Monster Magus

This archetype shares many traits with the magus class.

Much as sorcerers gain their power through a monstrous heritage, a monster magus gains his magic from a bond with a supernatural creature—only the monster magus’ ally is an actual, physical creature. This bond can be a matter of heritage, obligation, or fondness.

Many monster magi have a pact with a monster that is native to his world. This is represented by the monster ally archetype from this book. The monster ally and monster magus archetypes can be combined despite both modifying the eidolon and summon monster abilities.

The monster magus has all the summoner’s class features, except as described here.

Weapon Proficiency

A monster magus is proficient with all simple and martial weapons.

Spells

A monster magus casts and learns spells as a summoner in all respects but chooses spells from the magus spell list.

Strong Fortitude Save

Like a magus, the monster magus has base fortitude saves in the good category, the same as his base Will save bonus.

Deliver Touch Spells (Su)

The monster magus’ eidolon can deliver touch spells for the monster magus. If the monster magus and the eidolon are in contact at the time the monster magus casts a touch spell, he can designate his eidolon as the “toucher.” The eidolon can then deliver the touch spell just as the master would, including using spellstrike at level 3. The monster magus and eidolon can each hold the charge of a separate touch spell, and the monster magus can cast a spell for his eidolon to hold while he is himself holding the charge of a spell. This replaces summon monster I.

Spellstrike (Su)

At 3rd level, whenever a monster 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 monster 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. 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 ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. This replaces summon monster II.

Bonus Feats

At 5th level, and every six levels thereafter, a monster magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or metamagic feats. He must meet the prerequisites for these feats as normal. This replaces summon monster III, VI, and IX.

Medium Armor (Ex)

At 7th level, a monster magus gains proficiency with medium armor. A monster magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a monster magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

This replaces summon monster IV.

Fighter Training (Ex)

Starting at 9th level, a monster 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. This replaces summon monster V.

Heavy Armor (Ex)

At 13th level, a monster magus gains proficiency with heavy armor. A monster 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 if the spell in question has a somatic component. This replaces summon monster VII.

Counterstrike (Ex)

At 15th level, whenever an enemy within reach of the monster magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the monster magus after the spell is complete. This attack of opportunity cannot disrupt the spell. This replaces summon monster VIII.

Greater Spell Access (Su)

At 19th level, the monster magus gains access to an expanded spell list. He adds 14 spells from the wizard’s spell list to his spell list and list of spells known as magus spells of their wizard level. He gains two of each of the following wizard spells not on the magus spell list: 0-level, 1st-level, 2nd-level, 3rd-level, 4thlevel, 5th-level, and 6th-level.

He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.

This replaces gate.

Table 4: Monster Magus Class Features
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 2 3 4 5 6
1st +0 +2 +0 +2 Cantrips, deliver touch spell, eidolon, life link 1
2nd +1 +3 +0 +3 Bond senses 2
3rd +2 +3 +1 +3 Spellstrike 3
4th +3 +4 +1 +4 Shield ally 3 1
5th +3 +4 +1 +4 Bonus feat 4 2
6th +4 +5 +2 +5 Maker’s call 4 3
7th +5 +5 +2 +5 Medium armor 4 3 1
8th +6/+1 +6 +2 +6 Transposition 4 4 2
9th +6/+1 +6 +3 +6 Fighter training 5 4 3
10th +7/+2 +7 +3 +7 Aspect 5 4 3 1
11th +8/+3 +7 +3 +7 Bonus feat 5 4 4 2
12th +9/+4 +8 +4 +8 Greater shield ally 5 5 4 3
13th +9/+4 +8 +4 +8 Heavy armor 5 5 4 3 1
14th +10/+5 +9 +4 +9 Life bond 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Counterstrike 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Merge forms 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus feat 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Greater aspect 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Greater spell access 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Twin eidolon 5 5 5 5 5 5
Section 15: Copyright Notice

Legendary Summoners © 2020, Legendary Games; Author: Carl Cramer.

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