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.

 

 

 

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