Arcane Hurler

Most think magi are strictly swords and lightning, but there are many styles by which men kill each other, and it is a fool who thinks that magi do not possess the same breadth of options. Thrown weapons have been with man since his dawn, when fire was mystical and the night long and dangerous. Thus it takes little imagination to guess that some combine not the sword with the spell, but the thrown weapon with magic.

The Arcane Hurler is an archetype of the magus class

Skills

An arcane hurler adds Perception and Stealth to his class skill list.

Diminished Spellcasting

An arcane hurler casts one fewer spell of each spell level. If this reduces the number to 0, he may only cast spells of that level if his Intelligence allows bonus spells of that level.

Expanded Arcane Pool (Su)

At 1st level an arcane hurler has a greater reserve of arcane points that a normal magus. An arcane hurler calculates their arcane pool using 3/4 (rounded down) of their class level rather than 1/2.

At 1st level, an arcane hurler can expend one point from his arcane pool as a swift action to grant any thrown 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 4th level the arcane hurler may spend one arcane pool point to allow a thrown weapon to ignore the damage it would normally take when being used with the Arcane Imbuement class feature.

At 5th level, these bonuses can be used to add any of the following ranged weapon properties: distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, shocking burst, thundering.

This ability modifies arcane pool.

Hurling Spell Combat (Ex)

This ability functions as spell combat except it applies to a light- or one-handed weapon which has a listed range increment instead of a light- or one-handed weapon.

This ability modifies spell combat.

Hurled Spellstrike (Su)

At 2nd level, whenever an arcane hurler casts a spell with a range of touch from the magus spell list, he can deliver the spell through any thrown weapon he or she is wielding as part of a ranged attack. Instead of the free melee touch attack normally allowed to deliver the spell, an arcane hurler can make one free ranged attack with his thrown weapon (at his highest base attack bonus) as part of casting this spell. If successful, this ranged attack deals its normal damage as well as the effects of the spell. If the arcane hurler makes this attack in concert with spell combat, this ranged attack takes all the penalties accrued by spell combat attacks. This attack uses the weapon’s critical range but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

This ability replaces spellstrike

Throw Anything (Ex)

At 2nd level the arcane hurler receives Throw Anything as a bonus feat.

Arcane Imbuement (Su)

At 4th level an arcane hurler may use arcane pool points to imbue a thrown weapon with unstable and damaging magical energy. For each arcane pool point used in this way, a thrown weapon gains +1d6 damage if it successfully strikes the target. This damage is un-typed magic damage, and there is no save, but a target’s spell resistance applies.

The weapon that was imbued in this way and then thrown also takes damage equal to half the amount of additional damage dealt with this ability; however hardness reduces this damage to a minimum of one. An arcane hurler may only spend a number of arcane pool points equal to 1/2 their arcane hurler level when modifying a thrown weapon attack in this way. Using Arcane Imbuement is a full round action. The energy from this ability lasts for one minute per arcane hurler class level or is discharged by striking a creature or object.

At 7th level an arcane hurler learns further control of the volatile magic they call upon. By spending an additional arcane pool point (up to a total maximum of1/2 their arcane hurler level) when using arcane imbuement, the hurler may choose to cause damage to a 2nd target that is adjacent to the intended target of the attack. This takes the form of a whip-like lash of arcane energy striking out from the first target. This lash deals exactly 1/2 (rounded down) of the arcane damage dealt to the original target as long as the original attack hit its intended target; the second target may make a Reflex save for half damage, the original target still receives no save.

At 11th level the arcane hurler has become even more adept at shaping their arcane imbuement effects. By spending two additional arcane pool points (up to a total maximum of1/2 their arcane hurler level) when using arcane imbuement the hurler may cause a 10 ft. burst centered on the original target of their attack. This burst deals damage equal to 1/2 (rounded down) of the total arcane damage dealt to the original target; these secondary targets may make Reflex saves for half damage.

At 16th level an arcane hurler has mastered the art of shaping pure magical energy and imbuing it into their thrown weapons. By spending three additional arcane pool points (up to a total maximum of1/2 their arcane hurler level) when using arcane imbuement the hurler may cause the effects of arcane imbuement to linger for one round after the initial attack is resolved. Each target that took damage from arcane imbuement takes 1/2 that damage on this second round, there is no save to resist this effect.

This ability replaces spell recall and knowledge pool.

Section 15: Copyright Notice

Into the Breach: The Magus. Copyright 2014, d20pfsrd.com Publishing; Authors: Frank Gori, Andrew Hoskins, Jeff Harris, Kiel Howell, Kyle O’Hara, Scott Bingham, Scott Hall, Taylor Hubler.

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