Spectral Fist (Magus/Monk)

A magus who eschews conventional weaponry to blend the arcane art of telekinesis and the monks unarmed style to pummel foes, both at close range and from afar. (Original concept by Apraham Lincoln)

Primary Class: Magus.

Secondary Class: Monk.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The spectral fist selects three monk skills to add to his class skills in addition to the normal magus class skills. The spectral fist gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The spectral fist is proficient with all simple weapons. A spectral fist is not proficient with any type of armor or shield. Armor interferes with a spectral fist’s movements, which can cause his spells with somatic components to fail.

Diminished Spellcasting: A spectral fist casts one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. A spectral fist otherwise learns, prepares, and casts spells as a magus of his spectral fist level.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant his unarmed strike a +1 enhancement bonus for 1 minute. For 2 points he can enhance both his telekinetic fists this way. For every four levels beyond 1st, they gain another +1 enhancement bonus, to a maximum of +5 at 17th level. Multiple uses of this ability do not stack.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, ghost touch, icy burst, impact, limning, seabourne, shock, shocking burst. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. This modifies arcane pool.

Flurry of Blows (Ex): At 1st level, a spectral fist gains the monk’s flurry of blows ability, except that the spectral fist can only use his flurry of blows with his unarmed strike or his telekinetic fists. This ability and unarmed strike replace martial proficiency, improved spell combat, and the magus arcana gained at 15th level.

Mage Armor (Sp): Beginning at 1st level, the spectral fist can cast mage armor a number of times per day equal to 3 + 1/2 his spectral fist level. Unlike the spell, this mage armor lasts for 10 minutes per spectral fist level. As the spectral fist gains power, the bonus granted by his mage armor ability improves. At 5th level and every four levels thereafter, the bonus grante