Armored BattlemageMagus Archetype |
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Fortitude High |
Will High |
Reflex Low |
Base Attack Bonus Average |
HP per level 5/ Level |
HP 8 |
Max level of Spells 6 |
Caster ability Intelligence |
Caster type Memorizing Spells |
Class Initial Features |
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Class Skills |
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Armored Battlemage is a sub-class in Pathfinder: Wrath of the Righteous. Armored Battlemages combines both magic and weapons while in combat. They use spells with focus on enhancing weapons and armor.
"Many battlemages focus purely on destructive evocations, but some extend their tactical studies to include use of the tried-and-true protection of steel. These armored battlemages learn to move and cast spells in even the most restrictive armors, and have developed new methods to magically enhance their armor."
Armored Battlemage Information
- Base class: Magus
- High saves: Fortitude and Will.
- Class skills: Athletics, Knowledge (Arcana), Knowledge (World), Persuasion, Use Magic Device.
- Proficient with all simple and martial weapons and light armor, and can cast magus spells in light armor without incurring arcane spell failure.
Armored Battlemage Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Special |
Level 1 | 0 | +2 | 0 | +2 | Cantrips, Magus Proficiencies, Arcane Pool, Detect Magic, Arcane Medium Armor |
Level 2 | +1 | +3 | 0 | +3 | Spellstrike |
Level 3 | +2 | +3 | +1 | +3 | Magus Arcana, Armor Training |
Level 4 | +3 | +4 | +1 | +4 | Spell Recall |
Level 5 | +3 | +4 | +1 | +4 | Bonus Magus Feat, Arcane Armor +2 |
Level 6 | +4 | +5 | +2 | +5 | Magus Arcana |
Level 7 | +5 | +5 | +2 | +5 | Arcane Heavy Armor |
Level 8 | +6/+1 | +6 | +2 | +6 | Armor Training |
Level 9 | +6/+1 | +6 | +3 | +6 | Magus Arcana, Arcane Armor +3 |
Level 10 | +7/+2 | +7 | +3 | +7 | Fighter Training |
Level 11 | +8/+3 | +7 | +3 | +7 | Improved Spell Recall, Bonus Magus Feat |
Level 12 | +9/+4 | +8 | +4 | +8 | Magus Arcana |
Level 13 | +10/+5 | +9 | +4 | +9 | Armor Training, Arcane Armor +4 |
Level 14 | +10/+5 | +9 | +4 | +9 | |
Level 15 | +11/+6/+1 | +9 | +5 | +9 | Magus Arcana |
Level 16 | +12/+7/+2 | +10 | +5 | +10 | Counterstrike |
Level 17 | +12/+7/+2 | +10 | +5 | +10 | Bonus Magus Feat, Arcane Armor +5 |
Level 18 | +13/+8/+3 | +11 | +6 | +11 | Magus Arcana, Armor Training |
Level 19 | +14/+9/+4 | +11 | +6 | +11 | Greater Spell Access |
Level 20 | +15/+10/+5 | +12 | +6 | +12 | True Magus |
Magus 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 evezy 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 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.
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.
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.
Armor Training
At 3rd level, an armored battlemage gains armor training, as per the fighter ability. At 8th level, he gains armor training 2. At 13th level, he gains armor training 3. At 18th level, he gains armor training 4.
Magus Bonus Feat
Possible Selections:
Armor Proficiency (Heavy Armor)
Armor Proficiency (Heavy Armor)
Martial Weapon Proficiency
Armor Proficiency (Medium Armor)
Shield Proficiecny
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.
Spell Recall
At 4th level, 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 l). The spell is prepared again, just as if it had not been cast.
Improved Spell Recall
At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1).
Medium Armor
An armored battlemage gains this ability at 1st level instead of 7th. When wearing medium armor, the armored battlemage gains a +4 bonus on concentration checks. This stacks with the bonus from the Combat Casting feat.
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 |
- Anonymous
Still can't figure out how this archetype would use "True Magus" capstone ability since they have spell combat removed. Can be replaced with a class dip of course, but seems like bad design to me anyway - and the same ability is broken in the tabletop game too! Unless there's something I didn't understand well?
- Anonymous
Please avoid this sub class. The sub class is quite good in its own right. It sacrifices damage but not to hit chance for AC and DR. The problem lies that this sub class is still bugged. One of its most important features, Armor Training, still hasn't been fixed despite numerous bug fixes, which is troubling to say the least when it works perfectly fine on Fighter and on Steelblood.
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