Monday, May 4, 2015

Pathfinder Archetype: Magus (Bladedroid)

 I created this racial variant of the Magus (Bladebound) for my backwards Iron Gods game:


Bladedroid (Android Magus Archetype)

A select group of android magi are called to wield a tech blade ­­– a hybrid weapon of unknown purpose. These weapons are possibly the result of whatever mysterious event that causes a black blade to manifest acting on a technological weapon. However they come to be these powerful weapons house an artificial intelligence capable of merging with its android wielder in order to carry out its ancient goals.

Tech Blade (Ex):  At 3rd level the magus gains a powerful AI weapon called a tech blade whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar class magus arcana and cannot have a familiar of any kind even from another class. The bladedroid magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability replaces the magus arcana gained at 3rd level. 

Magus Arcana: The following magus arcana complement the bladedroid magus archetype: arcane accuracy, broad study, and reflection.


Tech Blade Basics:
Capacity: The tech blade has the number of charges listed on the table and can be recharged by any battery or generator as a standard action.

Noqual-Adamantine Alloy: The tech blade acts as an adamantine weapon for purposes of damage reduction and hardness. It has one third more hit points than normal and gets a +4 bonus to saving throws against any magical source. 

AI: The tech blade has its own artificial intelligence (Technology Guide p. 58). If the blade drops below 1 charge the AI shuts down until recharged.

Alignment: The AI has the same alignment as the magus and generally works in concert with the wielder, but like a black blade it has its own secret mission.

Senses: The AI can tap into the Android magus' senses at will as long as the magus is wielding the blade. If the Magus wishes to block this he may make a Will save versus the same DC as for Aggregation (below), a successful save blocks the AI for 1 hour (or until the magus decides to allow the AI access).

Defenses: The AI has good Will saves and poor Fortitude and Reflex saves for a creature two levels less than the magus.

Ability Scores: The AI starts with Int 14, Wis 12, and Charisma 10 and gains +2 to one ability score for every two levels the magus gains.

Skills: The AI starts with Disable Device +1, Heal +3, Intimidate +1, Knowledge (Engineering) +3, Linguistics +3, Perception +4, Profession (Soldier) +2, Sense Motive +4. It gains 6+Intelligence modifier skill points per level and class skills equal to its charisma modifier.

Feats: Alertness, Improved Initiative, Technologist. The AI gains one feat for every two levels the magus gains.

Languages: Androffan, Draconic, Common, Hallit.

Special abilities:
Aggregation (Ex): As a standard action the AI may aggregate (Technology Guide p. 58) with the magus even though the magus lacks the robot subtype. The magus is the only android that the AI may aggregate with. The magus may willingly submit to this, or make a Will Save to resist it with the DC from the table. This lasts a number of rounds per day equal to 1/2 the magus's level plus the AI's intelligence modifier (these rounds need not be consecutive, but if the AI relinquishes control the magus may save against subsequent attempts and failed attempts consume 1 round). 

Tactical Processing (Ex): The AI processes the sensory information from the magus and runs a predictive model of the combat environment. The AI gains Improved Initiative as a bonus feat. As long as the magus is wielding the blade and allowing the AI access to his senses, he gains an insight bonus to Initiative, Attack Rolls and AC equal to half the AI's intelligence modifier. Additionally if the magus would be flat-footed, but the AI is not, the magus is also not flat-footed.

Tech Blade Ability Descriptions:

Arcana Recharge (Su): The magus may spend 1 or more points of arcana pool to recharge an equal number of charges.

Communications (Ex): The AI may communicate directly with the magus as long as the magus is wielding the blade, and with any commsets as though it has a built-in commset 
(Technology Guide p. 42).

Construct Bane (Su): The blade acts as a construct bane weapon. This consumes no charges and remains in effect even if the blade is completely depleted.

Tactical Processing (Ex): See above.

 Energized Strike (Ex): As a free action the magus may expend 1 charge to add a +2 damage bonus with the blade for the next minute.

Reforgeable (Ex): If broken the AI is unconscious and the tech blade is powerless until repaired. If destroyed, the tech blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Resurge (Ex): At 5th level, by expending 5 charges the magus regains one nanite surge as a free action. The magus can use this ability a maximum of times per day equal to 1/3 level + constitution modifier. The magus must be wielding the tech blade to do this.

Nullification Strike (Su): When activating Energized Strike a 7th level magus (or higher) may choose to also imbue the tech blade with this special power. For the next minute, the first time each round that the tech blade strikes a target it consumes one additional charge and hits the target with dispel magic and discharge simultaneously (as though cast at the magus' caster level). The magus may deactivate or reactivate this ability as a swift action as long as Energized Strike is active.

Teleport Blade (Su): As a standard action, a magus of 13th level or higher may call his tech blade from up to a mile away causing it to instantly teleport to his hand. This consumes 1d6 charges.

Energy Absorbtion (Ex): At 17th level the magus gains the ability to parry energy attacks with the tech blade storing a portion of the absorbed energy. When the magus activates Energized Strike he may specify an energy type. He gains Energy Resistance 30 for that type as long as Energized Strike is active and he may change the energy type as a swift action. For each 5 points of damage absorbed the tech blade regains 1 charge.

Power Drain: Each time a 19th or higher level magus kills a creature with the robot or android subtype or destroys a powered technological object with the blade he can pick one of the following effects: the tech blade regains 5 charges; the tech blade restores 2 charges and the magus restores 1 point to his arcane pool; or the magus recovers all of his nanite surges. This must be a creature with hit dice at least equal to the 1/2 magus's level or a charged technological object worth 28,000 gp for this to occur.

Magus Class Level
Enhancement Bonus
Int
Wis
Cha
Aggregation DC
Capacity
Special
3-4
+1
14
12
10
7
10
Arcana recharge Communications, Construct Bane, Tactical Processing, Energized Strike Reforgeable
5-6
+2
14
12
12
9
10
Resurge
7-8
+2
16
12
12
11
10
Nullification Strike
9-10
+3
16
14
12
13
10

11-12
+3
18
14
12
16
20

13-14
+4
18
14
14
17
20
Teleport blade
15-16
+4
20
14
14
20
20

17-18
+5
20
16
14
23
20
Energy Absorption
19-20
+5
22
16
14
25
20
Power Drain

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