrets, and cast them. That's why the spell levels you can cast, and the bonus spells per day are dictated by Con, what you can cast is a by-product of how tough you are. Int for the DC represents how good you are at manipulating your spells, and how well you cast them. And finally Wis granting you bonus spells known allows the characters more in tune with this earthly magic force to glean more knowledge from it.

    As for the learning/swapping on the fly, perhaps that could make a good capstone, an evolution of Instinctual Mimicry...I shall ponder this!

    Thanks for the feed back! I think I'll write up an "abilities" section, so as to avoid further confusion. (Of course, it you're still confused.disagree with my description, please let me know!)
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    Default Re: [3.5 base class] The Magus

    I like the multiple score idea, don't get me wrong. The using Int for DCs seems a little off - not broken - still. If it were my class- it's not obviously - I would just use the Wis for DCs.

    Oh yeah, I noticed that little bonus spells/ bonus spells known thing after I posted. Like how you can cast extra spells without learning more, or know more but have to use the spell with your regular spell slots. It improves on the Sorcerer's "you can't learn any more" problem.

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    Default Re: [3.5 base class] The Magus

    For a good look at what a Con/Wis-based caster looks like, I'll refer you to the Bio-Mage. It also explores the innate, fundamental magic within people, with Sorcerer-like casting.

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    Default Re: [3.5 base class] The Magus

    How is the Magus not just a more powerful Sorcerer?
    Seeing as how spellcasters are hailed as the upper bound on power levels, I fail to see how this would help
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    Default Re: [3.5 base class] The Magus

    Quote Originally Posted by Prometheus View Post
    How is the Magus not just a more powerful Sorcerer?
    Seeing as how spellcasters are hailed as the upper bound on power levels, I fail to see how this would help
    Kinda gotta agree with him. The MASSIVE MAD helps, but the non-delayed progression still puts this guy above a Sorc in terms of "Man, *** this Sorc ****." I'm not saying spontaneous caster progression shouldn't be that way to begin with but what should be and what is rarely coincide. (And if they do, you get Mechanus, which isn't all it's cracked up to be. Which itself isn't much to begin with; it's a subpar version of a subpar utopia. How depressing is that?)

    Anyway, I like most of the revamps. The biggest problem you have right now is that this guy can literally cast everything. Spontaneously. You have to make his Mimicry a per day and/or per encounter thing. Otherwise every spell slot will become literally Any Spell Evars. Which blows for every other caster not to mention every non-caster.
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    confused Re: [3.5 base class] The Magus

    Quote Originally Posted by Lert, A. View Post
    Here's where I have some difficulty (broken down a bit):
    As it is currently written you use three abilities for spellcasting, two of which - Con and Wis - provide bonus spells per day, the other - Int - used only for save DC.

    Any character on a point-buy system would be badly damaged. I believe your intent was to use two main stat, and this I would agree with.
    I think the MAD is necessary to balance out what is a very powerful class. Perhaps too powerful. INT gives you skill points, CHA gives you blah, WIS improves Will... CON gives you HP. A high CON is way more useful than a high CHA or WIS. I think it needs more balancing out, perhaps some sort of spell fatigue... Like if he spends 50% of his spell slots he gets physical penalties, 75% more serious, and if he uses all of his spell slots he's basically out for the day. Or power his spells with HP instead of spell slots. The Magus blows away the Sorcerer even with the MAD. 5 spells known per level? 4 + INT Skillpoints? d6 HD? Use Magical Device? Bonus Feats? Spells as supernatural and SLA? It's an interesting class but it's too potent in my opinion.
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    Default Re: [3.5 base class] The Magus

    Right, I'm headed home from work, and I'll post more in depth later tonight, but just wanted to fire off a quick response.

    I agree that it's way too powerful atm. Originally the MAD was to help balance that, but I didn't toss in any other balancing issues when I made Instinctive Mimicry. So yeah, need to fix that. And I've been thinking and I'm really not happy with UMD, so I'm probably going to remove that. Other fixes and fiddles as well tonight.

    My other major consideration is giving him a unique spell list (I mainly went with the Sorc/Wiz list because it was easiest. But with Mimicry, having a more limited list might be better).

    Thanks for the opinions!!!
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    Default Re: [3.5 base class] The Magus

    I don't recall where I originally saw it, but I'd warn off any "0th level spells as spell-like abilities" unless you know where it's going.

    Actually, I do. It was in the "break your DM thread," I believe. Some DM allowed infinite 0-levels. Players used Create Water to flood a dungeon.

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    Default Re: [3.5 base class] The Magus

    Quote Originally Posted by afroakuma View Post
    I don't recall where I originally saw it, but I'd warn off any "0th level spells as spell-like abilities" unless you know where it's going.

    Actually, I do. It was in the "break your DM thread," I believe. Some DM allowed infinite 0-levels. Players used Create Water to flood a dungeon.
    I hated that story. Not only would it have taken a FRIGGING LONG TIME to do that the way the PC described, it would have been nigh impossible as cracks in the dungeons (and a portal maybe?) prevented the water from accumulating. Not to mention the monsters would start getting out once the unexplained water rose to waist-level or so. Multi-CR-inappropriate-stampede ftl.

    Really, they'd have been better suited with a Decanter or two teleport rings, one of which was at the bottom of the ocean. (God bless XKCD.)

    I think at will 0th levels are okay save for healing/inflicting. "Abusing" them takes forever and it just won't happen.

    @ Mammon: Stick with Sor/Wiz spells. Specific spell lists tend to suck. A lot.
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    Default Re: [3.5 base class] The Magus

    I only gave the warning because higher level spells eventually go spell-like as well. Even 1st and 2nd level spells have some potential for abuse.

    That said, you are totally right about the water story. The DM was... not quite as well-prepared as he should have been. Simplest response: "As you cast your spell, you notice water running down the cliffside below."

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    Default Re: [3.5 base class] The Magus

    I don't think that 1st and 2nd SLAs will be at will, but maybe I should reread the class entry.

    EDIT: I was right. Only 0th level spells are ever at-will abilities. If he wanted to though, Mammon could make 1st and 2nd at will at the uber high levels like 16th and 18th without destroying balance. But, like you pointed out, this opinion might be a little cavalier of me and should be examined for uber brokenness.

    And as for Fiendish (or Angelic) Quickening, (sorry for not answering sooner) it's a 6th level Exalted/Vile spell that makes any Teleport or Teleport Without Error SLAs you have automatically quickened without any drawbacks for 1 rd./CL. Shy of becoming an angel/demon/devil with the Teleport SLA or becoming an Archmage, I couldn't figure out a way to make the spell work for a PC. Now I can.

    More brainstorming:
    --Craft Contingent Spell for free (Cont. Spells are tied to Con scores and show a mastery of anchoring spells to an innate magical soul)
    --Shard of Vitality: create a Living Spell by sacrificing hp equal to the creature's divided by two. These can not be healed until the creature no longer exists.
    Last edited by thegurullamen; 2008-09-21 at 11:41 PM.
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    Default Re: [3.5 base class] The Magus

    Correct, only 0-level spells are at will and by level 20 you'll know 9 of them(though ironically, you'll never know them as spells). And Create Water is not on the Sorc/Wiz list (unless it was added after the SRD). I don't want to make 1st or 2nd level spells At-will, that just seems too dangerous, and asking for trouble.

    And yes, that will be relying on DMs not being completely idiotic and allowing such things. A little the same with Instinctive Mimicry, ruling what your character has seen or heard of spell-wise.

    On that note, toning down Mimicry is probably a good idea. I'll make some tweaks and limitations.

    Thegurullamen, I'm wary of Contingent Spell as a class feature, since that just seems to be begging for abuse. I'll have to look at it more in depth. The Living Spell option though, is very intriguing...hmmm...

    Oh, and Zeta Kai, thanks for the link. I've gotten a chance only to look over the first couple posts (so, haven't gotten to the crunch yet) But I look forward to reading it all. It looks quite interesting!

    EDIT: Added a fairly major drawback to casting spells (unless there's an easy way around it I missed). And King Herodes, you just missed the update.
    Last edited by MammonAzrael; 2008-09-22 at 12:19 PM.
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    Default Re: [3.5 base class] The Magus

    Mhh...

    So you made a Base Class quite similar to a sorcerer, but
    - with getting new spell-levels earlier
    - with more spells known
    - with unlimited use of known cantrips
    - with better hit die
    - with more skill points
    - with much better and more class skills
    - with 6 Sudden-Metamagic-Feat for free
    - with the Ability to cast low level spells as spell-like abilities or even extraordinary abilities
    - with the Ability to cast spells he doesn't knows

    And want to Balance this out by 2 casting stats, that aren't a real drawback, because both give a character more benefits (hp and skill points) than Charisam

    Even if you think the sorcerer is underpowered and need a powerboost, this class as written is way overpowered (Unless all the classes you use are far stronger than those from the PHB).

    You have to give the class some significant drawbacks in order to balance it...

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    Default Re: [3.5 base class] The Magus

    I think the King is wrong. Yes, the class might be overpowered compared to PHB classes, but so what? Everything else is too. Just balance it against a beguiler/artificer/wizard and you should be fine.

    He does bring up some good points, though. Lose the All Knowledges and Spot, drop the SPs down to 2+Int, the HD's okay, make the subdual damage healable with magic as there's no reason not to, considering delaying spell progression ala the sorc (though I only half-heartedly endorse that) and I still suggest capping the 16th level version of mimicry at x/day.

    Idea: Make a Spellcraft check in the morning to determine what x is. For every 5/6/8/10/whatever the result is, you gain one use of mimicry. No rerolls, no BS bonuses (like concentrating "really hard" on making the check to get a +2 circumstance bonus or anything).
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    Default Re: [3.5 base class] The Magus

    Quote Originally Posted by thegurullamen View Post
    I think the King is wrong. Yes, the class might be overpowered compared to PHB classes, but so what? Everything else is too. Just balance it against a beguiler/artificer/wizard and you should be fine.

    This argument makes every balance issues obsolete... This class is stronger than the sorcerer in EVERY aspect a class can be stronger. And as I said, even if you think that the sorcerer is somehow too weak (I think so too, by the way) this goes much too far. And the class as written is certainly much stronger as the beguiler at least.

    He does bring up some good points, though. Lose the All Knowledges and Spot, drop the SPs down to 2+Int, the HD's okay, make the subdual damage healable with magic as there's no reason not to, considering delaying spell progression ala the sorc (though I only half-heartedly endorse that) and I still suggest capping the 16th level version of mimicry at x/day.

    Idea: Make a Spellcraft check in the morning to determine what x is. For every 5/6/8/10/whatever the result is, you gain one use of mimicry. No rerolls, no BS bonuses (like concentrating "really hard" on making the check to get a +2 circumstance bonus or anything).
    MammonAzrael can make the class, as he wants to, but should be aware it is by far more powerful than any other spontaneous arcane caster I know (comparison to a wizard is difficult, and the real strength of a wizard depends largely on the game-style, so that's not easy to say). I just adviced him to this unarguable fact...

    Edit: Oh, I saw the spells/day were changed. This looks much better

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    Last edited by King Herodes; 2008-09-22 at 01:02 PM.

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    Default Re: [3.5 base class] The Magus

    I actually almost removed Spot. Consider it gone. I've always hated 2+Int skills (personal pet peeve), but at this point I'm not sure what else a magus would really spend them on while having to make a choice.

    I always hated that Sorcerers got their spells a level later, so that I'm not plannng to change. I meant for the 16th level Mimicry to have the Wis/per day cap as well, I just forgot to toss it in there. The Spellcraft check to determine per day usage in interesting, I may modify it slightly.

    Oh, as for the non-magical healing only, I tossed that on as a safegaurd. I didn't know if there was any easily exploitable loophole (and for some reason I was thinking that any magical healing cures all nonlethal damage...but that's bleeding out).
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    Default Re: [3.5 base class] The Magus

    Quote Originally Posted by MammonAzrael View Post
    I actually almost removed Spot. Consider it gone. I've always hated 2+Int skills (personal pet peeve), but at this point I'm not sure what else a magus would really spend them on while having to make a choice.

    I always hated that Sorcerers got their spells a level later, so that I'm not plannng to change. I meant for the 16th level Mimicry to have the Wis/per day cap as well, I just forgot to toss it in there. The Spellcraft check to determine per day usage in interesting, I may modify it slightly.

    There's no problem with giving a spontaneous caster the spells at the same levels as a wizards (my own sorcerer-variant gets this, too), but combined with all the other benefits, it was too much. But after you decreased the spells/day by 2, I see no great problems with the rest of the class...

    Oh, as for the non-magical healing only, I tossed that on as a safegaurd. I didn't know if there was any easily exploitable loophole (and for some reason I was thinking that any magical healing cures all nonlethal damage...but that's bleeding out).
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    Default Re: [3.5 base class] The Magus

    Quote Originally Posted by King Herodes View Post
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    Profit! I mean, success!

    Still, it could use a capstone.
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    Default Re: [3.5 base class] The Magus

    Quote Originally Posted by thegurullamen View Post
    Profit! I mean, success!

    Still, it could use a capstone.
    Indeed. I'm thinking about your Living spell idea, since it's also based off HP it makes a good connection. Not sure if it feels too random though. Ponderings are happening.
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    Default Re: [3.5 base class] The Magus

    How about something about reserve feats? Seems like a perfect fit. Then again, I think we should define a subniche for this guy to fulfill. Sorcs are magic machine guns, Wizards are the Batmans, Begs are Arcane Tricksters DELUXE!, Artificers are Mad Inventors, Dreads are Necros (duh), so what does this guy bring to the table in terms of mechanics?

    EDIT: Of course! He's a blue mage, that's why the Sudden Metas are important; he needs to be able to modify what he has recently learned before he forgets it. I think we should go back to basic concept and build up from this base around the current fluff.
    Last edited by thegurullamen; 2008-09-22 at 02:14 PM.
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    Default Re: [3.5 base class] The Magus

    Right now is see them sort of as "I can cast anything you need. Now." They can whip out almost anything on the fly, and can meet nearly any challenge in a pinch, but not as neatly as someone prepared for it (They can even cast Dispel Magic in an Antimagic field!).

    EDIT: A blue Mage....hmmm...I think that analogy is closer to a blue mage crossed with a red mage at this point.

    Double Edit: OK, I think I got it. I see this class mechanically atm as what Red Mage from 8-bit theater would be if he were competent.
    Last edited by MammonAzrael; 2008-09-22 at 02:40 PM.
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    thegurullamen's Avatar

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    Default Re: [3.5 base class] The Magus

    Quote Originally Posted by MammonAzrael View Post
    Right now is see them sort of as "I can cast anything you need. Now." They can whip out almost anything on the fly, and can meet nearly any challenge in a pinch, but not as neatly as someone prepared for it (They can even cast Dispel Magic in an Antimagic field!).

    EDIT: A blue Mage....hmmm...I think that analogy is closer to a blue mage crossed with a red mage at this point.
    I would be careful with the red mage analogy. The point of a red mage is the same as a mystic theurge; do everything but in as sucky a manner as possible. Still, he is not a straight blue mage; he loses the ability to cast what he "learns" before it can be made permanent, he can only learn spells unlike the spell thief and he has nothing blue about him. In fact, your pic for the class does look a little more red than blue now that you mention it...
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    Default Re: [3.5 base class] The Magus

    I had a PC that had a ring of sustenance on one hand and ring of water elemental control (infinite create water, high caster level) on the other. He would spend all night on watch, and the PCs would wake up to a lake when they woke up. Later when he became a Drunken Boxer he would make it rain alcohol for the hell of it.

    But the cantrips isn't what I am worried about unbalancing the class.
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    SamuraiGuy

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    Default Re: [3.5 base class] The Magus

    The capstone could be something like, the Magus becomes an immortal native outsider with SR 10+class level. Being able to cast 3rd level spells as (Ex) is pretty good by itself though. Maybe 1/day a 20th level Magus can cast any spell he knows as (Ex)?
    Last edited by Human Paragon 3; 2008-09-22 at 09:04 PM.
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