Mage Knight: Machination
Hit Die: d4
Class Skills: Appraise, Concentration, Craft, Decipher Script, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (N and R), Profession, Sense Motive, Spellcraft, Use Magic Device
Skill/Level: 2 + Int mod (*4 at 1st level)
Table 1: The Magus
|1st||0||0||0||2||Magestone Bond, Apprentice Cantrips, Tonsuring, Technomantic Staff|
|4th||2||1||1||4||Magestone Bond (2nd Magestone), Mageling Cantrips|
|8th||4||2||2||6||Magestone Bond (3rd Magestone), Demi-magus Cantrips|
|10th||5||3||3||7||Leylines, at will|
|12th||6||4||4||8||Magestone Bond (4th Magestone), Master Cantrips|
|16th||8||5||5||10||Magestone Bond (5th Magestone), Magus Cantrips|
|17th||8||5||5||10||Magestone Flight, 2/day|
Weapon and Armor Proficiencies: Magi are proficient with the club, dagger, heavy crossbow, light crossbow, mace, and quarterstaff. They are not proficient with any armor or shield.
Cantrips: The magus is unlike other arcane spellcasters in that he does not cast spells. Instead, his cantrips are arcane spell-like abilities that are somewhat similar to a warlock’s invocations. However, cantrips require more hand-waving, so the magus is unable to wear armors or shields without incurring arcane spell-failure chance.
As spell-like abilities, cantrips require a standard action to cast, and they provoke attacks of opportunity; they can be interrupted in the same manner as spells, and magi are entitled to a concentration check to resist said interruption. Cantrips are subject to spell resistance unless specified otherwise. A magus must choose and prepare her cantrips ahead of time.
In order to cast a cantrip, a magus must have a base Intelligence score of at least 10 + the cantrip’s level. The save DC for an cantrip is equal to 10 + the cantrip’s equivalent spell level + the magus’ Wisdom modifier. A magus does not qualify for the Spell Focus feat and does not benefit from the Ability Focus feat (or the Empower or Quicken Spell-like Ability feats), but does benefit from feats like Spell Penetration and Combat Casting, as well as the new Meta-technomancy feats.
The magus depends upon rigorous study to acquire additional magestones, so he may not jump ahead in his learning of cantrips. When a magus is implanted with his first magestone, he chooses five of his aught-level cantrips. The magus now knows these cantrips and may cast them at will. His first- through ninth-level cantrips are arranged into “ambits”, or groups of thematically related cantrips.
At first level and every subsequent level, the magus may learn two new cantrips of any equivalent spell level or levels within her current ambit. The magus must learn four cantrips of one level before he can learn cantrips of the next level, and he must know at least one low-level cantrip in an ambit before learning a higher-level cantrip from that ambit. He may choose to have breadth at the expense of higher level abilities.
Unlike other spell-like abilities, cantrips are subject to arcane spell-failure chance from wearing armor or carrying a shield. The magus has a number of casts per day as described by Table 2.
Magestone Bond: At 1st, 4th, 8th, 12th, and 16th level, the magus has studied enough to qualify for implantation of further magestones. The new magestones increase the magus’ power by granting him more insidious cantrips. At 16th level, the magus has been implanted with five magestones, the maximum number.
Tonsuring: A magus is allowed to wear, at most, a topknot or a very short, low-cut military style haircut. This haircut is used by members of the Atlantis Mercantile Empire to recognize their own. The method of magestone implantation also prevents hair from growing on the front half of the scalp. This is immediately recognizable as an Atlantean magus hairstyle.
Technomantic Staff: The magus is also gifted with a magical staff. The staff itself is implanted with a magestone that is attuned to the magus to whom it is gifted. This allows the magus to call the staff to him as long as it is within 50 feet of the wielder. The staff is a magical device in its own right; it may be wielded as a +1 quarterstaff. The staff’s abilities improve with the magus’ level, as noted in Table 3.
Force Item: At 7th level and higher, the magus has learned to use his magestones to gain a better understanding of technomantic or otherwise magical items he may come across in his travels. He may take 10 on Use Magic Device checks, even when threatened or distracted.
Leylines: At 10th level and above, the magus has become so attuned to his magestones that he can feel when he is near a magical leyline. He may allow his magestones to take control of his body in order to draw him to a leyline, as a supernatural ability at will. This is equivalent to the Leylines cantrip; if the magus already knows the Leylines cantrip, he may replace it with a new cantrip of the same level. The magus retains control of his mind and may end the effect at will. The effect lasts for 1 minute per caster level.
Imbue Item: As the warlock (see Complete Arcane page 9) ability of the same name.
Magestone Flight: At 17th level and higher, the magus has amassed enough technomantic power that his magestones can lift him from the ground. As a supernatural ability twice a day, he may fly at a speed equal to his land speed value with good maneuverability. This effect lasts one minute per caster level.
Table 2: Cantrips per day
Table 3: Technomantic Staff
|1 – 2||5||11||Alertness, Call Staff, Ley Link, Magic Enhancement, Light 3/day on staff only (may be dismissed at will)|
|3 – 4||6||12|
|5 – 6||7||13|
|7 – 8||8||14|
|9 – 10||9||15|
|11 – 12||10||16||Spell Resistance|
|13 – 14||12||18||Viewfinding|
|15 – 16||14||20|
|17 – 18||17||22|
|19 – 20||20||25|