The Tovenaar

Initially presented as an Archetype of the Magus class, the Tovenaar has sufficient mechanical differences that it seems appropriate to make it a class in its own right, with archetypes of its own.

The Tovenaar

Tovenaar are mystic warriors who can combine magic and combat, but without depending on spells. Instead tovenaar gain a broad range of mystic powers they can use to empower themselves, hinder their foes, augment their allies, and divine the future.

Game Rule Information:
Tovenaar have the following game statistics.
Alignment: Any.
Hit Die: d8.
Base Attack Bonus: Average.
Base Fortitude Saves: Good.
Base Reflex Saves: Poor.
Base Will Saves: Good.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Starting Age: Moderate.

Table: Tovenaar
Level Special
1 Arcane Pool, Domains, Mystic Combat
2 Domain
3 Magus Arcana
4 Domain
5 Bonus Feat
6 Magus Arcana
7 Domain, Mystical Reactions
8 Improved Mystic Combat
9 Magus Arcana
10 Fighter Training
11 Domain, Bonus Feat
12 Magus Arcana
13 Greater Mystical Reactions
14 Greater Mystic Combat
15 Magus Arcana
16 Counterstrike
17 Bonus Feat
18 Magus Arcana
19 Domain
20 True Tovenaar

Class Skills:
The tovenaar’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.

Class Features:
The following are class features of the tovenaar.

  • Weapon and Armor Proficiency: A tovenaar is proficient with all simple and martial weapons. A tovenaar is also proficient with light armor.
  • Mystic Pool (Su): At 1st level, the tovenaar gains a reservoir of mystical energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his tovenaar level (minimum 1) + his Wisdom modifier. The pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
    At 1st level, a tovenaar can expend 1 point from his mystic pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
    At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
    Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates 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. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the tovenaar.
    A tovenaar can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
  • Domains: The tovenaar gains two domains at 1st level. These may be chosen from any Inquisitions, Cleric Domains, or Druid Domains.
    Each domain grants a number of domain powers, depending on the level of the tovenaar. A tovenaar does not gain the bonus spells listed for each domain, nor does she gain any spell slots. The tovenaar uses her level as her effective cleric level when determining the power and effect of her domain powers. Levels of tovenaar and other domain-granting classes (Cleric, Druid, or Inquisitor) stack for the purpose of determining domain powers and abilities, but not for bonus spells.
    The tovenaar gains an additional domain at 2nd, 4th, 7th, 11th, and 19th levels.
  • Mystic Combat (Ex): At 1st level, a tovenaar learns to use his supernatural abilities and wield his weapons at the same time. This functions much like two-weapon fighting, but allows the tovenaar to take a full-round action to make all his weapon attacks at a -2 penalty and use one spell-like or supernatural ability gained from a domain that takes a standard action to activate. To use this ability, the tovenaar must have one hand free, while wielding a light or one-handed melee weapon in the other hand. If using a spell-like ability and casting defensively, he can decide to take an additional penalty on his attack rolls, up to his Wisdom bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the ability is wasted, but the attacks still take the penalty. A tovenaar can choose to use his domain powers first or make the weapon attacks first, but if he has more than one attack, he cannot activate a domain power between weapon attacks.
  • Magus Arcana: As he gains levels, a tovenaar learns arcane secrets tailored to his specific way of blending martial puissance and mystical skill. Starting at 3rd level, a tovenaar gains one magus arcana. He gains an additional magus arcana for every three levels of tovenaar attained after 3rd level. Unless specifically noted in a magus arcana’s description, a tovenaar cannot select a particular magus arcana more than once. Magus arcana that affect spells cannot be taken by a tovenaar.
    A compiled list of arcana available to the tovenaar can be found here.
  • Bonus Feats: At 5th level, and every six levels thereafter, a tovenaar gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. He must meet the prerequisites for these feats as normal.
  • Mystical Reactions (Ex): At 7th level, a tovenaar applies his Wisdom modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A tovenaar may make attacks of opportunity when flat-footed, and may draw a weapon as a free action as part of taking an attack of opportunity.
  • Improved Mystic Combat (Ex): At 8th level when the tovenaar uses his mystic combat ability, his attack rolls suffer only a -1 penalty.
  • Fighter Training (Ex): Starting at 10th level, a tovenaar counts 1/2 his total tovenaar level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
  • Greater Mystical Reactions (Ex): At 13th level, a tovenaar may always act and may draw a weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Wisdom modifier on weapon damage rolls (minimum 0).
  • Greater Mystic Combat (Ex): At 14th level when the tovenaar uses his mystic combat ability, his attack rolls do not suffer a penalty.
  • Counterstrike (Ex): At 16th level, whenever an enemy within reach of the tovenaar successfully casts a spell defensively, that enemy provokes an attack of opportunity from the tovenaar after the spell is complete. This attack of opportunity cannot disrupt the spell.
  • True Tovenaar (Ex): At 20th level the tovenaar is a master of mystic combat, able to use his domain powers as easily as weapon attacks. When the toveenaar takes a full-attack action, he may choose to make one attack at his highest attack bonus and use three spell-like or supernatural abilities from domains, or make two attacks at his highest two attack bonuses and use two spell-like or supernatural abilities gained from domains.


When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.

The following Magus Archetypes are appropriate for use with Tovenaars:

  • Bladebound
  • Hexcrafter
    • The Hexcrafter must take the Magic (Arcane) and Curse domains at 1st level.
    • Note: The Hex Magus ability replaces the domain normally gained at 4th level.
  • Spire Defender
    • Note: The Arcane Augmentation ability replaces the domain normally gained at 4th level.
  • Staff Magus
  • Singer of Blades
    • Note: The Song of Blades, Bladedance, and Songstrike abilities replace the domains normally gained at 4th, 7th, and 19th levels. The Furious Dance ability replaces True Tovenaar.

Additional Options:

  • Bearsark:
    • A bearsark must take the Anger or Rage domains at 1st level.
    • Starting at 3rd level, the bearsark may select a Rage Power in place of a Magus Arcana, treating his tovenaar level as his barbarian level.
  • Huntsman:
    • A huntsman must take the Animal or Scalykind domain (or the Feather, Fur, or Saurian subdomains) at 1st level.
    • Starting at 3rd level, the huntsman may select a Hunter’s Trick in place of a Magus Arcana. The huntsman activates these abilities by spending points from his Mystic Pool.
  • Moonlighter:
    • The moonlighter must take the Thievery domaina at 1st level.
    • Starting at 3rd level, the moonlighter may select a Rogue Talent in place of a Magus Arcana.
    • Starting at 12th level, the moonlighter may select Advanced rogue talents in place of a Magus Arcana.
  • Mageslayer:
    • The mageslayer must take the Magic and Spellkiller domains at 1st level.
    • Starting at 3rd level, the mageslayer may select a Devotee Talent in place of a Magus Arcana.
    • Starting at 12th level, the mageslayer may select an Advanced Devotee Talent in place of a Magus Arcana.

Section 15: Copyright Notice

The Tovenaar

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