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The Vampyrius

June 23rd, 2014

Joshua Zaback

Best in Class Archive

                We cover a wide variety of classes for Best in Class and it can be frustrating waiting for an article devoted to your favorite class. For those of you waiting for an article about the mighty magus, the wait is finally over, and we’ve got a doozy for you. This week’s new magus archetype, the vampyrius, is devoted to staying in the fight for a long time, redirecting his arcane energies to keep him alive. This compromises their spellcasting ability significantly, but allows a class known for being something of glass cannon into a spell-slinging warrior capable of going the distance.

 

New Magus Archetype
Vampyrius

                While named for the famous bloodsucking monsters, the vampyrius neither consumes the bodily fluids of his enemies, nor is he undead. Instead, the vampyrius utilizes potent vital energies released during battle with ancient and forbidden arcane magics in order to heal his wounds. Doing so is a taxing process, however, that leaves the vampyrius without the full power of magus spellcasting. Despite their association with forbidden magic and ability to consume life force, vampyriuses are not necessarily evil, and while many do have to deal with a social stigma, few are openly condemned, except by the ignorant.

                Lesser Arcane Pool: Due to his unique powers, a vampyrius possesses a somewhat more limited arcane pool. This ability functions like the arcane pool of the magus, except that a vampyrius cannot substitute any special abilities for enhancement bonus when using his arcane pool to enhance a weapon. This does not affect any arcana the magus might possess which allows him to add special abilities to a weapon.

                This ability modifies the arcane pool class feature.

                Stunted Spells: Because of his intense focus on obscure eldritch magic, a vampyrius is less adept at traditional casting. A vampyrius can prepare 1 less spell per day per spell level than a magus of his level would ordinarily have. If this would result in him gaining 0 spells of a level that he can cast, he can only cast spells of that level if he has an Intelligence modifier high enough to allow him to receive bonus spells per day of that spell level.

                Vampyrium (Sp): A vampyrius is trained in an ancient and forbidden magic that allows him to heal himself whenever he deals damage to another living creature. Whenever the vampyrius deals damage to a living creature with a melee attack, he may choose to expend a spell he has prepared in order to capture some of the damaged creature’s vital essence. If the vampyrius expends a 1st-level spell in this way, he gains the benefits of a cure light wounds spell. If he chooses to expend a 2nd-level spell in this way, he gains the benefits of a cure moderate wounds spell. If he expends a 3rd-level spell in this way, he gains the benefits of a cure serious wounds spell. If he expends a 4th-level spell in this way, he gains the benefits of a cure critical wounds spell. If he expends a 5th-level spell in this way, he gains the benefits of a restoration spell. If he expends a 6th-level spell in this way, he gains the benefits of a heal spell. The caster level for these effects is equal to the vampyrius’s caster level.

                At 8th level, any effect generated by this ability is treated as though it were empowered.

                At 14th level, any effect generated by this ability is treated as though it were maximized.

                At 20th level, whenever the vampyrius expends a spell in this way he also gains the benefits of one of the following spells of his choice: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom.

                This ability replaces the spell combat, improved spell combat, greater spell combat, and true magus
class features.

                Vital Recovery (Su): As his skill progresses, the vampyrius learns to utilize his arcane energies in order to recover from adverse conditions. Beginning at 7th level, whenever the vampyrius regains at least 25 hit points from a single spell or ability, he may recover from one of the following conditions as a free action: dazed, diseased, fatigued, sickened, shaken or staggered. Additionally, whenever this occurs, he may attempt a new saving throw to resist any charm or compulsion spell he is currently under the influence of.

                This ability replaces the medium armor class feature.

                Greater Vital Recovery (Su): As he nears mastery of his art, the vampyrius learns to use his own life force and arcane energy in order to recovery from nearly any adverse condition. Beginning at 13th level, whenever the vampyrius regains at least 50 hit points from a single spell or ability, he may recover from one of the following conditions as a free action: blinded, cursed, deafened, frightened, nauseated, or poisoned. Additionally, whenever this occurs, he may attempt a new saving throw against any spell which is currently affecting him.