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Xeran
2007-09-29, 08:33 PM
This class is not posted here for discussion or reveiw, I merely need for my GM to be able to see it. So I would appreciate it if everyone here just left this thread alone.

Smart_Thog, sorry the whole thing looks kinda bad, but in Word the table is all aligned and everything looks good. If you want to send me your email in a PM I can send you the word version, which is much easier to read.

Magus

Magus are an anomaly. Though they work closely with magic, they can cast no spells, have no Spell-Like Abilities, and may not be able to utilize even the simplest cantrip. Instead they utilize items. They are the masters of enchanted objects, mighty rings, and even ancient artifacts.
Adventures: Magus may go on adventures for many reasons. They may greedily want power or just as easily might be crusading to right the wrongs of the world. They could be searching for ancient lore and items or might be caught up in a series of circumstances beyond their control.
Characteristics: What characterizes the Magus is what makes him unique, his tie to magical items. His role in the party is like that of a Sorcerer or Wizard, he is meant to cast flashy powerful spells and nice utilities to help the party. And yet he does all this without casting a single spell.
Alignment: The Magus leans toward no alignment in particular, save neutrality. They are far more interested in furthering their knowledge and acquiring more items then in some moral imperatives.
Religion: If not worshiping racial deities, almost all Magus revere the Three Gods of Magic, whichever most suits them. Though they cannot cast the spells that are those deities’ domains, they work so closely with magic it is almost impossible for them not to revere it.
Background: While some Magus start their careers training in some magical craft, most come to it through chance. Operating their first wand or swinging their first magicked blade, they come to find the power of such items comforting and invigorating, not to mention seductive. Through years of research, trial and error, tempered with some innate spark that connects them with magic, they learn the Magus Art.
Races: Humans are by far the most prominent and suited race of Magus. They have no ties to the root of what magic should be, like the elves, and they have the adaptability and ambition needed for the Magus’ craft. Dwarves, never that comfortable with Arcane Magic, are surpassingly well suited to being Magus. The greatest Magus ever known were Dwarves, and they figure into the mythology of the Dwarven culture as revered forgers of enchanted weapons. Elves are uncommonly Magus, preferring the actual spellcasting of wizardry. Half-Elves on the other hand have both the human’s mindset and the Elves passion for magic, and so make great Magus. Gnome and Halfling Magus may not be as well known, but they are not as uncommon as Elven ones. Half-Orc’s are almost never Magus, being less likely by far then a rogue elven one.
Other Classes: The Magus’ choice of magical armament often decides how he will interact with the rest of the group. Some might favor items to increase others capabilities, and so have great relations. Others might choose their items more selfishly, and so might find themselves less looked to as friends and more as allies. Either way, how they are treated depends far more on their personality then their class.

Class Skills

The class skills for the Magus (and key abilities) are Appraise (Int), Craft (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Dungeoneering (Int), Knowledge: History (Int), Profession (Wis), Search (Int), and Use Magic Device (Cha).

Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2+ Int modifier.

Class Features

Abilities: The only ability that all Magus must consider worthwhile is Intelligence. Most of their Skills and Class Abilities rely on it, and an intelligent Magus is likely to remain alive far more then a foolish one. Beyond that many that favor magical arms like to pick up strength, while those who favor wands might think Dexterity more important. Either way a good Constitution is a great choice due to the Magus’ low Hit Dice.
Alignment: Any.
Hit Die: d8.
Starting Gold: 3d4x10 (75 gp)


Level Base Attack Fort Save Ref Save Will Save Craft Reserve Special
1 +0 +0 +0 +2 20 Bonus Feat, Arcane Insight, Manipulate Reservoir
2 +1 +0 +0 +3 40 Speed Draw, Sure Aim
3 +1 +1 +1 +3 60 Inherently Arcane
4 +2 +1 +1 +4 80 Dual Wand, Wealth (1,800)
5 +2 +1 +1 +4 100 Metamagic Spell Trigger, Bonus Item (Minor)
6 +3 +2 +2 +5 150 Bonus Feat, Wealth (3,900)
7 +3 +2 +2 +5 200 Drain Item
8 +4 +2 +2 +6 250 Drain Reservoir 1/Day
9 +4 +3 +3 +6 300 Wealth (10,800)
10 +5 +3 +3 +7 400 Bonus Item (Medium)
11 +5 +3 +3 +7 500
12 +6/1 +4 +4 +8 700 Bonus Feat, Wealth (26,400)
13 +6/1 +4 +4 +8 900 Drain Reservoir 2/Day
14 +7/2 +4 +4 +9 1,200 Magus Mastery
15 +7/2 +5 +5 +9 1,500 Bonus Item (Major)
16 +8/3 +5 +5 +10 2,000 Magus Supremacy
17 +8/3 +5 +5 +10 2,500 Wealth (102,000)
18 +9/4 +6 +6 +11 3,000 Bonus Feat, Drain Reservoir 3/Day
19 +9/4 +6 +6 +11 4,000 Absorb Reservoir
20 +10/5 +6 +6 +12 5,000 Bonus Item (Artifact), Ultimate Attunement


Weapon and Armor Proficiency: Magus are proficient with simple weapons. They are not proficient with any armor or shields. However Magus’ seem to be able to wield enchanted weapons easier thanks to the connection they have to their reservoir of magic. Magus are also proficient in weapons, armor, or shields which they know all of the properties of.

Bonus Feat: At 1st level and every five levels thereafter the Magus gains a bonus feat. The bonus feat may either be an Item Creation Feat, a Metamagic Feat, or be taken from the following list: Attune Magic Weapon, Craft Construct, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, and Wand Mastery.
Craft Reserve: The Magus receives a pool of points to spend on item creation that may replace XP. Each time the Magus levels he gains new Craft Reserve points and whatever leftover points there are disappear. When creating items with Craft Reserve points the Magus may mix Craft Reserve points and XP in a single items creation.
Arcane Insight: After years of training and research the Magus is able to divine the nature of the magic held within an inanimate object. At the beginning of your turn you are notified of the location and intensity of each magical aura within a five-foot radius of yourself. By handling the object in question for one minute you can divine it’s school of magic. For each hour you study it while also maintaining physical contact with it you learn another property of the object. You are always aware of whether you have discovered all of an objects secrets or if there is more yet to uncover. For example say Tal Xen picks up a magical sword, a +1 keen longsword. The moment he picks it up he knows it bears a faint magical aura within it. A minute later, after looking at it intently, running his hands along it, even smelling it, he learns that the magic within it is Evocation. After deciding to study the blade, Tal Xen continue as he has for a hour more. At the end of that hour he has learned that the blade bears a +1 enhancement, but he is also aware that there is more yet to this sword. After studying it for a second hour he learns of the Keen enchantment, and knows the blade holds no more secrets. The Insight also allows the character to pick up non-mechanical facts about the item, such as information about its creation, it’s creator, it previous owners and the uses it has been put to. By making an Intelligence check after studying the item for one minute the character may find out Lore about the Item. The DC for this check is the Item’s caster level. Beating it will tell you of its creation and creator. Beating it by five or more also tells you who its previous owner was and how it was used during that time. Beating it by ten or more gives you that information about its previous five owners.
Manipulate Reservoir: By tapping directly into the Magical Reservoir of an item at the exact time it is used the Magus can manipulate it, causing magic to come forth without it utilizing the Reservoir. An amount of times per day equal to the Magus’ Intelligence Modifier when the Magus uses an item that has charges, uses, or is consumed in its use the Magus may attempt to manipulate the items Reservoir. Before he finds whether the item hits, is used, or is applicable, but after he chooses to use it he rolls a d6. If he rolls a six no charges or uses are expended or the item remains unharmed. This does not work with spell scrolls.
Speed Draw: Sometimes whether a Magus lives or dies depends on how fast they can bring one of their magical items to bear. At second level they are able to draw or stow away a Wand, Staff, Rod, Potion, or Scroll as a swift action, rather then a move action.
Sure Aim: If a magical item ever requires a ranged touch attack, like with a Wand that fires ray spells, the Magus can add his Intelligence modifier to his roll as a Circumstance bonus. He also acts like he has the Precise Shot feat when it comes to Magic Items from this point onward.
Inherently Arcane: Each Magus has within them a spark of arcane magic, like that within a Sorcerer. This allows them to interact with magic items in a way unlike any other character. When creating an item the Magus need not meet any spell prerequisites. He acts as though he has already cast any spell needed. Also Magus’ can use items others might find more difficult or even impossible to use. A Magus is able to use any Spell Trigger Item as though the spell was on his spell list.
Dual Wand: A Magus is almost never without a Wand. They are the mainstay of defense and attack for them. By expending two charges a Magus may fire a Wand in their off-hand as part of the same action as activating a Wand, Staff, or Rod in their main hand.
Wealth: In the course of searching for forgotten lore, ancient artifacts, and fell object of power the Magus tends to accumulate a strangely large amount of gold. At 4th, 6th, 9th, 12th, and 17th level the Magus receives a bonus amount of gold pieces as indicated on the table. Unlike other gold however this money must be spent on magical items. The gold can be saved, but any remaining Wealth gold the character has when they next level is lost.
Metamagic Spell Trigger: At 5th level the Magus is able to alter preexisting spells placed in Spell Trigger devices, normally wands. By expending additional charges from the item he is able to apply a Metamagic feat he knows to the spell within the item during its next use. The amount the feat normally raises the spell level is the amount of extra charges used. For example he could apply the Quicken Spell feat and use 5 charges (4 additional), or empower it and use 3 charges. The Still Spell feat confers no benefit in this way. A Magus cannot use this ability to alter a Spell Trigger item with no charges.
Bonus Item: At 5th level and every five levels thereafter the Magus gains one completely random item. Follow the instructions in the Random Magic Item section on page 216 of the Dungeon Master’s Guide to get your item. At fifth level the item is a minor one, at tenth level it is medium, and at fifteenth level it is a major item. At twentieth level you and your DM may work together to select an appropriate Lesser Artifact for your character to gain. When rolling to determine remaining charges or uses, the character may roll twice and take the better result.
Drain Item: The Magus is now well enough trained that he can use the energy in one items magic reservoir to power another. To do this the Magus must be using the item they want powered and have the item to be drained in their person. They may only drain items they know all the properties of and have remained in close proximity to (within five feet) for one hour for each caster level of the item to be drained. To power a single charge of a Wand you must drain two charges, each charge for a Rod drains three charges, and each charge of a Staff drains four charges. This all changes if you are draining a similar item. By draining the same sort of item you need only drain two charges for each one you use. For example say you wanted to drain a Wand of Lightning Bolt to power your Staff of Fire. By draining four charges from the Wand you have added a single charge to your Staff. On the other hand, say you wanted to drain your Staff of Fire to power your Staff of Power. Since they are the same type of item you must only drain two charges from the Staff of Fire to gain a Charge on the Staff of Force. This draining is instantaneous and immediate, taking no actions but able to be done only on your turn. The newly gained charges only last for an amount of rounds equal to your Intelligence Modifier or until they are used, whichever happens first.
Drain Reservoir: The Magus can feel that magical core that powers a magical item, that energy known as the Magical Reservoir. Starting at 8th level, they can also drain it away from the item it powers, albeit temporarily. As a Standard Action the Magus selects one magical item they have line of effect to within 30 feet and causes it to momentarily become mundane. The item itself gets a save against this effect, the DC of this supernatural ability is 10+the characters intelligence score (not modifier). If affected the object loses all of it’s magic for an amount of rounds equal to your Intelligence Modifier.
Magus Mastery: On a normal being certain areas can only accept so much magical manipulation, that is why only two rings will affect a single character, or only a single helm. By now the Magus has been inundated with magical energy to such a degree that he has developed a sort of tolerance for its affects, allowing him to utilize more magical items then others. At 14th level the Magus gains a second Head slot (headbands, or helms for example), one extra Robe slot (though he cannot use this to wear two suits of magical armor), one extra Shoulder slot (capes or mantles for example), and one extra Neck slot (amulets or necklaces for example).
Magus Supremacy: The magical inundation has further altered the Magus at this point, allowing him to utilize yet more items. Choose a single Body slot, from Shoulder to Fingers. This slot can now accept an unlimited amount of magical items, though they must all be able to logically fit. A character with ten fingers for example might choose the Finger slot, but can still only have ten rings. A creature with a single head cannot wear two helms, though by choosing the Head slot they might be able to wear a Helm and multiple headbands, along with several phylacteries. Once the character makes this choice it is permanent.
Absorb Reservoir: The Magus can now manipulate the magical reservoir to the utmost of his ability. When the Drain Reservoir ability is now used at the end of it’s drain immediately before the magical properties in the item are restored the item must make a Will save, using either it’s own save or it’s owners, whichever is higher. The DC for this save is 10+Magus Class levels. If the item fails to make the save it is permanently disenchanted, losing all prior magical power forever. The Magus then immediately gains healing equal to 10 hp per caster level of the item, up to but not exceeding his full hp. The Magus can, if he chooses, not absorb the items Magical Reservoir at the end of a Drain, instead merely letting it reassume its magical properties. Any item disenchanted in this way costs 10% less (in time, XP, and Gold) then normal to re-enchant it exactly as it was before the item was disenchanted.
Ultimate Attunement: The one thing every Magus needs fear is Antimagic fields. These strange quasi-real projections drain the world of Magic. In these a Magus is helpless, in some cases more helpless then a simple city guardsmen, though he now posses the power to level castles. Seeing the problems in this an ancient unnamed Dwarven Magus developed a skill that is the pinnacle of the Magus’ ability. He was able to fuse a single items Magical Reservoir with his innate Arcane spark, forging them together in one energy which resided neither in his body nor in the item, but somewhere in between. He found that the item now could operate within an antimagic field, could not be suppressed or disenchanted, and was tied to him inexplicably. Unfortunately he was also tied to it. When the item was destroyed, so was he. A Magus of 20th level also learns this ability that the ancient Dwarven Magus learned. Through intense study taking a week for each caster level in the item, during which the Magus must spend at least one hour each day attuning yourself to the item you can fuse it into your soul. The item will now continue to operate until destroyed, regardless of any antimagic or spells cast against it. However should it be destroyed your characters soul is ripped asunder. The character can now longer be resurrected by any magic until the item is restored. Immediately upon the items destruction you lost half your maximum hp, which may kill you. The shock of the items loss might also kill you. Make a Will Save against a DC equal to 10 + your characters Magus class level. If you fail the shock of the items loss was too much and you die. Should you survive you can heal yourself of the damage. After an amount of time equal to that of attuning yourself to the old item your soul heals itself. At the end of that time you can once again be resurrected by magic and are free to attune yourself to a new item.

jindra34
2007-09-29, 08:56 PM
I have 2 things to say:
1. Posting a thread and telling people not to respond is rude.
2. Why didn't you PM your DM the info?

Xeran
2007-09-29, 11:36 PM
Rude? I have no idea why you would think that. I wasn't telling people not to respond, I was asking them. Thanks for respecting my wishes on the matter, BTW. And I did it this way because that is how the GM wanted it done.

Logic
2007-09-29, 11:51 PM
Tell him to get an e-mail address then.

Ladorak
2007-09-30, 12:08 AM
You sure you didn't do it this way because PM didn't occur to you? It's ok to admit to being wrong dude, we're all human

Vadin
2007-09-30, 12:13 AM
So...are you not even curious if this class is balanced, or what?

Xeran
2007-09-30, 12:31 AM
*sigh*
This is just here because my GM told me "Just oput it in the homebrew section and give me a link". I wanted to just host it on a file hosting site as a word document because then the table would be aligned and it looked much nicer. But my GM couldn't find the link to the site or something, so he told me to do this. Please, please, can we just drop all this and leave the class for my GM?

Kaelaroth
2007-09-30, 04:43 AM
I have 2 things to say:
1. Posting a thread and telling people not to respond is rude.

It is rude. Asking still makes it rude.

Xeran
2007-09-30, 05:01 AM
What if that post is the first in a game you have created, and then people not in the game constantly post in it anyway, even after you asked them to stop. Is it still rude to expect them to respect your private game?

Nebo_
2007-09-30, 06:46 AM
No, but this forum is for discussion of the homebrews posted here, not for pbp.

Dryad
2007-09-30, 07:58 AM
If you want privacy, then don't put it in Homebrew. Or any other forum. Tell Perhaps your DM wanted to see what other people thought of the class, so they could alter a bit, based on the critique. Perhaps your DM didn't think about your class as a private thing, at all. Your DM wanted it posted here. You are the one wanting it to be private. And such is a demand you cannot make on a public discussion forum.
If you tell me you didn't demand it: Well, you did. You put [PRIVATE] in front of it, and repeatedly asked for people not to replay to it's content.

smart thog
2007-09-30, 11:25 AM
Sorry, this is all my fault. I am His DM and I could not read the link he sent he for a different site, so I asked him to put it up here.

jindra34
2007-09-30, 11:43 AM
Sorry, this is all my fault. I am His DM and I could not read the link he sent he for a different site, so I asked him to put it up here.

Did you tell him to mark it private and make rude comments on wanting it to be left alone?

Ladorak
2007-09-30, 11:59 AM
To be fair I don't think he was being that rude about it. That said it does amuse me that the best way to ensure replies to a thread is to ask that there be none.

The Neoclassic
2007-09-30, 12:11 PM
To be fair I don't think he was being that rude about it. That said it does amuse me that the best way to ensure replies to a thread is to ask that there be none.

I second this. It's a bit silly, but he didn't blow up at any of you who told him he shouldn't post here (as rude people are apt to do- I've seen people go ballistic because they make threads with no content and people ask them to wait and post when they actually have something productive), so I think it really should have been dropped after the initial "This would've been better done via PM, not this forum". Sorry for contributing to the off-topic-ness of this thread, but I felt it needed to be said.

SoD
2008-03-13, 01:43 PM
Thirding that, the main issue I personally have is the fact it doesn't look all nice and neat in a little table...but that's no big issue really.

That being said, for something private, a PM is a lot more suitable, and I don't really think it's appropriate to ask people not to reply to this. On your PbP example, that is a different issue, going and posting non-stop somewhere you're not meant to is different from asking people not to post where they are.

Just my 2cp.

dman11235
2008-03-13, 02:08 PM
There is a reason it is called a private message.

Hazkali
2008-03-13, 03:01 PM
If you'd wanted people to comment, I would have said that there is a really cool site here (http://www.pifro.com/dnd) that will do all of your tables for you.

But you don't, so I won't say that.

AmberVael
2008-03-13, 03:07 PM
Gah! TURN UNTHREAD!

Seriously, people- this thread was over 5 months old. That's kind of a long time. Thread necromancy, indeed.
Just let it die like it was supposed to.