Difference between revisions of "Mystic Savant (Apath)"

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=== Bonus Languages ===
 
=== Bonus Languages ===
An arcane savant may substitute Draconic for one of the bonus languages available to the character because of his race.
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An arcane savant adds Aboleth, Aklo, Cyclops, Draconic, Necril and Sphinx to the list of bonus languages available to the character because of his race.
  
 
=== Cantrips ===
 
=== Cantrips ===

Revision as of 08:30, 3 August 2015

ApathApath Logo
Unofficial rules compendium

Arcane savants roam in search of forgotten lore and ancient magical devices. They are specialists in the theory of magic, illuminating mysteries of the eldritch fabric that permeates existence. The path of the savant brings mastery of the lore of glyphs and sigils, knowledge of exotic spells, and the power to unlock the full potential of magical devices.

Class Information

This is a prestige archetype. An arcane savant is a wizard specialized in scrolls and symbols.

Prestige Class: Arcane savant from Pathfinder Chronicles Seekers of Secrets.

Build Classes: Wizard.

Role: An arcane savant is a wizard with an usually wide breadth of magic. They control the battlefield like regular wizards, but are even more capable than wizards when it comes to understanding any magic encountered.

Alignment: Any

Hit Die: d6.

Class Skills

The Arcane savant's class skills (and the key ability for each) are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int) Survival (Wis), Use Magic Device (Cha).

Skill Points at Each Level: 2 + Int modifier.

Class Features

This is all the class features of the arcane savant.

Weapon and Armor Proficiency

Arcane savants are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with an arcane savant's movements, which can cause his spells with somatic components to fail.

Spells

An arcane savant casts arcane spells drawn from the sorcerer/wizard spell list. An arcane savant must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the arcane savant must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane savant's spell is 10 + the spell level + the arcane savant's Intelligence modifier.

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

An arcane savant 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 savant decides which spells to prepare.

Spellbook: An arcane savant begins play with a spellbook containing all 0-level arcane savant spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The arcane savant also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. Each time a character attains a new arcane savant level, he gains two spells of his choice to add to his spellbook. At any time, an arcane savant can also add spells found in other spellbooks to his own.

Adept Activation (Ex)

An arcane savant can always take 10 on Use Magic Device checks, except when activating an item blindly.

Bonus Languages

An arcane savant adds Aboleth, Aklo, Cyclops, Draconic, Necril and Sphinx to the list of bonus languages available to the character because of his race.

Cantrips

Arcane savants can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane savant under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Scribe Scroll

At 1st level, an arcane savant gains Scribe Scroll as a bonus feat.

Master Scholar (Ex)

At 2nd level an Arcane savant adds 1/2 his class level as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.

Esoteric Magic (Ex)

At 3rd level and every three class level beyond 3rd, the Arcane savant chooses a spell from any class’s spell list and thereafter treats it as if it were on his spell list; if it is not normally a wizard spell, it is treated as 1 level higher. The spells becomes arcane. All other restrictions of normal spellcasting apply.

Glyph-Finding (Ex)

At 4th level, an Arcane savant can use Spellcraft to find writing-based magical traps (including glyphs, runes, sigils, and symbols) in the same way a rogue can use Perception to search for traps.

Scroll Master (Su)

A 5th-level Arcane savant uses his own caster level instead of the item’s caster level when using a scroll or other spell completion item.

Quick Identification (Sp)

Starting at 7th level, a savant may identify the magic properties of an item as a swift action. He may do this once per day at level 7-11, two timer per day at level 12-17, and three times per day at level 18 and higher. This has the effect of using detect magic and identify in combination for 3 rounds on a particular item.

Sigil Master (Su)

A 8th level, an Arcane savant receives a +5 bonus on saving throws against writing-based magical traps, and if the save is successful he does not trigger the trap. If he leaves the trap’s area and then re-enters, he must save again. A trap that has already been triggered functions normally against an Arcane savant, though he still receives this saving throw bonus.

Analyze Dweomer (Sp)

Starting at 11th level, a savant may use analyze dweomer for up to 1 round per level per day. He may use this ability in 1-round increments.

Silence Master (Su)

A 13th-level arcane savant is able to activate spell trigger, spell completion, and command word items silently, substituting a magical gesture for the necessary words. He cannot use this ability in circumstances where he could not cast a spell with somatic components. He must know how to activate an item normally for this ability to work.

Three times per day he may cast a spell of 6th level or lower as if he were using a silent metamagic rod. At level 19, this ability can affect spells of 9th level or lower.

Dispelling Master (Su)

Starting at 16th level, the savant can spontaneously convert any prepared spell into dispel magic or greater dispel magic by losing a spell slot of equal or higher level. Every time he successfully uses either of these spells to make a targeted dispel or counterspell, he heals hit points equal to the caster level of the effect dispelled or counterspelled.

Table: Arcane Savant

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Adept activation, cantrips, Scribe Scroll 3 1
2nd +1 +0 +0 +3 Master scholar 4 2
3rd +1 +1 +1 +3 Esoteric magic 4 2 1
4th +2 +1 +1 +4 Glyph-finding 4 3 2
5th +2 +1 +1 +4 Scroll master 4 3 2 1
6th +3 +2 +2 +5 Esoteric magic 4 3 3 2
7th +3 +2 +2 +5 Quick Identification 4 4 3 2 1
8th +4 +2 +2 +6 Sigil master 4 4 3 3 2
9th +4 +3 +3 +6 Esoteric magic 4 4 4 3 2 1
10th +5 +3 +3 +7 4 4 4 3 3 2
11th +5 +3 +3 +7 Analyze dweomer 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Esoteric magic 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 Silence master (6th) 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Esoteric magic 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Dispelling master 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Esoteric magic 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Silence master (9th) 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4

Summary of Lost Class Abilities

These wizard class features are lost or modified in this archetype:

  • Arcane Bond
  • Arcane School
  • Scribe Scroll
  • Bonus Feats (level 5, 10, 15, 20)

See Also

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