Fell Magus (Magus/Witch)
Witches are undeniably the governing hierarchy and eldritch powerhouses of a coven. However, due to their leadership responsibilities and focused control in wielding the mystical energies granted them by their patrons, they must rely on others to protect the coven from mundane attacks. As the military arm, fell magus’s are sworn to serve and protect the witches of their coven, or any other arcane spellcaster under their charge from being harried or slain by enemies. Blessed by a mysterious patron power, the fell magus wields his blade in defense of hex and home, slaying those who seek to uproot or destroy his sworn coven, or to undertake special missions on his sisterhood’s behalf. Though primarily a front line skirmisher, the fell magus has developed great mental resilience, and can unleash hexes or minor eldritch magic in the pursuit of his cause. (Original Concept by Elghinn Lightbringer)
Primary Class: Magus.
Secondary Class: Witch.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The fell magus may select three witch skills to add to his class skills in addition to the normal magus class skills. The fell magus gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The fell magus is proficient with all simple and martial weapons. A fell magus is also proficient with light armor. He can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a fell magus 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 fell magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The fell magus casts arcane spell drawn from the magus spell list. The fell magus otherwise learns, prepares, and casts spells as a magus equal to his fell magus level. A fell magus gains bonus spells for a high Intelligence score.
Patron: At 1st level, a fell magus gains the witch’s patron ability and must select a patron from those listed in the Patron Spells entry (see p.70 of the Advanced Player’s Guide). He adds the spells from his chosen patron to his list at the indicated levels as shown on Table: Fell Knight.
Spellhex Strike (Su): At 2nd level, the fell magus can use spellstrike as a magus equal to his fell magus level. Starting at 3rd level, the fell magus may use spellstrike to deliver the effects of any one hex that he knows upon a single opponent in place of the standard range “touch” spell. Any hex delivered with through spellstrike is all ways considered a “touch” spell, including any benefits or restrictions pertaining to the spellstrike ability. Using spellstrike to deliver a hex does not provoke attacks of opportunity. This ability otherwise functions as and replaces spellstrike.
Hex Arcana: This is exactly like the magus’s magus arcana ability, except that whenever the fell magus could select a magus arcana, he can select a witch’s hex instead. At 12th level, a fell magus may select a major hex whenever he could choose a hex. This ability otherwise functions as and replaces magus arcana.
Iron Mind (Ex): At 4th level, a fell magus gains a +2 bonus to Will saving throws against all mind–affecting spells and spell-like affects. At 9th level and every five levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level. This ability replaces spell recall and improved spell recall.
Greater Spell Access (Su): This is exactly like the magus ability of the same name, except that the spells are selected from the witch spell list instead of the wizard spell list.
Fell Master (Su): At 20th level, a fell magus has mastered the fell energy that flows through him. He gains his seventh, eighth, and ninth patron spells and can cast one of these spells as a spell-like ability, once per day. In addition, a fell magus may select one grand hex, which he can use once per day. This ability replaces true magus.
Hexes: The following hexes complement the fell magus multiclass archetype: Charm*, Disguise*, Evil Eye*, Flight*, Fortune*, Misfortune*, Ward*. (*Advanced Player’s Guide)
Major Hexes:The following major hexes complement the fell magus multiclass archetype: Agony*, Hoarfrost‡, Infected Wounds‡, Retribution*. (*Advanced Player’s Guide, ‡Ultimate Magic)
Grand Hexes:The following grand hexes complements the fell magus multiclass archetype: Death Curse*, Dire Prophecy‡, Summon Spirit‡. (*Advanced Player’s Guide, ‡Ultimate Magic)
Table: Fell Magus