Arcane Vessel (Magus/Oracle)
The arcane vessel is tasked with using the divine gifts granted to her from birth along with martial prowess to strike deadly, magic-infused blows against her enemies. She is infused with raw arcane energy and must expel it into her enemies often, or risk losing her mind to the insane visions caused by her innate power. (Original Concept by Unknown)
Primary Class: Magus.
Secondary Class: Oracle.
Alignemnt: Any.
Hit Dice: d8.
Bonus Skills and Ranks: Arcane vessels may select three skills from either the oracle class skills or those listed under the description of her Mystery and add them to her class skills, in addition to the normal magus class skills. The arcane vessel gains a number or ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: Arcane vessels are proficient with all simple and martial weapons, with light armor, but not with shields. She can cast her spells while wearing light armor with no penalty, but incurs the standard arcane failure chance penalties for casting in medium or heavy armor or if wielding a shield.
Spellcasting: An arcane vessel casts prepared spells drawn from the magus spell list, and in addition can cast any of her mystery spells spontaneously as a magus spell of the same level (see description in the mystery ability above). Other than the bonus spell slots granted by her mystery spells, she follows the spellcasting progression as shown on Table: Arcane Vessel. She incurs arcane spell failure when wearing medium or heavy armor, or when wielding any type of shield.
Mystery: At 1st level, an arcane vessel chooses one oracle mystery. Once made, this choice cannot be changed. Beginning at 2nd level, she adds a mystery spell to her spell list. At 4th level and every four levels after, she adds another mystery spell to her spell list, up to and including her 6th-level mystery spell at 20th, and she gains a bonus spell slot for each of these spells which can only be used for a mystery spell (although she may sacrifice a higher level bonus spell slot to cast a lower-level mystery spell). These spells are cast spontaneously without preparing them before hand, but otherwise act as magus spells of the same level. In addition, the arcane vessel does not add all of her chosen mystery skills to her class skill list, as described above. This ability replaces spell recall, improved spell recall.
Oracle's Curse (Ex): An arcane vessel is constantly afflicted with strange visions caused by the pure arcane energy that fills her, and these cause her to act strangely during and outside of battle. At 1st level, she must choose the insane visions oracle's curse, as described hereafter. This works exactly like the oracle ability of the same name, but her effective oracle level is equal to her arcane vessel level for determining any level-dependent effects.
Insane Visions: The arcane vessel’s mind is cluttered by visions that distract her and inhibit her interactions with others, but these visions give her some defense against others trying to attack her mind. The arcane vessel can never take a 10 or 20 on a skill check. The arcane vessel also suffers a -4 penalty on all Concentration checks and a -2 penalty on Diplomacy checks due to her lack of attention during conversations. At 5th level, as the arcane vessel begins to learn to relegate her attention better, the penalty to Concentration checks becomes -2, and she gains a +2 bonus to saving throws against mind-affecting effects. At level 10, her bonus to saving throws against mind-affecting effects increases to +4. At level 15, that bonus increases to +6. At level 20, she is immune to mind-affecting effects.
Revelations: Beginning at 1st level, an arcane vessel may select one revelation associated with her chosen mystery. Unless otherwise noted, the DC to save against a given revelation is 10 + 1/2 the arcane vessel level + the arcane vessel's Charisma modifier. Levels in the oracle class stack with this ability when determining the required level for a revelation and any save DCs associated with it. The arcane vessel may choose an additional revelation in place of a magus arcana at each such interval.
Arcane Visions (Su): At 4th level, the arcane vessel begins to tolerate, and even comprehend the insane visions that raw magic constantly assails her with, and can begin to turn them on other magic users. As an immediate action, whenever an arcane vessel is targeted with a spell or spell-like ability by an opponent (even as part of an area effect), part of the spell's magic is rebounded onto the caster. The caster must make a Will save (DC 10 + 1/2 arcane vessel’s level + the arcane vessel’s Charisma modifier) or be stricken with the arcane vessel's insane visions and dazed for 1 round as they try to sort out the confusing images assailing their mind. This ability can be used a number of times per day equal to 3 + the arcane vessel’s Charisma modifier. This ability replaces bonus feat at 5th level.
Improved Arcane Visions (Su): At 11th level, if an opponent fails to save against the effect of the arcane vessel’s arcane visions ability, the opponent is instead confused for 1d4 rounds. This ability replaces bonus feat at 11th level.
Greater Arcane Visions (Su): At 17th level, the arcane vessel can choose to target a number of creatures up to her Charisma modifier within a 30-foot radius, and centered on the caster of the spell which targeted her. Each creature within the 30-foot radius, including the caster upon whom it is centered, must make a Will save or be afflicted with arcane visions. The save DC is equal to 10 + 1/2 arcane vessel’s level + the arcane vessel’s Charisma modifier for a single creature. This DC is lowered by 1 for each additional creature targeted, up to the maximum number of creatures this ability can affect. This ability replaces bonus feat at 17th level.
Divine Spell Access (Su): At 19th level, an arcane vessel is so in tune with the arcane forces that empower her that deities of magic begin to show their favor by granting her small boons. She learns two spells each of 0–level to 5th–level (for a total of 12 spells) from the cleric spell list and adds them to her spellbook. These spells are cast as magus spells and can be cast using either her daily spell slots or the arcane vessel’s bonus slots from her mystery spells. The arcane vessel may not learn or cast any spells which are opposed to her alignment (for example, a Neutral Good arcane vessel may cast spells from the cleric spell list with either the Chaotic or Lawful descriptor, but not the Evil descriptor). If her alignment changes, she loses access to those spells opposed to her new alignment. This ability replaces Greater Spell Access.
Magus Arcana: The following magus arcana complement the arcane vessel archetype: concentrate, dispelling strike, empowered magic, maximized magic, quickened magic, reflection, silent magic, and still magic.
Mysteries: The following mysteries complement the arcane vessel archetype: battle, lore, metal, and wind.
Revelations: The arcane vessel adds the following revelations to those normally available through her chosen mystery:
Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability.
Table: Arcane Vessel