Mage of the Third Eye (Apath)

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Unofficial rules compendium

Mages of the third eye have focused their studies on the mystical power of the third eye to increase their divination abilities, and through this study have discovered abilities that no other mystic can claim to possess.

Class Information

This is a prestige archetype. Mages of the third eye are specialized in divination and constructs.

Publisher: Purple Duck Games.

Prestige Class: Arclord of Nex from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: The mage of the third eye is built on the wizard, but the following alternate build classes are described below: arcanist, cleric, oracle, psychic, or witch.

Role: Mages of the third eye are insightful and astute spellcasters. Able to use all kinds of arcane (or psychic) magic, they also have their own powers of perception.

Alignment: Any.

Hit Die: d6.

Class Skills

The mage of the third eye's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

These are all the class features of the mage of the third eye.

Weapon and Armor Proficiency

A mage of the third eye is proficient with the club, dagger, dart, and quarterstaff, but not with any type of armor or shield. Armor interferes with a mage of the third eye's movements, which can cause his arcane spells with somatic components to fail.

Spells

The mage of the third eye learns and casts spells exactly like a wizard, including using arcane magic, the effect of Intelligence on spellcasting, spellbooks, automatically learned spells, and cantrips.

Build Class

The mage of the third eye inherits a few wizard class features. A wizard of the third eye gains Scribe Scroll as a bonus feat at level 1. At 4th level, a wizard of the third eye can access the wizard school powers of any school of magic. He chooses a single arcane school spell-like ability that has a number of uses per day equal to 3 + his Intelligence modifier. Henceforth, he may use that ability (as wizard of his class level) by expending one point from his hand pool.

At 8th level and again at 12th level, a wizard of the third eye can choose an additional arcane school spell-like ability that has a number of uses per day equal to 3 + his Intelligence modifier to use with this ability.

Hand Pool (Su)

The mage of the third eye gains a hand pool with a number of hand points equal to 3 + half his class level + his Intelligence modifier. The mage of the third eye gains a hand pool with a number of hand points equal to 3 + half his class level + his Intelligence modifier. This pool refreshes when the mage prepares spells.

By expending one point from his hand pool as a standard action, the mage of the third eye can cause his melee weapon to fly from his grasp and strike a foe before instantly returning. He can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that he adds his Intelligence modifier on the attack roll instead of his Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. This is the same as the wizard generalist school ability hand of the apprentice.

Mystic Pedagogue (Ex)

At 2nd level, a mage of the third eye adds a bonus equal to 1/2 his class level on Spellcraft checks.

Bonus Feats

A mage of the third eye gains the following bonus feats at the indicated levels, ignoring all prerequisites: 3rd—Craft Wondrous Item 5th—Craft Construct

Third Eye (Su)

At 6th level the mage gains the eponymous third eye. Deep understanding of esoteric teachings allows him to open an eldritch eye that grants superior perception of the magical world.

As a standard action, the mage of the third eye can open an incandescent third eye upon his forehead. The eye can remain open for 1 minute, during which time he gains the following benefits:

  • Cast all divination spells at +1 caster level (as long as you begin casting the spell before the eye closes).
  • Darkvision 60 feet
  • Constant detect magic (sp).
  • A +8 bonus on Perception checks to notice invisible creatures.
  • The mage of the third eye can use the aid another action to grant an adjacent arcane caster a +1 bonus to his caster level and a +2 circumstance bonus on concentration checks for the next arcane spell he casts before the beginning of the mage of the third eye s next turn.

Each use of this ability consumes one point from his hand pool. When the duration is about to run out, the mage can expend one point of hand pool as a free action to add a minute to the duration.

Artificer's Touch (Su)

At 7th level, a mage of the third eye can cast mending at will, using his class level as the caster level. In addition, he can spend one point from his hand pool to cause or heal damage to objects and construct creatures with a melee touch attack. Objects and constructs take or heal 1d6 points of damage +1 for every two class levels. Used as an attack, this bypasses an amount of damage reduction and hardness equal to the mage of the third eye's level.

Arcane Architect (Ex)

At 9th level, a mage of the third eye can create constructs with the Craft Construct feat in only half the time it would normally take. In addition, he can apply the Extend Spell and/or Widen Spell metamagic feats to conjuration (creation) spells he prepares, even if he doesn't possess those feats. If he does possess them, the level increase for applying Extend Spell to a conjuration (creation) spell is eliminated, and the level increase for applying Widen Spell to a conjuration (creation) spell is reduced to 2.

Improved Third Eye (Sp)

At 10th level, a mage of the third eye can activate third eye as a move action. As a free action the mage of the third eye can expend two points from his hand pool to add the effect of arcane sight or see invisibility to the benefits of his Eldritch Eye for 1 minute (or until the duration of the eye ends, whichever is sooner). He can add both effects by expending four uses of the hand pool

Extradimensional Extension (Su)

At 14th level, the duration and range of any spell cast by a mage of the third eye that creates an extradimensional space (or demiplane) or moves creatures or objects through the Ethereal Plane is doubled as though affected by the Enlarge Spell and Extend Spell feats, without altering the level of the spell. Applications of Enlarge Spell and Extend Spell do not stack with this ability.

Greater Third Eye (Sp)

At 16th level, a mage of the third eye can activate third eye as a swift action. As a free action, the mage of the third eye can expend four points from his hand pool to gain greater arcane sight or true seeing for 1 minute (or until the duration of the eye ends, whichever is sooner). He gains both effects if he expends eight uses of this ability.

Call for Aid (Su)

At 18th level, as a standard action, a mage of the third eye can sacrifice a prepared spell of 2nd level or higher to call a creature bound to him, including an animal companion, eidolon, familiar, personally controlled construct or undead creature, creature telepathically linked to him (including by telepathic bond, dominate person, or dominate monster), or an outsider bound with a planar binding spell. The named creature appears adjacent to the mage of the third eye or in the nearest open space if all adjacent squares are occupied. This ability functions like greater teleport, except the range limit is determined by the level of the sacrificed spell: short (1st), medium (2nd-3rd), long (4th-5th), unlimited (same plane) (6th-7th), or unlimited (any plane) (8th-9th).

True Third Eye (Su)

The mage of the third eye can now keep his third eye open as long as he desires, and can turn it off as a free action. The third eye automatically closes when he sleeps or goes unconscious. He must still activate the ability normally.

Table: Mage of the Third Eye

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Build class, cantrips/knacks, hand pool 3 1
2nd +1 +0 +0 +3 Mystic pedagogue 4 2
3rd +1 +1 +1 +3 Craft Wondrous Item 4 2 1
4th +2 +1 +1 +4 Build class 4 3 2
5th +2 +1 +1 +4 Craft Construct 4 3 2 1
6th +3 +2 +2 +5 Third eye 4 3 3 2
7th +3 +2 +2 +5 Artificer's touch 4 4 3 2 1
8th +4 +2 +2 +6 Build class 4 4 3 3 2
9th +4 +3 +3 +6 Arcane architect 4 4 4 3 2 1
10th +5 +3 +3 +7 Improved third eye 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Build class 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Extradimensional extension 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Greater third eye 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Call for aid 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 True third eye 4 4 4 4 4 4 4 4 4 4

Alternate Build Classes

The mage of the third eye can be built on these alternate classes: arcanist, cleric, oracle, psychic, or witch.

A mage of the third eye learns and casts spells exactly like the build class, including type of magic (arcane, divine, or psychic), the effect of ability scores on spellcasting and cantrips or knacks. He only suffers from arcane spell failure if he casts arcane spells.

In addition, the mage of the third eye inherits the following class features from the build class. This replaces the build class abilities, above.

Arcanist The arcanist of the third eye does not gain an arcane reservoir but can use hand pool points as if they were points of arcane reservoir, and learns an arcanist exploit at level 4, 8, and 12. He cannot choose greater exploits.

Cleric A cleric of the third eye has the same base attack bonus, base saving throws, hit dice, and armor and weapon proficiencies as a cleric and inherits the chaotic evil good and lawful spells and domains abilities.

Oracle The oracle of the third eye has the same base attack bonus, base saving throws, hit dice, and armor and weapon proficiencies as an oracle. At level 1 he gains a mystery (including mystery skills and spells), an oracle's curse, and a revelation, but he gains no further revelations.

Psychic The psychic of the third eye gains the psychic discipline ability and a phrenic amplification at level 4, 8, and 12. He gains the major amplification ability at level 10. He does not gain a phrenic pool, but can use hand pool points as phrenic pool points.

Witch A witch of the third eye keeps the patron spells and witch's familiar class features. The witch of the third eye gains an hex at level 4, 8, and 12. He can never pick major or grand hexes.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have mage of the third eye as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.


  • Dwarf: Add 1/4 to the bonuses you can grant another caster with the aid other action when using third eye.
  • Elf: Gain 1/4 of a Weapon Proficiency, Armor Proficiency, or Shield Proficiency feat. You must fulfill the prerequisites. For each proficiency gained this way, reduce the chance of arcane spell failure by 5% when wearing armor.
  • Gnome: Add 1 to your level to qualify for and use artificer's touch.
  • Half-Elf: When casting enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.
  • Half-Orc: Add a +1 bonus on concentration checks made due to taking damage while casting spells.
  • Halfling  : Add +1/2 dodge bonus to your AC against attacks of opportunity triggered by casting spells.
  • Human: Add 1/4 to your hand pool.


  • Erkunae: FEC Gain 1/4 of a Weapon Proficiency or Armor Proficiency feat. You must fulfill the prerequisites. For each proficiency gained this way, reduce the chance of arcane spell failure by 5% when wearing armor.
  • Eventual: FEC Add 1 to the % change of success when casting divination spells that have a chance to fail, like augury. You can exceed the spell's maximum chance of success this way.
  • Kitsune ARG Gain a +1/2 bonus on Bluff and Diplomacy checks and learn 1/2 an additional language.
  • Tengu ARG Gain a +1 bonus on Linguistics checks and learn an additional language.
  • Xesa: FEC Gain 1/2 additional daily use of the racial pheromones ability, and add 1/2 to the save DC of sanctuary from pheromones.

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Section 15 Addendum

Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.

Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.