Arcane Templar (Magus/Paladin)
Some agents of the gods are followers of esoteric sects venerating deities of magic. They use both arcane comprehension and mystic gifts in conjunction with their frightening battle prowess to further their god’s ends, whether it is for the cause of light and goodness, or in the darkness of secret wars of the underworld. Enforcer and spy, public defender and dirty worker, the arcane templar is a strange hybrid of faithful yet independent thinker. Able to think on his feet, he casts arcane spells as well as channel divine energy, goes wherever he is needed, and performs whatever task is required, no matter the cost. (Original Concept by Bardess)
Primary Class: Magus.
Secondary Class: Paladin.
Alignment: Any good.
Hit Dice: d8.
Bonus Skills and Ranks: The arcane templar may select three paladin skills to add to his class skills in addition to the normal magus class skills. The arcane templar gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The arcane templar is proficient with all simple and martial weapons, and with light armor, but not with shields. He can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane templar wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane templar still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The arcane templar casts arcane spells drawn the arcane templar spell list, but otherwise learns, prepares and casts spells as a magus equal to his arcane t