Monster Magus (Apath)
Unofficial rules compendium | |
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A monster magus is a magus with a pact with a supernatural creature that is of this world. The combination of monster and fighting spellcaster makes for a very heroic duo. Strictly speaking, the monster magus is not a summoner at all, his eidolon is an ally rather than a summoned creature.
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 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.
Spells
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 native 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 native eidolon to hold while he is himself holding the charge of a spell. This replaces summon monster I
Native Eidolon
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 can have any alignment, selected by the player, it can be completely different from the monster magus's own alignment.
A native eidolon is a creature from the summoner's home plane. It is 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 it's normal size (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 is. A Tiny native eidolon gains a +4 bonus to its Dexterity score, 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 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 eidolon is never an extraplanar creature and must be selected among creatures that live on the material plane. An extradimensional creature might naturalize itself to the material plane, losing the extra-dimensional quality, in order to become a native eidolon. Exactly which subtypes of outsiders are available 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. This replaces summon monster II.
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. 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.
Greater Call (Su)
At 8th level, as a standard action, a summoner can call his eidolon to his side. This functions as teleport, using the summoner's caster level. When this ability is used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th. This replaces transposition.
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.
Counterstrike (Ex)
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. This replaces gate.
Table: Monster Magus
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day | |||||
1 | 2 | 3 | 4 | 5 | 6 | ||||||
1st | +0 | +2 | +0 | +2 | Cantrips, deliver touch spell, life link, native eidolon | 1 | — | — | — | — | — |
2nd | +1 | +3 | +0 | +3 | Bond senses | 2 | — | — | — | — | — |
3rd | +2 | +3 | +1 | +3 | Spellstrike | 3 | — | — | — | — | — |
4th | +3 | +4 | +1 | +4 | Shield ally | 3 | 1 | — | — | — | — |
5th | +3 | +4 | +1 | +4 | Bonus feat | 4 | 2 | — | — | — | — |
6th | +4 | +5 | +2 | +5 | Maker’s call | 4 | 3 | — | — | — | — |
7th | +5 | +5 | +2 | +5 | Medium armor | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +6 | +2 | +6 | Greater call | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +6 | +3 | +6 | Fighter training | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +7 | +3 | +7 | Aspect | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +7 | +3 | +7 | Bonus feat | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +8 | +4 | +8 | Greater shield ally | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +8 | +4 | +8 | Heavy armor | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +9 | +4 | +9 | Life bond | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +9 | +5 | +9 | Counterstrike | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +10 | +5 | +10 | Merge forms | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +10 | +5 | +10 | Bonus feat | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +11 | +6 | +11 | Greater aspect | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +11 | +6 | +11 | Greater spell access | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +12 | +6 | +12 | Twin eidolon | 5 | 5 | 5 | 5 | 5 | 5 |
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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