Pathfinder: WotR (Beta) - Magus Class & Archetypes Mechanics/Overview

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what's going on everybody mortem here this time bringing you a look at the magus class in pathfinder wrath of the righteous which is currently in beta so the class itself is actually kind of like a battle mage really if you want to wield a weapon while also casting spells and you're off hand it's kind of the way to go now that said it is an arcane caster class intelligence is its caster ability i do want to do a quick aside though you're not going to get a ton of spells compared to other classes simply because you kind of have that melee focus at the same time so even if you have a high intelligence you're not going to get a lot of extra spell slots out of that so just something to keep in mind there for our class skills we have knowledge arcana knowledge world use magic device athletics and persuasion for proficiencies we will be proficient with all simple and martial weapons as well as light armor now we can cast our spells from our class while wearing light armor without incurring our arcane spell failure chains however if you're wearing medium or heavy armor or using a shield you will incur the regular chance of arcane spell failure moreover if you multi-class you're still going to incur regular failure chance for spells that you receive from other classes even if you're in light armor in addition to this they will be able to detect magic of course perhaps most interestingly they get access to an arcane pool so at first level they're going to gain a reservoir of mystical arcane energy to fuel your powers and enhance your weapon this will have a number of points equal to half your level plus your intelligence modifier this will refresh per rest basically when you prepare your spells at first level you can expend a point of this to grant a weapon you're having a plus one bonus for one minute as a swift action every four levels you're going to gain another plus one to this at a maximum of plus five at seventeenth level this does stack with existing weapon enhancements however multiple uses don't stack with themselves now at fifth level you can actually choose to add several weapon properties such as flaming flaming burst frost icy burst keen shock shocking burst speed now the thing is if you choose to do that it will take the base modifier price away from the base bonus you're giving to your weapon which varies of course depending on which property you're adding and then the other big class feature we need to talk about is spell combat so at first level we're going to pick up the ability to wield spells and our weapons at the same time this is very similar to two weapon fighting but the offhand weapon is actually your spells so to do this you can't have anything in your off hand or it won't work now as a full round action you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from your spell list with a casting time of a standard action now at eighth level this becomes improved spell combat giving us a plus two circumstance bonus to concentration checks when we're using this ability and then at fourteenth level this becomes a plus four bonus to a concentration check then at nineteenth level this becomes greater spell access so you'll be able to learn six spells of any levels one through six from the wizard spell list and place them into your spell book as magus spells allowing you to cast them while wearing armor in its second level we actually pick up spell strike so whenever we cast a spell with a range of touch from our spell list we can deliver that spell as part of our weapon attacks so basically this just adds a weapon attack to your touch spells however if you're using spell combat at the same time this will still take the penalties from spell combat melee attacks so your weapon crit range for this will be 20 19 to 20 or 18 to 20 depending on your modifiers however the spell effect will only be able to deal times two damage on a successful critical hit while the weapon damage uses whatever critical modifier it already has in its 16th level we can pick up counter-strike any enemy within reach of us that successfully casts a spell defensively will provoke an attack of opportunity from us after their spell completes and then we have magus arcana so as we gain levels specifically at level three and every three levels after that we will be able to pick up special talents for our class now these are things that primarily affect our arcane pool or cost points from our arcane pool to add different bonuses and stuff as you can see on screen here so just kind of some various things going on there and then at fourth level we can actually pick up spell recall this will allow us to use our arcane pool to recall spells we've already cast so with the swift action we can recall any single spell that we've already prepared and cast that day by expending a number of points from our pool equal to the spells level this is what makes up for not getting a lot of spell slots and then at 11th level this becomes improved spell recall which halves the number of arcane points we need to spend to regain our spell so basically half the spell level instead of the full spell level cost and then at fifth level we can pick up a bonus feat at fifth 11th and 17th level we will be able to pick up an extra feet from the combat or magic feet list these are just regular feats but just from those specific lists in its seventh level we're going to gain proficiency with medium armor and be allowed to cast spells in it without incurring a spell failure chance at 10th level we're going to pick up fighter training which will let us count half of our class level as a fighter level for the purpose of qualifying for feats if you already have fighter levels it will stack with those and then at 13th level we pick up a heavy armor proficiency that again will allow us to use our spells from this class without incurring a spell failure chance and that brings us to armored battle mage so this changes a few things for starters our arcane pool will no longer apply to our weapon the bonus we get from arcane pool normally using those points to add to our weapon instead will get added to our armor we pick up medium armor proficiency at level 1 which will also give us a plus 4 bonus on our concentration checks stacking with the combat casting feat now again this will let us cast our class spells without incurring spell failure chance it doesn't specifically say that here but this is the same as the one you would get at seventh level normally now also starting at third level and then every few levels after that we pick up armor training as per the fighter ability and what that does is for every level of this it reduces the armor check penalty from your armor as well as the maximum bonus from dexterity to your armor class so armor check penalties will affect things like athletics checks and stuff like that this lessens the penalties as well as giving you your dexterity bonus to ac that wearing heavier armor would normally take away now at seventh level we actually pick up our heavy armor proficiency instead of at 13 level and then i forgot to mention this for the base class so i'll mention it here but at 20th level we pick up true magus so you'll become a master of spells in combat and whenever you use your spell combat ability you don't need to make a concentration check to cast the spell defensively moreover whenever you use it you can choose to either increase the dc to resist your spells by two grant yourself a plus two circumstance bonus on any checks made to overcome spell resistance or grant yourself a plus two circumstance bonus on all attack rolls now that brings us to eldritch archer eldridge archer is the easiest one to sum up it is basically the same as the base class however spell combat gets replaced with ranged spell combat and spell strike gets replaced with ranged spell strike allowing you to use bows in the same way you would use spell combat but with a two-handed bow now that brings us to eldritch scion so first things first they lose access to spell recall and the progression on their spell combat changes so they get stuff at a later level now in a trade-off for those things you get to pick up a bloodline now bloodlines do a lot of stuff primarily they're going to give you different kinds of spells related to your bloodline but each different bloodline can give you resistances a class skill for instance there's a lot of stuff there it would honestly just be too much to go over for a single archetype in this video however keep in mind they're the sorcerer bloodlines and i will be going over them rather extensively for that class but the eldritch scion gets access to sorcerer bloodlines that then give them a ton of extra spells resistances class skills things like that and that brings us to the hex crafter so at first level you're going to add all of the curse descriptor spells that are six level or lower to your spell book which will let you use a witch's curses and then at level 4 you're going to be able to pick up hexes instead of your normal arcana talents hexes are a wide variety of things sometimes they just flat out replace spells as an alternative way to cast them and then other times they're like auras and stuff like that but essentially this just gives you access to a witch's hexes instead of your regular arcana talents you still get i believe it's one arcana talent and then at level 12 we get access to the major hexes and then at level 18 we get access to the grand hexes which are typically just improved versions of the base ones now that again takes away spell recall in favor of giving you these hexes and that brings us to sword saint so sword saint on my personal opinion is really cool so you'll be proficient with simple weapons and a single martial or exotic melee weapon of your choice you will not be proficient with armor or shields and will incur normal spell failure chance when using any kind of armor now again we actually lose spell recall for this we gain a lot of bonuses so for starters we pick up canny defense when wearing light or no armor wielding your chosen weapon and not using a shield you will add one point of intelligence bonus per class level as a dodge bonus to your armor class if you're caught flat-footed or otherwise denied your dexterity bonus this will also go away at 11th level this becomes superior reflexes giving you the ability to make a number of attacks of opportunities in a round equal to your intelligence modifier at a minimum of one and this will stack with combat reflexes which lets you make extra attacks of opportunity equal to your dexterity modifier and then at level 19 this becomes perfect reflexes you will add your initiative roll will automatically be a natural 20 every time for our spell strike line we get a few things added to that for starters we're going to get perfect strike so fourth level when we hit with our chosen weapon we can spend a point from our arcane pool in order to maximize the weapon damage you won't roll damage the weapon deals its maximum damage however it's only for the base damage dice sneak attack damage magical weapon properties spell strike or critical hits don't get affected by this however if you confirm a critical hit you can choose to spend another point of arcane pool to increase the critical multiplier on that by one and at ninth level this becomes critical perfection this will let you add your intelligence bonus on a critical hit confirmation with your chosen weapon moreover you can use your class levels in place of your base attack bonus to qualify for any feat which is it is a prerequisite then at 13th level we pick up lethal focus when we are attacking a flat-footed opponent we add our intelligence modifier on damage with our chosen weapon at level 20 we pick up weapon mastery so any attack we make with our chosen weapon automatically confirms all critical threats as critical hits and their damage multiplier increases by one and lastly we lose an arcana talent to pick up lightning draw at seventh level this will allow you to apply your intelligence modifier as well as your dexterity modifier on our initiative rolls there you go guys there is a look at this class and its archetypes i think it has a ton of flavor honestly there's a lot of cool archetypes here that really kind of change up the base class in a lot of fun ways just a really cool option if you want to play like a battle mage honestly so i certainly hope you enjoyed it if you did please remember to like comment subscribe help me out with that youtube algorithm but regardless truly just thank you so much for watching may you wander in wisdom and have an amazing day [Music]
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Channel: Mortismal Gaming
Views: 20,625
Rating: 4.958159 out of 5
Keywords: Mortym, Mortismal Gaming, Pathfinder, Magus, Build, Guide, Classes, wrath of the righteous, wotr, archetypes, Mechanics, overview
Id: wJTF2KB39io
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Length: 12min 45sec (765 seconds)
Published: Fri Mar 05 2021
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