Author Topic: [3.5] The Magus (because screw you, Wizard)  (Read 2927 times)

0 Members and 1 Guest are viewing this topic.

Bauglir

  • Man in Gorilla Suit
  • *****
  • Posts: 2346
  • TriOptimum
[3.5] The Magus (because screw you, Wizard)
« on: June 08, 2009, 07:29:03 PM »
Magus
Alignment: Any
Hit Die: d4

Class Skills:Abjurer: Disable Device (Int), Escape Artist (Dex), Use Magic Device (Cha), Use Rope (Dex)
Conjurer: Appraise (Int), Knowledge (architecture and engineering) (Int), Knowledge (nature) (Int), Survival (Wis)
Diviner: Gather Information (Cha), Listen (Wis), Sense Motive (Wis), Spot (Wis)
Enchanter: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha)
Evoker: Intimidate (Cha), Knowledge (nature), Swim (Str), Speak Language (None)
Illusionist: Bluff (Cha), Hide (Dex), Move Silently (Dex), Sense Motive (Wis)
Necromancer: Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (nature) (Int)
Transmuter: Autohypnosis (Wis), Balance (Dex), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int)
Generalist: Knowledge (all skills taken individually) (Int), Use Magic Device (Cha)
Skill Points per Level: 2 + (Intelligence modifier)

   BAB  Fort    Ref    Will  Abilities
1   +0    +0     +0     +2    School Supremacy +1, School Technique
2   +1    +0     +0     +3    Bonus Feat
3   +1    +1     +1     +3    Arcane Talent I
4   +2    +1     +1     +4    --
5   +2    +1     +1     +4    Bonus Feat
6   +3    +2     +2     +5    --
7   +3    +2     +2     +5    School Supremacy +2
8   +4    +2     +2     +6    --
9   +4    +3     +3     +6    Arcane Talent II
10  +5    +3     +3     +7    --
11  +5    +3     +3     +7    Bonus Feat
12  +6    +4     +4     +8    --
13  +6    +4     +4     +8    School Supremacy +3
14  +7    +4     +4     +9    --
15  +7    +5     +5     +9    Arcane Talent III
16  +8    +5     +5     +10   --
17  +8    +5     +5     +10   Bonus Feat
18  +9    +6     +6     +11   --
19  +9    +6     +6     +11   School Supremacy +4
20  +10   +6     +6     +12   Apotheosis


Spells Per Day: As sorcerer, because I'll be damned if I'm going to format a full caster's spells per day in a rough draft.

Weapon and Armor Proficiency: A magus is proficient with all simple weapons and light armor. The somatic components required by a magus are relatively simple, so members of this class can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. They still incur the normal arcane spell failure chance for spells known from other classes, or from armor heavier than light.
School Choice:Spellcasting:fireball Advanced Learning: Magi are prolific experimenters and are always hungry for new knowledge. At 1st level, a magus can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard/sorcerer spell of his primary or secondary school, and of a level no higher than that of the highest level spell the magus currently knows. A magus wishing to learn a dual-school spell need only have selected one of its schools for his primary or secondary school. Once the spell has been added, it can be cast just like any other magus spell he knows. At each even level, a magus can forget one spell he knows from this class feature and learn a different spell of the same level or lower instead; this spell must meet all the other requirements of this class feature.
A magus gains additional uses of this class feature at each level thereafter. Additionally, a magus may use this ability to learn a cleric spell of the appropriate school, but can only choose spells of up to 1 level lower than the highest level spell he can currently cast; not even the secrets of gods are safe from a magus. The spell is cast as an arcane spell, and spells which require a divine focus component now require an appropriate material component instead.
Generalists choose their spells from any school, but have special rules for doing so. A generalist can only choose spells of a school other than Universal of 1 level lower than the highest level spell he can cast. This limitation stacks with the limitation on learning Cleric spells, meaning that a generalist can only learn Cleric spells of up to 2 levels lower than the highest level spell he can cast. Aside from the Universal school, there are a few select spells which the Generalist can select normally. These will be noted in a separate Generalist Advanced Learning list.
Material Focus: A magus has some item that serves as a focus or reservoir for his arcane power. By meditating, focusing on, or studying this object for an hour, a magus restores all spent spell slots. A magus may only do this once per day, and cannot regain spent spell slots without this focus. A magus gains his first focus for free, but replacing a lost focus requires the expenditure of 100 gp for a new item. Imbuing the new focus with the energy to restore spell slots requires 200 xp per magus level. A magus need not spend this xp for a focus he already possesses when he gains a new level of spellcasting. A material focus is useless to anyone besides its creator, and can only be sold for its 100 gp material cost, although some magi use more expensive base items.
School Supremacy (Ex): A magus is undisputed master of his school of choice, and gains a +1 competence bonus to his caster level for the purposes of determining any spell effects of spells from his primary school. This bonus increases by +1 at levels 7, 13, and 19. A generalist chooses any school to apply this class feature to each time he gains it, but cannot choose the same school two consecutive times.
School Technique (Su): Each school of magic has its own special talents that a magus finds useful in learning its secrets. At 1st level, a magus gains a class feature based on the school he has chosen.
Abjurer: An abjurer knows many secrets of defense, and can generate a protective aura once per day per class level. Creating the field requires an immediate action, and grants the abjurer a deflection bonus to Armor Class or a resistance bonus on saving throws equal to his Charisma modifier against one attack or spell. This ability occurs before the action it is in response to.
Conjurer: A conjurer can manipulate magic to form tools and other objects with ease. He can create any nonmagical, non-alchemical item weighing 1 pound per caster level or less as a standard action once per day per class level. The object lasts for 1 round per class level. The item appears translucent and insubstantial, indicating its temporary nature, but otherwise functions just as its normal counterpart. Items so created can even be used as inexpensive material components in spells, but this ability cannot create a spell component pouch or expensive material components; a spell component pouch is really multiple items lumped together for convenience, while expensive material components are necessary to supply some type of vital energy to a spell that the caster cannot. Consider poison and special materials to be alchemical for the purposes of this ability.
Diviner: A diviner can see further than most. As a swift action once per day per class level, he can create a sort of scrying sensor anywhere within line of effect to himself. He can see through this sensor as though he occupied the square the sensor is located within, and can treat the sensor as the point of origin for any divination spell he casts. The sensor is immobile and lasts for 1 round per class level, and can be detected by any effect that detects an ordinary scrying sensor.
Enchanter: fascinated with the enchanter for 1 minute per class level. This is a mind-affecting effect.
Evoker: An evoker is a skilled worker with energies. At will, an evoker can create a burst of energy. This burst can be of any of the following types: fire, cold, acid, electricity, sonic or force. The burst does one point of damage per evoker level, and has a special effect based on its type; fire illuminates an area as a torch for 1d4 rounds, cold decreases an object's hardness by 2 for 1d4 rounds (minimum 0) , acid deals its damage again 1 round later, electricity grants a +3 bonus to the attack roll if the target is wearing metal armor or is made of metal, and sonic ignores hardness. To use the burst on an object or creature requires a melee touch attack. Unlike other energy types, force bursts can be made as though the magus' reach were 5 feet greater than it is.
Illusionist: An illusionist can create brilliant patterns, shadows, or concealing illusions to hide himself. As an immediate action once per day per class level, an illusionist can gain concealment until the beginning of his next turn. If this is done in response to another creature's actions, it takes place after that action has been completed (after the first attack roll of a full attack action, or after a spell has been cast, etc.)
Necromancer: A necromancer is lord of the undead. He can turn or rebuke undead (choose upon gaining this class feature) as though he were a cleric of his class level.
Transmuter:Generalist:Arcane Talent (Su):Abjurer:
Conjurer:
Diviner:
Enchanter:
Evoker:
   Blaster
   Energetic Specialist: An evoker chooses an energy type (fire, cold, acid, electricity, sonic, or force). When casting a spell with the appropriate descriptor, the spell's damage is increased by +2 per die of damage. If the spell deals no damage, its save DC increases by 2. If the spell deals no damage and allows no save, the evoker gains a +2 bonus on the attack roll. If the spell deals no damage, has no saving throw, requires no attack roll, and has a duration longer than instantaneous, the evoker's caster level is treated as 2 higher for the purposes of determining its duration, or the spell lasts 2 rounds longer (whichever results in a longer-lasting spell). Otherwise, this ability has no effect.
   1.   Energetic Disabler: An evoker's spells with the same descriptor as that chosen for Energetic Specialist have extra effects on those subject to them. A creature affected by a spell with the appropriate descriptor must make a saving throw or be subject to some effect: those subjected to fire must make Reflex saves or catch fire indefinitely (unlike normal fire, extinguishing the flames requires a successful Reflex save to be made while fully immersed in water, and the flames deal double the normal damage), those subjected to cold must make Fortitude saves or take a -4 penalty to Dexterity, those subjected to acid must make Reflex saves or take a -4 penalty to their Armor Class, those subjected to electricity must make Fortitude saves or have all movement speeds halved, and those subjected to sonic must make Fortitude saves or be deafened. Each of these effects lasts for 1 round per two class levels unless noted otherwise, and none stack with themselves. A creature subjected to Force is instead subjected to a bull rush with the magus using his class level in place of his base attack bonus and his Charisma modifier in place of his Strength score (the direction of the bull rush is away from the spell's point of origin, or away from the evoker himself if no point of origin is specified), and is not allowed a saving throw.
      a.   Energetic Annihilator: An evoker's spells with the descriptor chosen for his Energetic Specialist ability may be lethal. Once per encounter, an evoker can activate this ability as part of the action of casting a spell. Any creature affected by the spell must make a Fortitude save or die in addition to the spell's normal effects. A successful saving throw instead results in the creature being affected as though the spell had been modified by the Maximize Spell metamagic feat. This ability affects objects, as well; any objects that would be slain are instead disintegrated, as though by the spell.
   Elementalism
   Elemental Flesh: An evoker chooses an energy type (fire, cold, acid, electricity, sonic, or force). He gains the appropriate subtype for that energy type (new subtypes are listed below) and retains his current type and any subtypes he may have.
   1.   Elemental Body: An evoker gains the elemental type and a slam attack dealing 1d8 points of damage (for a Medium magus).
      a.   Elemental Unity: An evoker is healed by any source of damage of the energy type he chose for Elemental Aura, at a rate of 1 point of healing for every 3 points of the appropriate energy damage the source would have dealt. Other forms of damage dealt by the same source deal damage normally.
Illusionist:
   Path of Shadow
   Shadow Control: Whenever an illusionist casts a spell with the [Darkness] descriptor, its effects apply even to other creatures that can see perfectly in magical darkness. Additionally, the illusionist can see perfectly well even in magical darkness, including his own (unlike other creatures). An illusionist has no special ability to see through the magical darkness of other illusionists, however.
   1.   Shade Inscrutability: An illusionist gains the benefits of Camouflage and Hide in Plain Sight whenever within an area of shadowy illumination, even against creatures with the See in Darkness ability or similar abilities or effects that allow creatures to see through magical darkness.
      a.   Being of Darkness: An illusionist becomes partially incorporeal. He is treated as having no weight, but does not automatically gain a fly speed, and neither does he automatically pass through objects. To pass through objects requires a standard action each round; if he is within an object and ceases to spend this action each round, he is shunted to the nearest unoccupied space, taking 1d6 points of damage per 10 feet so traveled (or 1d3, if both he and the object can be present in the same square, although ordinarily it would be a free action to rearrange one's limbs and body to avoid the damage). Unlike a normal incorporeal creature, he can pass up to 5 feet per class level into a solid object. Attacks made against him have a 20% miss chance at all times, whether from corporeal or incorporeal sources (except for Ghost Touch weapons and similar effects that have no miss chance from one group to the other) and his attacks (other than spells) likewise have a 20% miss chance against other creatures. Neither positive energy nor negative energy effects ignore this miss chance. He can change between his normal form and this new form with a standard action at any time.
   Path of Light
   Brilliant Aura: Creatures targeted by an illusionist's Illusion spells are dazzled for 1 round per class level.
   1.   Pattern Mastery: An illusionist's pattern spells can affect creatures of any number of hit dice (although the number of hit dice per casting is unaffected; just the maximum number of hit dice a creature can possess for the spell to be effective), and can fascinate creatures even during combat, although such creatures receive a +4 bonus on the saving throw.
      a.   Illusion Impermeability: An illusionist's Glamer and Figment spells now require two consecutive successful saving throws to disbelieve. Additionally, the illusionist's Phantasm spells only grant a Fortitude save to resist their effects; for all purposes, victims are treated as having failed their Will saving throws automatically.
Necromancer:
   Channeling:
   Energy Infusion: A necromancer can spend a turn attempt as part of casting a necromancy spell to cast that spell without any material, somatic, or verbal components. Additionally, at his option, the spell heals all those affected by it by 1 hit point per class level as a positive energy effect. If you instead rebuke undead, the spell harms all creatures affected by it with 1 point of negative energy damage per class level.
   1.   Energy Mastery: A necromancer who rebukes undead can control negative energy with tremendous skill; whenever a spell states that he can control a number Hit Dice of undead per caster level, he adds his Charisma modifier to the number of Hit Dice before multiplying by his caster level to determine the number of undead he can control. Additionally, any undead he creates gain a +4 enhancement bonus to Strength and Dexterity, Turn Resistance 2, and +2 HP per hit die. If the necromancer turns undead, this ability instead applies to Deathless.
      a.   Master of Life or Death: Once per encounter, a necromancer who rebukes undead can infuse a spell with negative energy. Creatures subject to the spell take 2 negative levels in addition to the spell's normal effects, and the save DC to remove them is the normal save DC for an Arcane Talent. If the necromancer turns undead, undead affected by this ability are treated as having taken 2 negative levels, even though they are ordinarily immune. Living creatures are simply healed by 5 hp per class level and lose one condition of their choice (or none, if the creature so chooses).
   Metamorphosis:
   Unlife: A necromancer who chooses this path changes his type to Undead and gains the Unliving and Dark Minded subtypes. He keeps his old subtypes, if any. These subtypes are described below. A necromancer might gain the Deathless type instead of Undead. A necromancer subjected to resurrection or true resurrection retains this class feature, and so returns with the appropriate types and subtypes.
   1.   Undead Resilience: A necromancer gains DR overcome by magic bludgeoning weapons equal to 1/2 his class level. Unlike other Arcane Talents, this ability changes at higher levels; at level 15, weapons must also be either cold iron or silver (necromancer's choice).
      a.   Phylactery: A necromancer gains a Phylactery, as described in the Lich template. Creation of this phylactery requires no gp or xp expenditure, and requires no especially evil or good aligned act. If the necromancer is already a lich, or later becomes one, he creates a phylactery as normal for the template, and both must be destroyed to destroy him. He can choose which phylactery to regenerate at so long as both exist. The necromancer also loses the Unliving subtype.
Transmuter:
Generalist:
   Synergy:ray of enfeeblement combined with a touch of idiocy, for example, must be delivered with a melee touch attack. Both spells take effect separately, with separate saves or attack rolls made for each. This ability is part of casting the spell.
   1.   Greater Spell Fusion: This ability functions as Spell Fusion, but may be used with up to 3rd level spells. Its use is counted separately from that of Spell Fusion, so both may be used in a single combat, but it cannot be used in the same round as Spell Fusion.
      a.   Superior Spell Fusion: This ability functions as Greater Spell Fusion, but may be used with up to 5th level spells. Its use is counted separately from that of Greater Spell Fusion and Spell Fusion, so each may be used in a single combat, but these abilities cannot be used in the same round as one another.
   Versatility:Bonus Feat: At 2nd level, as well as at 5th level and every 6th level thereafter, a magus gains a bonus feat from the following list or a bonus metamagic or item crafting feat. A magus must meet all prerequisites for the bonus feat.
Magus bonus feat list: Arcane Defense, Arcane Mastery, Arcane Preparation, Arcane Thesis, Augment Summoning, Battle Caster, Combat Casting, Dampen Spell, Elven Spell Lore, Eschew Materials*, Extra Slot, Extra Spell*, Greater Spell Focus, Greater Spell Penetration, Improved Counterspell, Irresistable Enchantment*, Obtain Familiar, Piercing Energy*, Practiced Caster, Spell Focus, Spell-linked Familiar, Spell Penetration, Superior Illusion*, Vatic Gaze.
Apotheosis (Sp): At 20th level, magic becomes an innate part of the magus. He can use cantrips he knows at will, and selects 2 1st level spells he knows which he can now use at will. Additionally, he can, with a full-round action, regain spell slots totalling a number of spell levels equal to half his class level once per day.

Adaptation:Feats:
ESCHEW MATERIALS [GENERAL]
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. Additionally, you may regain spell slots without a material focus, but still only once per day.

EXTRA SPELL [GENERAL]
You learn an additional spell.
Prerequisite: Caster level 3rd.
Benefit: You learn one additional spell at any level up to one lower than the highest level of spell you can currently cast. Thus, a 4th-level sorcerer (maximum spell level 2nd) gains a new 0-level or 1st-level spell known with which to expand her repertoire. For classes such as wizard that have more options for learning spells, Extra Spell is generally used to learn a specific spell that the character lacks access to and would be unable to research. This feat allows characters to learn spells from lists other than their own; thus, a necromancer magus could use this feat to learn fireball, assuming he were sufficiently high level.
Special: You can gain this feat multiple times. Each time, you learn a new spell at any level up to one lower than the highest level of spell you can cast.

IRRESISTABLE ENCHANTMENT [GENERAL]
Your spells penetrate even the most powerful mental defenses.
Prerequisite: Ability to cast 3rd level enchantment spells and Spell Focus (enchantment), use 3rd level telepathy powers and Psionic Endowment, or a mind-affecting supernatural ability and 6 or more hit dice and Ability Focus for a mind-affecting ability.
Benefit: Creatures under the effect of Mind Blank and similar spells get no benefit against your mind-affecting spells, powers, or other abilities. Similarly, creatures immune to mind-affecting effects are not immune to your mind-affecting abilities. Abilities that grant bonuses on such saves still apply, however. A creature immune to mind-affecting effects still gets a save against an ability that ordinarily does not allow one.
Special: Creatures with the Mindless trait are still immune to your mind-affecting abilities as normal, because they simply have no mind to affect.

PIERCING ENERGY [GENERAL]
Your energy effects are supernaturally powerful.
Prerequisite: Ability to cast at least 1 3rd level spell or spell-like ability, use 1 3rd level psionic power, or one supernatural ability and at least 6 hit dice; the spell, power, or ability in question must have an energy descriptor, the force descriptor, or be a positive or negative energy effect.
Benefit: Creatures resistant to the energy type (fire, cold, electricity, acid, sonic, force, positive energy, or negative energy) of the ability used to qualify for this feat do not receive the benefits of their resistance against effects of the appropriate type generated by you. Creatures with immunity instead have damage halved against effects of the appropriate type when they are used by you, rather than their normal immunities. Creatures healed by that energy type are treated as though they were immune (meaning they take half damage, but damage nevertheless) or are healed as normal, at your option. If a creature that is ordinarily immune is subject to an effect that ordinarily allows no save, the creature is allowed a save nevertheless.

SUPERIOR ILLUSION [GENERAL]
Your illusions are virutally impenetrable.
Prerequisite: Ability to cast 3rd level illusion spells, Spell Focus (Illusion)
Benefit: True Seeing and similar divination effects do not penetrate your illusions automatically. Rather, they merely allow saves to be made as though the creature had interacted with the illusion.

DARK KNOWLEDGE [GENERAL]
You have risked tainting yourself with darkness to glean the secrets of evil.
Prerequisite: Int 13, Knowledge (any) 4 ranks
Benefit: You can use Knowledge checks to gain special effect against certain kinds of enemies. This ability can only be used with regards to aberrations, elementals, magical beasts, evil outsiders, or undead, and only against creatures you have already identified. Once per encounter, you can make a Knowledge check with a DC equal to the creature in question's hit dice, or 15 (whichever is higher). Against that specific opponent and all others of the same race, you and your allies gain one of the following bonuses: +1 on attack rolls, +1 on saving throws, +1 to armor class, +2 to damage rolls. These bonuses are all profane bonuses. For every 10 points by which you exceed the DC, the bonuses increase by 1 (or 2, in the case of damage).

HOLY KNOWLEDGE [GENERAL]
You have unearthed ancient secrets of the true nature of good. Although you may hope never to need the wisdom you've gleaned, you know best how to combat or defend against the forces of nature or holiness.
Prerequisite: Int 13, Knowledge (any) 4 ranks
Benefit: You can use Knowledge checks to gain special effect against certain kinds of enemies. This ability can only be used with regards to animals, elementals, magical beasts, good outsiders, plants, or deathless, and only against creatures you have already identified. Once per encounter, you can make a Knowledge check with a DC equal to the creature in question's hit dice, or 15 (whichever is higher). Against that specific opponent and all others of the same race, you and your allies gain one of the following bonuses: +1 on attack rolls, +1 on saving throws, +1 to armor class, +2 to damage rolls. These bonuses are all sacred bonuses. For every 10 points by which you exceed the DC, the bonuses increase by 1 (or 2, in the case of damage).

Types and Subtypes
Deathless can use the Run action, regardless of what it says in the description in BoED.

These are taken from the Tome of Necromancy by K, and hopefully their reproduction here (with a few modifications) is alright.
Unliving Subtype
- Unliving creatures have a metabolism of sorts, and thus have a Constitution score (which they use for Concentration checks).
- Unliving creatures require food (often blood or flesh) and sleep, and are vulnerable to magical sleep effects even if they are otherwise immune to mind affecting effects.
- Unliving creatures have at least one vital organ, and are subject to critical hits from attackers with at least one rank in Knowledge (Religion).
- Not destroyed upon reaching 0 it points, though its existence still ends if it reaches -10 as normal.
- Subject as normal to effects that require Fortitude saves.
- Subject to subdual damage, but can benefit from the Regeneration ability as normal.
Dark Minded Subtype
- Not immune to mind affecting affects.
- Immune to morale and fear effects.
- Heals normally
- Any Bluff, Diplomacy, or Intimidate attempts to influence a dark minded creature are made with a -10 penalty.
- Because a Dark Minded creature's mind is frozen in whatever developmental stage it existed at the time of becoming undead, the creature gains no bonuses to mental ability scores for aging. However, because the creature no longer physically ages, it takes no penalties to physical ability scores, either, and has no maximum age.
« Last Edit: June 25, 2009, 11:31:19 AM by Bauglir »
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

Irthos Levethix

  • Donkey Kong
  • ****
  • Posts: 645
  • We're all a little mad here
    • Email
Re: [3.5] The Magus (because screw you, Wizard)
« Reply #1 on: June 08, 2009, 07:45:59 PM »
I like it.  In fact, I wanna play it. 

Are you still working out the Arcane Talents section?  I was thinking for Illusion you could have one path be Rainbow Patterns and the like, and the other side be Shadows.  Just brainstorming while I was reading.
Run, my pretty little chunks of XP!! - Belkar Bitterleaf

92% Tactician 83% Method Actor 75% Min/Maxer         Thats 250% of Gamer, bitches!

Bauglir

  • Man in Gorilla Suit
  • *****
  • Posts: 2346
  • TriOptimum
Re: [3.5] The Magus (because screw you, Wizard)
« Reply #2 on: June 08, 2009, 07:52:09 PM »
I like the sound of that. Yes, I'm working on Arcane Talents still. Them and the Spell Lists are gonna be the hardest parts of the class. Keep in mind the spell lists will be EXTREMELY restrictive, to justify the large number of advanced learnings and the addition to Spellcasting that lets low level spell retain plausible usability at high levels.

Actually, I'm going to add a paragraph to adaptation about extra paths now.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

woodenbandman

  • Man in Gorilla Suit
  • *****
  • Posts: 2188
    • Email
Re: [3.5] The Magus (because screw you, Wizard)
« Reply #3 on: June 08, 2009, 09:36:31 PM »
Did you intend to give the conjurationist free material components for anything? That's basically free true rez. You can create a diamond that can be used as a material component.

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: [3.5] The Magus (because screw you, Wizard)
« Reply #4 on: June 08, 2009, 09:38:00 PM »
Looks nice. (too late for me to make detailed comments)
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Bauglir

  • Man in Gorilla Suit
  • *****
  • Posts: 2346
  • TriOptimum
Re: [3.5] The Magus (because screw you, Wizard)
« Reply #5 on: June 08, 2009, 09:39:06 PM »
Did you intend to give the conjurationist free material components for anything? That's basically free true rez. You can create a diamond that can be used as a material component.

Good point. I'll fix that.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

veekie

  • Organ Grinder
  • *****
  • Posts: 9034
  • WARNING: Homing Miko
Re: [3.5] The Magus (because screw you, Wizard)
« Reply #6 on: June 09, 2009, 12:15:27 AM »
I like this, though it'd take a while to absorb properly. Heck, I'd junk BOTH the wizard and sorceror for this.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Bauglir

  • Man in Gorilla Suit
  • *****
  • Posts: 2346
  • TriOptimum
Re: [3.5] The Magus (because screw you, Wizard)
« Reply #7 on: June 19, 2009, 10:04:58 PM »
Added two feats, and overhauled almost all of the existing Arcane Talents. I decided I wanted them to work differently; they should be passive buffs or improved spellcasting abilities.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

The_Mad_Linguist

  • Organ Grinder
  • *****
  • Posts: 8780
  • Simulated Thing
Re: [3.5] The Magus (because screw you, Wizard)
« Reply #8 on: June 25, 2009, 02:01:02 AM »
Wow, the fluff and crunch on this guy are really in conflict

Quote
HOLY KNOWLEDGE [GENERAL]
You have found that true knowledge can be gained by devoting yourself to the cause of good.
Prerequisite: Int 13, Knowledge (any) 4 ranks
Benefit: You can use Knowledge checks to gain special effect against certain kinds of enemies. This ability can only be used with regards to animals, elementals, magical beasts, good outsiders, plants, or deathless, and only against creatures you have already identified. Once per encounter, you can make a Knowledge check with a DC equal to the creature in question's hit dice, or 15 (whichever is higher). Against that specific opponent and all others of the same race, you and your allies gain one of the following bonuses: +1 on attack rolls, +1 on saving throws, +1 to armor class, +2 to damage rolls. These bonuses are all sacred bonuses. For every 10 points by which you exceed the DC, the bonuses increase by 1 (or 2, in the case of damage).

I have learned that true knowledge can only be gained by devoting myself to the cause of good.  Specifically, the true knowledge about how to kill angels.  Man, I hate those guys.
Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.

Bauglir

  • Man in Gorilla Suit
  • *****
  • Posts: 2346
  • TriOptimum
Re: [3.5] The Magus (because screw you, Wizard)
« Reply #9 on: June 25, 2009, 11:26:48 AM »
<<

>>

Totally didn't mess up the copy-pasta. Really. I'm gonna come up with some better fluff, then.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.