Crafty Magus (Apath)

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Unofficial rules compendium

The crafty magus focuses on stealth and trickery over normal combat.

Class Information

This is a multiclass archetype.

Primary Class: Magus.

Secondary Class: Rogue.

The crafty magus has all the class features of the primary class except as noted here. A crafty magus cannot multiclass as a either the primary or secondary class, or with any of their subclasses, combination classes, or multiclass archetypes.

Class Features

The crafty magus has all the standard magus' class features, except as noted below.

Class Skills

The crafty magus class skills are: Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), Stealth (Dex), and Use Magic Device (Cha). Skills in italics are new to this archetype. The crafty magus has lost the Ride skill.

The crafty magus gains 6 skill points per level.

Saving Throws

The canny magus has good saves against Reflex and Will but poor saves against Fortitude.

Weapon and Armor Proficiency

Canny magi are proficient with all simple weapons, plus the hand crossbow, longsword, rapier, sap, sling, and short sword. They are proficient with light armor, but not with shields.

Arcane Pool (Su)

At 1st level, the canny magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his abilties. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

A canny mage can expend two points from his arcane pool to refresh the daily uses of one rogue talent he knows, restoring the daily usage of that ability. Several class abilities and magus arcana also require the expenditure of points from the arcane pool.

This is a modification of the arcane pool ability and replaces the normal function of the arcane pool.

Trapfinding

A crafty magus adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A crafty magus can use Disable Device to disarm magic traps. This replaces the Medium Armor ability of the magus.

Sneak Attack

When a crafty magus can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Sneak attack works with weapons and touch attacks that deal damage, ranged or melee. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

The crafty magus's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the crafty magus flanks her target. This extra damage is 1d6 at 1st level, and she gains an additional 1d6 sneak attack damage for every 3 levels of crafty magus. Should the crafty magus score a critical hit with a sneak attack, this extra damage is not multiplied.

With a weapon or spell that deals nonlethal damage (like a sap, unarmed strike, or frostbite), a crafty magus can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon or spell that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The crafty magus must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A crafty magus cannot sneak attack while striking a creature with concealment.

Sneak Spell

A crafty magi able to use sneak attack is also able to use sneak spell under the same conditions. Sneak spell improves the save DC and any caster level checks (such as dispel checks or checks to penetrate spell resistance) for the spell by +1 per two dice of sneak attack damage.

This replaces the bonus feats magi get at level 5, 11, and 17 as well as fighter training and and heavy armor class abilities

Canny Arcana (Ex)

As he gains levels, a canny magus learns arcane secrets tailored to his specific way of blending rogue trickery and magic. Starting at 3rd level, a canny magus gains one magus arcana or rogue talent. He gains an additional magus arcana or rogue talent for every two levels of canny magus attained after 3rd level. Unless specifically noted in it’s description, a canny magus cannot select a particular magus arcana or rogue talent more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. Count canny magus levels as barbarian levels for the purpose of learning and using rogue talents.

A canny magus cannot learn magus arcana or rogue talents that improve class abilities he doesn't have, like evasion or the ability to enhance his weapon.

A canny magus can learn feats as if he had the magus arcana and rouge talent class abilities of a magus and rogue of his class level.

This replaces magus arcana.

Table: Crafty Magus

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1 2 3 4 5 6
1st +0 +0 +2 +2 Arcane pool, cantrips, sneak attack 1d6, spell combat, trapfinding 3 1
2nd +1 +0 +3 +3 Spellstrike 4 2
3rd +2 +1 +3 +3 Canny arcana, sneak attack 2d6 4 3
4th +3 +1 +4 +4 Spell recall 4 3 1
5th +3 +1 +4 +4 Canny arcana 4 4 2
6th +4 +2 +5 +5 Sneak attack 3d6 5 4 3
7th +5 +2 +5 +5 Canny arcana, knowledge pool 5 4 3 1
8th +6/+1 +2 +6 +6 Improved spell combat 5 4 4 2
9th +6/+1 +3 +6 +6 Canny arcana, sneak attack 4d6 5 5 4 3
10th +7/+2 +3 +7 +7 5 5 4 3 1
11th +8/+3 +3 +7 +7 Canny arcana, improved spell recall 5 5 4 4 2
12th +9/+4 +4 +8 +8 Sneak attack 5d6 5 5 5 4 3
13th +9/+4 +4 +8 +8 Canny arcana, 5 5 5 4 3 1
14th +10/+5 +4 +9 +9 Greater spell combat 5 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Canny arcana, sneak attack 6d6 5 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Counterstrike 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Canny arcana 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Sneak attack 7d6 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Canny arcana, greater spell access 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +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 (and the levels they are normally gained at):

  • Class Skills
  • Weapon and Armor Proficiency
  • Arcane Pool
  • Magus Arcana
  • Bonus Feats (5, 11, 17)
  • Medium Armor (7)
  • Fighter Training (10)
  • Heavy Armor (13)