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
| Level | Special |
|---|
| 1st | Cantrips, Eldritch Armaments, two 1st-tier Invocations |
| 2nd | Augment, Masterwork Magic |
| 3rd | 2nd-tier Invocation |
| 4th | Augment, Eldritch Enhancement +1 |
| 5th | 2nd-tier Invocation |
| 6th | Augment |
| 7th | Two 3rd-tier Invocations |
| 8th | Augment, Eldritch Enhancement +2 |
| 9th | 4th-tier Invocation |
| 10th | Augment |
| 11th | 4th-tier Invocation |
| 12th | Augment, Eldritch Enhancement +3 |
| 13th | Two 5th-tier Invocations |
| 14th | Augment |
| 15th | 6th-tier Invocation |
| 16th | Augment, Eldritch Enhancement +4 |
| 17th | 6th-tier Invocation |
| 18th | Augment |
| 19th | Two 7th-tier Invocations |
| 20th | Augment, 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.
- Weapons: Hardness = 3 + casting modifier (minimum 0); Hit Points = 3 x class level.
- Armor and Shields: Hardness = 5 + casting modifier; Hit Points = 5 x class level.
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 Name | Retake? | Prerequisites | Description |
|---|
| Bubble Shield (Su) | No | 10th level | Eldritch armor and shield grant the effects of the life bubble spell. |
| Combat Feat | Yes | As feat | Gain a combat feat you qualify for. |
| Deflecting Shield (Su) | No | 4th level | Eldritch shield grants a deflection bonus = ¼ level (max +5). |
| Destructive Counterstrike (Su) | No | Craft 16 ranks, Combat Reflexes, any 3 transmutation invocations | A 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) | Yes | Cha 13, Divine casting | Gain a +1 sacred/profane bonus to all saves. Stacks up to your Cha modifier and counts as Divine Grace for prerequisites. |
| Efficient Rest (Su) | Yes | Any healing invocation | 1/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 Agility | Yes | Eldritch Armor | Your eldritch armor's Max Dex increases by 2 each time you take this augment. |
| Eldritch Armor Property | x5 | Eldritch Weapon | Learn 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 Training | No | Arcane Armor Training, Arcane Armor Mastery | Ignore 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) | Yes | Eldritch Blast | Eldritch Blast deals +1 damage die (max 1 per 5 class levels). |
| Eldritch Blast, Greater (Su) | No | Eldritch Blast II | Eldritch Blast increases to 30-ft cone, 10-ft emanation, 100-ft line, and 20-ft burst within Long range. |
| Eldritch Blast II (Su) | No | Eldritch Blast | As a full-round action, use Eldritch Blast at double area. |
| Eldritch Bond | No | - | Gain a Arcane Bond as a wizard of your level. Apply your invocation instead of spells. |
| Eldritch Charging (Su) | No | Eldritch Blast, Metablast | Spend 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) | No | Eldritch Blast | Use casting modifier instead of Str/Dex for attack and damage with eldritch weapons. |
| Eldritch Martial Arts | No | Wis 13, Improved Unarmed Strike, 6th level | Apply Eldritch Weapon enhancements and augments to unarmed strikes, natural weapons, and wielded weapons. |
| Eldritch Mobility (Su) | No | Dex 15, Dodge, Mobility | When an invocation moves you 20+ ft, add half your speed (including bonuses). Gain Mobility benefits during that movement. |
| Eldritch Pain | No | Con 15, Toughness | When 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 Roll | No | Dex 13, Dodge | When damaged, shift 5 ft (free) or half speed (immediate). Double distance by falling prone. |
| Eldritch Shield Property | x5 | Eldritch Shield | Learn 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 Skin | No | Level 4 | Eldritch Armor also grants natural armor enhancement = 1/4 class level. |
| Eldritch Speed | No | Dex 13, Eldritch Dodge | While Eldritch Dodge is active, gain Fast Movement as a monk of your level. |
| Eldritch Speed II | No | Dex 15, Eldritch Speed | Always have Fast Movement as a monk unless fatigued or exhausted. |
| Eldritch Splash (Su) | No | Eldritch Blast | Eldritch Blast gains double-size splash area but deals half damage. Successful saves halve instead of negate. |
| Eldritch Strikes | No | Wis 13, Improved Unarmed Strike | Unarmed strikes and eldritch weapons bypass DR as any material costing ≤ class level x 200 gp. |
| Eldritch Toughness | No | Invocation granting natural armor or temp HP | Gain 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 Property | x5 | Eldritch Weapon | Learn 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) | No | Energy Armor, Versatile Blast | Energy 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 Summoning | x3 | Any Calling or Summoning Invocation | Extend 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 Invocation | Yes | Invocation | Learn one extra 1st-level invocation. Each additional time grants one higher-level invocation up to your maximum. |
| Familiar, Battle | x3 | Formidable Familiar, level 4th | 1/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, Fearsome | x2 | Battle Familiar, level 10th | Familiar gains advanced template in battle form. Taking this a second time makes it permanent. |
| Familiar, Formidable | Yes | Familiar, 4th level | Gain Improved Familiar. Familiar can take teamwork feats; you gain their benefits within 30 ft. |
| Familiar, Inseparable | Yes | Familiar | Gain Life Link and Bonded Senses as a summoner, applied to your familiar. |
| Familiar, Otherworldly | Yes | Improved Familiar, 6th level | Familiar becomes outsider (native). Gain Maker’s Call and Transposition as Summoner, 1/short rest for it. |
| Familiar, Travel | Yes | Battle Familiar | Familiar’s battle form becomes unlimited duration. |
| Fighter Training | No | Martial Weapon Proficiency x4 | Gain all martial weapon proficiency and treat BAB as fighter level for feats. |
| Flickering Armaments | No | Dex 13, Int 13, Combat Reflexes, Combat Expertise | Suppress 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 Weapon | No | Physical eldritch weapon | 1/round, switch weapon damage to force or back as a free action. |
| Healing Specialist | No | Healing invocation | Healing invocations restore + (2 �— effect tier) HP. |
| Iaijutsu | No | Dex 13, Int or Wis 13, Quick Draw, Weapon Focus | Add casting modifier as competence (insight) bonus to Initiative. |
| Iaijutsu II | No | Dex 15, Int or Wis 15, Iaijutsu | Draw a Weapon Focus weapon as part of the attack action, including AoOs. |
| Iaijutsu III | No | Dex 17, Int or Wis 17, Iaijutsu II | Act normally in surprise rounds. Add casting modifier to damage vs. off-guard (flat-footed) targets (min 0). |
| Iaijutsu Mastery | No | Dex 19, Int or Wis 19, Greater Iaijutsu | Always roll natural 20 on Initiative; never surprised. |
| Immediate Armor | No | Dex 13, Combat Reflexes | Activate eldritch armor as immediate action; duration becomes “until start of next turn.” |
| Immediate Shield | No | Dex 13, Combat Reflexes | Activate eldritch shield as immediate action; duration becomes “until start of next turn.” |
| Internal Armor | No | Con 13 | As a swift action, gain innate (alchemical) bonus to Fortitude saves equal to eldritch armor bonus for its duration. |
| Invoked Shield | No | 4th level | Eldritch Shield grants one 1st-tier or two 0-tier invocations you know. Dispel/suppression affects both. Optional each activation. |
| Invoked Shield II | No | Invoked Shield, 8th level | As above, but one 2nd-tier or two 1st-tier. |
| Invoked Shield III | No | Invoked Shield II, 12th level | As above, but one 3rd-tier or two 2nd-tier. |
| Invoker's Healing | No | Any healing invocation. | Double healing caps of your healing invocations. |
| Lasting Armor | No | — | Activate as a standard action; lasts 1 hour/level and can be worn comfortably at rest. |
| Lasting Shield | No | — | Activate as a standard action; lasts 1 round/level without needing a hand. |
| Magus Arcana | Yes | Eldritch Armor, Eldritch Weapon | Gain a magus arcana using your level. Arcane point abilities become invocations (tier = ap cost, minimum swift action). Must meet prerequisites. |
| Metablast (Su) | Yes | Eldritch Blast | Apply metamagic feats to Eldritch Blast as if spell level = half highest invocation tier. |
| Mind Shield | No | Int, Wis, or Cha 13 | As a swift action, gain competence (morale) bonus to Will equal to eldritch armor bonus for its duration. |
| Perfect Strike | No | Dex 13, Fighter Training, Weapon Focus | As a swift action, next attack deals maximum damage if it hits. |
| Potent Bloodline | x2 | Eldritch Heritage | Gain 3rd-level bloodline spell as invocation; second time grants 5th. |
| Potent Bloodline II | x2 | Eldritch Heritage, Improved Eldritch Heritage, Potent Bloodline | Gain 7th-level bloodline spell; second grants 9th. |
| Potent Bloodline III | x2 | Eldritch Heritage, Improved Eldritch Heritage, Greater Eldritch Heritage, Potent Bloodline II, 10th level | Gain 11th-level bloodline spell; second grants 13th. |
| Potent Bloodline IV | x2 | Eldritch Heritage, Improved Eldritch Heritage, Greater Eldritch Heritage, Potent Bloodline III, 14th level | Gain 15th-level bloodline spell; second grants 17th (16th lvl) or 19th (18th lvl). |
| Protective Armaments | No | - | Redirect damage to eldritch shield; excess carries over if destroyed. |
| Protective Armaments II | No | Protective Armaments | Redirect damage to eldritch armor; may combine with shield before taking remainder. |
| Reflexive Shield | No | Dex 13 | Gain competence (dodge) bonus to Reflex equal to bonus from eldritch shield or eldritch dodge. |
| Regenerating Armory | x2 | - | Eldritch armor, shield, and weapon gain fast healing = 1/2 level. |
| Shared Shield | Yes | - | Shield protects allies within 5 ft; +5 ft per additional selection. |
| Soul Bond | Yes | Bonded Object, 6th level | Your 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 Combat | No | - | 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, Greater | No | Spell Combat, 10th level | Remove the �“2 penalty. |
| Spell Shield | No | 10th level | Eldritch Shield grants SR 11 + level; toggle as a swift action. |
| Spell Strike | No | Spell Combat | Cast 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, Greater | No | Spell Combat, Spell Strike, | Apply spell effects after confirming a hit. |
| Summoned Bond | Yes | Bonded Object, 4th level | You 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 Reflexes | No | Dex 13, Fighter Training, Weapon Focus | Gain extra AoOs equal to casting modifier; stacks with Combat Reflexes. |
| Supernatural Skills | Yes | Invocations granting skill bonuses | Choose two skills; they become class skills if you know invocations affecting them. |
| Tough Defenses | No | - | Gain temp HP = class level when activating eldritch armor or shield. |
| Towering Shield | No | Shield Proficiency, Heavy Armor Proficiency | Eldritch Shield becomes +4 and functions as a tower shield. |
| Uncanny Armor | No | Immediate Armor | Armor auto-activates when attacked off-guard (flat-footed); grants Uncanny Dodge (or Improved). |
| Uncanny Shield | No | Immediate Shield | Shield auto-activates when attacked off-guard; grants Uncanny Dodge (or Improved). |
| Versatile Blast | Yes | - | Choose an additional energy type for eldritch weapon; select on conjure. |
| Versatile Invocations | No | Invocations | Use lower DC/CL versions of invocations (e.g., Lesser instead of Greater). |
| Versatile Weapon | No | Eldritch Weapon | Conjure 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:- Augmented: Learn two additional augments with no prerequisites and one additional augment with prerequisites.
- Permashield: You can activate or deactivate your eldritch shield as a free action and even sustain it in your sleep. If you have the Immediate Shield augment, you can even activate it outside your turn.
- Swift Magic: When you or an ally within reach are struck for damage, you can activate any augment or invocation that would normally be a swift action as an immediate action instead.
- True Magus: You must have the Spell Combat and Greater Spell Combat augments to acquire this capstone. You gain the True Magus capstone as a Magus but apply its effects to your invocations instead of spells.
- Venerable Quartermaster: You gain a +5 armor property, +5 shield property, and +5 weapon property, or any combination of lower properties (such as one +2 weapon property and one +3 weapon property).
- Walking Archive: You learn 1 additional invocation of every spell level you can cast.
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.
Last edited by arkrim, June 08 2026 00:51:55. Secured game article. You most log in to contribute.