Cybermage (Elf, Magus Archetype)

Although elves possess a natural affinity to magic, some spellcasters enhance their magic through technological advances. These cybermages employ technology and arcane magic to compensate for the loss of one of their limbs or other body part by forging a cybernetic counterpart.

Class Features
The cybermage has the following class features.

Cybertech (Su): At 1st level, a cybermage gains one of the following cybernetic body parts: cybernetic arm, cybernetic ears, cybernetic eyes, cybernetic leg. His starting cybertech is battered, and only he knows how to use it properly. All other creatures treat his cybertech as if it had the broken condition. If the cybertech already has the broken condition, it does not work at all for anyone else trying to use it. This starting cybertech can only be sold for scrap (it’s worth 4d10 gp when sold). The cybermage also gains Craft Cybernetics and Technologist as bonus feats. This ability replaces cantrips and spell combat.

Cybertech bonds with the cybermage and becomes one with him, just as his initial limb or other body part once was, and grants special abilities to the cybermage. These special abilities apply only when the cybertech iswithin the cybermage’s possession and does not have the broken condition. If a cybertech is destroyed, it can be replaced 1 week later through a specialized ritual that costs 200 gp per cybermage level. The ritual takes 8 hours to complete.

All cybertech have special abilities (or impart abilities to the cybermage) depending on the cybermages's level, as shown on the table below. The abilities are cumulative.

Cybertech Enhancement (Ex): The cybermage gain the following benefit according to their chosen cybertech.
  • Blindsense (Ex): The cybermage’s cybernetic ears gain blindsense up to 30 feet.
  • Improved Vision (Ex): The cybermage’s cybernetic eyes gain low-light vision and can see twice as far as humans in conditions of dim light. He also gains darkvision up to 60 feet.
  • Fast Movement (Ex): The cybermage’s cybernetic leg grants him a faster land speed than is normal for his race by +10 feet. This increases to +20 feet at 9th level, and +30 feet at 17th level. .
  • Slam (Ex): The cybermage can deliver a devastating slam attack with his cybernetic arm. This attack is a primary attack. The slam deals 1d6 points of bludgeoning damage (1d4 if Small, 1d8 if Large). This damage increases to 1d8 (1d6 if Small, 2d6 if Large) at 6th level.

Unbreakable (Ex): As long the cybermage has at least 1 point in his cyber pool, his cybertech is immune to the brokencondition. If broken, the cybertech is broken and useless until repaired. If destroyed, the cybertech can be reconstructed 1 week later at a cost of 200 gp per cybermage level. This reconstruction takes 24 hours to complete.

Impervious Tech (Su): At 3rd level, the cybermage’s cybertech is warded from damage and decay and cannot rust, even by magical or supernatural means. The cybertech doubles its normal hardness and bonus hit points equal 1/2 the cybermage’s level. The break DC for the cybertech and the cybermage's combat maneuver defense against sunder maneuvers against the cybertech each gain a bonus equal to 1/2 the cybermag’e level.

Energy Attunement (Su): At 5th level, as a free action, a cybermage can spend 1 point from his cyber pool to have his slam attack deal 1d6 points of damage of one of the following types of damage in addition to its slam damage: acid, cold, electricity, or fire. He can spend 2 points from his cyber pool to deal 1d6 points of sonic or force damage in addition to slam damage. This effect lasts until the start of the cybermage’s next turn.

Spell Defense (Sp): At 9th level or higher, the cybermage can expend 1 point from his cyber pool as a free action; he then gains SR equal to 11 + his cybermage level until the start of his next turn.

Steal Energy (Su): At 13th level, once per day, a cybermage can attempt to siphon energy from a magical or technological item to restore his cyber pool. Doing so takes a full-round action and the cybermage must succeed at a Will saving throw with a DC equal to item’s caster level. If the cybermage succeeds, he regains 1 point to his cyber pool for every 2 points he makes the save by. If he fails the saving throw, the cybermage becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted. The cybermage must hold the item in his hand to use this ability.

Cyber Drain (Su): At 17th level, each time the cybermage kills a living creature, or successfully makes a Perception check with a DC of 20 or higher, he can pick one of the following effects: the cybermage restores 2 points to his cyber pool; the cybermage gains a number of temporary hit points equal to 1/2 his cybermage level + his Intelligence modifier (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the cybermage’s character level for this to occur.

Table: Cybertech Progression
Cybermage
Enhancement
Competence

Class Level
Bonus
Bonus
Special
1st-2nd
+1
+2
Cybertech enhancement, unbreakable
3rd-4th
+1
+2
Impervious tech
5th-6th
+2
+4
Energy attunement
7th-8th
+2
+4

9th-10th
+3
+6
Spell defense
11th-12th
+3
+6

13th-14th
+4
+8
Steal energy
15th-16th
+4
+8

17th-18th
+5
+10
Cyber drain
19th-20th
+5
+10


Cyber Pool (Su): At 1st level, the cybermage gains a reservoir of cybernetic energy that he can draw upon to fuel his powers and enhance his cybertech. This cyber pool has a number of points equal to 1/2 his cybermage level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the cybermage prepares his spells.

At 1st level, a cybermage can expend 1 point from his cyber pool as a swift action to enhance his cybertech. The effects granted by the cyber pool are determined by his chosen cybertech as follows.

Cybernetic Arm: The cybermage can expend 1 point from his cyber pool to grant his cybernetic arm a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the arm gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the arm, stacking with existing arm enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. For the purpose of this enhancement, the arm is treated as a bludgeoning weapon that deals 1d6 points of damage. If the cybermage selects a cyber upgrades that changes the arm’s damage type, this enhancement bonus applies to the arm’s altered damage type.

At 5th level, these bonuses can be used to add any of the following weapon properties: countering, dispelling burst, dispelling, flaming burst, flaming, frost, ghost touch, icy burst, impact, shock, shocking burst, speed, spell stealing, or spell storing.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the cybernetic arm already has, but duplicates do not stack. If the arm is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the cyber pool point is spent and cannot be changed until the next time the cybermage uses this ability. These bonuses do not function if the arm is used by anyone other than the cybermage.
A cybermage can only enhance one cybernetic arm in this way at one time. If he uses this ability again, the first use immediately ends.

Cybernetic Ears: The cybermage can expend 1 point from his cyber pool to grant his cybernetic arm a +2 competence bonus to audible Perception skill checks and increases his hearing range before applying DC modifiers for distance increases by 5 feet for 1 minute. For every four levels beyond 1st, the ears gain another +2 competence bonus and +5 feet of range, to a maximum of +10 and +25 feet at 17th level. In addition, whenever the cybermage succeeds at a Perception check to hear a creature he can't see and his check exceeds the DC by 10 or more, he can pinpoint the exact square where the sound originated.

At 5th level, these bonuses can be used to add any of the following spell effects: clairaudience/clairvoyance, comprehend languages, detect scrying, detect thoughts, echolocation, seek thoughts, or tongues.

Adding these spell effects consumes an amount of bonus equal to twice the spell’s level. These spell effects are added to any the cybernetic ears already has, but duplicates do not stack. If the ears are not magical, at least a +2 competence bonus must be added before any other spell effects can be added. These bonuses and effects are decided when the cyber pool point is spent and cannot be changed until the next time the cybermage uses this ability. These bonuses do not function if the ears are used by anyone other than the cybermage.
In addition, the cybermage is treated as having the Blind-Fight feat while the bonuses are in effect. At 9th level, he is treated as having the Improved Blind-Fight feat. At 13th level, he is treated as having the Greater Blind-Fight feat.

Cybernetic Eyes: The cybermage can expend 1 point from his cyber pool to grant his cybernetic arm a +2 competence bonus to visual Perception skill checks for 1 minute. For every four levels beyond 1st, the ears gain another +2 competence bonus, to a maximum of +10 at 17th level.

At 5th level, these bonuses can be used to add any of the following spell effects: arcane sight, clairaudience/clairvoyance, detect magic, detect technomancy, detect secret doors, read magic, scrying, see alignment, or see invisibility.

Adding these spell effects consumes an amount of bonus equal to twice the spell’s level (only a +1 bonus for adding a 0-level spell). These spell effects are added to any the cybernetic eyes already has, but duplicates do not stack. If the eyes are not magical, at least a +2 competence bonus must be added before any other spell effects can be added. These bonuses and effects are decided when the cyber pool point is spent and cannot be changed until the next time the cybermage uses this ability. These bonuses do not function if the eyes are used by anyone other than the cybermage.

Cybernetic Leg: The cybermage can expend 1 point from his cyber pool to grant his cybernetic leg a +2 competence bonus to Acrobatics skill checks and increases his land speed by 5 feet for 1 minute. For every four levels beyond 1st, the leg gains another +2 competence bonus and +5 feet of land speed, to a maximum of +10 and +25 feet at 17th level. In addition, whenever the cybermage falls or jumps down from a height, he can ignore 5 feet of distance for every 2 cybermage levels when calculating fall damage, up to 50 feet.

At 5th level, these bonuses can be used to add any of the following spell effects: air step, air walk, burst of speed, expeditious retreat, feather step, haste, jump, longstrider, pass without trace, root, spider climb, or water walk.

Adding these spell effects consumes an amount of bonus equal to twice the spell’s level (only a +1 bonus for adding a 0-level spell). These spell effects are added to any the cybernetic leg already has, but duplicates do not stack. If the leg is not magical, at least a +2 competence bonus must be added before any other spell effects can be added. These bonuses and effects are decided when the cyber pool point is spent and cannot be changed until the next time the cybermage uses this ability. These bonuses do not function if the leg is used by anyone other than the cybermage.

In addition, the cybermage is treated as having the Acrobatic Steps feat while the bonuses are in effect. At 9th level, he is treated as having the Nimble Moves feat. At 13th level, he is treated as having the Light Step feat.

This ability replaces arcane pool.

Spellcasting: A cybermage adds the following spells to his spell list at the indicated levels: 1st level–detect magic, detect radiation, read magic, technomancy; 2nd level–make whole, protection from technology; 3rd level–discharge, irradiate, recharge; 4th level–magic circle against technology, make whole (greater), rebuke technology, remove radioactivity; 5th level–destroy robot; 6th level–antitech field, discharge (greater), infuse robot, memory of function.

Cyber Upgrade (Ex): As he gains levels, a cybermage learns to make a wide variety of modifications and upgrades to cybertech. Starting at 3rd level, a cybermage gains one cybermage upgrade. He gains an additional cybermage upgrade for every three levels of cybermage attained after 3rd level. Unless specifically noted in a cybermage arcana’s description, a cybermage cannot select a particular cybermage upgrade more than once. Cybermage upgrades that affect spells can only be used to modify spells from the cybermage spell list unless otherwise noted.

A cybermage can choose from the following upgrades and must meet the listed prerequisites.

Adamantine Tech (Ex): The cybermage’s cybertech becomes composed of adamantine and gains a hardness of 20. His slam attacks are treated as adamantine for the purpose of bypassing damage reduction. The cybermage must have the cybernetic arm or leg cybertech and be at least 16th level before selecting this upgrade.

Basic Cyber Magic (Sp): The cybermage’s cybertech is imbued to cast a basic spell as a spell-like ability. Select one of the following spells, according to his chosen cybertech.
  • Cybernetic Arm: acid splash, bleed, disrupt undead, jolt, mage hand, ray of frost, resistance, spark.
  • Cybernetic Ears: enhance diplomacy, guidance, know direction, lullaby.
  • Cybernetic Eyes: daze, detect magic, detect poison, flare, light, read magic.
  • Cybernetic Leg: acid splash, bleed, jolt, mage hand, ray of frost, resistance, spark.

This spell can be cast three times per day as a spell-like ability. The caster level for this upgrade is equal to the cybermage’s level. The save DC for this spell is 10 + the cybermage’s Intelligence modifier. The cybermage must have an Intelligence score of at least 10 to take this upgrade. This upgrade can be selected more than once. Each time a cybermage selects this upgrade, it applies to a new spell.

Blindsight (Ex): The cybermage gains blindsight up to 30 feet. The cybermage must have the cybernetic ears cybertech and be at least 12th level to select this upgrade.

Claws (Ex): The cybermage adds vicious claws at the end of his cybernetic arm, giving it a claw attack. This attack is a primary attacks. The claws deal 1d4 points of damage (1d3 if Small, 1d6 if Large). This upgrade can be selected more than once, up to the number of cybernetic arms the cybermage possesses. The cybermage must have the cybernetic arm cybertech to select this upgrade.

Cleaving Attack (Ex): The cybermage can make a single slam attack against a foe within reach. If it hits, it deals damage normally and he can make an additional attack against a foe that is adjacent to the first and also within reach. The cybermage can only make one additional attack per round. The cybermage also takes a –2 penalty to its Armor Class until its next turn. This upgrade functions exactly like the Cleave feat. The cybermage must have the cybernetic arm cybertech and be at least 6th level before selecting this upgrade.

Cold Iron Tech (Ex): The cybermage’s cybertech becomes composed of cold iron and his slam attacks are treated as cold iron for the purpose of bypassing damage reduction. The cybermage must be at least 6th level before selecting this upgrade.

Cyberfibre Muscles (Ex): The cybermage uses cyberfibre muscles to augment the strength of his cybernetic arm. He gains a +2 enhancement bonus to his Strength. The cybermage must have the cybernetic arm cybertech and be at least 6th level to select this upgrade. This upgrade can be selected once at 6th level and every six levels thereafter. The effects of this upgrade stack.

Damage Reduction (Su): The cybermage's cybernetic limb becomes more resistant to harm. He gains DR 1/—. This upgrade can be selected multiple times. Each time his damage reduction increases by 1. The cybermage must have the cybernetic arm or leg cybertech and be at least 6th level.

Deadly Critical (Ex): The threat range of the cybermage’s slam attack increases by 1. Its effects do not stack. Each time a cybermage selects this upgrade, it applies to a different cybernetic limb. The cybermage must have the cybernetic arm or leg cybertech and be at least 9th level before selecting this upgrade.

Dermal Plating (Ex): The cybermage uses dermal plating to augment the protection of his cybernetic limb. He gains a +1 enhancement bonus to his natural armor. The cybermage must have the cybernetic arm or leg cybertech and be at least 6th level to select this upgrade. This upgrade can be selected once at 6th level and every six levels thereafter. The effects of this upgrade stacks.

Energy Strike (Ex): The cybermage’s cybernetic limb radiates an intense aura of elemental energy, dealing 1d6 points of damage of a single energy type with a successful slam attack. The cybermage may choose from the following energy types: acid, cold, electricity, fire. Once chosen, it cannot be changed. The cybermage must have the cybernetic arm or leg cybertech and be at least 6th level before selecting this upgrade.

Enhanced Vision (Ex): The cybermage’s low-light vision allows him to see four times as far as humans in conditions of dim light and his darkvision improves to 90 feet. The cybermage must have the cybernetic eyes cybertech and be at least 6th level to select this upgrade.

Focused Critical (Ex): The cybermage gains a +4 bonus on attack rolls to confirm critical hits with his slam attack. Its effects do not stack. Each time a cybermage selects this upgrade, it applies to a different cybernetic limb. The cybermage must have the cybernetic arm or leg cybertech and be at least 9th level before selecting this upgrade.

Greater Darkvision (Ex): The cybermage’s darkvision improves to 120 feet. The cybermage must have the enhanced vision upgrade and be at least 9th level to select this upgrade.

Immunity (Su): The cybermage becomes extremely resilient to one energy type. Select one energy type: acid, cold, electricity, fire, or sonic. The cybermage gains immunity to that energy type. This upgrade can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The cybermage must have the resistance upgrade and be at least 12th level to select this upgrade.

Implant Weapon (Ex): The cybermage implants one of the following weapons or firearms into his cybernetic arm cybertech: autograpnel, dagger, dart gun, dragon pistol, flare gun, hand axe, hand crossbow, kukri, light hammer, light mace, light pick, pepperbox, pistol, punching dagger, short sword, sickle, stun gun. Melee weapons extend or retract as a swift action, while ranged weapons fire through a port on the palm or back of the wrist. Either type of weapon has statistics identical to its normal form. Firearms reload through a breach in the arm, increasing the reloading time of the weapon to a full-round action, or doubling reloading times that already take a full round or longer. Implanted weapons are well concealed; detecting one requires a thorough search (Perception DC 25). Implanted weaponry can be damaged or destroyed by sundering, but cannot be disarmed. Weaponry installed in a cybernetic arm does not count against a creature's implantation limit. This grapnel can be selected only once. The cybermage must have the cybernetic arm cybertech to select this upgrade.

Improved Damage (Ex): The cybermage chooses one attack form (claws, pincer, slam, etc.). The damage for this attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. This upgrade can be taken multiple times. Each time it is taken, it applies to a different attack.

Improved Speed (Ex): The cybermage’s land speed increases by +10 ft. This upgrade can be selected more than once. Its effects do stack. It can only be applied once every 6 levels the cybermage possesses. The cyber mage must have the cybernetic leg cybertech to select this upgrade.

Leg Slam (Ex): The cybermage can deliver a devastating slam attack with his cybernetic leg. This attack is a primary attack. The slam deals 1d6 points of bludgeoning damage (1d4 if Small, 1d8 if Large). This damage increases to 1d8 (1d6 if Small, 2d6 if Large) at 8th level, and to 2d6 (1d8 if Small, 3d6 if Large) at 15th level.

Magic Tech (Ex): The cybermage’s cybertech becomes magical and his slam attacks are treated as magic for the purpose of bypassing damage reduction. The cybermage must be at least 3rd level before selecting this upgrade.

Major Cyber Magic (Sp): The cybermage’s cybertech is imbued to cast a major spell as a spell-like ability. Select one of the following spells, according to his chosen cybertech.
  • Cybernetic Arm: acid arrow, arrow eruption, burning arc, defensive shock, elemental touch, frigid touch, protection from arrows, resist energy, scorching ray.
  • Cybernetic Ears: blindness/deafness, cacophonous call, daze monster, determine depth, elemental speech, gust of wind, hideous laughter, sonic scream, sound burst.
  • Cybernetic Eyes: blindnesss/deafness, burning gaze, burst of radiance, darkness, detect thoughts, eagle eye, fog cloud, locate object, obscure object, see invisibility.
  • Cybernetic Leg: air step, blur, glide, groundswell, levitate, spider climb, tactical acumen.

This spell can be cast once per day as a spell-like ability. The caster level for this upgrade is equal to the cybermage’s level. The save DC for this spell is 10 + 1/2 the cybermage’s level + the cybermage’s Intelligence modifier. The cybermage must have an Intelligence score of at least 12, the minor cyber magic upgrade, and be at least 9th level before selecting this upgrade. This upgrade can be selected more than once. Each time a cybermage selects this upgrade, it applies to a new spell from the above list.

Minor Cyber Magic (Sp): The cybermage’s cybertech is imbued to cast a minor spell as a spell-like ability. Select one of the following spells, according to his chosen cybertech.
  • Cybernetic Arm: burning hands, chill touch, corrosive touch, endure elements, long arm, mighty fist of the earth, magic weapon, shield, shocking grasp, stone fist.
  • Cybernetic Ears: alarm, charm person, comprehend languages, ear-splitting scream, force quiet, interrogation, sleep, ventriloquism, whispering lore.
  • Cybernetic Eyes: detect metal, detect secret doors, flare burst, hypnotism, lock gaze, obscuring mist, see alignment, technomancy.
  • Cybernetic Leg: blurred movement, cheetah’s sprint, endure elements, expeditious retreat, feather step, jump, pass without trace, thunderstomp.

This spell can be cast three times per day as a spell-like ability. The caster level for this upgrade is equal to the cybermage’s level. The save DC for this spell is 10 + 1/2 the cybermage’s level + the cybermage’s Intelligence modifier. The cybermage must have an Intelligence score of at least 11, the basic cyber magic upgrade, and be at least 6th level before selecting this upgrade. This upgrade can be selected more than once. Each time a cybermage selects this upgrade, it applies to a new spell from the above list.

Mithral Tech (Ex): The cybermage’s cybertech becomes composed of mithral, is considered to weigh half its normal weight, and gains a hardness of 15. His slam attacks are treated as silver for the purpose of bypassing damage reduction. The cybermage must have the cybernetic arm or leg cybertech and be at least 12th level before selecting this upgrade.

Piercing Attack (Ex): The cybermage’s slam attack deals piercing damage instead of bludgeoning damage. The cyber mage must have the cybernetic arm or leg cybertech to select this upgrade.

Pincer (Ex): The cybermage adds a large pincer at the end of his cybernetic arm, giving it a pincer attack. This attack is a secondary attack. The pincer deals 1d6 points of damage (1d4 if Small, 1d8 if Large). This upgrade can be selected more than once, up to the number of cybernetic arms the cybermage possesses. The cybermage must have the cybernetic arm cybertech to select this upgrade.

Poison (Ex): The cybermage’s attack secretes a toxic venom, granting him a poison attack. Select either piercing attack or slashing attack. Whenever the selected attack hits, the target is poisoned. The cybermage must have the piercing attack or slashing attack upgrade and be at least 6th level to select this upgrade. Cyber Venom Injury; save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 the cybermage's level + the cybermage’s Constitution modifier. This poison can be used no more than once per round.

Reach (Ex): The cybermage’s attacks are capable of striking foes at a distance. Select one attack. The cybermage’s reach with that attack increases by 5 feet. The cybermage must have the cybernetic arm or leg cybertech and be at least 6t level to select this upgrade.

Resistance (Ex): The cybermage gains a resiliency to one particular energy type. Select one energy type (acid, cold, electricity, fire, or sonic). The cybermage gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the cybermage possesses, to a maximum of 15 at 10th level. This upgrade can be selected more than once. Its effects do not stack. Each time the cybermage selects this upgrade, it applies to a different energy type. The cybermage must have the cybernetic arm or leg cybertech and be at least 6th level to select this upgrade.

Resourceful (Ex): The cybermage has a hidden compartment built directly into its cybernetic arm or leg. Each compartment can create a single tool worth no more than 25 gp per cybermage level each day. This tool is a temporary item, created inside the cybermage’s limb to make mundane situations easier for himself. This upgrade can be selected multiple times. Each time it is chosen it adds one additional compartment to the cybermage’s limb. The cybermage must have either the cybernetic arm or leg cybertech and be at least 6th level before selecting this upgrade.

Slashing Attack (Ex): The cybermage’s slam attack deals slashing damage instead of bludgeoning damage. The cyber mage must have the cybernetic arm or leg cybertech to select this upgrade.

Spell Resistance (Su): The cybermage is permanently protected against magic. The cybermage gains spell resistance equal to 11 + the cybermage’s level. This spell resistance does not apply to spells cast by the cybermage. The cybermage must be at least 12th level to select this upgrade.

Tremorsense (Ex): The cybermage becomes attuned to vibrations in the ground, gaining tremorsense with a range of 30 feet. This works like blindsense, but only if the cybermage and creature to be pinpointed is in contact with the ground. The cyber mage must be at least 6th level before selecting this upgrade.

Ultimate Cyber Magic (Sp): The cybermage’s cybertech is imbued to cast a powerful spell as a spell-like ability. Select one of the following spells, according to his chosen cybertech.
  • Cybernetic Arm: dispel magic, fireball, lightning bolt, protection from energy, silver darts, vampiric touch.
  • Cybernetic Ears: clairaudience/clairvoyance, deep slumber, distracting cacophony, howling agony, keep edge, magic weapon (greater), shout, suggestion, tongues.
  • Cybernetic Eyes: accursed gaze, arcane sight, aura sight, clairaudience/clairvoyance, daylight, seek thoughts.
  • Cybernetic Leg: anchored step, ape walk, displacement, fly, haste, ray of exhaustion, slow, storm step, thunderstomp (greater).

This spell can be cast once per day as a spell-like ability. The caster level for this upgrade is equal to the cybermage’s level. The save DC for this spell is 10 + 1/2 the cybermage’s level + the cybermage’s Intelligence modifier. The cyber mage must have an Intelligence score of at least 13, the major cyber magic upgrade, and be at least 12th level before selecting this upgrade. This upgrade can be selected more than once. Each time a cybermage selects this upgrade, it applies to a new spell from the above list.

Wirejack Tendons (Ex): The cybermage uses cyberfibre muscles to augment the reflexes of his cybernetic leg. He gains a +2 enhancement bonus to his Dexterity. The cybermage must have the cybernetic leg cybertech and be at least 6th level to select this upgrade. This upgrade can be selected once at 6th level and every six levels thereafter. The effects of this upgrade stack.

X-Ray Vision (Su): The cybermage can see into and through solid matter for a number of rounds per day equal to his level + his Intelligence modifier. This x-ray vision’s range is 20 feet, with the cybermage seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Using this ability is exhausting, causing the cybermage to become fatigued after 1 minute of continuous use in a single day. The cybermage must have the cybernetic eyes cybertech and be at least 12th level to select this upgrade.

Spell Combat (Ex): At 4th level, a cybermage gains the magus’s spell combat ability. This ability replaces spell recall.

Bonus Feat: The cybermage can also choose bonus feats from the following feats: Craft Technological Arms and Armor, Craft Technological Item, Technological Adept, Wrest Charge.

Spell Recall (Su): At 8th level, a cybermage gains the magus’s spell recall ability. This ability replaces improved spell combat.

Improved Spell Combat (Ex): At 10th level, a cybermage gains the magus’s improved spell combat ability. This ability replaces improved spell recall.

Spell Recall (Su): At 14th level, a cybermage gains the magus’s improved spell recall ability. This ability replaces greater spell combat.

Greater Spell Combat (Ex): At 16th level, a cybermage gains the magus’s greater spell combat ability. This ability replaces counterstrike.

True Cybernetic (Su): At 20th level, a cybermage becomes a cybernetic creature. He is forevermore treated as a construct with the robot subtype rather than as a humanoid (or whatever the cybermage's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/adamantine, which allows him to ignore the first 10 points of damage from any attack made by an adamantine weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other constructs, the cybermage can still be brought back from the dead as if he were a member of his previous creature type.


Table: Cybermage
Class
Attack
Fort
Ref
Will

Spells per Day
Level
Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+0
+2
Cyber pool cybertech
1





2nd
+1
+3
+0
+3
Spellstrike
2





3rd
+2
+3
+1
+3
Cyber upgrade
3





4th
+3
+4
+1
+4
Spell combat
3
1




5th
+3
+4
+1
+4
Bonus feat
4
2




6th
+4
+5
+2
+5
Cyber upgrade
4
3




7th
+5
+5
+2
+5
Knowledge pool, medium armor
4
3
1



8th
+6/+1
+6
+2
+6
Spell recall
4
4
2



9th
+6/+1
+6
+3
+6
Cyber upgrade
5
4
3



10th
+7/+2
+7
+3
+7
Fighter training, Improved spell combat
5
4
3
1


11th
+8/+3
+7
+3
+7
Bonus feat
5
4
4
2


12th
+9/+4
+8
+4
+8
Cyber upgrade
5
5
4
3


13th
+9/+4
+8
+4
+8
Heavy armor
5
5
4
3
1

14th
+10/+5
+9
+4
+9
Improved spell recall
5
5
4
4
2

15th
+11/+6/+1
+9
+5
+9
Cyber upgrade
5
5
5
4
3

16th
+12/+7/+2
+10
+5
+10
Greater spell combat
5
5
5
4
3
1
17th
+12/+7/+2
+10
+5
+10
Bonus feat
5
5
5
4
4
2
18th
+13/+8/+3
+11
+6
+11
Cyber upgrade
5
5
5
5
4
3
19th
+14/+9/+4
+11
+6
+11
Greater spell access
5
5
5
5
5
4
20th
+15/+10/+5
+12
+6
+12
True cybernetic
5
5
5
5
5
5