Monster Magus (Apath)

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Unofficial rules compendium

A monster magus is a magus with a pact with a supernatural creature that is of this world. The combination of monster and fighting spellcaster makes for a very heroic duo. Strictly speaking, the monster magus is not a summoner at all, his eidolon is an ally rather than a summoned creature.

Class Information

This is a hybrid class, a combination of magus and summoner.

Publisher: Everyman Gaming.

Hit Die: d8.

Class Features

The monster magus has all the summoner's class features, except as described here.

Weapon and Armor Proficiency

A monster magus is proficient with all simple and martial weapons. A monster magus is also proficient with light armor. He can cast monster magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a monster 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 monster magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A monster magus casts and learns spells as a summoner, using the magus spell list.

Strong Fortitude Save

Like a magus, the monster magus has fortitude saves in the good category.

Deliver Touch Spells (Su)

The native eidolon can deliver touch spells for the monster magus. If the monster magus and the eidolon are in contact at the time the monster magus casts a touch spell, he can designate his eidolon as the “toucher.” The eidolon can then deliver the touch spell just as the master would, including using spellstrike at level 3. The monster magus and eidolon can each hold the charge of a separate touch spell, and the monster magus can cast a spell for his native eidolon to hold while he is himself holding the charge of a spell. This replaces summon monster I

Spellstrike (Su)

Gained at 3rd level, this is the same as the magus ability of the same name. This replaces summon monster II.

Bonus Feats

At 5th level, and every six levels thereafter, a monster magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal. This replaces summon monster III, VI, and IX.

Medium Armor (Ex)

Gained at 7th level, this is the same as the magus ability of the same name. This replaces summon monster IV.

Greater Call (Su)

At 8th level, as a standard action, a summoner can call his eidolon to his side. This functions as teleport, using the summoner's caster level. When this ability is used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th. This replaces transposition.

Fighter Training (Ex)

Gained at 9th level, this is the same as the magus ability of the same name. This replaces summon monster V.

Heavy Armor (Ex)

Gained at 13th level, this is the same as the magus ability of the same name. This replaces summon monster VII.

Counterstrike (Ex)

Gained at 15th level, this is the same as the magus ability of the same name. This replaces summon monster VIII.

Greater Spell Access (Su)

Gained at 19th level, this is the same as the magus ability of the same name. This replaces gate.

Table: Monster Magus

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4 5 6
1st +0 +2 +0 +2 Cantrips, deliver touch spell, eidolon, life link 1
2nd +1 +3 +0 +3 Bond senses 2
3rd +2 +3 +1 +3 Spellstrike 3
4th +3 +4 +1 +4 Shield ally 3 1
5th +3 +4 +1 +4 Bonus feat 4 2
6th +4 +5 +2 +5 Maker’s call 4 3
7th +5 +5 +2 +5 Medium armor 4 3 1
8th +6/+1 +6 +2 +6 Greater call 4 4 2
9th +6/+1 +6 +3 +6 Fighter training 5 4 3
10th +7/+2 +7 +3 +7 Aspect 5 4 3 1
11th +8/+3 +7 +3 +7 Bonus feat 5 4 4 2
12th +9/+4 +8 +4 +8 Greater shield ally 5 5 4 3
13th +9/+4 +8 +4 +8 Heavy armor 5 5 4 3 1
14th +10/+5 +9 +4 +9 Life bond 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Counterstrike 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Merge forms 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Greater aspect 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Greater spell access 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Twin eidolon 5 5 5 5 5 5

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Eidolon
  • Life Link
  • Summon Monster (all)
  • Aspect
  • Transposition
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