Category Archives: Pathfinder Development

New Feat for PF1: Vital Opportunity

Just one feat from me today. At the current level of support of my Patreon, most of my posts each week are *supposed* to be just a single, short idea, with only a few bigger posts like yesterday’s. Given how much catching up to do I have after the past month being lost to flu-then-pneumonia, I’m going to try to stick to that level instead of the massive bonus content I’ve been pouring out. If you’d like to encourage me to go back to more big posts, of course joining my patreon is a great way to do so!

I like giving martials who are able to follow more than one tactical path (often fighters) ways to have them overlap. This is for those who can both manage Combat Reflexes and Vital Strike, which don’t offer much synergy on their own.

Vital Opportunity (Combat)

You can choose to lay significant damage on a single foe who dropped their guard, rather than keep something in reserve for other opportunities.

Prerequisites: Dex 13, Combat Reflexes, Vital Strike, base attack bonus +8.

Benefit(s): The first time each round you make a melee attack as an attack of opportunity, you can apply the additional damage you would gain from Vital Strike, Improved Vital Strike, or Greater Vital Strike to the initial target of your attack. When you do so, you cannot take any other attacks of opportunity or reactions until the beginning of your next turn.

New Magic Weapon Special Abilities for Pathfinder 1st ed

So, let’s more-than-triple the number of magic weapon special abilities costing a +1 bonus you can have in your 1st-edition Pathfinder Roleplaying Game.

And it all starts with Cleave.

Well, not the feat Cleave (at least not exactly). But instead, the magic weapon special ability mighty cleaving. And, when referring to a combat feat magic special ability by name, this article italicizes the property, but does not capitalize it. In other words, the power attack magic special ability lets you use the Power Attack feat with your weapon. (Alternatively you could place “mighty” in front of everything and use the gerund form of any feat name, so the mighty power attacking special ability lets you use Power Attack with that weapon… but that feels awkward to me, so I’m not doing it. What’s your preference?)

Mighty cleaving requires you to have the Cleave feat, but it then does as much as Cleave does (give you one additional cleaving attack a round)… but not as much as Great Cleave does (the normal next step in the Cleave feat chain). The existence of the mighty cleaving special ability tells us there is a range of combat feats that gaining access to through a weapon is worth a +1 bonus equivalent magic weapon special ability — but that it’s not all combat feats. That means if we can figure out a set of rules for what combat feats are appropriate for use as magic special ability, we potentially add a vast number of new magic options a GM can use to create fun, interesting, useful, balanced magic weapons. It also opens up some martial options for character’s who can’t manage to take those feats in the same way metamagic rods opened up metamagic feats even for spellcasters who don’t take the feats.

(There are also the training special ability, that gives you a feat but you still need to meet its prerequisites to use it, and the sylvan scimitar that give you “use of the Cleave feat” along with some other abilities under specific circumstances, so magic weapons granting some combat feats is clearly within a special ability power range.)

So, let’s look at defining a combat feat magic weapon special ability.

(Art by 2dmolier)

Combat Feat

Price +1 bonus; Aura moderate transmutation; CL 8th; Weight —

DESCRIPTION

This special ability grants the use of one specific combat feat, selected when the weapon is created. What feat can be selected and how it can be used are subject to the Rules, outlined below.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor; Spells tactical adaptationCost +1 bonus

The Rules

The feat selected cannot be one that adds to all attacks or all damage (such as Weapon Focus or Weapon Specialization), or a flat bonus to AC (such as Dodge), and it must be a Combat feat. Its prerequisites can include no more than a single ability score, which cannot require greater than a 13 in the ability, no more than a single feat (which must also be a combat feat), no more than a single rank of a single skill, and nor more than a +1 base attack bonus minimum. It cannot include any other prerequisite (such as not having levels in a class with specific class features, or being of a specific species).

Thus, you could have improved grapple as a +1 bonus melee weapon magic weapon special ability, but not Greater Grapple (which both has two feat prerequisites and requires a +6 base attack bonus).

The feat benefit granted by a combat feat special ability only applies when you are wielding the weapon it is part of. If the feat modifies an attack, it only modifies attacks made with the weapon it is applied to. For example, a short sword with agile maneuvers only gives you Agile Maneuvers when you are actually wielding the short sword. Also, can only be applied to a weapon that can be used in the activity modified or allowed by the feat. For example, you can’t put the power attack combat feat special ability on a longbow.

While you can use the feat in a combat feat special ability without meeting the prerequisites to take the feat, you still have to meet any conditions listed in its benefit. For example, if you have a +1 distracting charge lance, you still only gain the benefit if an ally that also has the feat charges and hits a foe. This obviously suggests that combat feat magic weapon special ability built on teamwork feats are likely to be most popular in sets of multiple weapons to pass out to multiple users.

I did not have time to go through EVERY official combat feat to see which ones fit these rules, but here’ a hyperlinked list up through “F” anyway. 🙂

Agile Maneuvers, Aquadynamic Focus, Aquatic Combatant, Ascetic Style, Beast Hunter, Befuddling Initiative, Blind-Fight, Blinding Flash, Bloody Mess, Bludgeoner, Bodyguard, Call Out, Caster’s Champion, Cavalry Formation, Charging Hurler, Choir of Blades, Combat Expertise, Combat Reflexes, Combat Stamina, Combat Vigor, Coordinated Capture, Coordinated Defense, Coordinated Distraction, Coordinated Maneuvers, Coordinated Shot, Cornugon Stun, Covering Fire, Cracking the Shell, Cudgeler Style, Dazzling Display, Deadly Aim, Death from Above, Deceitful Incompetence, Defensive Combat Training, Demonic Style, Desperate Battler, Destructive Persuasion, Dirty Fighting, Disarm Partner, Distance Thrower, Distracting Charge, Diva Style, Double Slice, Empty Quiver Style, Enforcer, Eroding Strikes, Exotic Weapon Proficiency, Far Shot, Feint Partner, Flanking Foil,  Focused Discipline, Following Step, Footslasher, Fox Insight, Fox Style, Frightening Ambush, Furious Focus, Fury’s Fall, Gang Up, Giant-Killer Stance,

Revised Magister for PF1 (Part 10)

In part 10 of our series looking at a Revised Magister class (for PF1), we’re still working on new magister feats. These are all based off class features of combat classes, conceived and modified to make sense for a well-educated spellcaster.

Mystic Tactician
You’ve learned the ancient battlefield tactics of the Mage Knights.
Prerequisites: Magister 5, 5 ranks Knowledge (History)
Benefit: You gain one of the following teamwork feats for which you meet the prerequisites: Allied Spellcaster, Bonded Mind, Casting Conduit, Choral Support, Collective Recollection, Combat Medic, Conduit Casting, Cooperative Counterspelling, Coordinated Blast, Electric Discharge, Elemental Admixture, Familiar Link, Group Deliver Touch Spells, Group Shared Spells, Improved Spell Sharing, Metamagical Synergy, Mystical Reverberation, Piecing Gambit, Secret Language, Share Spells, Shielded Caster, Special Delivery, Spell Bluff, Spell Chain, Spell Synergy, Take the Hit.

As a standard action, you can grant this feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two magister levels you possess. Allies do not need to meet the prerequisites of these bonus feats. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. If you gain one of the teamwork feats listed (which you may do with magister bonus feats, if you wish), you can also grant them to allies by expending one use of this ability.

[As a design note I adore this idea… but I’m not 100% convinced it makes the most sense as a feat. A feat that grants another feat and does something else is weird, at minimum. In a final version, this might become a magister talent or even a mystic bond. But that’s how the writing process goes–get stuff WRITTEN first, develop those concepts later.]

Spellslinger
You have trained extensively in ranged spell combat.
Prerequisites: Magister 3, 5 spells known that require tanged attacks or ranged touch attacks.
Benefit: You gain a pool of grit, which is determined as using your magister level -2 as your gunslinger level, and using your primary spellcasting ability modifier. Rather than regain grit when you make critical blows or kill foes with firearms, you do so when you perform such deeds with spells using ranged attack rolls. You also gain the gunslinger’s dodge deed.

As you gain levels, you gain additional deeds (which can only be used with spells with ranged attacks, rather than firearms). If your magister level is 5 or greater, you also gain the utility shot deed. At 9th you gain startling shot, at 11th targeting, at 13th bleeding wound, at 15th menacing shot, at 17th evasive, and at 19th gunslinger’s luck.

Touch of Corruption
No matter the magic power source you draw from, you have taken a particular focus on the necromantic aspects of it.
Prerequisites: Magister 3, 5 spells known from the necromancy school.
Benefit: You gain the touch of corruption class feature of the antipaladin, using your magister level -1 as your antipaladin level. For every 6 magister levels you have, you also gain one of the antipaladin cruelties available to antipaladins at 3rd level, though you can never add more than one cruelty to a single attack.

(Art by Iuliia KOVALOVA)

Touch of Greater Corruption
Your necromantic powers grow.
Prerequisites: Magister 9, 9 spells known from the necromancy school.
Benefit: For every 6 magister levels you have, you gain one of the antipaladin cruelties available to antipaladins at 6th level, though you can never add more than one cruelty to a single attack.

Want More Professional Pathfinder 1st Edition?!

Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?

I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

HEY, WHILE I HAVE YOUR ATTENTION!

I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!

Revised Magister for PF1 (Part 9)

Okay, moving on for now from mystic bonds for our Revised Magister class (for PF1), let’s take a look at some new magister feats. I strongly suspect I’d rework the entire magister feat dynamic in a final revised commercial version of this class, so all of these end up being mystic talents and instead of alternating between mystic talents and magister feat, the magister gets a mystic talent at every odd level (and one of them is “Bonus Feat,” like with so many class talent systems in Pf1), but that’s more of an overhaul than I want to get into for a simple update.

We’ll start with things inspired by the alchemist class. (No, no mutagens. Ever.)

(Art by Salenta)

Alchemical Talent
You have learned to create extracts.
Prerequisites: Brew Potions, magister 3, 5 or more arcane spells known, 3 ranks Craft (alchemy).
Benefit: You can create extracts and identify potions as described in the alchemy class feature of the alchemist (this does not allow you to make bonds — see Explosive Talent, or to make mutagens). Rather than gain a new formula list or separate extracts per day, you can expand a spell slot to create an extract from a spell known of that level or lower that targets one or more creatures or objects and does not have a target of “personal.” You also gain a competence bonus equal to half your magister level on Craft (alchemy) checks to create alchemical items.
Special: Once you have taken this feat, you can take the Extra Discovery feat without meeting its prerequisites, and may do so using magister bonus feats. You cannot take a discovery that grants or modifies an alchemist ability you do not possess (such as bombs or mutagens). Additionally, you can forgo a magister bonus feat to gain the swift alchemy alchemist class features (using your magister level as your alchemist level).

Explosive Talent
You have learned to make things go “booooom.”
Prerequisites: Magister 3, 5 or more arcane spells known, 3 ranks Craft (alchemy)
Benefit: You can make bombs. This functions as the alchemist class feature, except as follows. Your bomb damage and save DC is calculated as if your alchemist level was your magister level -2. You do not have a limited number of bombs per day, but to create a bomb you must expend a magister spell slot. This must be a spell slot with a spell level no less than 1 per 3 dice of damage your bomb does (minimum 1st-level spell slot).
Special: Once you have taken this feat, you can take the Extra Discovery and Throw Anything feats without meeting their prerequisites, and may do so using magister bonus feats. You cannot take a discovery that grants or modifies an alchemist ability you do not possess (such as extracts or mutagens). Additionally, you can forgo a magister bonus feat to gain any one of the following alchemist class features (using your magister level as your alchemist level): poison resistance, poison use, swift alchemy, swift poisoning).

Greater Alchemical Talent
You can make more powerful extracts
Prerequisites: Alchemical Talent, Brew Potions, magister 10, 9 or more arcane spells known, 10 ranks Craft (alchemy).
Benefit: You can now use the extract ability from your Alchemical Talent feat to turn spells known with a target of “personal” into extracts.

Want More Professional Pathfinder 1st Edition?!

Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?

I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

HEY, WHILE I HAVE YOUR ATTENTION!

I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!


Revised Magister for PF1 (Part 8)

Okay, moving on for now from mystic bonds for our Revised Magister class (for PF1), let’s take a look at some new mystic talents. I’d add even more in a final revised professional project, but for now this seems like a goodly number to show where my head is at.

We’ll do both some talents and advanced talents, for magister’s younger and older. 🙂

(Art by 9’63 Creation)

Mystic Talents: As a magister gains experience, she learns a number of talents that assist her in manipulating spells and other forms of magic. At 3rd level, and again at 7th, a magister gains one mystic talent. A magister cannot select an individual talent more than once. Talents marked with an asterisk add effects to a magister’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.

Fain Casting (Ex): The magister can take the ready action to cast a spell. Rather than define a single condition to trigger her ready, she can select two (such as “As soon as a foe comes in range, or a member of our part takes damage.”) If either condition is met, she can cast an available spell she selects at the moment of casting (as long as it has a casting time of 1 standard action or less). Once she has cast one readied spell, she can no longer cast a spell in response to her other ready trigger, unless she readies again in a future round.

Spell Fuel (Ex): When casting a spell with a casting time of 1 standard action or less, the magister can drain the magic from a potion in her possession (it need not be in-hand, but cannot be in an extradimensional space such as a handy haversack or bag of holding) rather than expend a spell slot for the spell. The potion must be of a spell with a spell level of equal or greater level than the spell she casts, and she casts the spell with a caster level equal to the lower of her own caster level or the potion’s caster level.

Spindle Dance (Sp): The magister can summon an invisible, mindless, shapeless force to carry one rod, staff, or wand for her. This functions as unseen servant, except it cannot travel beyond her space, automatically travels with her, it can carry only a single object, and if the object is a rod, staff, or wand, the magister is considered to be wielding it, and can activate and use it as if it was in her hand (though she cannot make melee attacks with it as a weapon, but can make melee attacks for spells and abilities granted by the object). This is treated as a spell with a spell level equal to the highest-level magister spell she can cast.

Advanced Mystic Talents: At 11th, 15th, and 20th level, a magister learns further talents to assist her in manipulating spells and other forms of magic. She may gain one of the abilities described in the “Mystic Talents” entry or, if she prefers, one of the abilities described below. Advanced mystic talents follow the same rules as mystic talents.

Favored Target (Ex): The magister selects one favored enemy per 5 class levels, as the ranger class feature. She cannot select the same enemy more than once. This functions as the ranger ability, but the bonus to attack rolls and damage only applies to attacks and damage from spells, spell-like abilities, and supernatural abilities. Additionally, favored enemies take a -1 penalty to saving throws against the magister’s spells, spell-like abilities, and supernatural abilities. These bonuses do not increase as she selects additional favored targets, they are always the base bonuses which she simply gets to apply to more and more enemies.

Shatter Arcana (Ex): The magister has learned to shatter the mystic matrix of a high-level spell slot into multiple lower-level spell slots. As a full-round action, the magister can expend a magister spell slot to regain low spell slots of lower level. The magister takes the spell level of the slot to be split, subtracts 2, then divides the remaining spell levels as she wishes to restore missing spell slots of lower level. For example, a magister could expend a 5th level spell slot to restore 3 spell levels (5 -2) of lower-level spell slots she has expended. She could restore one 3rd-level slot, one 2nd-level and one 1st-level, or three 1st-level spells. She cannot use this to gain more than her normal maximum number of spells per spell level, only to restore spell slots she has already expended.

Want More Professional Pathfinder 1st Edition?!

Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?

I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

HEY, WHILE I HAVE YOUR ATTENTION!

I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!

Revised Magister for PF1 (Part 7)

We start the week continuing with more new stuff for our Revised Magister class, for PF1. Having done the core mystic bond rules and updated all the original ones, today we continue to add new mystic bonds, delving into more of the hybrid classes that came out after the original magister was written.

Spirit Bond (divine) – The magister forms a bond with the spirits of the world. The magister gains a spirit from the shaman spirit class feature, The spells granted by that spirit are added to her primary spell list. At 1st level she gains that spirit’s spirit ability, at 8th level she gains its greater spirit ability, and at 16th level she gains its true spirit ability. She can select to gain a hex from her spirit instead of magister bonus feats at 5th, 9th, 13th, and 17th level. The magister treats her magister level as her shaman level for all abilities gained through the spirit bond.

Special: An occult magister who selects the spiritualist spell list as a primary or secondary spell list may select the spirit bond.

(Art by zhenliu)

Kenning Bond (arcane) – The magister turns to ancient poetry and sagas for secret ways to access and manipulate magic. Once per day, the magister can cast any spell on her primary spell list (see Choosing Spells for more information on magister spell lists) as if it were one of her magister spells known, expending a magister spell slot of the same spell level to cast the desired spell. Casting a spell with the kenning bond always has a minimum casting time of 1 full round, regardless of the casting time of the spell. At 6th level she can use the kenning bond to cast a spell from her secondary spell list. At 11th level, she can use this ability twice per day, and at 17th level, she can use it three times per day.

Additionally, the magister becomes a master of many different types of lore. At 1st level, and every 2 levels thereafter, she selects one Knowledge skill she can always take 10 on checks with, even if danger and distractions would normally prevent her from doing so. At 7th level, once per day, she can take 20 on any of the Knowledge skills she has selected with this ability as a standard action, instead of spending the normal time taking 20 requires. The magister can use this ability to take 20 on a Knowledge skill check twice per day at 13th level and three times per day 19th level.

Special: A divine magister who worships a god that grants the Knowledge of Magic domain can select the kenning bond.

Want More Professional Pathfinder 1st Edition?!

Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?

I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

HEY, WHILE I HAVE YOUR ATTENTION!

I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!

Revised Magister for PF1 (Part 6)

We start the week continuing with more new stuff for our Revised Magister class, for PF1. Having done the core mystic bond rules and updated all the original ones, today we continue to add new mystic bonds, rounding out or new occult bonds.

Mystic Implements (occult) – A magister with this mystic bond explores the eldritch links between objects and specific forms of magic. The magister gains one implement school from the occultist class feature of the same name, and its base focus power. She also gains the occultist’s mental focus class feature, with a number of points of mental focus equal to half her magister level (minimum 1) plus the bonus of her secondary spellcasting ability (see the magister spells class feature for more details on primary and secondary spellcasting ability scores).

The magister can select additional focus powers at 4th and 8th level. She can select an additional implement school (gaining their base powers) instead of magister bonus feats at 5th, 9th, 13th, and 17th level. Alternatively, a magister can select additional an additional focus power for any implement school she knows instead of a bonus feat.

The magister adds all spells from any implement school she knows to her primary spell list (see “Choosing Spells”). The magister treats her magister level as her occultist level for all abilities gained through the mystic implements bond.

Special: A divine spellcaster who worships a god that grants the Artifice domain may select the mystic implements mystic bond.

(Art by wimage72)

Psychic Bond (occult) – This represents a method of accessing magical powers using a specific part of the magister’s mind or psyche. The magister gains one psychic discipline from the class feature of the same name of the psychic class. The magister does not receive the discipline’s spells as bonus spells known, but they are added to the magister’s primary spell list (see “Choosing Spells”).

The magister can select phrenic amplifications instead of magister bonus feats at 5th, 9th, 13th, and 17th level. The first time she does this, she gains a phrenic pool (with her phrenic points determined based on the ability score determined by her psychic discipline). The magister treats her magister level as her psychic level for all abilities gained through this bond.

Want More Professional Pathfinder 1st Edition?!

Hey folks! I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

Revised Magister for PF1 (Part 5)

We round out the week continuing to add some genuinely new stuff to our Revised Magister class, for PF1. Having done the core mystic bond rules and updated all the original ones, today we continue to add new mystic bonds. And we finally get to some occult mystic bonds!

(Art by art1art)

Mystic Inquisition (divine) – Some magisters forge a bond with the enforcement-themed powers of specific gods. A magister must worship a deity to select this mystic bond. The magister gains an inquisitor inquisition available to inquisitors who worship the same deity she worships. When determining the powers granted by this inquisition, the magister’s effective cleric level is equal to her magister level.

The magister may select the 1st-level abilities of other inquisitions granted by her deity at 5th, 9th, 13th, and 17th level, rather than take a magister bonus feat.

Special: A magister with the divine power source may select mystic inquisition for the banishment, conversion, damnation, or excommunication inquisition, whether or not they worship a deity. If this option is taken, the magister casts any spells known taken from that domain as divine spells.

A magister with the occult power source may select mystic inquisition for the heresy, oblivion, possession, or secrets inquisition, whether or not they worship a deity. If this option is taken, the magister casts any spells known taken from that domain as arcane spells.

Mystic Spirit (occult) – Unlike a medium, who can use a seance to invite in a local spirit, some magisters find themselves (intentionally or accidently) bound to a single spirit full-time. The magister gains a single spirit as if she had the spirit medium class feature and had performed a seance to house a spirit (which always has exactly 1 point of influence over her, and cannot gain or lose influence). The magister gains the spirit bonus (but not spirit surge), seance bonus, influence penalty, and one taboo (of the magister’s choice) of the spirit. The magister also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level.

Mesmerism (occult) – The mesmerism mystic bond is an eldritch connection between the magister’s eyes and powers of enchantment and confusion. The magister gains the hypnotic stare class feature of the mesmerist. At 2nd level, she gains the painful stare class feature. For all abilities linked to this mystic bonus, the magister treats her magister level as her mesmerist level. The magister may select a bold stare for which she meets the prerequisites at 5th, 9th, 13th, and 17th level, rather than take a magister bonus feat.

Want More Professional Pathfinder 1st Edition?!

Hey folks! I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

Revised Magister for PF1 (Part 4)

We’re finally adding some genuinely new stuff to our Revised Magister class, for PF1. Having done the core mystic bond rules and updated all the original ones yesterday, now we get to start adding new mystic bonds! We begin by casting our envious eye at class features of the arcanist, bard, and bloodrager.

Arcane Reservoir (arcane) – The magister gains an arcane reservoir, as if she was an arcanist of the same level as her magister level. The magister gains one arcanist exploit at 5th level, and a second at 10th level, and may select them instead of a bonus feat when she gains magister bonus feats. The magister treats her magister level as her arcanist level for all magus arcana, and must meet their prerequisites. The magister also gains the consume spells class feature. She cannot select arcanist exploits that affect or depend on abilities or class features she does not possess.

Special: A magister with the divine power source who worships a deity or philosophy of magic can select this mystic bond without meeting its prerequisite.

(Art by Digital Storm)

Bardic Performance (arcane) – The magister gains the bardic performance class feature. She gains one of the following forms of performance at 1st level — countersong, distraction, fascinate, inspire courage — and can select another performance from that list she does not yet have at 2nd, 3rd, and 4th level. She gains the following forms of performance at the listed level — inspire competence (5th), suggestion (6th), dirge of doom (8th), inspire greatness (9th), soothing performance (12th), frightening tune (14th), inspire heroics (15th), mass suggestion (18th). Her rounds of performance per day are equal to her magister level plus her Charisma modifier. This ability otherwise functions as if her magister level was her bard level. She does not gain versatile performance, well-versed, lore master, or jack-of-all-trades.

Special: A magister with the divine power source who worships a deity or philosophy of art, music, or song can select this mystic bond without meeting its prerequisite.

Bloodrage Bloodline (arcane) – This represents a link between extreme emotions and arcane magic, which may be part of the magister’s background or may have been bestowed by a ritual when the magister first gained magic powers. This grants the magister a bloodrager bloodline. The magister also gains a special kind of eldritch rage, which functions as the bloodrager’s bloodrage class feature (using the magister’s level as her bloodrager level), but has no effect on her ability scores, AC, or ability to cast spells. The magister gains the bloodline powers of the selected bloodline, and like a bloodrager they only function while she is in a bloodrage unless they specify otherwise.
When determining the powers granted by this bloodline, the magister’s effective bloodrager level is equal to her magister level. A magister that selects this option does not receive the bloodline’s spells as bonus spells known (unlike a bloodrager). However, bloodline’s bonus spells are added to the magister’s
primary spell list (see “Choosing Spells”). When she gains bonus magister feats, she may select them from the normal list of bonus magister feats, or from the bonus feats of her bloodrage bloodline.

Special: A magister with the divine power source who worships a deity or philosophy of anger, fury, rage, or wrath can select this mystic bond without meeting its prerequisite.

Want More Professional Pathfinder 1st Edition?!

Hey folks! I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

Revised Magister for PF1 (Part 3)

Okay, still working on the Revised Magister, for PF1. having covered the basics and spellcasting/spell selection, let’s get on with the work of revising and expanding class features! We’ll start with the existing magister mystic bonds. I’m not reprinting all the rules for existing mystic bonds here (you can go pick up the pdf still, if you want that info), but I’m giving all the revision rules you need. New mystic bonds will come soon!

(Preview of Magister art, by Kalleek. Does this mean a new pdf is coming?!)

Mystic Bond

At 1st level, a magister forms a bond with the powers of magic. This bond allows a magister to access some of the class features or specializations of some other spellcasting class. The magic source listed for the mystic bond must be one of the two mystic bonds the magister has selected (arcane, divine, or occult). For example, the arcane pool mystic bond is listed as being arcane, so only a magister that has selected arcane as one of their two magic sources can choose it. If a mystic bond lists multiple sources of magic the magister need match only one of them, and if it lists “any,” it has no mystic source requirement.

Any abilities gained from the mystic bond (or spells known taken from a list provided by the mystic bond) that have calculations based on an ability score (such as uses per day, or save DCs) is calculated using the magister’s primary or secondary spellcasting ability. This choose is made by the magister at 1st level, and cannot be changed.

Arcane Pool (arcane) – Detailed in The Genius Guide to the Magister

Arcane Specialization (arcane) – Detailed in The Genius Guide to the Magister

Divine Heritage (divine) – Detailed in The Genius Guide to the Magister. A character may select a subdomain, rather than a standard domain.

Special: A magister with the arcane power source may select divine heritage for the Air, Earth, Fire,
Magic, or Rune domain. If this option is taken, the magister casts any spells known taken from that domain as arcane spells.

A magister with the occult power source may select divine heritage for the Charm, Knowledge, Madness, or Void domain. If this option is taken, the magister casts any spells known taken from that domain as occult spells.

Divine Inspiration (divine) – Detailed in The Genius Guide to the Magister.

Special: A magister with the arcane power source may select divine inspiration for the dragon, elemental, flame, waves, wind, or winter mystery. If this option is taken, the magister casts any spells known taken from that mystery as arcane spells.

A magister with the occult power source may select divine inspiration for the ancestor, dark tapestry, lore, or occult mystery. If this option is taken, the magister casts any spells known taken from that mystery as occult spells.

Martial Bond (any) – Detailed in The Genius Guide to the Magister.

Sorcerous Bloodline (arcane) – Detailed in The Genius Guide to the Magister.

Special: A magister with the divine power source may select sorcerous bloodline for the abyssal, astral, celestial, daemon, div, djnni, efreeti, fey, infernal, marid, oni, rakshasa, or shaitan bloodline. If this option is taken, the magister casts any spells known taken from that bloodline as divine spells.

A magister with the occult power source may select sorcerous bloodline for the aberrant, accursed, dreamspiun, ectoplasm, harrow, possessed, psychic, or vestige bloodline. If this option is taken, the magister casts any spells known taken from that bloodline as occult spells.

Metamagic Pool (any) – Detailed in The Genius Guide to the Magister.

Patron (arcane) – Detailed in The Genius Guide to the Magister.

A magister with the divine power source may select a patron for the animals, death, healing, light, plant, protection, recovery, storms, thorns, water, winter, or woodlands patron. If this option is taken, the magister casts any spells known taken from that patron as divine spells.

A magister with the occult power source may select a patron for the ancestors, conspiracies, insanity, jinx, mind, occult, space, spirits, or stars patron. If this option is taken, the magister casts any spells known taken from that patron as occult spells.

Want More Professional Pathfinder 1st Edition?!

Hey folks! I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!