Radiant Armourer



''I can't summon any more swords... Time to use magic to invoke an arrow now!''

- Chloe von Einzbern, a Radiant Armourer

All evokers learn to summon a costume and device. Few however decide to refine the art of of creating weapons and armour from the light. Those that do are Radiant Armourers. Some focus on equipping their allies, while other focus on using their vast arsenal themselves. Either way, they make a number of weapons.

Requirements
To become a Radiant Armourer, you must fulfill all the following criteria.

Feats: Radiant Arsenal, Twinned Device

Skills: Craft (Armorsmithing) 8 Ranks, Craft (Weaponsmithing) 8 Ranks

Class Skill List
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [All skills, taken separately] (Int), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)

Skill Points
4 + Int modifier at each level.

Hit Die
d8

Weapon and Armour Proficiencies
A Radiant Armourer gains no additional weapon or armour proficiencies.

Illuminations
A Radiant Armourer loses little of her power as an evoker, but she does lose some, focusing on the creation of Radiant Armaments has downsides. At each indicated level, a Radiant Armourer gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which they belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a Radiant Armourer, she must decide to which class to add each level for the aforementioned purposes.

Radiance Wrought Arsenal (Ex)
A Radiant Armourer is known for the armaments she can create. These armaments are drawn from her radiance wrought arsenal, hereafter referred to simply as her arsenal. The arsenal of the Radiant Armourer consists of all devices, costumes, and radiant shields she may create, from those granted by classes to those granted by the radiant arsenal and blazing aegis feats. All of these are referred to as her armaments, and the sum of all the above is the total number of armaments the Radiant Armourer possesses. When summoning her device or costume, either normally or with the twinned device feat, she may select any of her armaments of the appropriate type. While she only has so many distinct armaments, the radiant armourer may summon as many copies of a single armament as she desires, provided she has enough motes to do so.

Unlike other evokers, the Radiant Armourer is also more adept at making use of the twinned device feat. Rather than being limited to making additional copies of devices, she may make additional copies of any armament she may produce, however costumes and shields made this way not held or worn grant her no benefit. If she has the blazing aegis feat, the Radiant Armourer may select shields in place of choosing a device or costume archetype when gaining the radiant arsenal feat.

Lastly, for every level in Radiant Armourer, she is treated as having two motes invested in twinned device. These motes do not count toward the normal limit of how many motes may be invested at any given time.

Standard Issue (Ex)
Unlike other magical girls who primarily use their armaments themselves, the Radiant Armourer has learned to make her armaments more intuitive to use with only a few basic tips. By spending 15 minutes training an individual, the Radiant Armourer may teach them to treat her devices as common weapons (Stance, Implement, and Marksman are treated as Simple, while all others are treated as Martial). Similarly, costumes may be treated as Light, Medium, Heavy, or no armour by one so trained (for light, medium, heavy, and aura costumes respectively). Shields in turn may be treated as any type of shield for proficiencies and abilities, though the type must be set for that given armament. When the Radiant Armourer summons her device, she may also summon devices into the hands of allies within 30 feet, while when she summons her costume, she may summon costumes onto allies within 30 feet. In either case she must have invested the needed number of motes into twinned device to make the desired number of armaments. If the Blazing Aegis feat is possessed she may also provide shields much like devices. These shields gain the full shield bonus from any motes invested in the feat, but do not grant it to adjacent allies when used by others. While in the hands of others, the devices are still at the Radiant Armourer's command. If she so chooses, she may apply her merciful feature to any attacks made by devices she created as a free action, causing the subsequent damage to be non-lethal.

Unfortunately, armaments used by others are not as effective as those used by the Radiant Armourer herself. As such they may only have a single armament effect at any time, even if the Radiant Armourer herself could have more (see below for more details). Further they may not have motes invested in their costume effects.

Armament Effects
A Radiant Armourer is more skilled than most evokers at applying armament effects. At second level and every fourth level thereafter (2, 5, 9) she may apply an additional armament effect to her armaments. Further, unlike other evokers, she has a pool of armament effects to draw on for all her armaments. At first level and every third level thereafter (1, 4, 7, 10) she gains one more armament effect in her pool than her maximum amount of armament effects able to be applied to armaments. How this works, is that when selecting armament effects as normal for an evoker, she instead selects a distribution of effects split between each of the three types of armaments (costumes, devices, and shields). She then selects what armament effects are in her pool, making sure that there are at least as many in each category as the number of effects applied to armaments in that category (note that shields may have both costume and device effects applied to them). For each of her armaments, she may then assign it any combination of armament effects of the appropriate type, so long as the total number does not exceed the amount of effects allotted number of effects for that armament category. If this number is greater than two, when summoning the armament she chooses which effect will be the primary one. It is the primary effect that individuals other than the radiant armourer herself gain when using the armament. Note that multiple copies of a given armament need not have the same primary effect.

If the Radiant Armourer would always have a given armament effect applied due to a feature from another class, it is always applied to devices, costumes, or shields she makes as appropriate. If it would always be treated as having motes invested in it, it is treated as having half that many motes invested in it when used by others. These motes do not count toward any normal limits on motes imbued in devices used by others for Radiant Armourer abilities.

Radiant Arsenal
At every even level, the Radiant Armourer gains Radiant Arsenal as a bonus feat.

Cartridges (Su)
At second level the Radiant Armourer gains the ability to make a cartridge for use with her devices. This acts as the champion ability of the same name and stacks with it.

Additionally, the Radiant Armourer may as a swift action load cartridges into devices and costumes she made that are being used by allies, if adjacent to them. The cartridges may be used by the one wielding the device or wearing the costume as a free action on their turn.

The Radiant Armourer gains an additional cartridge at levels 5 and 9.

Reforged Radiance (Su)
Unlike other magical girls, a Radiant Armourer has learned to rework her Armaments. Starting at third level, she may spend one hour to reforge a single armament. In this process she may change the archetype and/or the type of the armament so long as she retains at least one costume and one device in her arsenal. If she has the blazing aegis feat she must also have at least one shield among the armaments in her arsenal. She may use this process to select or change the type of shield the armament counts as and add or remove shield spikes if applicable for that type of shield. This adjusts the AC bonus granted by the shield as normal for the Blazing Aegis feat.

Additionally, she may forge the armament in such a way that it may be imbued with motes even if she is not wielding it herself. An armament forged this way may be prepared such that it can hold a number of motes equal to half the Radiant Armourer's evoker level. As with most evokers, these motes may be applied toward enhancing the effects of armament effects the armament possesses. If this is done, the Radiant Armourer must determine how many of the chosen type of motes can be invested in each effect applied to the armament. She may also use this process to change armament effects applied to the given armament so long as she is selecting other armament effects in her armament effect pool. If she later replaces an armament effect in her pool with another, she may automatically reassign the preparation to be imbued with motes to the new effect for the device. If the device would not gain the replacing effect, she must reforge it to allow motes to be allocated to another effect.

More than just allowing motes to improve armament effects though, the Radiant Armourer can forge armaments such that the imbued motes enhance it in other ways. She forge it such that up to half her class level motes may be applied toward granting the armament an enhancement bonus or one or more enchantments of lesser or equal value to the enhancement bonus she could grant (as well as an enhancement bonus for the remainder if she so chooses). If she chooses an enchantment, at least as many motes as that enchantment equates to in an enhancement bonus must be imbued in this effect for it to have any affect.

In the case of shields, in addition to the above options, the Radiant Armourer may prepare it to allow 2 motes to be imbued in a shield armament used by others. If this is done, the shield will grant those adjacent to the user the shield bonus it provides much like if the Radiant Armourer had imbued motes into the blazing aegis feat and was using the shield herself.

The Radiant Armourer can imbue or stop imbuing motes in armaments she creates but does not wielded in the same action she would imbue motes in to the armaments she is using herself. Additionally, if the one using the armament is capable of producing motes, she is capable of imbuing her own motes in these armaments up to the noted limit.

Blast Forged Device (Su)
Radiant Armourers are more focused on crafting radiant armaments than other magical girls. Even the power of illuminations may be put toward this task. Starting at 4th level, a Radiant Armourer gains access to a unique Blast illumination secondary component.

Reflected Radiance (Su)
Starting at fifth level, the Radiant Armourer becomes more in tune with her armaments even when not using them. When she imbues motes into an armament she is using all other armaments she creates of the same type (both through twinned device and the device blast augmentation) are treated as having half as many motes imbued in them, if they able to through the reforged radiance ability.She may still choose to individually imbue motes in armaments she is not using herself, though they are not counted for this effect and would be in addition to any mote from this effect. She must choose what these motes would be applied to for the armaments upon imbuing the armaments she herself is using.

Allied Assault (Su)
Starting at 7th level, the Radiant Armourer becomes able to imbue her allies' attacks with power akin to illuminations. As a standard action, the Radiant Armourer may expend up to evoker level in motes. Each ally who is wielding one of her devices may choose to apply the effects of a Blast/Assault illumination the Radiant Armourer has prepared costing 1/2 of the motes spent this way (round down) to one attack made before the beginning of the Radiant Armourer's next turn. Using this effect must be declared before the attack is rolled.

The Radiant Armourer also gains one extra prepared illumination. It may cost up to half her evoker level motes rounded down and must be a Blast illumination with the assault shape, even if she would normally not be able to make use of Blast illuminations or the assault shape when preparing illuminations. She may change this illumination as she can others when she gains an evoker level so long as it still meets the above requirements. While the allied assault ability my use this illumination, it may also use any other appropriate illuminations the Radiant Armourer has prepared.

Effective Arsenal (Su)
Upon reaching tenth level, the Radiant Armourer becomes even more skilled at applying armament effects. Armaments not used by the Radiant Armourer herself may benefit from two armament effects instead of just one. This secondary armament effect is chosen in the same way as the primary armament effect.

Mass Assault (Su)
A Radiant Armourer at tenth level is a master of imbuing her devices with her power such that even those not wielded by anyone may be imbued. When using making a full attack and having her floating devices aid her as per the twinned device feat, she may apply an assault blast to the attack of the floating weapons. This blast only effects creatures that fail the reflex save for half damage, and is only applied a single time, rather than for each weapon taking part. The mote cost of assault blasts used this way may not exceed half the Radiant Armourer's evoker level.