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Momentum Mage (Legendary Magus Archetype)

Infusing their body with their magical powers have allowed these magi to move at incredible speeds, using their momentum to generate magical potential and to strike their foes with perfectly placed bursts of movement.

Infused Mobility (Su): At 1st level, the momentum mage has infused their body with arcane energies, allowing them to more easily move throughout the flow of combat. They gain the benefits of the Dodge and Mobility feats, even if they don’t meet the prerequisites for those feats. This effect counts as having these feats for the purposes of prerequisites.

At 3rd level, and every 3 levels thereafter, their arcane energies infusing their body develop further, granting them a +10 foot increase to their base movement speed, and increasing the dodge bonus granted by the Mobility feat by +2.

Arcane Momentum (Su): At 1st level, the momentum mage has learned to use their movements to generate magical energy. This energy, called arcane potential, is stored within the magus and they can use this stored energy to bolster their abilities in a variety of ways. A momentum mage starts their day with no potential, but can gain potential in the following way:

  • Potential Momentum: For every 10 feet the momentum mage moves in a round, they gain one point of arcane potential. This point of arcane potential is gained immediately upon moving a total of 10 feet in a round, and for every total increment of 10 feet moved thereafter. All forms of movement count for the purposes of this ability, including teleportation.

The momentum mage’s potential goes up or down throughout the day, but usually cannot go higher than their Intelligence modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 3rd level and every three levels afterward, their maximum potential increases by 1. If a legendary magus spends 1 minute or longer outside of combat, they lose all potential they possess.

This modifies the legendary magus’ arcane potential class feature.

Momentum Techniques (Su): A momentum mage has learned to utilize their specific style of potential to create techniques unique to them.

At 1st level, the momentum mage has access to the following potential techniques:

1 Potential

  • Blurred Reposition: After being hit by an attack or affected by a spell, the momentum mage can spend 1 point of potential as an immediate action to move up to 10 feet. This movement does not provoke attacks of opportunity, and can be performed even if the attack or spell would cause the momentum mage to be unable to move normally (such as if they were knocked unconscious, stunned, or paralyzed).
  • Rapid Spell: As a swift action, the momentum mage can cast a single magus spell as a swift action by spending a number of points of potential equal to 1 + the spells level. The momentum mage cannot use this ability if they have already cast a spell this turn, and using this ability causes them to be unable to cast spells as a standard or move action this turn.

2 Potential

  • Momentum Strike: The momentum mage binds their potential into their weapon, allowing them to empower their attack with their momentum. The next melee attack the momentum mage makes before the end of their turn deals an additional 1d6 points of damage per 10 feet of movement they have moved this round, to a maximum of 1d6 + 1d6 per two class levels. This damage is magical in origin and bypasses damage reduction or resistance, and is multiplied on a critical hit.

This replaces the legendary magus’  arcane deflection, focused concentration, and surging strike potential techniques.

Momentum Combat (Su): A momentum mage has learned to combine their magic with their combat skills in unique ways, allowing them to leap forward with a surge of magic, strike, and then leap back out of combat. As a full-round action the momentum mage can move up to their speed and make a single melee attack at any point during this movement. This movement does not provoke attacks of opportunity from the target of their attack. This ability counts as the Spring Attack feat for the purposes of feat prerequisites.

This replaces the legendary magus’ spell combat class feature.

Expanded Momentum Techniques (Su): At 8th level, the momentum mage gains access to the following potential techniques:

1 Potential

  • Afterimage: As a free action, the momentum mage can imbue their movements with potent illusionary magics, allowing them to leave behind afterimages as they move. If the momentum mage moves at least 10 feet this turn, they generate an afterimage that functions as a single image produced by the mirror image spell. For every additional 10 feet they move that round, they can spend an additional point of potential to generate an additional image. These images persist until the start of the momentum mage’s next turn.

2 Potential

  • Striker’s Momentum: The legendary magus can spend potential to increase the potency of their momentum, allowing them to treat the first attack made as part of their momentum combat as if it were made using the attack action.

3 Potential

  • Blurred Patrol: As a full round action, the momentum mage selects a 25 ft by 25 ft square that includes their current square. Until the beginning of their next turn, the momentum mage gains a number of additional attacks of opportunity equal to their Intelligence modifier, and is treated as being in all of these squares for the purposes of determining their threatened area, and for the purposes of making melee attacks of opportunity. The momentum mage moves as part of these attacks, and this movement does not provoke attacks of opportunity. At the beginning of their next turn, the momentum mage may choose to move to any location in this area without provoking attacks of opportunity as a free action.

This replaces the legendary magus’  arcane redoubt, sorcerous guard, and rapid spell combat expanded potential techniques.



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