Difference between revisions of "Canny Magus (Apath)"

From Action
Jump to navigation Jump to search
 
(26 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
{{Apath}}
 
{{Apath}}
''Martial arts magus is a magus archetype that focuses on martial arts, combining spells with deadly martial arts attacks.''
+
''Canny magus is a magus archetype that focuses on fencing, combining spells with fencing tricks. It is a martial arts school of the [[Martial_Arts_(Apath)#Way_of_the_Mind|way of the mind]]''
  
===Weapon and Armor Proficiency===
+
'''Publisher:''' Purple Duck Games
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)===
+
== Class Information ==
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).
+
This is a [[Martial Arts (Apath) | martial arts]] archetype, a fencing magus.
  
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.
+
'''Publisher:''' Purple Duck Games.
  
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.
+
'''Class: ''' Magus.  
  
This ability replaces initial armor proficiency, as well as the Medium Armor and Heavy Armor abilities.
+
'''Starting Wealth:''' 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
  
===Unarmed Fighting (Ex)===
+
'''Hit Die:''' d8.
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.
+
== Class Features ==
 +
The canny magus has all the standard magus' class features, except as noted below.
  
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.
+
===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.
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) ===
+
=== Canny Defense (Ex) ===
A martial arts magus can apply his arcane pool to his unarmed strikes.
+
When wearing light or no armor and not using a large or tower shield, a canny magus adds his Intelligence bonus (if any) 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.  
  
=== Spell Combat (Ex) ===
+
This replaces the medium armor and heavy armor abilities.
Any effect that normally applies to weapon attacks instead applies to the martial arts magus' unarmed attacks.
 
  
=== Martial Spellstrike (Su) ===
+
=== Improved Spell Recall (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 is the same as the magus ability of the same name, but gained at level 13.
  
This ability replaces Spellstrike.
+
== Table: Canny Magus  ==
 +
{|class="wikitable"
 +
|rowspan=2 valign=bottom |''' Level'''||rowspan=2 valign=bottom |''' Base <br>Attack <br>Bonus'''||rowspan=2 valign=bottom |''' Fort <br>Save'''||rowspan=2 valign=bottom |''' Ref <br>Save'''||rowspan=2 valign=bottom |''' Will <br>Save'''||rowspan=2 valign=bottom |''' Special'''||colspan=7 align=center|'''Spells per Day'''
 +
|-
 +
||Zero||1st|||2nd|||3rd|||4th|||5th|||6th
 +
|-
 +
|valign="top"|  1st ||align="top"| +0 ||align="top"| +2 ||align="top"| +0 ||align="top"| +2 ||align="top"| Arcane pool, canny defense, cantrips, spell combat ||align="top"| 3 ||align="top"| 1 ||align="top"| — ||align="top"| — ||align="top"| — ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 2nd ||align="top"| +1 ||align="top"| +3 ||align="top"| +0 ||align="top"| +3 ||align="top"| Spellstrike ||align="top"| 4 ||align="top"| 2 ||align="top"| — ||align="top"| — ||align="top"| — ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 3rd ||align="top"| +2 ||align="top"| +3 ||align="top"| +1 ||align="top"| +3 ||align="top"| Magus arcana ||align="top"| 4 ||align="top"| 3 ||align="top"| — ||align="top"| — ||align="top"| — ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 4th ||align="top"| +3 ||align="top"| +4 ||align="top"| +1 ||align="top"| +4 ||align="top"| Spell recall ||align="top"| 4 ||align="top"| 3 ||align="top"| 1 ||align="top"| — ||align="top"| — ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 5th ||align="top"| +3 ||align="top"| +4 ||align="top"| +1 ||align="top"| +4 ||align="top"| Bonus feat ||align="top"| 4 ||align="top"| 4 ||align="top"| 2 ||align="top"| — ||align="top"| — ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 6th ||align="top"| +4 ||align="top"| +5 ||align="top"| +2 ||align="top"| +5 ||align="top"| Magus arcana ||align="top"| 5 ||align="top"| 4 ||align="top"| 3 ||align="top"| — ||align="top"| — ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 7th ||align="top"| +5 ||align="top"| +5 ||align="top"| +2 ||align="top"| +5 ||align="top"| Knowledge pool||align="top"| 5 ||align="top"| 4 ||align="top"| 3 ||align="top"| 1 ||align="top"| — ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 8th ||align="top"| +6/+1 ||align="top"| +6 ||align="top"| +2 ||align="top"| +6 ||align="top"| Improved spell combat ||align="top"| 5 ||align="top"| 4 ||align="top"| 4 ||align="top"| 2 ||align="top"| — ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 9th ||align="top"| +6/+1 ||align="top"| +6 ||align="top"| +3 ||align="top"| +6 ||align="top"| Magus arcana ||align="top"| 5 ||align="top"| 5 ||align="top"| 4 ||align="top"| 3 ||align="top"| — ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 10th ||align="top"| +7/+2 ||align="top"| +7 ||align="top"| +3 ||align="top"| +7 ||align="top"| Fighter training ||align="top"| 5 ||align="top"| 5 ||align="top"| 4 ||align="top"| 3 ||align="top"| 1 ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 11th ||align="top"| +8/+3 ||align="top"| +7 ||align="top"| +3 ||align="top"| +7 ||align="top"| Bonus feat||align="top"| 5 ||align="top"| 5 ||align="top"| 4 ||align="top"| 4 ||align="top"| 2 ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 12th ||align="top"| +9/+4 ||align="top"| +8 ||align="top"| +4 ||align="top"| +8 ||align="top"| Magus arcana ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 4 ||align="top"| 3 ||align="top"| — ||align="top"| —
 +
|-
 +
|align="top"| 13th ||align="top"| +9/+4 ||align="top"| +8 ||align="top"| +4 ||align="top"| +8 ||align="top"| Improved spell recall  ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 4 ||align="top"| 3 ||align="top"| 1 ||align="top"| —
 +
|-
 +
|align="top"| 14th ||align="top"| +10/+5 ||align="top"| +9 ||align="top"| +4 ||align="top"| +9 ||align="top"| Greater spell combat ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 4 ||align="top"| 4 ||align="top"| 2 ||align="top"| —
 +
|-
 +
|align="top"| 15th ||align="top"| +11/+6/+1 ||align="top"| +9 ||align="top"| +5 ||align="top"| +9 ||align="top"| Magus arcana ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 4 ||align="top"| 3 ||align="top"| —
 +
|-
 +
|align="top"| 16th ||align="top"| +12/+7/+2 ||align="top"| +10 ||align="top"| +5 ||align="top"| +10 ||align="top"| Counterstrike ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 4 ||align="top"| 3 ||align="top"| 1
 +
|-
 +
|align="top"| 17th ||align="top"| +12/+7/+2 ||align="top"| +10 ||align="top"| +5 ||align="top"| +10 ||align="top"| Bonus feat ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 4 ||align="top"| 4 ||align="top"| 2
 +
|-
 +
|align="top"| 18th ||align="top"| +13/+8/+3 ||align="top"| +11 ||align="top"| +6 ||align="top"| +11 ||align="top"| Magus arcana ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 4 ||align="top"| 3
 +
|-
 +
|align="top"| 19th ||align="top"| +14/+9/+4 ||align="top"| +11 ||align="top"| +6 ||align="top"| +11 ||align="top"| Greater spell access ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 4
 +
|-
 +
|align="top"| 20th ||align="top"| +15/+10/+5 ||align="top"| +12 ||align="top"| +6 ||align="top"| +12 ||align="top"| True magus ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5 ||align="top"| 5
 +
|}
  
=== Magus Arcana (Su) ===
+
== Summary of Changed Class Abilities ==
Any effect that normally applies to weapons instead applies to the martial arts magus' unarmed attacks.
+
These abilities of the original class are lost or modified in this archetype:
 +
* Weapon and Armor Proficiency
 +
* Medium Armor
 +
* Heavy Armor
 +
* Improved Spell Recall
 +
<!-- OGL -->
 +
<noinclude>{{OGL}}</noinclude>

Latest revision as of 15:42, 13 June 2017

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.

Starting Wealth: 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

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 his Intelligence bonus (if any) 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
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.