Thursday, May 2, 2013

Pathfinder Prestige Class: Divine Magus


Divine Magus
Most magi focus on mixing arcane magic with combat. Some magi, inspired by some greater power, take this a step farther and dabble in divine magic as well. Those who know the fighting style of the magi have come to expect facing painful spells alongside vicious melee weapons. A divine magus will keep swinging his sword, but might blast you one moment and curse you the next.

Divine magi are multiclass spellcasters who can cast both arcane and divine spells, and have a knack for fighting as well. Although they usually focus on combat-related spells, divine magi are some of the most versatile spellcasters in existence.

Role: The divine magus is a powerful component for any party, supplying magic for attack, defense, and healing. Divine maguss travel the world in search of arcane and holy artifacts, magical lore, or divine revelations, and most have no qualms about teaming up with groups of adventurers so long as that group's goals do not directly conflict with their own.

Alignment: The motivations of a divine magi are as varied as the many powers they worship.

Hit Die: d8
Requirements
To qualify to become a divine magus, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks.
Spells: Able to cast 2nd-level arcane spells and 1st-level divine spells.

Class Skills
The divine magus's class skills (and the key ability for each skill) are Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Table: Divine Magus
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st
+0
+0
+0
+1
Arcane Pool, Versatile Spell Combat
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
2nd
+1
+1
+1
+1
+1 level of existing arcane spellcasting class
3rd
+2
+1
+1
+2
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
4th
+3
+1
+1
+2
+1 level of existing arcane spellcasting class
5th
+3
+2
+2
+3
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
6th
+4
+2
+2
+3
+1 level of existing arcane spellcasting class
7th
+5
+2
+2
+4
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
8th
+6
+3
+3
+4
+1 level of existing arcane spellcasting class
9th
+6
+3
+3
+5
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
10th
+7
+3
+3
+5
+1 level of existing arcane spellcasting class

Class Features

All of the following are features of the divine magus prestige class.

Weapon and Armor Proficiency: Divine magi gain no proficiency with any weapon or armor.

Spells per Day: When a new divine magus level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class. At every odd numbered divine magus level, the character also gains new spells per day as if he had also gained a level in any one divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of divine magus to the level of whatever other arcane spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a divine magus, he must decide to which class he adds each level of divine magus for the purpose of determining spells per day.

Arcana Pool (Su): Divine Magus levels stack with Magus levels to determine how many points are in the character's pool.

Versatile Spell Combat (Ex): A divine magus can cast divine spells and strike with melee weapons at the same time. Divine spells cast this way must also have a casting time of one standard action.

Spell Synthesis (Su): At 10th level, a divine magus can cast two spells, one from each of his spellcasting classes, using one action. Both of the spells must have the same casting time. The divine magus can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The divine magus receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. A divine magus may use this ability once per day, and may combine these with the melee attack(s) of Spell Combat if the spells chosen for this ability have a casting time of one standard action.
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