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9402142 wrote:I am leaning towards playing as the Magus class from Ultimate Magic. That could give us limited Arcane spellcasting. One of my questions concerned using the Staff Magus Archetype on page 49 of Ultimate Magic. The build I want to go with uses the quarterstaff and eventually a magical staff as a quarterstaff. This build would combine arcane casting with melee combat. Would it be better to play a Wizard or will the Magus be fine?
Other questions are:
1. How do we roll attributes?
2. What do we do for starting equipment?
3. Are we allowed to use traits and if so how many?
4. Are there any feats you do not allow in the books Ultimate Magic, Ultimate Combat or Advanced Players Guide?
5. Are there any homebrew rules that we should be aware of?
6. Will the Magus be able to do Independent Research like a Wizard (p.219; Core Rulebook)?
7. What roll does the arcane spellcaster need to fill in this group and, would it be better to play a wizard?
I may have other questions later but that should be enough for now.
Jun 18 13 10:20 AM
Kodiak wrote:Who wants me to be the ever drunk bard?
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9402142 wrote:If it would help I could send you a copy of the pages in Ultimate Magic that detail the Magus Class. The Magus is only able to cast up to Level 6 spells most of which are taken from the Wizard spell list. the problem i see with the class is that it is all evocation, conjuration with a little necromancy and illusion thrown in. The spell list includes very few abjuration and divination and almost no enchantment. Basically the Magus is a combat oriented Wizard.
It gets the rogue attack progression and has good Fortitude and Will saves. Touch spells can be delivered through the Magus' weapon. Also they have a form of 2 weapon fighting that gives a penalty of -2 on all attack rolls for a Full round action in order to take all physical attacks with one hand and cast 1 spell (casting time of 1 standard action) with the other.
The basic idea of the character is a quarterstaff fighter that uses magic and physical skill to keep his enemies off balance with trip attacks and magical impediments.
The Magus looks like it would be fun to play but might not be as versatile (or destructive) as the party needs it to be and I am willing to play whatever roll the party needs.
If I play as a Wizard I would probably do one of three builds:
1. Bronte Eldingar: Half Elf Conjurer - a ships mage with a focus on weather manipulation (storms in particular)
2. Gunnar Thorfinson: Dwarven Universalist - an Artificer with a focus on constructs
3. Xiphos Kard: Elven Diviner - a military strategist and tactician
All three are builds I have toyed with but have never really gotten a chance to try in a campaign. I have used two of those concepts on single adventures but I really have little experience actually playing. I can have fun with any build because I love creating fun and unique characters. Which type of magic user do you think would best benefit the team?
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