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 wizard spells.

Class Information

This is a hybrid class, a combination of cleric and wizard.

Alignment: Any.

Starting Age: The arcane mystic is an educated class and starts play in the highest age bracket for their race.

Hit Die: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Abilities

The following class abilities are affected by this archetype:

Armor Proficiency

Arcane mystics are not proficient with armor or shields. Armor interferes with an arcane mystic's movements, which can cause his spells with somatic components to fail.

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 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 cleric spells of his choice. The arcane mystic also selects a number of additional 1st-level cleric spells equal to his Intelligence modifier to add to the spellbook. At each new arcane mystic level, he gains two new cleric 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 or scrolls to his own (see Magic). An arcane mystic also gains arcane spells for his spellbook, see arcane school, below.

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 cleric 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 divine spell-completion items, such as scrolls, as long as the spell is on their spell list (including school spells).

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.

If a spell is both on the arcane school spell list and the cleric spell list, the arcane mystic need only record it in her spellbook once, and can use it in either type of spell slot.

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 one additional spell 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.

If elemental schools are in use in the campaign, the arcane mystic can choose any 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. (Level zero cleric spells are called cantrips and not orisons when used by the arcane mystic, since they are arcane spells.) This replaces orisons.

Channel Energy (Su)

This is the same as the cleric ability of the same name. An arcane mystic can channel either positive or negative energy, regardless of alignment.

Mage Armor

At 1st level, an arcane mystics adds the mage armor spell to his cleric spell list and to his spellbook.

Channeling Ray (Su)

At 2nd level, 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. An arcane mystic can target herself or an ally with this ray, and it hits automatically when targeting voluntary creatures but needs a line of effect.

It is possible to use channeling feats with channeling ray. 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. A successful save against a channeling ray only avoids the additional effect of the channeling feat, it does not change the damage caused.

Arcane Channeling (Su)

At level 4, the arcane mystic learns to alter his channel energy ability to channel arcane energy instead. Except as noted here, this works like regular channel energy. The exact effect of this depends on her chosen school of specialization. Arcane channeling is neither positive or negative energy. Selective Channeling works with arcane channeling, but not other channeling feats.

  • Abjuration channeling works as dispel magic against each creature and each unattended object in the area. A channeling ray works as greater dispel magic.
  • Conjuration channeling works exactly like positive energy channeling, but can be used by an arcane mystic of any alignment.<ref name="PNC">Conjuration channeling and necromancy channeling is different from other arcane channeling and works exactly as the indicated type of channel energy, including being compatible with all channeling feats.</ref>.
  • Divination channeling creates 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, blur, displacement, invisibility, or similar effects, though a magical effect of a spell level higher than the number of dice of channeling function normally. This lasts one round per die of channeling. The color of the divination channeling aura varies according to the target's alignment: white (good), blue (lawful), green (true neutral), violet (chaotic), red (evil), or a mix for combination alignments. Effects that conceal alignment makes the aura green. The divination channeling does not cause any harm to the objects or creatures thus outlined and lasts one minute per die of channeling. Targets in a burst get a Will save to negate the effect, ray targets do not. When used as a ray, it is immune to concealment miss chance, but must still target a specific square.
  • Elemental school channeling channeling inflicts damage of a type depending on your element. Air: electricity, earth: acid, fire: fire, water: cold, metal: slashing<ref name="DR">This goes against damage resistance, and counts as a "magic" attack.</ref>, wood: piercing<ref name="DR"/>, void: sonic. Note that you can channel the damage type of both your elemental schools.
  • Enchantment channeling dazes targets for a number of rounds equal to the number of dice of channeling. There is a Will saving throw at the end of each of their turns to throw off the effect. The burst effect allows an initial save to negate the effect as well; the ray effect does not. This is a mind-affecting, enchantment, compulsion effect.
  • Evocation channeling inflicts force damage.
  • Illusion channeling creates a fuzzy aura that 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 channeling works exactly like negative energy channeling, but can be used by an arcane mystic of any alignment.<ref name="PNC"/>.
  • Transmutation channeling 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 and containers 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.

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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 Channeling ray 4 2+1
3rd +2 +3 +1 +3 Channel energy 2d6 4 2+1 1+1
4th +3 +4 +1 +4 Arcane channeling 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
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