Weapon and Armor Proficiency: A 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.
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 read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence 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 (see Arcane Spells).
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.
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 1/3 (edited to reflect Bladebound Magus Archtype his magus level) (minimum 1) + 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 four levels beyond 1st, the weapon gains another +1 enhancement bonus, 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: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). 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.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons 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 (even if the spell being cast does not have somatic components), 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 with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.
Just including for now Black Blade (Ex): At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Int xx Wis xx Cha xx Ego xx
Black Blade Basics
A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.
Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).
Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.
Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.
Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.
Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.
Black Blade Ability Descriptions
A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.
Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.
Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.
Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/ day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level.
Shards of the Past (Ex): A samsaran’s past lives grant her bonuses on two particular Knowledge skills. A samsaran chooses two Knowledge skills—she gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class she actually takes. Selecting History and Geography
Toughness: You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
Subject of Study: Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the runin and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. See the ranger favored enemy suggestions for a list of creature types most likely to appear in this campaign. Undead
Spells per day: 4/2+1
Spells Save DC: 13+Spell level
Concentration Modifier: +7
Spells Memorized 0th - Detect Magic, Disrupt Undead, Light, Ray of Frost
1st - True Strike, Shield, Shocking Grasp
Talavāra kā jādū 0th - acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark.
1st - Enlarge Person, Shocking Grasp, Magic Missle, True Strike, Shield, Feather Fall, Grease, Ray of Enfeeblement
In her last life, Chunhua had visited Ustalav in her travels to explore all that the world had to offer. During her travels, she came to be bitten by a creature of the night, a vampire. Fearing what may become of her if she turned, she sought aid. This led her to find Professor Lorrimar.
The Professor was intrigued by Chunhua's situation. What would happen if she did indeed turn into a vampire herself? And would the curse be lifted if she herself was reincarnated? While Chunhua was afraid of what may come of her, she had to admit a certain degree of curiousity for the matter. So the two came to an agreement. Since they were unable to find the vampire who had bitten Chunhua, it was decided they would wait it out and see if she would turn. If it became apparent that she was going to , Professor Lorrimar would stake her himself.
During the wait, Chunhua practiced exercises taught her as a child so that she might remember Professor Lorrimar during her next life, if needed. He also taught her several techniques for dealing with such creatures, more to keep her mind off the impending change than anything else.
Alas, the change was inevitable. It started small, an aversion to sunlight, prefering meat cooked a little less done. But they both soon realized that soon she would fall to the vampiric kiss that she had been given. At first, Lorrimar didn't want to do it, but Chunhua convinced him. Not only did she not want to die a vampire, for her people death was but a stage, and she would return. She promised that as soon as she was able, she would come visit him upon her reincarnation. So it was a month after being bitten, Professor Lorrimar staked Chunhua.
Her reincarnation took place a few days later, but a good while passed before she was able to recall more than Professor Lorrimar's name. After several months she was finally able to figure out he lived in Ustalav, which is where she was now heading...
The young girl before you, a hand shy of six foot, stands with her hands clapsed before her, head downturned. Well kept black hair rests tied behind her head by a blue ribbon at her neck, going down to her waist. Two thick handfuls instead stream down her front, hiding her face behind it. Peering closer, behind the black strands, her face can be seen a pale coloring as though she is ill. Then realization dawns and it becomes clear her skin is actually a pale blue in color, make-up applied to give it a more natural appearance. As you scrutinize this, she looks up, giving another shock. Her eyes are a solid white color, though it almost seems as though they focus on you. The white orbs quickly look away under your scrutiny. Pulling your gaze back, she dresses in simple clothing. An earthtone tunic, long in sleeve and neck, with another shirt of links of chain on top of that. Simple trousers, matching the tunic, and sturdy black boots help round out the outfit. Surrounding her waist is a simple leather black belt with a steel buckle, on her left hip is a sheathed sword with a strange pouch dangling from her belt giving off an odd aroma of smells. Both of her hands are gloved, dyed black cotton, leaving no skin showing. The last part of her outfit is the long hooded black cloaks she wears, easily able to surround her.