Arcane Mystic (Apath)

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Unofficial rules compendium

An arcane mystic serves a deity or an ideal, but unlike a cleric his powers do not come directly from worship. Instead he studies the lore of his faith much as a wizard studies arcane secrets, gaining the arcane ability to cast cleric spells. The deep insight into the world gained in this way also allows the arcane mystic to master certain arcane spells.

Class Information

This is a multiclass archetype.

Primary Class: Cleric.

Secondary Class: Wizard.

The arcane mystic has all the class features of the primary class except as noted here. An arcane mystic cannot multiclass as a either the primary or secondary class, or with any of their subclasses, combination classes, or multiclass archetypes.

Class Abilities

The following class abilities are affected by this archetype:

Armor Proficiency

Arcane mystics are proficient with shields (except tower shields). An arcane mystic can cast cleric and arcane school spells while using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane mystic wearing armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane mystic still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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 mystric records his spells in a spellbook, just like a wizard's. 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: An arcane mystic begins play with a spellbook containing all 0-level cleric spells plus cure light wounds, inflict light wounds, and 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. He also adds all cure/inflict spells to his spellbook as soon as they become available.

Spell-completion Item Understanding: Due to their intense study of the divine, arcane mystics can use both arcane and divine spell-completion items, like scrolls, as long as the spell is on their spell list (including school spells).

Arcane Channeling (Su)

Depending on the arcane mystic's choice of of arcane school, he can give up a use of channel energy to instead use arcane channeling. The effect of this depends on her chosen school of specialization. Arcane channeling is neither positive or negative energy, except in the case of the conjuration and necromancy schools.

  • Abjuration : The channeling works as dispel magic against each creature and each unattended object in the area. The channeling ray works as greater dispel magic.
  • Conjuration : This works like positive energy channeling, but is not good and can be used by an evil arcane mystic.
  • Divination : A pale glow surrounds and outlines targets. Outlined subjects shed light as candles. Creatures outlined by divination channeling take a penalty on all Stealth checks equal to the damage they'd ordinarily take from channel energy used to damage, including halving the effect on a successful saving throw. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. This lasts one round per die of channeling. The divination channeling aura varies according to your alignment: white (good), blue (lawful), green (neutral), violet (chaotic), or red (evil), or a mix for combination alignments. The divination channeling does not cause any harm to the objects or creatures thus outlined.
  • Enchantment : Targets of enchantment channeling are dazed for a number ofd rounds equal to the number of dice of channeling. There is a Will saving throw at the end of each round to throw off the effect. The burst effect allows an initial save to negate the effect as well; the ray effect does not.
  • Evocation : The channeling inflicts either acid, cold, electricity, or fire damage, as decided when it is cast.
  • Illusion : A pale aura surrounds and hides targets. Creatures covered by illusion channeling gain a bonus on all Stealth checks of +2 per die of channeling.This aura lasts one minute per die of channeling.
  • Necromancy : This works like negative energy channeling, but is not evil and can be used by a good arcane mystic.
  • Transmutation : This restores damage to all objects and constructs in the area, including those carried by creatures and static objects such as walls, floors, traps, and doors. This sudden infusion causes doors to open and traps to harmlessly discharge themselves if the damage points healed exceeds half the DC of the required Disable Device check. Doors that are merely closed but not locked open automatically, doors with simple latches have a DC of 10 and thus open on 5 or more points of healing.

Channeling Ray (Su)

When using channel energy, the arcane mystic has the alternative to convert the energy into a ray with medium range (100 ft. + 10 ft./level). Each ray is a ranged touch attack and only affects a single target, but there is no saving throw for half damage. A theurge can target herself or an ally with this ray, and it hits automatically when targeting voluntary creatures but needs a line of effect. A ray channeled this way can deal damage to any kind of target, regardless of if it is positive or negative energy being channeled, but can only heal creatures normal channeling of this type could.

It is possible to use channeling feats with arcane channeling. Channeling feat abilities that allow saving throws still do so even when used as rays and have a saving throw DC of 10 + ½ your arcane mystic level + your Charisma modifier. This save only changes the effect of the channeling feat, it does not change the damage caused.

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 the school to his spell list. His arcane mystic level counts as wizard levels for learning and using arcane school 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 all the cantrips from his arcane school and two spell of his choice from his arcane school 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 spellbook to his own.

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

This replaces domains.

Cantrips

Arcane mystics can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane Mystic under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. An arcane mystic can use cantrips from the cleric and from his school spell list. This replaces orisons.

Mage Armor

At 1st level, an arcane mystics adds the mage armor spell to his cleric spell list and to his spellbook. At 4th level the arcane mystic becomes a master at using mage armor, and the armor bonus of mage armor and bracers of armor stack when worn by an arcane mystic. This replaces light and medium armor proficiency.

Table: 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 Arcane school, aura, channel energy 1d6, cantrips, mage armor, spontaneous casting 3 1+1
2nd +1 +3 +0 +3 4 2+1
3rd +2 +3 +1 +3 Channel energy 2d6 4 2+1 1+1
4th +3 +4 +1 +4 Mage armor (stacking) 4 3+1 2+1
5th +3 +4 +1 +4 Channel energy 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 Channel energy 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 Channel energy 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 Channel energy 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 Channel energy 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 Channel energy 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 Channel energy 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 Channel energy 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:

  • Armor Proficiency
  • Spells
  • Domains
  • Orisons

Notes

This is often combined with the Shining Cleric archetype.