Siege Armorist (Armorist Archetype)

### **Siege Engineer**

At 1st level, the siege armorist gains Siege Engineer as a bonus feat. At 8th level the siege armorist gains Master Siege Engineer feat as a bonus feat. The siege armorist does not need to meet the prerequisites for these feats.

This ability replaces the armorist’s proficiency with all martial weapons.

### **Summon Crew**

At 1st level the siege armorist may spend 1 spell point to summon 1 unseen crew for every 3 class levels (minimum 1) for 1 minute per class level. An unseen crew member is an invisible, shapeless force that performs the duties of one crew member. It can operate and reload siege engines. An unseen crew member possesses no other skills. It cannot fight, speak, or even defend itself. Unseen crew are medium sized, have a Strength score of 10, and ranks in Craft (siege engine), Knowledge (engineering), and Profession (siege engineer) equal to half the siege armorist’s class levels plus their practitioner modifier. They cannot fly, but they can climb, swim, or walk with a base speed of 20 feet. An unseen crew cannot be killed, but it dissipates if it takes more than 1 point of damage per siege armorist level you possess from area attacks (it gets no saves against attacks). These unseen crew can only operate siege engines and act within close range of siege engines. Dismissing one or more unseen crew is a free action.

This replaces summon equipment.

### **Bound Siege Engine**

The siege armorist can only have a single siege engine as their bound equipment. If the siege armorist leaves close range of the bound siege engine, it disappears after 1 round. Any siege armor placed on the bound siege engine is dismissed and summoned along with it. A bound siege engine is summoned with 1 unseen crew member at 1st level. At 5th level, and every 5 levels thereafter the bound siege engine is summoned with an additional unseen crew member.

This alters bound equipment, and replaces bound implement and the additional pieces of bound equipment gained at 5th, 10th, 15th, and 20th level.

### **Siege Link**

At 2nd level as a standard action the siege armorist may spend a spell point to form a link with one siege engine within close range and line of sight. This link allows the siege armorist to aim and fire a linked siege engine remotely as long as it is within close range, though it still requires a crew to reload the siege engine. A siege link lasts for 1 minute per class level. A siege armorist may have a siege link with a maximum number of siege engines equal to their casting ability modifier (minimum 1). A siege armorist automatically forms a siege bond with their bound siege engine when summoned which lasts until dismissed. The siege link with their bound siege engine does count towards their maximum number of siege links.

This replaces the arsenal trick gained at 2nd level.

### **Siege Lord**

At 10th level, the siege armorist can reload, aim, and fire their bound siege engine or a siege engine they are linked to purely by the power of this link, and no longer needs a crew to control the siege engine. It still takes the normal required amount of time and actions to control a siege engine in this manner.

This replaces boost equipment.

### **Quick Siege Link**

At 15th level, the siege armorist may create a siege link with a siege engine as an immediate or swift action.

This replaces quick summons.

### **Infinite Crew**

At level 20, the siege armorist no longer needs to spend a spell point to summon crews or link with siege engines, and the duration of summoned crew and siege links increases to 1 hour per class level.

This replaces infinite arsenal.