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===Legendary Games: Legendary Magus=== {{WTF}} While Legendary Games is primarily known for making content for Spheres and rebalancing and reworking some of the Pathfinder classes, Legendary Magus is a particularly "unique" specimen. Gaining access to [[Arcanist]] casting, Arcane Strike as a free action, higher skill points per level and losing access to Spellstrike, the Legendary Magus changes up their mechanics in a big way. For starters, Arcane Pool is replaced by a Panache-like Arcane Potential pool, allowing it to be refreshed during battle but not only has little non-combat utility, but it in fact depletes outside of combat. Rather than turning a non-magic weapon magic (or giving a minute long enhancement bonus), Arcane Potential is used for a variety of "Potential Techniques", including changing the elements of spells or attacks, improving AC, increasing attack and damage rolls, and even miniature teleports. Like the original Magus, the Legendary Magus also gains options for Potential Techniques through Magus Arcana, but they also passively learn new ones. The Legendary Magus's Spell Combat is obtained a bit later, but is otherwise the same (except conspicuously lacking the wording that makes it like two weapon fighting). The first red flag is that the class has a series of "mini-archetypes" similar to Sorcerer Bloodlines and Mysteries, known as the Eldritch Tome. This sturdy tome serves as the spellbook and can't be permanently destroyed; it'll just show up the next day. Additionally, the Tome also grants its user abilities including: *Tome of the Bulwark: The sword and board tome. Grants access to '''all''' shields, removes spell failure for shields and gives a bonus equal to their shield's enhancement bonus, gives back spellstrikes using shield bashes, gets their shield bonus to their touch AC while also giving adjacent allies the Magus's shield enhancement bonus with Touch AC (later turning into a 15 foot area of effect), and the ability to switch places with allies. *Tome of the Deadeye: No more Myrmidarch or Eldritch Archer! This does it for you! Gains Rapid Reload, spellstriking using the ranged weapon (including the ability to place Fireballs and self AoEs using their weapon), using one ammo to strike multiple enemies and ignoring concealment and cover (except for their total counterparts), while treating total concealment as only 20%. *Tome of the Duelist: Somehow, even better than the Finesse path. Takes a blast back into 3rd Edition by giving Intelligence to damage with Dexterity to attacks, but can also give themselves normal concealment or concealment with a 50% miss chance. If they get hit, they can use an Attack of Opportunity to deal damage by someone who misses using the concealment. Lastly, they gain a 50% miss chance if they're adjacent to one foe; and counts as the pervious ability. *Tome of the Gemini: Duel-wield. Or Darth Maul. Also, free Two Weapon Fighting and treats their weapon as somatic components. Free AC if they hit with both weapons, free Improved Two Weapon Fighting and can get bonus attacks when using spells, and gets Greater Two Weapon Fighting for free and the ability to move during Spell Combat; granting them literal Pounce. *Tome of the Juggernaut: Two-handed weapon Magus. They can Vital Strike, Spell Combat and charge, don't get forced into concentration checks when taking damage, and can essentially just keep casting whenever. They also ignore DR, Resistance, Hardness and immunities when using spells and attacks on charges. *Tome of the Magister: The Spellbook is a shield now. Also, free spells, and bonus damage to spells. Shield Bashing uses Intelligence to attack rolls, and can potentially have higher damage. Lastly, free Metamagics for spells during Spell Combat. *Tome of the Pugilist: Monk style. Improved Unarmed Strike for free, unarmed Spellstrike as part of a pseudo Flurry of Blows, Stunning Fist and counter attacks, and bonus damage when using the Spellstrike/Flurry of Blows hybrid. *Tome of the Spear Dancer: Speardancing style, and they can attack adjacent foes if the weapon has the reach property, land touch attacks using the weapon's reach (not a spellstrike though!), free Whirlwind Attack (even during Spell Combat), and increases the reach of their weapon and can hit adjacent foes without penalty. As a result the Legendary Magus trades the nova-crit fishing of the original for a more sustained build, but the Legendary Magus can regain the original Spellstrike through the Spellstriker Archetype, mix it with the Duskblade's Arcane Channeling (meaning they can spellstrike multiple attacks), turn it into an attack action, and even get the full critical hit modifier at level 14 (after spending that many levels without access to the weapon's critical threat range). It's praised for "freeing" the Magus from Spellstrike, and the class certainly has a lot of good ideas, but the class unfortunately has the issue of having many strong features for free.
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