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 wizard can claim to possess.

Class Information

This is a prestige archetype. Mages of the third eye are wizards specialized in perception.

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

Build Classes: Arcanist or wizard.

Role: Mages of the third eye are insightful and astute spellcasters. Able to use all kinds of arcane 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 davirat. The prestige archetype is open to many classes, with slight modifications. Because the archetype has so many abilities, it replaces all of the class features of whatever class it is taken with, except as noted under spells below.

Weapon and Armor Proficiency

A mage of the third eye is proficient with the club, dagger, 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 spells with somatic components to fail.

Spells

The mage of the third eye learns and casts spells exactly like the build class, including the effect of ability scores on spellcasting and cantrips. Since the number of spells per day, spell slots, and known spells depend on the build class, these numbers are not given in Table: Mage of the Third Eye.

Hand of the Apprentice (Su)

A mage of the third eye can cause his melee weapon to fly from his grasp and strike a foe before instantly returning. As a standard action, 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. The mage of the third eye can use this ability a number of times per day equal to 3 + his Intelligence modifier.

This is the same as the wizard generalist school ability of the same name.

At level 2 and every level thereafter, the mage of the third eye gains an additional daily use of hand of the apprentice.

Bonus Feats

A mage of the third eye gains the following bonus feats at the indicated levels, ignoring all prerequisites: 1st—Scribe Scroll 3nd—Craft Wondrous Item 5th—Craft Construct

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.

Third Eye (Su)

Your understanding of esoteric teachings allows you to open an eldritch eye that grants you superior perception of the magical world. As a standard action, the mage of the third eye can open an incandescent third eye upon her forehead. The eye can remain open for 1 minute, during which time she 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 her caster level and a +2 circumstance bonus on concentration checks for the next arcane spell she casts before the beginning of the mage of the third eye s next turn.

Each use of this ability consumes one use of the hand of apprentice ability.

Artificer's Touch (Sp)

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 use of the hand of the apprentice power to cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two class levels. This attack bypasses an amount of damage reduction and hardness equal to the mage of the third eye's level.

Scholiast (Sp)

At 8th level, a mage of the third eye can access the wizard school powers of another 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 (with a wizard level equal to his caster level) by expending one use of his hand of the apprentice ability.

At 12th level and again at 18th level, a mage of the third eye can choose an additional arcane school spell-like ability to use with this ability.

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 uses of his hand of the apprentice ability 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 this ability.

Extradimensional Extension (Su)

At 14th level, the duration 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 Extend Spell feat, without altering the level of the spell. Applications of Extend Spell do not stack with this ability.

Call for Aid (Su)

At 16th 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 (2nd–3rd), medium (4th–5th), long (6th–7th), unlimited (same plane) (8th), or unlimited (any plane) (9th).

Greater Third Eye (Sp)

At 20th level, a mage of the third eye can activate third eye as a swift action. In addition, he can expend four uses of his hand of the apprentice while opening his third eye to gain greater arcane sight or true seeing until the beginning of his next turn. He gains both effects if he expends eight uses of this ability.

Table: Mage of the Third Eye

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 Arcane bond, cantrips, hand of the apprentice, Scribe Scroll 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 Eldritch Eye 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 Scholiast 1 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 Scholiast 2 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 Call for aid 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 Scholiast 3 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 Greater third eye 4 4 4 4 4 4 4 4 4 4


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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.