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. A mystic dancer 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.

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.