Deep Marshal
Although the vast majority of deep marshals are dwarves, a few non-dwarves have earned enough trust to be trained as deep marshals, or have learned the same techniques from studying old dwarven spellbooks.
This ability alters the magus’s armor proficiencies, the medium armor class feature, and the heavy armor class feature.
This alters the magus’s spellcasting.
This alters arcane pool, spell combat, and spellstrike. Miner’s Focus (Su/Ex)
At 3rd level, a deep marshal can use the magical properties of their weapon in order to augment their spellcasting. Whenever they cast a magus spell while wielding a magic battleaxe, heavy pick, warhammer, or weapon with the word “dwarven” in its name, they add half the weapon’s Enhancement Bonus to their caster level (minimum +1). When attempting a caster level check to overcome spell resistance, they instead add their weapon’s full Enhancement Bonus.
In addition, they are treated as having a number of ranks in Knowledge (dungeoneering) and Profession (miner) equal to their magus level, and they attempt Profession (miner) checks using their Intelligence modifier instead of their Wisdom modifier.
This ability replaces the magus arcana gained at 3rd level.
Weapon and Armor Proficiency
A deep marshal is proficient with light armor, medium armor, and shields (except tower shields). A deep marshal can cast magus spells while wearing light armor or medium armor without incurring the normal spell failure chance. In addition, a deep marshal gains the heavy armor magus ability at 9th level.This ability alters the magus’s armor proficiencies, the medium armor class feature, and the heavy armor class feature.
Deep Spellcasting
A deep marshal learns numerous arcane secrets involving the shaping and warding of earth and stone. They add the following sorcerer/wizard spells to their magus spell list as magus spells of the same level: crafter’s curse, crafter’s fortune, erase, expeditious excavation, fabricate, greater make whole, knock, major creation, make whole, mending, minor creation, move earth, passwall, stone shape, transmute mud to rock, transmute rock to mud, and all 0- through 6th-level sorcerer/wizard spells of the abjuration school. They must still add such spells to their spellbook to prepare them. If a spell appears on both the magus and sorcerer/wizard spell lists, the magus uses the lower of the two spell levels listed for the spell. A deep marshal cannot cast spells from the enchantment, illusion, or necromancy school and they cannot activate spell-completion or spell-trigger magic items that use spells from those schools (without making a successful Use Magic Device check).This alters the magus’s spellcasting.
Bound by Tradition
A deep marshal is limited in how they can use their arcane powers. Their arcane pool has a number of points equal to 1/3 their magus level (minimum 1) + their Intelligence modifier. Furthermore, they cannot use their arcane pool to grant an Enhancement Bonus or weapon special ability to a weapon they are holding unless it is a battleaxe, heavy pick, warhammer, or weapon with the word “dwarven” in its name. They can use their spell combat or spellstrike abilities only with such weapons.This alters arcane pool, spell combat, and spellstrike. Miner’s Focus (Su/Ex)
At 3rd level, a deep marshal can use the magical properties of their weapon in order to augment their spellcasting. Whenever they cast a magus spell while wielding a magic battleaxe, heavy pick, warhammer, or weapon with the word “dwarven” in its name, they add half the weapon’s Enhancement Bonus to their caster level (minimum +1). When attempting a caster level check to overcome spell resistance, they instead add their weapon’s full Enhancement Bonus.
In addition, they are treated as having a number of ranks in Knowledge (dungeoneering) and Profession (miner) equal to their magus level, and they attempt Profession (miner) checks using their Intelligence modifier instead of their Wisdom modifier.
This ability replaces the magus arcana gained at 3rd level.
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