Arcanist

Some spellcasters seek the secrets of magic, pursuing the power to make the impossible possible. Others are born with magic in their blood, commanding unbelievable forces as effortlessly as they breathe. Yet still others seek to meld the science of arcane scholars with the natural might of innate casters. These arcanists seek to discover the mysterious laws of magic and through will and expertise bend those forces to their whims. Arcanists are the shapers and tinkers of the arcane world, and no magic can resist their control.

Role: Arcanists are scholars of all things magical. They constantly seek out new forms of magic to discover how they work, and in many cases, to collect the energy of such magic for their own uses. Many arcanists are seen as reckless, more concerned with the potency of magic than the ramifications of unleashing such power.


Hit Die: d6.
Starting Wealth: 70 gp


Class Skills
Your class skills are Autohypnosis (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Scrutiny (Int/Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.


Table: Arcanist
Level BAB Fort Ref Will Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane reservoir, arcanist exploit, cantrips, consume spells 2
2nd +1 +0 +0 +3 3
3rd +1 +1 +1 +3 Arcanist exploit 4
4th +2 +1 +1 +4 4 2
5th +2 +1 +1 +4 Arcanist exploit 4 3
6th +3 +2 +2 +5 4 4 2
7th +3 +2 +2 +5 Arcanist exploit 4 4 3
8th +4 +2 +2 +6 4 4 4 2
9th +4 +3 +3 +6 Arcanist exploit 4 4 4 3
10th +5 +3 +3 +7 4 4 4 4 2
11th +5 +3 +3 +7 Arcanist exploit, greater exploits 4 4 4 4 3
12th +6/+1 +4 +4 +8 4 4 4 4 4 2
13th +6/+1 +4 +4 +8 Arcanist exploit 4 4 4 4 4 3
14th +7/+2 +4 +4 +9 4 4 4 4 4 4 2
15th +7/+2 +5 +5 +9 Arcanist exploit 4 4 4 4 4 4 3
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 2
17th +8/+3 +5 +5 +10 Arcanist exploit 4 4 4 4 4 4 4 3
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 2
19th +9/+4 +6 +6 +11 Arcanist exploit 4 4 4 4 4 4 4 4 3
20th +10/+5 +6 +6 +12 Magical supremacy 4 4 4 4 4 4 4 4 4

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

Class Features
The following are the class features of the arcanist.

Weapon Proficiencies: You are proficient with all simple weapons.

Spells: You are able to access all simple and complex spells. You are never able to learn spells with the healing or positive energy descriptors. These spells make up the your spell list. You must prepare your spells ahead of time, but unlike a wizard, your spells are not expended when they're cast. Instead, you can cast any spell that you have prepared consuming a spell slot of the appropriate level, assuming you hasn't yet used up your spell slots per day for that level.

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

You can only cast a certain number of spells of each spell level per day. Your base daily spell allotment is given in the table above. In addition, you receives bonus spells per day if you have a high Intelligence score.

You may know any number of spells, but the number you can prepare each day is limited. At 1st level, you can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells you can prepare each day increases, adding new spell levels as indicated on the table above. Unlike the number of spells you can cast per day, the number of spells you 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 you can prepare.

You must choose and prepare your spells ahead of time by getting 8 hours of sleep and spending 1 hour studying your spellbook. While studying, you decide what spells to prepare and refreshes your available spell slots for the day.

You can choose to apply any metamagic feats you know to a prepared spell as you cast it.

Spellbooks: You must study your spellbook each day to prepare your spells. You can't prepare any spell not recorded in your spellbook, except for read magic (which all spellcasters can prepare from memory).

You begin play with a spellbook containing all 0-level spells plus three 1st-level spells of her choice from your spell list. You also select a number of additional 1st-level spells equal to your Intelligence modifier to add to the spellbook. At each new arcanist level, you gain two new spells of any spell level or levels that you can cast (based on her new arcanist level) for your spellbook. At any time, you can also add spells found in other spellbooks to her own if the spells are on your spell list.

Arcane Reservoir (Su): You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. Your arcane reservir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when you prepare spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points you had from the previous day are lost. You 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 maximum amount noted above; points gained in excess of this total are lost.

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

Arcanist Exploits: By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn 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 you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC of an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the your Charisma modifier.

Cantrips: You can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with your other spells, these spells are not expended when cast.

Consume Spells (Su): At 1st level, you can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

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

Magical Supremacy (Su): At 20th level, you learn how to convert your arcane reservoir into spells and back again. You can cast any spell you have prepared by expending a number of points from your arcane reservoir equal to 1 + the level of the spell to be cast instead of expending a spell slot. When you cast a spell in this fashion, you treat your caster level as 2 higher than normal, and the DCs of any saving throws associated with the spell increase by 2. You cannot further expend points from your arcane reservoir to enhance a spell cast in this way.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.