Monster Magus (Apath)
|Unofficial rules compendium|
A mage with offensive spells and an eidolon.
Much as sorcerers gain their power trough a monstrous heritage, a monster magus gains his magic from a bond with a supernatural creature—only the monster magus' creature is an actual, physical ally! This bond can be a matter of heritage, obligation, or personal fondness.
Publisher: Everyman Gaming.
Hit Die: d8.
The monster magus has all the summoner's class features, except as described here.
Many monster magi have a pact with a monster that is not extra-dimensional. This is represented by the monster ally archetype, which is commonly combined with monster magus.
Weapon and Armor Proficiency
A monster magus is proficient with all simple and martial weapons. A monster magus is also proficient with light armor. He can cast monster magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a monster magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass monster magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
A monster magus casts and learns spells as a summoner, using the magus spell list.
Strong Fortitude Save
Like a magus, the monster magus has fortitude saves in the good category.
Deliver Touch Spells (Su)
The monster magus' eidolon can deliver touch spells for the monster magus. If the monster magus and the eidolon are in contact at the time the monster magus casts a touch spell, he can designate his eidolon as the “toucher.” The eidolon can then deliver the touch spell just as the master would, including using spellstrike at level 3. The monster magus and eidolon can each hold the charge of a separate touch spell, and the monster magus can cast a spell for his eidolon to hold while he is himself holding the charge of a spell. This replaces summon monster I.
Gained at 3rd level, this is the same as the magus ability of the same name. This replaces summon monster II.
At 5th level, and every six levels thereafter, a monster magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or metamagic feats. He must meet the prerequisites for these feats as normal. This replaces summon monster III, VI, and IX.
Medium Armor (Ex)
Gained at 7th level, this is the same as the magus ability of the same name. This replaces summon monster IV.
Fighter Training (Ex)
Gained at 9th level, this is the same as the magus ability of the same name. This replaces summon monster V.
Heavy Armor (Ex)
Gained at 13th level, this is the same as the magus ability of the same name. This replaces summon monster VII.
Gained at 15th level, this is the same as the magus ability of the same name. This replaces summon monster VIII.
Greater Spell Access (Su)
Gained at 19th level, this is the same as the magus ability of the same name. These spells are added to the monster magus' spell list and list of known spells. This replaces gate.
Table: Monster Magus
|Special||Spells per Day|
|1st||+0||+2||+0||+2||Cantrips, deliver touch spell, eidolon, life link||1||—||—||—||—||—|
|12th||+9/+4||+8||+4||+8||Greater shield ally||5||5||4||3||—||—|
|19th||+14/+9/+4||+11||+6||+11||Greater spell access||5||5||5||5||5||4|
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Life Link
- Summon Monster (all)
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