Arcanist

Arcanist

Hit Die: d6

Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (All) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Skill Points per Level: 2 + Int Modifier

Level Base Attack Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +0 +0 +2 Arcane Reservoir, arcanist exploit, cantrips, consume spells 2 - - - - - - - -
2 +1 +0 +0 +3 - 3 - - - - - - - -
3 +1 +1 +1 +3 Arcanist exploit 4 - - - - - - - -
4 +2 +1 +1 +4 - 4 2 - - - - - - -
5 +2 +1 +1 +4 Arcanist exploit 4 3 - - - - - - -
6 +3 +2 +2 +5 - 4 4 2 - - - - - -
7 +3 +2 +2 +5 Arcanist exploit 4 4 3 - - - - - -
8 +4 +2 +2 +6 - 4 4 4 2 - - - - -
9 +4 +3 +3 +6 Arcanist exploit 4 4 4 3 - - - - -
10 +5 +3 +3 +7 - 4 4 4 4 2 - - - -
11 +5 +3 +3 +7 Arcanist exploit, greater exploits 4 4 4 4 3 - - - -
12 +6 +4 +4 +8 - 4 4 4 4 4 2 - - -
13 +6 +4 +4 +8 Arcanist exploit 4 4 4 4 4 3 - - -
14 +7 +4 +4 +9 - 4 4 4 4 4 4 2 - -
15 +7 +5 +5 +9 Arcanist exploit 4 4 4 4 4 4 3 - -
16 +8 +5 +5 +10 - 4 4 4 4 4 4 4 2 -
17 +8 +5 +5 +10 Arcanist exploit 4 4 4 4 4 4 4 3 -
18 +9 +6 +6 +11 - 4 4 4 4 4 4 4 4 2
19 +9 +6 +6 +11 Arcanist exploit 4 4 4 4 4 4 4 4 3
20 +10 +6 +6 +12 Magical supremacy 4 4 4 4 4 4 4 4 4

Arcanist Spells Prepared

Level 0 1 2 3 4 5 6 7 8 9
1 4 2 - - - - - - - -
2 5 2 - - - - - - - -
3 5 3 - - - - - - - -
4 6 3 1 - - - - - - -
5 6 4 2 - - - - - - -
6 7 4 2 1 - - - - - -
7 7 5 3 2 - - - - - -
8 8 5 3 2 1 - - - - -
9 8 5 4 3 2 - - - - -
10 9 5 4 3 2 1 - - - -
11 9 5 5 4 3 2 - - - -
12 9 5 5 4 3 2 1 - - -
13 9 5 5 4 4 3 2 - - -
14 9 5 5 4 4 3 2 1 - -
15 9 5 5 4 4 4 3 2 - -
16 9 5 5 4 4 4 3 2 1 -
17 9 5 5 4 4 4 3 3 2 -
18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3

Weapon and Armor Proficiency: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanists gestures, which can cause her spells with somatic components to fail.

Spells: An arcanist casts spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they're cast. Instead, she can cast any spell that she has prepared, assuming she hasn't yet used up her spells per day for that level.

To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell level. The saving throw DC against an arcanist's spell is 10 + the spell level + the arcanist's Intelligence modifier.

An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Intelligence score.

An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two first level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated above. Unlike the number of spells an arcanist can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster affect the number of spells the arcanist can prepare.

An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare.

Like a sorcerer, an arcanist can choose to apply a metamagic feat to a prepared spell as she casts it, increasing the casting time as normal. Like a wizard, she may prepare a spell with a metamagic feat, casting it using the normal casting time. She cannot combine these options. A spell prepared with a metamagic feat cannot be further modified with another metamagic feat (unless she has the metamixing exploit).

Spellbook: An arcanist must study her spellbook each day to prepare her spells. She can't prepare any spell not recorded in her spellbook, except for read magic, which all arcanists can prepare from memory.

An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in other wizards' spellbooks to her own.

Arcane Reservoir: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane resevoir can hold an amount of magical energy equal to twice the arcanist's level. Each day when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the total mentioned above, points gained in excess of this maximum are lost.

Points from the arcane resevoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.

Arcanist Exploit By bending and sometimes even breaking the rules of magic, the arcanist learns to channel the power she harnesses to create a wide variety of magical effects. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every two levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the save DC for any arcanist exploit is equal to 10 + 1/2 the arcanist's level + the Arcanist's Charisma modifier.

  • Acid Jet: The arcanist can unleash a jet of acid by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d4 points of acid damage, plus 1d4 points of acid damage for every two arcanist levels beyond first. (To a maximum of 10d4 at 19th level). The target is also sickened for 1d4 rounds (Fortitude negates).
  • Bloodline Development: The arcanist can select one bloodline from any of those available from the bloodline sorcerer class feature. The arcanist gains that bloodline's bloodline arcana and 1st level bloodline power, as though she were a 1st-level sorcerer. As a swift action, the arcanist can expend one point from her arcane reservoir to bolster her latent nature, allowing her to treat her arcanist level as her sorcerer level for these abilities for 1 minute for the purposes of the bloodline arcana and 1st level bloodline power. She does not gain any new abilities from this use, such as those gained at 3rd level. This exploit cannot be used to gain an arcane bond through the arcane bloodline; if the arcane bloodline is selected, the arcanist gains the hand of the apprentice ability from the universal school instead, using her Charisma modifier in place of her Intelligence modifier.
  • Consume Magic Items: The arcanist can consume the power of potions, scrolls, staves and wands, using them to fill her arcane reservoir. Using this ability is a standard action that provokes an attack of opportunity. When using this exploit, the arcanist adds a number of points to her arcane pool equal to half the level of the spell contained in the item (0-level and 1st level spells do not recharge the arcanist's arcane reservoir). If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges (if it has less than 5 charges, the wand is destroyed and the arcanist gains no benefit). If used on a staff, it loses one charge and the arcanist gains a number of points in his arcane reservoir equal to the highest-level spell the staff can cast using only 1 charge (if the staff has no spells that require only 1 charge, the arcanist cannot use that staff with this ability.). No more than 1 charge can be drawn from a staff each day in this way. Points gained in excess of the reservoir's maximum are lost.
  • Counterspell: By expending one point from her arcane reservoir, the arcanist can attempt to counterspell a spell as it is being cast. She must identify the spell being cast as normal. If the check is successful, the arcanist can then use an immediate action and expend an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell the spell, the arcanist must make a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of that level and she receives a +5 bonus on the dispel check.
  • Dimensional Slide: The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see; this is in place of 5 feet of movement. She can use this ability once per round. She does not provoke an attack of opportunity for the movement caused by this ability, but any other movement provokes as normal.
  • Flame Arc: The arcanist can create an arc of flame by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of fire damage for every two arcanist levels beyond first (to a maximum of 10d6 at 19th level). The target may attempt a Reflex saving throw to halve the damage.
  • Force Strike: The arcanist can unleash a blast of force by expending one point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as per magic missile) and it deals 1d4 points of damage, plus 1 point of damage per arcanist level. Spells and effects that negate magic missile also negate this effect.
  • Ice Missile: The arcanist can create a missile made of freezing ice by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d4 points of cold damage plus 1d4 points of cold damage for every two arcanist levels beyond 1st (to a maximum of 10d4 at 19th level). In addition, the target is staggered for 1 round. The target can attempt a Fortitude saving throw to negate the staggered condition.
  • Item Crafting: The arcanist can select one item creation feat as a bonus feat. She must meet the prerequisites of this feat.
  • Lightning Lance: The arcanist can create a lance of lightning by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d4 points of electricity damage plus 1d4 points of electricity damage for every two arcanist levels beyond first (to a maximum of 10d4 at 19th level). The target's vision is also impaired, causing the target to treat all creatures as if they had concealment (20%) for 1 round. The target can attempt a Fortitude save to negate the impaired vision.
  • Metamagic Knowledge: The arcanist can select one metamagic feat as a bonus feat. She must meet the prerequisites of this feat.
  • Metamixing: The arcanist can expend one point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it, using a higher-level spell slot as normal, but using the spell's original casting time. She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot use the same metamagic feat on a given spell more than once.
  • Potent Magic: Whenever the arcanist expends one use of her arcane reservoir to increase the caster level of a spell, the caster level is increased by 2 instead of 1. Whenever she expends one point from her arcane reservoir to increase the DC of a spell, the DC is increased by 2 instead of 1.
  • School Understanding: The arcanist can select one arcane school from any of the schools available to the wizard class, but she does not gain any opposition schools. The arcanist gains the abilities of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for these abilities. As a swift action, the arcanist can expend one point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for these abilities for 1 minute for the purposes of those arcane school abilities granted at 1st level. She does not gain any new abilities from this use, such as those gained at 8th level.
  • See Magic: The arcanist can see magical auras as if under the effects of detect magic. If she expends one point from her arcane reservoir, for 1 minute she instantly recognizes magic item auras and spell effects. During this time, she is treated as if she had studied each aura for 3 rounds and she treats her Knowledge (arcana) skill check as if she had rolled a 15 on the d20. In addition, if she touches a magic item during this time, she can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the arcanist must first succeed at a melee touch attack to identify the item.
  • Spell Tinkerer: The arcanist can alter an existing spell effect by expending one point from her arcane reservoir. She must be adjacent to the spell effect (or the effect's target) and be aware of the effect to use this ability. She can choose to increase or decrease the remaining duration of the spell effect by 50%. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent.
  • Spell Disruption: The arcanist can temporarily disrupt a spell by expending one point from her arcane reservoir. This ability suppresses a spell effect for a number of rounds equal to the arcanist's Charisma modifier (minimum 1) if she succeeds at a dispel check against the spell. If the spell affects multiple creatures, this ability only suppresses the spell for one creature. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability can be used on an unwilling target, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells: The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0-level spells) in this way. Points added to the arcane reservoir in excess of the limit are lost.

Greater Exploits: At 11th level and every two levels thereafter, the arcanist can choose one of the following greater exploits in place of an arcanist exploit.

  • Burning Flame: Whenever the arcanist uses the flame arc exploit, she can expend two points from her arcane reservoir instead of one. If she does, the target catches on fire if it fails its saving throw. Until the fire is extinguished, the target takes 3d6 fire damage at the start of its turn. The target can attempt a Reflex save as a full round action to extinguish the flames. Applying at least 1 gallon of water to the target automatically extinguishes the flames. The arcanist must have the flame arc exploit before selecting this exploit.
  • Counter Drain: Whenever the arcanist successfully counterspells a spell, the arcanist regains points to her arcane reservoir depending on the level of the spell countered. Spells of 2nd level or lower do not restore any points. Spells of 3rd, 4th and 5th level restor one point. Spells of 6th, 7th and 8th level restore two points. Spells of 9th level restore three points. The arcanist must have the counterspell exploit before selecting this exploit.
  • Dancing Electricity: Whenever the arcanist uses the lightning lance exploit, she can expend two points from her arcane reservoir instead of one. If she does, all creatures adjacent to the target take an amount of damage equal to half the amount of electricity damage rolled. Adjacent creatures can attempt a Reflex save to halve this damage. Whether or not the target makes its saving throw has no effect on adjacent targets. The arcanist must have the lightning lance exploit before selecting this exploit.
  • Greater Metamagic Knowledge: The arcanist can select a metamagic feat as a bonus feat. She must meet the prerequisites of this feat. Each morning when she prepares her spells, the arcanist can expend one point from her arcane reservoir to exchange this bonus feat for another metamagic feat, as long as she meets the prerequisites of the new feat. The arcanist must have the metamagic knowledge exploit before selecting this exploit.
  • Greater Spell Disruption: The arcanist can disrupt a spell effect or magic item by expending one point from her arcane reservoir. This acts like a targeted dispel magic with a range of touch. The arcanist can add her Charisma bonus to the dispel check. The arcanist must have the spell disruption exploit before selecting this exploit.
  • Icy Tomb: Whenever the arcanist uses the ice missile exploit, she can expend two points from her arcane reservoir instead of one. If she does, the target is coated in a rime of ice if it fails its saving throw. As long as the ice remains, the target is entangled (although not anchored) and takes 1 point of Dexterity damage at the start of its turn. The target can break free from the ice as a standard action by making a Strength check with a DC equal to 10 + the arcanist's Charisma modifier. If the target takes more than 10 points of fire damage from a single attack, the ice melts and the effects end. The arcanist must have the ice missile exploit before selecting this exploit.
  • Lingering Acid: Whenever the arcanist uses the acid jet exploit, she can expend two points from her arcane reservoir instead of one. If she does, the target takes additional damage on the following rounds if it fails its saving throw. The target takes 1d4 points of acid on the following round for every 2d4 points of acid damage dealt by the initial attack. On subsequent rounds, the target continues to take 1d4 points of acid damage for every 2d4 points of acid damage dealt on the previous round. The damage continues until the amount of acid damage dealt on the previous round by this effect is less than 1d4. The arcanist must have the acid jet exploit before selecting this exploit.
  • Siphon Spell: When the arcanist uses the greater disrupt spell exploit, she can siphon some of the power to restore her arcane reservoir. If the caster level of the spell is equal to or higher than the arcanist and she exceeds the DC of the dispel check by 5 or more, she regains 1 point to her arcane reservoir. If she exceeds this check by 10 or more, she instead regains 2 points to her arcane reservoir. This has no effect on magic items. The arcanist must have the greater spell disruption exploit before selecting this exploit.
  • Spell Thief: The arcanist can steal a spell affecting one creature by expending one point from her arcane reservoir. If the creature is unwilling, she must succeed at a melee touch attack to steal the spell; the target must succeed at a Will saving throw to negate the effect. The arcanist can specify a spell affecting the target to steal, but if she's incorrect or doesn't know what spells are affecting the target, the spell is stolen randomly from all those affecting the target. If successful, the spell effect transfers to the arcanist, affecting her for the remaining duration. This ability doesn't grant the arcanist a saving throw against the effect, unless it normally allows for a new saving throw during its duration. The arcanist cannot use this ability to steal a spell with a range of personal or a duration of permanent. The arcanist must have the spell tinkerer exploit before selecting this exploit.

Magical Supremacy: At 20th level, the arcanist learns to easily convert her arcane reservoir into spells and back again. She can cast any spell she has prepared directly from her arcane reservoir, instead of spending a spell slot, by expending a number of points from her arcane reservoir equal to the level of the spell being cast. When she casts a spell in this fashion, she treats her caster level as 2 higher than normal, and the DC of any saving throws associated with the spell increase by 2. She cannot further expend points from her arcane reservoir to enhance a spell cast in this way.

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