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Image used by permission of.There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against.Role: Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.Alignment: Any.Hit Die: d8.Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class skillsThe magus’s class skills are , , , , (arcana) , (dungeoneering) , (planes) , , , , , and.Skill Ranks per Level: 2 + modifier. Table: Magus LevelBABFort SaveRef SaveWill SaveSpecialSpells per Daystndrdththth1st+0+2+0+2,31—————2nd+1+3+0+342—————3rd+2+3+1+343—————4th+3+4+1+4431————5th+3+4+1+4442————6th+4+5+2+5543————7th+5+5+2+5,5431———8th+6/+1+6+2+65442———9th+6/+1+6+3+65543———10th+7/+2+7+3+755431——11th+8/+3+7+3+7,55442——12th+9/+4+8+4+855543——13th+9/+4+8+4+8555431—14th+10/+5+9+4+9555442—15th+11/+6/+1+9+5+9555543—16th+12/+7/+2+10+5+7th+12/+7/+2+10+5+8th+13/+8/+3+11+6+9th+14/+9/+4+11+6+0th+15/+10/+5+12+6+125555555.
The gadget spec URL could not be found Class FeaturesThe following are the class features of the magus. Weapon and Armor ProficiencyA magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes. SpellsA magus casts arcane spells drawn from the.
A magus must choose and prepare his spells ahead of time.To learn, prepare, or cast a spell, the magus must have an score equal to at least 10 + the spell level. The for a against a magus’s spell is 10 + the spell level + the magus’s modifier.A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives.A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.Spellbooks: A magus must study his spellbook each day to prepare his spells.
He cannot prepare any spell not recorded in his spellbook except for, which all magi can prepare from memory. A magus begins play with a spellbook containing plus three of his choice. The magus also selects a number of additional equal to his modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.A magus can learn spells from a spellbook, just as a can from a magus’s spellbook. The spells learned must be on, as normal.
An can learn formulae from a magus’s spellbook, if the spells are also on the spell list. A magus cannot learn spells from an. 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 1/2 his magus level (minimum 1) + his 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 to grant any weapon he is holding a +1 for 1 minute. For every four levels beyond 1st, the weapon gains another +1, to a maximum of +5 at 17th 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.At 5th level, these bonuses can be used to add any of the following weapon properties:, or.Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack.
If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Can a magus use spell combat with cantrips?Yes. It is not limited to spells of level 1 or higher.Does spell combat count as making a full attack action for the purpose of and other effects?Yes (revised 9/9/13) This is a revised ruling about how interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by ). The earlier ruling did not allow the extra attack from haste when using spell combat.When using spell combat, can the weapon in my other hand be an or a?Yes, so long as the weapon is a light or one-handed melee weapon and is associated with that hand.
For example, unarmed strikes, claws, and slams are light melee weapons associated with a hand, and therefore are valid for use with spell combat. A tail slap is not associated with a hand, and therefore is not valid for use with spell combat.Can a magus use spellstrike to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round?Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat. So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell.On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster.
Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal.Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it’s not supposed to make it more difficult for the magus to use touch spells.If I use spell combat, how many weapon attacks can I make?You can make as many weapon attacks as you would normally be able to make if you were making a full attack with that weapon.
For example, if you are an 8th-level magus (BAB +6/+1), you could make two weapon attacks when using spell combat.This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by haste). The earlier ruling implied that spell combat did not allow the extra attack from haste (because spell combat was not using the full attack action).If I cast a spell that allows multiple touch attacks, can I deliver all of those spell touches through my weapon?Yes.
RaceBonusSourcePaizoCore RacesSelect one known usable only once per day. The magus adds +⅙ to the number of times it can be used per day. Once that is usable twice per day, the magus must select a different.The magus gains +⅙ of a new.Add one of the following to the magus' list of arcane pool weapon special abilities:,. Once selected, it cannot be changed.Add +¼ to the magus' arcane pool.Add +½ point of fire damage to spells that deal fire damage cast by the magus.The magus gains +⅙ of a new.Add +¼ point to the magus' arcane pool.Other RacesAdd a +½ bonus on checks made to cast defensively.Add +¼ point to the magus's arcane pool.Add +¼ point to the magus's arcane pool.Jon Brazer EnterprisesAdd +⅓ on critical hit confirmation rolls when using spell combat (maximum bonus of +5). This bonus does not stack with Critical Focus.Add +¼ point to the magus's arcane pool.Add a +¼ circumstance bonus on critical hit confirmation rolls when using spell combat (to a maximum of +4). This bonus does not stack with Critical Focus.Add +¼ bonus to the magus's arcane pool.Add a +½ circumstance bonus on critical hit confirmation rolls when using spellstrike (to a maximum of +4). This bonus does not stack with Critical Focus.Add +½ points of fire damage to magus spells cast that deal fire damage.Add +¼ bonus to the magus's arcane pool.Add +½ point of cold damage to magus spells that deal cold damage.Archetypes & Alternate Class FeaturesWhen a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here.
Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise).
A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers.
Characters may take more than one archetype if they meet the requirements.Magi often defy expectations. Many are mistaken for and swashbucklers dabbling in minor magic, often to their opponents’ detriment., and often view these spellcasters with a degree of mistrust, as they seldom understand the nature or—more importantly—the source of magi’s arcane power. This is especially true of the rare magi who dabble in hexcraft or carry strange sentient blades with alien goals and an ever-increasing lust for power. To more formulaic or hierarchal spellcasting traditions, such powers can only mean meddling from beings beyond mortal understanding.and are often more accepting of magi, as they know that life energy and magic are more powerful than formulae and devotion would dictate, and see magi as fellow travelers on the road toward power, if not wisdom.Because of the magi’s flexibility, it is rare to find two who practice their arcane arts in exactly the same way, giving rise to many different organizations, disciplines, and tactics.