Arcanist

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Contents

Arcanist.png

The Arcanist is, as his name suggests, an Arcane spell caster. What he is not, however, is a Wizard, or a Sorcerer. A Wizard studies the Arcane to manipulate it to his exacting ends. A Sorcerer lives Arcana to force his will and self upon it, to make it do what he wishes. An Arcanist, on the other hand, tries to live in harmony with the Arcane. He sees the Arcane as a flowing river, that can be redirected elegantly to solve problems, without the force of a Wizard or Sorcerer. All it takes is awareness of where Arcana is and where it is going, and what it might be able to do for you in between.

Alignment

Arcanists tend towards neutrality on at least one axis, though any alignment is quite possible.

Hit Dice

d4.

Skills

Skill Points at 1st Level

(4 + Int modifier)x4.

Skill Points per Level Thereafter

4 + Int modifier.

Class Skills

The class skills of the Arcanist (and the key ability modifier for each) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (each skill taken individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

Class Features

The following are all class features of the Arcanist:

Level Base Attack
Bonus
Fortitude
Save
Reflex
Save
Willpower
Save
Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Channel Arcana, Orb of Arcana, Summon Familiar 6 3 0* 0* 0* 0* 0* 0* 0* 0*
2nd +1 +0 +0 +3 6 4 0* 0* 0* 0* 0* 0* 0* 0*
3rd +1 +1 +1 +3 Orb of Arcana 6 5 0* 0* 0* 0* 0* 0* 0* 0*
4th +2 +1 +1 +4 6 6 3 0* 0* 0* 0* 0* 0* 0*
5th +2 +1 +1 +4 Bonus Feat 6 6 4 0* 0* 0* 0* 0* 0* 0*
6th +3 +2 +2 +5 6 6 5 3 0* 0* 0* 0* 0* 0*
7th +3 +2 +2 +5 Orb of Arcana 6 6 6 4 0* 0* 0* 0* 0* 0*
8th +4 +2 +2 +6 6 6 6 5 3 0* 0* 0* 0* 0*
9th +4 +3 +3 +6 6 6 6 6 4 0* 0* 0* 0* 0*
10th +5 +3 +3 +7 Bonus Feat 6 6 6 6 5 3 0* 0* 0* 0*
11th +5 +3 +3 +7 6 6 6 6 6 4 0* 0* 0* 0*
12th +6/+1 +4 +4 +8 Orb of Arcana 6 6 6 6 6 5 3 0* 0* 0*
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4 0* 0* 0*
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 0* 0*
15th +7/+2 +5 +5 +9 Bonus Feat 6 6 6 6 6 6 6 4 0* 0*
16th +8/+3 +5 +5 +10 Orb of Arcana 6 6 6 6 6 6 6 5 3 0*
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 0*
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Orb of Arcana, Bonus Feat 6 6 6 6 6 6 6 6 6 5

* An Arcanist may cast spells of this level provided he has bonus spell slots of that level due to a high Wisdom score, and that his Caster Level and his Character Level are both at least twice the spell's level.

Armor and Weapon Proficiencies

The Arcanist is proficient in all simple weapons, but not in any armor. Armor of any kind may interfere with his arcane spells.

Spellcasting

The Arcanist casts Arcane spells much like the Ardent manifests Psionic powers - the Arcanist gains spells known by selecting from various Orbs of Arcana, similar to Psionic Mantles. Each Orb has one spell of each Spell level, 1st through 9th, and the Arcanist may cast any of these without preparing them beforehand. He starts with a single Orb of Arcana, and gains a new one at 3rd, 7th, 12th, 16th, and 20th. In addition to these, every Arcanist knows certain spells, listed below in the Arcanist Spell List. These spells are known by every Arcanist who can cast spells of the appropriate level.

The Arcanist, like other spellcasters, may only cast a limited number of spells each day. The number of spells of each level that he may cast in a given day at a given level is listed in the table above. In addition, the Arcanist gains bonus daily spell slots for having a high Wisdom score. He may cast any spell from any of the Orbs of Arcana that he has selected, providing he has and uses a daily spell slot of the appropriate level, and has a Wisdom score of at least 10 + the spell's level.

To regain spell slots, the Arcanist must get at least 8 hours of sleep (or rest and general inactivity, if a race that does not sleep), and then must spend at least 15 minutes in meditation, contemplating the flow of Arcana around him. After these 15 minutes are finished, his spell slots for the day are restored. He does not regain any spell slots used within the previous 8 hours.

The save DC against the Arcanist's spells are 10 + the spell's level + his Wisdom modifier.

Further, the Arcanist may select a number of Cantrips each day from the Sorcerer/Wizard spell list equal to his Wisdom modifier. He may cast these spontaneously throughout the day by using his 0th level spell slots.

Any spell included in any Orb of Arcana, even those the Arcanist has not selected, are considered to be on his Spell List for the sake of Spell Trigger and Spell Completion items (e.g. Scrolls and Wands).

Channel Arcana

Like a Sorcerer, the Arcanist must extend the casting time of his spells in order to use Metamagic. However, he may attempt to make a Spellcraft check, with a DC of 15 + twice the spell's new level (that is, after the Metamagic feat(s) are applied), to eliminate the need to extend the spell's casting time. If he fails when casting a spell that requires a Standard Action to cast (and therefore requires a Full-Round Action when cast with Metamagic), and has already used his Move Action for the round, he must cast the spell without the Metamagic feats, but he still uses the higher spell slot to do so. If he fails and does still have his Move action available, he must use a Full-Round action to cast the spell with the Metamagic. For spells of other casting times, simply cast as normal for a spell of that casting time that is cast with Metamagic.

Summon Familiar

As the Wizard feature.

Bonus Feats

At 5th level, and every 5 levels thereafter, the Arcanist gains a Bonus Feat from the Wizard's Bonus Feat List.

Arcanist Spell List

The following spells are known by every Arcanist:

Cantrips
  • Detect Magic
  • Read Magic
  • Arcane Mark
  • Prestidigitation
1st Level Spells
  • Mage Armor
  • Identify
  • Magic Missile
  • Enlarge Person
  • Feather Fall
  • Reduce Person
2nd Level Spells
  • Magic Mouth
  • Bear's Endurance
  • Bull's Strength
  • Cat's Grace
  • Eagle's Splendor
  • Fox's Cunning
  • Owl's Wisdom
3rd Level Spells
  • Dispel Magic
  • Arcane Sight
  • Greater Magic Weapon
6th Level Spells
  • Greater Dispel Magic

Orbs of Arcana

Some Orbs of Arcana that the Arcanist might choose:

To Answer the Call
  1. Mount
  2. Summon Swarm
  3. Phantom Steed
  4. Dimensional Anchor
  5. Lesser Planar Binding
  6. Planar Binding
  7. Banishment
  8. Greater Planar Binding
  9. Gate
Change Is Immutable
  1. Disguise Self
  2. Alter Self
  3. TBD
  4. Polymorph
  5. Baleful Polymorph
  6. Transformation
  7. TBD
  8. Polymorph Any Object
  9. Shapechange
The Charmed Life
  1. Charm Person & Hypnotism
  2. Daze Monster & Enthrall
  3. Hold Person & Suggestion
  4. Charm Monster & Hold Monster
  5. Dominate Person
  6. Mass Suggestion
  7. Mass Hold Person
  8. Mass Charm Monster
  9. Dominate Monster
The Dead Walk
  1. Chill Touch & Summon Undead I
  2. Command Undead & Summon Undead II
  3. Halt Undead & Summon Undead III
  4. Animate Dead & Summon Undead IV
  5. Summon Undead V
  6. Create Undead
  7. Control Undead
  8. Create Greater Undead
  9. Plague of Undead
Freedom That Cannot Be Taken
  1. Expeditious Retreat
  2. Invisibility
  3. Fly
  4. Greater Invisibility
  5. Passwall
  6. Mislead
  7. Ethereal Jaunt
  8. Mind Blank
  9. Freedom
The Hand of Bigby
  1. Bigby's Tripping Hand
  2. Bigby's Slapping Hand
  3. Bigby's Disrupting Hand
  4. Bigby's Gripping Hand (as Crushing Grip, Player's Handbook II)
  5. Bigby's Interposing Hand
  6. Bigby's Forceful Hand
  7. Bigby's Grasping Hand
  8. Bigby's Clenched Fist
  9. Bigby's Crushing Hand
Knowledge is Power
  1. Detect Secret Doors
  2. Locate Object
  3. Clairaudience/Clairvoyance
  4. Scrying
  5. Contact Other Plane
  6. True Seeing
  7. Greater Scrying
  8. Discern Location
  9. Foresight
Magebane
  1. Nightshield (Spell Compendium)
  2. Silence
  3. Spellcaster's Bane
  4. Lesser Globe of Invulnerability
  5. Feeblemind
  6. Antimagic Field
  7. Spell Turning
  8. Protection from Spells
  9. Mage's Disjunction
The Magic of the Mists
  1. Obscuring Mist
  2. Fog Cloud & Malevolent Miasma
  3. Stinking Cloud
  4. Solid Fog
  5. Cloudkill
  6. Acid Fog
  7. Control Weather
  8. Incendiary Fog
  9. Wail of the Banshee
To Protect and Serve
  1. Protection from (Chaos/Evil/Good/Law)
  2. Resist Energy
  3. Magic Circle Against (Chaos/Evil/Good/Law)
  4. Lesser Globe of Invulnerability
  5. Mage's Faithful Hound
  6. Globe of Invulnerability
  7. Mass Hold Person
  8. Protection from Spells
  9. Imprisonment
The Pursuit of Happiness
  1. Alarm
  2. Arcane Lock
  3. Explosive Runes
  4. Fire Trap
  5. Secret Chest
  6. Guards and Wards
  7. Instant Summons
  8. Antipathy
  9. Refuge
Seeing Is Believing
  1. Silent Image
  2. Minor Image
  3. Major Image
  4. Illusory Wall
  5. Persistent Image
  6. Permanent Image
  7. Project Image
  8. TBD
  9. TBD

(any high level figments out there?)

The Summoning of Monsters
  1. Summon Monster I
  2. Summon Monster II
  3. Summon Monster III
  4. Summon Monster IV
  5. Summon Monster V
  6. Summon Monster VI
  7. Summon Monster VII
  8. Summon Monster VIII
  9. Summon Monster IX
Wallbuilder
  1. Wall of Smoke (Spell Compendium)
  2. Web
  3. Wind Wall
  4. Wall of Fire
  5. Wall of Force
  6. Wall of Iron
  7. Forcecage
  8. Maze
  9. Prismatic Sphere
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