PF1 Magus Paladin/Sorcerer Alternate Class - The Palatine (Patreon)
Content
It's been a long night of bad stuff from the combined radiation/chemo treatment I'm undergoing. I can't sleep, I can't get the symptoms to subside... so I need to distract myself. I'm literally writing this to stay sane, because the one thing in me stronger than the hate, spite, and anger I have to murder the tumor in me is the desire to create game stuff.
So, here's an alternative class for the magus no one asked for -- the palatine. As a magus is a fighter/wizard hybrid class, the palatine switches it up to being a paladin/sorcerer hybrid class. It actually has very little of what the magus has, but gains a ton of paladin/sorcerer stuff.
Paladin/sorcerer is a concept I've always adored, and one that just does not work very well with straight Pathfinder 1e rules. It CAN be done (I've seen some very effective builds that take 1 paladin level for every 3 sorcerer levels), but it's awkward and limiting in variety.
So, if it's a concept you want to allow, why not make it easy?
BUT, before we get to that, if you want to help me fight cancer;
Here is a ttRPG game bundle some friends and colleagues put together. It's more than $1,000 of games for less than $30. Seriously, you can't beat that.
Rather just send me money? Bless you. There's a GoFundMe here.
The Palatine
An alternate class of the magus, anytime the palatine does not specify how it interact with another rule or option, treat it as a magus. However, it does not gain any powers or class features of the magus not noted in the palatine's class description.
Palatines are believed to have developed first among either celestial bloodline sorcerers with a strong martial bent (perhaps descendants of both arcane and celestial bloodlines who take the sword as an arcane focus), or paladins who serve lawful good gods of magic. However, since palatines of many bloodlines exist, both these theories are at best speculative, and fail to account for every type of palatine that exists. An alternative suggestion is that when someone with a high enough Charisma turns the power of their personality towards serving both magic and the forces of order and benevolence, they can become a palatine through pure poison and magnetism.
(Art by Kalleeck)
Alignment: Lawful good.Hit Die: d8.Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills
The palatine's class skills are Climb (Str), Craft (Int), Fly (Dex), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str).Skill Points at each Level: 2 + Int modifier.
Weapon and Armor Proficiency: A palatine is proficient with all simple and martial weapons, and if the palatine has a patron deity they are also proficient with that deity's favorite weapon. A palatine is also proficient with light armor and all shields (other than tower shields). Palatines can cast palatine spells while wearing light armor and/or carrier a shield (other than tower shield) without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a palatine wearing medium armor, heavy armor, or a tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass palatine still incurs the normal arcane spell failure chance for arcane spells received from other classes.
(Art by Kalleeck)
Spells: Palatines cast arcane spells drawn from the palatine and sorcerer spell lists (which are considered "palatine spells" if gained through levels in this class). They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a palatine must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a palatine's spell is 10 + the spell level + the palatine's Charisma modifier.
Like other spellcasters, palatines can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Palatine. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The palatine's selection of spells is extremely limited. A palatine begins play knowing four 0-level spells and two 1st-level spells of the palatine's choice. At each new palatine level, they gain one or more new spells, as indicated on Table: Palatine Spells Known. (Unlike spells per day, the number of spells a palatine knows is not affected by their Charisma score. The numbers on Table: Palatine Spells Known are fixed.)
Upon reaching 5th level, and at every third palatine level after that (8th, 11th, and so on), a palatine can choose to learn a new spell in place of one they already know. In effect, the palatine “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level palatine spell the palatine can cast. A palatine may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
A palatine need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their allotment of spells per day for the spell's level.
Cantrips: A palatine can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Aura of Good (Ex): The power of a palatine's aura of good (see the detect good spell) is equal to her palatine level.
Bloodtouch: Each palatine has a source of magic somewhere in their heritage that grants them special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a palatine might have a dragon as a distant relative or their grandfather might have sworn their family's service to an angel for seven generations. Regardless of the source, this influence manifests in a number of ways as the palatine gains levels.
A palatine must pick one bloodrager or sorcerer bloodline upon taking their first level of palatine. Once made, this choice cannot be changed. If a sorcerer bloodline is selected, the palatine gain's the related bloodline arcana. If a bloodrager bloodline is selected, the palatine may choose to gain a bonus feat from the bloodline;s list of such, or the bloodline power from first level is gained. Bloodline powers (including those you gain at later palatine levels) that are normally only active while raging are instead only active while you are using your smite evil ability (though if they apply to all appropriate targets and attacks, not only those directed at the target of your smite).
You do not gain any other benefit of your bloodline unless some palatine ability says otherwise. Bloodtouch counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Detect Evil (Sp): At will, a palatine can use detect evil, as the spell. A palatine can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the palatine does not detect evil in any other object or individual within range.
Battle Caster (Ex): A palatine can fulfill somatic components for casting palatine spells using a hand that is occupied with a weapon or shield. If the hand is occupied with anything else, or there is some other reason they cannot fulfill a somatic component, the palatine are unable to cast that spell as normal.
Smite Evil (Su): Once per day, a palatine can call out to the powers of good to aid them in their struggle against evil. As a swift action, the palatine chooses one target within sight to smite. If this target is evil, the palatine adds their Charisma bonus (if any) to their attack rolls and adds their palatine level to all damage rolls made against the target of the smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per palatine level. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the palatine gains a deflection bonus equal to their Charisma modifier (if any) to AC against attacks made by the target of the smite. If the palatine targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the palatine rests and regains uses of this ability. At 6th level, and at every four levels thereafter, the palatine may smite evil one additional time per day, as indicated on Table: Palatine, to a maximum of five times per day at 18th level.
Bloodline's Strength: At 3rd level, a palatine gains one power from their selected bloodline. This may be a power normally granted by the bloodline at a level equal to or less than the palatine's current level, or a bonus feat from the bloodline's list. A bloodline power or feat cannot be selected more than once.
The palatine gains an additional bloodline power feat at 9th, 15th, and 20th level.
Eschew Materials: A palatine gains Eschew Materials as a bonus feat at 3rd level.
Lay On Hands (Su): Beginning at 4th level, a palatine can heal wounds (their own or those of others) by touch. Each day a palatine can use this ability a number of times equal to 1/3 their paladin level plus their Charisma modifier. With one use of this ability, a palatine can heal 1d6 hit points of damage for every two palatine levels they possess. Using this ability is a standard action, unless the palatine targets themselves, in which case it is a swift action. Despite the name of this ability, a palatine only needs one free hand to use this ability.
Alternatively, a palatine can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the palatine possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Divine Grace (Su): At 5th level, a palatine gains a bonus equal to their Charisma bonus (if any) on all saving throws.
Mercy (Su): At 5th level, and every three levels thereafter, a palatine can select one mercy, as the paladin class feature. Each mercy adds an effect to the palatine's lay on hands ability. Whenever the palatine uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the palatine. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
The palatine gains additional mercies at 9th, 13th, and 17th level, and may pick from the mercies available to a paladin of the same level.
Spell Combat (Ex): At 6th level, a palatine learns to cast spells and wield weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. Unlike a magus, a palatine does not have to have a free hand to use this ability, and can use it while using any melee or ranged weapons.
As a full-round action, the palatine can make all of their attacks with a weapon at a –2 penalty and can also cast any palatine spell known with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If they cast this spell defensively, the palatine can decide to take an additional penalty on thier attack rolls, up to their Charisma bonus, and add the same amount as a circumstance bonus on their concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A palatine can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, they cannot cast the spell between weapon attacks.
This counts as the magus’s spell combat class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Aura of Courage (Su): At 7th level, a palatine is immune to fear (magical or otherwise). Each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if they are unconscious or dead.
Medium Armor (Ex): At 7th level, a palatine gains proficiency with medium armor, and can cast palatine spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a palatine wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.
Palatine Bond (Sp): Upon reaching 8th level, a palatine forms a bond with supernatura, celestial forces. This bond can take one of three forms. Once the form is chosen, it cannot be changed.The first type of bond allows the palatine to enhance their weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per palatine level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed.
Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the palatine but resumes giving bonuses if returned to the palatine. These bonuses apply to only one end of a double weapon. A palatine can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th, to a total of four times per day at 20th level.If a weapon bonded with a celestial spirit is destroyed, the palatine loses the use of this ability for 30 days, or until they gain a level, whichever comes first. During this 30-day period, the palatine takes a –1 penalty on attack and weapon damage rolls.
(Art by Kalleeck)
The second type of bond allows a palatine to gain the service of an unusually intelligent, strong, and loyal steed to serve their in her crusade against evil. This mount may come from the following list:Medium Paladins: Camel, Elk, Giraffe, Horse, Seahorse, Giant, Yak, ZebraSmall Paladins: Antelope, Boar, Capybara, Dog, Eohippus, Pony, Ram, Reindeer, Stag, Weasel, Giant, WolfdogThis mount functions as a druid's animal companion, using the palatine's level as their effective druid level. Bonded mounts have an Intelligence of at least 6. At 14th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 19th level, a palatine's mount gains spell resistance equal to the palatine's level + 11.
As a full-round action, a palatine may magically call this mount to their side. This ability is the equivalent of a spell of a level equal to one-third the palatine's level. The mount immediately appears adjacent to the palatine. A palatine can use this ability once per day at 8th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 20th level.
Should the palatine's mount die, they may not summon another mount for 30 days or until they gains a palatine level, whichever comes first. During this 30-day period, the palatine takes a –1 penalty on attack and weapon damage rolls.
The third type of bond causes a celestial spirit to boost the palatine's access to arcane magic. For each level of palatine spell they can cast, the palatine gains the bonus spell known associated with their bloodline (if any). If the palatine has a bloodrager bloodline, when they gain the ability to cast 5th level spells (and again when they can cast 6th level), they instead gain a bonus feat from the bloodline's list of such feats. If the palatine gains a spell or feat already known, they may instead select any other palatine spell of the same level or combat feat for which they meet all the prerequisites.
Divine Health (Ex): At 11th level, a palatine is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Aura of Resolve (Su): At 12th level, a palatine is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Heavy Armor (Ex): At 13th level, a palatine gains proficiency with heavy armor, and can cast palatine spells while wearing heavy armor without incurring the normal arcane spell failure chance.
Aura of Justice (Su): At 16th level, a palatine can expend two uses of their smite evil ability to grant the ability to smite evil to all allies within 10 feet, using the palatine's bonuses. Allies must use this smite evil ability by the start of the palatine's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Faith (Su): At 19th level, a palatine's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of the palatine is treated as good-aligned for the purposes of overcoming damage reduction.
(Art by Kalleeck)
Code of Conduct: A palatine must be of lawful good alignment. Additionally, a palatine's code requires that they respect legitimate authority (though this is not the same as obeying such authority if doing so would violate their alignment), act with honor (not lying, not cheating, not using poison or using spells with the poison descriptor, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While a palatine may adventure with good or neutral allies, they avoid working with evil characters or with anyone who consistently offends their moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what the palatine believes to be a greater evil. A palatine should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should they feel it is doing more harm than good. A palatine may accept only henchmen, followers, or cohorts who are good in alignment, and will try to show by example to those who are chaotic or neutral good why a more orderly life and code are superior for accomplishing good.
Ex-Palatines
A palatine who ceases to be lawful good, who willfully commits an evil act, or who violates the class's code of conduct, loses all palatine spells drawn from the paladin spell list (but not those from the sorcerer list) and all other class features (but not weapon, armor, and shield proficiencies). They may not progress any further in levels as a palatine. They regain their abilities and advancement potential if they atone for their violations (see the atonement spell description), as appropriate.