Arcanist, Variant (3.5e Prestige Class)
Arcanist
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An Arcane Spellcaster who relies on Evocation and Transmutation spells.
Becoming an Archanist
Making an Arcanist differs little from making a normal Wizard. He still requires good Intelligence for his spells, Constitution for his hit points and Dexterity for his AC.
Spellcasting: | Must be able to cast Level 2 Arcane spells from the wise wizard Lists. |
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Special: | Must be able to Summon Familiar. |
Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting or Manifesting | Spells per Day | ||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
1st | +3 | +1 | +1 | +4 | School Apprentice | +1 level of Wise Wizard spellcasting class. | 4 | 3 | 2 | - | — | — | — | — | — | — | |||||||||||||||||||||||||
2nd | +3 | +1 | +1 | +4 | Bonus Feat | +1 level of Wise Wizard spellcasting class. | 4 | 3 | 2 | 1 | — | — | — | — | — | — | |||||||||||||||||||||||||
3rd | +4 | +2 | +2 | +5 | — | +1 level of Wise Wizard spellcasting class. | 4 | 3 | 3 | 2 | - | — | — | — | — | — | |||||||||||||||||||||||||
4th | +5 | +2 | +2 | +5 | — | +1 level of Wise Wizard spellcasting class. | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — | |||||||||||||||||||||||||
5th | +6/+1 | +2 | +2 | +6 | School Adept | +1 level of Wise Wizard spellcasting class. | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | |||||||||||||||||||||||||
6th | +6/+1 | +3 | +3 | +6 | — | +1 level of Wise Wizard spellcasting class. | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | |||||||||||||||||||||||||
7th | +7/+2 | +3 | +3 | +7 | Bonus Feat | +1 level of Wise Wizard spellcasting class. | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | |||||||||||||||||||||||||
8th | +8/+3 | +3 | +3 | +7 | — | +1 level of Wise Wizard spellcasting class. | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | |||||||||||||||||||||||||
9th | +9/+4 | +4 | +4 | +8 | School Expert | +1 level of Wise Wizard spellcasting class. | 4 | 4 | 4 | 4 | 3 | 2 | 2 | — | — | — | |||||||||||||||||||||||||
10th | +9/+4 | +4 | +4 | +8 | — | +1 level of Wise Wizard spellcasting class. | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | |||||||||||||||||||||||||
Class Skills (2 + Int modifier per level) |
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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11th | +1 level of Wise Wizard spellcasting class. | ||||||||||||||||||||||||||||||||||||||||
12th | Bonus Feat, +1 level of Wise Wizard spellcasting class. | ||||||||||||||||||||||||||||||||||||||||
13th | School Mastery, +1 level of Wise Wizard spellcasting class. | ||||||||||||||||||||||||||||||||||||||||
14th | +1 level of Wise Wizard spellcasting class. | ||||||||||||||||||||||||||||||||||||||||
15th | +1 level of Wise Wizard spellcasting class. | ||||||||||||||||||||||||||||||||||||||||
16th | +1 level of Wise Wizard spellcasting class. | ||||||||||||||||||||||||||||||||||||||||
17th | Bonus Feat, +1 level of Wise Wizard spellcasting class. | ||||||||||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) |
Class Features
. All of the following are class features of the .
School Apprentice: At 1st Level, the Arcanist chooses a school of Magic that he specializes in. His choices are Evocation and Transmutation. Once he chooses, he cannot change his choice later on.
Evocation: The Arcanist adds his Intelligence Modifier as a bonus to damage on his Evocation Spells.
Transmutation: Whenever the Arcanist casts a Transmutation spell that has an Effect (Not Duration) Based upon his Caster Level, treat his caster level as being one level higher for the purpose of determining the level of the effect.
Bonus Feat: At 2nd Level, and every 5 levels thereafter, the Arcanist gains a bonus feat. This must be a Metamagic or Item Creation Feat.
School Adept: At 5th Level, the Arcanist's School Specialization improves based upon the choice he made at 4th Level.
Evocation The DC's for the Saving throws of the Arcanist's Evocation spells increases by 1.
Transmutation Whenever the Arcanist casts a Transmutation spell that has a duration based upon his caster level, treat his caster level as being one leverl higher for the purpose of determining the duration of the spell.
School Expert: At 9th Level, the Arcanist's School Specialization improves based upon the choice he made at 4th Level.
Evocation When casting an Evocation spell that deals damage based upon your caster level, treat your caster level as being one lever higher for the sake of determining Spell Damage.
Transmutation: The DC's for the saving throws of the Arcanist's Transmutation spells increases by 1.
School Mastery: At 13th Level, the Arcanist's School Specialization improves based upon the choice he made at 4th Level.
Evocation Whenever the Arcanist casts an Evocation spell, it ignores the first 5 points of damage reduction or energy resistance the target might have.
Transmutation:' Whenever the Arcanist casts a Transmutation spell, he may choose to Widen or Enlarge the spell without preparing it beforehand or increasing it's spell level up to 3 times per day.
Spellcasting: At , you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a , you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Manifesting: At , you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a , you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.
Spells: To cast a particular spell, you must have an score of at least 10 + the spell's level. Your bonus spells are based on your . Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your bonus (if any).
You cast spells as a does. Table: Spells Known, below, details how many spells you can learn at each level. An epic ’s number of spells per day does not increase after 10th level. Choose your spells from the following list:
0—, , .
1st—, , .
2nd—, , .
3rd—, , .
4th—, , .
5th—, , .
6th—, , .
7th—, , .
8th—, , .
9th—, , .
Level | Spells Known | |||||||||
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0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1st | — | — | — | — | — | — | — | — | — | — |
2nd | — | — | — | — | — | — | — | — | — | — |
3rd | — | — | — | — | — | — | — | — | — | — |
4th | — | — | — | — | — | — | — | — | — | — |
5th | — | — | — | — | — | — | — | — | — | — |
6th | — | — | — | — | — | — | — | — | — | — |
7th | — | — | — | — | — | — | — | — | — | — |
8th | — | — | — | — | — | — | — | — | — | — |
9th | — | — | — | — | — | — | — | — | — | — |
10th | — | — | — | — | — | — | — | — | — | — |
Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The . In addition, you receive bonus power points per day if you have a high score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.
Powers Known: You begin play knowing X powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.
The total number of powers you can manifest in a day is limited only by your daily power points.
You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.
The Difficulty Class for saving throws against powers is 10 + the power's level + your modifier.
Your powers known at each level do not increase automatically after 10th level.
You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):
1st—, , .
2nd—, , .
3rd—, , .
4th—, , .
5th—, , .
6th—, , .
7th—, , .
8th—, , .
9th—, , .
Maximum Power Level Known: This column determines the highest level power you can learn at this level.
To learn or manifest a power, you must have an score of at least 10 + the power’s level.
(Ex):
(Ps):
(Sp):
(Su):
:
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Bonus Feats: .
The epic gains a bonus feat (selected from the list of epic feats) every levels after .
Epic Bonus Feat List:
Ex-Arcanist
Playing a Arcanist
Combat:
Advancement:
Resources:
in the World
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NPC Reactions:
Arcanist Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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11 | . |
16 | . |
21 | . |
26 | . |
Arcanist in the Game
Adaptation:
Sample Encounter:
EL whatever:
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