Aspiring students of the Magaambya often spend decades researching arcane magic while learning to follow in the footsteps of the academy’s founder, Old-Mage Jatembe. Those particularly gifted in the art of sculpting spells are sometimes schooled privately in the art of traditional, esoteric, and righteous spells, in the hope that such knowledge will pave the way for the initiate’s acceptance into the school proper as a Magaambyan arcanist (see
page 118).
But many initiates find themselves overwhelmed by the extensive training and end up leaving the Magaambya before completing their studies. These spellcasters retain many of the Magaambya’s techniques and philosophical bents, but are not considered to be graduates of the school. Yet they are still respected and valued, for the Magaambya’s staff fully understand that its teachings and the scholastic, often hermetic lifestyle required to master the techniques are not to everyone’s tastes. For the teachers of the Magaambya, there are no truly failed students save those who abandon their philosophy and succumb to the lure of cruelty and evil.
Because they hold the Magaambya’s interests close to their hearts but are not hindered by the need to remain close at hand to study or serve as teachers or assistants, Magaambyan initiates often serve as strong supporters beyond the normal reach of the Magaambya. Furthermore, Magaambyan initiates can act immediately against the forces of evil without waiting to be officially sent out into the world.
Alignment: A Magaambyan initiate must be of a good alignment.
This alters the arcanist’s alignment.
Aura of Good (Ex): A Magaambyan arcanist radiates an aura of good as if she were a cleric of a level equal to her class level (see the detect good spell).
Halcyon Spell Lore (Su): A Magaambyan initiate’s studies of the philanthropic teachings of Old-Mage Jatembe allow her to cast a limited number of spells per day beyond
those she could normally prepare ahead of time. At each class level, she chooses one spell from the druid spell list or one spell with the good descriptor from the cleric
spell list. The spell must be of a spell level that she can cast, and cannot be a spell that already appears on her arcanist spell list. A Magaambyan initiate can cast a spell that she has chosen with this ability as if it were on her spell list and prepared by expending a number of points from her arcane reservoir equal to half the spell’s level (minimum 1) and expending a spell slot of the spell’s level. At 4th level and every 2 levels thereafter, a Magaambyan initiate can choose to lose a spell that she has chosen with this ability in
exchange for a new spell of the same spell level that meets the same requirements.
This ability replaces the arcanist exploits gained at 1st, 9th, and 17th levels.
Spell Mastery: At 5th level, a Magaambyan initiate gains Spell Mastery as a bonus feat. Her arcanist levels count as wizard levels for the purpose of satisfying feat prerequisites, both when selecting this bonus feat and when selecting feats gained from character advancement. If she uses her arcanist level to satisfy the prerequisites for Spell Mastery, she can prepare spells selected with this feat as arcanist spells without referring to a
spellbook, but not as wizard spells. The Magaambyan initiate can also select Spell Mastery as a feat gained from character advancement, allowing her to select the
feat multiple times.
In addition, if the Magaambyan initiate gains levels in the
Magaambyan arcanist prestige class (see page 118), her prestige class levels stack with her arcanist levels when determining the number of points in her arcane reservoir (though not the effectiveness of arcane exploits based on class level). A Magaambyan initiate who takes levels in Magaambyan arcanist and gains the spontaneous spell mastery class feature can use that ability to instantly lose one of her prepared spells and immediately prepare a different arcanist spell of the same
level or lower that she has mastered with Spell Mastery,
rather than spontaneous spell mastery’s normal effect. She is still limited to the same number of times per day she can use spontaneous spell mastery.
This ability replaces the arcanist exploit gained at
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Magaambya
Magaambya
MAGIC WARRIOR
(MAGUS ARCHETYPE)
Trained in a tradition stretching back to Old-Mage Jatembe’s Ten Magic Warriors, Magic Warriors renounce their identities to master magical might and serve as champions of culture and learning across the Mwangi Expanse and beyond. The original Ten Magic Warriors each directly served Old-Mage Jatembe as guardians, bodyguards, allies, and friends. Tales of their deeds are still told today in the Magaambya, and while they are long gone, the traditions that rose from these tales live on.
While the original Ten Magic Warriors championed unusual skills drawn from various arcane spellcasting classes, often combined with martial classes or even prestige classes, the tradition today has been standardized over the course of the intervening centuries into an archetype followed strictly by magi. Even then, it’s not uncommon for a Magic Warrior to multiclass with a martial class for a few levels or to become an eldritch knight to further bolster her combat powers. No one path is regarded as canonical for the magi of the Magic Warriors, and they value their diversity, looking to their brothers and sisters constantly for inspiration regarding new ways to defend the Magaambya and the people of the Mwangi Expanse from the multitude of dangers the world has to offer.
Class Skills: A Magic Warrior adds Knowledge (history) and Knowledge (nature) to her list of class skills, instead of Knowledge (dungeoneering) and Knowledge (planes).
This ability alters the magus’s class skills. Nameless Mask (Ex): A Magic Warrior gains strength by hiding her identity behind a mask that represents an animal, but also suffers drawbacks from doing so. While wearing her mask, a Magic Warrior gains a +2 bonus on saving throws against divinations in the scrying subschool. However, NPCs who are unfamiliar with or have a poor opinion of the Magic Warrior tradition have a starting attitude of unfriendly toward the Magic Warrior while she wears her mask. If using the influence system (Pathfinder RPG Ultimate Intrigue 102), she requires one additional success to increase her influence level over such an NPC.
The Magic Warrior cannot ever reveal her name or remove her mask in front of anyone who she has never met before. If she violates this important taboo, she must discard her mask and create or obtain a new mask and wear it before she can gain any benefits that result from wearing her mask.
Magic Warrior’s Aspect (Su): At 3rd level, as a standard action, a Magic Warrior can gain an aspect of an animal’s might by expending 1 point from her arcane pool. The animal must be the same one that the Magic Warrior’s mask represents (the animal can change if the Magic Warrior creates or obtains a new mask). The Magic Warrior gains one ability the animal has from the list of abilities given in beast shape I (this ability doesn’t allow her to change her size). The ability
lasts for 1 minute per class level.
This ability replaces the magus arcana gained at 3rd level.
Nameless Anonymity (Su): At 8th level, a Magic Warrior’s masked identity further protects her from
divinations. Once per day, as long as she is in her masked identity, she can cast nondetection on herself, using her masked warrior level as her caster level.
A Magic Warrior gains improved spell combat at 14th level instead of at 8th level. She does not gain the magus’s greater spell combat.
Magaambya Spell Access (Su): At 19th level, a Magic Warrior learns ancient secrets to using natural magic. She learns seven spells from the druid’s spell list and places them in her spellbook as magus spells of
the same level at which they appear on the druid spell list. She gains one druid spell not on the magus spell list for each of the listed spell levels: 0 level, 1st level, 2nd level, 3rd level, 4th level, 5th level, and 6th level. She can ignore the divine focus component
of these spells.
This replaces greater spell access. Magus Arcana: The following magus arcana complement the Magic Warrior archetype: accurate strikeUC, arcane accuracy, arcane
cloakUC, arcane edgeUC, bane bladeUC,
devoted bladeUC, empowered magic,
maximized magic, quickened magic, silent magic, spell blending, and still magic.