Sword Caller
From Titan's Teeth
Main > > Archetypes > Sword Caller |
Hit Die: d10
1st Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Max Bonus | Base Caster Level |
Combat or Magic Talents |
Base Spell Pool |
---|---|---|---|---|---|---|---|
+1 | +2 | +0 | +0 | +1 | +0(1) | 0 (+2) | 2 |
Casting
An armor mage may combine spheres and talents to create magical effects. You use Charisma as your casting ability modifier.
Spell Pool
An armor mage gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool replenishes once per day after roughly 8 hours of rest.
Calculate: Calculate your spell pool: Base Spell Pool + your casting ability modifier (minimum: 1).
Magic Tradition
Armor mages follow the Elven Magic tradition.
Blended Training
Whenever an armor mage gains a talent he may choose to gain either a magic talent or a combat talent. They use their casting ability modifier as their practitioner modifier.
Magic Talents
An armor mage gains a magic talent at 2nd level and every 2 levels thereafter.
An armor mage can freely takes the following spheres:
- Alteration Sphere
- Dark Sphere
- Death Sphere
- Destruction Sphere
- Divination Sphere
- Enhancement Sphere
- Fate Sphere (with the Reverberations and Tongue of Ages drawbacks)
- Illusion Sphere
- Life Sphere
- Light Sphere
- Mind Sphere
- Nature Sphere
- Protection Sphere
- Telekinesis Sphere
- Time Sphere
- War Sphere
- Warp Sphere
- Weather Sphere
Default: You get the Enhancement Sphere with the Energy Weapon talent.
Combat Talents
Gain two Equipment Sphere talents from your martial tradition.
Default: You get the Finesse Fighting and Spear Dancer Equipment talents.
Summon Equipment (Su)
An armorist may spend a spell point as a move action to conjure a weapon or shield into her hands, which stays for 1 minute per level before disappearing. The armorist must be proficient with the weapon or type of shield to summon it, and in the case of exotic weapons, she must have studied a pre-existing version of the weapon for at least 1 week. This weapon or shield is masterwork quality, and while antimagic barriers may prevent the armorist from summoning these items, the items themselves are not considered magical creations and so may not be dispelled. Ranged weapons come with 50 pieces of basic ammunition.
At 5th level, the armorist may conjure any type of armor she is proficient with, either on her own body as a move action or on a touched willing target’s body as a standard action. This causes any armor the target is wearing to disappear in favor of the new armor until the duration is over and the old armor returns.
Dismissing summoned equipment is a free action. Summoned equipment gains a +1 enhancement bonus, increasing to +2 at 6th level. These bonuses may be traded for special qualities according to Table: Bound Equipment.
Bound Equipment (Su)
An armorist gains a bond with a specific weapon or shield that is far greater than with her other summoned equipment. Bound equipment is summoned and treated just like summoned equipment, except it does not cost a spell point to summon, cannot be used by anyone other than the armorist herself (the item’s magic does not function in another’s hands), comes with limitless ammunition, and disappears 1 round after leaving the armorist’s hands.
She gains another piece of bound equipment at 5th level and may select a suit of armor beginning at 5th level.
Bound equipment is masterwork quality, and gains a cumulative +1 enhancement bonus for every odd armorist level possessed beyond 1st. A piece of bound equipment’s enhancement bonus cannot exceed +1 per 3 levels (minimum: +1, maximum: +5); all enhancement bonus beyond this must be traded for special qualities.
An armorist may give her bound weapon special enhancement properties from Table: Bound Equipment, trading enhancement bonus for other benefits. Bound equipment cannot be enchanted through any other means than gaining armorist levels and must retain at least a +1 enhancement bonus. Bound staves use the rules presented in Chapter 6: Magic Items, granting the armorist enhancement bonuses to her caster level with one sphere, chosen when the staff is created.
Once a piece of bound equipment has been selected, or once its special qualities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place.
The armorist’s bound equipment can be damaged and sundered, but always returns to full health the following day.
A bound double-weapon must divide its enhancement bonuses and weapon qualities between the two ends (for example, a +5 bound quarterstaff could have a +3 bonus on one end and a +2 bonus on the other). Alternately, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork.
Feats
The armor mage gains no extra feats on first level.
Default: Pick Extra Combat Talent as your level 1 feat and use it to get the Debilitating Injuries talent.
Equipment
COPYRIGHT NOTICE
Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers
Spheres of Might © 2017 Drop Dead Studios LLC, Authors Adam Meyers, Ehn Jolly, Michael Sayre, Andrew Stoeckle
Player’s Guide to Skybourne© 2016 Drop Dead Studios LLC, Author Adam Meyers, Mike Myler, David Silver
Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Pathfinder Player Companion: Champions of Corruption © 2014, Paizo Inc.; Authors: Paris Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin.
Pathfinder Player Companion: Divine Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, Russ Brown, John Compton, Alex Riggs, and David Ross.
Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and William Thrasher.
Pathfinder Roleplaying Game: Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors.
Bloodforge, © 2014, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, Jade Ripley, based on material by Owen K.C. Stephens.
Ultimate Charisma. © 2015, Everyman Gaming, LLC; Author; Alexander Augunas.
Spheres of Power: Expanded Options © 2015, Authors: Adam Meyers, J Gray, James Mars, Michael Sayre & Douglas Schaub
The Battlemage’s Handbook © 2016, Drop Dead Studios; Author: Andrew J. Gibson
The Destroyer’s Handbook © 2016, Drop Dead Studios; Author: Andrew Stoeckle
The Diviner’s Handbook © 2016, Drop Dead Studios; Author: Derfael Oliveira
The Enhancer’s Handbook © 2016, Drop Dead Studios; Author: Marcus Dirr
The Geomancer’s Handbook © 2015, Drop Dead Studios; Author: Derfael Oliveira
The Illuminator’s Handbook © 2016, Drop Dead Studios; Author: Amber Underwood
The Shapeshifter’s Handbook © 2016, Drop Dead Studios; Author: Andrew Stoeckle
The Telekinetic’s Handbook © 2015, Drop Dead Studios; Author: Amber Underwood
Worlds of Power © 2015, Drop Dead Studios; Authors: Wm Jay Carter III, Richard Cramer, and Alexander Corrin
Fantastical Creatures & How to Survive Them: A Student’s Guide for Adventure & Study © 2016, Drop Dead Studios; Author: Adam Meyers, Andrew Stoeckle, Derfael Oliveira, Michael Uhland, Douglas Schaub, John Little, Case Hayes