Zom B
2010-03-11, 01:12 PM
Feats will be coming soon. When I have them, the Magus Primal will most likely get bonus feats every 5 levels like a wizard.
MAGUS PRIMAL
http://img718.imageshack.us/img718/5388/tieflingmagebygrandanvi.jpg
"Wizards? Sorcerers? They're simply doing it all wrong. Why throw fire at something when you can just kill it?"
-Theroz Kun, Tiefling Magus Primal
At the beginning of time, when the sentient creatures of the world were in their mewling infancy, a group of solars broke away from the ranks of their heavenly host, concerned that the gods had built beings that did not have the innate means to magically defend themselves against the multitude of supernatural creatures that roamed the planes. To this point, the gods' prior creations had been magnificent beings of great power: the solars, celestials, inevitables, demons, and devils. That they created fleshy creatures incapable of bending the universe was, to say the least, unjust compared to the pattern. So it was that these solars descended upon the face of the world and began to share with these mortals the base tenets of magic. Thus, the first mages were born.
Based on the recovered tablets left behind, a new order of magi primal was established, based on the teachings given from the solars. Theirs was a magic that truly bent the universe to obey, using the words of the creators to shape the souls of creatures and shake the foundations of the world.
A magus primal uses Truespeak to perform what are known as functions, which change the properties of creatures and objects. This magic jumps directly to the end result, without the flashiness of wizard spells or the holy light of the cleric. Rather than using, say, a Fireball to burn their opponent, a magus primal might simply change the properties of the creature from 'Living' to 'Dead.' As a result, fighting alongside a magus primal is oftentimes unsettling: creatures simply go from standing to prone without first having fallen down; wounds appear on combatants without a blade having touched them.
Class Skills
The Magus Primal's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Any, taken individually) (Int), Spellcraft (Int), Truespeak (Int), Use Magic Device (Cha)
Skills Points at Each Level: 2 + Int (x4 at 1st level)
Hit Dice: d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Truecasting: Least Functions
2nd|
+1|
+0|
+0|
+3|
3rd|
+1|
+1|
+1|
+3|
4th|
+2|
+1|
+1|
+4|Truecasting: Lesser Functions
5th|
+2|
+1|
+1|
+4|
6th|
+3|
+2|
+2|
+5|
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|Truecasting: Intermediate Functions
9th|
+4|
+3|
+3|
+6|
10th|
+5|
+3|
+3|
+7|
11th|
+5|
+3|
+3|
+7|
12th|
+6/+1|
+4|
+4|
+8|Truecasting: Greater Functions
13th|
+6/+1|
+4|
+4|
+8|
14th|
+7/+2|
+4|
+4|
+9|
15th|
+7/+2|
+5|
+5|
+9|
16th|
+8/+3|
+5|
+5|
+10|Truecasting: High Functions
17th|
+8/+3|
+5|
+5|
+10|
18th|
+9/+4|
+6|
+6|
+11|
19th|
+9/+4|
+6|
+6|
+11|
20th|
+10/+5|
+6|
+6|
+12|[/table]
Weapon and Armor Proficiencies: A magus primal is proficient with the Club, Dagger, Quarterstaff, and Spear. They are proficient with all light armors but not with shields.
Truecasting (Su): A magus primal uses Functions to affect creatures and objects. Divided into separate ranks of (from lowest to highest) Least, Lesser, Intermediate, Greater, and High Functions, these abilities grow more powerful as the magus primal progresses. To use a Function, the magus primal makes a Truespeak check as a standard action. A magus primal knows all of the Functions of ranks to which he has access and need not prepare the Functions ahead of time.
Just as every creature resists changes to their body or mind, so does the universe resist those changes. The DC to affect a given creature or object with a Function is 10+the target's Fortitude or Will save bonus (detailed in the Function)+a set Resistance value. Each time a magus primal successfully uses a Function, the Resistance value increases by 1. The Resistance increase resets whenever the magus primal receives 8 hours of rest and devotes an hour to meditation.
Once a creature or object is affected by a Function, it is affected by that Function until the end of the magus primal's next turn. The magus primal must be able to see the target and it must be within 30 feet. The magus primal must also be able to speak clearly, but a Silence spell or similar effect does not hinder the magus primal. All Functions are supernatural abilities.
MAGUS PRIMAL
http://img718.imageshack.us/img718/5388/tieflingmagebygrandanvi.jpg
"Wizards? Sorcerers? They're simply doing it all wrong. Why throw fire at something when you can just kill it?"
-Theroz Kun, Tiefling Magus Primal
At the beginning of time, when the sentient creatures of the world were in their mewling infancy, a group of solars broke away from the ranks of their heavenly host, concerned that the gods had built beings that did not have the innate means to magically defend themselves against the multitude of supernatural creatures that roamed the planes. To this point, the gods' prior creations had been magnificent beings of great power: the solars, celestials, inevitables, demons, and devils. That they created fleshy creatures incapable of bending the universe was, to say the least, unjust compared to the pattern. So it was that these solars descended upon the face of the world and began to share with these mortals the base tenets of magic. Thus, the first mages were born.
Based on the recovered tablets left behind, a new order of magi primal was established, based on the teachings given from the solars. Theirs was a magic that truly bent the universe to obey, using the words of the creators to shape the souls of creatures and shake the foundations of the world.
A magus primal uses Truespeak to perform what are known as functions, which change the properties of creatures and objects. This magic jumps directly to the end result, without the flashiness of wizard spells or the holy light of the cleric. Rather than using, say, a Fireball to burn their opponent, a magus primal might simply change the properties of the creature from 'Living' to 'Dead.' As a result, fighting alongside a magus primal is oftentimes unsettling: creatures simply go from standing to prone without first having fallen down; wounds appear on combatants without a blade having touched them.
Class Skills
The Magus Primal's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Any, taken individually) (Int), Spellcraft (Int), Truespeak (Int), Use Magic Device (Cha)
Skills Points at Each Level: 2 + Int (x4 at 1st level)
Hit Dice: d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Truecasting: Least Functions
2nd|
+1|
+0|
+0|
+3|
3rd|
+1|
+1|
+1|
+3|
4th|
+2|
+1|
+1|
+4|Truecasting: Lesser Functions
5th|
+2|
+1|
+1|
+4|
6th|
+3|
+2|
+2|
+5|
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|Truecasting: Intermediate Functions
9th|
+4|
+3|
+3|
+6|
10th|
+5|
+3|
+3|
+7|
11th|
+5|
+3|
+3|
+7|
12th|
+6/+1|
+4|
+4|
+8|Truecasting: Greater Functions
13th|
+6/+1|
+4|
+4|
+8|
14th|
+7/+2|
+4|
+4|
+9|
15th|
+7/+2|
+5|
+5|
+9|
16th|
+8/+3|
+5|
+5|
+10|Truecasting: High Functions
17th|
+8/+3|
+5|
+5|
+10|
18th|
+9/+4|
+6|
+6|
+11|
19th|
+9/+4|
+6|
+6|
+11|
20th|
+10/+5|
+6|
+6|
+12|[/table]
Weapon and Armor Proficiencies: A magus primal is proficient with the Club, Dagger, Quarterstaff, and Spear. They are proficient with all light armors but not with shields.
Truecasting (Su): A magus primal uses Functions to affect creatures and objects. Divided into separate ranks of (from lowest to highest) Least, Lesser, Intermediate, Greater, and High Functions, these abilities grow more powerful as the magus primal progresses. To use a Function, the magus primal makes a Truespeak check as a standard action. A magus primal knows all of the Functions of ranks to which he has access and need not prepare the Functions ahead of time.
Just as every creature resists changes to their body or mind, so does the universe resist those changes. The DC to affect a given creature or object with a Function is 10+the target's Fortitude or Will save bonus (detailed in the Function)+a set Resistance value. Each time a magus primal successfully uses a Function, the Resistance value increases by 1. The Resistance increase resets whenever the magus primal receives 8 hours of rest and devotes an hour to meditation.
Once a creature or object is affected by a Function, it is affected by that Function until the end of the magus primal's next turn. The magus primal must be able to see the target and it must be within 30 feet. The magus primal must also be able to speak clearly, but a Silence spell or similar effect does not hinder the magus primal. All Functions are supernatural abilities.