Arcane Fist Archetype (Unchained)
The following is from the Multiclass Archetypes from Pathfinder Community, but adapted to reflect changes in the Unchained Monk which replaced the core monk, and it has been rebalanced accordingly.
Arcane fists are ascecics who eschew manufactured arms and armor in favor of getting up and close and personal with their enemies. They tap into not only their inner essence by the way of Ki, but also use their Ki to unlock mystic arcane energies within themselves. Their bodies are their weapons and armor, and magic flows through them. (Original Concept by Flak)
Primary Class: Magus
Secondary Class: Monk
Alignment: Any Lawful
Hit Dice: d8
Bonus Skills and Ranks: The arcane fist may select three monk skills to add to his class skills in addition to the normal magus class skills. The arcane fist gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: Arcane fists are proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword*. Arcane fists are not proficient with any armor or shields. Like any other arcane spellcaster, an arcane fist wearing armor or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. In addition, when wearing armor, using a shield, or carrying a medium or heavy load, an arcane fist loses his AC bonus, as well as his fast movement. (*Advanced Player’s Guide)
Diminished Spellcasting: The arcane fist can prepare one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. In addition, the arcane fist gains only 1 free spell in his spellbook at each level after first instead of 2. He can still add spells to his spellbook as normal. He otherwise learns, prepares, and casts spells as a magus of equal level.
Arcane Ki: All magus abilities dependent upon Intelligence instead depend upon Wisdom. This includes his spells per day, spell DCs, arcane pool size, etc. The arcane fist is treated as a monk for the purposes of determining the effects and uses per day of feats like Stunning Fist.
Arcane Defense: At 1st level, when wearing no armor and not using a shield, an arcane fist adds his Wisdom bonus his AC and CMD. This bonus increases by +1 at 4th level and every 4 levels thereafter. So long as he has at least 1 point in his arcane pool, this bonus applies even when the arcane fist is flatfooted or denied his Dexterity bonus to armor. This feature replaces armor and shield proficiencies, the magus’ ability to cast spells in armor, and the Medium Armor ability at 7th level.
Unarmed Strike: At 1st level, an arcane fist gains Improved Unarmed Strike as a bonus feat. There is no such thing as an off-hand attack for an arcane fist striking unarmed. An arcane fist may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. And like a monk, he can choose to deal nonlethal damage or lethal damage with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. An arcane fist’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. An arcane fist deals damage with his unarmed strike equal to that of a monk of his level. This ability and Ki Arcana replace the magus’ ability to add enhancement bonuses to his weapon with his arcane pool.
Spellfist (Su): At 2nd level, whenever an arcane fist casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through his fist as part of a melee attack. Instead of a free melee touch attack normally allowed to deliver the spell, the arcane fist can make a free melee attack with his fist at his full base attack bonus as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the arcane fist makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks.
Any feat or ability that modifies the weapons through which you may apply your unarmed damage and/or monk abilities — such as Ascetic Style — will also allow you to channel your spellstrike through these same weapons.
This ability modifies spellstrike.
Fast Movement (Ex): At 3rd level, an arcane fist gains a +10 foot enhancement bonus to his land speed. This bonus increases by +10 at 6th level, and every third level thereafter. An arcane fist in armor or carrying a medium or heavy load loses this extra speed.
Ki Arcana (Su): At 4th level, the arcane fist treats his arcane pool as a ki pool, as if he had the Ki Arcana feat, and can spend points from it to activate any ki power he knows. He can still use it for everything for which he could use his arcane pool. If the arcane fist possesses levels in another class that grants points to a ki or arcane pool, arcane fist levels stack with the levels of that class to determine the total number of “arcane ki” points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The arcane fist can use “arcane ki” points from this pool to power the abilities of every class he possesses that grants a ki or arcane pool.
As long as the arcane fist has at least 1 point in his arcane ki pool, he can make a ki strike, as a monk. At 4th level, his ki strikes are magic weapons. At 7th level, his ki strikes are cold iron/silver weapons. At 10th level, his ki strikes are lawful weapons. At 16th level, his ki strikes are adamantine weapons.
By spending 1 point from his arcane ki pool as a swift action, an arcane fist may add his Wisdom bonus to his attack rolls for one round, or increase his speed by 20 feet for one round, or give himself a +4 dodge bonus to AC for 1 round.
This ability and Unarmed Strike replace the magus’ ability add enhancement bonuses to his weapon with his arcane pool.
Bonus Feat: As normal for a magus, except that the arcane fist may also choose from the bonus feat list of a monk equal to his magus level – 4. Like a monk, he need not meet the prerequisites for any of the monk bonus feats to select them.
Ki Powers (Su): At 6th level, an arcane fist may opt to select a ki power from the Unchained monk’s list of ki powers in place of a magus arcana. He may select an additional ki power in place of each further gained magus arcana. He selects from these powers as an unchained monk of his magus level -4, and uses his magus level to determine any level dependent effects of the powers.
Ascetic Training (Ex): At 10th level the arcane fist has a monk level equal to his arcane fist level for the purpose of qualifying for feats. This ability replaces Fighter Training.
Sudden Spellfist (Ex): At 11th level, the arcane fist may combine his spellfist ability with a charge or spring attack action, or as a full-round action when using a feat that incorporates an attack into a combat maneuver, such as Elephant Stomp. He may not use spellfist when charging if he does not have a full-round action to complete the attack. This ability replaces spell recall.
Deadly Spellfist (Su): At 13th level, whenever an arcane fist strikes an opponent with his spellfist, he can choose for the spell to deal damage as if it were modified by the Maximize Spell feat. He can do this a number of times per day equal to his Wisdom modifier. This does not increase the casting time or the level of the spell. This ability replaces heavy armor.
Magus Arcana: The following magus arcana complement the arcane fist multiclass archetype: arcane accuracy*, close range*, critical strike*, hasted assault*, maneuver mastery*, pool strike*, reflection*, and spell shield*. (*Ultimate Magic)