[Class] Brainstorm the Magus

Post/Author/DateTimePost
#1

fooligan

Oct 05, 2009 15:10:03

  For a while I've felt like there has been quite a few beloved character concepts missing or existing in a sort of makeshift form in 4th edition. This is not a complaint, it's quite understandable really and moreover a chance for us all to get our creative juices flowing.


  What I felt missing most of all I was recently able to put my finger on: The reliable buff caster. No not the cleric one, though I sort of miss being able to do that more exclusively with the cleric too, but the Arcane ones. I really miss my "mom wizards". The utility caster that would come equiped with a lot of useful niche stuff, but spend a lot of their time spending actions making things go very smoothly for everyone else by means of bull strength, haste, stoneskin, etc. whilst doing solid but not awe inspiring damage here and there.


  The idea of Arcane leaders isn't a new one, but none of them really fit the bill, the feel or the job of Buff/leader mage. And its a real shame because that consistency utility and playstyle of those characters really feels like a mesh with 4th edition to me.


  Anyway enough background. Now that this is on the table I've been thinking recently about the Magus, a leader mage.


  I decided focusing on outright healing seemed a bit unflavourful, and though I really liked the idea of consistently delivering to hit or damage bonus from ranged, that I didn't want to spoil that essential utilitarian aspect of the class. I also wanted to remain true to that old notion that there were just some things that a real arcane caster could do/handle that other buffers couldn't so I started thinking outside the box.


This is very preliminary so I'm still pretty open to ideas if youve got them for an Arcane leader minor controller.


So far thematically, I've been thinking:


-Ranged to hit / damage bonuses


-Low regular surge spending (spending a surge for hitpoints)


-Class feature encounter powers that give niche but useful options (like channel divinity/wizard tricks)


-Forced teleport / teleporting allies rather then sliding them


-Granting resistances to damage types


-short term immunities to thinks like ongoing damage


-Effect reflection (ie. instead of ally getting dazed an enemy does)


I just worry that a Decreased emphasis on healing will lead to a very niched leader that can not be counted on for most parties.


 


Here is what I have so far for class features


A standard healing word ability but with no extra initial d6 and no extra effect. If thats not powerful enough I would consider adding a +1 to next d20 roll to it. Or possibly have overflow hitpoints become THP.


I'm not attached to the name either.


Waxing Word
As you speak the incantation your ailing ally is instilled with empowering magics that perform where the body has failed.
Encounter (Special) ♦ Arcane, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level you may use it thrice per encounter.
Minor Action Close Burst 10
Targets: One ally in burst.
Effect: The ally may spend a healing surge.
Increase the amount of hit points regained to +d6 at 6th level, 2d6 at 11th level, 3d6 at 16th level, 4d6 at 21st level and 5d6 at 26th.


 


A channel divinity like feature, lets call it Arcane Meddling, that you can use twice per encounter. So you would be able to use any of your Arcane Meddling powers in your loadout, in any combination, 2 times per encounter. A bit like Channel divinity meets Healing word. Your selection might be based off of your build choice.


Arcane Meddling: Expedience
You know the body has its limits, but so long as you are around your allies shouldn't have to.
At-Will ♦ Arcane
Minor Action  Range 10
Targets: One ally
Effect: At the beginning of the target's next turn it can shift one square as a free action.


Special: You use this power as a use of your Arcane Meddling Magus class feature.


Arcane Meddling: Fateful Intervention
Through small measures or the magics of luck, a glimpse and a flick of your hand is the difference between a near miss and a telling blow.
At-Will ♦ Arcane
Immediate Interrupt  Range 10
Trigger: An ally within 10 has rolled an attack roll.


Targets: The triggering attack roll.
Effect: The attack gains a +1 bonus.
Special: You use this power as a use of your Arcane Meddling Magus class feature.


 


Arcane Meddling: Interference


Sometimes it takes only a little wind, or the slightest mistep to ruin an attack, these things can be provided.
At-Will ♦ Arcane


Immediate Interrupt  Range 10


Trigger: An enemy within range rolls an attack against an ally in range.


Targets: The triggering ally.
Effect: The ally gets a +1 bonus to all defenses against that attack.
Special: You use this power as a use of your Arcane Meddling Magus class feature.


(I hope I worded the last 2 correctly so that you see the die roll before you use the power)


  One is a solid but unimpressive power with fairly unconditional usefulness, the others are very situational but fairly impactful. And I think they are a good baseline for what I'd like the Magus to be doing.  Is 2 uses of a class feature power like this too powerful?


  I have some Ideas for powers, and ability scores and build options but nothing stable. I think INT is a logical choice. Flavour wise the class to me reeks of bookishness and aloofness but there are many ways this archetype could be imagined.


  Any ideas welcome. Sorry for the big post, and lets try to leave the formatting and nitpicking for when things are more fleshed out. Thanks!

#2

fooligan

Oct 05, 2009 15:15:42

I absolutely hate the new doublespacing.

#3

generalhenry

Oct 05, 2009 20:20:14

artifacer mostly fills the role

#4

Johnathan_Vagabond

Oct 07, 2009 12:46:52

Not too sure about the arcane meddling thing, but here are some ideas for you.


Malign Transposition Magus Attack 1
You transfer a targets mobility to your ally.
At-Will * Arcane, Teleport, Force
Standard Action - Ranged
5
Target: One Creature
Attack: Int vs. Fort
Hit: Int damage and Slowed until the beginning of your next turn.  One ally within 10 squares may telepot 3 squares.
Increase to 6 squares at 21st level.


Shield of Fire Magus Attack 1
You transfer a targets mobility to your ally.
At-Will * Arcane, Fire, Zone
Standard Action - Ranged
5
Target: One Ally
Effect: Your target radiates a Zone 1 that moves with them until the beginning of your next turn.  Any creature that enters the zone or makes a melee attack against your target takes 1d6+Int fire damage.
Increase to 2d6 + Int fire damage at 21st level.


Polarizing Wave Magus Attack 1
You transfer a targets mobility to your ally.
At-Will * Arcane, Teleport, Force
Standard Action - Area Burst
1
Target: All creatures in burst
Attack: Int vs. Ref
Hit: Int damage and -1 to a chosen defense until the beginning of your next turn.  All allies within 5 squares of you gain a +1 to that defense until the beginning of your next turn.
Increase to -2/+2 at 21st level.


Force Transfer Magus Attack 1
You transfer a targets mobility to your ally.
At-Will * Arcane, Teleport, Force
Standard Action - Ranged
5
Target: One Creature
Attack: Int vs. Fort
Hit: Int damage and -Con to their next attack.  One ally within 10 squares gains +Con to their next attack.
Increase to 6 squares at 21st level.

#5

Tony_Vargas

Oct 07, 2009 19:11:37

There are already two arcane leaders, though I can understand that neither fits the bill.


Some power sources have certain things in common across multiple classes.  Channel Divinity is a Divine thang, rather than part of the Cleric's leaderishness, so I'd hesitate to rip it off for this purpose.


I'm not sure what the Arcane thing is (eschewing heavy armor?  Ritual Casting?).


If you want niche non-combat spells, Ritual Casting is a must for this guy, much like the Wizard's ritual casting feature.  If you want similar niche utility spells for combat, having something like the Wizard's spellbook or Tome mastery feature might be a good thing.


Some classes are just get certain better powers than others.  Wizard dailies seem to be particularly good.  Invoker at-wills seem to be particularly good.  That kind of thing.  Your Magus could have particularly juicy (if niche or situational) utilities, perhaps?