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Wilderland Magus (Magus/Ranger)

(Original Concept by Elghinn Lightbringer)

Primary Class: Magus.
Secondary Class: Ranger.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The wilderland magus may select six ranger skills to add to her class skills in addition to the normal magus class skills, two of which must be Stealth and Survival. The wilderland magus gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The wilderland magus is proficient with all simple and martial weapons. A wilderland magus is also proficient with light armor. She can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a wilderland magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass wilderland magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A wilderland magus casts arcane spells which are drawn from the magus and ranger spell lists. He otherwise learns, prepares, and casts spells as magus equal to her wilderland magus level.

Domain: At 1st level, a wilderland magus may select one domain from among the Elemental domains (Air, Earth, Fire, or Water), the Forest domain (see New Domains), or from among the Terrain domains presented in Ultimate Magic. The wilderland magus also gains the powers of that domain as normal. A wilderland magus gains no domain spell slots. Instead, the wilderland magus adds her 1st–level domain spell to her spellbook at 3rd level. She also adds each subsequent domain spell every three levels beyond 3rd level, up to her 6th–level domain spell at 18th level. These spells cannot be exchanged for different spells at higher levels. This ability replaces arcane pool and magus arcana.

Focused Terrain (Ex): At 2nd level, a wilderland magus selects one type of the following terrains, as determined by her domain: Cold (Arctic domain), Desert (Desert domain), Forest (Forest domain), Jungle (Jungle domain), Mountain (Earth or Mountain domain), Plains (Air or Plains domain), Planes (Air, Earth, Fire, or Water domain), Swamp (Aquatic or Swamp domain), Underground (Cave or Earth domain), or Water (Aquatic or Water domain). The wilderland magus gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A wilderland magus traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses). In addition, she increases her favored terrain bonus by +2 at 7th, 12th, and 17th level. This ability and hide in plain sight replace greater spell access.

Track: At 2nd level, the wilderland magus gains the ranger’s track ability. This ability replaces spellstrike.

Terrain Bond (Ex): At 4th level, the wilderland magus forms a bond with the land itself, enabling her to direct others in such terrain. When in her favored terrain, the wilderland magus grants all allies within line of sight and that can hear her a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with her, the wilderland magus allies leave no trail and can’t be tracked. The wilderland magus can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces spell recall and improved spell recall.

Bonus Feats: The wilderland magus can choose bonus feats as a magus, as normal. Alternatively, the wilderland magus can select one of the ranger’s combat styles. She can choose feats from her selected combat style, even if she does not have the normal prerequisites. She gains access to her combat style feats at 5th, 11th, and 17th level (instead of 2nd, 6th, and 10th level). Once the choice is made, it cannot be changed. This ability functions as and replaces bonus feats.

Terrain Mastery: At 7th level, whenever within her favored terrain, the wilderland magus may, as a move action, grant a +2 bonus on Climb, Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear her. This bonus lasts for a number of rounds equal to the wilderland magus’s Intelligence modifier (minimum 1). This ability replaces knowledge pool.

Mastery of a terrain grants additional benefits, as outlined below; these benefits apply to the wilderland magus at all times whether or not she is in the relevant terrain.

Cold: The wilderland magus gains cold resistance 10.

Desert: The wilderland magus is under the constant effects of an endure elements (heat only) spell, and gains immunity to exhaustion; anything that would cause him to become exhausted makes him fatigued instead.

Forest: The wilderland magus gains a +4 competence bonus on Stealth checks.

Jungle: The wilderland magus gains a +4 competence bonus on Escape Artist checks and increases his CMD against grapple maneuvers by +4.

Mountain: The wilderland magus gains a +4 competence bonus on Climb checks and does not lose his Dexterity modifier to AC while climbing.

Plains: The wilderland magus’s movement is not reduced by wearing medium armor or carrying a medium load.

Plane of Air: The wilderland magus gains a +4 competence bonus on Fly checks and +1 competence bonus on all attack and damage rolls against flying creatures. He gains the ability to breathe air if he cannot already do so.

Plane of Earth: The wilderland magus gains DR 1/adamantine.

Plane of Fire: The wilderland magus gains fire resistance 10.

Plane of Water: The wilderland magus gains a +4 competence bonus on Swim checks and a +1 competence bonus on all attack and damage rolls against swimming creatures. He gains the ability to breathe water if he cannot already do so.

Swamp: The wilderland magus gains a +4 competence bonus on Perception checks.

Underground: The wilderland magus gains Blind-Fight as a bonus feat.

Water: The wilderland magus gains a +4 competence bonus on Swim checks and +1 competence bonus on all attack and damage rolls against swimming creatures.

Terrain Dominance: At 10th level, a wilderland magus learns total dominance over her favored terrain. When dealing with creatures native to that terrain, the wilderland magus treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy. This ability replaces fighter training.

Terrain dominance grants additional abilities, as detailed below.

Cold: The wilderland magus gains cold resistance 20 (this replaces the character’s cold resistance from mastery of the cold terrain) and a +1 competence bonus on all attack and damage rolls against creatures of the cold subtype.

Desert: The wilderland magus gains fire resistance 10 and immunity to fatigue.

Forest: The wilderland magus gains hallucinatory terrain as a spell-like ability a number of times per day equal to 3 + the character’s Intelligence modifier (caster level equal to the character’s level). The wilderland magus can only use this ability to create illusory forests.

Jungle: The wilderland magus gains charm monster as a spell-like ability a number of times per day equal to 3 + the character’s Intelligence modifier (caster level equal to the character’s level). This charm only affects animals, magical beasts, and creatures primarily found in the jungle.

Mountain: The wilderland magus gains DR 2/adamantine.

Plains: The wilderland magus’s base speed increases by +10 feet.

Plane of Air: The wilderland magus gains fly as a spell-like ability a number of times per day equal to 3 + the wilderland magus’s Intelligence modifier (caster level equal to the character’s level).

Plane of Earth: The wilderland magus gains tremorsense with a range of 30 feet.

Plane of Fire: The wilderland magus gains fire resistance 20 (this replaces the character’s fire resistance from mastery of the Plane of Fire terrain) and a +1 competence bonus on all attack and damage rolls again creatures of the fire subtype.

Plane of Water: The wilderland magus’s movements and actions are not hampered when underwater. This allows him to speak, make attacks, and cast spells normally underwater (as if using freedom of movement).

Swamp: The wilderland magus gains tremorsense with a 30-foot range.

Underground: The wilderland magus gains darkvision with a range of 60 feet. If he already has darkvision 60 feet, its range extends by 60 feet.

Water: The wilderland magus gains a swim speed of 20 feet. If he already has a natural swim speed, his swim speed increases by +20 feet.

Camouflage (Ex): At 13th level, the wilderland magus gains the ranger’s camouflage ability. This ability replaces heavy armor.

Hide in Plain Sight (Ex): At 19th level, the wilderland magus gains the ranger’s hide in plain sight ability.

Wilderland Guardian (Ex): At 20th level, the wilderland magus becomes a true protector over her favored terrain. Whenever she is in her favored terrain, the wilderland magus can always move at full speed while using Survival to follow tracks without penalty. Whenever she uses her spell combat ability in her favored terrain, she does not need to make a concentration check to cast the spell defensively. Also, as a standard action, the wilderland magus can make a single attack against any foe within her favored terrain at her full base attack bonus. If the attack hits, the wilderland magus automatically confirms a critical hit, unless the target makes a Fortitude save (DC 10 + 1/2 the wilderland magus’s level + the wilderland magus's Intelligence modifier). A wilderland magus can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A wilderland magus can only use this ability once against the same creature in a 24–hour period. In addition, the wilderland magus gains her 7th–level domain spell. She can use this spell once per day as a spell-like ability. This ability replaces true magus.


Table: Wilderland Magus
Class
Base
Fort
Ref
Will

Spells per Day
Level
Attack Bonus
Save
Save
Save
Special
0
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+0
+2
Cantrips, domain, spell combat
3
1





2nd
+1
+3
+0
+3
Focused terrain, track
4
2





3rd
+2
+3
+1
+3
Domain spell
4
3





4th
+3
+4
+1
+4
Terrain bond
4
3
1




5th
+3
+4
+1
+4
Bonus feat
4
4
2




6th
+4
+5
+2
+5
Domain spell
5
4
3




7th
+5
+5
+2
+5
Medium armor, terrain mastery
5
4
3
1



8th
+6/+1
+6
+2
+6
Improved spell combat
5
4
4
2



9th
+6/+1
+6
+3
+6
Domain spell
5
5
4
3



10th
+7/+2
+7
+3
+7
Terrain dominance
5
5
4
3
1


11th
+8/+3
+7
+3
+7
Bonus feat
5
5
4
4
2


12th
+9/+4
+8
+4
+8
Domain spell
5
5
5
4
3


13th
+9/+4
+8
+4
+8
Camouflage
5
5
5
4
3
1

14th
+10/+5
+9
+4
+9
Greater spell combat
5
5
5
4
4
2

15th
+11/+6/+1
+9
+5
+9
Domain spell
5
5
5
5
4
3

16th
+12/+7/+2
+10
+5
+10
Counterstrike
5
5
5
5
4
3
1
17th
+12/+7/+2
+10
+5
+10
Bonus feat
5
5
5
5
4
4
2
18th
+13/+8/+3
+11
+6
+11
Domain spell
5
5
5
5
5
4
3
19th
+14/+9/+4
+11
+6
+11
Hide in plain sight
5
5
5
5
5
5
4
20th
+15/+10/+5
+12
+6
+12
Wilderland guardian
5
5
5
5
5
5
5