Difference between revisions of "Magus of the Mind (Apath)"

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These bonuses to AC apply even against touch attacks or when the magus of the mind 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.
 
These bonuses to AC apply even against touch attacks or when the magus of the mind 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.
 
This ability replaces initial armor proficiency, as well as the Medium Armor and Heavy Armor abilities.

Revision as of 19:45, 25 July 2013

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Unofficial rules compendium

Magus of the mind is a magus archetype that combines spells with martial arts. It is a practitioner of the Way of the Mind

Class Features

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

Weapon and Armor Proficiency

Magi of the mind 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.

AC Bonus (Ex)

When unarmored and unencumbered, the magus of the mind adds her Intelligence bonus (if any) as a dodge bonus to her CMD and Armor Class. In addition, a magus of the mind gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five magus of the mind 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 magus of the mind 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.

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

Unarmed Fighting (Ex)

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

Usually a magus of the mind'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 magus of the mind'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 magus of the mind 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.

The damage of the magus of the mind 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.

This replaces the Fighter Training ability.

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