Crafty Magus (Apath)

From Hastur
Jump to: navigation, search
ApathApath Logo
Unofficial rules compendium

The crafty magus focuses on stealth and trickery over normal combat.

Class Information

This is a hybrid class, a combination of magus and rogue.

Hit Dice: d8.

Class Skills

The crafty magus class skills are: Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), Stealth (Dex), and Use Magic Device (Cha). Skills in italics are new to this archetype. The crafty magus has lost the Ride skill.

Skill Ranks Per Level: 6 + Int modifier. These skill improvements replace the weakened arcane pool ability.

Class Features

The crafty magus has all the standard magus' class features, except as noted below.

Saving Throws

The crafty magus has good saves against Reflex and Will but poor saves against Fortitude.

Weapon Proficiency

Crafty magi are proficient with all simple weapons, plus the cane sword, hand crossbow, longsword, rapier, sap, and short sword.

Arcane Pool (Su)

At 2nd level, the crafty magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his abilities. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. The canny magus cannot use arcane pool to enhance his weapons. Several class abilities and magus arcana also require the expenditure of points from the arcane pool. This is a modification of the arcane pool ability.

Trapfinding

A crafty magus adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A crafty magus can use Disable Device to disarm magic traps. This replaces the Medium Armor ability of the magus.

Sneak Attack

When a crafty magus can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Sneak attack works with weapons and touch attacks that deal damage, ranged or melee. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

The crafty magus's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the crafty magus flanks her target. This extra damage is 1d6 at 1st level, and she gains an additional 1d6 sneak attack damage for every 3 levels of crafty magus. Should the crafty magus score a critical hit with a sneak attack, this extra damage is not multiplied.

With a weapon or spell that deals nonlethal damage (like a sap, unarmed strike, or frostbite), a crafty magus can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon or spell that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The crafty magus must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A crafty magus cannot sneak attack while striking a creature with total concealment.

This replaces spell combat, the bonus feats magi get at level 5, 11, and 17 as well as the fighter training class feature.

Sneak Spell

A crafty magus can use sneak spell against any target she can sneak attack. A crafty magus can use sneak spell on an outflanked target even if her spell is not a melee attack. Sneak spell adds sneak attack damage to spells that cause damage and improves the save DC and any caster level checks (such as dispel checks or checks to penetrate spell resistance) for the spell by +1 per two dice of sneak attack damage (minimum +1). Sneak spell and spell combat used together does not allow the crafty magus to add sneak attack damage twice to any one attack, but can cause both sneak attack damage and improve the saving throw DC or caster level check. Sneak spell affects all targets of an area spell. This replaces the heavy armor class feature.

Crafty Arcana (Ex)

As he gains levels, a crafty magus learns arcane secrets tailored to his specific way of blending rogue trickery and magic. Starting at 3rd level, a crafty magus gains one magus arcana or rogue talent. He gains an additional magus arcana or rogue talent for every two levels of crafty magus attained after 3rd level. Unless specifically noted in it’s description, a crafty magus cannot select a particular magus arcana or rogue talent more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. Count crafty magus levels as rogue levels for the purpose of learning and using rogue talents and advanced rogue talents.

A crafty magus cannot learn magus arcana or rogue talents that improve class abilities he doesn't have, like evasion or the ability to enhance his weapon.

A crafty magus can learn feats as if he had the magus arcana and rouge talent class abilities of a magus and rogue of his class level.

This replaces magus arcana.

Knowledge Pool (Su)

This is the same as the magus ability of the same name, except it is gained at level 8.

Improved Spell Recall (Su)

This is the same as the magus ability of the same name, except it is gained at level 14.

Table: Crafty Magus

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1 2 3 4 5 6
1st +0 +0 +2 +2 Arcane pool, cantrips, sneak attack 1d6, trapfinding 3 1
2nd +1 +0 +3 +3 Spellstrike 4 2
3rd +2 +1 +3 +3 Crafty arcana, sneak attack 2d6 4 3
4th +3 +1 +4 +4 Spell recall 4 3 1
5th +3 +1 +4 +4 Crafty arcana 4 4 2
6th +4 +2 +5 +5 Sneak attack 3d6 5 4 3
7th +5 +2 +5 +5 Crafty arcana 5 4 3 1
8th +6/+1 +2 +6 +6 Knowledge pool 5 4 4 2
9th +6/+1 +3 +6 +6 Crafty arcana, sneak attack 4d6 5 5 4 3
10th +7/+2 +3 +7 +7 Advanced rogue talents 5 5 4 3 1
11th +8/+3 +3 +7 +7 Crafty arcana 5 5 4 4 2
12th +9/+4 +4 +8 +8 Sneak attack 5d6 5 5 5 4 3
13th +9/+4 +4 +8 +8 Crafty arcana 5 5 5 4 3 1
14th +10/+5 +4 +9 +9 Improved spell recall 5 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Crafty arcana, sneak attack 6d6 5 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Counterstrike 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Crafty arcana 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Sneak attack 7d6 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Crafty arcana, greater spell access 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 True magus 5 5 5 5 5 5 5

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype (and the levels they are normally gained at):

  • Class Skills
  • Weapon Proficiency
  • Arcane Pool
  • Magus Arcana
  • Bonus Feats (5, 11, 17)
  • Medium Armor (7)
  • Fighter Training (10)
  • Improved Spell Recall (11)
  • Heavy Armor (13)
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Hastur copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Hastur administrators. Please note that images used in article may have different copyright than the text.