Showing posts with label gish. Show all posts
Showing posts with label gish. Show all posts

Thursday, December 22, 2016

Magus: Comparison of Normal vs. Unchained Class Abilities

Design Background:  Locally, there are some fans of gish-style characters, and this interest extends to the magus base class.  Some of us liked to play fighter-mages in 1st and 2nd edition D&D.  The feeling is that magi are interesting, but somewhat complicated and not terribly powerful.  The unchained magus is a complete overhaul of the class.  Magus arcana (and some basic class features) have been refashioned as customizeable / selectable "arcane talents."  For a breakdown, see the comparison of class abilities for the normal magus and the unchained magus. For house rule changes that only slightly up the power level of the magus class, see the house rules for magi.

MAGUS ARCANA CONVERTED TO ARCANE TALENTS
Arcane Accuracy
Bane Blade [Bane Weapon Arcana]
Close Range [Close-Range Strike]
Critical Strike [Arcane Critical]
Devoted Blade [Devoted Weapon Arcana]
Dispelling Strike
Disruptive [ Disruptive Strike]
Ghost Blade [Ghost Weapon Arcana]
Hasted Assault [Arcane Hastening]
Quickened Magic [Arcane Quickening]
Reflection [Reflecting Strike]
Wand Wielder [Wand Combat]

BASE CLASS ABILITIES CONVERTED TO ARCANE TALENTS
Counterstrike
Greater Spell Access [Spell Lore]
Heavy Armor [Armored mage (heavy)]
Medium Armor [Armored mage (medium)]
Spell Recall
Spellstrike

ELIMINATED CLASS ABILITIES
Improved Spell Recall
Knowledge Pool

Monday, September 5, 2016

Arcane Archer (wizard; elf or half-elf)

Design Background: This archetype is based upon both the spellslinger archetype and the arcane archer prestige class.

Combining archery with considerable magical skill, an arcane archer forms a powerful bond with his bow.  Not only do arcane archers possess the ability to strike at targets from afar, they are also able to focus spells through their bow and imbue arrows with magical powers.  Arcane archers can typically only be found where elves travel, but not all are allies of the elves. A rare few, notably half-elven arcane archers, have used this elven tradition solely for their own gain.  Arcane archers tend to be free-spirited and are rarely lawful (and even more rarely evil).

Weapon Familiarity
Arcane Archers, if they don’t already possess it, gain proficiency with longbows (including composite longbows) and shortbows (including composite shortbows).  They gain the Weapon Focus feat with one of those.

Archery
At 1st, 5th, 10th, 15th and 20th level, the arcane archer gains a bonus feat.   At 1st level, the feat comes from the following list: Deflect Arrows, Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.  At 10th level, the following feats are added to the list: Improved Critical, Improved Precise Shot, Parting Shot, Pinpoint Targeting, Point Blank Master, Manyshot, Shot on the Run and Snap Shot.  The arcane archer must meet prerequisites normally required for these feats to select them.  

This ability replaces Scribe Scroll and Bonus Feats.

Arcane Bow (Su)
The arcane archer begins play with a masterwork bow as his bonded object.  In an arcane archer’s hands, his bow can both fire arrows and spells.  He can cast any ranged touch attack, cone, line, or ray spell through his arcane bow. When he casts through the arcane bow, the bow’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs.  For the purpose of criticals, the spell uses the archer’s crit range and multiplier for the bow.

At 4th level, every nonmagical arrow an arcane archer nocks and lets fly from his arcane bow becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons crafted by normal means, the archer need not spend gold pieces to accomplish this task. However, an archer's magic arrows only function for him.

At 8th level, the arcane archer gains the ability to place a melee touch attack or an area spell upon an arrow. Touch attacks are resolved against a target’s touch AC, and area attacks target a specific grid intersection and are treated as a ranged attack against AC 5.  When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting.

This ability replaces arcane bond.

School of the Bow (Su)
The rigor of their dual pursuits is so great that arcane archers forsake four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. An archer who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the archer takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

At 4th level, an arcane archer can launch an arrow that seeks a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates concealment, total concealment and cover modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level.

At 8th level, such an arrow can also phase through any barrier or wall in its way, not only negating concealment, total concealment and cover, but also total cover, armor and shield modifiers.  The attack is otherwise rolled normally.  The ability can now be used twice per day.

At 12th level, the archer can launch a hail of such arrows.  He can fire one seeking, phasing arrow at any target within range, to a maximum of one target for every wizard level he has earned. Each attack uses the archer's highest attack bonus, and each enemy may only be targeted by a single arrow.  The ability can now be used three times per day.

At 16th level, an arcane archer can craft a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fort save or be slain immediately. The DC to resist is equal to 10 + 1/2 the wizard's level + Int modifier. It takes 1 day to make a slaying arrow, and the arrow only functions for the arcane archer who created it. The slaying arrow lasts no longer than 1 year, and the archer can only have one such arrow in existence at a time.

This ability replaces arcane school.

Sunday, December 20, 2015

The Fallen Flock (CR4)

The crow-like faction known as the Fallen Flock are scavengers and irrepressible thieves. They rely on thievery and swordplay to get by in a harsh and unforgiving world. Covetous creatures predominantly motivated by greed, they are vain and easily won over with flattery. Deceptive, duplicitous, and cunning, the Fallen Flock seek circumstances in which they can take advantage of the situation. They target spent, weakened adventurers that are burdened with loot. After incapacitating and robbing the adventurers, the Fallen Flock typically lets them live, hopeful of preying upon them again in the future.

The Fallen Flock is led by four exceptional specimens of the tengu race: Blackplume (rogue), Redwing (magus), Ebonbeak (Oracle) and Crowfoot (Inquisitor).

SPECIAL ABILITIES OF THE FLOCK
Glide Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.
Great Ally (Ex) Tengus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a tengu applies or gains a +4 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a tengu gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
Mimicry (Ex) A tengu can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the tengu to speak languages it can't normally speak. To duplicate a specific individual's voice, a tengu makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.



BLACKPLUME
Male Tengu unchained rogue (knife master) 3
N Medium humanoid (tengu)
Init +5; Senses lowlight vision; Perception +9

DEFENSE
AC 17, touch 16, flat-footed 11 (+1 armor, +5 Dex, +1 dodge)
hp 33 (3d8+9)
Fort +3, Ref +8, Will +1
Defensive Abilities Evasion, Blade Sense +1 dodge AC against light blades.

OFFENSE
Spd 30 ft.
Melee mwk kukri +10 (1d4+5/18-20) or +8/+8 and beak +3 (1d3+1)
Ranged mwk starknife +9 (1d4+2/x3) 20’
Special Attacks kukri & starknife sneak +2d8, beak sneak +2d4

TACTICS
Before Combat Stealthed.
During Combat Attempts to flank. Uses acrobatics to maintain flanking position.
Morale Will not flee unless all remaining flock members flee.

STATISTICS
Str 14, Dex 20, Con 14, Int 10, Wis 10, Cha 10
Base Atk +2 CMB +5 CMD +21
Feats Dodge, Two-Weapon Fighting
Skills Acrobatics +11 (jump +16), Appraise +11, Bluff +0, Climb +8, Disable Device +12, Disguise +0, Escape Artist +11, Fly +5, Linguistics +15, Perception +8, Sense Motive +0, Sleight of Hand +0, Stealth +13, Survival +0, Use Magic Device +0
Languages tengu, common, undercommon, draconian, sylvan, elven, dwarven, giant, cyclopean, goblin, orc, auran, terran
SQ rogue talent (weapon training - kukri), finesse training, hidden blade, sneak stab
Combat Gear bag of caltrops, potion of cure light wounds, pouch of shiny marbles, smokestick, thunderstone Other Gear mwk padded armor, mwk kukri x2, mwk starknife, mwk thieves’ tools, ring of jumping +5.



REDWING

Male Tengu magus 3
N Medium humanoid (tengu)
Init +4; Senses lowlight vision; Perception +6

DEFENSE
AC 22, touch 14, flat-footed 18 (+4 armor, +3 Dex, +1 dodge, +4 shield)
hp 27 (3d8+3)
Fort +3, Ref +4, Will +3
Defensive Abilities

OFFENSE
Spd 30 ft.
Melee mwk katana +10 (1d8+6/18-20) and beak +2 (1d3+2)
Ranged mwk hand crossbow +7 (1d4/19-20)
Special Attacks +3 attack to deliver shocking grasp on opponents wearing metal armor, +5 attack with arcane accuracy
Spells Prepared (CL 3rd):
1st (DC15): color spray, shield, shocking grasp x2
0 (DC14): acid splash, ghost sound, mage hand, ray of frost

TACTICS
Before Combat Cast shield. Enchant katana to +2.
During Combat Open with color spray. All attacks use arcane strike to boost damage. Use spellstrike to deliver shocking grasp. Arcane pool has 7 points remaining. When using arcane accuracy, +5 attack with katana and -1 damage to attacks for no arcane strike.
Morale Will not flee unless all remaining flock members flee.
Base Statistics AC 19, flat-footed 14, katana +8 attack

STATISTICS
Str 18, Dex 16, Con 10, Int 18, Wis 10, Cha 8
Base Atk +2 CMB +7 CMD +22
Feats Arcane Strike, Dodge, Weapon Focus (Katana)
Skills Acrobatics +2, Bluff -1, Climb +3, Disguise -1, Escape Artist +2, Fly +8, Knowledge/Arcana +10, Linguistics +8, Perception +5, Sense Motive +0, Spellcraft +10, Stealth +7 Survival +1, Use Magic Device +5
Languages tengu, common, auran, undercommon, draconian, elven
SQ arcane pool (8 pts), magus arcana (arcane accuracy), spell combat, spellstrike
Combat Gear potion of cure light wounds, scroll of grease Other Gear mwk chain shirt, mwk katana, mwk kukri, mwk hand crossbow w/10 bolts, shiny signal whistle, spellbook




EBONBEAK
Male Tengu oracle 3
N Medium humanoid (tengu)
Init +3; Senses lowlight vision; Perception +5

DEFENSE
AC 22, touch 15, flat-footed 19 (+6 armor, +2 deflection, +3 Dex, +1 natural)
hp 30 (3d8+6)
Fort +2, Ref +4, Will +4
Defensive Abilities
Weaknesses Oracle’s Curse (tongues = auran)

OFFENSE
Spd 30 ft.
Melee mwk seven-branch sword +8 (1d10+9/x3) and beak +1 (1d3+3)
Ranged mwk light crossbow +7 (1d8/19-20)
Special Attacks disarm +10 w/ sword, trip +8 w/ sword to cause flat-footed for remainder of round
Spells Prepared (CL 3rd):
1st (DC15) x6: bless, cure light wounds, jump, shield of faith
0 (DC14): guidance, mending, resistance, spark, virtue
Mystery Fitness

TACTICS
Before Combat Cast shield of faith. Cast bless.
During Combat Power attack with sword and beak. Attempt to flank.
Morale Will not flee unless all remaining flock members flee.
Base Statistics AC 21, flat-footed 17

STATISTICS
Str 18, Dex 16, Con 12, Int 10, Wis 12, Cha 18
Base Atk +2 CMB +8 CMD +20
Feats Power Attack, Weapon Focus (Seven-Branch Sword)
Skills Acrobatics +0 (jumping +3), Bluff +4, Climb +4, Diplomacy +10, Disguise +4, Escape Artist +0, Heal +7, Fly +1, Linguistics +4, Perception +6, Sense Motive +1, Stealth +5, Survival +1, Swim +1, Use Magic Device +4
Languages tengu, common, auran
SQ revelation (healthy moves, toughened body),
Combat Gear wand of cure light wounds (22 charges) Other Gear mwk agile breastplate, mwk seven-branch sword, mwk kukri, mwk light crossbow w/10 bolts, mwk healer’s kit, small shiny steel mirror




CROWFOOT
Male Tengu Inquisitor (Heretic) 3
N Medium humanoid (tengu)
Init +10; Senses lowlight vision; Perception +9

DEFENSE
AC 20, touch 17, flat-footed 15 (+3 armor, +5 Dex, +2 deflection)
hp 27 (3d8+3)
Fort +1, Ref +8, Will +8
Defensive Abilities Hide Tracks (Ex): –5 penalty on rolls to find or follow her tracks

OFFENSE
Spd 30 ft.
Melee mwk elven curve blade +8 (1d10+4/18-20) and beak +2 (1d3+3)
Ranged mwk composite longbow +11 (1d8+3)
Special Attacks +1 attack & damage w/ bow 30’, +2 attack with bow when target is threatened by ally, or +4 when flanked by allies.
Spells Prepared (CL 3rd):
1st (DC16) x5: divine favor, protection from evil, shield of faith, truestrike
0 (DC15): acid splash, create water, detect magic, guidance, resistance, sift
Inquisition Heresy

TACTICS
Before Combat Stealthed, Judgement - Justice, shield of faith, divine favor
During Combat Stays at range and fires longbow.
Morale Will not flee unless all remaining flock members flee.
Base Statistics AC 18, flat-footed 15

STATISTICS
Str 14, Dex 20, Con 10, Int 10, Wis 20, Cha 10
Base Atk +2 CMB +6 CMD +21
Feats Precise Shot, Point Blank Shot, Coordinated Shot
Skills Acrobatics +5, Bluff +16, Climb +2, Diplomacy +0, Disguise +0, Escape Artist +5, Heal +11, Intimidate +12, Fly +5, Linguistics +1, Perception +11, Sense Motive +12, Spellcraft +1, Stealth +16, Survival +11 (+12 track), Swim +2.
Languages tengu, common, auran
SQ Righteous Infiltration, Lore of Escape, Stern Gaze, Cunning Initiative, Detect Alignment, Track, Solo Tactics, Judgement
Combat Gear wand of cure light wounds (17 charges) Other Gear mwk studded leather armor, mwk elven curve blade, mwk kukri, mwk composite longbow +2 str w/40 arrows, mwk healer’s kit, shiny steel arrowheads x5

Monday, December 7, 2015

Magus House Rules vs. Unchained Magus

Magus.
Design Background:  Locally, there are some fans of gish-style characters, and this interest extends to the magus base class.  Some of us liked to play fighter-mages in 1st and 2nd edition D&D.  The feeling is that magi are interesting, but somewhat complicated and not terribly powerful.  These are “lite” changes that only slightly up the power level of the magus class.  For a complete overhaul, see the unchained magus class.

Arcane Pool (Su):
  • At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to his magus level + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
  • At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every two levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +10 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
  • Normal: Points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level.
Bonus Feats:
  • At 2nd level, and every three levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
  • Normal: At 5th level, and every six levels thereafter.
Bonus Arcana:

Sunday, December 6, 2015

Unchained Magus

Fire Fencing by Enkidi.
Design Background:  Locally, there are some fans of gish-style characters, and this interest extends to the magus base class.  Some of us liked to play fighter-mages in 1st and 2nd edition D&D.  The feeling is that magi are interesting, but somewhat complicated and not terribly powerful.  The unchained magus is a complete overhaul of the class.  Magus arcana (and some basic class features) have been refashioned as customizeable / selectable "arcane talents."  For a breakdown, see the comparison of class abilities for the normal magus and the unchained magus. For house rule changes that only slightly up the power level of the magus class, see the house rules for magi.

The unchained magus is a student of two philosophies, blending magical talent and martial prowess. Unique from others who might dabble in one or the other disciplines, a magus can simultaneously use spell and steel to devastating effect. Their style of fighting with a single one-handed weapon and no shield leaves the off-hand available for casting spells. As he grows in experience, a magus unlocks arcane secrets to merge with his weaponry, and at the pinnacle of his art, a magus becomes a blur of spell and steel. Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months practicing a new sword-fighting style, while moonlighting in the library poring over ancient lore. Magi often defy expectations. Some are mistaken for rogues or swashbucklers dabbling in minor magic, often to their opponent’s detriment.

Alignment: any
Hit Die: d8
Class Skills: climb, craft, fly, intimidate, knowledge (arcana), knowledge (dungeoneering), knowledge (planes), profession, ride, spellcraft, swim, use magic device.
Skill Ranks/Level: 2
Weapon and Armor Proficiency: Simple weapons, martial weapons, light armor.

Base AttackFortRefWillSpecial0123456
1st+0+2+0+2Armored Mage (light), Spells, Spell Combat, Arcane Pool, Weapon Arcana, Arcane Talent31—————
2nd+1+3+0+3Arcane Talent42—————
3rd+2+3+1+3Bonus Feat43—————
4th+3+4+1+4Arcane Talent431————
5th+3+4+1+4Improved Weapon Arcana442————
6th+4+5+2+5Bonus Feat, Arcane Talent543————
7th+5+5+2+5Improved Spell Combat5431———
8th+6/+1+6+2+6Arcane Talent5442———
9th+6/+1+7+3+7Bonus Feat5543———
10th+7/+2+7+3+7Arcane Talent55431——
11th+8/+3+8+3+8Fighter Training55442——
12th+9/+4+8+4+8Bonus Feat, Arcane Talent55543——
13th+9/+4+9+4+9Enduring Weapon Arcana555431—
14th+10/+5+9+4+9Greater Spell Combat, Arcane Talent555442—
15th+11/+6/+1+10+5+10Bonus Feat555543—
16th+12/+7/+2+10+5+10Arcane Talent5555431
17th+12/+7/+2+10+5+10Training Knowledge5555442
18th+13/+8/+3+11+6+11Bonus Feat, Arcane Talent5555543
19th+14/+9/+4+11+6+11Critical Pool5555554
20th+15/+10/+5+12+6+12True Spell Combat, Arcane Talent5555555

Armored Mage (light) (Ex):
Spells: In much the same fashion as a wizard, a magus casts arcane spells which are drawn from the magus spell list. A magus must study his spellbook each day to prepare spells. To learn, prepare or cast a spell, a magus must have a sufficient intelligence score.


Spell Combat (Ex): A Magus learns to cast spells and wield his weapon 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 magus must have one hand free while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks at a -2 penalty and also cast any spell with a casting time of 1 standard action. The spell can be cast before or after the weapon attacks.
Improved Spell Combat (Ex): When using Spell Combat, the Magus receives a circumstance bonus equal to his Int bonus to concentration checks.
Greater Spell Combat (Ex): When using Spell Combat, the magus receives a circumstance bonus equal to double his Int bonus to concentration checks.
True Spell Combat (Su): The magus becomes a master of spells and combat, no longer needing to make concentration checks when casting defensively. Also, whenever the magus uses his spell to target the same creature as his melee attacks, the magus gains a +2 circumstance bonus to attack rolls, checks made to overcome spell resistance, and to the DC to resist the spell.


Arcane Pool (Su): The magus gains a reservoir of arcane energy that he can draw upon to enhance his weapon and fuel related powers. This arcane pool has a number of points equal to 1/level + Int modifier. The pool refreshes once per day when the magus prepares his spells.
Weapon Arcana (Su): As a swift action, a magus can draw upon arcane energy to enhance his weapon. A magus can grant any weapon he is holding a +1 enhancement bonus for 1 minute/level. For every 2 levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +10 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon enchantments (to a maximum of +5). A magus can only enhance 1 weapon at one time, and it only functions if the weapon is wielded by the magus.
Improved Weapon Arcana (Su): The bonuses of Weapon Arcana can instead be used to apply any of these weapon properties: flaming (+1), frost (+1), shock (+1), keen (+1), flaming burst (+2), icy burst (+2), shocking burst (+2), speed (+3), dancing (+4), or vorpal (+5). If the weapon does not already have at least a +1 enhancement, it must be brought up to +1. Properties can not be changed in the middle of a use of Weapon Arcana; instead the magus must expend another pool point.
Enduring Weapon Arcana (Su): The duration of Weapon Arcana is extended to 10 minutes/level.
Critical Pool (Su): When the he magus scores a critical hit, he gains a temporary point for his arcane pool. The temporary point must be used no later than the end of the magus's following turn or it is lost.


Bonus Feats: At 3rd level, and every three levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. Prerequisites for these feats must be met as normal.
Fighter Training (Ex): Starting at 11th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Training Knowledge (Ex): Add your Int bonus to your CMB and CMD.

ARCANE TALENTS:
As he gains levels, a magus learns arcane talents tailored to his specific way of blending martial puissance and magical skill. At 1st level, a magus gains one arcane talent of his choice. He gains an additional arcane talent at 2nd level and for every 2 levels attained after 2nd level. Unless specifically noted in a arcane talent’s description, a magus cannot select a particular talent more than once. Arcane talents that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
  • Alloy Weapon Arcana (Su): The following special abilities can be accessed as Weapon Arcana: adamantine, cold iron, mithral and silver (+1). While this talent is in use, in addition to any properties gained from the alloy, the hardness and hit points of the weapon increase by 1/level + Int bonus. 
  • Arcane Accuracy (Su): The magus can expend 1 point as a swift action to grant himself an insight bonus equal to his Int bonus on all attack rolls for 1 round/level. 
  • Arcane Bond (Ex or Sp): The magus gains an arcane bond as the wizard ability. 
  • Arcane Critical (Su) (prereq: magus 12): Whenever the Magus lands a critical hit with a melee weapon, he may cast a spell against that target as a free action. 
  • Arcane Dodge (Su): The magus can expend 1 point as a swift action to grant himself an insight bonus equal to his Int bonus to his AC for 1 round/level. 
  • Arcane Edge (Su) (prereq: magus 8): The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Int bonus. 
  • Arcane Hastening (Su) (prereq: magus 6): The magus can expend 1 point as a swift action to move more quickly. This functions as a haste spell that only targets the Magus, and for 1 round/level. 
  • Arcane Quickening (Su) (prereq: magus 16): The magus can cast a spell as if it were quickened. This expends 2 points. 
  • Armored Mage (heavy) (Ex) (prereq: magus 12, armored mage med): Gains proficiency with heavy armor, and the armored mage (heavy) feat. 
  • Armored Mage (medium) (Ex) (prereq: magus 6, armored mage light): Gains proficiency with medium armor, and the armored mage (medium) feat. 
  • Bane Weapon Arcana (Su) (prereq: magus 14): The following special ability can be accessed as Improved Weapon Arcana: bane (+1). 
  • Close-Range Strike (Ex) (prereq: magus 6, spellstrike): The magus can deliver ray spells (and other spells) that feature a ranged touch attack as melee touch attacks.
  • Counterstrike (Ex) (prereq: magus 16): A magus has developed a knack for fighting enemies that cast spells in combat. A magus is not limited in the number of Attacks of Opportunity provoked by casting spells or spell-like abilities. Also, enemies within reach casting defensively still provoke an attack of opportunity after the spell is complete (which cannot be interrupted). 
  • Crafting Lore (Ex) (prereq: magus 6): Gain the item creation feat Craft Magic Arms & Armor regardless of prerequisites. 
  • Devoted Weapon Arcana (Su) (prereq: magus 10): The following special abilities can be accessed as Improved Weapon Arcana: anarchic (+2), axiomatic (+2), holy (+2) and unholy (+2). The ability must be compatible with the magus’s alignment. 
  • Dispelling Strike (Su) (prereq: magus 8): The magus can expend 1 point as a swift action to imbue his weapon with the power to dispel magic. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic. It functions using the magus’s level, and dissipates after the strike even if the dispel attempt is unsuccessful. 
  • Disruptive Strike (Ex) (prereq: magus 6): The magus gains disruptive as a bonus feat regardless of prerequisites. 
  • Elemental Weapon Arcana (Su) (prereq: magus 4): The following special ability can be accessed as Improved Weapon Arcana: corrosive (+1), corrosive burst (+2), and thundering (+1). 
  • Ghost Weapon Arcana (Su) (prereq: magus 8): The following special ability can be accessed as Improved Weapon Arcana: ghost touch (+1) and brilliant (+4). 
  • Magus Arcana: Select a standard magus arcana in place of an unchained magus arcane talent. 
  • Piercing Strike (Su): Whenever a magus wounds a target with his weapon, he gains a bonus (equal to Int bonus) to caster level checks made to penetrate spell resistance through the end of the magus’s next turn. This bonus does not stack with itself. 
  • Reflecting Strike (Su) (prereq: magus 14): Sacrifice 1 or more points from his arcane pool as an immediate action to reflect a spell back at its caster. This functions as spell turning, with the targeted spell level determining the number of points expended. If insufficient points are available, the available points instead grant an insight bonus on any saving throws allowed by the spell. 
  • Spell Lore (Ex) (prereq: magus 18): A magus adds a total of 14 wizard spells (2 per level) to his spellbook. These spells are now treated as magus spells. 
  • Spell Recall (Su) (prereq: magus 4): The magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast. 
  • Spellstrike (Su): Whenever a Magus casts a spell with a range of “touch,” he can instead deliver the spell through any weapon he is wielding. Instead of the free melee touch attack normally allowed, the magus can make a free melee weapon attack. It gives the magus more options for delivering a touch spell. If the weapon attack crits, so does the touch spell. 
  • Wand Combat (Su): The magus can activate a wand (or staff) in his off-hand instead of casting a spell. 
  • Weapon Lore (Su): The magus doubles his Int bonus to Knowledge (Arcana) checks to identify the auras of magic weapons, Spellcraft checks to identify the properties of magic weapons, and Spellcraft checks to craft magic weapons. When dealing with intelligent magic weapons, a magus receives a bonus equal to his Int bonus in personality conflicts. A magus and his intelligent weapon can automatically communicate telepathically.