Warpstep Magus

An archetype for the magus class that sacrifices some of their combat prowess in return for an absolute mobility about the battlefield.

Spells: Add hostile juxtaposition to the magus's spell list as a 4th-level spell.  Add getaway, ice crystal teleport, and plane shift to the magus's spell list as a 5th-level spells.  Add greater hostile juxtapositiongreater teleport, and teleport object to the magus's spell list as a 6th-level spells.

Warpstep: At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability. You can move 5 feet for every two magus levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability replaces Spell Combat.

Warp Recall: At 4th level, when using your Warpstep ability, you can spend 1 point from your arcane pool instead of spending one of the ability's daily uses. This ability replaces Spell Recall.

Bonus Feats: Add Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, and Dimensional Savant to the list of bonus feats a magus can select, provided you meet the prerequisites. Warpstep and Warpleap function as dimension door with regards to these feats.

Sure Warp: At 5th level, when using any of your warp abilities or a spell with the teleportation descriptor, you no longer take damage for attempting to warp into an occupied space.  You are instead shunted harmlessly aside.  This ability replaces Knowledge Pool.

Warpleap: At 8th level, you can use this ability to teleport up to 30 feet per magus level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. This ability replaces Improved Spell Combat.

Abundant Warpstep: At 11th level, you can use your Warpstep ability an additional 3 times per day.  This ability replaces Improved Spell Recall.

Swift Warp: At 14th level, when using your Warpleap ability, you can expend 1 point from your arcane pool to treat the ability as a move action rather than a standard action or you can expend 2 poins from your arcane pool to treat the ability as a swift action. This ability replaces Greater Spell Combat.

Warpheal: At 16th level, when using any spell or ability that warps you, you can expend 3 points from your arcane pool to arrive at your destination with any one of the following conditions removed: bleed, blindness, burn (or other recurring fire damage), deafness, nausea, poison, recurring acid damage, sickness, or any other recurring or lingering effect with a physical cause at the DM's discretion. If the magus is afflicted by more than one condition, they can expend an additional 3 points from their arcane pool per condition to relieve those as well. This ability replaces Counterstrike.

Warplord: At 20th level, you can expend points from your arcane pool to forcibly teleport a single target. You must make a successful melee touch attack (or use your Spellstrike ability), after which the target must make a Will save DC 10 + 1/2 your magus level + your Int modifier or be subject to one of the following spells/abilities:

  • Warpstep: 2 points
  • Dimension door: 3 points
  • Teleport: 7 points
  • Greater teleport: 8 points

You select the target's destination but all other effects of the spell occur as normal. If the target succeeds on its saving throw, you can still cause them to teleport 5 feet (for Warpstep and dimension door) or 10 feet (for teleport and greater teleport), though they must remain on the ground (or in the air or water, if they began in one of those environments); you cannot use this limited teleportation to raise them into the air or send them underground. You must have at least 1 use of Warpstep (or at least 1 additional point in your arcane pool for the Warp Recall ability) or the correct spell memorized to use it with this ability. Activating this ability expends the spell or ability regardless of success. This ability replaces True Magus.

 

Magus Arcana

Long Step
Prerequisites: Warpstep Magus 6, Warpstep
Benefit: Your Warpstep ability now allows you to travel 5 feet for every Magus level you possess.

Nimble Warp
Benefit: Any round in which you have used a spell with the teleportation descriptor (or a Warp ability, for Warpstep Magi), you gain a +1 circumstance bonus to attack and damage rolls until the beginning of your next turn.

Reaving Warp
Prerequisites: Magus 15, Staggering Warp
Benefit: When using your Staggering Warp arcana, if the target fails their saving throw, instead of you moving, you shunt the target aside, shifting them 5' in a direction of your choosing and forcing them to take 4d6 points of damage.  This ability only works on targets no more than one size category larger than you.

Staggering Warp
Prerequisites: Magus 9
Benefit: When using a spell with the teleportation descriptor (or a Warp abilty for Warpstep Magi), you can elect to teleport into a space occupied by a foe.  The foe must  succeed on a Reflex save with a DC equal to the level of the teleportation spell used (or 10 + 1/2 Magus level + Int modifier for Warpstep Magus abilities) or be rendered nauseated for 1d4 rounds as you attempt to appear in them before you are shunted aside as normal.  On a successful save, they are instead merely sickened for 1 round.

Warp Dodge
Prerequisites: Nimble Warp, Warpstep Magus 9
Benefit: Any round in which you have used one of your Warp abilities or a spell with the teleportation descriptor, you gain a +2 dodge bonus to AC and Reflex saves until the beginning of your next turn.

Warp Up
Benefit: You can spend 1 point from you arcane pool when using any spell or ability that warps you to appear at your destination standing.

Voidwarp
Prerequisites: Warp Dodge, Warpstep Magus 15
Benefit: When you are subject to an attack from any source, you can instead elect to spend 4 points from your arcane pool to immediately trigger your Warpstep ability, allowing you to avoid all damage from the attack and any other attacks by the same target until the beginning of your next turn. Alternately, you can use this ability when you must make a Reflex or Fortitude save. If you move beyond the area of effect of whatever you activated your ability against, you ignore all of its effects. If you remain within the area of effect, you still receive a +4 bonus on your saving throw and are treated as having the Evasion ability for Reflex saves. You can only use this ability before the attack you wish to avoid has been resolved or before you have rolled your saving throw. You must be aware of the attack and not flat-footed or otherwise denied your Dexterity bonus to use this ability.