Difference between revisions of "Canny Magus (Apath)"

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m (== Summary of Changed Class Abilities == These abilities of the original class are lost or modified in this archetype: * Weapon and Armor Proficiency)
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=== Magus Arcana (Su) ===
 
=== Magus Arcana (Su) ===
 
Any effect that normally applies to weapons instead applies to the martial arts magus' unarmed attacks.
 
Any effect that normally applies to weapons instead applies to the martial arts magus' unarmed attacks.
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== Summary of Changed Class Abilities ==
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These abilities of the original class are lost or modified in this archetype:
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* Weapon and Armor Proficiency
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* Medium Armor
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* Heavy Armor
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* Fighter Training
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* Arcane Pool
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* Spell Combat
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* Spellstrike
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* Magus Arcana

Revision as of 11:19, 21 August 2012

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Unofficial rules compendium

Martial arts magus is a magus archetype that focuses on martial arts, combining spells with deadly martial arts attacks.

Weapon and Armor Proficiency

Martial arts magi are proficient with club, crossbow (light and heavy), dagger, handaxe, javelin, kama, longsword, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. They have no proficiency with armor or shields.

AC Bonus (Ex)

When unarmored and unencumbered, the martial arts magus adds her Intelligence bonus (if any) to her AC. In addition, a martial arts magus gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five martial arts magus levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the martial arts magus is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

When multiclassing to a prestige class that would ordinarily gain or use medium armor, you can forgo that armor proficiency and have levels in that class count for the purpose of armor class bonus. Check with the DM for each class.

This ability replaces initial armor proficiency, as well as the Medium Armor and Heavy Armor abilities.

Unarmed Fighting (Ex)

A martial arts magus gains Improved Unarmed Combat as a bonus feat at first level and inflicts 1d6 damage with an unarmed attack. A martial arts magus's attacks may be with fist, elbows, knees, and feet. This means that a martial arts magus may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial arts magus striking unarmed. A martial arts magus may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a martial arts magus's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A martial arts magus's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage of the martial arts magus increases with base attack bonus; when base attack bonus reaches +4, unarmed damage becomes 1d8. At base attack +8 unarmed damage becomes 1d10, at +12 it becomes 2d6 and at +16 it becomes 2d8 and at +20 it becomes 2d10.

This replaces the Fighter Training ability.

Arcane Pool (Su)

A martial arts magus can apply his arcane pool to his unarmed strikes.

Spell Combat (Ex)

Any effect that normally applies to weapon attacks instead applies to the martial arts magus' unarmed attacks.

Martial Spellstrike (Su)

At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through an unarmed attack as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free unarmed melee attack (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the unarmed attack’s critical range (20, and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the unarmed damage uses its own critical modifier.

This ability replaces Spellstrike.

Magus Arcana (Su)

Any effect that normally applies to weapons instead applies to the martial arts magus' unarmed attacks.

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
  • Fighter Training
  • Arcane Pool
  • Spell Combat
  • Spellstrike
  • Magus Arcana