Cabalist Magus question


Advice


Simple question.

Spells:
The cabalist does not gain cantrips and spells per day as a typical magus does. Instead, the cabalist gains cantrips, spells known, and spells per day as a bard of the same level (though still using the magus class spell list). If a cabalist selects the harmonic blending, jinx blending, or spell blending magus arcanas, he gains the selected spells as bonus spells known.

So you gain spells as a bard but using the magus spell list. Do you still use Int as your casting stat, or do you use Cha as a bard does?

I ask because our DM has allowed me to combine Kensai, bladebound, Cabalist, and Arcane Lord in to one Archtype. We call it the Arch Magus.

Arch Magus:
1st +0 +2 +0 +2 Arcane pool, cantrips, spell combat, Canny Defense, Weapon Focus
2nd +1 +3 +0 +3 Spellstrike
3rd +2 +3 +1 +3 Black Blade
4th +3 +4 +1 +4 Cannibalize Spell, Perfect Strike
5th +3 +4 +1 +4 Bonus feat
6th +4 +5 +2 +5 Magus arcana
7th +5 +5 +2 +5 Magus arcana, Fighter Training, Bloodline Power, Iaijutsu
8th +6 +6 +2 +6 Improved spell combat
9th +6 +6 +3 +6 Critical Perfection
10th +7 +7 +3 +7 Fighter training
11th +8 +7 +3 +7 Bonus feat, Superior Reflexes, Imp Cannibalize Spell
12th +9 +8 +4 +8 Magus arcana
13th +9 +8 +4 +8 Iaijutsu Focus
14th +10 +9 +4 +9 Greater spell combat
15th +11 +9 +5 +9 Magus arcana
16th +12 +10 +5 +10 Counterstrike
17th +12 +10 +5 +10 Bonus feat
18th +13 +11 +6 +11 Magus arcana
19th +14 +11 +6 +11 Iaijutsu Master, Bloodline Spells
20th +15 +12 +6 +12 Weapon Mastery

Spells
1st 2nd 3rd 4th 5th 6th
1st 0 — — — — —
2nd 1 — — — — —
3rd 2 — — — — —
4th 2 0 — — — —
5th 3 1 — — — —
6th 3 2 — — — —
7th 3 2 0 — — —
8th 3 3 1 — — —
9th 4 3 2 — — —
10th 4 3 2 0 — —
11th 4 3 3 1 — —
12th 4 4 3 2 — —
13th 4 4 3 2 0 —
14th 4 4 3 3 1 —
15th 4 4 4 3 2 —
16th 4 4 4 3 2 0
17th 4 4 4 3 3 1
18th 4 4 4 4 3 2
19th 4 4 4 4 4 3
20th 4 4 4 4 4 4

Table: Magus Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Class Features

The following are the class features of the magus.

Weapon and Armor Proficiency
A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Spells
A Magus casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Magus must have a Intelegence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

Like other spellcasters, 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 bonus spells per day if he has a high Intelegence score.

The magus's selection of spells is extremely limited. A magus begins play knowing three 0-level spells and one 1st-level spell of the magus's choice. At each new magus level, he gains one or more new spells, as indicated on Table: Magus Spells Known. (Unlike spells per day, the number of spells a magus knows is not affected by his Intelegence score.

Upon reaching 5th level, and at every third magus level after that (8th, 11th, and so on), a magus can choose to learn a new spell in place of one he already knows. In effect, the magus “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level magus spell the bard can cast. A magus may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips: Magus learn a number of cantrips, or 0-level spells, as noted on Table: Magus Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Canny Defense (Ex)
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Weapon Focus (Ex)
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

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 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. 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.

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.

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 (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

The bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Magus Arcana
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 6th level, a magus gains one magus arcana. He gains an additional magus arcana at 7th, 12th, 15th, and 18th and every 3 levels beyond 18th. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Cannibalize Spell (Su)
At 4th level, the magus learns to siphon power from a prepared spell to restore his arcane pool. With a swift action he can expend a prepared spell slot to regain a number of points in his arcane pool equal to the spell slot’s level. Any points above his arcane pool’s maximum are lost.

Perfect Strike (Ex)
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

Bonus Feats
At 5th level, and every six 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.

Fighter Training (Ex)
Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.

Bloodline Power
At 7th level, a cabalist gains access to the bloodline arcana and bloodline powers from one sorcerous bloodline, using his magus level as his sorcerer level. The cabalist does not gain access to the bloodline’s class skills or bonus spells. The cabalist does add the bloodline’s bonus feats to the list of feats he may take as magus bonus feats.

Iaijutsu (Ex)
At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.

Improved Spell Combat (Ex)
At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Critical Perfection (Ex)
At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon.

Fighter Training (Ex)
Starting at 10th 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.

Superior Reflexes (Ex)
At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.

Improved Cannibalize Spell (Su)
At 11th level, the magus’s ability to siphon power from a prepared spell to restore his arcane pool becomes much more efficient. With a swift action he can expend a prepared spell slot to regain a number of points in hisarcane pool equal to double the spell slot’s level. Any points above his arcane pool’s maximum are lost.

Iaijutsu Focus (Ex)
At 13th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0).

Greater Spell Combat (Ex)
At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.

Counterstrike (Ex)
At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.

Iaijutsu Master (Ex)
At 19th level, a kensai’s initiative roll is automatically a natural 20 and he is never surprised.

Bloodline Spells
At 19th level, the cabalist gains access to the 1st-6th level bonus spells from the bloodline he selected for the bloodline power ability.

Weapon Mastery (Ex)
At 20th level, a kensai gains weapon mastery with his favored weapon, as the fighter class ability. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

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.

Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted.

Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon’s arcane pool as a free action; he then gains SR equal to his black blade’s ego until the start of his next turn.

Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade’s ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus’s character level for this to occur.

Table: Black Blade Progression
Magus CL EB Int W/C Ego Special
3rd–4th +1 11 7 5 Alertness, black blade strike, telepathy, unbreakable
5th–6th +2 12 8 8 Energy attunement
7th–8th +2 13 9 10 —
9th–10th +3 14 10 12 Teleport blade
11th–12th +3 15 11 14 —
13th–14th +4 16 12 16 Transfer arcana
15th–16th +4 17 13 18 —
17th–18th +5 18 14 22 Spell defense
19th–20th +5 19 15 24 Life drinker

Black Blades

A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus’s possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential.

A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade’s type upon gaining the blade, and once chosen, it can’t be changed. As a bladebound magus increases in level, his black blade gains power.

A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.

I just need to know if I use Cha. If so the int portions will need to be moved to Cha. Thanks for any help you can provide.


You use int for your casting stat.


Should be in compatible, and I think it uses Int. Will have to hope for Owen to show up.


Cheapy wrote:
Should be in compatible, and I think it uses Int. Will have to hope for Owen to show up.

O we realize that RAW the 4 don't mix because they either remove or change a few of the same abilities. However if you look they really all do different things. The DM has allowed it.


T my understanding (is badly written) the ability replaces the "spell" calss ability of the magus with the "spell" calss ability of the bard, minus the spell list. In this case i think you should use the CHA as a primary stats. It also makes sense since you have the sorcer bloodlines witch base theyr power on CHA. Of course This would make all the INT based arcana whortless. In every case you end up making the magus even more MAD than the norm. And this is bad.


Dekalinder wrote:
T my understanding (is badly written) the ability replaces the "spell" class ability of the magus with the "spell" class ability of the bard, minus the spell list. In this case i think you should use the CHA as a primary stats. It also makes sense since you have the sorcer bloodlines witch base their power on CHA. Of course This would make all the INT based arcana worthless. In every case you end up making the magus even more MAD than the norm. And this is bad.

I know right. You can really say it uses either. Is it simply the casting chart of the bard or the full casting mechanic that includes CHA as the casting stat... and if it does how does that affect all of the other magus abilities dependent on INT.

I just thought there might be a consensus or an official ruling. I really enjoy spontaneous casters more then prepared casters. I hoped there was an answer.


Sorry, I meant it shuld be in the Compatible forum :)


Cheapy wrote:
Sorry, I meant it shuld be in the Compatible forum :)

Ah... Well hopefully it can be moved. Either way I hope its clarified.


Dragonamedrake wrote:
Cheapy wrote:
Sorry, I meant it shuld be in the Compatible forum :)
Ah... Well hopefully it can be moved. Either way I hope its clarified.

Looks like it was moved. So does anyone have any "advice" on which stat a Cabalist uses.


This post says that they use Intelligence still.


Cheapy wrote:
This post says that they use Intelligence still.

Thanks Cheapy. So they remain Int based. That's what I hoped it stayed.


The Cabalist isn't written very well. It doesn't specify main attribute nor does it specify that it is a spontaneous caster. If I asked my DM to allow me to play one, this is what he would say. Its Int and a prepared caster. I haven't found any errata specifying these issues.

If someone knows where the errata is, please let me know.

Shogahin

Dark Archive

The cabalist is a spontaneous caster being able to cast spells as the bard does and the bard is a spontaneous caster you use the bard spells known and spells per day chart. This changes the magus from a prepard spell caster to one that can cast spontaneously. Im currently working on a STR magus cabalist / dragon disciple


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*cough*

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