Difference between revisions of "Canny Magus (Apath)"

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{{Apath}}
''Canny magus is a magus archetype that focuses on dencing, combining spells with defensive fencing ticks. It is a martial arts class of the [[Martial_Arts_(Apath)#Way_of_the_Mind|Way of the Mind]]''
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''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]]''
  
== Class Features ==
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'''Publisher:''' Purple Duck Games
The canny magus has all the standard magus' class features, except as noted below.
 
  
===Weapon and Armor Proficiency===
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== Class Information ==
Canny magi are proficient with club, crossbow (light and heavy), dagger, handaxe, javelin, kama, longsword, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. If oriental weapons are in use, they are also proficient with the hanbo. They have no proficiency with armor or shields.  
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This is a [[Martial Arts (Apath) | martial arts]] archetype, a fencing magus.
  
===AC Bonus (Ex)===
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'''Publisher:''' Purple Duck Games.
When unarmored and unencumbered, the canny magus adds her Intelligence bonus (if any) as a dodge bonus to her CMD and Armor Class. In addition, a canny magus gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five canny 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 canny 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.
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'''Class: ''' Magus.  
  
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.
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'''Starting Wealth:''' 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
  
This ability replaces initial armor proficiency, as well as the Medium Armor and Heavy Armor abilities.
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'''Hit Die:''' d8.
  
===Unarmed Fighting (Ex)===
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== Class Features ==
A canny magus gains Improved Unarmed Combat as a bonus feat at first level and inflicts 1d6 damage with an unarmed attack. A canny magus's attacks may be with fist, elbows, knees, and feet. This means that a canny magus may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a canny magus striking unarmed. A canny magus may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
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The canny magus has all the standard magus' class features, except as noted below.
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===Weapon and Armor Proficiency===
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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.
  
Usually a canny 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.
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=== Canny Defense (Ex) ===
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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.  
  
A canny 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. A canny magus can use any ability that normally requires a melee weapon with an unarmed attack. This applies specifically to the arcane pool, spell, spellstrike, and magus arcana abilities.
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This replaces the medium armor and heavy armor abilities.
  
The damage of the canny 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.
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=== Improved Spell Recall (Su) ===
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This is the same as the magus ability of the same name, but gained at level 13.
  
This replaces the Fighter Training ability.
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== Table: Canny Magus  ==
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{|class="wikitable"
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|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'''
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|-
 +
||Zero||1st|||2nd|||3rd|||4th|||5th|||6th
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|-
 +
|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"| —
 +
|-
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|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
 +
|}
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
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* Weapon and Armor Proficiency  
 
* Weapon and Armor Proficiency  
 
* Medium Armor  
 
* Medium Armor  
* Heavy Armor  
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* Heavy Armor
* Fighter Training
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* Improved Spell Recall
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<!-- OGL -->
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<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
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