Difference between revisions of "Renaissance Man (Apath)"

From Action
Jump to navigation Jump to search
(Magus)
(Published version)
Line 1: Line 1:
 
{{Apath}}
 
{{Apath}}
''A noble magus is a noble warrior who dabbles in magic. From a family of wealth and rank, the noble magus had the best trainers and tutors and embraced many fields of learning and martial skill, becoming something of a renaissance man.
+
''A renaissance man is a noble who studies both statecraft, magic, and warfare. From a family of wealth and rank, the renaissance man had the best tutors and embraced many fields of learning and martial skill, becoming a polymath, a master of every task.  
  
 
== Class Information ==
 
== Class Information ==
Line 10: Line 10:
 
'''Build Class:''' [http://www.d20pfsrd.com/classes/base-classes/magus Magus].
 
'''Build Class:''' [http://www.d20pfsrd.com/classes/base-classes/magus Magus].
  
'''Role:''' A noble magus can be a plotter, intriguer, warlord, or in any number of other roles. Intelligent, educated and well connected, the noble magus can be anything.
+
'''Role:''' Intelligent, educated and well connected, the noble magus can be anything.
  
'''Alignment''': Any. A noble magus generally cultivates an aura of disdain, keeping his true opinions and morals to himself.
+
'''Alignment''': Any. A renaissance man generally cultivates a reserved demeanor, keeping her true opinions and morals to herself.  
  
 
'''Hit Die:''' d8.
 
'''Hit Die:''' d8.
  
=== Class Skills ===
+
The renaissance man' class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis) Spellcraft (Int), and Use Magic Device (Cha).  
The noble magus' class skills (and the key ability for each skill) are  
 
Appraise (Int),
 
Bluff (Cha),
 
Craft (Int),
 
Diplomacy (Cha),
 
Disguise (Cha),
 
Fly (Dex),
 
Intimidate (Cha),
 
Knowledge (all) (Int),
 
Perform (Cha),
 
Profession (Wis),
 
Ride (Dex),
 
Sense Motive (Wis)
 
Spellcraft (Int), and
 
Use Magic Device (Cha).
 
  
 
'''Skill Ranks at Each Level:''' 2 + Int modifier.
 
'''Skill Ranks at Each Level:''' 2 + Int modifier.
  
 
== Class Features ==
 
== Class Features ==
The noble magus has all the class features of the magus, except as follows:
+
The renaissance man has all the class features of the magus, except as follows:  
  
===  Affluent (Ex) ===
+
{{ : Affulent (Apath)}}This replaces heavy armor.
At each level, a noble magus gains a stipend worth a number of gold pieces equal to 750 multiplied by his class level. (He gains 750 gp at 1st level, an additional 1,500 gp at 2nd level, and so on.) This replaces magus arcana from level 9.
+
{{ : Noble Paragon (Apath)}}
 +
{{ : Prestigious Influence (Apath)}}This replaces the bonus feat from level 15.  
 +
{{ : Fame And Fortune (Apath)}}This replaces the bonus feat from level 6.  
  
=== Prestigious Influence (Ex)  ===
+
=== Magus Mentoring ===
At 2nd level, a noble magus can use his influence to receive special treatment, favors, and other services. He effectively has a pool of virtual gold pieces equal to 150 gp plus 10 gp per class level to spend on services and non-material goods. This pool replenishes at the beginning of every week.  
+
At level 3, and every 3 levels thereafter, the intense mentoring of the renaissance man pays off. The renaissance man can choose a magus arcana or a bonus feat chosen from combat and metamagic feats. Unless specifically noted in a magus arcana’s description, a renaissance man cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. This replaces magus arcana.  
 
+
{{ : Servitor (Apath)}}This replaces greater spell combat.  
Services and nonmaterial goods available to a noble magus include:
 
* Pay for lodgings, stabling, taxes, and tolls.
 
* Improve his lifestyle quality.
 
* Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
 
* Obtain invitations to exclusive events, or entry into privileged locations.
 
* Spread rumors or start a whispering campaign.
 
* Purchase spellcasting services.
 
* Employ an expert hireling to make a skill check with a check bonus of +10 plus his class level (50 gp).
 
 
 
A noble magus cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5,000 people or more. The exact benefits available in a location are subject to GM discretion. This replaces improved spell combat.  
 
  
=== Aristocratic Erudition (Ex)  ===
+
=== Spell Combat (Su) ===
At 3rd level, a noble magus gains a bonus equal to 1/3 his class level on Diplomacy, Knowledge (local), and Knowledge (nobility) checks. This ability also reduces the DCs of Diplomacy and Knowledge (local) checks others make to gather publicly known information about the noble magus by the same amount. This replaces the magus arcana from level 3.
 
 
 
===  Servitor (Ex)  ===
 
At 4th level, a noble magus gains a faithful NPC servitor of the same level as a cohort granted by the Leadership feat. This servitor can only have levels in NPC classes and comes equipped with gear appropriate for a character 1 level lower than the servitor's actual level. The servitor does not follow the noble magus as would a cohort or follower, but instead can run various errands for his master while the noble magus is adventuring, such as delivering messages or maintaining the scion's manor in his stead. This replaces greater spell combat.
 
 
 
=== Spellstrike (Su) ===
 
 
This is the same as the magus ability of the same name, except that it is gained at level 4.
 
This is the same as the magus ability of the same name, except that it is gained at level 4.
 
=== Magus Mentoring ===
 
At level 5, and every 6 levels thereafter, the intense mentoring of the noble magus pays off. The noble magus can choose a magus arcana or a bonus feat chosen from combat and metamagic feats. Unless specifically noted in a magus arcana’s description, a noble magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. This replaces the bonus feats from level 5, 11, and 17.
 
 
===  Regional Expertise (Ex)  ===
 
At 5th level, and again at 10th and 15th level, a noble magus gains a bonus feat from one of the lists below, depending on where he is from. These feats must be taken from the same list at each level (except for feats under the “general” category, which can be taken by nobles from any region). A noble magus need not meet the prerequisites for these feats. At their discretion, GMs may add other feats to these regions or create lists for other regions. This replaces magus arcana from level 6, 12, and 15.
 
 
'''The Dwarf Fastness:''' Deepsight, Fortified Armor Training, Hammer The Gap, Skill Focus (Knowledge [engineering]) Weapon Focus (any axe or hammer).
 
 
'''Land of the Fallen Dragon Kings:''' Exotic Weapon Proficiency (dueling sword), Flanking Foil, Step Up, Weapon Focus (dueling sword).
 
 
'''The Empire of Devils:''' Careful Speaker, Enforcer, Intimidating Prowess, Skill Focus (Knowledge [planes]).
 
 
'''The Land of the Ten-Thousand Gods:''' Improved Unarmed Strike, Skill Focus (Perform [dance]), Voice of the Sibyl, Weapon Focus (unarmed strike).
 
 
'''The Elven Forest Kingdom:''' Agile Maneuvers, Breadth of Experience, Skill Focus (Knowledge [nature]), Weapon Focus (longbow).
 
 
'''The Shadow Kingdom:''' Blind-Fight, Diehard, Shadow Strike, Stealthy.
 
 
'''The Kingdom of Pharaohs:''' Exotic Weapon Proficiency (khopesh), Self-Sufficient, Skill Focus (Knowledge [history]), Weapon Focus (khopesh).
 
 
'''The Satrapy of the Desert:''' Animal Affinity, Quick Draw, Skill Focus (Appraise), Weapon Focus (scimitar).
 
 
'''The River Nations:''' Improved Dirty Trick, Improved Steal, Ironguts, Skill Focus (Knowledge [local]).
 
 
'''The Fallen Empire:''' Dazzling Display, Exotic Weapon Proficiency (falcata), Skill Focus (Bluff ), Weapon Focus (falcata).
 
 
'''The Gothic Kingdoms:''' Combat Reflexes, Focused Discipline, Skill Focus (Knowledge [nobility]), Stoic.
 
 
'''General:''' Acrobatic, Additional Traits, Alertness, Antagonize, Athletic, Cosmopolitan, Deceitful, Deft Hands, Fleet, Improved Initiative, Persuasive, Prodigy, Rhetorical Flourish, Run, Scholar.
 
 
===  Leadership (Ex)  ===
 
At 7th level, the noble magus gains Leadership as a bonus feat. This replaces the magus arcana from level 18.
 
  
 
=== Spell Recall (Su) ===
 
=== Spell Recall (Su) ===
This is the same as the magus ability of the same name, except that it is gained at level 8.
+
This is the same as the magus ability of the same name, except that it is gained at level 5.  
 
+
{{ : Leadership (Apath)}}This replaces the bonus feat from level 12.  
=== Fighter Training (Su) ===
 
This is the same as the magus ability of the same name, except that it is gained at level 12.
 
 
 
===  Greater Leadership (Ex)  ===
 
At 13th level, a noble magus can recruit a cohort up to one level lower than himself and doubles the number of followers. At 19th level, he can recruit a cohort of the same level as himself and quadruples the number of followers. This replaces heavy armor and greater spell access.
 
  
 
=== Medium Armor (Ex) ===
 
=== Medium Armor (Ex) ===
This is the same as the magus ability of the same name, except that it is gained at level 14.
+
This is the same as the magus ability of the same name, except that it is gained at level 14.  
 
+
{{ : Greater Leadership (Apath)}}This replaces greater spell access.
===  Peerless Patrician (Ex) ===
+
{{ : Peerless Patrician (Apath)}}This replaces true magus.  
At 20th level, once per round a noble magus can roll twice on any Bluff, Diplomacy, Intimidate, Knowledge (nobility), or Sense Motive check and take the better roll. Once per day, instead of rolling one of these skill checks, he can assume the roll resulted in a natural 20. This replaces true magus.
 
 
 
== Table: Noble Magus ==
 
{| class="wikitable"
 
|rowspan=2| '''Class<br>Level''' || rowspan=2| '''Base Attack<br>Bonus''' || rowspan=2| '''Fort<br>Save''' || rowspan=2| '''Ref<br>Save''' || rowspan=2| '''Will<br>Save''' || rowspan=2| '''Special''' || colspan=7 align="center" |'''Spells per Day'''
 
|-
 
|| 0 || |1 || |2 || |3 || |4 || |5 || |6
 
|-
 
|valign="top"| 1st ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| Affluent, arcane pool, cantrips  ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| prestigious influence ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 3rd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| Aristocratic erudition +1 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 4th ||valign="top"| +3 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Servitor, spell combat spellstrike ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 5th ||valign="top"| +3 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Magus mentoring, regional expertise ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Aristocratic erudition +2 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Knowledge pool, Leadership ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| Spell recall ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| Aristocratic erudition +3 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 10th ||valign="top"| +7/+2 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Regional expertise ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Improved spell recall, magus mentoring ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Fighter training ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| —
 
|-
 
|valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Greater leadership ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| —
 
|-
 
|valign="top"| 14th ||valign="top"| +10/+5 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| +9 ||valign="top"| Medium armor ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| —
 
|-
 
|valign="top"| 15th ||valign="top"| +11/+6/+1 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"| Aristocratic erudition +5, regional expertise ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| —
 
|-
 
|valign="top"| 16th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Counterstrike ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1
 
|-
 
|valign="top"| 17th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Magus mentoring ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2
 
|-
 
|valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Aristocratic erudition +6 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3
 
|-
 
|valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Greater leadership ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4
 
|-
 
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| Peerless patrician  ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5
 
|}
 
  
== Summary of Lost Class Abilities ==
 
These abilities of the original class are lost or modified in this archetype:
 
* Class Skills
 
* Magus Arcana (All)
 
* Improved Spell Combat
 
* Heavy Armor
 
* Greater Spell Combat
 
* Greater Spell Access
 
* True Magus
 
 
<!-- OGL -->
 
<!-- OGL -->
 
<noinclude>{{OGL}}</noinclude>
 
<noinclude>{{OGL}}</noinclude>

Revision as of 14:14, 11 March 2015

ApathApath Logo
Unofficial rules compendium

A renaissance man is a noble who studies both statecraft, magic, and warfare. From a family of wealth and rank, the renaissance man had the best tutors and embraced many fields of learning and martial skill, becoming a polymath, a master of every task.

Class Information

This is a prestige archetype. The noble magus is a noble embracing power from whatever source.


Prestige Class: Noble Scion from Pathfinder Campaign Setting: Paths of Prestige.

Build Class: Magus.

Role: Intelligent, educated and well connected, the noble magus can be anything.

Alignment: Any. A renaissance man generally cultivates a reserved demeanor, keeping her true opinions and morals to herself.

Hit Die: d8.

The renaissance man' class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis) Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

The renaissance man has all the class features of the magus, except as follows:


Affluent (Ex)

At each level, a noble scion gains gold pieces equal to 750 multiplied by her character level as stipend. (She gains 750 gp. at 1st level, an additional 1,500 gp. at 2nd level, and so on.) This is the noble's private spending money, a result of the increase in standing her level advancement brings.

A multiclass character only gets this stipend when increasing in level as a noble scion, not when increasing her level in any other class. The amount received is based on her character level, not class level. So a wizard 3 who takes a level of scheming noble gains 3,000 gp (750 times her new character level of four).This replaces heavy armor.

Noble Paragon (Ex)

In order to impress commoners and peers alike, the noble scion is brought up to be a paragon of her culture. At 1st level, the noble scion selects a culture she has been brought up in and three class skills. If a particular skill already a class skill, the scion instead gains a +1 trait bonus on that skill.

Prestigious Influence (Ex)

At 2nd level, a noble scion can use her influence to receive special treatment, favors, and other services. She effectively has a pool of virtual gold pieces equal 25 gp per class level to spend on services and non-material goods. This represents the wealth of her house, but also connections; naturally the theatre will offer their best tickets for free to honor their great sponsor and beneficiary who just happens to be the noble characters uncle. This pool replenishes at the beginning of every week. Unspent resources are lost and do not accumulate. Services and nonmaterial goods available to a noble scion include:

  • Pay for lodgings, stabling, taxes, and tolls.
  • Pay off bandits or pay ransom.
  • Pay for social gifts and bribes.
  • Improve her lifestyle quality.
  • Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
  • Obtain invitations to exclusive events, or entry into privileged locations.
  • Gather information, spread rumors, or start a whispering campaign.
  • Purchase spellcasting services.
  • Employ an expert hireling to make a skill check with a check bonus of +10 plus half her class level at a cost of 50 gp.

The noble can spend some of these funds on her companions, but spending more than half your allowance on your friends could be seen as overly egalitarian. A noble scion cannot permanently gain goods or wealth from this ability. Boons attainable from this ability are generally only available in settlements of 500 people or more. The exact benefits available in a location are subject to GM discretion.

When in the home territory of her noble house, the scion has access to luxurious lodging at the manors or town houses of her family, and can use such facilities to throw parties, lodge her companions in comfort, or otherwise use the properties of her family to advantage. When traveling, she can expect at least modest accommodation with other nobles, and a noble visitor is often the occasion of parties and other entertainment. The backside is of course that the scion is expected to attend all these social functions, which can hinder her other activities.This replaces the bonus feat from level 15.

Fame And Fortune (Ex)

At third level a noble scion gains a bonus equal to 1/3 her class level on Diplomacy, Intimidate, Knowledge (local), and Knowledge (nobility) checks. This ability also reduces the DCs of Diplomacy, Knowledge (local), and Knowledge (nobility) checks others make to gather information about the noble scion by the same amount. This replaces the bonus feat from level 6.

Magus Mentoring

At level 3, and every 3 levels thereafter, the intense mentoring of the renaissance man pays off. The renaissance man can choose a magus arcana or a bonus feat chosen from combat and metamagic feats. Unless specifically noted in a magus arcana’s description, a renaissance man cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. This replaces magus arcana.

Servitor (Ex)

At 4th level, a noble scion gains a faithful NPC servitor of the same level as a cohort granted by the Leadership feat (minimum 1st level). This servitor is of the expert NPC class and comes equipped with gear appropriate for a non-heroic NPC of the servitor's level. The servitor does not fight for the noble scion as would a cohort or follower, but instead can set up camp, act as a valet or maid, and otherwise provide food and comforts. The servitor can also run various errands while the noble scion is adventuring, such as delivering messages or maintaining the scion's interests. This replaces greater spell combat.

Spell Combat (Su)

This is the same as the magus ability of the same name, except that it is gained at level 4.

Spell Recall (Su)

This is the same as the magus ability of the same name, except that it is gained at level 5.

Leadership (Ex)

At 7th level, the noble scion gains Leadership as a bonus feat. The cohort and followers come with equipment appropriate for their level. Pay and upkeep is provided by the noble scion's house. Followers serve their noble leader, but their ultimate loyalty is to the land and holdings; they may report unusual activities to others in the house and refuse orders that they perceive to be dangerous to the clan as a whole. This replaces the bonus feat from level 12.

Medium Armor (Ex)

This is the same as the magus ability of the same name, except that it is gained at level 14.

Greater Leadership (Ex)

At 13th level, a noble scion can have a cohort up to one level lower than herself and the level of all her followers increases by one. At 19th level, she can recruit a cohort of the same level she is and the level of her followers increases by two. This also improves the noble scion's servitor. This replaces greater spell access.

Peerless Patrician (Ex)

At 20th level a noble scion can roll twice on any Bluff, Diplomacy, Intimidate, Knowledge (nobility), or Sense Motive check and take the better roll. Once per day, instead of rolling one of these skill checks, she can assume the roll resulted in a natural 20. This replaces true magus.


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.