Clockwork Mage (Summoner/Wizard)
No one is more adept at summoning and controlling eidolons or other summoned creatures than the summoner. However, there are those among the practitioners of this focused form of arcana who pursue a far different form of summoning; that of calling forth clockwork constructs from a far-flung realm deep within the void of the Astral Plane. Known as clockwork mages, these oft maligned specialists are frequently shunned by summoning purists, for they meld the formal study of the arcane and technical savvy of the wizard with the summoner’s ability to leap beyond logic and shape the natural arcane energies that ebb and flow through the realms of existence. It was a clockwork mage who first discovered a plane that consisted of sentient, clockwork constructs. Dubbed the Plane of Gears by this puissant scholar, it is now the technical term for this little-known realm of self-perpetuating machines, and from whence the clockwork mage summons forth his minions. Although they are a strange amalgamation of summoner and wizard, their unorthodox methods have proven to be reliable, and at times, quite beneficial to those who number a clockwork mage among their company. While clockwork mages spend much of their time exploring the arcane arts alongside their clockwork constructs, in the heat of battle they keep a level head as they unleash magical effects or command their constructs to place themselves in harm's way. (Original Concept by Elghinn Lightbringer)
Primary Class: Summoner.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The clockwork mage may select three wizard skills to add to his class skills in addition to the normal summoner class skills. The clockwork mage gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The clockwork mage is proficient with all simple weapons, with light armor, but not with shields. A clockwork mage can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a clockwork mage wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass clockwork mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The clockwork mage casts arcane spell drawn from the summoner’s spell list and adds the following spells to that list at the indicated spell levels: 0 level–ray of frost, spark; 1st level–chill touch, jury-rig, grease, magic weapon, shocking grasp, stonefist; 2nd level–arcane lock, heat metal, keen edge, locate object, make whole, shatter, wood shape; 3rd level–ablative armor, burrow, lightning bolt, magic weapon (greater), soothe construct; 4th level–animate objects, rapid repair, stone shape, unbreakable construct; 5th level–ball lightning, call construct, control construct, fabricate, polymorph, wall of force; 6th level–mage’s private sanctum, wall of iron, wooden phalanx. The clockwork mage can cast these spells without penalty, regardless of his chosen opposition schools.
Unlike other summoners, the clockwork mage prepares his daily allotment of spells like a wizard by studying his spellbook beforehand (see Schematic Spellbook), and therefore, may know any number of spells. A clockwork mage otherwise learns and casts spells as a summoner equal to his clockwork mage level. He also receives bonus spells per day if he has a high Charisma.
Schematics Spellbook (Ex): A clockwork mage finds less time to research new spells, but has mastered an emblematic method of scribing those she learns. At 1st level, the clockwork mage incorporates elements of a personalized secret code consisting of mathematical diagrams into her arcane writings. Creatures take a –4 penalty on skill checks involving the clockwork’s spellbook. The clockwork mage's spells (not including cantrips or 1st–level spells) take one less page each in his spellbook.
A clockwork mage begins play with a spellbook containing all 0-level summoner and sorcerer/wizard spells (except those from his opposed schools; see Arcane Schools) plus three 1st-level spells of his choice. The clock work mage also selects a number of additional 1st-level spells equal to his Charisma modifier to add to the spellbook. At each new clockwork mage level, he gains only one new spell of any spell level or levels that he can cast (based on his new clockwork mage level) for his spellbook. A clockwork mage may know any number of spells.
A clockwork mage can learn spells from a wizard’s or magus’s spellbook, just as a wizard can from a magus’s spellbook. A wizard or magus can also learn clockwork mage spells from a clockwork mage, but at a –4 penalty to their Spellcarft checks (see Schematics Spellbook). The spells learned must be on the clockwork mage’s spell list and vice versa, as normal. In addition, due to the formulaic nature of a clockwork mage’s schematics spellbook, a clockwork mage can study an alchemist’s formulae book to learn any formula that is equivalent to a spell on his spell list. An alchemist can also do likewise, studying a clockwork mage’s spellbook to learn any spell that is equivalent to a formula on his formula list. A clockwork mage or alchemist does not need to decipher each other’s arcane writings before copying them. In all other respects, a clockwork mage's spellbook functions as a normal wizard's spellbook.
Clockwork Eidolon: A clockwork mage begins play with the ability to summon to his side a powerful outsider from the Plane of Gears called a clockwork eidolon. The clockwork eidolon forms a link with the clockwork mage, who, forever after summons an aspect of the same creature. This is similar like the summoner’s eidolon ability, except that the clockwork eidolon’s physical appearance is always that of a metal, gear-driven, construct-like creature of its base form, although color, minor decorations, and texture are determined by the clockwork mage. While a clockwork eidolon is not a construct, it is considered a construct for the purpose of casting the following spells: call construct, control construct, make whole, rapid repair, soothe construct, and unbreakable construct.
Construct Crafter: Through study and research, a clockwork mage of 1st level or higher has learned the art and craft of creating constructs. When using Spellcraft to create a construct, a clockwork mage gains a competence bonus equal to 1/2 his clockwork mage level on the Spellcraft check. In addition, a clockwork mage counts as having the Craft Construct feat, even if he does not meet the prerequisites. He is also considered to have all the spell prerequisites for the crafting of a construct on his spell list for the purpose of casting them from scrolls during the crafting process. He must meet all other construction requirements for the construct as normal. This ability replaces life link.
Summoner of Constructs: A clockwork mage is constantly in tune with the spark that gives life to constructs. Whenever a clockwork mage cast the summon monster spell, he summons one of the alternative creatures of the construct type instead (see Construct Summoning Options below).
Table: Summon Monster (Alternatives)
*B1 (Bestiary), B2 (Bestiary 2), B3 (Bestiary 3), B4 (Bestiary 4)
Arcane School: At 1st level, the clockwork mage gains the wizard’s arcane school ability, but may only select the Conjuration school (or one of its associated schools) or the Construct school. The clockwork mage uses his Charisma ability score instead of Intelligence for any ability score-dependent qualities for his chosen school powers. The clockwork mage may not select the Conjuration or Transmutation school as an opposition school. This ability replaces summon monster and gate.
Construct Ascension (Ex): At 10th level, a clockwork mage begins to transform his clockwork eidolon into a true construct. The clockwork eidolon can only be repaired by spells that affect the construct type such as rapid repair. As such, a clockwork eidolon cannot be raised or resurrected. In addition, it is no longer subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. At 14th level, the clockwork eidolon gains the clockwork subtype, even though it does not have the construct type. At 18th level, a clockwork eidolon is no longer at risk of death from massive damage. It also gains immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). This ability replaces aspect, greater aspect, and life bond.
Immortal Construct (Ex): At 20th level, a clockwork mage can transform his clockwork eidolon into a true construct. A clockwork mage can summon his clockwork eidolon in a ritual that takes 1 hour to complete. Once summoned, the clockwork eidolon gains the construct type, and its evolutions are permanently set, never to change again. The clockwork eidolon remains with its master and can no longer be sent back to its home plane when it is destroyed. As a result, only through the death of the clockwork mage can another gain control over his clockwork construct.
Should a clockwork eidolon be destroyed, it can regenerate itself at the rate of 1 hit point per minute. During such time, the clockwork eidolon remains inert and gains the helpless condition until it has regained half its total hit points or more. Once it has regenerated half or more of its total hit points, it is no longer helpless, and gains the broken condition until it has fully regenerated. While in this broken condition, the clockwork eidolon is considered a weapon, armor, and tool for the purpose of determining penalties related to attacks, AC, and skill checks. The clockwork eidolon must be fully regenerated before the broken condition is removed, or the clockwork mage may give it commands. This regeneration effect functions even if the clockwork eidolon has the self-destruct evolution.
In addition, the clockwork mage can use his maker’s call ability once per day to summon his clockwork eidolon to his side, regardless of distance or circumstance, and as long as the eidolon and master are on the same plane. This summoning functions as the call construct spell. This ability replaces twin eidolon.
Table: Clockwork Mage