You have learned how to manipulate the force that all beings have in this vast universe Mana. ( a) a scholar's pack or ( b) a burglar's packĪbility Score Improvement, Improved Spells.( a) a component pouch or ( b) an arcane focus.( a) a scimitar or ( b) a simple weapon of your choice.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Religion Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Magus level after 1st Hit Points at 1st Level: 6 + Constitution modifier "Mana is in all things, and I can control it all!"Īs a Magus you gain the following class features. Finally, choose a quarterstaff, and a priest's pack. Second, choose the priest or hermit background. First, put your highest ability score in Wisdom, followed by Constitution. You can make a Magus quickly by following these suggestions. Did your character choose to do this out of the good of their heart, or were they forced into this lifestyle? Have they always wanted to be a magus, or did it more suddenly come to them as something they should do? Discuss with your GM how well known maguss are in your campaign world. When creating a magus character, think about how it is that your character decided to suffer for others. Each scar that their body has is seen as a trophy to them, for it is a life that they have helped in all of their pain. Their lives are harder than most, but spiritually, they are rewarded for their good deeds even though their bodies are in pain, their souls are in joy. Maguss are those who choose to suffer to end the suffering of others, taking the pain that others have onto themselves so that others may live in happiness. The grateful travelers give the woman gifts, when she awakens, for her noble deeds, but she rejects them, and leaves them to live in bliss. As she falls to the ground, unconscious from the pain, the last cuts and bruises the people had suffered are removed. The woman places her hands on the sides of her head, and gashes and wounds open up on herself, while the group is healed by her. He thrusts his hand forwards, and a bolt of holy energy blasts the assailant off of his feet, with guards grabbing the criminal and arresting him.Ī woman with a scarred body and white wings comes to a group of travelers, the group heavily injured from a recent attack. He sees a man attack a woman, and in a split second, when the man slashes at the woman with a dagger, the cut opens on the chained man instead. Thus, create a skinwalker of a spirit guide.-Abraham Greene, a magus known for his deeds to help bless those who had previously been criminalsĪ man with chains wrapped around himself, bandages adorning his body like clothing, and a dark hood, walks through a crowded street. I would probably also give the player the choice of Rebuke Spirits, or wildshape. However, if I were going to use Core classes, I would probably use a Druid and make some of the Shaman spells available. Replace some class abilities, add a little salt and pepper for flavor, and you have a class that is different. You expand it out by selecting domains for each of your totems. Essentially, it is a Spontaneous Divine spellcaster with a somewhat limited spell list. In the case of the Green Ronin Shaman, they created something very interesting. But, sometimes somebody will come up with a very interesting way to structure an archtype. Certainly, it is possible to model many archtypes off the base classes. A wizard would be a bit of a stretch I think, but a Sorceror wouldn't be as big a change. A Druid could work too, but again you want to make some changes. Just make a few changes here and there, make sure your flavor is appropriate, etc. If you want you Shaman to be closer to a Medicine Man, you really need to change things around. It's a possibility, but it really depends on the flavor that you want for the Shaman.
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