Class - Arcanist

Started by Kirhart, December 22, 2014, 06:48:27 PM

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Kirhart

Arcanist

Description: Arcane magic is a volatile and inebriating drug, pure power distilled and channeled through the body to create arcane effects. Many races wield arcane power carelessly, disregarding the lessons of the past. The archaist class encompasses all users of arcane magic -- those who seek power without regard for consequences and those who think arcane might can be handled responsibly; each arcane spell caster chooses a distinct path. Those who wish to manipulate arcane magic must choose the way of the mage, necromancer or warlock. Each path specializes in a particular kind of magic, which reflects the nature and practice of the arcane arts on Azeroth. In a world effectively forged in war and beset by pervasive evils such as the Scourge and the Burning Legion, arcanists have gradually come to excel in specific areas of arcane magic. What Azeroth's archaists might lack in versatility, however, they more than make up for the abilities they acquire and the powers they wield within their chosen paths.

Races elegible: Dwarves, gnomes, high elves, humans, trolls and Forsaken are capable of becoming mages.
The dark path of the necromancer is rarely taken. Humans and the Forsaken practice this black art.
Warlocks are uncommon. Some exist among the Forsaken, outcast gnomes, humans and orcs foolish enough to toy with the forces of demonic energy. The few remaining high elves who are warlocks have long since become blood elves.

Alignment: Archaists can have the best of intentions, and while mages tend to be from mostly good and lawful alignments, necromancers and warlocks tend to come from the more unsavory levels of morality.

Affiliation: Archaists are found among all of the affiliations; regardless of their practices, you will encounter them in both Horde and the Alliance.
Warlocks are more common in the Alliance -- arcane magic is so prevalent in the Alliance that it allows for more reckless practices.
Mages are also more common in the Alliance, greatly outnumbering warlocks
Necromancers are unheard of -- until someone encounters one.

Abilities: Whether it is the way of fire and frost or the whispering of the dead, all archaists rely on Intellect to learn and master the powers they seek to command. Agility is also helpful, for good reflexes help to avoid a harmful sword blow or an incoming blast of flame.
Hit Die: d6

Class Skills: Arcanist's class skills (and ability for each skill) are Concentration (Sta), Craft (Int), Craft (Trade skill) (Int), Profession (Spt), Speak Language and Spellcraft (Int)
Skill Points at 1st Level: (2 + Int modifier) x4
Skill points at each additional level: 2 + Int modifier.

Weapon and Armor Proficiency: Clubs, daggers, and quarterstaffs, but not with any kind of armor or shield. Armor type interferes with an archaist's movements, which can cause spells with somatic components to fail.

Spells: Cast's arcane spells, which are drawn from the Arcanist spell list for its particular path. An archaist must rest and then prepare their spells for the day.
To learn, prepare or cast a spell, the archaist must have an Intellect score equal to at least 10 + the spell level.
DC for saving throw against an arcainsit's spell is 10 + spell level + archaists Int modifier
Can only cast so many spells per day (see table below)
May know any number of spells. Must rest 8 hours and then select the prepared spells from the spellbook. After selecting the spells he must spend a number of minutes equal to each spell level being prepared, starting from lowest to highest level. A 0-level spell requires 1 minute to prepare.

Spellbook: A spellbook is required in order to prepare spells. If there is not access to a spell book while resting, spells may not be prepared.
Acanist's begin play with a spell book containing all 0-level archaist spells and all level 0 spells of their path's spell list.
In addition they have 3 1st level spells of the players choice.
For each point if Int bonus the arcanist has, the spell book holds one additional 1st level spell.
Player may choose to learn new spells at any time; however player must pay the costs and spend the time necessary to learn them.
At any time an acanist can also add spells found in other arcanists' spell books to her own, as long as they are available to their current path.

Arane Corruption: The arcane energy that a necromancer or warlock uses will corrupt them. For every 5 levels of necromancer or warlock the character has, her alignment takes one step toward an evil alignment in line with their current alignment (Lawful, Neutral, or Chaotic)
For example, a warlock who is Lawful Neutral at first level will be shifted to Lawful Evil at level 5.

Arcane Path: Archaists take levels in one of three paths, each with different spell lists and special abilities that reinforce and enhance its particular brand of magic. Each path also faces certain restrictions when learning and casting spells from the spell list of another path (in the case of multi classing)
> Can cast one additional spell per spell level per day from their specific spell list. A multi classed player must choose the path spell list for their additional spell; the path spell list need not be the same for each spell level. Thus, the archaist receives only one additional spell per spell level per day, regardless of how many paths in which they have levels.
> The save DCs of spells from the archaist's path spell lists are increased by +1
> Receives +2 bonus on spell craft checks to learn spells from their path spell list
> Acquires special abilities, called 'arcana', at 1st, 4th, 8th, 12th and and 16th level according to their path according to Arcanist class level table
> Forbidden Arts: While all acanists can cast spells from the general archaist spell list, they face certain restrictions when casting spells from another path's spell list. They cast spells from another paths spell list with a -2 caster level penalty (Minimum caster level 1st but these penalties stack with those imposed by arcane addiction). The save DCs of such spells are reduced by -2 and there is a 2% chance per spell level of a spell failure when casting spells from other path's spell list. Archaists cannot learn spells from another's path spell list unless they have at least one level in that path.
> Scribe Scroll: At 1st level, player gains Scribe Scroll as a bonus feat.
> Bonus Feat: At 5th, 10th, 15th and 20th level, an acanist gains a bonus feat. At each such opportunity, player can choose a metamagic eat or an item creation feat. Player must still meet all prerequisites for a bonus feat, including caster level minimums.

Human Mage Starting Package
Armor: None (speed 30ft)
Weapons: Quarterstaff (1d6/1d6, crit x2, 4lb, two-handed, bludgeoning); light crossbow (1d8, crib 19-20/x3 range inc. 80ft, 4lb, piercing)
Skill Selection: Pick a number of skills equal to 2 + Int modifier
Skill:                               Ranks:    Ability:    Armor Check Penalty
Concentration                 4            Sta          --
Decipher Script              4             Int           --
Diplomacy                      4             Cha        --
Knowledge (arcana)      4             Int           --
Search                           2             Int           --
Spellcraft                       4             Int           --

Feat: Magic Energy Control
Bonus Feat: Scribe Scroll
Spellbook: All 0-level spells from the mage and archaist spell lists, plus arcane missile, charm person and slow fall, plus one of these spells of your choice per point of Intellect bonus (if any): burning hands, comprehend languages, mana shield, and protection from evil.
Gear: Backpack with waterski, 1 day's trail rations, bedroll, sack, and flint and steel. Ten candles, scroll case, 3 pages of parchment, ink, ink pen. Spell component pouch, spellbook, Case with 10 crossbow bolts.
Funds: 3d6 gp

Paths:
Mage (Mge)
Mages focus on magic that creates and changes things, most often to damage their enemies and boost the power of their allies.
Additional Class Skills: Diplomacy (Cha) and Sense Motive (Spt)
Arcana: Mages gain the following arcana abilities:
>1st Level - Summon Familiar (Su): A mage can obtain a familiar which is a normal animal that gains new power sand becomes a magical beast when summoned to service by a mage. It retains the appearance, hit dice, base attack bonus, base save bonuses, skills and feats of the normal animal it once was, but 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, and animal companion cannot also function as a familiar.
A familiar grants special abilities to its master as indicated in a table 3-5 below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determine any familiar abilities that depends on the masters level.
>4th level - Call Elemental (Sp) Once per day, the mage can summon an air, earth, fire, or water elemental as a standard action that does not provoke attacks of opportunity. This ability is similar to summon monster, save that the duration is equal to 5 minutes per point of the mage's int modifier. The elemental's size depends on the mage's level shown on the following table.

Mage's Level           Elementals Size
4-5                           Small
6-9                           Medium
10-13                       Large
14-17                       Huge
18-20                       Greater
21+                          Elder

Table 3-5 Familiars

Familiar             Special
Bat                    +3 on listen checks
Cat                    +2 on stealth checks
Hawk                +3 bonus on Spot checks in bright light
Lizard               +3 bonus on Climb checks
Owl                   +3 bonus on Spot checks in shadows
Rat                    +2 bonus on Fort Saves
Raven*              +3 bonus on appraise checks
Snake**            +3 bonus on bluff checks
Toad                 +3 hit points
Weasel             +2 bonus on Reflex saves
* A raven can speak one language of its master's choice as a supernatural ability
** Tiny viper

Familiar's level as well according to the following:
Levels                 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    ---
9th - 10th            +5                            10   Spell resistance
11th - 12th          +6                            11    Scry on familiar
13th - 14th          +7                            12   ---
15th - 16th          +8                            13   ---
17th - 18th          +9                            14   ---
19th - 20th          +10                          15   ---

>8th Level - Enhanced counterspell (Ex): Mages understand the working of arcane energy so well that they can counter most magic with great effectiveness. When attempting to counter a spell, a mage adds her archaist path level to her counterspell check. In addition the mage may counter a spell with any other spell she has prepared as long as it is the same level of the spell being countered and the spell being used to counter is from the same school of magic.
Necromancy or conjuration (summoning) spells cannot be counterspelled in this manner by mages. Mages must use dispel magic to counter spells from those schools.
>12th Level - Arcane Adept (Ex): A mage's dedication to and natural predilection for one of their schools of specialization becomes more entrenched. The mage chooses either evocation or tansmutation as a preferred school. She casts spells from this preferred school at +1 caster level, and the save DC for such spells increases by +2
>16th Level - Fire and Frost (Ex): The mages of Korin Tor first mastered the arts of casting spells using the elements of ice and fire. Mages may memorize an additional spell per level as long as it has the cold or fire elemental descriptor. This additional spell is cast with the effectiveness of the Maximize Spell feat, however, the spell's level does not change. This ability stacks with the other effects of the Maximize Spell feat, which does not change the spell's level.

Necromancer -
Description: Necromancers twist arcane magic to manipulate the power of death. Commanding the undead, generally in service of the Scourge, they gradually take on the appearance and characteristics of the dead - hollow eyes, shambling gaits, plaid and sunken skin, foul odors and so forth.
Additional Class Skills: Bluff (Cha), and either Disguise (Cha) or Forgery (Int).
Arcana: Necromancers gain the following arcana abilities:
>1st level - Death Touch (Su): By wielding the forces of undeath the necromancer draws vitality from the living. Death touch is a death effect. The necromancer must succeed on a melee touch attack against a living creature (using the rules for touch spells). When he touches, roll a 1d6 per necromancer level he possesses. If the total at least equals the creature's current hit points, it does (no save). The necromancer can use this ability once per day at 1st level, twice per day at 9th level, and three times per day at 18th level.
>4th Level - Death Resistance (Ex): The necromancer becomes immune to all death spells and magical death effects. This immunity does not protect the necromancer from other sorts of attacks such as hit point loss, poison, petrification or other effects even if they might be lethal.
>8th Level - Animate Dead(Su) - The necromancer may animate undead creatures using the vile magic at their disposal. This ability functions like a spell of the same name, but with the following exceptions: The necromancer may use this ability a number of times per day equal to their necromancer levels divided by 2 (1/day at first level) The limit of undead the necromancer can control is equal to 2 Hit Dice per level. The amount of undead controlled by this ability counts toward the number that can be controlled with the animate dead spell as normally cast by the necromancer.
>12th level - Dark Arts(Ex) - Necromancers are skilled in wielding magic that causes pain, suffering and death. Mastering the dark arts allows the necromancer to cast spells from the necromancy school at +1 caster level, and the save DC for such spells increases by +2
>16th level - Create Undead (Su) - The necromancer's knowledge of undeath reaches such unsurpassed depths that they can create powerful undead. They can use this ability like create undead twice per day or like create greater undead once per day. The ability is cast at the necromancer's path level.

Warlock -
Description: Warlocks devote themselves to trafficking with demons and other vile beings, seeking the roots of demonic power and other dark knowledge. They initially appeared on Azeroth during the First War, when Gul'dan, the first of their kind, led the Horde through the Dark Portal from Drainer while in servitude to the Burning Legion
Additional Class Skills: Diplomacy (Cha), and Intimidate (Cha)
Arcana: Warlocks gain the following arcane abilities:
>1st level Fel Companion - At first level the warlock gains a fel companion. The warlock can summon the fuel companion and dismiss it at any time so that he may summon a new one. The fel companion must be an evil outsider with a number of Hit Dice equal to or less than the warlock's arcanist path level (to a maximum of 10 HD). Should the fuel companion die while in service to the warlock, the warlock must attempt a DC 15 fortitude save, a +1 DC for each HD of the companion. If the saving throw fails, the warlock loses 400 XP per warlock level; success reduces the loss to half of that amount. In addition, the warlock must make a DC 15 will save or take 1d6 points of Stamina damage as the companion's sudden loss tears away part of the warlock's life force.
A warlock can obtain another fell companion by performing a ceremony of summoning. Doing so takes 24 hours and uses up magical materials that cost 100 gp per HD of the creature summoned. The creature serves as a willing companion and servant, dismissing a feel companion is a free action, and a dismissed creature immediately returns to its place of origin.
>4th Level - Summoner (Ex) - The warlock receives the Augment Summoning feat for free. At 6th level, all conjuration (summoning) spells cast by the warlock have their durations doubled, as if the Extend Spell feat is applied to them. The level of an augmented conjuration (summoning) spell does not change; this ability stacks with the effects of the Extend Spell feat, which does not change the spell's level.
>8th Level - Enslave Outsider (Su) - A warlock is adept at convincing outsiders to do his bidding. When a warlock casts lesser planar binding, planar binding, or greater planar binding, he can add his ranks in any one relevant Knowledge skill (The planes, especially the Emerald Dream and the Twisting Nether; demons; the Burning Legion, and so forth) or in Spellcraft, whichever is higher, to the caster level check or the Charisma check made to keep the outsider trapped.
>12th Level - Demonologist (Ex) - The craft of conjuration is the primary focus of the warlock, and in taking on the mantle of a demonologist the warlock sacrifices knowledge in other areas of arcane practice. The warlock casts conjuration (summoning) spells at +1 caster level, and the save DC for such spells increases by +2.
16th level - Demon Mastery (Su) - The warlock has learned the compacts and rites necessary to bind a demonic creature to his will. The warlock rebukes and controls outsiders the same as an evil priest rebukes or commands undead. Use the warlock's archaist path level to determine the equivalent of a turning check, and apply to the relevant outsider Hit Dice to the undead HD chart. The warlock may also bolster outsiders he controls in the same way that an evil priest bolsters undead. The warlock can attempt to control or rebuke outsiders a number of times per day equal to 3 + Charisma modifier; he may attempt to bolster outsiders that he did not summon himself.

Arcanist Class table
Class level:    Base attack bonus:   Fort Save: Ref Save: Will Save: Special
1st                 +0                              +0              +0            +2             Scribe Scroll, arcane
2nd                +1                             +0               +0            +3             ---
3rd                +1                               +1             +1            +3              ---
4th                 +2                              +1              +1           +4              Arcana
5th                 +2                              +1              +1            +4             Bonus Feat
6th                +3                               +2              +2            +5             ---
7th                +3                               +2              +2            +5             ---
8th                +4                              +2               +2            +6             Arcana
9th                +4                              +3               +3            +6             ---
10th              +5                              +3               +3            +7             Bonus Feat
11th              +5                              +3               +3            +7             ---
12th              +6/+1                         +4               +4            +8            Arcana
13th              +6/+1                         +4               +4            +8            Arcana
14th              +7/+2                         +4               +4            +9            ---
15th              +7/+2                         +5               +5            +9            Bonus feat
16th              +8/+3                         +5               +5            +10          Arcana
17th              +8/+3                         +5               +5            +10          ---
18th              +9/+4                         +6               +6            +11          ---
19th              +9/+4                         +6               +6            +11          ---
20th              +10/+5                       +6               +12          +12          Bonus feat

Arcanist Spell Slots per Day
Level - Spell Level: Times per day, Next spell level: times per day and so on.
1st - 0: 3, 1: 1
2nd - 0:4, 1:2
3rd - 0:4, 1: 2, 2: 1
4th - 0: 4, 1: 3, 2: 2
5th - 0: 4, 1: 3, 2: 2, 3: 1
6th - 0: 4, 1: 3, 2: 3, 3: 2
7th - 0: 4, 1: 4, 2:3, 3: 2, 4: 1
8th - 0: 4, 1: 4, 2: 3, 3: 3, 4: 2
9th - 0: 4, 1: 4, 2: 4, 3: 3, 4: 2, 5: 1
10th - 0: 4, 1: 4, 2: 4, 3: 3, 4: 3, 5: 1
11th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 3, 5: 2, 6: 1
12th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 3, 5: 3, 6: 2
13th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 3, 6: 2, 7: 1
14th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 3, 6: 3, 7: 2
15th -0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 3, 7: 2, 8: 1
16th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 3, 7: 3, 8: 2
17th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 4, 7: 3, 8: 2, 9: 1
18th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 4, 7: 3, 8: 3, 9: 2
19th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 4, 7: 4, 8: 3, 9: 3
20th - 0: 4, 1: 4, 2: 4, 3: 4, 4: 4, 5: 4, 6: 4, 7: 4, 8: 4, 9: 4