Difference between revisions of "Mage of the Third Eye (Apath)"

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Revision as of 17:32, 30 September 2016

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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 wizards specialized in perception.

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

Build Classes: Arcanist, psychic, witch, or wizard.

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. This archetype replaces all of the class features of whatever class it is taken with, except as noted under spells and build class, below.

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 her 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/knacks. 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.

Build Class

The mage of the third eye inherits just a few class features from the build class, as follows.

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

Psychic The psychic mage of the third eye gains a phrenic amplification at level 4, 8, and 12. She can never pick a major amplification. She uses hand pool points as phrenic pool points to power her phrenic amplifications.

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. She can never pick major or grand hexes.

Wizard At 4th level, a wizard of the third eye can access the wizard school powers of any school of magic. She chooses a single arcane school spell-like ability that has a number of uses per day equal to 3 + her Intelligence modifier. Henceforth, she may use that ability (as wizard of her class level) by expending one point from her 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 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 her class level + her Intelligence modifier.

By expending one point from her hand pool as a standard action, the mage of the third eye can cause her melee weapon to fly from her grasp and strike a foe before instantly returning. She 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 she adds her Intelligence modifier on the attack roll instead of her 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.

Bonus Feats

A mage of the third eye gains the following bonus feats at the indicated levels, ignoring all prerequisites: 1st—Scribe Scroll 3rd—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 her class level on Spellcraft checks.

Third Eye (Su)

At 6th level the mage gains the eponymous third eye. Deep understanding of esoteric teachings allows her 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 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 point from her hand pool.

Artificer's Touch (Sp)

At 7th level, a mage of the third eye can cast mending at will, using her class level as the caster level. In addition, she can spend one point from her hand pool 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.

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, she can apply the Extend Spell and/or Widen Spell metamagic feats to conjuration (creation) spells she prepares, even if she doesn't possess those feats. If she 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 her hand pool to add the effect of arcane sight or see invisibility to the benefits of her Eldritch Eye for 1 minute (or until the duration of the eye ends, whichever is sooner). She can add both effects by expending four uses of this ability.

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. In addition, she can expend four points from her hand pool while opening her third eye to gain greater arcane sight or true seeing for 1 minute (or until the duration of the eye ends, whichever is sooner). She gains both effects if she 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 her, including an animal companion, eidolon, familiar, personally controlled construct or undead creature, creature telepathically linked to her (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).

True Third Eye (Su)

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

Table: Mage of the Third Eye

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