Talk:Crafty Magus (Apath)
Unofficial rules compendium | |
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The crafty magus focuses on stealth and trickery over normal combat.
Class Features
The crafty magus has all the standard magus' class features, except as noted below.
Class Skills
The crafty magus class skills are: Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), Stealth (Dex), and Use Magic Device (Cha). Skills in italics are new to this archetype. The crafty magus has lost the Ride skill.
The crafty magus gains 6 skill points per level.
Weapon and Armor Proficiency
Canny magi are proficient with all simple weapons, plus the hand crossbow, longsword, rapier, sap, sling, and short sword. They are proficient with light armor, but not with shields.
Trapfinding
A crafty magus adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A crafty magus can use Disable Device to disarm magic traps. This replaces the Medium Armor and Heavy Heavy Armor class abilities of the magus.
Sneak Attack
At 5th level, when a crafty magus can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Sneak attack works with touch attacks that deal damage, ranged or not.
The crafty magus's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the crafty magus flanks her target. This extra damage is 1d6 at 5th level, and she gains an additional 1d6 sneak attack damage for every 6 levels of crafty magus attained after 5th level. Should the crafty magus score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a crafty magus can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon or spell that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The crafty magus must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A crafty magus cannot sneak attack while striking a creature with concealment.
Sneak Spell
A crafty magi able to use sneak attack is also able to use sneak spell under the same conditions. Sneak spell improved the save DC and any caster level checks for the spell by +1 per dice of sneak attack damage.
This replaces the bonus feats magi get at level 5, 11, and 17 as well as fighter training.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype (and the levels they are normally gained at):
- Weapon and Armor Proficiency
- Bonus Feats (5, 11, 17)
- Medium Armor (7)
- Fighter Training (10)
- Heavy Armor (13)