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 templar level. He also receives bonus spells per day if he has a high Intelligence score.

Aura of Good (Ex): At 1st level, an arcane templar gains the paladin’s aura of good ability.

Divine Spirit (Su): At 1st level, the arcane templar’s magic studies and unswerving faith attract the attention of an agent of his deity, a being of pure magic called an archanangel. Communion with this guardian spirit, which he alone can sense and communicate with, grants the arcane templar a reservoir of divine power, which slowly meshes with his arcane powers as he advances in level. The powers granted by the spirit are divine in nature, and effects that can cut a paladin off from using his lay on hands, channel energy, or divine spellcasting function against the powers of the divine spirit as well. However, this energy pool counts as an arcane pool for all prerequisites, feats, and abilities.

The divine spirit reservoir has a number of points equal to 1/2 the arcane templar’s level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the arcane templar prepares his spells.

At 1st level, the arcane templar can expend 1 point from the divine spirit pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. A weapon charged in this way glows like a torch. For every four levels beyond 1st, the weapon gains another +1 enhancement bo