Spectral Fist (Magus/Monk)

A magus who eschews conventional weaponry to blend the arcane art of telekinesis and the monks unarmed style to pummel foes, both at close range and from afar. (Original concept by Apraham Lincoln)

Primary Class: Magus.

Secondary Class: Monk.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The spectral fist selects three monk skills to add to his class skills in addition to the normal magus class skills. The spectral fist gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The spectral fist is proficient with all simple weapons. A spectral fist is not proficient with any type of armor or shield. Armor interferes with a spectral fist’s movements, which can cause his spells with somatic components to fail.

Diminished Spellcasting: A spectral fist casts one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. A spectral fist otherwise learns, prepares, and casts spells as a magus of his spectral fist level.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant his unarmed strike a +1 enhancement bonus for 1 minute. For 2 points he can enhance both his telekinetic fists this way. For every four levels beyond 1st, they gain another +1 enhancement bonus, to a maximum of +5 at 17th level. Multiple uses of this ability do not stack.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, ghost touch, icy burst, impact, limning, seabourne, shock, shocking burst. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. This modifies arcane pool.

Flurry of Blows (Ex): At 1st level, a spectral fist gains the monk’s flurry of blows ability, except that the spectral fist can only use his flurry of blows with his unarmed strike or his telekinetic fists. This ability and unarmed strike replace martial proficiency, improved spell combat, and the magus arcana gained at 15th level.

Mage Armor (Sp): Beginning at 1st level, the spectral fist can cast mage armor a number of times per day equal to 3 + 1/2 his spectral fist level. Unlike the spell, this mage armor lasts for 10 minutes per spectral fist level. As the spectral fist gains power, the bonus granted by his mage armor ability improves. At 5th level and every four levels thereafter, the bonus granted by his mage armor ability increases by +1, up to a total of +8 at 17th level. This bonus supersedes the effects of the normal mage armor spell.

At 7th level, while his mage armor is in effect, the spectral fist is considered to be wearing armor with the light fortification special ability. At 13th level, the spectral fist is considered to be wearing armor with the medium fortification special ability. This ability replaces light armor, medium armor, and heavy armor proficiencies, and fighter training.

Spell Combat (Ex): This functions as the magus ability of the same name, except the spectral fist can only wield telekinetic fists when using this ability. He uses his normal attack bonus when using telekinetic fists with spell combat. The spectral fist cannot make a flurry of blows in the same round as he uses spell combat.

Unarmed Strike: At 1st level, a spectral fist gains the monk’s unarmed strike ability and deals unarmed damage as shown on Table: Spectral Fist.

Telekinetic Fists (Sp): Starting at 2nd level, a spectral fist can lose a prepared spell of 1st level or higher as a swift action to create two fists made of force appear and attacks foes at a distance, as he directs, each dealing 1d4 points of bludgeoning damage per hit, + 1/2 the spectral fist’s level. This damage is subject to damage reduction as normal. The fists lasts for 1 round per level, has a threat range of 20, and a critical multiplier of x2. The fists strikes a single opponent the spectral fist designates within 30 feet, starting with one attack in the round the ability is activated and continuing each round thereafter on his turn. It uses his base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus the spectral fist’s Intelligence modifier as its attack bonus. The telekinetic fists strike as weapons, not as a spell, and are therefore subject to damage reduction. The fists always strike from the spectral fist’s direction. It does not get a flanking bonus or help a combatant get one. However, the spectral fist’s feats and combat actions do affect the fists. If the fists go beyond the effect’s range, if they go out of the spectral fist’s sight, or if he is not directing them, the fists return to the spectral fist and hover.

Each round after the first, the spectral fist can use a move action to redirect the telekinetic fists to a new target. If he does not, the fists continues to threaten the previous round's target. Subsequent rounds of attacking that target allow the fists to make multiple attacks if the spectral fist’s base attack bonus would allow it to.

Telekinetic fists are considered a manufactured weapon for the purpose of the spectral fist’s arcane pool feature, can be used with flurry of blows, and to deliver touch attacks or touch spells with spellstrike.

Telekinetic fists cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A telekinetic fist’s AC against touch attacks is 10 + the spectral fist’s Intelligence modifier.

If an attacked creature has spell resistance, the spectral fist can make a caster level check (1d20 + the spectral fist’s level) against that spell resistance the first time a telekinetic fist strikes it. If the fists are successfully resisted, the fists are dispelled. If not, the fists have their normal full effect on that creature for the duration of the ability.

As the spectral fist gains levels, he can deal greater damage with his telekinetic fists by expend higher level spells as follows: 2nd (1d6), 3rd (1d8), 4th (1d10), 5th (2d6), 6th (2d8).

In addition, the spectral fist gains the following additional benefits when his telekinetic fists are in effect.

At 5th level and every six levels thereafter, a spectral fist increases the range at which he can attack opponents with his telekinetic fists by 10 feet, to a maximum of 60 feet at 17th level.

At 6th level, the telekinetic fists’ critical multiplier increases to x3, and can be used to perform bull rush, disarm, reposition, steal, or trip combat maneuvers. The spectral fist uses his Intelligence modifier in place of his Strength modifier when calculating his Combat Maneuver Bonus, and does not provoke attacks of opportunity. His telekinetic fists are now treated as Large for the purpose of performing combat maneuvers, granting a +4 bonus to all combat maneuvers made with his telekinetic fists.

A spectral fist can use his arcane pool to enhance his telekinetic fists as he would his weapons. Telekinetic fists are considered a double weapon and cost 1 arcane point each to enhance them. This ability replaces diminished spellcasting and bonus feats.

Evasion (Ex): At 3rd level, a spectral fist gains the monk’s evasion ability. This ability replaces the magus arcana gained at 3rd level.

Slow Fall (Ex): At 4th level, a spectral fist can spend 1 point from his arcane pool as an immediate action to gain the monk’s slow fall ability for 1 minute per spectral fist level. This ability replaces spell recall.

High Jump (Ex): At 7th level, a spectral fist can spend 1 point from his arcane pool as a swift action to gain the monk’s high jump ability for 1 minute per spectral fist level. He gains the +20 bonus to Acrobatics checks when making jumps at the time this point is spent. This ability replaces knowledge pool.

Improved Evasion (Ex): At 9th level, the specrtral fist gains the monk’s improved evasion ability. This ability replaces the magus arcana gained at 9th level.

Cushioning Force (Su): At 10th level, a spectral fist can spend 2 points from his arcane pool to gain a number of temporary hit points equal to his spectral fist level for 1 minute. This ability replaces improved spell recall and greater spell combat.

Shatter Strike (Su): At 17th level, whenever telekinetic fist is in effect, a spectral fist can make a telekinetic fist attack against a single target or object at his highest attack bonus, as a standard action. If the attack hits, he deals telekinetic fist damage as normal and the target is affected as if by a shatter spell The target can make a Fortitude save (DC 10 + 1/2 the spectral fist’s level + the spectral fist’s Intelligence modifier) for half the spell’s damage as normal. This ability replaces counterstrike.

Solid Body (Su): At 20th level, a spectral fist becomes immune to damage from force effects and can ignore (bypass) the wall of force spell or any similar effect. He also gains DR/10 piercing. This ability replaces true magus.

Table: Spectral Fist