Akriloth
2017-08-06, 12:06 PM
Hello, because i am a fan of mechas and my campaign setting is magitek i wanted to create a magus archetype that utilized mechas. I need opinions on it, it looks balanced and fun to use for me but there might be things i am not seeing. Since i am new i can't post google docs link, it uses Total Party Kill Games's "Arcforge: Technology Expanded" Mech rules so please check them out and look Mecha rules from there.
Valkyrie Pilot
A select group of magi bind magic and technology to create a personal suit of armor called a Valkyrie Suit. Blending their arcane magic with technology, these versatile magi seeks to develop their armor to new heights.
Class Skills: A Valkyrie Pilot adds Knowledge (engineering) to her list of class skills in place of Ride.
This ability alters the magus’s class skills.
Diminished Spellcasting: A Valkyrie Pilot may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if her Intelligence allows bonus spells of that level.
Valkyrie Suit (Ex): At 1st level, the Valkyrie Pilot gains a Mecha as described in the “Mecha Rules and Body Types” section, treating her class level as her pilot level. Her mecha is personal, and only she knows how to use it properly. Due to her connection with the suit, a Valkyrie Pilot with this class feature cannot have an arcane bond with an object of any kind, even from another class.
This ability replaces spell recall, the medium armor class feature, and the heavy armor class feature.
Arcane Repair (Sp): At 1st level, as a swift action, a Valkyrie Pilot can repair objects as if using mending.
At 5th level, a Valkyrie Pilot can use this ability as a standard action instead, and spend 1 point from her arcane pool to repair objects as if using make whole.
At 9th level, a Valkyrie Pilot can use this ability as a standard action instead, and spend 2 points from her arcane pool to repair objects as if using greater make whole.
This ability replaces improved spell recall.
Valkyrie Drive (Su): The Valkyrie Suit contains a key part, the Valkyrie Drive, that separates it from the rest of the Mechas. A Valkyrie Pilot cannot spend points from her arcane pool to enhance weapons. Instead, she can expend 1 point from her arcane pool as a swift action to grant her Valkyrie Suit a Mecha Enhancement that it qualifies for 1 minute. This enhancement cannot be an enhancement that significantly alters the structure of the Mecha, like Arms and Size Increase. If she uses this ability again, the first use immediately ends.
This ability alters the arcane pool class feature.
Valkyrie Spell Combat (Ex): A Valkyrie Pilot infuses her suit to be an arcane conduit of her will, she gains spell combat at 4th level instead of at 1st level, and can use it only while Valkyrie Drive is on (see Valkyrie Drive, above). A Valkyrie Pilot may use her slotted weapons to perform somatic components for magus spells. A Valkyrie Pilot gains improved spell combat at 9th level instead of at 8th level.
This ability alters spell combat, and improved spell combat.
Removed Mech Enhancements: Robot Upgrade, Intelligent Vessel.
Added Mech Enhancements: Familiar Cockpit- The Mecha gains a cockpit where a size tiny or smaller familiar can fit. If the pilot is not inside the Mecha, familiar can instead pilot the Mecha. While familiar’s master pilots the Mecha, familiars inside the cockpit can’t be harmed by damage or be targeted by spells.
Valkyrie Pilot
A select group of magi bind magic and technology to create a personal suit of armor called a Valkyrie Suit. Blending their arcane magic with technology, these versatile magi seeks to develop their armor to new heights.
Class Skills: A Valkyrie Pilot adds Knowledge (engineering) to her list of class skills in place of Ride.
This ability alters the magus’s class skills.
Diminished Spellcasting: A Valkyrie Pilot may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if her Intelligence allows bonus spells of that level.
Valkyrie Suit (Ex): At 1st level, the Valkyrie Pilot gains a Mecha as described in the “Mecha Rules and Body Types” section, treating her class level as her pilot level. Her mecha is personal, and only she knows how to use it properly. Due to her connection with the suit, a Valkyrie Pilot with this class feature cannot have an arcane bond with an object of any kind, even from another class.
This ability replaces spell recall, the medium armor class feature, and the heavy armor class feature.
Arcane Repair (Sp): At 1st level, as a swift action, a Valkyrie Pilot can repair objects as if using mending.
At 5th level, a Valkyrie Pilot can use this ability as a standard action instead, and spend 1 point from her arcane pool to repair objects as if using make whole.
At 9th level, a Valkyrie Pilot can use this ability as a standard action instead, and spend 2 points from her arcane pool to repair objects as if using greater make whole.
This ability replaces improved spell recall.
Valkyrie Drive (Su): The Valkyrie Suit contains a key part, the Valkyrie Drive, that separates it from the rest of the Mechas. A Valkyrie Pilot cannot spend points from her arcane pool to enhance weapons. Instead, she can expend 1 point from her arcane pool as a swift action to grant her Valkyrie Suit a Mecha Enhancement that it qualifies for 1 minute. This enhancement cannot be an enhancement that significantly alters the structure of the Mecha, like Arms and Size Increase. If she uses this ability again, the first use immediately ends.
This ability alters the arcane pool class feature.
Valkyrie Spell Combat (Ex): A Valkyrie Pilot infuses her suit to be an arcane conduit of her will, she gains spell combat at 4th level instead of at 1st level, and can use it only while Valkyrie Drive is on (see Valkyrie Drive, above). A Valkyrie Pilot may use her slotted weapons to perform somatic components for magus spells. A Valkyrie Pilot gains improved spell combat at 9th level instead of at 8th level.
This ability alters spell combat, and improved spell combat.
Removed Mech Enhancements: Robot Upgrade, Intelligent Vessel.
Added Mech Enhancements: Familiar Cockpit- The Mecha gains a cockpit where a size tiny or smaller familiar can fit. If the pilot is not inside the Mecha, familiar can instead pilot the Mecha. While familiar’s master pilots the Mecha, familiars inside the cockpit can’t be harmed by damage or be targeted by spells.