魔武者(Magic Wrrior)（魔戰士變體）最早出自內海詭道(inner sea intrigue)，在Pathfinder Roleplaying Game Adventurer’s Guide中進行了修正。
Trained in a tradition stretching back to Old-Mage Jatembe’s Ten Magic Warriors, Magic Warriors renounce their identities to master magical might and serve as champions of culture and learning across the Mwangi Expanse and beyond. The original Ten Magic Warriors each directly served Old-Mage Jatembe as guardians, bodyguards, allies, and friends. Tales of their deeds are still told today in the Magaambya, and while they are long gone, the traditions that rose from these tales live on.
While the original Ten Magic Warriors championed unusual skills drawn from various arcane spellcasting classes, often combined with martial classes or even prestige classes, the tradition today has been standardized over the course of the intervening centuries into an archetype followed strictly by magi. Even then, it’s not uncommon for a Magic Warrior to multiclass with a martial class for a few levels or to become an eldritch knight to further bolster her combat powers. No one path is regarded as canonical for the magi of the Magic Warriors, and they value their diversity, looking to their brothers and sisters constantly for inspiration regarding new ways to defend the Magaambya and the people of the Mwangi Expanse from the multitude of dangers the world has to offer.
劇透 - :
Magic Warrior (Magus Archetype)
Trained in a tradition stretching back to Old-Mage Jatembe’s Ten Magic Warriors, magic warriors renounce their identities to master magical might and serve as champions of culture and learning across the Mwangi Expanse and beyond.
Class Skills: A magic warrior adds Knowledge (history and nature) to her list of class skills, instead of Knowledge(dungeoneering and planes).
This ability alters the magus’s class skills.
Nameless Mask (Ex): A magic warrior gains strength in hiding her identity behind an animalistic mask, but also suffers drawbacks from doing so. While wearing her mask, a magic warrior gains a +2 bonus on saving throws against divinations in the scrying subschool. However, NPCs who are unfamiliar with or have a poor opinion of the magic warrior tradition have a starting attitude of unfriendly toward the magic warrior while she wears her mask. If using the influence system (Ultimate Intrigue 102), it takes one additional success to increase her influence level over such an NPC.
The magic warrior cannot reveal her name or remove her mask in front of anyone she has never met before or in front of anyone she does not trust. If she violates this taboo, she must
discard her mask and create or obtain a new mask and wear it before she can gain any benefits that result from wearing her mask.
Magic Warrior’s Aspect (Su): At 3rd level, as a standard action, a Magic Warrior can gain an aspect of an animal’s might by expending 1 point from her arcane pool. The animal must be the same one that the Magic Warrior’s mask represents (the animal can change if the Magic Warrior creates or obtains a new mask). The Magic Warrior gains one ability the animal has from the list of abilities given in beast shape I (this ability doesn’t allow her to change her size). The ability lasts for 1 minute per class level.
This ability replaces the magus arcana gained at 3rd level.
Nameless Anonymity (Su): At 8th level, a magic warrior’s nameless masked identity protects her from divinations. Once per day, as long as she is in her masked identity, she can cast nondetection using her magus level as her caster level.
A Magic Warrior gains improved spell combat at 14th level instead of at 8th level. She does not gain the magus’s greater spell combat.
Magaambya Spell Access(Su): At 19th level, a magic warrior learns ancient secrets to using natural magic. She learns seven spells from the druid’s spell list and places them in her spellbook as magus spells of her druid level. She gains one of each of the following druid spells not on the magus spell list: 0-level, 1st-level,2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. She can ignore the divine focus component of these spells.
This ability replaces greater spell access.
Magus Arcana: The following magus arcana complement the magic warrior archetype: accurate
strikeUC, arcane accuracyUM, arcane cloakUC, arcane edgeUC, bane bladeUC, devoted bladeUC, empowered magicUM, maximized magicUM, quickened magicUM, silent magicUM, spell blendingUM, still magicUM.
Tribal Magus that wears a mask, and can gain animal abilities at will.不再隨意惹
- Stacks with Hexcrafter and/or Staff Magus.
- Most of the changes made by this archetype are about flavor and roleplaying. The primary impact is that you trade one arcana for gaining a Beast Shape ability, which can be used at-will. This basically means you can have permanent flight by level 3, which is an excellent ability, and you lose almost nothing for it. When needed, you can instead take a swim speed, or scent, or a few other options. Very few classes in the game can gain flight at such an early level.