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Magus of Desolation

HD: d6

Skills: Concentration, Craft, Decipher Script, Gather Information, Knowledge(Arcana, Religion), Listen, Spot, Spellcraft, Use Magic Device
4 + INT per level

Armor Proficiency: Light armors

Weapon Proficiency: Simple Weapons


Level 

Base Attack 

Fortitude 

Reflex 

Will 

Special Abilities 

1 +0 +0 +0 +2 Vestments of the Desolate, Spellblood
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Vestments of the Desolate
6 +3 +2 +2 +5
7 +3 +2 +2 +5 Improved Spellblood
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Vestments of the Desolate
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8 Greater Spellblood
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Vestments of the Desolate
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Vestments of the Desolate


Spells

  A Magus of Desolation casts arcane spells which are drawn from the sorcerer/wizard spell list. A Magus of Desolation must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the Magus of Desolation must have an CHA score equal to at least 10 + the spell level. The DC for a saving throw against their spell is 10 + the spell level + the Magus' CHA modifier. Like other spellcasters, a Magus of Desolation can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a Sorcerer's. In addition, she receives bonus spells per day if she has a high CHA score.

  A Magus of Desolation can know any number of spells but they must choose and prepare her spells ahead of time by spending at least 1 hour in meditation. While meditating, the Magus of Desolation decides which spells to prepare. A Magus of Desolation can only learn spells from the following schools of magic:

A Magus may also choose one other school of the remaining schools of magic but cannot change it after it is chosen

Vestment of the Desolate

  Mysterious equipment created from a compressed negative energy-like substance that bestows multiple benefits to its owner. The Vestment takes the place of any armor worn and it is made to fit wearer; it does not hinder the wearer in any way (no max DEX and no spell failure). The Vestment can be dismissed and manifested as a move action but you do not gain the benefits if you are not wearing it. All effects and abilities that are gained from the Vestment are gained retroactively.

If it is destroyed, a Magus of Desolation must spend 24 hours to recreate one piece of their Vestment. If the player changes alignment to good they lose all benefits to the equipment. If anyone else tries to wear a Magus of Desolation's Vestment, it will bestow one negative level on any creature attempting to use it. The negative level remains as long as it is in hand and disappears when the Vestment is no longer held. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the Vestment is held.


Spellblood

  As a free action, a Magus of Desolation can sacrifice HP to emulate the effect of certain Metamagic feats for 1 turn without increasing the casting time or using up higher spell slots. All damage dealt to you by this ability is considered to be non-lethal and and cannot be reduced by damage reduction/resistance. You do not need to meet the pre-requisites for using these feats. In addition, spells gained from other classes cannot be used with Spellblood.

By sacrificing 1 + Spell LV in HP you can do the following:

By sacrificing 3 + Spell LV in HP you can do these as well