Eldritch Eye

A magus does not have to limit himself to melee confrontation. Preferring lighter armor and agile maneuvers, those known as eldritch eyes fight from a distance with ranged weaponry and spell alike.

Diminished Spellcasting

An eldritch eye may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Arcane Pool (Su)

An eldritch eye uses his arcane pool to grant an enhancement bonus to a ranged weapon, rather than a melee weapon. At 5th level and above, he can add the following special abilities to a ranged weapon: conserving, designating (lesser and greater), distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, and shocking burst.

This alters the magus’s arcane pool ability.

Point Blank Shot

At 1st level, an eldritch eye gains Point-Blank Shot as a bonus feat.

This ability replaces spell combat.

Ranged Spellstrike (Su)

At 2nd level, an eldritch eye can cast a ranged touch attack spell and deliver it through a ranged weapon or thrown weapon attack. Instead of the free ranged touch attack normally allowed to deliver the spell, an eldritch eye can make one free ranged attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this ranged attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. At 8th level, if used in conjunction with ranged spell combat, the ranged attack takes all penalties given from ranged spell combat ranged attacks, and the eldritch eye may deliver one ray or line of effect with each attack, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost.

This ability replaces spellstrike.

Safe Shot (Ex)

At 7th level, an eldritch eye no longer provokes attacks of opportunity when attacking with a ranged weapon or thrown weapon.

This ability replaces medium armor.

Ranged Spell Combat (Ex)

At 8th level, an eldritch eye gains the spell combat ability, but instead of a light or one-handed melee weapon, an eldritch eye must use a ranged or thrown weapon for spell combat. She doesn’t need a free hand for this ability.

This ability replaces Improved Spell Combat and Greater Spell Combat.

Evasive Archer (Ex)

At 13th level, the eldritch eye gains a +3 dodge bonus to AC against ranged attacks. This increases to +6 at 17th level.

This ability replaces heavy armor.

Pinpoint Targeting (Ex)

At 16th level, the eldritch eye gains Pinpoint Targeting as a bonus feat, even if he doesn’t meet the prerequisites. In addition, the eldritch eye can spend 1 point from his arcane pool to perform a ranged spellstrike in conjunction with Pinpoint Targeting as a full-round action.

This ability replaces counterstrike.

Weapon Mastery (Ex)

At 20th level, an eldritch eye gains weapon mastery with a single ranged weapon or thrown weapon, as the fighter class ability.

This ability replaces true magus.

Eldritch Eye Arcana

An eldritch eye gains access to the following magus arcana. He cannot select any arcana more than once.

Arcane Grit (Ex): The eldritch eye may use points from his arcane pool as grit points. He may only use his arcane pool to perform deeds that spend grit points; having at least one point left in his arcane pool does not allow him to use deeds that can be performed as long as he has one grit point. The eldritch eye must be at least 6th level before selecting this arcana and must have the grit class feature (either by having levels in a class that grant grit or by the Amateur Gunslinger feat).

Arcane Marksman (Su): The eldritch eye gains proficiency with all firearms. When using his arcane pool ability to enhance his ranged weapon he can add the following effects to a firearm he wields: greater lucky, greater reliable, lucky, and reliable.

Long Range (Su): The eldritch eye can spend one point from his arcane pool as a swift action to increase the range increment of a one-handed ranged weapon by 20 feet or the range increment of a two-handed ranged weapon by 50 feet for 1 round.

Rapid Reload (Su): The eldritch eye can spend a point from his arcane pool as a free action to magically load his weapon. For one round, any ranged weapon he holds is automatically loaded with ammunition after being fired, allowing him to make full-attack actions with a weapon that normally requires him to take actions to reload. This ability will load any ammunition that the eldritch eye has on his person that he desires, but he must actually have the ammunition. The eldritch eye must be at least 6th level before selecting this arcana.

Magus Arcana: The following magus arcana complement the eldritch eye archetype: accurate strikes, arcane accuracy, enduring blade, and pool strike (can be used with a ranged weapon or thrown weapon).

Section 15: Copyright Notice

Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore

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