Monster Magus (Apath)
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A monster magus has a pact with a supernatural creature that is of this world. While the monster magus is still a powerful spellcaster with a supernatural ally, his eidolon is not an extra-dimensional creature but native to this world.
Class Information
This is a hybrid class, a combination of magus and summoner.
Hit Die: d8.
Class Features
The monster magus has all the summoner's class features, except as described here.
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 magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a 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.
Spells
A monster magus casts and learns spells as a summoner, using the magus spell list.
Deliver Touch Spells (Su)
The native eidolon can deliver touch spells for the monster magus. If the monster magus and the eidolon are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. The monster magus and eidolon can each hold the charge of a separate touch spell.
Native Edolon
A monster magus begins play with the services of a powerful creature called a native eidolon. The native eidolon formed a pact with the monster magus for reasons that need not be entirely clear. A native eidolon has an alignment selected by the player, it can be different from the monster magus's own alignment.
A native eidolon are a permanent fixture of the summoner's home plane. They are not extra-dimensional and cannot be summoned or dismissed. This means that it cannot be conveniently stowed away when not needed; keeping the native eidolon nearby can be a problem.
The native eidolon gains a choice of abilities at first level. It can either gain the large evolution, or the ability to change size; as a standard action the native eidolon can alter its size, from Tiny to the largest (normally Medium, but see the large evolution). Any equipment the native eidolon wears or wields also changes size. The eidolon gains the effects due an eidolon of whatever size it currently has. A Tiny native eidolon gains a +4 bonus to its Dexterity score. It also takes a –8 penalty to its Strength and a –4 penalty to its Constitution. It gains a +2 size bonus to its AC and attack rolls, a –2 penalty to its CMB and CMD scores, a +4 bonus on its Fly skill checks, and a +8 bonus on its Stealth skill checks. It also loses its natural reach and all natural and weapon attacks do two steps less damage than a Medium eidolon. A Tiny eidolon is likely to be mistaken for a familiar. Whenever the summoner changes the eidolon’s evolutions, he can also change which of these abilities to gain.
Native eidolons are very hard to kill; they go unconscious normally at zero hit points, but automatically stabilize and can survive at negative hit points equal to half their full normal hit points. Unlike normal eidolons, eidolon allies can heal naturally over time. A native eidolon that is slain can be raised or resurrected without suffering negative levels, or the monster magus can call a new native eidolon. This is a one-hour ritual that severs all ties with the old native eidolon. The replacement must travel to the monster magus using its own abilities, a process that can take up to a week.
This is a modification to the eidolon ability, except as noted this is the same as the regular eidolon.
Eidolon Choices A native eidolons is never an extraplanar creature and must be selected among creatures that live naturally on the material plane. Sometimes an extradimensional creature naturalizes itself to the material plane, losing the extra-dimensional quality, in order to become a native monster ally. Exactly which subtypes of outsiders do so depend on the game world, but at a minimum elementals are available. If using Everyman Unchained: Eidolons elementals, kami, oni, rakshasa, and all eidolons that are not outsiders are available.
Spellstrike (Su)
Gained at 3rd level, this is the same as the magus ability of the same name.
Bonus Feats
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, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
Medium Armor (Ex)
Gained at 7th level, this is the same as the magus ability of the same name.
Greater Call (Su)
At 8th level, the monster magus can teleport his native eidolon to his side once per day. This works like maker's call, except the range is that of teleport. The caster level of this ability is the monster magus's level. This replaces transposition.
Fighter Training (Ex)
Gained at 9th level, this is the same as the magus ability of the same name.
Heavy Armor (Ex)
Gained at 13th level, this is the same as the magus ability of the same name.
Counterstrike (Ex)
Gained at 15th level, this is the same as the magus ability of the same name.
Table: Monster Magus
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Eidolon
- Life Link
- Summon Monster (all)
- Aspect
- Transposition
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