While every magus can access an arcane pool, some magi’s pools bubble over with nearly uncontrollable arcane energy. Those with particular talent learn to channel this energy into casting powerful martial glyphs to enhance their combat abilities. However, their reliance on the quick use of glyphs distracts them from learning the more traditional spell combat.
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | ||||||
1st | +1 | +2 | +0 | +2 | Animus, martial glyphs (basic) | 3 | 1 | – | – | – | – | – |
2nd | +2 | +3 | +0 | +3 | Spellstrike | 4 | 2 | – | – | – | – | – |
3rd | +3 | +3 | +1 | +3 | Martial glyph | 4 | 3 | – | – | – | – | – |
4th | +4 | +4 | +1 | +4 | Animus spellsurge | 4 | 3 | 1 | – | – | – | – |
5th | +5 | +4 | +1 | +4 | Bonus feat | 4 | 4 | 2 | – | – | – | – |
6th | +6/+1 | +5 | +2 | +5 | Martial glyph | 5 | 4 | 3 | – | – | – | – |
7th | +7/+2 | +5 | +2 | +5 | Knowledge pool, medium armor | 5 | 4 | 3 | 1 | – | – | – |
8th | +8/+3 | +6 | +2 | +6 | — | 5 | 4 | 4 | 2 | – | – | – |
9th | +9/+4 | +6 | +3 | +6 | Martial glyph (advanced) | 5 | 5 | 4 | 3 | – | – | – |
10th | +10/+5 | +7 | +3 | +7 | Dual glyphs | 5 | 5 | 4 | 3 | 1 | – | – |
11th | +11/+6/+1 | +7 | +3 | +7 | Bonus feat | 5 | 5 | 4 | 4 | 2 | – | – |
12th | +12/+7/+2 | +8 | +4 | +8 | Martial glyph | 5 | 5 | 5 | 4 | 3 | – | – |
13th | +13/+8/+3 | +8 | +4 | +8 | Heavy armor | 5 | 5 | 5 | 4 | 3 | 1 | – |
14th | +14/+9/+4 | +9 | +4 | +9 | — | 5 | 5 | 5 | 4 | 4 | 2 | – |
15th | +15/+10/+5 | +9 | +5 | +9 | Martial glyph (master) | 5 | 5 | 5 | 5 | 4 | 3 | – |
16th | +16/+12/+6/+1 | +10 | +5 | +10 | Counterstrike | 5 | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Bonus feat | 5 | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Martial glyph | 5 | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Greater spell access | 5 | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | True glyph magus | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Class Features
A Glyphstriker does not gain the Arcane Pool, Spell Combat, Improved Spell Combat, Greater Spell Combat, Spellstrike, Magus Arcana, Spell Recall, and Improved Spell Recall class features.
Animus
Your magic is in part fueled by a reservoir of roiling, turbulent energy within your soul, and the passion and danger of combat causes this arcane energy to overflow outwards. This power, called animus, waxes and wanes with the flow of battle and is reinforced each time you cast a spell. Outside combat, you have no animus to spend.
When you enter combat, you gain an animus pool equal to 1 + your Intelligence modifier (minimum 1) at the start of your first turn, and add one point of animus to your animus pool at the start of each of your turns thereafter. Your animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any round in which you cast a magus spell, you add an additional point of animus to your pool. Certain abilities, such as some class features and feats, require you to expend points of animus to use.
Enhance Weapon
You can expend 1 point of animus as a swift action to grant any weapon you are holding a +1 Weapon Bonus for 1 minute.
You may spend additional points of animus to gain a greater weapon bonus. At 4th level and every four levels thereafter (8th, 12th, 16th), the maximum weapon bonus from this ability increases by +1, to a maximum of +5 at 16th level. You must spend a number of points of animus equal to the weapon bonus gained. This stacks with any existing weapon bonus. Multiple uses of this ability do not stack with themselves.
At 1st level, you can use this weapon bonus to apply an enhancement bonus to attack and damage rolls made with the weapon. This does not stack with any enhancement bonus already possessed by the weapon.
At 5th level, the weapon bonus can be used to add any of the following weapon special abilities at their normal bonus price: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. These special abilities are added to any the weapon already has, but duplicates do not stack.
The enhancement bonus and special abilities are decided when the animus is spent and cannot be changed until the next time you use this ability. These bonuses do not function if the weapon is wielded by anyone other than you.
You can only enhance one weapon in this way at one time. If you use this ability again, the first use immediately ends.
Martial Glyphs
You learn to use primal magic to funnel your uncontrolled arcane energies through fundamental arcane concepts. These concepts encapsulate the base principles of arcane magic, the building blocks upon which actual spells are formed, and when you combine these building blocks with your physical abilities, you can channel them into martial glyphs.
You learn three basic glyphs when you gain this ability. You learn two new glyphs at 3rd level and every three levels thereafter. Each time you learn new glyphs, you can exchange a single known glyph, sacrificing knowledge of it to learn any other glyph available to you. The new glyph learned need not be of the same tier as the one sacrificed.
At 1st level, you can only learn basic glyphs. At 9th level, you gain the ability to learn advanced glyphs, and at 15th level, you can learn master glyphs.
You can cast a glyph as a swift action by spending one point of animus. A glyph affects a single creature within close range (25 ft. + 5 ft./2 caster levels). Unless otherwise noted, a glyph lasts for a number of rounds equal to 1 + your Intelligence modifier (minimum 1 round). If a glyph allows a saving throw, its save DC is 10 + 1/2 your magus level + your Intelligence modifier.
Spellstrike
In addition to its normal effects, you may use this ability to deliver martial glyphs that require a touch attack.
Animus Spellsurge
At 4th level, you learn to expend your spells to send arcane energy surging through your animus pool. With a swift action, you can expend any single magus spell you have prepared but not yet cast to gain a number of points of animus equal to that spell’s level. The spell is expended, just as if it had been cast.
Knowledge Pool
At 7th level, when you prepare your magus spells, you can decide to apply a penalty to your animus pool for the day, up to your Intelligence bonus. Each time you enter combat, this penalty is applied to the animus gained at the start of your first turn.
For each point of penalty you apply, you can treat any one spell from the magus spell list as if it were in your spellbook and can prepare that spell as normal that day. If you do not cast spells prepared in this way before the next time you prepare spells, you lose those spells.
Dual Glyphs
When you reach 10th level, you learn to more efficiently tie your martial glyphs into your combat style. Once per round, you can cast a martial glyph as a free action when you hit with a weapon attack. This is in addition to your ability to cast a glyph as a swift action, allowing you to cast up to two martial glyphs per round.
True Glyph Magus
At 20th level, you become a master of spells and combat. Whenever you cast a martial glyph and targets the same creature as your melee attacks, you can choose to either increase the DC to resist the glyph by +2, grant yourself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant yourself a +2 circumstance bonus on all attack rolls made against the target during his turn.