HexcrafterMagus 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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Hexcrafter is a sub-class in Pathfinder: Wrath of the Righteous. Hexcrafters combines both magic and weapons while in combat. They use spells with focus on enhancing weapons and armor.
"A hexcrafter magus has uncovered the secret of using his arcane pool to recreate witch hexes. These magi can hex friend and foe, curse those they strike, and expand their spell selection to include many curses and harmful spells."
Hexcrafter 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.
Hexcrafter Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Special |
Level 1 | 0 | +2 | 0 | +2 | Cantrips, Magus Proficiencies, Arcane Pool, Spell Combat, Detect Magic, Spells (Hexcrafter) |
Level 2 | +1 | +3 | 0 | +3 | Spellstrike |
Level 3 | +2 | +3 | +1 | +3 | Magus Arcana |
Level 4 | +3 | +4 | +1 | +4 | Hex Magus |
Level 5 | +3 | +4 | +1 | +4 | Arcane Weapon (+2), Bonus Magus Feat |
Level 6 | +4 | +5 | +2 | +5 | Hex Arcana |
Level 7 | +5 | +5 | +2 | +5 | Arcane Medium Armor |
Level 8 | +6/+1 | +6 | +2 | +6 | Improved Spell Combat |
Level 9 | +6/+1 | +6 | +3 | +6 | Arcane Weapon (+3), Hex Arcana |
Level 10 | +7/+2 | +7 | +3 | +7 | Fighter Training |
Level 11 | +8/+3 | +7 | +3 | +7 | Bonus Magus Feat |
Level 12 | +9/+4 | +8 | +4 | +8 | Hex Arcana, Major Hexes |
Level 13 | +10/+5 | +9 | +4 | +9 | Arcane Weapon (+4), Arcane Heavy Armor |
Level 14 | +10/+5 | +9 | +4 | +9 | Greater Spell Combat |
Level 15 | +11/+6/+1 | +9 | +5 | +9 | Hex Arcana |
Level 16 | +12/+7/+2 | +10 | +5 | +10 | Counterstrike |
Level 17 | +12/+7/+2 | +10 | +5 | +10 | Arcane Weapon (+5), Bonus Magus Feat |
Level 18 | +13/+8/+3 | +11 | +6 | +11 | Hex Arcana, Grand Hex |
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 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 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.
Hex Arcana
A hexcrafter may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place Of a magus arcana. At I Sth level, a hexcrafter can select a hex, major hex, or grand hex in place Of a magus arcana.
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.
Spells
A hexcrafter magus adds all spells of 6th level or lower that have the curse descriptor to his spellbook.
Hex Magus
At 4th level, the hexcrafter magus gains access to a small number of witch's hexes. The hexcrafter magus picks one hex from the witch's hex class feature. He gains the benefit Of or uses that hex as if he were a witch Of a level equal to his magus level. This feature replaces spell recall.
Major Hexes
Starting at 10th level, and every two levels thereafter, a witch can choose a major hex whenever she could select a new hex.
Grand Hex
Starting at 18th level, and every two levels thereafter, a witch can choose a grand hex whenever she could select a new hex.
Magus Bonus Feat
Possible Selections:
Armor Proficiency (Heavy Armor)
Armor Proficiency (Heavy Armor)
Martial Weapon Proficiency
Armor Proficiency (Medium Armor)
Shield Proficiecny
Arcane Medium Armor
At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure.
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.
Arcane Heavy Armor
At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure
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.
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 |