(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), the Landscape 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.
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.
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
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