Magus of the Mind (Apath)

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Unofficial rules compendium

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

Class Information

This is a martial arts archetype

Class: Magus.

Hit Die: d8.

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, 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.

Canny Defense (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 dodge 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 Armor Class are lost if the magus of the mind is flat-footed or denied his Dexterity bonus to Armor Class, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

This ability replaces the reduced 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 magus' reduced weapon proficiencies and the fighter training ability.

Improved Spell Recall (Ex)

This is the same as the magus ability of the same name, but gained at level 10.

Table: Magus of the Mind

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Unarmed Damage AC Bonus Spells per Day
0 1 2 3 4 5 6
1st +0 +2 +0 +2 Arcane pool, canny defense, cantrips, spell combat 1d6 +0 3 1
2nd +1 +3 +0 +3 Spellstrike 1d6 +0 4 2
3rd +2 +3 +1 +3 Magus arcana 1d6 +0 4 3
4th +3 +4 +1 +4 Spell recall 1d8 +1 4 3 1
5th +3 +4 +1 +4 Bonus feat 1d8 +1 4 4 2
6th +4 +5 +2 +5 Magus arcana 1d8 +1 5 4 3
7th +5 +5 +2 +5 Knowledge pool 1d8 +1 5 4 3 1
8th +6/+1 +6 +2 +6 Improved spell combat 1d8 +2 5 4 4 2
9th +6/+1 +6 +3 +6 Magus arcana 1d8 +2 5 5 4 3
10th +7/+2 +7 +3 +7 Improved spell recall 1d8 +2 5 5 4 3 1
11th +8/+3 +7 +3 +7 Bonus feat 1d10 +2 5 5 4 4 2
12th +9/+4 +8 +4 +8 Magus arcana 1d10 +3 5 5 5 4 3
13th +9/+4 +8 +4 +8 1d10 +3 5 5 5 4 3 1
14th +10/+5 +9 +4 +9 Greater spell combat 1d10 +3 5 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Magus arcana 1d10 +3 5 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Counterstrike 1d10 +4 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat 2d6 +4 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus arcana 2d6 +4 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Greater spell access 2d6 +4 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True magus 2d6 +5 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 Proficiency
  • Armor Proficiency
  • Medium Armor
  • Heavy Armor
  • Fighter Training
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