It turns out we're going to have 2-3 base classes/anti-paladin style "sub-classes" in Ultimate Combat, although the archetypes system we introduced in the APG will make it very difficult for many more base classes to make it into books, since most of those concepts seem to be relatively easy to pull off with an archetype.
We're still very concerned about rules bloat, but if the right class idea comes along, we'll still do it.
--Erik Mona
Publisher
Paizo Publishing
<snip>
But that's my impressions of description of a magus project. As an actual class-type, and a final one? I guess I'll be looking forward to see it's next buildsAs a hardcore Witcher novels fan, I love this class idea, even if I have technical issues with this version. I hope it'll be changed so that it's more flexible setting-wise, and I look forward to playing it someday.
I've glanced over it, drooled for a while and... well and that's that. I like the idea of character, but it's IMO totally imba. Or rather - can be. Most classes power can be tuned to what you want your adventures to look like - you control the amount of wealth, availability of magical items and spells, and accessories (wands, scrolls, potions etc). Ability to create vorpal swords at will? Magus not only has a golf-bag worth of weapons - they're all contained within one sheath.
Will there be any new magic items in this book?
Looking over the early bits (the stuff I'll be playing in an upcoming Kingmaker and a separate homebrew game), I'm kinda disappointed. It seems like an awesome class to start, until you realize that Spellstrike is utterly useless in all but a few extremely rare cases. As clarified at Paizo, you cast a touch spell and hold the charge, then can deliver it through a melee attack. So, you take two rounds to cast a touch spell and then attack with it, adding your weapon damage. As opposed to taking one round to cast a touch spell and deliver it, then just attacking next round. So, I can have a great chance of getting off my touch spell and an okay chance of getting off my attack, or take two rounds to have an okay chance of hitting with both at once, in return for missing what would usually have been an auto-hit with a touch attack if my melee attack misses. Unless you have an extra turn in which you can't attack anybody (even a ranged attack is better), this is pretty much a useless ability.
Spell Combat is better, despite the unfortunate name (I still prefer Armed Casting). But it's a lot of modifiers to keep track of, especially for a useful, powerful ability you'll wanna use as often as possible. It's a great ability, but it needs to be cleaner.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.