Magic Fist (Apath)

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Unofficial rules compendium

Magic fist is a magus archetype that combines spells with martial arts strikes. It is a practitioner of the way of life. Of all martial arts variants, this is perhaps the most cinematic, combining martial arts with amazing magical abilities, a classic high fantasy martial arts hero.

Publisher: Purple Duck Games

Class Information

This is a magus archetype, combining sorcerer-style spellcasting with flamboyant martial arts.

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 magic fist has all the magus' class features, except as follows:

Weapon and Armor Proficiency

Magic fists are proficient with club, dagger, handaxe, javelin, kama, longsword, nunchaku, quarterstaff, sai, shuriken, and siangham. If oriental weapons are in use, they are also proficient with the butterfly sword and hanbo. They have no proficiency with armor or shields.

Spells

A magic fist casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a magic fist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magic fist's spell is 10 + the spell level + the magic fist's Charisma modifier.

A magic fist can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Magic fist Spells. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Table: Magic Fist
Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th
1 4 2
2 5 3
3 6 4
4 6 4 2
5 6 4 3
6 6 4 3
7 6 5 4 2
8 6 5 4 3
9 6 5 4 4
10 6 5 4 4 2
11 6 6 4 4 3
12 6 6 4 4 4
13 6 6 4 5 4 2
14 6 6 4 5 4 3
15 6 6 4 5 4 4
16 6 6 4 5 5 4 2
17 6 6 5 6 5 4 3
18 6 6 5 6 5 4 4
19 6 6 5 6 5 5 4
20 6 6 5 5 5 5 5

A magic fist's selection of spells is extremely limited. A magic fist begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new magic fist level, he gains one or more new spells as indicated on Table: Magic fist Spells. Unlike spells per day, the number of spells a magic fist knows is not affected by his Charisma score. The numbers on Table: Magic fist Spells are fixed.

Upon reaching 4th level, and at every third magic fist level thereafter (7th, 10th, and so on), a magic fist can choose to learn a new spell in place of one he already knows. In effect, the magic fist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A magic fist may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cantrips: Bloodline magi learn a number of cantrips, or 0-level spells, as noted on Table: Magic fist Spells under “Spells Known”. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials

A magic fist gains Eschew Materials as a bonus feat at 1st level.

Lively Reflexes

The magic fist has good Reflex saving throws, giving him good saving throws in all categories. This is accounted for in Table: Magic Fist.

Magic Pool

At 1st level, the magic fist gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This magic pool has a number of points equal to 1/2 his magic fist level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the magic fist prepares spells.

At 1st level, a magic fist can expend 1 point from his magic pool as a swift action to grant his unarmed attacks or any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the natural attack or weapon, stacking with existing weapon enhancement to a maximum of +5.

At 5th level, these bonuses can be used to add any of the following weapon properties: anarchic (+2), axiomatic (+2), breaking (+1), disrupting (+2), flaming (+1), flaming burst (+2), frost (+1), holy (+2), icy burst (+2), keen (+1), shock (+1), shocking burst (+2), speed(+3), unholy (+2). The magic fist cannot choose a property that does alignment damage opposed to his own alignment. For example a lawful good magic fist could not choose anarchic or unholy as his weapon quality. These properties are added to any the weapon or unarmed attack already has, but duplicates do not stack. Adding these properties consumes an amount of bonus equal to the property’s base price, which is listed in parenthesis after each ability above.

If a weapon is not previously enchanted to at least +1, a +1 enhancement bonus must be added before any other properties can be added (this limitation does not apply to unarmed attacks).

These bonuses and properties are decided when the magic pool point is spent and cannot be changed until the next time the magic fist uses this ability. These bonuses do not function if a weapon is wielded by anyone other than the magic fist.

Multiple uses of this ability do not stack. A magic fist can only enhance either his unarmed attacks or one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

This is a modification to the magic pool class feature.

Spell Combat

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magic fist must have one hand free (even if the spell being cast does not have somatic components), while using unarmed atatcks or wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his melee attacks at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magic fist can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. . This is a modification to the Spell Combat ability.

Unarmed Fighting (Ex)

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

Usually a magic fist'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 magic fist'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 magic fist can use any ability that normally requires a melee weapon with an unarmed attack. This applies specifically to the magic pool, spell, spellstrike, and magus arcana abilities.

The damage of the magic fist 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 magi fist's reduced weapon proficiencies.

Way of Life Armor Bonus (Ex)

When unarmored and unencumbered, the magic fist adds his Charisma bonus (if positive) as a dodge modifier to armor class and CMD. In addition, a magic fist gains a +1 to this bonus at 5th level. This bonus increases by 1 for every five magic fist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses this bonus when he when he wears any armor, uses a shield, when he carries a medium or heavy load, or when he is denied her Dexterity bonus to armor class. This replaces armor proficiencies, the ability to cast spells in light armor, and the medium armor and heavy armor class features.

Evasion (Ex)

At 3rd level or higher, a magic fist can avoid damage from many area-effect attacks. If a magic fist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a magic fist is wearing light armor or no armor. A helpless magic fist does not gain the benefit of evasion. This replaces the bonus feat at level 5.

Overspend Power (Su)

At 4th level, the magic fist learns to use his magic pool to power spells. When out of spell slots of a certain level, the magic fist can still cast such a spell by expending a number of points from his magic pool equal to the spell’s level (minimum 1). This replaces spell recall.

Arcane Ki

At 4th level, the magic fist learns to imbue his unarmed with arcane power to enhance his natural attacks. As long as he has at least 1 point in his magic pool, he can make a ki strike, with the following effects:

  • At 4th level, his unarmed attacks are also treated as magic for the purpose of overcoming damage reduction.
  • At 10th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
  • At 17th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his magic pool, a magic fist can do one of the following:

  • Make one additional attack at his highest attack bonus when using spell combat, or
  • Increase his speed by 20 feet for 1 round, or
  • Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action. Arcane ki replaces the bonus feat at level 11 and 17.

Uncanny Dodge (Ex)

Starting at 7th level, a magic fist can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. This replaces knowledge pool.

Improved Overspend Power (Su)

At 11th level, the magic fist's ability to overspend on powers using his magic pool becomes more efficient. Whenever he casts a spell with overspend power, he expends a number of points from his magic pool equal to ½ the spell’s level (minimum 1). This replaces improved spell recall.

Improved Evasion (Ex)

At 13th level, a magic fist's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion. This replaces fighter training.

Table: Magic Fist

Level Base Attack Bonus Fort Save Ref Save Will Save Special Unarmed Damage AC Bonus Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +2 Cantrips, Eschew Materials, magic pool, spell combat, unarmed fighting, way of life 1d6 +0 1
2nd +1 +3 +3 +3 Spellstrike 1d6 +0 2
3rd +2 +3 +3 +3 Evasion, magus arcana 1d6 +0 3
4th +3 +4 +4 +4 Arcane ki (magic), overspend power 1d6 +1 3 1
5th +3 +4 +4 +4 Magic pool (properties) 1d6 +1 4 2
6th +4 +5 +5 +5 Magus arcana 1d8 +1 4 3
7th +5 +5 +5 +5 Uncanny dodge 1d8 +1 4 3 1
8th +6/+1 +6 +6 +6 Improved spell combat 1d8 +2 4 4 2
9th +6/+1 +6 +6 +6 Magus arcana 1d8 +2 5 4 3
10th +7/+2 +7 +7 +7 Arcane ki (cold iron, silver) 1d8 +2 5 4 3 1
11th +8/+3 +7 +7 +7 Improved overspend power 1d10 +2 5 4 4 2
12th +9/+4 +8 +8 +8 Magus arcana 1d10 +3 5 5 4 3
13th +9/+4 +8 +8 +8 Improved evasion 1d10 +3 5 5 4 3 1
14th +10/+5 +9 +9 +9 Greater spell combat 1d10 +3 5 5 4 4 2
15th +11/+6/+1 +9 +9 +9 Magus arcana 1d10 +3 5 5 5 4 3
16th +12/+7/+2 +10 +10 +10 Counterstrike 2d6 +4 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +10 Arcane ki (adamantine) 2d6 +4 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +11 Magus arcana 2d6 +4 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +11 Greater spell access 2d6 +4 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +12 True magus 2d6 +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
  • Spell Recall
  • Bonus feats (at level 5, 11, 17)
  • Knowledge Pool
  • Medium Armor
  • Fighter Training
  • Improved Spell Recall
  • Heavy Armor


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