Far Hand Adept

Some magi practice a strange and unique fighting style, taking a common cantrip to new heights. They are capable of manipulating invisible force to wield a weapon at a distance as if they were right up next to their enemies, staying safe from danger while still inflicting damage both martial and magical. Their eclectic battling confounds and confuses their enemies who must deal with the twin assault of a disembodied blade and blasts of arcane force.

The far hand adept is an archetype of the magus class.

Diminished Spellcasting

A far hand adept casts one fewer spell of each spell level than normal. If this would reduce his spells per day for a given level to 0, he casts spells of that level only if his Intelligence is high enough to grant him bonus spells.


At 1st level, a far hand adept automatically adds mage hand to his spellbook. At 13th level, he automatically adds telekinesis tohis spellbook. These spells are in addition to the normal spells added by simply gaining levels, and do not cost money or time to add.

This ability replaces the magus‘s heavy armor proficiency and ability to avoid the arcane spell failure chance of heavy armor gained at 13th level.

Telekinetic Combat (Sp)

At 4th level, a far hand adept learns to use his expertise at moving items from afar with a weapon to attack from a distance. When he casts mage hand or uses the sustained force version of telekinesis, he may manipulate a single light or one-handed melee weapon up to the weight limit of the spell and use it to attack enemies as if he were wielding it normally; this weapon may be magical as an exception to mage hand‘s restriction against manipulating magic items. He may maintain concentration on the spell as a free action while using it for this purpose.

He cannot attack targets outside the spell’s range, and it still takes a move action to move the weapon according to the spell. If the spell ends or is dispelled and the weapon is not in his hand, it falls to the ground. If the far hand adept loses line of sight or line of effect to his weapon, the spell ends. He must always have a free hand to direct his telekinetic weapon and cannot use that hand for anything else. He may spend an arcane point as a move action to teleport his telekinetic weapon back to his hand and end the spell. He adds his Intelligence modifier to his telekinetic combat attack rolls rather than his Strength modifier, but he does not add either his Strength or Intelligence modifier to his damage rolls. He may use spellstrike and spell combat normally with this weapon. His weapon threatens the squares within its reach normally, and the far hand adept can use it to flank opponents and make opportunity attacks.

The magus uses his Intelligence modifier rather than his Strength modifier to determine his CMD against any combat maneuver check made against his telekinetic weapon, such as disarm or sunder. Disarming the telekinetic weapon causes it to either fall to the ground, forcing the far hand adept to spend a move action lifting it back up before attacking again, or to be snatched out of the air, ending the spell.

While using telekinetic combat, the magus takes a -2 penalty to his Armor Class as his concentration is being taken up by manipulating his weapon.

This ability replaces spell recall.

Improved Telekinetic Combat (Sp)

At 11th level, the far hand adept may add his Intelligence modifier as a bonus to damage rolls when using telekinetic combat, and the AC penalty decreases to -1. In addition, he may spend 1 arcane point when activating telekinetic combat to cast the spell as a full-round action, move his weapon up to 30 feet, and make an attack with it in the same action as casting the spell. He gains a +2 bonus on this attack roll and takes a -2 penalty to his AC for 1 round as if he were charging.

This ability replaces improved spell recall.

Section 15: Copyright Notice

Advanced Archetypes © 2014, Flaming Crab Games; Authors: Tanner Wahlin, Alex Abel, and C. J. Withers

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