Cybermage 

(Elf, Magus Archetype)

Although elves possess a natural affinity to magic, some spellcasters enhance their magic through technological advances. These cybermages employ technology and arcane magic to compensate for the loss of one of their limbs or other body part by forging a cybernetic counterpart. 


Class Features

The cybermage has the following class features. 


Cybertech (Su)

At 1st level, a cybermage gains one of the following cybernetic body parts: cybernetic arm, cybernetic ears, cybernetic eyes, cybernetic leg. His starting cybertech is battered, and only he knows how to use it properly. All other creatures treat his cybertech as if it had the broken condition. If the cybertech already has the broken condition, it does not work at all for anyone else trying to use it. This starting cybertech can only be sold for scrap (it’s worth 4d10 gp when sold). The cybermage also gains Craft Cybernetics and Technologist as bonus feats. This ability replaces cantrips and spell combat. Cybertech bonds with the cybermage and becomes one with him, just as his initial limb or other body part once was, and grants special abilities to the cybermage. These special abilities apply only when the cybertech iswithin the cybermage’s possession and does not have the broken condition. If a cybertech is destroyed, it can be replaced 1 week later through a specialized ritual that costs 200 gp per cybermage level. The ritual takes 8 hours to complete.

All cybertech have special abilities (or impart abilities to the cybermage) depending on the cybermages's level, as shown on the table below. The abilities are cumulative.

Cybertech Enhancement (Ex): The cybermage gain the following benefit according to their chosen cybertech.