Adventures in Thargothras
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Innovative: Humans have come to shape the world because they are inveterate innovators. Humans with this racial trait gain a +2 racial bonus on Knowledge (arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled. Source PCS:ISR
16+2 (10), 14 (5], 14 (5), 13 (3), 12 (2), 10 (0) = 25/25
Str 10, Dex 14, Con 14, Int 18, WIs 14, Cha 12
Weapon and Armor Proficiencies
Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Hit Die: d6.
The arcanist’s class skills are
Appraise (Int), Craft (Int), Disable Device* (Dex), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier. 18 skill ranks
Disable Device* (Dex) 3
Spellcraft (Int)* 1
Use Magic Device (Int)* 3
Knowledge (Arcana) (Int)* 1
Knowledge (Dungeoneering) (Int)* 1
Knowledge (Nature) (Int)* 1
Knowledge (Planes) (Int)* 1
Knowledge (Religion) (Int)* 1
Knowledge (Engineering)* 1
Knowledge (Geography)* 1
Knowledge (History)* 1
Knowledge (Nobility)* 1
Sleight of Hand
Spells per day: (4+1) x 1st, (2+1) x 2nd
Spells Prepared: 6x 0th, 3x 1st, 1x 2nd
An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards’ or other arcanists’ spellbooks to her own.
Base Spells Known
0 level = 14
1st level = (3 + 4) + 2 + 2 = 11
2nd level = 2
Arcanists 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 her other spells, these spells are not expended when cast.
Arcane Reservoir (Su)
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She 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 arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Consume Spells (Su)
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns 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 the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Quick Study (Su)
The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Dimensional Slide (Su)
The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You can cast many spells without needing to utilize minor material components.a
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Gain two traits.
Arcane Graduate (Regional)
Benefit: You gain a +2 trait bonus on concentration checks when casting arcane spells.
Pragmatic Activator (Magic)
You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Relic Hunter (Human)
Benefit(s): You gain a +1 trait bonus on Appraise and Knowledge (history) checks made to examine ruined buildings more than 1,000 years old as well as any ruined objects found in them. If such an item is magical, you gain a +1 trait bonus on Spellcraft checks to identify its properties and Use Magical Device checks to activate it.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Trap Finder (Mummy’s Mask)
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Bane: Select two terrain types [Underground (caves and dungeons), Ancient Sights], that particularly fascinate you (from the ranger’s favored terrain class feature). When you are in one of those terrains, anytime you take 10 or take 20 on a skill the skill takes twice as along to perform (minimum 2 full rounds), as you are investigation minor features around you.
Unique ability: Horoscopy
During downtime, when working in his observatory, Allen can examine portents and patterns in the stars to monitor the positions of the threat tracks. If he spends one night and day tracking relevant stars and researching their meanings, he can determine the highest threat, but is exhausted for the day, even with his apprentice’s help. He can do this twice more, but not on consecutive nights and days, and each time he will learn the position of the next highest threat. His apprentice can do it without him, but it takes twice the time and he will demand double pay for the whole time he’s doing it and there’s a 25% chance for each track that he will get a false result.
Allen also owns and runs the Daisy Hill Observatory, with his apprentice, Caleb.