Battle Mage


Where most magic is taught to expend mental and spiritual energy to create powerful disruptions to the universe, battle magic is the practice of bending the self and your own aura of magical flow to adjust how the magical energies around you react so as to minimize the expenditure of magical energy. This makes more limited magical effects, but allows for consistent and seemingly endless use of magic. This is where battle mages excel. The mage and war mage are variations of the battle mage class and none of these can multiclass with each other.

Hit Points per level: 1d8 + Con modifier.

Skill Points per level: 4 + Int modifier.

Class Skills: The battle mage's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Initiative (Dex), Lore (appraisal), Lore (dungeoneering), Lore (society) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), Use Magic Device (Cha), + one more of your choice from the following: Lore (arcana), Lore (nature), Lore (religion) + one more of your choice from the following: Bluff (Cha), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Intimidate (Cha), Sense Motive (Wis).

Starting Wealth: 3d6 x 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

BAB: Average
Fort: Low
Refl: High
Will: Low

Table: Battle Mage
LevelSpecial
1stCantrips, Eldritch Armaments, two 1st-tier Invocations
2ndAugment, Masterwork Magic
3rd2nd-tier Invocation
4thAugment, Eldritch Enhancement +1
5th2nd-tier Invocation
6thAugment
7thTwo 3rd-tier Invocations
8thAugment, Eldritch Enhancement +2
9th4th-tier Invocation
10thAugment
11th4th-tier Invocation
12thAugment, Eldritch Enhancement +3
13thTwo 5th-tier Invocations
14thAugment
15th6th-tier Invocation
16thAugment, Eldritch Enhancement +4
17th6th-tier Invocation
18thAugment
19thTwo 7th-tier Invocations
20thAugment, Eldritch Enhancement +5, Unrelenting Magic



PROFICIENCY

Battle Mages begin play with the following feats:
Unless noted otherwise, the DC to all battle mage class abilities is 10 + 1/2 class level + casting modifier. If using the Aether Spira Bonuses and Defenses rules, use your full level for this calculation instead to keep up with the higher saving throw bonuses.



CANTRIPS

A battle mage begins knowing a number of 0-tier invocations from their spell list equal to 3 + half their casting modifier (minimum 1). See Invocations.



ELDRITCH ARMAMENTS (SU)

So long as he has at least one free hand, a battle mage can conjure or dismiss an eldritch weapon, suit of armor, or shield as a swift action. Conjured armaments last for up to 10 minutes but vanish if removed from the battle mage’s possession.

Eldritch armaments count as real items for the purpose of feats, abilities, and sunder attempts, but cannot be sold, traded, or permanently transferred.

Maintaining any eldritch armament counts as strenuous activity for the purpose of fatigue during overland movement and exploration.

Eldritch Armor: Eldritch armor appears fully donned, granting an armor bonus equal to 1 + 1/2 the battle mage’s casting modifier (minimum +1). It is treated as weightless light armor with no armor check penalty and a maximum Dexterity bonus of +5.

Eldritch Shield: An eldritch shield grants a +2 circumstance (shield) bonus to Parry DC until the start of the battle mage’s next turn. He may sustain the shield for up to 10 minutes by occupying one hand to wield it. If that hand is used for any other purpose, the shield immediately vanishes.

Eldritch Weapon: At 1st level, the battle mage selects one weapon with which he is proficient and one damage type: acid, cold, disease, electricity, fire, mental, negative, physical, poison, positive, or sonic. He may conjure this weapon as an eldritch weapon, which functions as the chosen weapon but deals the selected damage type instead of its normal damage.

Physical eldritch weapons deal normal weapon damage (bludgeoning, piercing, or slashing) and are composed of solid magical force.

Mundane (non-magical, non-alchemical, non-special material) ammo is conjured automatically with ranged eldritch weapons, but they still must be reloaded regularly based on their normal design. If the ammo is modular, the battle mage must pick one type of ammo they can conjure when selecting the weapon. If they have the Versatile Weapon augment, they can conjure any mundane ammo normally designed for the weapon and switch out which one they're using each time they reload or conjure the weapon.

Eldritch weapons cannot heal creatures that would normally be healed by a damage type (such as positive energy on living creatures or negative energy on undead).

Durability and Sunder: Eldritch armaments can be targeted and destroyed.
If an eldritch armament is destroyed, the battle mage must succeed at a Fortitude save (DC 10 + damage taken in excess of the item’s hit points) or be staggered for 1 round on a failure, staggered 2 (nauseated) for 1 round on a critical failure. The destroyed armament cannot be conjured again for 1d4+1 rounds. A separate saving throw is required for each armament destroyed.

Enhancement Scaling: At 2nd level, eldritch armaments are treated as masterwork. At 4th level and every 4 levels thereafter, the battle mage’s eldritch weapon, armor, and shield each gain a +1 enhancement bonus (to a maximum of +5 at 20th level). These bonuses do not stack with other enhancement bonuses.



INVOCATIONS

A battle mage gains invocations as shown on the class table. Invocations are spell-like abilities that use the battle mage’s class level as caster level and have a save DC of 10 + tier + casting modifier. If using the Aether Spira Bonuses and Defenses rules, use double your tier for this calculation instead to keep up with the higher saving throw bonuses. Unlike most spell-like abilities, invocations are subject to arcane spell failure and count as spells for feats, prestige classes, and other effects that require spellcasting.

When learning a new invocation, the battle mage may replace one known lower-tier invocation he knows with another of the same tier. If an invocation duplicates a spell with a material component costing more than 1 gp, that cost must still be paid.

At 1st level, the battle mage selects a spellcasting tradition (see Powers), which determines which spell lists he may choose invocations from, and a casting attribute, which determines invocation DCs and effects. This tradition also grants one additional Knowledge skill as a class skill based on which Knowledge skill analyzes the traditions (ex. Arcana for Arcane or Occult, Religion for celestial or infernal, Nature for elemental or primal, etc.).

Invocations are usable at will, subject to the following limitations:

Unreliable Effects: Effects that can fail or mislead, have the death descriptor, impose the compelled, petrified, staggered, or unconscious condition, or instantly kill without reducing hit points are unreliable as invocations. A battle mage can use an unreliable invocation on a given target once per short rest.

Exhausting Invocations: Invocations with a tier greater than half the battle mage’s casting ability modifier (rounded up) are exhausting. After using an exhausting invocation, the battle mage cannot use that specific invocation again until he completes a short rest.

Duration: Only one instance of a given invocation may be active at a time. Casting it again ends the previous instance. Learning the same invocation multiple times allows multiple simultaneous instances. Permanent effects are exempt.

Healing Limits: Healing invocations cannot restore more hit points than the maximum amount the spell could normally heal, and cannot reduce nonlethal damage below maximum hit points minus that maximum healing. Invocations that restore attribute damage cannot raise an attribute score above 10 + the invocation’s maximum healing amount.

Metamagical Invocations: A battle mage may apply metamagic feats to invocations as though they were spontaneous spells. Instead of increasing spell level (tier), metamagic consumes metamagic capacity. The total effective tier increases worth of metamagic they can apply per short rest is equal to their casting ability modifier + twice the number of metamagic feats they possess.

Range: Invocations cannot exceed long range (400 ft. + 40 ft. per caster level) unless their casting time is at least 1 minute. Powers with longer ranges may be learned, but their range is reduced to long unless cast with a casting time of 1 minute or longer.

Skill Unlocks: Noncombat invocations that cannot deal damage, heal, buff, perform combat maneuvers, or impose harmful conditions are associated with a single skill (GM approval if unclear). The battle mage gains that skill as a class skill, or its skill unlocks if already a class skill.

Casting Strain: Using invocations counts as strenuous activity for fatigue during exploration. Casting an invocation while fatigued deals you 1d6 nonlethal damage per tier. Doing so while exhausted is 2d6 nonlethal damage per tier.

An invocation that removes fatigue or exhaustion cause the battle mage casting it to become fatigued or exhausted (respectively) and take 1d6 nonlethal damage per Hit Die of the target healed of fatigue (or 2d6/HD for exhaustion). If a battle mage is cured of fatigue or exhaustion is removed by a source other than invocations or natural rest, the battle mage takes this damage (but not the fatigue or exhaustion) as if they had cast an invocation healing it.



AUGMENT

At 2nd level, and every 4 levels thereafter, a battle mage gains an augment that improves their other class abilities. Some can be taken multiple times as noted in the Retake column. The Extra Augment feat allows a character that already has an augment to gain an additional augment, though it can be taken only once and can only apply to augments that don't have a level prerequisite.
Augment NameRetake?PrerequisitesDescription
Bubble Shield (Su)No10th levelEldritch armor and shield grant the effects of the life bubble spell.
Combat FeatYesAs featGain a combat feat you qualify for.
Deflecting Shield (Su)No4th levelEldritch shield grants a deflection bonus = ¼ level (max +5).
Destructive Counterstrike (Su)NoCraft 16 ranks, Combat Reflexes, any 3 transmutation invocationsA foe who activates a magical item while in your reach provokes an attack of opportunity. If the item is destroyed, its effects are negated.
Divine Blessing (Su)YesCha 13, Divine castingGain a +1 sacred/profane bonus to all saves. Stacks up to your Cha modifier and counts as Divine Grace for prerequisites.
Efficient Rest (Su)YesAny healing invocation1/hour, a short rest heals you and up to (casting mod) allies (healing invocations known)d8 + (casting mod) as healing magic, in addition to normal rest benefits.
Eldritch AgilityYesEldritch ArmorYour eldritch armor's Max Dex increases by 2 each time you take this augment.
Eldritch Armor Propertyx5Eldritch WeaponLearn one +1 armor property. When conjuring Eldritch Armor, apply it by reducing enhancement bonus by the property’s value (min +0). Each additional time grants +2, +3, +4, then +5. You may instead learn multiple lower properties totaling the value and apply multiple properties so long as enhancement remains +0 or higher. Example: third time grants one +3, a +2 and +1, or three +1 properties.
Eldritch Armor TrainingNoArcane Armor Training, Arcane Armor MasteryIgnore spell failure from armor and shields you’re proficient with.
Eldritch Blast (Su)No-As a standard action, attack with eldritch melee weapon (15-ft cone or 5-ft emanation) or ranged weapon (50-ft line or 10-ft burst within Medium range). Targets make Reflex save to negate, or Will for mental/positive/negative, Fort for electricity/force/sonic.
Eldritch Blast, Destructive (Su)YesEldritch BlastEldritch Blast deals +1 damage die (max 1 per 5 class levels).
Eldritch Blast, Greater (Su)NoEldritch Blast IIEldritch Blast increases to 30-ft cone, 10-ft emanation, 100-ft line, and 20-ft burst within Long range.
Eldritch Blast II (Su)NoEldritch BlastAs a full-round action, use Eldritch Blast at double area.
Eldritch BondNo-Gain a Arcane Bond as a wizard of your level. Apply your invocation instead of spells.
Eldritch Charging (Su)NoEldritch Blast, MetablastSpend consecutive move actions charging an invocation or blast. Each costs (actions)d8 HP and requires Concentration (DC 10 + double tier + damage) or charge is lost. On casting, apply metamagic tiers equal to actions spent (not counting toward normal uses), up to max tier = highest you can cast +1. Charge ends if you take non-free actions, fail a save, or fail Concentration.
Eldritch Firepower (Su)NoEldritch BlastUse casting modifier instead of Str/Dex for attack and damage with eldritch weapons.
Eldritch Martial ArtsNoWis 13, Improved Unarmed Strike, 6th levelApply Eldritch Weapon enhancements and augments to unarmed strikes, natural weapons, and wielded weapons.
Eldritch Mobility (Su)NoDex 15, Dodge, MobilityWhen an invocation moves you 20+ ft, add half your speed (including bonuses). Gain Mobility benefits during that movement.
Eldritch PainNoCon 15, ToughnessWhen damaged with eldritch armor/shield active, reduce damage by class level (staggered 1 round), double (dazed), or triple (stunned). Afterward, gain Rage (spell level = ½ class level) for 1d4+1 rounds and can’t reuse during that time.
Eldritch RollNoDex 13, DodgeWhen damaged, shift 5 ft (free) or half speed (immediate). Double distance by falling prone.
Eldritch Shield Propertyx5Eldritch ShieldLearn one +1 shield property. Apply when conjured by reducing enhancement bonus (min +0). Progresses to +2�“+5 on later selections. May instead learn multiple lower properties totaling the value and apply multiple so long as enhancement remains +0 or higher.
Eldritch SkinNoLevel 4Eldritch Armor also grants natural armor enhancement = 1/4 class level.
Eldritch SpeedNoDex 13, Eldritch DodgeWhile Eldritch Dodge is active, gain Fast Movement as a monk of your level.
Eldritch Speed IINoDex 15, Eldritch SpeedAlways have Fast Movement as a monk unless fatigued or exhausted.
Eldritch Splash (Su)NoEldritch BlastEldritch Blast gains double-size splash area but deals half damage. Successful saves halve instead of negate.
Eldritch StrikesNoWis 13, Improved Unarmed StrikeUnarmed strikes and eldritch weapons bypass DR as any material costing ≤ class level x 200 gp.
Eldritch ToughnessNoInvocation granting natural armor or temp HPGain temp HP = class level from your invocations that grant natural armor and gain natural armor 1/4 class level from invocations that grant temp HP.
Eldritch Weapon Propertyx5Eldritch WeaponLearn one +1 weapon property. Apply when conjured by reducing enhancement bonus (min +0). Progresses to +2 the second time, +3 the third time, etc. May learn multiple lower properties totaling dame value so long as enhancement remains +0 or higher.
Energy Armor (Su)No-Eldritch Armor grants resistance = class level matching your Eldritch Weapon damage type.
Energy Armor II (Su)NoEnergy Armor, Versatile BlastEnergy Armor applies to all your Eldritch Weapon energy types.
Evasive Shield (Su)Yes-Eldritch Shield grants Evasion (Improved at 10th level if already possessed).
Extended Summoningx3Any Calling or Summoning InvocationExtend summon duration from rounds to minutes. If combat or harmful effects occur, duration becomes 1d4+1 rounds. +1 metamagic. Second: tens of minutes/2d4 rounds. Third: hours/3d4 rounds.
Extra InvocationYesInvocationLearn one extra 1st-level invocation. Each additional time grants one higher-level invocation up to your maximum.
Familiar, Battlex3Formidable Familiar, level 4th1/short rest, familiar gains battle form (beast shape I, 10 min). It also gains your eldritch enhancements to attacks and armor. Improves to Beast Shape II and III if you take this a 2nd and 3rd time.
Familiar, Fearsomex2Battle Familiar, level 10thFamiliar gains advanced template in battle form. Taking this a second time makes it permanent.
Familiar, FormidableYesFamiliar, 4th levelGain Improved Familiar. Familiar can take teamwork feats; you gain their benefits within 30 ft.
Familiar, InseparableYesFamiliarGain Life Link and Bonded Senses as a summoner, applied to your familiar.
Familiar, OtherworldlyYesImproved Familiar, 6th levelFamiliar becomes outsider (native). Gain Maker’s Call and Transposition as Summoner, 1/short rest for it.
Familiar, TravelYesBattle FamiliarFamiliar’s battle form becomes unlimited duration.
Fighter TrainingNoMartial Weapon Proficiency x4Gain all martial weapon proficiency and treat BAB as fighter level for feats.
Flickering ArmamentsNoDex 13, Int 13, Combat Reflexes, Combat ExpertiseSuppress eldritch armament(s) as free action on your turn or reaction. Reactivate any number of suppressed armaments as 1 swift action or one of them as free action on your turn or reaction.
Force WeaponNoPhysical eldritch weapon1/round, switch weapon damage to force or back as a free action.
Healing SpecialistNoHealing invocationHealing invocations restore + (2 �— effect tier) HP.
IaijutsuNoDex 13, Int or Wis 13, Quick Draw, Weapon FocusAdd casting modifier as competence (insight) bonus to Initiative.
Iaijutsu IINoDex 15, Int or Wis 15, IaijutsuDraw a Weapon Focus weapon as part of the attack action, including AoOs.
Iaijutsu IIINoDex 17, Int or Wis 17, Iaijutsu IIAct normally in surprise rounds. Add casting modifier to damage vs. off-guard (flat-footed) targets (min 0).
Iaijutsu MasteryNoDex 19, Int or Wis 19, Greater IaijutsuAlways roll natural 20 on Initiative; never surprised.
Immediate ArmorNoDex 13, Combat ReflexesActivate eldritch armor as immediate action; duration becomes “until start of next turn.”
Immediate ShieldNoDex 13, Combat ReflexesActivate eldritch shield as immediate action; duration becomes “until start of next turn.”
Internal ArmorNoCon 13As a swift action, gain innate (alchemical) bonus to Fortitude saves equal to eldritch armor bonus for its duration.
Invoked ShieldNo4th levelEldritch Shield grants one 1st-tier or two 0-tier invocations you know. Dispel/suppression affects both. Optional each activation.
Invoked Shield IINoInvoked Shield, 8th levelAs above, but one 2nd-tier or two 1st-tier.
Invoked Shield IIINoInvoked Shield II, 12th levelAs above, but one 3rd-tier or two 2nd-tier.
Invoker's HealingNoAny healing invocation.Double healing caps of your healing invocations.
Lasting ArmorNoActivate as a standard action; lasts 1 hour/level and can be worn comfortably at rest.
Lasting ShieldNoActivate as a standard action; lasts 1 round/level without needing a hand.
Magus ArcanaYesEldritch Armor, Eldritch WeaponGain a magus arcana using your level. Arcane point abilities become invocations (tier = ap cost, minimum swift action). Must meet prerequisites.
Metablast (Su)YesEldritch BlastApply metamagic feats to Eldritch Blast as if spell level = half highest invocation tier.
Mind ShieldNoInt, Wis, or Cha 13As a swift action, gain competence (morale) bonus to Will equal to eldritch armor bonus for its duration.
Perfect StrikeNoDex 13, Fighter Training, Weapon FocusAs a swift action, next attack deals maximum damage if it hits.
Potent Bloodlinex2Eldritch HeritageGain 3rd-level bloodline spell as invocation; second time grants 5th.
Potent Bloodline IIx2Eldritch Heritage, Improved Eldritch Heritage, Potent BloodlineGain 7th-level bloodline spell; second grants 9th.
Potent Bloodline IIIx2Eldritch Heritage, Improved Eldritch Heritage, Greater Eldritch Heritage, Potent Bloodline II, 10th levelGain 11th-level bloodline spell; second grants 13th.
Potent Bloodline IVx2Eldritch Heritage, Improved Eldritch Heritage, Greater Eldritch Heritage, Potent Bloodline III, 14th levelGain 15th-level bloodline spell; second grants 17th (16th lvl) or 19th (18th lvl).
Protective ArmamentsNo-Redirect damage to eldritch shield; excess carries over if destroyed.
Protective Armaments IINoProtective ArmamentsRedirect damage to eldritch armor; may combine with shield before taking remainder.
Reflexive ShieldNoDex 13Gain competence (dodge) bonus to Reflex equal to bonus from eldritch shield or eldritch dodge.
Regenerating Armoryx2-Eldritch armor, shield, and weapon gain fast healing = 1/2 level.
Shared ShieldYes-Shield protects allies within 5 ft; +5 ft per additional selection.
Soul BondYesBonded Object, 6th levelYour bonded object gains an ego with mental scores matching that of a familiar of the same level as well as an empathic bond. It can take purely mental actions and can take only 1 action/round. This means it can activate its own magical item abilities on your behalf, but only if targeting you and/or your gear and only while you wield or wear it.
Spell CombatNo-Full-round: cast a standard-action invocation and make one attack, or full attack and use a swift invocation. �“2 to attacks and DCs.
Spell Combat, GreaterNoSpell Combat, 10th levelRemove the �“2 penalty.
Spell ShieldNo10th levelEldritch Shield grants SR 11 + level; toggle as a swift action.
Spell StrikeNoSpell CombatCast single-target standard or full round action spell with weapon/maneuver attack instead of normal spell attack or touch attack dealing weapon damage/manuever in addition to spell edfect. Ranged weapons for ranged spells, melee weapon for touch/melee spells.
Spell Strike, GreaterNoSpell Combat, Spell Strike,Apply spell effects after confirming a hit.
Summoned BondYesBonded Object, 4th levelYou can put your bonded object in a pocket dimension within your own body as if using gloves of storing except there's no weight limit it's limited to only your bonded object. Summoning it into your hand or onto your person is a swift action.
Superior ReflexesNoDex 13, Fighter Training, Weapon FocusGain extra AoOs equal to casting modifier; stacks with Combat Reflexes.
Supernatural SkillsYesInvocations granting skill bonusesChoose two skills; they become class skills if you know invocations affecting them.
Tough DefensesNo-Gain temp HP = class level when activating eldritch armor or shield.
Towering ShieldNoShield Proficiency, Heavy Armor ProficiencyEldritch Shield becomes +4 and functions as a tower shield.
Uncanny ArmorNoImmediate ArmorArmor auto-activates when attacked off-guard (flat-footed); grants Uncanny Dodge (or Improved).
Uncanny ShieldNoImmediate ShieldShield auto-activates when attacked off-guard; grants Uncanny Dodge (or Improved).
Versatile BlastYes-Choose an additional energy type for eldritch weapon; select on conjure.
Versatile InvocationsNoInvocationsUse lower DC/CL versions of invocations (e.g., Lesser instead of Greater).
Versatile WeaponNoEldritch WeaponConjure any weapon you are proficient with as an eldritch weapon.


UNRELENTING MAGIC

At 20th level, the battle mage can use a swift action to emit or cease emitting a 15-ft aura dealing half their eldritch weapon damage to creatures entering or starting their turn within it (Fort save for half). Projectiles and ranged spells passing through also take this damage, imposing the broken penalties to the attack if broken or simply fizzling and dealing no effect if destroyed.

Alternative Capstones:

Archetypes


Alchemical Mage
Barbaric Mage
Bardic Mage
Clerical Mage
Druidic Mage
Fighting Mage
Monastic Mage
Paladinic Mage
Roguish Mage
Rugged Mage
Sorcerous Mage
Summoning Mage
Wizened Mage


Other Archetypes: Normally, archetypes can only be stacked if they don't adjust the same abilities. A GM may allow a player to combine archetypes that give up the same augments by simply sacrificing more augments. For example, both the Paladinic Mage and Monastic Mage lose the 2nd-level augment in exchange for something else. A player might willingly sacrifice their 6th level augment in order to apply both the Paladinic Mage and Monastic Mage archetypes to their battle mage if their GM approves this but they'd delay the 2nd-level benefits of one of these archetypes until 6th level at the GM's discretion.

At the GM's discretion, you can also apply one archetype from PF1e based on an archetype selected here so long as you have all the abilities normally lost or nerfed by the archetype. For example, if you had the Monastic Mage archetype, you'd also be able to apply the Scaled Fist Monk Archetype. To do this they'd need to be a Charisma-based caster to match Draconic Might's adjustment, they'd be able to gain Draconic Mettle instead of Still Mind and could select Draconic Fury and Dragon Breath as a ki powers. They'd select the bonus feats from Scaled Fist instead of Monk.