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| DRAGON HORDE
The Arcanist
In worlds where magic is not the primary art of humanity,
there exists the fabled-few Arcanist. Whether they go by titles of Archmage or Wizard, Witch or sorcerer, all are Arcanists.
From the awesome Merlin of Camelot to the Set-occultist Thulsa
Doom, to the enchanting transmuter Circe - all are arcanists. These spellcasters
work Arcane Rites which take time and practice to wield properly.
|
Level |
Attack |
Fort. |
Reflex |
Will |
Special
Features |
Spell
Level |
|
1 |
+0 |
+1 |
+0 |
+1 |
Arcane
Rites, Familiar |
0th |
|
2 |
+1 |
+2 |
+0 |
+2 |
Sage
Advice |
0th
|
|
3 |
+1 |
+2 |
+1 |
+2 |
--- |
1st |
|
4 |
+2 |
+3 |
+1 |
+3 |
--- |
1st |
|
5 |
+2 |
+3 |
+2 |
+3 |
Animal
Companion |
2nd |
|
6 |
+3 |
+4 |
+2 |
+4 |
Bonus
Feat |
2nd |
|
7 |
+3 |
+4 |
+3 |
+4 |
--- |
3rd |
|
8 |
+4 |
+5 |
+3 |
+5 |
Quicken
Rites |
3rd |
|
9 |
+4 |
+5 |
+4 |
+5 |
--- |
4th |
|
10 |
+5 |
+6 |
+4 |
+6 |
Improved
Familiar |
4th |
|
11 |
+5 |
+6 |
+5 |
+6 |
--- |
5th |
|
12 |
+6/+1 |
+7 |
+5 |
+7 |
Bonus
Feat |
5th |
|
13 |
+6/+1 |
+7 |
+6 |
+7 |
Arcane
Transcendence |
6th |
|
14 |
+7/+2 |
+8 |
+6 |
+8 |
--- |
6th |
|
15 |
+7/+2 |
+8 |
+7 |
+8 |
Enhanced
Companion |
7th |
|
16 |
+8/+3 |
+9 |
+7 |
+9 |
Quicken
Rites |
7th |
|
17 |
+8/+3 |
+9 |
+8 |
+9 |
Infuse
Rites |
8th |
|
18 |
+9/+4 |
+10 |
+8 |
+10 |
Bonus
Feat |
8th |
|
19 |
+9/+4 |
+10 |
+9 |
+10 |
--- |
9th |
|
20 |
+10/+5 |
+11 |
+9 |
+11 |
Enhanced
Familiar |
9th |
Alignment: Any
Hit Die: d6
Class Skills
The Arcanist’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Heal
(Wis), Knowledge – any (Int), Perform-Rites (Cha), Profession (Wis), Speak
Language (Int), Spellcraft (Int), Use Magic Device (Cha)
Skill points at 1st level: (6 + Int Modifier) x 4
Skill points at each additional level: 6 + Int Modifier
Arcane Rites: An Arcanist casts spells which are called Rites. Like a
Shaman’s Rituals, these Rites require considerably more time to cast than a
normal Sorcerer/Wizard spell; Swift and Quicken spells requiring a Move Action
to cast while spells normally noted as requiring a Standard Action now require
a Full Round Action of spellcasting, whereas spells which required a Full Round
to cast no take a full minute to complete the casting. It is important to note
that Immediate Spells remain unchanged.
A Perform (Rites & Rituals) check is necessary to complete the casting of
any spell, with a DC of 5+Spell Level. Failure results in an increase to the
effective casting time of the spell by 1 increment. Failuire
by more than 10 results in a ruined spell. This performance in impossible to
hide, and includes the cadre of other components necessary to casting the
spell. Charlatans have often portrayed themselves as Arcanists or spellcasters with an exceptional Perform-Rites check, even
though no outward magic is performed.
The Arcanist can cast any spell he knows without preparing it ahead of time the
way a shaman must. To learn or cast a spell, an Arcanist must have Intelligence
and Wisdom scores equal to at least 10 + the spell level. The Difficulty Class
for a saving throw against an Arcanist’s spell is 10 + spell level + the
Arcanist’s Intelligence modifier + the Arcanist’s Wisdom modifier. Like the
Shaman, the Arcanist is limited to casting only a few spells in a given day,
equal to his Arcanist level + the Arcanist’s Intelligence modifier + the
Arcanist’ Wisdom modifier, though the Arcanist is not otherwise limited to
casting a certain number of spells of a given spell level.
An Arcanist’s selection of spells is limited. An Arcanist begins play knowing 3
0th level spells. At each new Arcanist level, he gains
two more spells of the indicated level. He may choose spells of any level he
can currently cast. Arcanists must keep these spells in a spellbook and must
study their spellbook for at least 1 full hour following a full 8 hours of
rest.
Upon reaching 4th level, and at every even-numbered Arcanist level after that
(6th, 8th, and so on), an Arcanist can choose to learn a new spell in place of
one he already knows. In effect, the Arcanist "loses" the old spell
in exchange for the new one. The new spell’s level must be the same as that of
the spell being exchanged, and it must be at least two levels lower than the
highest-level sorcerer spell the Arcanist can cast. An Arcanist may swap only a
single spell at any given level, and must choose whether or not to swap the
spell at the same time that he gains new spells known for the level.
Familiar: An Arcanist can obtain a familiar. Doing so takes 24 hours and
uses up magical materials that cost 100gp. A familiar is a magical beast that
resembles a small animal and is unusually tough and intelligent. The creature
serves as a companion and servant. The Arcanist may select any Animal with less
than 1 full HD (Bat, Cat, Lizard, Rat, Raven, Snake (Tiny Viper), Toad, or
Weasel). In all other ways, this familiar operates as a Familiar within the
SRD, with the Arcanist's initial level used to determine features.
If the Familiar dies or is dismissed by the Arcanist, the Arcanist must attempt
a DC 15 Fortitude saving throw. Failure means he loses
200 experience points per Arcanist level; success reduces the loss to one-half
the amount. However, an Arcanist’s experience point total can never go below 0
as a result of a familiar’s demise or dismissal. A Slain or dismissed familiar
cannot be replaced until the passing of a full moon (28 days)
Sage Advice: At 2nd level, an Arcanist gains the ability to know legends
or information regarding various topics. He may make a special Sage Advice
knowledge check with a bonus equal to ½ his Arcanist level + his Intelligence
Modifier + his Wisdom Modifier to see whether he knows some relevant
information about local notable people, legendary items, or noteworthy places
especially as it pertains to Arcana. For every 5 Ranks in Knowledge-History,
the Arcanist gains a +1 synergy bonus. A successful Sage Advise check will not
reveal the powers of a magic item but may give a hint as to its general
function. An Arcanist may not take 10 or take 20 on this check; this sort of knowledge
is essentially random.
DC10 – Common, Known by at least a substantial minority of the local population
DC20 - Uncommon but available, known by only a few people legends.
DC25 – Obscure, known by few, hard to come by.
DC30 – Extremely obscure, known by very few, possible forgotten by most who
once knew it, possibly known only by those who don’t understand the
significance of the knowledge.
Animal Companion: An Arcanist can obtain an Animal Companion as an
additional Familiar. Doing so takes 24 hours and uses up magical materials that
cost 1,000gp. This familiar is a magical beast that resembles a medium animal
and is unusually touch and intelligent. The creature serves as a companion and
servant. The Arcanist may select any Animal with not more than 3 HD (Baboon,
Badger*, Bear-black, Boar, Camel, Cheetah, Crocodile, Dog*, Donkey, Eagle*,
Hawk*, Horse, Hyena, Leopard, Lizard-monitor, Monkey*, Mule, Octopus, Owl*,
Pony, Porpoise, Shark-Medium, Snake-constrictor, Squid, Wolf, Wolverine.
Animals marked with an asterisk (*) gain the Celestial or Fiendish template,
based on the Arcanist’s alignment. In all other ways, this animal companion
operates as an animal companion within the SRD, with the Arcanist's level at
the time he gained this feature used to determine features.
If the Animal Companion dies or is dismissed by the Arcanist, the Arcanist must
attempt a DC 20 Fortitude saving throw. Failure means
he loses 250 experience points per Arcanist level; success reduces the loss to
one-half the amount. However, an Arcanist’s experience point total can never go
below 0 as a result of a companion’s demise or dismissal. A Slain or dismissed
animal companion cannot be replaced until the passing of a full moon (28 days)
Bonus Feat: The Arcanist gains a bonus feat at 6th, 12th, and 18th
level. This feat is in addition to those gained by virtue of level alone. The
Arcanist may select any of the following Feats: Acrobatic, Agile, Alertness,
Animal Affinity, Athletic, Augment Summoning, Combat Casting, Deceitful, Deft
Hands, Diligent, Greater Spell Focus, Greater Spell Penetration, Improved
Counterspell, Investigator, Magical Aptitude, Negotiator, Nimble Fingers,
Persuasive, Self-Sufficient, Skill Focus, Spell Focus, Spell Mastery, Spell
Penetration, or Stealthy. Any feat which is related to spellcasting or skills
may be selected.
Quicken Rites: At 8th level, the Arcanist is able to use any spell he
can cast as a Move Action. The Arcanist can do this only 1 time per day. At
16th level, the Arcanist is able to do this one addition time per day. The
spell modified by this ability is otherwise unchanged and operates in every way
like a spell of its type.
Improved Familiar: An Arcanist can obtain a new Improved Familiar as an
additional Familiar. Doing so takes 24 hours and uses up magical materials that
cost 1,000gp. This familiar is an outsider of some type which is unusually
tough and intelligent. The creature serves as a companion and servant. The
Arcanist may select any one of the following: Archon-Lantern,
Arrowhawk-Juvenile, Demon-Quasit, Devil-Imp, Eagle-giant, Elemental-Any
Medium, Hellhound, Mephit-any, Owl-giant, Pseudodragon, Shocker Lizard,
Thoqqua, Trojanida-Juvenile, or Xorn-minor. In all other ways, this improved
familiar operates as an improved familiar within the SRD, with the Arcanist's
level at the time he gained this feature used to determine features.
If the Improved Familiar dies or is dismissed by the Arcanist, the Arcanist
must attempt a DC 25 Fortitude saving throw. Failure
means he loses 500 experience points per Arcanist level; success reduces the
loss to one-half the amount. However, an Arcanist’s experience point total can
never go below 0 as a result of a familiar’s demise or dismissal. A Slain or
dismissed Improved Familiar cannot be replaced until the passing of a full moon
(28 days)
Arcane Transcendence: The Arcanist’s long association with arcane-magic
has tainted his blood. Forevermore, the Arcanist has Damage Reduction 5/Silver
and Spell Resistance equal to his Arcanist Level, + his Intelligence Modifier +
his Wisdom Modifier. The Arcanist gains the Outsider type with all associated
benefits and penalties. The Arcanist continues to age, gaining bonuses and
penalties until one of his physical ability scores drops to 3, at which point
the Arcanist dies within 28 days (The Next Full Moon) of old age.
Enhanced Companion: Your Animal Companion gains the Celestial or Fiend
template. The type of template is based on the Arcanist’s alignment. A neutral
Arcanist can select either, but once the decision is made, it cannot be
altered. The Animal Companion gains all the features of the template and
remains with you as your Animal Companion. Companions that already possess the
Celestial or Fiendish template gain instead the Half-Celestial or Half-Fiend
template, matching their current template.
Infuse Rites: The Arcanist can work a spell into an object, either as a
potion, a scroll, or a temporarily enchanted magic item. The Item to be infused
must be masterwork quality. Any Arcane-based Magic Item can be duplicated. In
the cases of Potions, the potency remains for 1 week. In the case of Scrolls,
the potency remains until the next full moon (up to 28 days). All other items
retain their quality for 24 hours. An Arcanist can delay the effect of the
infused item, causing that item to flare with its magic at some later date. The
Arcanist must furnish the XP costs associated with crafting the Magic Item in
question, but not the GP cost.
Enhanced Familiar: Your familiar and improved familiar
gains the Half-Celestial or Half-Fiendish template, alternatively, the Pseudonatural Template can be selected with DM discretion.
The type of template is based on the Arcanist’s alignment. A neutral Arcanist
can select either, but once the decision is made, it cannot be altered. The
Familiar and Improved Familiar gain all the features of the template and
remains with you as your Familiar/Improved Familiar.