Arcanists are the undisputed masters of magic, dedicated to the pursuit of the arcane at the cost of all else. An arcanist gives up much for this - they tend to be weak in body and tremendously focused in their skills. They are also nearly useless when caught off-guard or when their skills of planning fail them. However, the ability of an arcanist to warp the very fabric of reality to overcome any challenge should never be underestimated.
Wizards represent the iconic scholar-sages of magic. They are students of ancient lore, keepers of libraries and academies, and scientists of the magical forces of the world. They rely on memorization and understanding to conquer the endless complexities of magic, preparing their spells through a spellbook. Wizards must rely on intelligence, planning, and good bookkeeping to survive, but they can throw around the strongest spells at a lower level than any other class.
d4 Hit Die (4 + Con HP at 1st level, 3 + Con HP thereafter)
2 + Int skill points (x4 at 1st level)
Class Skills: Concentration(Con), Craft(Int), Decipher Script(Int), Knowledge(All, taken separately)(Int), Profession(Wis), Spellcraft(Int)
Weapon and Armor Proficiency: Proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any armor or shield.
Level | BAB | Fort | Ref | Will | Features | Spells per Day (0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th) |
---|---|---|---|---|---|---|
1 | 0 | 0 | 0 | 2 | Arcane Signature | 3 1 - - - - - - - - |
2 | 1 | 0 | 0 | 3 | - | 4 2 - - - - - - - - |
3 | 1 | 1 | 1 | 3 | - | 4 2 1 - - - - - - - |
4 | 2 | 1 | 1 | 4 | - | 4 3 2 - - - - - - - |
5 | 2 | 1 | 1 | 4 | - | 4 3 2 1 - - - - - - |
6 | 3 | 2 | 2 | 5 | - | 4 3 3 2 - - - - - - |
7 | 3 | 2 | 2 | 5 | - | 4 4 3 2 1 - - - - - |
8 | 4 | 2 | 2 | 6 | - | 4 4 3 3 2 - - - - - |
9 | 4 | 3 | 3 | 6 | - | 4 4 4 3 2 1 - - - - |
10 | 5 | 3 | 3 | 7 | - | 4 4 4 3 3 2 - - - - |
11 | 5 | 3 | 3 | 7 | - | 4 4 4 4 3 2 1 - - - |
12 | 6/1 | 4 | 4 | 8 | - | 4 4 4 4 3 3 2 - - - |
13 | 6/1 | 4 | 4 | 8 | - | 4 4 4 4 4 3 2 1 - - |
14 | 7/2 | 4 | 4 | 9 | - | 4 4 4 4 4 3 3 2 - - |
15 | 7/2 | 5 | 5 | 9 | - | 4 4 4 4 4 4 3 2 1 - |
16 | 8/3 | 5 | 5 | 10 | - | 4 4 4 4 4 4 3 3 2 - |
17 | 8/3 | 5 | 5 | 10 | - | 4 4 4 4 4 4 4 3 2 1 |
18 | 9/4 | 6 | 6 | 11 | - | 4 4 4 4 4 4 4 3 3 2 |
19 | 9/4 | 6 | 6 | 11 | - | 4 4 4 4 4 4 4 4 3 3 |
20 | 10/5 | 6 | 6 | 12 | - | 4 4 4 4 4 4 4 4 4 4 |
A wizard casts arcane spells which are drawn from the wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.
A school is one of eight groupings of spells, each defined by a common theme. Each wizard specializes in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.
A wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
The wizard must choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination or evocation, or if she chooses the School Mastery arcane signature; see below), which become her prohibited schools.
A wizard can never give up divination to fulfill this requirement.
Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.
The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells.
Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
Spells that move or teleport creatures or objects. A conjuration specialist is called a conjurer.
Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker. Unlike other specialists, an evoker must give up only one other school.
Spells that alter perception or create false images. An illusion specialist is called an illusionist.
Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.
All arcanists study magic differently, and none are strong enough to master every possible trick. At 1st level, an arcanist selects a special trick or style as an arcane signature. This decision cannot be changed later.
The arcanist can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The arcanist chooses the kind of familiar he gets. As the arcanist advances in level, his familiar also increases in power.
A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar | Special |
---|---|
Bat | Master gains a +3 bonus on Listen checks |
Cat | Master gains a +3 bonus on Move Silently checks |
Hawk | Master gains a +3 bonus on Spot checks in bright light |
Lizard | Master gains a +3 bonus on Climb checks |
Owl | Master gains a +3 bonus on Spot checks in shadows |
Rat | Master gains a +2 bonus on Fortitude saves |
Raven* | Master gains a +3 bonus on Appraise checks |
Snake | Master gains a +3 bonus on Bluff checks |
Toad | Master gains +3 hit points |
Weasel | Master gains a +2 bonus on Reflex saves |
*A raven familiar can speak one language of its master’s choice as a supernatural ability. |
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar’s kind.
For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
| Master Class Level | Natural Armor Adj. | Int | Special | | 1st-2nd | +1 | 6 | Alertness, improved evasion, share spells, empathic link | | 3rd-4th | +2 | 7 | Deliver touch spells | | 5th-6th | +3 | 8 | Speak with master | | 7th-8th | +4 | 9 | Speak with animals of its kind | | 9th-10th | +5 | 10 | - | | 11th-12th | +6 | 11 | Spell resistance | | 13th-14th | +7 | 12 | Scry on familiar | | 15th-16th | +8 | 13 | - | | 17th-18th | +9 | 14 | - | | 19th-20th | +10 | 15 | - |
All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
The number noted here is an improvement to the familiar’s existing natural armor bonus.
The familiar’s Intelligence score.
While a familiar is within arm’s reach, the master gains the Alertness feat.
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
A wizard who takes this signature specializes even further in her chosen school of magic. In order to take this signature, the wizard must select an additional forbidden school (for a total of 3 forbidden schools, or 2 if the wizard is an evoker or a diviner).
In return, the wizard may add an additional spell of her chosen school to her spellbook each time she gains a level, and she gains the Spell Focus feat for her chosen school.
At 4th level, the wizard may select a single 0th level spell in her spellbook from her chosen school. She may cast this spell without preparing it and without expending spell slots.
At 10th level, the wizard may select a single 1st level spell in her spellbook from her chosen school. She may cast this spell without preparing it and without expending spell slots.
At 16th level, the wizard may select a single 2nd level spell in her spellbook from her chosen school. She may cast this spell without preparing it and without expending spell slots.
Spells cast with this ability cannot be used in combination with metamagic feats.
The arcanist develops general skill for using and manipulating magic. At 1st level, 5th level, and every 5 levels thereafter, the arcanist gains a bonus feat. This bonus feat must be a metamagic feat or an item creation feat. The arcanist must meet all the prerequisites for the chosen feat.
The arcanist devotes extra time to the study of weapons and combat. At 1st level, the arcanist gains Martial Weapon Proficiency (Simple Weapon Proficiency for wizards) as a bonus feat. Additionally, at 1st level and every 5 levels thereafter, the arcanist gains a bonus feat from the list of fighter bonus feats. The arcanist must meet the prerequisites for the feat as normal.
The wizard specializes in brewing magical potions. When the wizard prepares her daily spells, she may choose to prepare any spells that target a single creature as drinkable potions instead of normally cast spells. This special process is done as part of the wizard's normal spell preparation and does not incur the normal craft checks, creation time, or gold cost required for typical potion making. Potions made this way are less permanent than traditionally created potions and lose their potency after 24 hours.
Additionally, the wizard gains Brew Potion as a bonus feat at 1st level.
The wizard chooses a special item as a reserve of magical power; this is often a ring, wand, or staff. When the wizard prepares her spells, if she has spells memorized from the previous day that were not cast, she may place one of them into the reserve item. The stored spell may then be cast as if the wizard had it prepared as long as the item is in the wizard's possession. This exhausts the stored spell from the item, but does not use any of the wizard's spell slots.
The reserve item can only hold a limited amount of magical power. The sum of the spell levels of all spells stored in the item cannot exceed the wizard's class level. For example, suppose a 10th level wizard already has See Invisibility (a 2nd level spell) and Contact Other Plane (a 5th level spell) stored. At the end of the day, she would be able to put up to a 3rd level spell into the reserve item, assuming she has one uncast. For the purposes of this ability, 0th level spells count as 1 spell level.
Any metamagic applied to a prepared spell is kept on the spell when it is stored, and its spell level is appropriately adjusted for the purposes of determining how many spells can be stored. Stored spells still require all of their normal components in order to be cast, and they add a focus component, namely the wizard's reserve item.
Sorcerers are those who carry a natural gift of magic, generally through contact with another plane or a fortunate bloodline. When they cast magic, they hurl their very essences behind their spells. As characters, sorcerers are personable, charismatic, and flexible - though they tend to lag slightly behind the advanced spells of wizards.
d4 Hit Die (4 + Con HP at 1st level, 3 + Con HP thereafter)
2 + Int skill points (x4 at 1st level)
Class Skills: Bluff(Cha), Concentration(Con), Craft(Int), Knowledge(Arcana)(Int), Profession(Wis), Spellcraft(Int)
Weapon and Armor Proficiency: Proficient with all simple weapons, but not with any armor or shield.
Level | BAB | Fort | Ref | Will | Features | Spells per Day (0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th) |
Spells Known (0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th) |
---|---|---|---|---|---|---|---|
1 | 0 | 0 | 0 | 2 | Arcane Signature | 5 3 - - - - - - - - | 4 2 - - - - - - - - |
2 | 1 | 0 | 0 | 3 | - | 6 4 - - - - - - - - | 5 2 - - - - - - - - |
3 | 1 | 1 | 1 | 3 | - | 6 5 - - - - - - - - | 5 3 - - - - - - - - |
4 | 2 | 1 | 1 | 4 | - | 6 6 3 - - - - - - - | 6 3 1 - - - - - - - |
5 | 2 | 1 | 1 | 4 | - | 6 6 4 - - - - - - - | 6 4 2 - - - - - - - |
6 | 3 | 2 | 2 | 5 | - | 6 6 5 3 - - - - - - | 7 4 2 1 - - - - - - |
7 | 3 | 2 | 2 | 5 | - | 6 6 6 4 - - - - - - | 7 5 3 2 - - - - - - |
8 | 4 | 2 | 2 | 6 | - | 6 6 6 5 3 - - - - - | 8 5 3 2 1 - - - - - |
9 | 4 | 3 | 3 | 6 | - | 6 6 6 6 4 - - - - - | 8 5 4 3 2 - - - - - |
10 | 5 | 3 | 3 | 7 | - | 6 6 6 6 5 3 - - - - | 9 5 4 3 2 1 - - - - |
11 | 5 | 3 | 3 | 7 | - | 6 6 6 6 6 4 - - - - | 9 5 5 4 3 2 - - - - |
12 | 6/1 | 4 | 4 | 8 | - | 6 6 6 6 6 5 3 - - - | 9 5 5 4 3 2 1 - - - |
13 | 6/1 | 4 | 4 | 8 | - | 6 6 6 6 6 6 4 - - - | 9 5 5 4 4 3 2 - - - |
14 | 7/2 | 4 | 4 | 9 | - | 6 6 6 6 6 6 5 3 - - | 9 5 5 4 4 3 2 1 - - |
15 | 7/2 | 5 | 5 | 9 | - | 6 6 6 6 6 6 6 4 - - | 9 5 5 4 4 4 3 2 - - |
16 | 8/3 | 5 | 5 | 10 | - | 6 6 6 6 6 6 6 5 3 - | 9 5 5 4 4 4 3 2 1 - |
17 | 8/3 | 5 | 5 | 10 | - | 6 6 6 6 6 6 6 6 4 - | 9 5 5 4 4 4 3 3 2 - |
18 | 9/4 | 6 | 6 | 11 | - | 6 6 6 6 6 6 6 6 5 3 | 9 5 5 4 4 4 3 3 2 1 |
19 | 9/4 | 6 | 6 | 11 | - | 6 6 6 6 6 6 6 6 6 4 | 9 5 5 4 4 4 3 3 3 2 |
20 | 10/5 | 6 | 6 | 12 | - | 6 6 6 6 6 6 6 6 6 6 | 9 5 5 4 4 4 3 3 3 3 |
A sorcerer casts arcane spells which are drawn from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer 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 sorcerer has gained some understanding of by study. The sorcerer 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 sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "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 sorcerer spell the sorcerer can cast. A sorcerer 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, a sorcerer 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.
All arcanists study magic differently, and none are strong enough to master every possible trick. At 1st level, an arcanist selects a special trick or style as an arcane signature. This decision cannot be changed later.
The arcanist can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The arcanist chooses the kind of familiar he gets. As the arcanist advances in level, his familiar also increases in power.
A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar | Special |
---|---|
Bat | Master gains a +3 bonus on Listen checks |
Cat | Master gains a +3 bonus on Move Silently checks |
Hawk | Master gains a +3 bonus on Spot checks in bright light |
Lizard | Master gains a +3 bonus on Climb checks |
Owl | Master gains a +3 bonus on Spot checks in shadows |
Rat | Master gains a +2 bonus on Fortitude saves |
Raven* | Master gains a +3 bonus on Appraise checks |
Snake | Master gains a +3 bonus on Bluff checks |
Toad | Master gains +3 hit points |
Weasel | Master gains a +2 bonus on Reflex saves |
*A raven familiar can speak one language of its master’s choice as a supernatural ability. |
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar’s kind.
For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
| Master Class Level | Natural Armor Adj. | Int | Special | | 1st-2nd | +1 | 6 | Alertness, improved evasion, share spells, empathic link | | 3rd-4th | +2 | 7 | Deliver touch spells | | 5th-6th | +3 | 8 | Speak with master | | 7th-8th | +4 | 9 | Speak with animals of its kind | | 9th-10th | +5 | 10 | - | | 11th-12th | +6 | 11 | Spell resistance | | 13th-14th | +7 | 12 | Scry on familiar | | 15th-16th | +8 | 13 | - | | 17th-18th | +9 | 14 | - | | 19th-20th | +10 | 15 | - |
All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
The number noted here is an improvement to the familiar’s existing natural armor bonus.
The familiar’s Intelligence score.
While a familiar is within arm’s reach, the master gains the Alertness feat.
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
The arcanist develops general skill for using and manipulating magic. At 1st level, 5th level, and every 5 levels thereafter, the arcanist gains a bonus feat. This bonus feat must be a metamagic feat or an item creation feat. The arcanist must meet all the prerequisites for the chosen feat.
The arcanist devotes extra time to the study of weapons and combat. At 1st level, the arcanist gains Martial Weapon Proficiency (Simple Weapon Proficiency for wizards) as a bonus feat. Additionally, at 1st level and every 5 levels thereafter, the arcanist gains a bonus feat from the list of fighter bonus feats. THe arcanist must meet the prerequisites for the feat as normal.
The arcanist hones his natural charisma towards more than just arcane ends. The arcanist adds Diplomacy and Intimidate to his class skill list, and he gains 2 additional skill points per level.
An arcanist with this signature may use metamagic feats without increasing the casting time of his spells. This allows the arcanist to use Quicken Spell.
Additionally, beginning at 10th level, the arcanist may apply a metamagic feat to a spell without increasing its level. This ability can only be used for metamagic feats that increase a spell's level by 1, such as Enlarge Spell or Extend Spell, and can be used a number of times per day equal to the arcanist's Charisma modifier. This ability can only be used once per spell.
An arcanist with this ability can call upon a hidden reserve of magical energy to cast additional spells. This reserve can be used to cast any spell the arcanist could normally cast, but the arcanist is fatigued after the spell is completed. If this spell if of the highest level that the arcanist could normally cast, the arcanist is exhausted instead. This ability cannot be used while fatigued or exhausted. It can be used a number of times per day equal to the arcanist's Charisma bonus.
Often called battle sorcerers, warcasters take the sorcerer's natural gift for magic and back it up with armor and a sword. Though not nearly as capable on the front lines as a fighter or even a duskblade, they know enough to carry their weight. A warcaster can thus afford more tactical risks than a sorcerer, though they tend to be less capable of matching other arcanists' versatility outside of combat.
d8 Hit Die (8 + Con HP at 1st level, 5 + Con HP thereafter)
2 + Int skill points (x4 at 1st level)
Class Skills: Concentration(Con), Craft(Int), Intimidate, Knowledge(Arcana)(Int), Profession(Wis), Spellcraft(Int)
Weapon and Armor Proficiency: Proficient with all simple weapons, any one light or one-handed martial weapon, and light armor, but not shields.
Level | BAB | Fort | Ref | Will | Features | Spells per Day (0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th) |
Spells Known (0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th) |
---|---|---|---|---|---|---|---|
1 | 0 | 0 | 0 | 2 | Arcane Signature | 4 2 - - - - - - - - | 3 1 - - - - - - - - |
2 | 1 | 0 | 0 | 3 | - | 5 3 - - - - - - - - | 4 1 - - - - - - - - |
3 | 2 | 1 | 1 | 3 | - | 5 4 - - - - - - - - | 4 2 - - - - - - - - |
4 | 3 | 1 | 1 | 4 | - | 5 5 2 - - - - - - - | 5 2 1 - - - - - - - |
5 | 3 | 1 | 1 | 4 | - | 5 5 3 - - - - - - - | 5 3 1 - - - - - - - |
6 | 4 | 2 | 2 | 5 | - | 5 5 4 2 - - - - - - | 6 3 1 1 - - - - - - |
7 | 5 | 2 | 2 | 5 | - | 5 5 5 3 - - - - - - | 6 4 2 1 - - - - - - |
8 | 6/1 | 2 | 2 | 6 | - | 5 5 5 4 2 - - - - - | 7 4 2 1 1 - - - - - |
9 | 6/1 | 3 | 3 | 6 | - | 5 5 5 5 3 - - - - - | 7 4 3 2 1 - - - - - |
10 | 7/2 | 3 | 3 | 7 | - | 5 5 5 5 4 2 - - - - | 8 4 3 2 1 1 - - - - |
11 | 8/3 | 3 | 3 | 7 | - | 5 5 5 5 5 3 - - - - | 8 4 4 3 2 1 - - - - |
12 | 9/4 | 4 | 4 | 8 | - | 5 5 5 5 5 4 2 - - - | 8 4 4 3 2 1 1 - - - |
13 | 9/4 | 4 | 4 | 8 | - | 5 5 5 5 5 6 3 - - - | 8 4 4 3 3 2 1 - - - |
14 | 10/5 | 4 | 4 | 9 | - | 5 5 5 5 5 6 4 2 - - | 8 4 4 3 3 2 1 1 - - |
15 | 11/6/1 | 5 | 5 | 9 | - | 5 5 5 5 5 6 6 3 - - | 8 4 4 3 3 3 2 1 - - |
16 | 12/7/2 | 5 | 5 | 10 | - | 5 5 5 5 5 5 5 4 2 - | 8 4 4 3 3 3 2 1 1 - |
17 | 12/7/2 | 5 | 5 | 10 | - | 5 5 5 5 5 5 5 5 3 - | 8 4 4 3 3 3 2 2 1 - |
18 | 13/8/3 | 6 | 6 | 11 | - | 5 5 5 5 5 5 5 5 4 2 | 8 4 4 3 3 3 2 2 1 1 |
19 | 14/9/4 | 6 | 6 | 11 | - | 5 5 5 5 5 5 5 5 5 3 | 8 4 4 3 3 3 2 2 2 1 |
20 | 15/10/5 | 6 | 6 | 12 | - | 5 5 5 5 5 5 5 5 5 5 | 8 4 4 3 3 3 2 2 2 2 |
A warcaster casts arcane spells which are drawn from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time
To learn or cast a spell, a warcaster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warcaster’s spell is 10 + the spell level + the warcaster’s Charisma modifier.
Like other spellcasters, a warcaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score.
A warcaster’s selection of spells is limited. A warcaster begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new warcaster level, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the number of spells a warcaster knows is not affected by his Charisma score; the numbers on the table are fixed.)
Upon reaching 4th level, and at every even-numbered warcaster level after that (6th, 8th, and so on), a warcaster can choose to learn a new spell in place of one he already knows. In effect, the warcaster "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 warcaster spell the warcaster can cast. A warcaster 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, a warcaster 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.
A warcaster does not suffer the arcane spell failure chance for light armor when casting spells gained through warcaster levels.
All arcanists study magic differently, and none are strong enough to master every possible trick. At 1st level, an arcanist selects a special trick or style as an arcane signature. This decision cannot be changed later.
The arcanist can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The arcanist chooses the kind of familiar he gets. As the arcanist advances in level, his familiar also increases in power.
A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar | Special |
---|---|
Bat | Master gains a +3 bonus on Listen checks |
Cat | Master gains a +3 bonus on Move Silently checks |
Hawk | Master gains a +3 bonus on Spot checks in bright light |
Lizard | Master gains a +3 bonus on Climb checks |
Owl | Master gains a +3 bonus on Spot checks in shadows |
Rat | Master gains a +2 bonus on Fortitude saves |
Raven* | Master gains a +3 bonus on Appraise checks |
Snake | Master gains a +3 bonus on Bluff checks |
Toad | Master gains +3 hit points |
Weasel | Master gains a +2 bonus on Reflex saves |
*A raven familiar can speak one language of its master’s choice as a supernatural ability. |
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar’s kind.
For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
| Master Class Level | Natural Armor Adj. | Int | Special | | 1st-2nd | +1 | 6 | Alertness, improved evasion, share spells, empathic link | | 3rd-4th | +2 | 7 | Deliver touch spells | | 5th-6th | +3 | 8 | Speak with master | | 7th-8th | +4 | 9 | Speak with animals of its kind | | 9th-10th | +5 | 10 | - | | 11th-12th | +6 | 11 | Spell resistance | | 13th-14th | +7 | 12 | Scry on familiar | | 15th-16th | +8 | 13 | - | | 17th-18th | +9 | 14 | - | | 19th-20th | +10 | 15 | - |
All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
The number noted here is an improvement to the familiar’s existing natural armor bonus.
The familiar’s Intelligence score.
While a familiar is within arm’s reach, the master gains the Alertness feat.
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
The arcanist develops general skill for using and manipulating magic. At 1st level, 5th level, and every 5 levels thereafter, the arcanist gains a bonus feat. This bonus feat must be a metamagic feat or an item creation feat. The arcanist must meet all the prerequisites for the chosen feat.
The arcanist devotes extra time to the study of weapons and combat. At 1st level, the arcanist gains Martial Weapon Proficiency (Simple Weapon Proficiency for wizards) as a bonus feat. Additionally, at 1st level and every 5 levels thereafter, the arcanist gains a bonus feat from the list of fighter bonus feats. THe arcanist must meet the prerequisites for the feat as normal.
The arcanist hones his natural charisma towards more than just arcane ends. The arcanist adds Diplomacy and Bluff to his class skill list, and he gains 2 additional skill points per level.
An arcanist with this signature may use metamagic feats without increasing the casting time of his spells. This allows the arcanist to use Quicken Spell.
Additionally, beginning at 10th level, the arcanist may apply a metamagic feat to a spell without increasing its level. This ability can only be used for metamagic feats that increase a spell's level by 1, such as Enlarge Spell or Extend Spell, and can be used a number of times per day equal to the arcanist's Charisma modifier. This ability can only be used once per spell.
An arcanist with this ability can call upon a hidden reserve of magical energy to cast additional spells. This reserve can be used to cast any spell the arcanist could normally cast, but the arcanist is fatigued after the spell is completed. If this spell if of the highest level that the arcanist could normally cast, the arcanist is exhausted instead. This ability cannot be used while fatigued or exhausted. It can be used a number of times per day equal to the arcanist's Charisma bonus.
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