![]() He can cast either of these as 1st-level spells. ![]() This ability replaces cantrips, but the siege mage gains the detect magic and read magic cantrips and places them in his spellbook. When he does, the siege engine attack gains a bonus on its attack roll or targeting roll equal to the level of the spell he sacrificed, and a bonus to damage equal to 3 × the level of the spell. A siege mage can bond with a siege engine in this manner a number of times per day equal to his Intelligence modifier (minimum 1) but can only be bonded with one siege engine at a time.Įmpower Siege Engine (Su): As a swift action, a siege mage can sacrifice one of his spells to empower the next attack he makes before the end of his turn with a siege engine he is bonded with. The siege mage can end this bond with a free action. It still takes the normal required amount of time and actions to control a siege engine in this manner. ![]() At 10th level, he can reload, aim, and fire the siege engine purely by the power of this link, and no longer needs a crew to control the siege engine. He can utilize the power of this link to aim and fire the siege engine remotely (as long as he's within 30 feet), though it still requires a crew to reload the siege engine. Siege Engine Bond (Su): At 1st level, a siege mage can bond with a single siege engine within 30 feet and line of sight as a standard action. Siege Engineer: At 1st level, the siege mage gains Siege Engineer as a bonus feat, even though he does not meet the prerequisites for that feat. The siege mage combines his arcane mastery with a supernatural link to siege engines. In addition, the arcane bomber takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools. An arcane bomber who prepares spells from his opposition school must use two spell slots of that level to prepare the spell. These opposition schools are chosen at 1st level and cannot be changed later. School of the Bomb: The creation and use of bombs is often so engrossing or intellectually taxing that an arcane bomber forsakes four schools of magic. This ability replaces cantrips, but the arcana bomber gains the detect magic and read magic cantrips and places them in his spellbook. ![]() When he does, he gains a bonus to hit with the next bomb he throws before the end of his turn equal to the level of the spell he sacrificed, and a bonus to damage equal to twice the level of the spell. Spellblast Bombs (Su): At 1st level, as a swift action, an arcane bomber can sacrifice one of his spells to empower the next bomb he throws during his turn. This ability stacks with the alchemist bomb ability to determine the level of bomb damage, but an arcane bomber that becomes an alchemist does not gain that class's bomb ability, nor does an alchemist that becomes an arcane bomber gain this bomb ability. He can throw bombs of that type, but cannot modify them with discoveries. Unlike the alchemist, at 1st level, the arcane bomber chooses one type of energy from the following list: acid, cold, fire, and electricity. A few wizards take up the secrets of the bomb, however, fusing alchemy with their already considerable magical power.īomb (Su): At 1st level, the arcane bomber gains an ability nearly identical to the alchemist's bomb ability. To many wizards, the experimentation of the alchemist seems quaint, if not dangerous or frightening. While many wizards focus purely on casting and creating spells, there are some who experiment in fusing magic with alchemical and mechanical devices.
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