Arcane Mystic (Apath)

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Unofficial rules compendium
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The arcane mystic uses the channeled power of his patron as a ray, striking infidels directly with divine will.

Class Abilities

The following class abilities are affected by this archetype:

Weapon and Armor Proficiency

Arcane mystics are proficient with all simple melee weapons, light armor, medium armor, and shields (except tower shields). Arcane mystics are also proficient with the favored weapon of their deities.

Spells

An arcane mystic casts arcane spells drawn from the cleric spell list. An arcane mystic must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the arcane mystic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane mystic's spell is 10 + the spell level + the arcane mystic's Intelligence modifier.

An arcane mystic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane mystic. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

An arcane mystic may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the arcane mystic decides which spells to prepare. Starting Spells (See Spellbooks below): An arcane mystic begins play with a spellbook containing all 0-level cleric spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The arcane mystic also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new arcane mystic level, he gains two new spells of any spell level or levels that he can cast (based on his new arcane mystic level) for his spellbook. At any time, an arcane mystic can also add spells found in other spellbooks to his own (see Magic).

Spells Gained at a New Level: Arcane mystics perform a certain amount of spell research between adventures. Each time a character attains a new arcane mystic level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Arcane School

The arcane mystic selects one arcane school from those available to the wizard. The arcane mystic learns the school powers of this school and adds the spells of each school to his spell list. His arcane mystic level counts as wizard levels for learning and using these abilities.

An arcane mystic gains one school spell slot for each level of cleric spell she can cast, from 1st on up. Each day, an arcane mystic can prepare one of the spells from her arcane school in that slot. If a school spell is not on the cleric spell list, an arcane mystic can prepare it only in her school spell slot. School spells cannot be used to cast spells spontaneously.

Arcane mystics begin with one spell of their choice from each arcane school he knows in his spellbook. At each new arcane mystic level, he gains two new school spells of any spell level or levels that he can cast (based on his new arcane mystic level) for his spellbook. An arcane mystic can also add spells from his chosen school found in other spellbooks to his own (see Magic).

If elemental schools are in use in the campaign, the arcane mystic can choose two elemental schools instead of one regular school.

Channeling Ray (Su)

You can release energy by channeling the power of your faith as a ray. Channeling ray is a standard action that provokes an attack of opportunity. Unlike the cleric’s channel energy ability this only affects a single target, but there is no saving throw to reduce the damage. This energy can be used to deal damage or to heal certain creatures, depending on the type of energy channeled and the creatures targeted. Note that both negative and positive energy channeling rays can damage any kind of target, regardless of type.

An arcane mystic of a good deity channels positive energy and can choose to heal living creatures or deal damage. An arcane mystic of an evil good channels negative energy and can choose to heal undead creatures or deal damage. An arcane mystic with a patron neutral with respect to good and evil who is good or evil channels energy as if she her patron shared her alignment. A neutral arcane mystic of a neutral patron must choose whether she channels positive or negative energy. An arcane mystic can always heal herself with this power. Once this choice is made, it cannot be reversed unless the arcane mystic changes alignment or patron.

Channeling ray has medium range (100 ft. + 10 ft./level) and requires a ranged touch attack against an unwilling target. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two arcane mystic levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. An arcane mystic may channel energy a number of times per day equal to 3 + Charisma modifier + half her class level.

An arcane mystic must be able to present her divine focus to use this ability, and can use the ability with channeling feats, but only affect a single target hit by the channeling ray is affected. Channeling feat abilities that allow saving throws have a saving throw DC of 10 + ½ her cleric level + her Charisma modifier. Making the save negates the added ability of the feat, but does not reduce damage.

This replaces the channel energy ability.

Table: The Arcane mystic

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0+1 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channeling ray 1d6, domains, orisons, spontaneous casting 3 1+1
2nd +1 +3 +0 +3 4 2+1
3rd +2 +3 +1 +3 Channeling ray 2d6 4 2+1 1+1
4th +3 +4 +1 +4 4 3+1 2+1
5th +3 +4 +1 +4 Channeling ray 3d6 4 3+1 2+1 1+1
6th +4 +5 +2 +5 4 3+1 3+1 2+1
7th +5 +5 +2 +5 Channeling ray 4d6 4 4+1 3+1 2+1 1+1
8th +6/+1 +6 +2 +6 4 4+1 3+1 3+1 2+1
9th +6/+1 +6 +3 +6 Channeling ray 5d6 4 4+1 4+1 3+1 2+1 1+1
10th +7/+2 +7 +3 +7 4 4+1 4+1 3+1 3+1 2+1
11th +8/+3 +7 +3 +7 Channeling ray 6d6 4 4+1 4+1 4+1 3+1 2+1 1+1
12th +9/+4 +8 +4 +8 4 4+1 4+1 4+1 3+1 3+1 2+1
13th +9/+4 +8 +4 +8 Channeling ray 7d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1
14th +10/+5 +9 +4 +9 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1
15th +11/+6/+1 +9 +5 +9 Channeling ray 8d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
17th +12/+7/+2 +10 +5 +10 Channeling ray 9d6 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channeling ray 10d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon Proficiency
  • Channel Energy

Notes

This is often combined with the Shining Cleric archetype.