Classes/Magus

Hit Die: d10

Type: Hybrid

Class Features
The following are class features of the Magus.

Weapon and Armor Proficiency
Magus are proficient with all simple weapons and simple armor. If this is the character’s first level in a class he gains proficiency in all martial weapons and martial armor.

Casting
A magus may combine spells and talents to create magical effects, and uses Intelligence or Psyche as his Casting Ability Modifier.

If this is the character’s first level in a casting class he gains a single discipline feat he qualifies for, may choose his casting type (See Casting Types on the Magic page), and may increase the casting time of a spell by 2 AP to ignore the spell failure caused by casting in light armor; if the magus possesses the armored caster feat he may instead use this ability to ignore the spell failure caused by casting in heavy armor.

Magus’s Training
A magus may choose a single Strength, Agility, or Endurance based skill; they gain an additional bonus rank in this chosen skill for each level in magus.

Mystic Pool
A magus learns to push their natural energies to create both the magical and extraordinary. This pool contains a number of points equal to his levels in magus. A mystic pool may be used as a stamina or a spell point pool, though it does not stack with either when determining the size of either pool. Similar to a stamina and spell point pool, a mystic pool restores itself after a long rest.

At 3rd level and every 3 levels thereafter the mystic pool’s size increases by an additional 1. If he obtains a mystic pool from another class or source he may combine the pools and their levels to determine the total capacity of the mystic pool. If this is the character’s first level in a class their mystic pool’s capacity increases by an additional 2.

Classes with a mystic pool count as both Martial and Casting classes for the purposes of determining MPB and SPB, and if this is their first level in a martial or magic class.

Implements
A magus may choose a staff, amulet, or spellbook as his implement. In addition, the magus may create a magical bond with a masterwork quality weapon as an implement in a ritual that takes 1 hour and consumes exotic spell reagents costing 100 gp per SPB. The magus may have only one bonded weapon at a time, and only the most recently anointed weapon functions as the magus’ implement.

Magic Talents
A magus gains 1 magic talent at every time he gains 1 BCB from his magus level, each magic talent may be used to learn a new talent or new spell the magus qualifies for. In addition, he gains a bonus spell (but not talent) for every 6 BCB he gains from this class.

Spellblade Focus Initiate (Su)
At 1st level, a magus gains the spellstrike meta universal talent as a bonus magic talent.

In addition the magus learns to further hone their capabilities in combat, electing to embrace a single style of combat. The magus selects a single Spellblade Focus. If this is the magus’s first level in a martial class he gains the associated stance as a bonus feat, and if this is the magus’s first level in a casting class he gains associated affinity as a bonus talent.

For a complete listing of spellblade focus, see List - Spellblade Focus.

Mystic Combat (Su)
At 2nd level, a magus may reduce the AP cost any spell which normally requires a 4 AP or less to cast by 2 AP (minimum 1 AP), but may only target himself with any spell cast in this manner. When casting in this way the magus does not provoke attacks of opportunity for casting. The magus may use this ability once per day for each level of magus he possesses.

Practiced Arcana
At 2nd level and every 3 levels thereafter the magus gains access to a special ability known as an arcana; allowing the magus to further enhance their blending of martial and magic prowess. Unless otherwise specified a magus arcana can only be selected once. Abilities that call for ki may be instead utilized by spending 1 point from his mystic pool if he does not yet possess a ki pool. Additional Practiced Arcana can be taken using the Extra Talent feat.

For a complete listing of Practiced Arcana, see Table - Practiced Arcana.

Basic Spellblade Focus (Su)
At 3rd level the magus gains the benefits of the listed basic training of their spellblade focus.

Ki Pool (Su)
At 3rd level, a Magus gains access to a pool of internal energies called ki, which allow him to perform supernatural feats that go beyond the limits of his physical body. This pool contains a number of ki points equal 1 + his casting ability modifier (minimum 2) and refreshes once per day when the Magus regains his Mystic Pool. A Magus may spend a stamina or a mystic pool point as a free action on his turn to regain 2 points of his ki pool.

As long as the Magus has at least 1 point in his ki pool, he gains an enhancement bonus on athletics checks to jump equal to his class level, and his unarmed strikes and natural attacks are treated as magic weapons. At 8th level, his unarmed strikes and natural attacks are treated as silver for the purpose of overcoming damage reduction.

In addition at 3rd level a magus expands his repertoire of his Ki Pool allowing him to spend his ki points in additional ways:


 * Ki Reflexes: Spend a ki point in place of a reaction.
 * Ki Dodge: Once per round, spend a ki point as a reaction to gain a +4 dodge bonus to AC for 1 round.
 * Ki Leap: Once per round, spend a ki point as a reaction to gain a +20 enhancement bonus to athletics checks made to jump for 1 round, and to be considered as having a running start when making such a check.

If a magus gains a ki pool from another source, he does not combine the pools for the purposes of determining capacity, nor does he gain an additional ki pool, but may spend points from his ki pool to pay for abilities from either source that require ki points. If each pool requires different ability scores (such as Psyche and Focus) the Magus may use the higher of the two ability scores when determining the capacity of his ki pool. The Magus may add together his levels in all classes that grant a ki pool to determine the abilities of his ki pool class feature.

Improved Blade Magic (Su)
At 4th level the magus learns to weave his spells even more fluidly into his attacks. He gains advanced spellstrike as a bonus feat. If the magus already has advanced spellstrike or later gains advanced spellstrike again he may instead reduce the AP cost of any spell cast through spellstrike by 2 (minimum 3 AP).

Spellblade Magics (Su)
At 6th level and every 6 levels thereafter the magus may select a single bonus talent listed as part of his Spellblade Focus and gains it. The magus does not need to meet the prerequisites of this spell or talent except for the level requirement listed on the Spellblade Focus if specified. If the magus lacks the specific spell needed for that talent, the magus may still gain that talent, but may not use it until he has the requisite spell to apply it to.

Improved Spellblade Focus (Su)
At 7th level the magus gains the benefits of the improved training from the Spellblade Focus he selected at 3rd level.

Greater Blade Magic (Su)
At 9th level when casting a spell through spellstrike the magus may choose to spend 1 additional mystic pool point and increase the AP cost of the spellstrike by 1 (minimum 4 AP) to cast the spell twice paying the usual spell point cost of the spell as normal. Doing so causes both spells to manifest at -4 BCB, and are resolved as part of two separate melee attacks rather than as one.

Spellblade Arcana (Su)
At 10th level the magus gains access to a powerful type of arcana known as a spellblade arcana. The magus may select a single spellblade arcana from the spellblade focus he selected at 3rd level. At every 5 levels after 10th the magus against access to one additional Spellblade Arcana.

Master Blade Magic (Su)
At 11th level the magus gains quicken spell as a bonus magic talent if he did not already possess it. Once per round on the Magus’ turn the magus may use quicken spell to make an attack with spellstrike as a reaction. When using spellstrike with quicken spell the attack is not treated as a focused attack.

Advanced Spellblade Focus (Su)
At 13th level the magus gains the benefit of advanced training from the Spellblade Focus he selected at 3rd level.

Greater Pool (Su)
At 16th level the magus’s focus and might grows, granting him more power throughout the day. The magus may add half of his casting ability modifier (rounded down, minimum 1) to the capacity of his Mystic Pool and his ki pool.

Master Spellblade Focus (Su)
At 17th level the magus gains the benefit of master training from the Spellblade Focus he selected at 3rd level.

Grand Blade Magic (Su)
At 19th level the magus automatically passes all concentration checks to avoid losing a spell from damage or ongoing damage for any spell used with spellstrike. The magus is still subject to all other concentration checks such as from weather conditions.

Mythic Spellblade Focus (Su)
At 20th level the magus gains the benefits of the Mythic Training from the Spellblade Focus he selected at 3rd level.

Arcane Fencer
Associated Stance: Duelist Stance

Associated Affinity: Water (Essence) Affinity

Basic Training: When in duelist stance, the magus gains a +1 competence bonus to AC. This bonus improves by 1 at 5th level and every 5 levels thereafter. The magus loses this bonus until the start of his next turn if he wields or makes an attack with an off-hand weapon.

Improved Training: When in duelist stance, when the magus successfully hits with an attack using spellstrike, the magus may make a single bonus attack at a -2 penalty. The magus may not make an attack with an off-hand weapon when using this ability.

Advanced Training: When in duelist stance, and wielding nothing in their off hand, the magus may spend 1 point from their ki pool as a reaction to add half their magus level to all their weapon damage rolls for 1 minute. This effect ends if the magus ends their duelist stance, or makes an attack with a weapon in their off hand.

Master Training: When in duelist stance, when the magus makes an attack he gains 5% spell resistance. This bonus improves by 5% at 5th level and every 5 levels thereafter. This effect ends if the magus ends their duelist stance, or makes an attack with a weapon in their off hand.

Mythic Training: When in duelist stance, the magus gains a stacking +1 competence bonus to attack rolls and save attack rolls for each successful attack he makes against a single target against that target; this bonus lasts until the start of their next turn. The magus loses this bonus if he wields or makes an attack with a weapon in his off-hand.

In addition when the magus critically strikes with an attack made with spelstrike he adds ½ his magus level to the damage of the attack; adding this an additional time per critical multiplier above x2 (magus level a x3, 1.5x magus level at x4). This damage is of the same type as the spell; if the spell does not deal damage it instead is of the type matching that of the magus’s weapon.

Bonus Talents: Elemental Weapon, Elemental Blast, Improved Elemental Blast, Wave Shield, Elemental Shell

Spellblade Arcana: Listed below are the spellblade arcana available to the arcane fencer.


 * Dimensional Thrust (Magus 10th): The magus may spend 1 point from his ki pool reaction as part of making an attack roll to treat himself as having flanking against a target for the purposes of the attack and any damage that occurs from that attack.
 * Arcane Lunge (Magus 10th): The magus may spend 1 point from his ki pool as a reaction to treat all attacks he makes as having a 5 foot longer reach until the start of his next turn. When using this ability all slashing or bludgeoning damage his weapons deal is converted to piercing damage. This reach improves by an additional 5 feet at 15th and 20th level.
 * Arcane Pierce (Magus 15th): The magus may spend 1 point from his ki pool as a reaction to treat any DR and Resist a creature possesses as 1 lower for every 4 levels of magus he possesses. These benefits last until the start of his next turn.

Arcane Knight
Associated Stance: Defensive Stance

Associated Affinity: Earth (Water-Anima) Affinity

Basic Training: The magus gains Armored Caster a second time as a bonus feat. If the magus already possesses this feat or gains it later he may add half his armor bonus, up to maximum equal to his magus level, to his touch AC and CMD; this ability stacks with similar abilities such as the nimble property of armor; this bonus only applies while the magus is in defense stance.

Improved Training: While in defensive stance, the magus may use his mystic combat ability as part of taking a total defense action without increasing the AP cost. At 8th level the magus gains two additional uses of mystic combat per day.

Advanced Training: When in defensive stance, the magus gains 5% spell resistance for every 4 magus levels he possesses when he takes the total defense action. If the magus takes a 4 AP action to total defense this spell resistance is doubled.

Master Training: Once per round, while in defensive stance, if the magus is struck by an attack after taking the total defense action he may spend 1 point from his mystic pool to cast a single spell with spellstrike against the creature who struck the magus as a reaction. The magus may only use this ability against creatures within his reach to successfully complete the attack.

Mythic Training: The magus learns to extend the benefits of his mystic combat to his allies. The magus may target one adjacent ally instead of himself as the target of a mystic combat spell he is attempting to cast. In addition, each time the magus uses his mystic combat ability he gains a +2 dodge bonus to his AC until the start of his next turn.

Bonus Talents: Elemental Blast, Improved Elemental Blast, Elemental Shell, Conjure Wall

Spellblade Arcana: Listed below are the spellblade arcana available to the arcane knight.


 * Arcane Rebuff (Magus 10th): The magus may spend 1 point from his ki pool as a reaction when any ally within 30 feet, other than the magus, is damaged by an attack. The magus may reduce the damage by an amount equal to half his magus level.
 * Arcane Guardian (Magus 10th): When adjacent to another ally the magus may spend 1 point from his ki pool as a reaction to redirect an attack targeting an adjacent ally to himself. When doing so the magus may treat his armor’s AC bonus as 1 higher for every 5 magus levels he possesses for the purposes of determining how much damage he may redirect to his armor.
 * Arcane Fortress (Magus 15th): The magus may spend 1 point from his mystic pool as a 3 AP action. For 1 minute per magus level whenever an ally within 30 feet of the magus takes damage the magus may redirect a number of points of damage equal to his Armor’s AC bonus to himself as a reaction. The magus may redirect this damage to his armor as normal. The magus may not use this ability against the same attack he redirected with Arcane Guardian.

Arcane Brutality
Associated Stance: Power Stance

Associated Affinity: Fire (Essence) Affinity

Basic Training: When wielding a two-handed weapon the magus may add the damage bonus from power stance to any spell cast using spellstrike even if the spell would not normally deal damage.

Improved Training: When in power stance and attempting a combat maneuver with a two handed weapon, the magus may spend 1 point from his ki pool as part of the combat maneuver to count his BAB from his magus levels as equal to his magus level for the purposes of determining his MSB for that combat maneuver.

Advanced Training: When in power stance and wielding a two handed weapon the magus ignores a number of points of elemental damage reduction from elemental resist equal to his damage bonus from power stance (this includes the increase from wielding a weapon in two hands)

Master Training: The magus gains Vital strike as a bonus feat if he did not already possess it. When casting a spell to use through spellstrike as a 3 AP action or greater, the magus may increase the AP cost of this ability by 1 to replace the melee attack with a vital strike (allowing further AP to be spent to further improve the vital strike).

If used with the brutal explosion or brutal eruption Spellblade arcana the area damaged by these abilities improves by an additional 5 feet plus 5 feet per additional AP spent on the vital strike. If the magus already possesses vital strike when gaining this ability or later gains it he further increases the area with these abilities by an additional 5 feet plus 5 feet per additional AP spent on the vital strike.

Mythic Training: When in power stance and wielding a two-handed weapon the magus may attempt a sunder combat maneuver against a creature using spellstrike, as if targeting a creature’s natural armor (even if they do not possess natural armor). If he succeeds the creature gains vulnerability to the associated damage type of the spell used with the spellstrike, and the creature’s spell resistance is reduced by 20%. This penalty lasts until the creature is healed or recovers hit points naturally (such as through rest).

Bonus Talents: Elemental Weapon, Elemental Blast, Improved Elemental Blast, Alter Self

Spellblade Arcana: Listed below are the spellblade arcana available to the arcane brutality.


 * Brutal Explosion (Magus 10th): The magus may spend 1 point from his ki pool when making an attack to cause creatures adjacent to the target, excluding the magus, to take damage equal to the weapon damage die of the weapon used in the attack. This decision must be made before the attack roll is made, and if the magus’s attack misses the effect does not occur and the ki pool points are still spent.
 * Brutal Aura (Magus 10th): The magus may spend 1 point from his ki pool as a reaction to treat all weapons wielded as one size category larger for the purposes of the damage they deal. In addition the magus treats the reach of any melee weapon he is wielding as 5 feet longer than normal. These effects increase by an additional 1 size category of damage, and 5 feet of reach at 15th level and every 5 levels thereafter. This effect lasts until the start of the magus’s next turn.
 * Brutal Eruption (Magus 15th): The magus may spend 1 point from his mystic pool to use spellstrike with a spell that targets an area. When doing so the magus treats himself as the targeted square of the spell. The magus may choose to exclude himself from the effects of the spell. Instead of an attack roll creatures are subject to a reflex save attack (using his normal save attack for a spell); success causes creatures within the area to take damage as if hit by the magus’s weapon, failure instead deals half. In addition creatures are subject to the effects of the spell on a success, though if the spell calls for a fortitude or will saving throw they must make additional saves against the same save attack of this ability. If the spell calls for a reflex use the results of the save attack to determine results instead of the creature rolling reflex again.

Shield Magus
Associated Stance: Defensive Stance

Associated Affinity: Air (Essence) Affinity

Basic Training:  When in defensive stance, and wielding a shield, the magus reduces the penalties for fighting defensively by half when making an attack with his shield through a spellstrike. The magus takes penalties as normal for fighting defensively when attacking with a weapon that isn’t a shield, or with an attack not through a spellstrike.

Improved Training: As a 3 AP  action the magus may spend 1 point from his ki pool to imbue his shield with a single spell, spending any spell points or other resources as part of casting at this time. Once imbued the spell remains imbued in the shield for 10 minutes per magus level. When a creature attempts to hit the magus with a melee attack and misses, or the magus successfully hits the creature with the shield, he may as a reaction expend the spell imbued within his shield casting and targeting the creature. The spell is treated as if it had successfully hit if it requires a touch attack. Once the spell has been cast from the shield the shield is no longer imbued.

This may only be used with spells that target a single creature for their effect. If the spell calls for a saving throw you must still make a save attack as normal to determine the effect of the spell. Spells imbued with this ability may not be modified with meta talents. Only one spell may be imbued in a shield at a time.

When casting a spell using spellstrike, the magus may choose to imbue his shield instead of casting the spell on the creature he is attacking.

Advanced Training: While a spell is imbued in the magus’s shield he magus gains a +3 deflection bonus to his AC. In addition the magus gains Resist 2 or DR 5 against the damage type matching the associated damage type of the affinity talent of the imbued spell. This DR is overcome by any physical damage type not being resisted (if piercing they it would be overcome by bludgeoning and piercing). This resist improves by an additional 1 and DR improves by 3  at 15th level and 20th level.

Master Training: The magus may have up to two spells imbued in his shield at one time, though he may only expend a single spell at a time as a reaction. This applies the resist and DR of the magus’s advanced training for each unique affinity spell imbued in the shield.

Mythic Training: The magus may now expend the spell imbued within his shield against any creature who misses him with a melee or ranged attack as long as the creature is within 30 feet + 5 feet per 2 magus levels. In addition anytime a creature misses the magus with an attack the creature takes 1d6 damage of a single element of the magus’s choice matching the associated damage type of the affinity talent of a single spell imbued within his shield; this damage only occurs if the magus choses to not expend the imbued spell as an reaction.

Bonus Talents: Elemental Blast, Improved Elemental Blast, Elemental Shell, Phalanx

Spellblade Arcana: Listed below are the spellblade arcana available to the shield magus.


 * Shield Ward (Magus 10th): When the magus’s shield is imbued and he takes a full defense action as a 4 AP action the magus may spend 1 point from his ki pool to cause his shield to emit a barrier until the start of his next turn. While this barrier is active all squares adjacent to the magus are treated as difficult terrain, in addition allies may treat these squares as obstacles for the purposes of determining cover from ranged attacks.
 * Shield Absorb (Magus 10th): Once per round when targeted by a spell the magus may spend 1 point from his mystic pool as an reaction to attempt to absorb it into a wielded shield. The magus makes an attempt to dispel (1d20+ your SPB) the spell (against the caster 1d20+ the caster’s SPB). If your check is higher the effect is dispelled and is absorbed into the magus’s shield, causing it to be imbued with the spell. If the magus already has a spell within his shield he may choose to harmlessly discharge the spell to allow the new spell to take its place.
 * Mystic Absorb (Magus 10th): The magus may use his mystic combat to imbue his shield with a spell as a move action, but may only imbue spells that he normally would be able to cast with mystic combat.  When the magus uses this ability he may instead the magus may expend the spell to cast the spell imbued within on himself.
 * Imbued Bulwark (Magus 15th): Each time an attack roll is made against the magus, the magus may choose to reduce the BCB of the spell imbued within the shield by 1 to improved the Deflection Bonus from his advanced training by 1 until the start of his next turn. If the BCB of the spell is reduced to 0 the spell is lost and the shield is no longer treated as imbued.

Whirling Dervish
Associated Stance: Whirlwind Stance

Associated Affinity: Air (Essence) Affinity

Basic Training: While in whirlwind stance, and wielding a weapon with the balanced keyword in each hand, the magus may treat the weapon in his offhand as a light weapon for the purposes of determining the penalties from two weapon fighting.

Improved Training: While in whirlwind stance, and wielding a weapon with the balanced keyword in each hand, the magus may make a single attack with his off-hand taking the usual penalties for two-weapon fighting with an off-hand weapon when making a spellstrike.

When using spellstrike in this way the magus may choose to reduce the BCB of the spell by half (minimum 1) to allow the effects of the spell to be applied to both his main-hand and off-hand attack, as long as he attacks two separate creatures with this main and off-hand attack. When the magus gains Greater blade magic he may choose to make the second spell strike as part of an additional attack made as part of a focused attack.

Advanced Training: While in whirlwind stance, the magus is treated as if he had moved more than 5 feet, for the purposes of whirlwind stance or any feat with whirlwind stance as a prerequisite, anytime he makes an attack with both his main and off hand weapon in the same turn.

Master Training: The magus gains spell resistance equal to his concealment chance from whirlwind stance if he is currently benefiting from it. Effects that allow a creature to bypass or reroll against this concealment allow the creature to also bypass or reroll against this spell resistance.

Mythic Training: While in whirlwind stance, the magus gains a +3 bonus to BCB when making an attack with spellstrike with his main-hand and off-hand weapon using Improved Training from Whirling Dervish; and the magus may choose to attack the same creature rather than two separate creatures using this ability.

Bonus Talents: Elemental Weapon, Elemental Blast, Improved Elemental Blast, Air Geyser

Spellblade Arcana: Listed below are the spellblade arcana available to the whirling dervish.


 * Dimensional Dervish (Magus 10th): As a 5 AP action the magus may spend 1 point from his mystic pool to make a focused attack while teleporting. The magus may designate one foe within 5 feet per magus level, teleporting adjacent that foe and making his first attack of a focused attack action. The magus then may continue his focused attack on the same creature, or designate another creature within 30 feet of the first to teleport to and make an additional attack. The magus may make as many attacks as normally allowed by a focused attack action that 5 AP was spent on and teleport an equal number of times.
 * Arcane Dervish (Magus 10th): As a reaction the magus may spend 2 points from his ki pool when making a focused attack to reduce the AP cost of one of his additional attacks by 1 (minimum 0), and reduces the cumulative penalty gained for making additional attacks by 1 until the start of his next turn.
 * Elemental Whirl (Magus 15th): The magus may spend 1 point from his mystic pool to use spellstrike with a spell that targets an area. When doing so the magus treats himself as the targeted square of the spell. The magus may choose to exclude himself from the effects of the spell. Instead of an attack roll creatures are subject to a reflex save attack (using his normal save attack for a spell) success causes creatures within the area to take damage as if hit by the magus’s main-hand and off-hand weapon, failure instead deals half. In addition creatures are subject to the effects of the spell on a success, though if the spell calls for a fortitude or will saving throw they must make additional saves against the same save attack of this ability. If the spell calls for a reflex use the results of the save attack to determine results instead of the creature rolling reflex again.