Arcanist (Pathfinder Class)

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Arcanist[edit]

With a selection of powers at their will, and spellcasting to supplement them, the Arcanist is a mid ranged spellcaster that can quickly take down lone targets, or small groups.

Creative Clause: Pieces of this class, the Arcanist, might reflect upon the video game Series Shin Megami Tensei, mainly in reflection of the Persona series, and some of their other games. This is a fan work and in no way do I take claim on anything that might be found within the games of Shin Megami Tensei, which is owned by Atlus.

Making a Arcanist[edit]

The Arcanist is spellcaster with a selection of spells and powers that can augment each other to create powerful spells.

Abilities: Charisma is needed for the Arcanist to allow them their pool of spells. Intelligence follows second to supplement their Knowledge bank of skills. And as per usual, Constitution is a close third to supplement their hit points.

Races: Usually, races that aren't overly war-like have the potential to become Arcanists, but at times, a smarter mind from those races can be found.

Alignment: Any.

Starting Gold: 3d8×10 gp.

Starting Age: Simple

Table: The Arcanist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Call Arcana 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 6 5
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 6 6 4
6th +3 +2 +2 +5 Quick Call 6 6 5 3
7th +3 +2 +2 +5 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 6 6 6 6 4
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 Rapid Call 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 Casting Call 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
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 Pure Arcana 6 6 6 6 6 6 6 6 6 6

Class Skills (2 + Int modifier per level)
Bluff (Cha), Diplomacy (Cha), Knowledge (All taken individually) (Int), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Arcanist.

Weapon and Armor Proficiency: The Arcanist is proficient with the Dagger, the Light Mace, the Sickle, the Quarter Staff, Light Crossbow, and Javelins. They are also proficient with Padded armor only, as it does not incur Arcane Failure for an Arcanist. Any other type of armor incurs Arcane Failure as usual.

Spells: An Arcanist casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, an Arcanist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcanist’s spell is 10 + the spell level + the Arcanist’s Charisma modifier.

Like other spellcasters, an Arcanist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Arcanist. In addition, he receives bonus spells per day if he has a high Charisma score.

An Arcanist’s selection of spells is extremely limited. An Arcanist begins play knowing five 0-level spells and three 1st-level spells of your choice. At each new Arcanist level, he gains one or more new spells, as indicated on Table: Arcanist Spells Known. (Unlike spells per day, the number of spells an Arcanist knows is not affected by his Charisma score; the numbers on Table: Arcanist Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Arcanist has gained some understanding of by study. The Arcanist can’t use this method of spell acquisition to learn spells at a faster rate, however.

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 Arcanist 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.

Unlike a wizard or a cleric, an Arcanist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Table: Arcanist Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3
2nd 6 3
3rd 6 4
4th 7 4 2
5th 7 5 3
6th 8 5 3 2
7th 8 6 4 3
8th 9 6 4 3 2
9th 9 6 5 4 3
10th 10 6 5 4 3 2
11th 10 6 6 5 4 3
12th 10 6 6 5 4 3 2
13th 10 6 6 5 5 4 3
14th 10 6 6 5 5 4 3 2
15th 10 6 6 5 5 5 4 3
16th 10 6 6 5 5 5 4 3 2
17th 10 6 6 5 5 5 4 4 3
18th 10 6 6 5 5 5 4 4 3 2
19th 10 6 6 5 5 5 4 4 4 3
20th 10 6 6 5 5 5 4 4 4 4

Call Arcana: An Arcanist's true ability. At 1st level, the Arcanist starts with 1 Arcana known, and gains 1 every level. When an Arcanist starts their day, they may choose which Arcana to attune themselves to. At any point throughout the day, the Arcanist may, as a full round action that provokes an Attack of Opportunity, switch which Arcana they are attuned with, as an Arcanist can only be in tune with 1 Arcana at a time. While in tune with an Arcana, the Arcanist gains the ability to augment their spells with the power of the Arcana as a Swift Action. When attuned, an Arcanist can augment their spells in one of the following ways per Arcana, the way of augmentation can change with each casting, but an Arcanist can only use one augmentation per spell, even if it allows different targets.

Fool: Zero. Must be picked at 1st level

  • When casting a spell at all, they may add half their Charisma Modifier into the attack roll of a spell, or half into the damage roll of the spell.
  • When casting a spell that deals damage, they may change the damage form lethal to non-lethal damage.

Magician: Fire.

  • When casting a spell that is not of the Fire Descriptor (Such as Ray of Frost), they may change the type of damage to Fire, at the cost of a -1 to damage per die used (For example, Ray of Frost becomes 1d3-1 damage). All other effects stay the same, it is only the type of damage that is being changed.
  • When casting a spell that is of the Fire Descriptor (Such as Fireball), the damage is increased by +1 per die (For example, Burning Hands become 1d4+1/per level, to a max of 5d4+5).
  • When casting a spell that deals no type of damage (Such as Magic Missile), they may change the damage type to Fire.
  • When casting a spell that increases Armor Class (Such as Mage Armor), they may increase the AC by 1/2 the Arcanist's level (rounded down) against attacks that are from sources of Fire (Such as Fire Spells, Alchemist's Fire, or Fire Elemental).
  • When casting a spell that increase damage (Such as Magic Weapon), the damage type is changed to Fire

High Priestess: Healing

-An Arcanist gains the ability to spontaneously cast Cure Wounds spells, but only when they gain the required spell slot. Casting a Cure Spell costs two spell slots.

  • When casting a spell that deals damage, an Arcanist may target an ally and cast the same spell, healing the target one half the damage dealt (rounded down). This costs two spell slots.
  • When casting a spell that gives an increase to a value (such as Bull's Strength, or Expeditious Retreat), they may increase the value equal to their Intelligence Modifier.

Empress: Ice

  • When casting a spell that is not of the Cold Descriptor (Such as Burning Hands), they may change the type of damage to Cold, at the cost of a -1 to damage per die used (For example, Burning Hands becomes 1d4-1/level damage). All other effects stay the same, it is only the type of damage that is being changed.
  • When casting a spell that is of the Cold Descriptor (Such as Ray of Frost), the damage is increased by +1 per die (For example, Burning Hands become 1d3+1).
  • When casting a spell that deals no type of damage (Such as Magic Missile), they may change the damage type to Cold.
  • When casting a spell that increases Armor Class (Such as Mage Armor), they may increase the AC by 1/2 the Arcanist's level (rounded down) against attacks that are from sources of Cold (Such as Cold Spells, or Water Elemental).
  • When casting a spell that increase damage (Such as Magic Weapon), the damage type is changed to Cold.

Emperor: Lightning

  • When casting a spell that is not of the Shock Descriptor (Such as Burning Hands), they may change the type of damage to Shock, at the cost of a -1 to damage per die used (For example, Burning Hands becomes 1d4-1/level damage). All other effects stay the same, it is only the type of damage that is being changed.
  • When casting a spell that is of the Shock Descriptor (Such as Shocking Grasp), the damage is increased by +1 per die (For example, Shocking Grasp become 1d6+1/level).
  • When casting a spell that deals no type of damage (Such as Magic Missile), they may change the damage type to Shock.
  • When casting a spell that increases Armor Class (Such as Mage Armor), they may increase the AC by 1/2 the Arcanist's level (rounded down) against attacks that are from sources of Shock (Such as Shock Spells).
  • When casting a spell that increase damage (Such as Magic Weapon), the damage type is changed to Shock.

Hierophant: Neutrality

  • When casting a spell that does elemental damage (Fire, Cold, Shock, Corrosive, Sonic), they may change the damage to Null (effectively Force damage), at the cost of -1 damage per die (Ray of Frost becomes 1d3-1). All other effects still happen.
  • When casting a spell that increases a value against a certain type (Such as Protection from Chaos), it loses the specification of what type (Protection from Chaos is not just Protection), though the duration is now x rounds/minutes/etc. per two levels (Protection from Chaos now lasts 1 minute per every 2 Arcanist levels).

Lovers: Support

  • When casting a spell that supports an attack roll, damage roll, or skill check (Such as True Strike, Magic Weapon, and Jump respectively) the Arcanist may add their Intelligence Modifier to the check for one round. This bonus is lost quickly. When the target of the spell ends their turn, the effect is lost (Magic Weapon loses the Intelligence Modifier right after the target ends their turn, though the Magic Weapon spell continues).
  • When casting a spell that has a set size (Such as Grease, or Obscuring Mist), they may add one additional 5ft space per Intelligence Modifier (An Arcanist with 18 Intelligence may add a total of 4 extra spaces to Obscuring Mist).
  • When casting a spell that does not deal damage, nor can be used to directly or indirectly deal damage (Such as Knock, and Arcane Lock), they may increase the duration equal to their Intelligence modifier in rounds/minutes/ect...OR increase the range of the spell (like Knock) by an additional 10ft per Intelligence Modifier.

Chariot: Strength by Speed

  • When casting a spell that is not a Ranged Touch spell, and deals damage (Such as Shocking Grasp), they may increase the range of the spell by 5ft per Intelligence Modifier, at the cost of -1 damage to damage per die used (Shocking Grasp is 1d6-1/per level)
  • When casting a spell that is Touch ranged, and deals damage, (Such a Shocking Grasp), they may use their Dexterity Modifier to damage instead of their Strength Modifier, if it is higher.

Strength: Strength by Power

  • When casting a spell that are not a Touch spell, and deal damage (Such as Ray of Frost), they may add their Strength Modifier into the damage of spell, not their Dexterity Modifier if it higher.
  • When casting a spell with the range of Touch, and deal damage (Such as Shocking Grasp), they may add 1 and 1/2 times their Strength Modifier into the damage.

Hermit: Mental Ailments

  • When casting a spell that only deals in mental status effects (Such as Hypnotism), they may increase the DC of the spell by their Intelligence Modifier.
  • When casting a spell that have a secondary save that involves a mental ailment (Such as Ghoul Touch), they may add half their Intelligence modifier, rounded down, to the DC.
  • When casting a spell that has a limited number of targets and deals with a mental ailment (Such as Hypnotism), they may either count their HD higher equal to their Intelligence Modifier, or increase the number of targets allowed equal to one half their Intelligence modifier.

Wheel of Fortune: Wind

  • When casting a spell that is not of the Sonic Descriptor (Such as Burning Hands), they may change the type of damage to Sonic, at the cost of a -2 to damage per die used (For example, Burning Hands becomes 1d4-2/level damage). All other effects stay the same, it is only the type of damage that is being changed.
  • When casting a spell that is of the Sonic Descriptor (Such as Shout), the damage is increased by +2 per die (For example, Shout become 5d6+10).
  • When casting a spell that deals no type of damage (Such as Magic Missile), they may change the damage type to Sonic, at the cost of -2 damage per die.
  • When casting a spell that increases Armor Class (Such as Mage Armor), they may increase the AC by 1/2 the Arcanist's level (rounded down) against attacks that are from sources of Shock (Such as Sonic Spells).
  • When casting a spell that increase damage (Such as Magic Weapon), the damage type is changed to Sonic.

Justice: Light

  • When casting a spell that deals damage (Such as Ray of Frost), they may remove the elemental type (Fire, Cold, Shock, Corrosive, Sonic) to Positive Energy. This damage cannot be used to heal, and it damages creature that are damaged by Positive energy, as well as not being countered by Channel Resistance. The DC of the Arcananist's spells is used again as the DC to half the damage if the DC of the spell does not already do so.
  • When casting a spell of the Light descriptor that includes a DC (Such as Flare), they may add their Intelligence Modifier into the DC.
  • When casting a spell of the Light descriptor (Such as Flare), they may choose to increase the penalty by 1/2 their Intelligence Modifier (Such is the case with Flare); increase the duration of a spell by a number of rounds/minutes/etc. that are directly affected by level (Such as Light), they may add half their Intelligence Modifier into their level to determine the duration.

Hanged Man: Survival

  • When casting a spell that increases a targets AC (Such as Mage Armor), they may increase the AC bonus by one half their Intelligence Modifier.
  • When casting a spell that increases a targets value that controls a Save (Such as Cat's Grace), they may add half their Charisma Modifier into the value added to the save only. (Cat's Grace cast by an Arcanist with 18 Charisma adds +2 to their Dex Modifier, but a +6 to their Reflex Save).
  • When casting a Detect spell (Such as Detect Undead or Detect Hidden Doors), they may increase the range by 5ft per Charisma Modifier.

Death: Death

  • When casting a spell that deals damage (Such as Ray of Frost), they may remove the elemental type (Fire, Cold, Shock, Corrosive, Sonic) to Negative Energy. This damage cannot be used to heal, and it damages creature that are damaged by Negative energy, as well as not being countered by Channel Resistance. The DC of the Arcananist's spells is used again as the DC to half the damage if the DC of the spell does not already do so.
  • When casting a spell of the pure Necromancy school (Such as Ray of Enfeeblement, not Fear), they may add half their Charisma Modifier into the DC.

Temperance: Neutrality

  • When casting a spell that does elemental damage (Fire, Cold, Shock, Corrosive, Sonic), they may change the damage to Slash, Bludgeon, or Pierce (effectively weapon damage), at the cost of -1 damage per die (Ray of Frost becomes 1d3-1). All other effects still happen.
  • When casting a spell that increases AC in an untyped way (Such as Mage Armor), they may change increase the AC gained by one half the total against either Slash, Bludgeon, or Pierce damage, but reduce it by one half for the other two (Mage Armor could become +6 AC against Slash, but only +2 against Bludgeon or Pierce).
  • When casting a spell that increases AC in a typed way (Such as Protection from Chaos), they may change the type of AC that it defends from to either Slash, Bludgeon or Pierce (Protection from Chaos could become Protection from Slash). This AC bonus also is gained on saves from effects that are brought from a weapon that deals damage from that type.

Devil: Darkness

  • When casting a spell that obscures vision, is dispelled by wind, and is fog-like in nature (Such as Obscuring Mist), they may change the spell to become a cloud of darkness. The area is treated as a Darkness spell for effects of light, vision and such, but can be dispelled in ways of both the Darkness spell AND the Fog-like spell that was modified, usually high winds. This cuts the duration of the spell from x rounds/minutes/etc. per level to x rounds/minutes/etc. per two levels.
  • When casting a spell that creates light (Such as Light), they may change the spell so that instead it creates darkness in the same fashion as it's original spell, though the vision changes are decreased, not increased.
  • When casting a spell that deals with invisibility, or dispelling it (Such as Unseen Servant or Dispel Magic), they may add half their Intelligence Modifier into DCs to notice the effect, dispel the effect, or counter the effect.

Tower: Physical Ailment

  • When casting a spell that only deals in physical status effects (Such as Daze), they may increase the DC of the spell by their Charisma Modifier.
  • When casting a spell that have a secondary save that involves a mental ailment (Such as Chill Touch), they may add half their Charisma modifier, rounded down, to the DC.
  • When casting a spell that has a limited number of targets and deals with a mental ailment (Such as Color Spray), they may either count their HD higher equal to their Charisma Modifier, or increase the number of targets allowed equal to one half their Charisma modifier.

Star: Celestial

  • When casting a Detect spell (Such as Detect Undead or Detect Hidden Doors), they may increase the range by 5ft per Charisma Modifier.
  • When casting a spell that has been readied as a Counter Spell, they may add one half their Intelligence modifier to the roll to counter the spell.
  • When casting a scrying spell (Such as Clairaudience/Clairvoyance), they may increase the duration by x rounds/minutes/etc. per Intelligence Modifier.

Moon: Illusion

  • When casting an Illusion spell that has a time limit (Such as Ventriloquism), they may treat their level higher by half their Charisma Modifier to determine the length of time only.
  • When casting an Illusion spell that deals with creating illusions (Such as Silent Image), they may add half their Charisma Modifier into the DC of the spell.
  • When casting an Illusion spell that had a finite range (Such as Silent Image), they may treat their level higher by half their Charisma Modifier to determine the range only. Spells with Touch or Personal cannot be affected by this.

Sun: Solar

  • When casting a spell that is of the Fire Descriptor (Such as Fireball), the damage is increased by +1 per die (For example, Burning Hands become 1d4+1/per level, to a max of 5d4+5).
  • When casting a spell of the Light descriptor that includes a DC (Such as Flare), they may add their Intelligence Modifier into the DC.
  • When casting a spell of the Light descriptor that does not deal damage (Such as Flare), they may deal 1d4 Fire damage per 2 levels of Arcanist, capping at 4d4 damage at 8th level.

Judgement: Almighty. Can only be picked at 20th level.

  • When casting a spell that deals damage, they may add their Intelligence and Charisma Modifier into the spells damage total, or the attack roll.
  • When casting a spell that involves a save, they may add their Intelligence and Charisma Modifier into the DC.
  • When casting a spell that involves a HD limit, they may increase their level by their Intelligence and Charisma Modifier for purpose of HD count only.

Quick Call: Once at 6th level, an Arcanist may attune himself to a new Arcana much quicker. He know only uses an Standard action to attune himself, yet still provokes an Attack of Opportunity.

Rapid Call: Once at 12th level, an Arcanist may attune himself to a new Arcana in a much quicker way than before. He know uses a move action to attune himself, and no longer provokes an Attack of Opportunity.

Casting Call: Once at 16th level, an Arcanist may suddenly change his attuned Arcana as he casts a spell and still gain an Arcana ability from his new Arcana. He may only this a number of times a day equal to Half his Arcanist level plus his Charisma Modifier.

Pure Arcana: Once at 20th level, an Arcanist can access one spell per Arcana endlessly. He picks one spell per Arcana, which cannot be a repeat spell (An Arcanist may not have Fireball on Magician and Strength Arcana), and gains access to that spell for an infinite amount of casting per day. The Arcanist must be able to select the spell from his list of spells that he knows already, and if he casts a spell attuned an Arcana outside that Arcana, he still expends a spell slot (An Arcanist who attunes Fireball to Magician may cast Fireball without limit while Attuned to Magician, but must use up his spell slots while casting Fireball while is attuned to any other Arcana).

Epic Arcanist[edit]

Table: The Epic Arcanist

Hit Die: d6

Level Special
21st Cleansed Arcana
22nd
23rd
24th
25th
26th
27th
28th
29th
30th Controlled Arcana

2 + Int modifier skill points per level.

Cleansed Arcana: At 21st level, and every level after, the Arcanist may pick one spell from his list of spells known, and attune it to any Arcana he knows. The spell attuned this way functions as if they were bound by Pure Arcana

Controlled Arcana: At 30th level, the Arcanist has reached his peak. He may attune himself to three Arcana at once as a Full Round Action, and may apply one bonus from each category of Arcana and gain the benefits as long as they do not override each other. He also gains access to the Pure and Cleansed Arcana spells attuned to his three Controlled Arcana. Judgement may not be chosen as a Controlled Arcana.

Human Arcanist Starting Package[edit]

Weapons: Dagger (19-20, x20), Light Mace (1d6, x2), Javelinx10 (1d6, x2).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Concentration 4 Con
Spellcraft 4 Int
Use Magic Device 4 Cha

Feat: Combat Casting.

Bonus Feats: Spell Focus (Evocation).

Gear: Padded Armor, Trial Rationsx5, Flint&Tinder, pint of oil x4, lantern, bedroll, backpack, waterskin.

Gold: 3d8x10.

Campaign Information[edit]

Playing an Arcanist[edit]

Religion: An Arcanist worships as they please, with the gods and goddesses of their choosing being those who hold domain over .

Other Classes: The Arcanist can fill in for a moderate spellcaster, such as a Ranger, strictly in terms of their spells.

Combat: A spellcasting class, the Arcanist tends to hang out in the back rows of the fight, though can survive a few hits if stuck in melee.

Advancement: Rangers, Rogues, and Monks are valid options for multiclassing with the Arcanist, as it allows them to keep at a distance, or supply needed offensive tools for combat.

Arcanists in the World[edit]

The power of the mind, and the control and order it brings helps shapes us as people, and that which we use to defend ourselves and others
—Ivy Zetsuoa, Kitsune Arcanist


Daily Life: The Arcanist tends to lead a simple life of study and work in order to fully understand their powers and magic.

Notables: Ivy Zetsuoa.

Organizations: Most spellcasting guilds tend to dabble into looking for Arcanists to provide a much needed variety .

NPC Reactions: NPCs tend to look upon the Arcanist as they would any other spellcaster, though sometimes with wonder.

Arcanist Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Arcanists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 Arcanists are moderate spellcasters.
10 Arcanists can augment their spells via Arcana.
15 <Some powerful Arcanists can even access Arcana that are deemed 'impossible' to control.
20 -Information on a specific Arcanist-.



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