Monday, December 7, 2015

Magus House Rules vs. Unchained Magus

Magus.
Design Background:  Locally, there are some fans of gish-style characters, and this interest extends to the magus base class.  Some of us liked to play fighter-mages in 1st and 2nd edition D&D.  The feeling is that magi are interesting, but somewhat complicated and not terribly powerful.  These are “lite” changes that only slightly up the power level of the magus class.  For a complete overhaul, see the unchained magus class.

Arcane Pool (Su):
  • At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to his magus level + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
  • At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every two levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +10 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
  • Normal: Points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level.
Bonus Feats:
  • At 2nd level, and every three levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
  • Normal: At 5th level, and every six levels thereafter.
Bonus Arcana:

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