Arcanist Remake

Arcanist Remake

Hit die: d6 (4)

The arcanist’s class skills are Appraise (Int), Diplomacy (Cha), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skillpoints: 4+Int

Level

BAB

Fort Save

Ref Save

Will Save

Special

Spells Per day

0

1st

2nd

3rd

4th

5th

6th

1

+0

+0

+0

+2

Arcane Reserves, Arcanist Exploit, Spell Fuel, Cantrips, Arcane Infusion

3

1

2

+1

+0

+0

+3

Overcharge Spell +1

4

2

3

+1

+1

+1

+3

Arcanist Exploit

4

3

4

+2

+1

+1

+4

Calculative Aim

4

3

1

5

+2

+1

+1

+4

Arcanist Exploit

4

4

2

6

+3

+2

+2

+5

Bonus Feat, Arcane Defense

5

4

3

7

+3

+2

+2

+5

Arcanist Exploit

5

4

3

1

8

+4

+2

+2

+6

Improved Spell Fuel

5

4

4

2

9

+4

+3

+3

+6

Arcanist Exploit

5

5

4

3

10

+5

+3

+3

+7

Overcharge Spell +2

5

5

4

3

1

11

+5

+3

+3

+7

Arcanist Exploit, Greater Exploits

5

5

4

4

2

12

+6/+1

+4

+4

+8

Bonus Feat, Fount of Magic

5

5

5

4

3

13

+6/+1

+4

+4

+8

Arcanist Exploit

5

5

5

4

3

1

14

+7/+2

+4

+4

+9

Side Preparations

5

5

5

4

4

2

15

+7/+2

+5

+5

+9

Arcanist Exploit

5

5

5

5

4

3

16

+8/+3

+5

+5

+10

Fueled Spell Overcharge

5

5

5

5

4

3

1

17

+8/+3

+5

+5

+10

Arcanist Exploit

5

5

5

5

4

4

2

18

+9/+4

+6

+6

+11

Bonus Feat, Greater Fount of Magic

5

5

5

5

5

4

3

19

+9/+4

+6

+6

+11

Arcanist Exploit

5

5

5

5

5

5

4

20

+10/+5

+6

+6

+12

Overcharge Spell +3

5

5

5

5

5

5

5

Proficiencies: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Table: Arcanist Spells Prepared

Level

0th

1st

2nd

3rd

4th

5th

6th

1st

4

2

2nd

5

3

3rd

6

4

4th

6

4

2

5th

6

4

3

6th

6

4

4

7th

6

5

4

2

8th

6

5

4

3

9th

6

5

4

4

10th

6

5

5

4

2

11th

6

6

5

4

3

12th

6

6

5

4

4

13th

6

6

5

5

4

2

14th

6

6

6

5

4

3

15th

6

6

6

5

4

4

16th

6

6

6

5

5

4

2

17th

6

6

6

6

5

4

3

18th

6

6

6

6

5

4

4

19th

6

6

6

6

5

5

4

20th

6

6

6

6

6

5

5

Spellcasting: An arcanist casts arcane 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 consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots 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’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s 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 Table: Arcanist under “Spells per Day.” 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 1st-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 on Table: Arcanist Spells Prepared. Unlike the number of spells she 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 instead affect the number of spells an arcanist can prepare.

An arcanist must choose and prepare her spells ahead of time by first getting 8 hours of sleep and then spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.

Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).

 

Arcane Reserves: An Arcanist gains an Arcane Reserve with a number of reserve points equal to her Arcanist level + her Charisma modifier. These points can be spent to fuel special abilities and spells, as well as cast additional spells per day. The Arcanist refills her pool at the beginning of the day each morning when she prepares her spells for the day. Her Arcane Reserve may deplete and refill with reserve points throughout the day, but any points added to the pool in excess of her Charisma modifier + her Arcanist level are lost if not used within one minute of gaining them.

An Arcanist can gain reserve points in the middle of the day in the following ways:

Killing with a Spell – Upon reducing a target from at least 1hitpoints to -1 or fewer hitpoints with a spell, cantrip, or an Exploit from this class that she spent a reserve point to use, she gains one reserve point. Only one point can be gained per spell in this way (so annihilating a horde of goblins with one fireball will only earn her one reserve point.)

Critical Success – If an enemy rolls a 1 on a save against one of her Arcanist spells or exploits, the Arcanist gains one reserve point. Similarly, if she critically hits with a spell that requires an attack roll, she gains one reserve point. Only one point can be gained per spell in this way.

(NEW: 12/22/2020)

Making the Difference – If a bonus provided by your spell or exploit is the difference between your ally hitting their target or avoiding an attack, the Arcanist gains one reserve point. Only one point can be regained per spell in this fashion.

Arcana Fuel: An Arcanist can draw upon the raw energy of her Arcane Reserves to cast one of her prepared spells. By spending a number of points equal to 2x the level of the spell she wants to cast, the Arcanist can cast a spell she has memorized without expending a spell slot.

Arcanist Exploit: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions to extort unique magical benefits. 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 2 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 saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

For a complete list of Arcanist Exploits, see here (for now, at least; these may need to be rebalanced.)

(Bloodlines and Arcane Schools are forbidden

Overcharge Spell: An Arcanist can cast a spell as though her caster level were 1 level higher by spending an arcane reserve point. When she casts a spell in this way, the attack bonus and DC of the spell (if any) increase by 1. These bonuses increase by 1 at 10th level and 20th level (thus, a 10th level Arcanist who Overcharges a spell increases her effective caster level by 2, and gains a bonus on any attack rolls and the DC of the spell of +2).

(NEW: 12/22/2020)

Arcane Infusion: An Arcanist can infuse some of his arcane reservoir points into objects, spells, and even allies. This task requires ten minutes of meditation and does not expend the reservoir points, but any points used in this fashion cannot be expended for other purposes without undoing the infusion. The Arcanist can maintain as many infusions as she can afford to spend in arcane reservoir points.

Arcane Infusion can be used in the following ways:

Infusion

Min Level

Effect

Cost

Offensive Energy Imbuement, Minor

1

One weapon or cantrip is imbued with mystical power, dealing an extra 1d3 damage of an energy type of the Arcanist’s choice on the first attack of every round (refresh occurs at the beginning of the Arcanist’s turn). Weapons with this infusion can be wielded by allies, but these allies must stay within 25ft+5ft per level to enjoy the benefit. This damage is not multiplied on a critical hit.

She can expend invested point as an immediate action before an ally attacks, causing it to deal 1d3/caster level additional damage (maximum 5d3) should the ally’s attack hit.

1

Defensive Energy Imbuement, Minor

1

Target creature gains 2 energy resistance against an energy type of the Arcanist’s choice so long as they are within 25ft+5ft per level of the arcanist. An arcanist can apply this infusion multiple times to the same creature; each time, she picks a new energy type to grant resistance to. She can also invest a second point into an instance of this fusion to cause the target to deal 1 point/caster level of damage in the chosen energy type whenever they are attacked by natural weapons or are grappled.

1 or 2

Guiding Hand

1

Target weapon is tethered to the Arcanist. When this weapon is used in an attack and the attack roll, but not the result, is known, the arcanist can add a +1 to the roll as an immediate action.
She can instead choose to expend the invested point to grant her Charisma bonus to the attack roll.

1

Spell Battery

1

The arcanist can invest her raw mystical energies into a spell of her choice. When she does this, she can cast the spell without expending any arcane reserve points. Once the spell is cast in this way, it recharges after SL+1d4-? arcanist level rounds (minimum 0). It can be cast again once this recharge period is completed.

If the spell chosen has duration longer than 1 round, the caster must concentrate on it to maintain its effects passed the first round even if the spell does not normally require concentration.

4*spell level

More to come

These will probably be gotten every 3 levels or so.

Calculative Aim: At 4th level, an Arcanist becomes skilled in predicting the movements of her foes with her intellect and mastery of magic alone. She may now use her Intelligence Modifier in place of her Dexterity and Strength Modifiers when making attack rolls with her spells or Exploits.

Bonus Feat: At 6th, 12th, and 18th level, the Arcanist gains a bonus feat. These bonus feats can be selected from those listed as Item Creation and Metamatic feats. She must meet the prerequisites for these feats as normal. 

Arcane Defense: At 6th level, the Arcanist mastery of her innate power increases to the point where she reflexively projects a repulsive field when in danger. Whenever the Arcanist is hit by an attack, she can spend 1 point from her arcane reserve to make a concentration check against the attack result as an immediate action. If she exceeds the attack’s result, the attack is deflected and deals no damage, nor does it count as having contacted her. If she fails to beat the attack, the hit proceeds normally.

Improved Spell Fuel: At 8th level, the Arcanist becomes more efficient with her ability to draw upon her arcane reserves. When casting a spell using her Spell Fuel ability, she must now only pay the spell’s level in cost to cast it without expending a spell slot.

Greater Exploits: At 11th level and every 2 levels thereafter, an arcanist can choose one of the following greater exploits in place of an arcanist exploit.

For a complete list of Greater Exploits, see here (again, for now; it’s entirely possible I will need to rework this whole list for better balance/usefulness.)

Fount of Magic: At 12th level, the Arcanist’s nurturing of her Arcane Reserves allows her to regenerate reserve points in the middle of the day. For every hour she spends outside of combat or every ten minutes she spends resting, she regenerates 1 arcane reserve point. This regeneration cannot bring her current total of arcane reserve points above her Charisma modifier (minimum 1).

Side Preparations: At 14th level, the Arcanist gains sufficient mastery to prepare a secondary list of spells that she can quickly switch to. She can prepare one extra spell of each level she can cast in this secondary list. These spells are not accessible to her normally, but she can spend 10 minutes in meditation to adjust her prepared list by swapping out spells for some or all from her secondary list. When exchanging a spell this way, she can pick a spell from her secondary list to replace any of her prepared spells of that spell’s level. The replaced spell takes the secondary spell’s place in the secondary list and can be accessed later via meditation.

Fueled Spell Overcharge: At 16th level, whenever the Arcanist casts a spell via her Spell Fuel ability, she can spend a swift action to subject it to her Overcharge Spell ability at no additional reserve point cost.

Greater Fount of Magic: At 18th level, the Arcanist’s reserves open up to potentially unlimited energy. Her Fount of Magic ability does not cease regenerating arcane reserve points until her current point total equals her maximum.

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