View Full Version : Kobold Quarterly The Paragon Clockwork Mage

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06-04-2013, 02:12 AM
Originally posted on 06-04-2013 02:01 AM at koboldquarterly.com (http://www.koboldquarterly.com)

http://www.koboldpress.com/k/wp-content/uploads/2012/12/Defenders-of-Midgard-Cover-224x300.png (http://www.koboldpress.com/k/wp-content/uploads/2012/12/Defenders-of-Midgard-Cover.png)
We didn’t have room in Defenders of Midgard for the enigmatic mage paragon path features needed to round out the clockwork and glyph magic schools, so we’re featuring them here on the Kobold Press website. This book is available at DriveThruRPG (http://rpg.drivethrustuff.com/product_info.php?products_id=109244) and Paizo (http://paizo.com/products/btpy8w6j?The-Defenders-of-Midgard).Clockwork mages possess an eye for mechanisms, springs, gearing, and balanced forces, and their spells display a wide range of styles linked by these common themes. The spells and abilities listed below are taught by Guildmaster Clockwork Mage Orlando to advanced students of the Clockwork School at the Arcane Collegium in Zobeck.
Level 11: Clockwork ActionEnigmatic mage paragon path feature
When you reach deep into your reserves to go beyond your normal limits, you can transfer some of this strength to your mechanical ally.
Benefit: When you spend an action point to take an extra action, your clockwork companion (Defenders of Midgard, page 4) or other allied construct within 10 squares regains hit points equal to your level.
Level 11: Clockwork Encounter PowerEnigmatic mage paragon path feature
Your knowledge of clockwork magic has grown exponentially, allowing you to create and control bigger mechanical allies and have them battle your enemies. This spell animates a statue, a suit of armor, or a construct you have carefully built yourself.
Animate Construct**** Enigmatic Mage Attack 11Your eldritch magic invests an inanimate statue with the spark of life.
Encounter • Arcane, Clockwork, Summoning
Minor Action**** Melee touch
Target: One object
Effect: You bring an object of up to Large size to life under your control as an animated construct until the end of the encounter, or until it is destroyed, whichever comes first. The animated construct has speed 5 and a +2 bonus to AC. You can give the animated construct the following special command.
Standard Action: Melee 1; targets one creature; Intelligence +2 vs. AC; 2d6 + Intelligence modifier damage, and the target is knocked prone.
Special: If you spend one week and 2,500 gp in materials building your own metal shell to animate when you cast this spell, your animated construct moves at speed 7 and has a +2 bonus to Fortitude. The construct can be repaired using the repair clockwork companion spell (Defenders of Midgard, page 5) during or after the encounter.
Level 12: Clockwork Utility PowerEnigmatic mage paragon path feature
Your ability to manipulate the magic of cogs, gears, and springs allows you to drain the energy from your mechanical ally and transfer it to one made from flesh and blood.
Machine Sacrifice**** Enigmatic Mage Utility 12You fill your ally with the power of a machine, making her almost indestructible.
Daily • Arcane, Clockwork, Implement
Standard Action**** Melee touch
Target: One ally
Effect: Your clockwork companion or another construct under your control within 20 squares is destroyed and your ally gains resist 10 to all damage until the end of the encounter.
Level 20: Clockwork Daily PowerEnigmatic mage paragon path feature
Guildmaster Orlando has taught you the secrets of the thousands of whirring gears and cogs that drive the mechanisms of Time itself, allowing you to send an enemy from the present into the near future.
Time Jump ***Enigmatic Mage Daily Attack 20
You throw your foe forward through time, causing it to disappear for a few moments.
Daily • Arcane, Clockwork, Implement
Standard Action ***Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage, and the target is removed from play (save ends). When this effect ends, the target reappears in the space it last occupied or in the nearest unoccupied space of its choice.
****Aftereffect: The target is dazed.
Miss: Half damage, and the target is dazed until the end of your next turn.

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