Compiled list of suggestions
I, as of yet, haven't gotten a chance to playtest the magus (though I will very soon), but I have read over the playtests of several other posters (everyone on this thread and linked threads, plus others) and decided to compose a "compiled list of suggestions." I hope this helps. And please, if you see something wrong here, please critique. It's the reason playtests even reach us.
Magus Suggestions
Combat Casting: At level 2, the Magus gains combat casting as a bonus feat, whether he possesses the prerequisites or not.
-The reason for this is that, with the magus’s signature ability, Spell Combat, he must cast defensively, and takes a penalty on the check. It’s very hard to cast defensively at low levels anyway, so this is normally considered a feat tax, and should be given at level 1 or 2, when he gains spell combat.
Spell Combat Modification: If the Magus uses a spell with a range of touch or personal, then the penalty to attack rolls is reduced to -2 (as if using a light weapon in your off-hand with two-weapon fighting) and then reduced to a -0 penalty at 8th level.
-The reason for this is that spell combat’s major hindrance is a -4 penalty to attack rolls. From what has been stated, the strategy pretty much revolves around either hitting with your weapon or succeeding on casting your spell, whereas it should be the ability to do both. That’s the point of Spell Combat, to marry these two concepts instead of penalizing them so much that it’s easier just to be a wizard.
Ability Reassignment: The bonus feats, medium armor, heavy armor, and fighter training abilities should be reassigned to be part of the Magus Arcana selection (with minimum levels equivalent to when you would normally get them). In addition, Magus Arcana should be given at every odd level instead of every 3 (including level 1).
-This feels more personal than anything else, and I think speaks to the style of the class. Some people have suggested putting the armor proficiencies in the magus arcana slot, and I agree. I think they’re just abilities that eat up slots on its table. In addition, they really ruin some of the flavor of the class (it essentially switches from a lightly armored mobility warrior to a heavy-armor spell-tank midway through its progression. That should be optional, not required). The same goes for the fighter training, which just feels tacked on. Forcing one class to emulate another is no way to build a base class (great way to build an archetype, though). As for the bonus feats, I felt that they would be better served in the Magus Arcana slot to free up space for more original abilities. Besides, with all the complaining about weak-sauce low-level magus arcana powers, wouldn’t it be nice to just be able to choose a feat?
Arcane Pool: The magus gains a number of Arcane Points equal to his level + his intelligence modifier. The magus can spend these points in place of sacrificing a prepared spell for his magus arcana abilities (one point per level of the spell that would normally be sacrificed). He cannot spend more points than his highest level spell available to cast. In addition, he can spend 2 points per spell level to emulate casting a prepared spell for use with his spellstrike.
-This has been voiced quite a bit. The magus needs to be able to use his abilities more often, and they all suck spells. Ergo, an arcane pool. He sucks up his points instead of his spells. Can he still expend a prepared spell if he feels the need? Yeah, sure, but it makes it an option instead of a necessity (maybe a last-ditch effort thing). At first, I was going to only give it ½ level + int, but then decided to add in the spellstrike bit. With that, he can now use one of his signature abilities more often and still be able to use his magus arcana powers.
As it stands, if these changes were implemented, the table would look like this:
1 Arcane pool, cantrips, magus arcana, spellstrike
2 Combat casting, spell combat
3 Magus arcana
4 Arcane weapon
5 Magus arcana
6
7 Magus arcana
8 Improved spell combat
9 Magus arcana
10
11 Magus arcana
12
13 Magus arcana
14 Greater spell combat
15 Magus arcana
16 Counterstrike
17 Magus arcana
18 Weapon call
19 Magus arcana
20 True magus
I like it, since there’s room in the mid-levels to give the class some nice, flavorful class powers. I did move weapon call, but I thought it should have come earlier anyway.
In addition, these suggestions came up. They just didn’t affect the table, so I decided to put them below it.
More Touch Spells: It has been universally announced that more touch spells are coming. However, we’re missing some of the staples of this generation. Touch of Fatigue and Vampiric touch are conspicuously missing, and in general we need more to play with.
More Magus Arcana: In addition to it being every other level, I think we need a more versatile amount of powers to have fun with. Maybe one that grants 1d6 elemental damage per spell level sacrificed or something. In general, this aspect is just begging for more.
Hope this helps. And always remember to critique if you think something is wrong. That's what these playtests are for, isn't it?