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As a person’s mind reaches new heights, it seems only natural that they would create a form to match it. Fusing magical and technological knowledge, magitech mages seek to transform themselves into superhuman, nigh-indestructible entities.

The magitech mage is an archetype of the black mage class.

Magical Provision (Su)

At 1st level, a magitech mage excels at using his raw magical power to utilize technological effects. As long as the magitech mage has 1 MP in his MP pool, any of his technological equipment that drains charges over a duration (such as Gravity Clips or Force Fields) do not deplete charges over time.

This ability replaces spell proficiency.

Technological Savant (Su)

Also at 1st level, the magitech mage gains Use Magic Device as a class skill and gains a competence bonus on skill checks to either Knowledge (engineering) or Use Magic Device equal to his black mage level. The magitech mage can spend a MP as a free action as part of using or activating a piece to technological equipment to stop it from glitching or as part of making a Use Magic Device check to activate an item to gain a bonus to the check equal to half his black mage level (minimum 2).

  • At 5th level, a magitech mage gains DR 2/adamantine. At 9th level and every four black mage levels thereafter, this damage reduction increases by 2.
  • At 9th level, the magitech mage may spend MP in place of charges from spell trigger items. He may spend 2 MP in place of a spell trigger charge.
  • At 13th level, the magitech mage no longer needs to eat, sleep, or breathe. In addition, he receives a +4 bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
  • At 17th level, whenever a magitech mage is struck by a critical hit, he may spend 1 MP as an immediate action to negate that critical hit, causing it to instead deal normal damage.

This ability replaces black magery and a mage talent gained at 6th and 10th level.

Artificer’s Touch (Su)

At 2nd level, a magitech mage can cast mending at will, to repair damaged objects. In addition, he can 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 black mage levels he possesses. This attack bypasses an amount of damage reduction and hardness equal to his Intelligence modifier. He can use this ability a number of times per day equal to 3 + his Intelligence modifier.

This ability replaces elemental shield.

Cybernetic Supremacy (Ex)

Also at 2nd level, a magitech mage has honed his body and mind to better support foreign augmentations. A magitech mage adds his class level to his Constitution and Intelligence scores for the purpose of determining the max implantation value of cybertech implanted within him.

This ability replaces a mage talent gained at 2nd level.

Artificial Healing (Ex)

At 3rd level, a magitech mage fortifies his body against organic weaknesses. The magitech mage can be healed through effects such as his artificer’s touch, the make whole spell, or the repair skill/class feature that repair objects or constructs.

This ability replaces focused caster.

Nanite Adaptation (Ex)

At 5th level, the nanites infused into the magitech mage’s body replaces a portion of his vital organ and body systems. He has minor visible circuitry or mechanical elements, which can be hidden with a DC 15 Disguise check. He takes only half damage from bleed or blood drain attacks (minimum 1) and automatically stabilize at negative hit points. However, his personality becomes somewhat mechanical and inhuman, causing him to take a -2 penalty on Charisma checks and Charisma-based skill checks made when interacting with living creatures. If he takes at least 5 points of lightning damage in a round, the benefits (but not drawbacks) of his nanite adaptation are suppressed until the end of his next turn.

This ability replaces metamagic enhancement.

Magitek Battery (Su)

At 6th level, as a swift action, a magitech mage can spend MP to power a technological device within close range. Every MP expended in this way grants the device 1 charge. Any charges unused at the end of the round are lost. A magitech mage can use this ability to power timeworn technology. He can’t power devices that don’t use charges.

This ability replaces counter magic.

Cognizant Mechanisms (Su)

 At 7th level, a magitech mage learns to store raw magical power in his cybertech. Each piece of cybertech that the magitech mage has installed in himself can store up to 1 MP. This amount increases by 1 at 10th level and 1 more at 16th level (to a maximum of 3 per cybertech). Any cognizant mechanisms must have an implantation value of at least 1.

This ability replaces new arcana.

Nanovirus (Su)

At 9th level, as a full-round action, a magitech mage can infect a living creature with a nanite virus derived from corrupted nanites in his own system. He must touch the target and expend two uses of his artificer’s touch, dealing 1d4 points of Wisdom damage and 1d2 points of Constitution damage (Fortitude half). The save DC is equal to 10 + half his black mage level + his Inelligence modifier.

A target whose Wisdom damage equals or exceeds its Wisdom score becomes helpless for 1 hour and then rises as a nanite zombie. In this state, it is equivalent to either a standard or fast zombie (magitech mage’s choice), with construct traits replacing undead traits. It is neither living nor undead and is immune to both holy and shadow energy; however, as a construct it can be healed with his artificer’s touch. The nanite zombie is remains under his control for a number of days equal to his black mage level, at which point its lifeless husk collapses into a heap of carrion and corroded cybernetic circuitry. The magitech mage can control a maximum number of HD of nanite zombies equal to twice his black mage level. If creating a new nanite zombie would exceed this limit, the new nanite zombie is created and the oldest nanite zombie(s) in excess of his HD limit become uncontrolled and are immediately hostile to all living creatures.

At 15th level, he can use this ability at a 30-ft. range.

This ability replaces school power.

Computerized Concentration (Ex)

At 10th level, a magitech mage gains the ability to concentrate on spells using a set series of mechanical processes rather than his own flawed focus. The magitech mage automatically succeeds on all concentration checks made to cast spells under any form of duress.

This ability replaces doublecast.

Unified Energy (Su)

At 13th level, a magitech mage can harness mechanical technology to augment his magical abilities. He may use charges from a technological device in his possession in place of his own MP for any purpose. However, he may not spend a combined number of charges and MP on a spell that exceed his maximum spell level.

This ability replaces metamagic flexibility.

Nanite Apotheosis (Su)

At 15th level, the nanites infused into magitech mage’s body replace a most of his vital organs and body systems. His partially mechanical nature is obvious to anyone unless he successfully hides it with a DC 25 Disguise check. He is immune to bleed and blood drain effects, and gains a +4 bonus on saves against death effects.

His personality becomes even more mechanical and distant, increasing the penalty on Charisma checks and Charisma-based skill checks when interacting with living creatures to -5. His circuitry is more stable, however, and the benefits of his nanite apotheosis is suppressed only if he takes at least 30 points of lightning damage in a round.

This ability replaces sudden metamagic.

Synthetic Ultimatum (Ex)

At 17th level, a magitech mage learns to perfectly blend magical and technological effects, building them off of each other and making each force significantly more difficult to oppose. Add +5 to the dispel DC for all of the magitech mage’s spells, as well as to the magitech mage’s saving throws against effects that would discharge or otherwise depower his equipment. In addition, a magitech mage’s abilities and equipment function normally even within an anti-magical field or anti-tech field.

This ability replaces bypass spell resistance.

Resilience (Ex)

At 18th level, a magitech mage has a reservoir of 5 temporary hit points for each piece of implanted cybertech in his body. Lost temporary hit points are recovered at the rate of 10 points per hour.

This ability replaces 1 mp spell.

Perfect Body (Ex)

At 20th level, the magitech mage has completed his masterful fusion of flesh and machinery. There is no longer a limit to how much cybertech a magitech mage can have stored on his body at any given time. In addition, the magitech mage gains immunity to death effects, necromancy effects, ability damage, ability drain, energy drain, nonlethal damage, and death from massive damage. Finally, the magitech mage no longer ages.

This ability replaces black wizard.