Shadow Magus (Magus/Ninja)
Original Concept by Old Man Landers.
Primary Class: Magus.
Secondary Class: Ninja.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The shadow magus selects six ninja skills to add to his class skills in addition to the normal magus class skills. The shadow magus gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The shadow magus is proficient with all simple weapons, one martial weapon of his choice, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. The shadow magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a shadow 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 shadow magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Diminished Spellcasting: The shadow magus casts arcane spells drawn from the magus spell list, and casts one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. He otherwise casts spells as a magus of equal level.
Chakra Pool (Su): At 1st level, a shadow magus gains a pool of chakra points he can use to fuel his powers, enhance his weapons, and perform amazing feats. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the magus prepares his spells. A shadow magus can spend points from his chakra pool to gain the benefits from both the magus’s arcane pool and the ninja’s ki pool. This ability otherwise functions as and replaces arcane pool.
Shadow Jump (Su): At 1st level, a shadow magus may expend 2 points from his chakra pool to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. The total distance a shadow magus can jump is 10 feet at 1st level. Every four levels higher than 1st, the distance a shadow magus can jump each day doubles (20 feet at 5th, 40 feet at 9th, 80 feet at 13th, and 160 feet at 17th). A shadow magus can make single or multiple jumps of any combination of 10-foot increments up to his maximum total per day. Thus, a 9th level shadow magus can make a single jump of 40 feet, four jumps of 10 feet, or two jumps of 10 feet and one jump of 20 feet in a day. A jump of less than 10 feet can be made, but no matter how small, counts as a 10-foot increment. Using shadow jump does not provoke attacks of opportunity. This ability replaces spell combat, improved spell combat, and greater spell combat.
Shadowstrike (Su): This is exactly like the magus’s spellstrike ability, except that the shadow magus can also use stored spell energy to deal sneak attack damage to an opponent. Starting at 2nd level, a shadow magus can expend a memorized spell to deal extra damage. As a free action, a shadow magus can expend a memorized spell (“touch” or otherwise) and channel it into any weapon he is wielding. His melee attacks deal normal damage plus 1d6 points of precision damage per level of the spell expended, up to a maximum of 6d6 for a 6th level spell, until the end of his next turn. A shadow magus can make deal precision damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shadow magus flanks his target. Should the shadow magus score a critical hit, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet of the shadow magus. This ability otherwise functions as and replaces spellstrike.
Shadowcasting (Ex): At 2nd level, a shadow magus is a master of shadow magic. He adds the following 1st level spells to his spellbook, and each subsequent level of spells every three levels thereafter: 1st—level: shadow weapon; 2nd—level: dust of twilight, shadow anchor; 3rd—level: deeper darkness; 4th—level: shadow barbs, shadow conjuration, shadow step; 5th—level: shadow evocation; 6th—level: shadow conjuration (greater), shadow walk.
Dark Technique: At 3rd level and every three levels thereafter, a shadow magus may choose a magus arcana or a ninja trick for which he qualifies. At 12th level, whenever a shadow magus could select a magus arcana or ninja trick, he can choose a master trick instead. This ability otherwise functions as and replaces magus arcana.
Trailing Shadows (Su): Starting at 4th level, a nearly imperceptible haze of darkness swirls around the shadow magus, distracting his foes. If a shadow magus has at least 1 chakra point, he adds his Charisma bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the shadow magus is flat-footed, and stacks with armor bonuses granted by bracers of armor or the mage armor spell. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Additionally, a shadow magus adds his Charisma bonus to his Stealth checks made against any opposing Perception checks. This ability replaces spell recall and improved spell recall.
Uncanny Dodge (Ex): At 4th level, a shadow magus gains the ninja’s uncanny dodge ability.
Shadow Surge (Su): At 7th level, if a shadow magus is within an area of dim light for 3 consecutive rounds, he can, as an immediate action, spend 1 point from his chakra pool to gain the Spring Attack feat until the end of his next turn. If the shadow magus does not use Spring Attack before the end of his next turn, the benefits are lost. He may regain the benefits of the Spring Attack feat by expending an additional chakra point and entering an area of dim light for another 3 consecutive rounds. This ability can be used with the shadowstrike and shadow jump abilities. This replaces medium armor.
Shades of Power (Su): Once per day, a shadow magus of 8th level or higher can expend a single memorized spell to regain a number of points from his chakra pool equal to the level of the spell expended, up to his Charisma bonus. Using shades of power is a swift action that does not provoke attacks of opportunity. This ability replaces knowledge pool.
Improved Uncanny Dodge (Ex): At 10th level, a shadow magus gains the ninja’s improved uncanny dodge ability.
Fleeting Shadows (Ex): Starting at 13th level, a shadow magus becomes skilled at traveling through the Shadow Plane while moving quickly. If a shadow magus moves twice his speed or more (including a with draw action), he can use shadow jump at the end of his movement as an immediate action. Using fleeting shadows does not provoke attacks of opportunity. This ability replaces heavy armor.
Shadow Mastery (Su): At 19th level, a shadow magus becomes an expert at casting shadow spells. He can ignore the somatic component of any spell from the Illusion school, and cast them without the normal chance of spell failure. This ability replaces greater spell access.
True Shadow (Su): At 20th level, a shadow magus can spend 3 points from his chakra pool to can assume to form of a shadow, an undead shade, for 1 round per shadow magus level. Unlike a normal shadow, the shadow magus cannot create spawn. While in this form, a shadow magus receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and cannot be turned or commanded. He can also communicate intelligibly with other creatures. This shadow form otherwise has the same statistics and abilities as the shadow magus. If a shadow magus is destroyed while in this shadow form, he must attempt a DC 15 Fortitude save. If the saving throw fails, the shadow magus gains one permanent negative level and cannot assume this shadow form for 30 days. A successful saving throw avoids this negative level and restriction. This ability replaces true magus.
Table: Shadow Magus