Arcane Mystic (Apath)
Unofficial rules compendium | |
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- This is a work in progress.
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:
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 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 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).
In addition to this, all arcane mystics add the mage armor spell to his spell list and spellbook. At 5th level the arcane mystic becomes a master at using force armors, and the armor bonus of mage armor and bracers of armor stack when worn by an arcane mystic. He also adds all cure/inflict spells to his spellbook as soon as they become available.
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.
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.