Lineage Saint (Magus/Inquisitor)
Destiny's grip is inescapable. The lowliest beggar can rise to command an empire to just as soon fall again as ordained by fate. The lineage warrior carries a spur to fate within, the ability to draw upon the combined power of his antecedents a leverage to forge a destiny undreamed of. His ancestral spirit confers its own measure of power and conviction, aiding the lineage saint in his exploits, driving him to add yet more renown to his shared familial reputation. Aided by his spiritual bloodline, driven by the force of supreme judgment, and coupled with arcane might, the lineage saint joins his ancestors in fame or infamy. (Original Concept by Oceanshieldwolf)
Primary Class: Magus.
Secondary Class: Inquisitor.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The lineage saint selects three inquisitor skills to add to his class skills in addition to the normal magus class skills. The lineage saint gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The lineage saint is proficient with all simple and martial weapons, with light armor, but not with shields. The lineage saint can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a lineage saint wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass lineage saint still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: A lineage saint casts arcane spells drawn from the lineage saint spell list. A lineage saint otherwise learns, prepares, and casts spells as a magus equal to his lineage saint level. He also receives bonus spells per day if he has a high Intelligence score.
Ancestral Pool (Su): At 1st level, a lineage saint gains a reservoir of ancestral spirit energy that he can draw upon to fuel his powers and enhance his attacks. This ancestral pool has a number of points equal to 1/2 his lineage saint level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the lineage saint prepares his spells.
At 1st level, a lineage saint can expend 1 point from his ancestral pool as a swift action to gain one of the following judgments for 1 minute: destruction, healing, justice, piercing, protection, purity, resiliency, resistance, or smiting. At 8th level, a lineage saint may instead expend 2 points from his ancestral pool as a swift action to gain the benefits of any two judgments. At 16th level, a lineage saint can instead gain the benefits of any three judgments as a swift action by expending 3 points from his ancestral pool. The effects of these judgments are calculated as though the lineage saint were an inquisitor of his level. The effects of this ability never stack—if the lineage saint uses this ability again while it is still in effect, the new judgment or judgments he selects replace whatever benefits he was previously receiving. This ability replaces arcane pool.
Ancestral Spirit (Su): At 3rd level, a lineage saint has improved his connection to his ancestral heritage and gains the presence of an ancestral spirit. A lineage saint can summon his ancestral spirit in a ritual that takes 1 minute to perform. An ancestral spirit possesses its own district personality, and always manifests as an intangible, incorporeal, fully formed humanoid personage of the lineage saint’s race. The ancestral spirit remains until dismissed by the lineage saint (a standard action).
Although a manifested ancestral spirit can be seen, it cannot interact with anything or anyone upon the Material plane. While manifested, an ancestral spirit cannot harm or be harmed by others, nor can it communicate with anyone other than the lineage saint. An ancestral spirit cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal or and banishment work normally. If the ancestral spirit is sent back to its home plane, it cannot be summoned again until the following day. While an ancestral spirit is summoned, it always remains adjacent to the lineage saint and is considered an ally with all teamwork feats the lineage saint possesses. Only one ancestral spirit may be summoned at a time.
An ancestral spirit possesses a specific personality trait, and grants the lineage saint a bonus similar to that of a wizard’s familiar, and access to a single inquisition. This ability replaces the magus arcana gained at 3rd level, knowledge pool, counterstrike, and greater spell access.
A lineage saint can select one of the following ancestral spirits, gaining the associated bonus and inquisition.
Bane (Su): At 4th level, a lineage saint gains the inquisitor’s bane ability. This ability replaces spell recall and improved spell recall.
Bonus Feat: This is exactly like the magus ability of the same name, except that a lineage saint can select from those feats listed as combat feats, item creation feats, metamagic feats, and teamwork feats.
Magus Arcana: This is exactly like the magus ability of the same name, except that a lineage saint uses his ancestral pool to power his magus arcana. Also, he can choose an additional ancestral spirit in place of a magus arcana.
Ancestral Warrior (Su): At 10th level, a lineage saint can summon the spirit of a great warrior ancestor and allow it to possess him as a standard action. While possessed, the lineage saint gains a +2 enhancement bonus to Strength, Dexterity, and Constitution, and a +2 natural armor bonus to AC. His base attack bonus is equal to his lineage saint level (which may give you additional attacks), and he gains the Improved Critical feat with a weapon of his choice. The lineage saint can use this ability for 1 round for every 2 lineage saint levels he possesses. These rounds do not need to be consecutive, but it must be spent in 1-round increments.
At 16th level, when a lineage saint is possessed by the spirit of a great warrior ancestor, the bonuses to his Strength, Dexterity, Constitution, and natural armor bonus increase to +4. A possessed lineage saint is so focused on battle that he is unable to cast his, but he may use his other abilities, including his ancestral pool. This ability replaces fighter training.
Greater Bane (Su): At 14th level, a lineage saint gains the inquisitor’s greater bane ability. This ability replaces greater spell combat.
Ancestral Vengeance (Su): At 20th level, a lineage saint can call upon the wrath of his ancestral spirit to strike down his foe during combat once per day. As a swift action, a lineage saint he can spend 3 points from his ancestral pool to designate a creature as the target of his ancestral spirit’s wrath. Once declared, the lineage saint can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals 20d6 points of damage. The target can make a Fortitude save (DC 10 + 1/2 the lineage saint's level + the lineage saint's Wisdom modifier) to halve the damage. Regardless of whether or not the save is made, the target creature is immune to the lineage saint’s ancestral vengeance ability for 24 hours. This ability replaces true magus.
LINEAGE SAINT SPELL LIST
Lineage saints gain access to the following spells.
0-Level Lineage Saint Spells—acid splash, brand, create water, detect magic, detect undead, flare, light, ray of frost, read magic, stabilize, touch of fatigue.
1st-Level Lineage Saint Spells—bless water, cause fear, command, curse water, detect chaos/evil/good/law, divine favor, doom, lend judgment, magic missile, magic weapon, mount, peacebond, protection from chaos/evil/good/law, shield, stone shield, tireless pursuit, true strike, unbreakable heart, unseen servant, warding weapon.
2nd-Level Lineage Saint Spells—acid arrow, blessing of courage and life,bloodhound, blur, consecrate, delay pain, delay poison, desecrate, elemental touch, flaming sphere, gust of wind, hold person, levitate, sacred bond, silence, spiritual weapon, scorching ray, shield other, zone of truth.
3rd-Level Lineage Saint Spells—arcane sight, burst of speed, cast out, dispel magic, displacement, greater magic weapon, hunter’s eye, keen edge, lightning bolt, nondetection, phantom driver, phantom steed, searing light, slow, water breathing.
4th-Level Lineage Saint Spells—arcana theft, ball lightning, battlemind link, coward's lament, death ward, defile armor, gaseous form, greater brand, judgment light, neutralize poison, phantom chariot, sanctify armor, shout, stoneskin, symbol of healing.
5th-Level Lineage Saint Spells—break enchantment, cloudkill, distrupting weapon, fire shield, hallow, holy ice, lend greater judgment, mage’s faithful hound, true seeing, unhallow.
6th-Level Lineage Saint Spells—antimagic field, cleanse, disintegrate, extend, flesh to stone, freezing sphere, greater dispel magic, legend lore, stone to flesh.
Table: Lineage Saint