Animus Adept

Some martial disciples seek the power of raw arcane energies, known to those in martial circles as animus, and learn methods to channel it. Others are born with it and choose to bend it inwards for martial pursuits and become animus adepts. Still others dally with it while maintaining other professions before coming to embrace it as a source of raw arcane talent.

Whatever the path that led to their discovery and mastery over their power, animus adepts are skilled warriors that are able to blend their talents with glyph manipulation and martial techniques to produce a variety of wild effects that blur the line between what is magic and what is pure martial skill.

Entry Requirements

Skills: Arcane Lore 5 ranks, Arms Lore 5 ranks.
Feat:
Animus Healing.
Martial Arts:
Ability to initiate martial techniques. Initiator level 5th.
Special: Animus pool or equivalent ability (such as the Tap Animus feat).

Table: The Animus Adept

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+0+0+0+1Animus, martial glyphs (basic)
2nd+1+0+0+1Martial glyphs (advanced)
3rd+2+1+1+2Mass martial glyphs, martial glyphs (master)
Hit Die: d8
Class Skills (2 + Int modifier per level): Academics, Arcane Lore, Arms Lore, and Profession

Class Features

Weapon and Armor Proficiency

An Animus Adept gains no proficiency with any type of weapon, armor, or shield.

Animus

If you previously had levels in a class that grants an animus pool (such as mystic), you add your animus adept level to your levels in that class to determine its strength, potentially gaining more powerful maneuver augments or increasing the amount you can spend on such augments.

If you instead possess the Tap Animus feat, you gain Extra Animus as a bonus feat.

Martial Glyphs

You learn to use primal magic to funnel your uncontrolled arcane energies through fundamental arcane concepts. These concepts encapsulate 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.

At 1st level, you learn five basic glyphs. You learns three new glyphs at each animus adept level thereafter. Each time you gain a new level in this class, you can exchange a single known glyph, sacrificing knowledge of it to learn any other glyph available to you. The new glyph learned must be of the same tier as the one sacrificed.

At 1st level, you can only learn basic glyphs. At 2nd level, you gain the ability to learn advanced glyphs, and at 3rd level, you can learn master glyphs.

You can cast a martial glyph as a free action once per round when you hit with a martial strike. Alternatively, you can cast a glyph as a swift action, which is similar to casting a spell. In either case, casting a glyph costs one point of animus and affects a single creature within close range (25 ft. + 5 ft./2 initiator levels).

Your caster level for glyphs is equal to your initiator level. Unless otherwise noted, a glyph lasts for a number of rounds equal to 1 + your highest initiation modifier (minimum 1 round). If a glyph allows a saving throw, its save DC is 10 + 1/2 your initiator level + your highest initiation modifier.

Mass Martial Glyphs

At 3rd level, your control over your roiling arcane might is such that you can become a living font of animus-infused glyphs. As a full-round action, you can cast a martial glyph against a number of allies within 30 feet equal to your highest initiation modifier.