Arcane Marauder

A few magi strive to use heavier weaponry for taking down foes, preferring a brute-force approach to combat that most magi shy away from. These arcane marauders trade some of their spellcasting ability for more powerful attacking strength.

Weapon and Armor Proficiency

An arcane marauder is proficient with both light armor and medium armor. He can cast magus spells while wearing light or medium armor without incurring the normal arcane failure chance.

This replaces the arcane marauder’s armor proficiencies.

Diminished Spellcasting

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

Power Attack

At 1st level, an arcane marauder gains Power Attack as a bonus feat, even if he does not meet the prerequisites.

This ability replaces spell combat.

Heavy Spellstrike (Su)

This ability functions like spellstrike, but only works with a two-handed weapon (or a one-handed weapon wielded in two hands). Should the arcane marauder make a heavy spellstrike while using the Power Attack feat, he adds half the damage bonus he receives from Power Attack as a bonus to his caster level check to overcome his target’s spell resistance with the spell being delivered through his weapon.

This ability alters spellstrike.

Weapon Training (Ex)

At 7th level, an arcane marauder gains weapon training, as the fighter ability, adding an additional weapon group every six levels after 7th (to a maximum of three groups at 19th level) and increasing the bonus on attack and damage rolls for weapon groups already chosen by +1.

This ability replaces knowledge pool, medium armor, heavy armor, and greater spell access.

Heavy Spell Combat (Ex)

At 8th level, an arcane marauder gains the spell combat ability, but only when wielding a two-handed weapon (or a one-handed weapon with both hands). The arcane marauder is considered to have a free hand to cast spells when using this ability.

This ability replaces Improved Spell Combat and Greater Spell Combat.

Weapon Mastery (Ex)

At 20th level, an arcane marauder gains weapon Mastery with a single two-handed weapon, as the fighter class ability.

This ability replaces true magus.

Magus Arcana: The following magus arcana complement the arcane marauder archetype: accurate strikes, arcane accuracy, disruptive, enduring blade, maneuver mastery, pool strike (can be used with a two-handed weapon) and spellbreaker.

Section 15: Copyright Notice

Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore

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