Iridic Mage (Pathfinder Wizard Archetype)
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Iridic Mage[edit]
This is an archetype of the Wizard class.
The iconography of eyes is ubiquitous among those studying the farthest alien realms, whether a single great all-seeing orb, or multitudinous eyes rippling over deliquescent and shapeless elder things. Iridic mages seek out hidden residues of alien presences, some seeking to serve and others to slay, but always to know. The eyes of iridic mages are always on the heavens, keeping watch should the space-gods ever return, for good or more likely to the ruin of all.
Iridic Mage Features[edit]
Bonded Sign (Ex): An iridic mage must form an arcane bond with an object, which must be an amulet or ring inscribed with the elder signs and runes of otherworldly vision, alien portents, and awful mind-rending truths. As long as the bonded sign is worn, it grants a +1 insight bonus on skill checks, ability checks, and caster level checks made when interacting with spells or creatures with the mythos descriptor, or people, objects, or places directly associated with them. This bonus increases by 1 at 5th level and every 5 levels thereafter.
This modifies arcane bond and replaces Scribe Scroll.
Ultravision (Ex): An iridic mage can permanently sacrifice one spell slot of each spell level she is capable of casting (not including cantrips) in order to mystically enhance his vision. These enhanced visual abilities are gained in the following order each time a spell slot is sacrificed. These abilities are extraordinary even if they duplicate spells or magical effects.
• permanent low-light vision (if the iridic mage already has low-light vision, he can see out to three times the normal distance in dim light)
• immunity to the dazzled condition.
• darkvision 60 feet (or increase the range of existing darkvision by 60 feet).
• immunity to the blinded condition.
• gain the ability to see through magical darkness within the range of the iridic mage’s darkvision.
• immunity to patterns.
• x-ray vision at will, as if wearing a ring of x-ray vision.
• immunity to gaze effects and similar effects that are triggered by looking at a creature, such as a nymph’s blinding beauty.
• permanent true seeing.
In addition to the benefits listed above, an iridic mage who has sacrificed at least one spell slot gains a competence bonus to Perception checks based on vision equal to the number of spell slots sacrificed +1.
Light of Revelation (Sp): At 5th level, as a move action an iridic mage can create a pale light, usually violet, blue, green, or amber, emanating in a 30-foot cone-shaped spread from her bonded sign. This functions as detect aberration, though gaining information immediately as if the iridic mage had concentrated for 3 rounds. Creatures with the mythos descriptor are detected as if they were aberrations, and spell effects with the mythos descriptor are likewise detected as if the iridic mage had cast detect magic and concentrated for 3 full rounds. You automatically identify any mind-affecting effects created by aberrations, mythos creatures, mythos spells, or cultists of mythos powers.
At 10th level, this light suppresses invisibility effects (as invisibility purge) used by any aberration, mythos creature, or creature using a mythos spell. At 15th level, it suppresses all figments and glamers used by such creatures. An iridic mage can use this ability for a number of rounds per day equal to his class level; these rounds need not be continuous.
This ability replaces your 5th and 15th level bonus feats.
Piercing Gaze (Su): At 10th level, whenever the iridic mage activates his light of revelation, the irises of the mage’s eyes glow brightly in the same hue, and any aberrations, mythos creatures, or their servants within 30 feet of the mage take 1 point of Charisma damage and become staggered for 1 round if they begin their turn within the light (Will negates; DC 10 + 1/2 your wizard level + your Cha modifier). Creatures within the light take 2 points of Charisma damage and are sickened and staggered for 1 round on a failed save. This is treated as a gaze attack, and creatures can avoid its effects by closing their eyes or averting their gaze. This ability affects willing servants of mythos powers as well as charmed, dominated, called, and summoned creatures forced into their service.
This ability replaces your 10th and 20th level bonus feats.
Original Source Legendary Games’ Gothic Compendium
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