MAGOS
The
fastest path into this advanced class is from the Smart hero basic class,
though other paths are possible. This class borrows heavily from the Mage class
in the d20 Modern SRD but is actually a fairly important class in the d20-40k universe
so it (and the other spell-casting classes) has been very heavily modified from
the original. The Magos is the basic ‘trained’ also often called ‘alpha’ psyker
in the Dark Millenium. Detected from a young age by those around him, a Magos
in the Imperium has gone to the Scholastica Psykana and been heavily trained in
the use of his mind both for practical effects (the tools of the Emperor) and
as a weapon (the hands of the Emperor). The familiar rules have been adapted
from the D&D SRD.
Requirements
To qualify
to become a Magos, a character must fulfill the following criteria.
Skills: Decipher Script
6 ranks, Knowledge (warp) 6 ranks, Psychic Sense 6 ranks, Research 6 ranks.
Arcane Psychic Level:
Prior to becoming a Magos the character must have been trained in the
Scholastic Psykana. To represent this the Magos must have a minimum Arcane
Psychic Level of 3. This can be acquired through combinations of the Arcane
Psychic Powers Talent Tree of the Smart Hero and the Arcane Heritage and Arcane
Studies feat.
CLASS
INFORMATION
The
following information pertains to the Magos advanced class.
Hit Die
The Magos
gains 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points
The Magos
gains a number of action points equal to 6 + one-half his character level,
rounded down, every time he attains a new level in this class.
Class Skills
The Magos’
class skills are as follows.
Computer
Use (Int), Concentration (Con), Craft (chemical) (Int), Craft (pharmaceutical)
(Int), Craft (visual arts) (Int),Craft (writing) (Int), Decipher Script (Int),
Investigate (Int), Knowledge (any) (Int), Profession (Wis), Read/Write Language
(none), Research (Int), Speak Language (none), Psychic Sense (Int).
Skill Points at Each Level: 7 + Int modifier.
Table: The Magos |
|||||||
Class Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
1st |
+0 |
+0 |
+0 |
+2 |
Arcane
powers, summon familiar |
+1 |
+1 |
2nd |
+1 |
+0 |
+0 |
+3 |
Scribe scroll,
arcane powers |
+1 |
+1 |
3rd |
+1 |
+1 |
+1 |
+3 |
Bonus
feat, arcane powers, arcane serum |
+2 |
+1 |
4th |
+2 |
+1 |
+1 |
+4 |
Scribe
tattoo, arcane powers |
+2 |
+2 |
5th |
+2 |
+1 |
+1 |
+4 |
Power
mastery, arcane powers |
+3 |
+2 |
6th |
+3 |
+2 |
+2 |
+5 |
Bonus
feat, arcane powers |
+3 |
+2 |
7th |
+3 |
+2 |
+2 |
+5 |
True
psyker, arcane powers |
+4 |
+3 |
8th |
+4 |
+2 |
+2 |
+6 |
Power
mastery, arcane powers |
+4 |
+3 |
9th |
+4 |
+3 |
+3 |
+6 |
Bonus
feat, arcane powers |
+5 |
+3 |
10th |
+5 |
+3 |
+3 |
+7 |
Maximize
power, arcane powers |
+5 |
+4 |
CLASS
FEATURES
All of the
following features pertain to the Magos advanced class.
Arcane Powers
The Magos
gains an Arcane Psychic Level everytime this class feature appears in the
Special section of the Magos table. A level 1 Magos will have a minimum Arcane
Psychic Level of 3. Over the course of the 10 Magos class levels this increases
by 10 to 13 or more depending on the psychic level before the class was taken.
To see the effects of having an Arcane Psychic Level see the Psychic Section of
the d20-40k manual.
Summon Familiar
A Magos
has the ability to obtain a familiar.
A familiar
is magically linked to its master. In some sense, the familiar and the Magos
who controls it are practically one being. That’s why, for example, the Magos
can cast a personal range power on a familiar even though normally he can only
cast such a power on himself. A familiar is a alien beast, similar physically
to the normal creature it resembles. However, a familiar grants special
abilities to its master, as described below. A special ability granted by a
familiar only applies when the Magos and the familiar are within 1 mile of each
other.
Familiar |
Special |
Bat |
Magos
gains a +3 bonus on Listen checks |
Cat/Gyrinx |
Magos
gains a +3 bonus on Move Silently checks |
Hawk |
Magos
gains a +3 bonus on Spot checks in bright light |
Lizard |
Magos gains
a +3 bonus on Climb checks |
Owl |
Magos
gains a +3 bonus on Spot checks in shadows |
Rat |
Magos
gains a +2 bonus on Fortitude saves |
Raven1
|
Magos
gains a +3 bonus on Appraise checks |
Snake2
|
Magos
gains a +3 bonus on Bluff checks |
Toad |
Magos
gains +3 hit points |
Weasel |
Magos
gains a +2 bonus on Reflex saves |
1 A raven familiar can speak one language of its Magos’s
choice as a supernatural ability. |
|
2 Tiny viper. |
Familiar
Basics: Use the basic statistics for a
creature of the familiar’s kind, but make the following
changes:
Hit
Dice: For the purpose of effects related to
number of Hit Dice, use the Magos’s character level or the familiar’s normal HD
total, whichever is higher.
Hit Points:
The familiar has one-half the Magos’s total
hit points (not including temporary hit points), rounded down, regardless of
its actual Hit Dice.
Attacks:
Use the Magos’s base attack bonus, as
calculated from all his classes. Use the familiar’s Dexterity or Strength
modifier, whichever is greater, to get the familiar’s melee attack bonus with
natural weapons.
Damage
equals that of a normal creature of the familiar’s kind.
Saving
Throws: For each saving throw, use either
the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the
Magos’s (as calculated from all his classes), whichever is better. The familiar
uses its own ability modifiers to saves, and it doesn’t share any of the other
bonuses that the Magos might have on saves.
Skills:
For each skill in which either the Magos or
the familiar has ranks, use either the normal skill ranks for an animal of that
type or the Magos’s skill ranks, whichever are better. In either case, the
familiar uses its own ability modifiers. Regardless of a familiar’s total skill
modifiers, some skills may remain beyond the familiar’s ability to use.
Familiar
Ability Descriptions: All familiars have
special abilities (or impart abilities to their masters) depending on the
Magos’s arcane psychic level, as shown on the table below. The abilities given
on the table are cumulative.
Psychic
Defense Bonus: The number noted here is an
improvement to the familiar’s existing Defense. It is a deflection bonus that
represents the fact that the familiar is a supernatural psychic creature rather
than an ordinary animal.
Int: The familiar’s Intelligence score.
Alertness
(Ex): While a familiar is within arm’s
reach, the Magos gains the Alertness feat.
Improved
Evasion (Ex): When subjected to an attack
that normally allows a Reflex saving throw for half damage, a familiar takes no
damage if it makes a successful saving throw and half damage even if the saving
throw fails.
Share
Powers: At the Magos’ option, he may have
any power (but not any power-like ability) he casts on himself also affect his
familiar. The familiar must be within 5 feet at the time of casting to receive
the benefit.
If the
power or effect has a duration other than instantaneous, it stops affecting the
familiar if it moves farther than 5 feet away and will not affect the familiar
again even if it returns to the Magos before the duration expires.
Additionally, the Magos may cast a power with a target of “You” on his familiar
(as a touch range power) instead of on himself.
A Magos
and his familiar can share powers even if the powers normally do not affect
creatures of the familiar’s type (alien beast).
Empathic
Link (Su): The Magos has an empathic link
with his familiar out to a distance of up to 1 mile. The Magos cannot see
through the familiar’s eyes, but they can communicate empathically. Because of
the limited nature of the link, only general emotional content can be
communicated.
Because of
this empathic link, the Magos has the same connection to an item or place that
his familiar does.
Deliver
Touch Powers (Su): If the Magos is 3rd
level or higher, a familiar can deliver touch powers for him. If the Magos and
the familiar are in contact at the time the Magos casts a touch power, he can
designate his familiar as the “toucher.” The familiar can then deliver the
touch power just as the Magos could. As usual, if the Magos casts another power
before the touch is delivered, the touch power dissipates.
Speak
with Magos (Ex): If the Magos is 5th level
or higher, a familiar and the Magos can communicate verbally as if they were
using a common language. Other creatures do not understand the communication
without magical help.
Speak
with Animals of Its Kind (Ex): If the Magos
is 7th level or higher, a familiar can communicate with animals of
approximately the same kind as itself (including dire varieties): bats with
bats, rats with rodents, cats with felines, hawks and owls and ravens with
birds, lizards and snakes with reptiles, toads with amphibians, weasels with
similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and
badgers). Such communication is limited by the intelligence of the conversing
creatures.
Power
Resistance (Ex): If the Magos is 11th level
or higher, a familiar gains power resistance equal to the Magos’s level + 5. To
affect the familiar with a power, another powercaster must get a result on a
caster level check (1d20 + caster level) that equals or exceeds the familiar’s
power resistance.
Scry on
Familiar (Sp): If the Magos is 13th level
or higher, he may scry on his familiar (as if casting the scrying power)
once per day.
Psychic
Level |
Psychic
Armour |
Int |
Special |
1st–2nd |
+1 |
6 |
Alertness,
improved evasion, share powers, empathic link |
3rd–4th |
+2 |
7 |
Deliver
touch powers |
5th–6th |
+3 |
8 |
Speak
with Magos |
7th–8th |
+4 |
9 |
Speak
with animals of its kind |
9th–10th
|
+5 |
10 |
— |
11th–12th
|
+6 |
11 |
Power
resistance |
13th–14th
|
+7 |
12 |
Scry on familiar |
15th–16th
|
+8 |
13 |
— |
17th–18th
|
+9 |
14 |
— |
19th–20th
|
+10 |
15 |
— |
Scribe Scroll
Starting
at 2nd level, a Magos can create scrolls from which he or another psyker can
cast a scribed power. You can create a scroll of any psychic power you know. Scribing
a scroll takes one day. The purchase DC for the raw materials to scribe a
scroll is 13 + the scroll’s power level + the scroll’s caster level.
The Magos
must also spend experience points to scribe a scroll. The XP cost is equal to
the power level + the caster level + the purchase DC of the raw materials.
Finally,
the Magos makes a Craft (writing) or Computer Use check. The DC for the check
is 10 + the power level + the caster level of the scroll. If the check fails,
the raw materials are used up but the XP are not spent. The Magos can try
scribing the scroll again as soon as he purchases more raw materials.
Any scroll
that stores a power with a costly material component or an XP cost also carries
a commensurate cost. In addition to the costs derived from the base price, you
must expend the material component or pay the XP when scribing the scroll.
A scroll
can be written on a sheet of paper or parchment when the Craft (writing skill
is used), or it can be saved as a file on a terminal or Brain Engrams (see
Cybertechnology) when the Computer Use check is used.
Bonus Feats
At 3rd,
6th, and 9th level, the Magos gets a bonus feat. The bonus feat must be
selected from the following list, and the Magos must meet all the prerequisites
of the feat to select it.
Attentive,
Advanced Melee Weapons Proficiency, Combat Expertise, Educated, Frightful
Presence, Nimble, Studious, any Meta-psychic feats.
Arcane Serum
At 3rd
level, a Magos can create serums, which carry arcane powers within themselves –
liquids mixed with the effluvium.
The Magos
can create a serum of any power of 3rd level or lower that he knows. The power
must target a character or characters. Mixing a serum takes 24 hours. When the
Magos creates a serum, he sets the caster level. The caster level must be
sufficient to cast the power in question and no higher than the Magos’s class
level. The caster level has an effect on the purchase DC of the raw materials
to mix the serum, the skill check to create the serum, the experience point cost
to mix the serum, and the DC of a saving throw (if applicable) to resist the
effect of the serum.
Arcane
Serum’s are almost always loaded into a hypodermic needles for quick
application but could even be bottled, made in pill form or administered
through a special genetically engineered gland. The purchase DCs described
below assume a basic syringe is being used however.
The
purchase DC for the raw materials to make a serum in a syringe is 15 + the
serum’s power level + the serum’s caster level.
The Magos
must also spend experience points to brew a potion. The XP cost is equal to the
power level + the caster level + the purchase DC of the raw materials.
Finally,
the Magos makes a Craft (chemical) check. The DC for the check is 10 + the
power level + the caster level of the serum. If the check fails, the raw
materials are used up but the XP are not spent. The Magos can try mixing the
serum again as soon as he purchases more raw materials.
When a
Magos creates a serum, he makes any choices that he would normally make when
casting the power. Whoever injects the serum is the target of the power.
Any serum
that stores a power with a costly material component or an XP cost also carries
a commensurate cost. In addition to the raw materials cost, the Magos must expend
the material component or pay the XP when creating the serum.
Scribe Tattoo
At 4th
level, a Magos can create tattoos on his body or someone else’s. Tattoos
function similarly to scrolls, and are created in the same way (see the scribe
scroll ability), except that the pertinent skill is Craft (visual arts). Unlike
scrolls tattoos can be activated by non-psykers. The activation requires merely
tracing the image with the finger (an attack action). A Magos can craft an
electro-tattoo which is a special sort of moving tattoo. More details on
electro-tattoos can be found in the equipment section.
Power Mastery
At 5th and
8th level, a Magos gains the power mastery ability. Each time, the Magos
chooses a number of powers that he already knows equal to his Intelligence
modifier. From that point on, the Magos can prepare these powers without
referring to a powerbook. The Magos is so intimately familiar with these powers
that he doesn’t need a powerbook to prepare them anymore. Whenever he wishes to
cast it, he does so and sacrifices one of his prepared powers of the same level
or higher.
True Psyker
The
character gets a +2 bonus on all Psychic Sense and Knowledge (warp) checks.
Maximize Power
At 10th level,
a Magos learns to cast some of his powers to maximum effect. All variable,
numeric effects of a maximized power automatically achieve their maximum
values. A maximized power deals the most possible points of damagos, affects
the maximum number of targets, and so forth, as appropriate. Saving throws and
opposed checks are not affected. Powers without random variables are not
affected.
When a
maximized power is prepared, it is treated as a power of three levels higher
than the power’s actual level. Therefore, a Magos can only maximize 0-, 1st-,
or 2nd-level powers—a maximized 1st-level power is treated as a 4th-level power
when you decide what powers the Magos will have available for the coming day,
so it limits the number of other 4th-level powers the Magos can prepare.
Likewise, a maximized 2nd-level power is treated as a 5th-level power.
SAMPLE
MAGI
Imperial Guard Primaris Psykers, Space Marine Librarians,
Alpha Psykers, Adeptus Mechanicus Technomagi and some Magi Biologis.