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Pathbreaker - musings of an amateur game designer
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<blockquote data-quote="Lord Mhoram" data-source="post: 8596994" data-attributes="member: 4789"><p><a href="https://www.drivethrurpg.com/product/79210/The-Genius-Guide-to-the-Magister" target="_blank">The Magister</a> a class by Rogue Genius Games by Owen K.C. Stephens*. (Note the link, if you might be interested from my description it is well worth the money, and it is NOT an affiliate link, just a link because I love the class so much. </p><p></p><p>This is an early attempt to make a combined arcane/divine casting class. I loved it from the moment I read it... and because class siloing is something I tended to ignore it fit my approach perfectly. Originally this class was called Magus, as it predated the official Magus class in PF, so after that was released he changed the name.</p><p></p><p>The basic mechanics for spellcaster are as sorcerer, and spells known were a little complicated. You picked one class that was your "primary" spellcaster list, generally a full spellcaster, with level 0 to 9 spells. Half of your spells known had to be off this list. You could pick any other spellcaster's list of the same "realm" (Arcane, Divine) at normal spell level, but had to be on the non primary spell list - i.e. someone who chose wizard/sorc spell list could choose witch spells as normal. If it were something else, the spells were +1 level - so cure light wounds would be a second level spell for the example above. There were some other balancing stuff for 6 level caster lists, and for 4 and such. Each Magister picked a "Mystic Bond" which gave them some non spell abilities - things like a divine domain, school for spellcaster, limited version of sorcerer bloodline.</p><p></p><p>That is the base magister.</p><p></p><p>In my case, as I disliked the strict limit between divine and arcane magic, and later psychic magic - so I added some choices. A Mystic talent that allowed a second base spell list (and a mystic ability allowing a third) so it was much easier to get spells out of each silo. Part of this is because I love the old Rolemaster Essence/Divine/Mentalist schools and something that combined them in the Arcane spells. So with that feel, I made adjustments to the Magister. </p><p></p><p>This supported both solo play and gestalt approach by allowing everything about the class to be nothing but spells, allowing a second class to cover the non spell stuff (as opposed to a regular class that needed some stuff to do outside of spellcasting), and with a class that gave access pretty easily to healing spells and damage spells, it lets the solo character have the variety needed to run a published module solo.</p><p></p><p>For variety my version of this class probably steps on the toes of 5 or 6 other classes, but for me, it ended up being the exact solution to what I needed.</p><p></p><p></p><p>* Note you will see Owen's name pop up here quite a bit, his approach to class design is something that resonated with me, so I used (and abused) much of his work in making a Pathfinder that worked for my needs.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 8596994, member: 4789"] [URL='https://www.drivethrurpg.com/product/79210/The-Genius-Guide-to-the-Magister']The Magister[/URL] a class by Rogue Genius Games by Owen K.C. Stephens*. (Note the link, if you might be interested from my description it is well worth the money, and it is NOT an affiliate link, just a link because I love the class so much. This is an early attempt to make a combined arcane/divine casting class. I loved it from the moment I read it... and because class siloing is something I tended to ignore it fit my approach perfectly. Originally this class was called Magus, as it predated the official Magus class in PF, so after that was released he changed the name. The basic mechanics for spellcaster are as sorcerer, and spells known were a little complicated. You picked one class that was your "primary" spellcaster list, generally a full spellcaster, with level 0 to 9 spells. Half of your spells known had to be off this list. You could pick any other spellcaster's list of the same "realm" (Arcane, Divine) at normal spell level, but had to be on the non primary spell list - i.e. someone who chose wizard/sorc spell list could choose witch spells as normal. If it were something else, the spells were +1 level - so cure light wounds would be a second level spell for the example above. There were some other balancing stuff for 6 level caster lists, and for 4 and such. Each Magister picked a "Mystic Bond" which gave them some non spell abilities - things like a divine domain, school for spellcaster, limited version of sorcerer bloodline. That is the base magister. In my case, as I disliked the strict limit between divine and arcane magic, and later psychic magic - so I added some choices. A Mystic talent that allowed a second base spell list (and a mystic ability allowing a third) so it was much easier to get spells out of each silo. Part of this is because I love the old Rolemaster Essence/Divine/Mentalist schools and something that combined them in the Arcane spells. So with that feel, I made adjustments to the Magister. This supported both solo play and gestalt approach by allowing everything about the class to be nothing but spells, allowing a second class to cover the non spell stuff (as opposed to a regular class that needed some stuff to do outside of spellcasting), and with a class that gave access pretty easily to healing spells and damage spells, it lets the solo character have the variety needed to run a published module solo. For variety my version of this class probably steps on the toes of 5 or 6 other classes, but for me, it ended up being the exact solution to what I needed. * Note you will see Owen's name pop up here quite a bit, his approach to class design is something that resonated with me, so I used (and abused) much of his work in making a Pathfinder that worked for my needs. [/QUOTE]
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