User:Temia Eszteri/Device Mage
Based on a style of magical combat from a far-off world, Device Mages can form from all walks of life and schools of magic but have one thing in common: the use of a special magical bond granted to them through their vigilante identity.
Device Mages are a supplemental archetype of the Pathfinder RPG vigilante that can be applied to cabalists, magical Children, warlocks and zealots.
Contents
Replacement Class Features[edit]
Bonded Device (Su): A device mage begins play with a special bonded item, as the wizard's Arcane Bond class feature. While typically a weapon, this can be any suitable bonded item. Additionally, the device is intelligent, with the same alignment as her vigilante identity, speech and senses 30 ft.; its mental ability scores and ego progress as a Bladebound Magus's black blade of the same level, though it does not gain any other benefits. While a Device Mage is in her social identity, the device takes the form of a piece of jewellery or other bauble and is under the effects of a constant nondetection spell of her caster level.
The device can be attuned with a set of armour that the Device Mage is proficient in over the course of one minute; this is stored in an extradimensional space within the device and is equipped during her transformation sequence (see below). Attuning a new set of armour or dismissing the attunement (a free action) ejects the old one if it is stored. A Zealot with a bonded device can use it as her holy (or unholy) symbol, even if it isn't already one in either form.
This ability replaces Vigilante Specialisation and archetype abilities that override it (i.e. Spill Blood, Animal Guide, Mystic Bolts and Inquisition)
Transformation Sequence (Su): A Device Mage's transformation between identities is assisted by magic, much like a Magical Child's. However, the ability is used through her bonded device, which takes its full form and equips her with her attuned armour during the sequence.
This is granted to all archetypes and alters the Magical Child's transformation sequence ability where applicable.
Defeat Means Friendship (Su): A device mage gains Merciful Spell as a bonus metamagic feat. She can apply it spontaneously to her spells and suffers no casting time penalty for doing so.
This ability replaces Unshakeable and overrides Piercing Bolts where applicable.
Note: Bloodbound Spell, Bloody Horror and Staunch Ally all revert to their base vigilante abilities. The Bond of Blood and Familiar talents are not available—a device mage can never gain the use of a familiar, even from other classes.
New Magic Weapon Property: Belkan[edit]
Aura: moderate transmutation; CL 9th
Price: +2 bonus
This property can only be added to melee and ranged projectile weapons, except for slings. A belkan weapon has a chamber with a narrow cylindrical space in it, allowing the wielder to insert a wand or cartridge into it with a move action (or faster with Rapid Reload). Inserting a wand allows them to treat the weapon as the wand with the weapon's range (touch if melee), discharging the wand as normal but using the weapon's critical range and any bonuses it would normally receive. Additionally, a magically enhanced firearm cartridge can be loaded into a melee belkan weapon, which can be expended as a swift action to add its enhancement bonus (to a combined maximum of +5) and properties to the weapon's for a single attack. This part of the property does not apply to ranged weapons; bows and crossbows cannot enhance their arrows in this manner, and belkan advanced firearms fire their cartridges normally.
Requirements: Craft Magic Arms and Armour, Gunsmithing, weaponwand
New Magic Weapon Property: Belkan, Greater[edit]
Aura: strong transmutation; CL 15th
Price: +4 bonus
This property can only be added to an intelligent weapon. A greater belkan weapon has the properties of a belkan weapon, but uses a more advanced chamber that can hold either the one wand or six cartridges at a time. When enhancing a greater belkan weapon as a swift action while making a full attack, you can expend one cartridge per attack. When used as an arcane bond, the wielder can expend one or more loaded cartridges to add half of their combined enhancement bonuses to caster level or save DC (but not both) for a spell as a swift action; if using more than one cartridge at a time, the caster must make a Concentration check with a DC of 15 + the enhancement bonuses expended, or else suffer feedback in the form of 1d6 force damage per two enhancement bonuses as the spell misfires and is wasted.
A greater belkan weapon's wielder cannot use Rapid Reload to replace cartridges in the middle of discharging them, whether for attacks or magic.
Requirements: Craft Magic Arms and Armour, Gunsmithing, weaponwand, arcane cannon
New Feat: Full Power, Total Destruction[edit]
You don't understand the meaning of overkill.
Prerequisites: Arcane Bond class feature, Rapid Reload (belkan weapon), Intensified Spell, able to cast a 5th level evocation
Benefits: When using a greater belkan weapon as an arcane bond, you can reload it once while discharging cartridges, but the resulting overload results in you (and your bonded item) automatically taking feedback damage whether or not you succeed your concentration check.
Special: Anyone who has used a belkan weapon can take Rapid Reload for it in lieu of the normal options.