Difference between revisions of "Canny Magus (Apath)"

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m (→‎Class Information: '''Publisher:''' Purple Duck Games)
m (→‎Class Information: '''Publisher:''' Purple Duck Games.)
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== Class Information ==
 
== Class Information ==
This is a [[Martial Arts (Apath) | martial arts]] archetype
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This is a [[Martial Arts (Apath) | martial arts]] archetype, a fencing magus.
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'''Publisher:''' Purple Duck Games.
  
 
'''Class: ''' Magus.   
 
'''Class: ''' Magus.   

Revision as of 22:56, 16 July 2015

ApathApath Logo
Unofficial rules compendium

Canny magus is a magus archetype that focuses on fencing, combining spells with fencing tricks. It is a martial arts school of the way of the mind

Publisher: Purple Duck Games

Class Information

This is a martial arts archetype, a fencing magus.

Publisher: Purple Duck Games.

Class: Magus.

Hit Die: d8.

Class Features

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

Weapon and Armor Proficiency

Canny magi are proficient with all simple and martial weapons. A canny magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a canny 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 magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Canny Defense (Ex)

When wearing light or no armor and not using a large or tower shield, a canny magus adds 1 point of Intelligence bonus (if any) per two class levels as a dodge bonus to CMD and Armor Class while wielding a melee weapon. If a canny magus is caught unarmed or is flat-footed or otherwise denied her Dexterity bonus, she loses this bonus. A canny magus that knows the Improved Unarmed Strike feat still cannot use canny defense unarmed, she needs a proper melee weapon to do so.

This replaces the medium armor and heavy armor abilities.

Improved Spell Recall (Su)

This is the same as the magus ability of the same name, but gained at level 13.

Table: Canny Magus

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
Zero 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Arcane pool, canny defense, cantrips, spell combat 3 1
2nd +1 +3 +0 +3 Spellstrike 4 2
3rd +2 +3 +1 +3 Magus arcana 4 3
4th +3 +4 +1 +4 Spell recall 4 3 1
5th +3 +4 +1 +4 Bonus feat 4 4 2
6th +4 +5 +2 +5 Magus arcana 5 4 3
7th +5 +5 +2 +5 Knowledge pool 5 4 3 1
8th +6/+1 +6 +2 +6 Improved spell combat 5 4 4 2
9th +6/+1 +6 +3 +6 Magus arcana 5 5 4 3
10th +7/+2 +7 +3 +7 Fighter training 5 5 4 3 1
11th +8/+3 +7 +3 +7 Bonus feat 5 5 4 4 2
12th +9/+4 +8 +4 +8 Magus arcana 5 5 5 4 3
13th +9/+4 +8 +4 +8 Improved spell recall 5 5 5 4 3 1
14th +10/+5 +9 +4 +9 Greater spell combat 5 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Magus arcana 5 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Counterstrike 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Greater spell access 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +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:

  • Weapon and Armor Proficiency
  • Medium Armor
  • Heavy Armor
  • Improved Spell Recall
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