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    Halfling in the Playground
     
    MindFlayer

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    Default [PF] THe Armored Mage (Wizard Archetype) PEACH

    Armored Mage

    Armored Mage

    The armored mage gains proficiency with light and medium armor.

    This ability replaces the scribe scroll bonus feat gained at first level.

    Runecarved Armor

    The armored mage gains the ability to create a bond with a suit of light or medium armor. When wearing an armor he has bonded with, he ignores arcane spell failure when casting wizard spells. He still is subject to arcane spell failure if he casts other spells or uses scrolls.
    Creating a bond with a suit of armor requires a ritual lasting 8 hours and costs 100 gold pieces if the armor is light, 500 gold pieces if it is medium and 1000 gold pieces if it is heavy.
    When preparing spells for the day, an armored mage can imbue his suit of armor with arcane energy. He choses one spell of the highest spell level he can cast or any number of lower level spells as long as their combined spell level is no higher than the highest level spell he can cast. He can cast these spells as if he had memorized them and as if he had applied the still and silent metamagic feats to them.
    Starting at third level, an armored mage can don or remove any suit of armor he has bonded with in a full-round action.
    The armored mage can only have one runecarved armor at a time. If he bonds to a new suit of armor, any armor he had bonded with reverts to a normal suit of armor.
    At 10th level, the armored mage can have two suits of runecarved armor at any one time.

    This ability replaces arcane bond.

    Heavily Armored Mage

    At fifth level, the armored mage gains proficiency with heavy armor and the ability to bond with a suit of heavy armor.

    This ability replaces the bonus feat gained at fifth level.

    Armored Magic School

    The armored mage can chose any arcane school to focus in but whatever he choses, he must choose two schools as banned schools. He cannot cast any spells from these two banned schools and he cannot use and spell trigger or spell completion items that mimic spells from his banned schools.
    Like a specialist wizard, an armored mage gains one additional spell slot of each level per day, but he can only prepare spells of his focus school. Whenever he is wearing a suit of armor he has bonded with, he gains a +4 bonus to concentration checks.
    Starting at 4th level, the armored mage can cast all spells of his focus school as if his caster level was 1 higher than it is.
    At 8th level, the armored mage gains the ability to place metamagic runes on a suit of armor he has bonded with. Creating a metamagic rune requires one hour per level adjustment of the metamagic feat. Also required are material components that are used up in the creation. These components must have a value euqal to the price of a scroll of a spell with a level of 2 plus the spell level adjustment of the metamagic feat. The armored mage can only create metamagic runes of metamagic feast he has. A suit of armor can only contain one metamagic rune 1 per four armored mage levels, with a maximum of 5 at level twenty.
    When casting a spell, the armored mage can use any metamagic rune on the suit of armor he is wearing as a swift action to apply that metamagic feat to the spell he is casting, as if he had prepared it with that metamagic feat, but without increasing the spells level. A spell can only have one metamagic rune applied to it and the level of the spell plus the spell level adjustment cannot be higher than 9. A metamagic rune can only be used once in this way, once used, it is gone.
    Once per day, the armored mage can use a swift action to apply any metamagic rune to any spell from his focus school without using up the rune. This ability can be used 2/day at level 12 and 3/day at level 18.
    At level twenty, the armored mage can chose one metamagic feat he knows and create a permanent metamagic rune on one suit of armor. Whenever he wears that suit of armor, that metamagic rune automatically applies to all the spells of his focus school he casts as if he had applied the metamagic rune to it, if and only if the metamagic feat could be applied to that spell.

    This ability replaces arcane school.

  2. - Top - End - #2
    Ettin in the Playground
     
    Cieyrin's Avatar

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    Default Re: [PF] THe Armored Mage (Wizard Archetype) PEACH

    This started out alright and then rapidly went into Incantatrix insane. Why does it need metamagic reducers on such scale? It doesn't even need the Still Silent spells, since it ignores ASF of the bonded armor, which the Mage will almost always wear. This is Over-Powered, with a capital OP.
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  3. - Top - End - #3
    Barbarian in the Playground
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    Default Re: [PF] THe Armored Mage (Wizard Archetype) PEACH

    +1

    I think the archetype can stop at heavily armored mage.

    I also think you should stick to the formula of spell mastery for the still and silent spells, or better yet, only one spell (the "I'm grappled" spell).


    Throw armored magic school away.
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    Ogre in the Playground
     
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    Default Re: [PF] THe Armored Mage (Wizard Archetype) PEACH

    Make that a 2+. Spellslinger takes 4 banned schools and has nothing in the way of metamagic to back it up. It should be as as powerful as that class.

    Maybe give it armour training instead of armoured magic school? Also maybe giving the same bonus as a plus to resist damage to the mage's armour from spells like rusting grasp.

    Also, remove the price for bonding with armour. At first level you are lucky to be able to afford the armour on it's own. And he should just be able to cast normally in his specific bonded armour, no metamagic needed, but just being unable to use normal, unbonded armour without spell-failure. If the magus and bard can do it...
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  5. - Top - End - #5
    Halfling in the Playground
     
    MindFlayer

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    Default Re: [PF] THe Armored Mage (Wizard Archetype) PEACH

    Thanks for the critique, everyone.

    I'll leave the odd stuff out then.

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