Arcane Rider

Magus Archetype

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Fortitude
High
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Will
High
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Reflex
Low
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Base Attack Bonus
Average
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HP per level
5/ Level
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HP
8
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Max level of Spells
6
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Caster ability
Intelligence
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Arcane Rider is a sub-class in Pathfinder: Wrath of the Righteous. Arcane Riders combines both magic and weapons while in combat. They use spells with focus on enhancing weapons and armor.

 

"When a magus gains a special bond with his mount, he becomes an Arcane Rider. Magus and his faithful companion not only begin to think as one, but literally become a single arcane entity — they share one arcane pool and can move through dimensions together, plunging enemies into confusion with sudden attacks from nowhere."

  

Arcane Rider Information

 

Arcane Rider Progression

Level

Base Attack Bonus

Fort

Ref

Will

Special

Spells

Level 1  0 +2 0  +2 CantripsMagus ProficienciesArcane PoolSpell CombatDetect MagicAnimal CompanionArcane Mount, Bonus Feat 3/1
Level 2  +1 +3 0 +3 Spellstrike 4/2
Level 3  +2 +3 +1 +3 Magus Arcana 4/3
Level 4  +3 +4 +1 +4   4/3/1
Level 5  +3 +4 +1 +4 Arcane Weapon (+2)Bonus Magus Feat 4/4/2
Level 6  +4 +5 +2 +5 Magus Arcana 5/4/3
Level 7  +5 +5 +2 +5   5/4/3/1
Level 8  +6/+1 +6 +2 +6 Improved Spell Combat 5/4/4/2
Level 9  +6/+1  +6 +3 +6 Arcane Weapon (+3)Magus Arcana 5/5/4/3
Level 10  +7/+2 +7 +3 +7 Fighter Training 5/5/4/3/1
Level 11  +8/+3 +7 +3 +7 Bonus Magus Feat 5/5/4/4/2
Level 12  +9/+4 +8 +4 +8 Magus Arcana 5/5/5/4/3
Level 13   +10/+5 +9 +4 +9 Arcane Weapon (+4) 5/5/5/4/3/1
Level 14  +10/+5 +9 +4 +9 Greater Spell Combat 5/5/5/4/4/2
Level 15   +11/+6/+1 +9 +5 +9 Magus Arcana 5/5/5/5/4/3
Level 16   +12/+7/+2  +10 +5 +10 Counterstrike 5/5/5/5/4/3/1
Level 17   +12/+7/+2 +10 +5 +10 Arcane Weapon (+5)Bonus Magus Feat 5/5/5/5/4/4/2
Level 18   +13/+8/+3 +11 +6 +11 Magus Arcana 5/5/5/5/5/4/3
Level 19   +14/+9/+4 +11 +6 +11 Greater Spell Access 5/5/5/5/5/5/4
Level 20  +15/+10/+5 +12 +6 +12 True Magus 5/5/5/5/5/5/5


 

Arcane Rider Abilities

 

Magus Proficiencies

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. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from Other classes.

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 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once.

True Magus

At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat, he can choose to either increase the DC to resist his spells by 2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls.

Cantrips

Magi can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again

 

Arcane Weapon (+2)

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 I 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: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

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.

 

Arcane Weapon (+3)

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 I 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: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

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.

Arcane Weapon (+4)

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 I 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: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

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.

Arcane Weapon (+5)

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 I 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: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

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.

 

Arcane Pool

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 Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend I 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: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed.

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.

Spell Combat

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, 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).

Improved Spell Combat

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

Greater Spell Combat

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 from Improved Spell Combat increases to +4.

 

Greater Spell Access

At 19th level, the magus gains access to an expanded spell list. He learns 6 spells of any levels from 1st to 6th from the wizard's spell list and places them into his spellbook as magus spells of their wizard level

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Dimensional Ride

An arcane rider gains an opportunity to spend I point from his arcane pool and move action to transfer himself and his mount companion from his current location to any other spot within 30-feet range.

Greater Dimensional Ride

An arcane rider can use dimensional ride as a swift action now. After teleporting, arcane rider and his mount companion gain the effect of haste spell for a number Of rounds equal to arcane rider's Intelligence bonus.

 

Fighter Training

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.

Spellstrike

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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Counterstrike

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.

 

Arcane Mount

Arcane rider's abilities that spend arcane pool also apply to his mount companion.

Bonus Feats

An arcane rider may select Mounted Combat feats as bonus feats.

 

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard

 




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