Doll Mage (Apath)
|Unofficial rules compendium|
A doll mage uses his magic to animate dolls, and learns to use his magic through these dolls.
Hit Dice: d6.
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
This archetype has all normal class abilities, except as noted.
Magic Dolls (Ex)
A doll mage makes magical animated dolls. Except as described below, these function as familiars, with the base creature being a tiny animated object. Each magic doll has the Additional Movement (fly), Exceptional Reach (giving it a reach of 5 ft.) and Piercing Attack construction abilities and begin with one additional construction point to spend.
Magic dolls are normally humanoid in shape, can speak, and can manipulate objects. All magic dolls are normally in the same space as the doll mage, hovering about him or riding on him, only leaving his space if directly ordered. A magic doll in the doll mage's space has cover (not soft cover) and need not cast defensively or take actions to move or make any skill rolls (such as Fly) to move along with the doll mage as he moves. If the doll mage teleports or is teleported, all his magic dolls in his space teleport along with him without counting against the restrictions of the teleport effect.
Unlike other classes that have familiars, a doll mage has several magic dolls, beginning with two and gaining an additional doll at level 7, 13, 17, and 20. At the same levels, each doll gains an additional construction point to spend. All of a doll mage's magic dolls have identical statistics and the same construction point abilities. Destroyed dolls are replaced with 8 hours of work and a Craft (sewing) check (DC 10 + class level). There is no monetary cost to craft a doll, it is assumed to be made out of various rags and home-made materials.
Magic dolls must remain dolls; abilities that would permanently change them to not be dolls (such as the Improved Familiar feat) cause them to cease being familiars. Magic dolls cannot use magic items. A doll generally has a child-like humanoid appearance. Most people can identify it as a doll quite easily. A doll crafted to look like some tiny creature can make Disguise checks with a +10 circumstance bonus to stay in role. Such a specialized form might also make the doll unable to use tools or make the normal attacks. For example, a magic doll crafted to look like a songbird has no hands and no reach.
This replaces phrenic pool, major amplifications, and remade self for the psychic and arcane bond for the wizard.
Magic dolls gain powers as the doll mage advances in level. When a magic doll uses one of these powers to cast a spell, this uses up one of the doll mage's spells per day and the spell has the same effect as it would have if by cast by the doll mage herself.
Each magic doll can cast a cantrip (level zero wizard spell) or knack (level zero psychic spell) from among those the doll mage has prepared that day.
At level 3, several dolls acting in concert can cast a spell. All spellcasting the dolls must be in the same space as the doll mage and the spell must be one the doll mage has prepared and must be lower in spell level than the number of dolls casting it. Only one spell can be cast this way each round. This works just as if the doll mage cast the spell herself; he expends the spell as if he cast it herself, and all attributes of the spell are based on his spellcasting ability.
At 13th level, a group of 2 magic dolls can cast a 1st level spell, 3 dolls can cast a 2nd level spell, and all 4 dolls can cast a third level spell.
At level 11, a magic doll can sacrifice itself to intercept an attack aimed at the doll mage. Doll sacrifice must be declared before the attack is resolved and destroys one doll. If this is an attack with a to-hit roll, doll sacrifice is automatically successful. If it is against an attack that grants a saving throw, the doll mage gains a +4 bonus on this saving throw and suffers no effect whatsoever on a successful save. Against an attack that requires neither an attack roll nor allows a saving throw, the doll mage is allowed a Reflex saving throw with a DC based on the level of spell or 10 + ½ HD + Charisma bonus of the user of a non-spell ability to negate the effect.
Alternatively, a group of dolls can use doll spellcasting to cast a spell the doll mage has already expended for the day. This works just like normal doll spellcasting, but one of the participating dolls has to sacrifice itself.
At level 15, magic dolls can counterspell as an immediate action, collaborating in the same way they do for doll spellcasting. The dolls cannot cannot take a standard or full-round action in the following round.
Greater Doll Spellcasting
At level 19, the dolls can cast spells even when not in the same space as the doll mage, but each 30 ft. of distance between the doll mage and the spellcasting dolls reduces the maximum level of spell that can be cast by one. All the spellcasting dolls must be in the same square to cast a spell.
Anga the doll mage has 4 magic dolls in a single square at 40 ft. range. Four dolls would normally be able to cast 3rd level spell, but since they are at range greater than 30 ft (but less than twice that), they lose one spell level and can only cast 2nd level spells.
This replaces Scribe scroll, the bonus feats gained at level 5,10,15, and 20, as well as Arcane School.
Table: Doll Psychic
|Special||Spells per Day|
|1st||+0||+0||+0||+2||Discipline power, discipline spell, doll cantrips, knacks, magic dolls, psychic discipline||3||—||—||—||—||—||—||—||—|
|7th||+3||+2||+2||+5||Multiple dolls (2)||6||6||4||—||—||—||—||—||—|
|13th||+6/+1||+4||+4||+8—||Discipline power, Multiple dolls (3)||6||6||6||6||6||4||—||—||—|
|17th||+8/+3||+5||+5||+10||Multiple dolls (4), Telepathy||6||6||6||6||6||6||6||4||—|
|19th||+9/+4||+6||+6||+11||Greater doll spellcasting||6||6||6||6||6||6||6||6||4|
|20th||+10/+5||+6||+6||+12||Multiple dolls (5)||6||6||6||6||6||6||6||6||6|
Table: Doll Wizard
|Special||Spells per Day|
|1st||+0||+0||+0||+2||Doll cantrips, magic dolls, cantrips||3||1||—||—||—||—||—||—||—||—|
|7th||+3||+2||+2||+5||Multiple dolls (2)||4||4||3||2||1||—||—||—||—||—|
|13th||+6/+1||+4||+4||+8||Multiple dolls (3)||4||4||4||4||4||3||2||1||—||—|
|17th||+8/+3||+5||+5||+10||Multiple dolls (4)||4||4||4||4||4||4||4||3||2||1|
|19th||+9/+4||+6||+6||+11||Greater doll spellcasting||4||4||4||4||4||4||4||4||3||3|
|20th||+10/+5||+6||+6||+12||Multiple dolls (5)||4||4||4||4||4||4||4||4||4||4|
Summary of Changed Psychic Class Abilities
- Phrenic Pool
- Phrenic Amplifications (all)
- Major Amplifications
- Remade Self
Summary of Changed Wizard Class Abilities
- Arcane Bond
- Arcane School
- Scribe Scroll
- Bonus Feats (all)
Alternate: Pet Mage
A pet mage is a variant doll mage that has regular familiars rather than dolls. These gain all the abilities of doll mages, but have regular familiars rather than animated objects and these familiars do not gain any construction abilities. Instead they gain one bonus feat at level 1 and each time a magic doll would gain a construction point. A pet mage's familiars can speak, but generally not use tools or weapons. They have no trouble with somatic components. Like a doll mage, a pet mage can't benefit from Improved Familiar.
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