New Class - Arcaneer

ArcaneerLink to PDF

Alignment: Any.

Hit Die: d6.

Class Skills
The arcaneer’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Linguistics (Int), Perception (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier

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Class Features

All of the following are class features of the arcaneer.

Weapon and Armor Proficiency: An arcaneer is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow. Arcaneers are also proficient with light armor but no shields. An arcaneer can perform arcaneer rituals while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcaneer wearing medium or heavy armor incurs a chance of arcane spell failure if the ritual in question has a somatic component. A multiclass arcaneer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcaneering (spells):
The arcaneer uses magic by performing rituals instead of casting spells. The arcaneer learns spells as a wizard and records them in his own ritual manual. The arcaneer may learn any spell from any spell-list in this manner. The arcaneer may perform these rituals a number of times per day as indicated on the class table. Rituals need not be prepared ahead of time, but instead are performed in intense concentration. To complete a ritual the arcaneer must be able to focus, undistracted, for 1 minute per ritual level. This replaces the normal spell casting time. Once completed, the ritual magic will remain active for 1 hour per arcaneer level. This replaces the normal spell duration. The arcaneer gets extra rituals per day based on his Int. The arcaneer performs three different types of rituals; wards, traps, and foci.

Ritual wards are always centered on a fixed location, but can be any magic which has an area of effect and a duration longer than “instantaneous.” (Example: alarm, darkness, silence, invisibility purge, and antimagic field are all valid ritual wards.) While the effects of many ritual wards are invisible, ritual wards cannot be hidden or disguised from magical detection and radiate the aura of the ritual school and abjuration.

Ritual traps function as “symbol of” spells with the exception that they may be hidden or invisible and that the arcaneer must set special triggering conditions. Ritual traps can be placed on a fixed location or an object and can be any magic which targets a creature or area and has an “instantaneous” duration or is a conjuration (summoning) subschool or conjuration (creation) subschool. (Example: fireball, feeblemind, summon monster IV, create pit, acid fog, and web are all valid ritual traps.) If the ritual calls for an attack roll, calculate the attack roll modifier as (arcaneer caster level + INT MOD + ritual level). Targets who trip a ritual trap without first detecting it are considered flat-footed to the trap. The DC to spot and/or disable a ritual trap is opposed by the arcaneer’s spellcraft check instead of the regular disguise or craft: traps check.

Ritual foci are always imbued into an object. Equipment imbued as a ritual focus can only be used or worn by the arcaneer and take up the magic item spot that they are equipped in. Equipment foci may be any magic which normally has a duration of 1 minute per level or greater. (Example: performing a longstrider focus ritual on a pair of boots would give the arcaneer a +10 feet per round enhancement bonus to his land speed when worn.) Other objects can be whatever the arcaneer chooses and can have trigger conditions set by the arcaneer. Object foci can be any magic which is appropriate for the conditions. (Example: performing an open/close focus ritual on a door could create an automatic door for a public building)

Foci, Traps, and Wards can be made permanent by increasing the ritual time to 10 minutes per ritual level and paying a cost of 100gp per ritual level in magical reagents. Traps can be made permanent until tripped by paying a cost of 25gp per ritual level in magical reagents during the performance of the regular ritual.

Arcane Reservoir (Su):
An arcaneer has an innate pool of magical energy that he can draw upon to fuel his arcaneer exploits and enhance his spells. The arcaneer’s arcane reservoir can hold an amount of magical energy equal to the arcaneer’s level + his Intelligence modifier. Each day, after 8 hours of rest or quiet study the arcaneer’s arcane reservoir fills with raw magical energy, restoring it to full. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost.

Spells: At 2th level the arcaneer may use a point from his arcane reservoir to cast spells. The arcaneer can expend one point from his arcane reservoir as a free action to cast an arcaneer spell with its standard casting time and duration. If he does, he uses a ritual slot of the same level.

Counterspells: At 6th level the arcaneer may use a point from his arcane reservoir to counter a spell as it is being cast. The arcaneer must succeed on a spellcraft check to identify the spell being cast. If he does, then he may spend a reservoir point and a ritual slot of the same level as the spell being countered as an immediate action to counter the spell.

Distruption: At 10th level the arcaneer may use a point from his arcane reservoir to suppress an ongoing spell effect or magic item. The arcaneer must succeed on a dispel check (as dispel magic). If successful the effect or item is suppressed for a number of rounds equal to the arcaneer’s intelligence modifier. These rounds do not count against the duration of the suppressed effect.

Metamagic: At 14th level the arcaneer may use points from his arcane reservoir to manipulate magic. When using a reservoir point to cast a spell he may, as a free action, spend a number of additional points equal to the cost of any metamagic feats he knows to pay the cost of those abilities rather than expending a higher ritual slot.

Something: At 18th level the arcaneer may use points to do cool stuff. Stuff will be explained here when it gets made up.

Bonus Feat:
At 3rd level and every 4 levels thereafter the arcaneer may select any metamagic or crafting feat that he qualifies for as a bonus feat.

Magical Awareness (su):
The arcaneer gains the benefits of enhanced magical perception. At 4rd level the arcaneer gains the benefits of arcane sight per the spell. At 8th level this awareness increases to include the benefits of detect scrying per the spell. At 12th level this awareness increases to include the benefits of true seeing per the spell. At 16th level this awareness increases to include the benefits of arcane sight, greater per the spell. At 20th level this awareness increases to include the benefits of analyze dweomer per the spell.

Consume Magic (Su):
The arcaneer can consume the power of potions, scrolls, staves, and wands, using them to fill his arcane reservoir. Using this ability is a standard action that provokes an attack of opportunity. When using this ability, the arcaneer adds a number of points to his arcane pool equal to half the level of the spell contained in the item (o-level and 1st level spells do not recharge the arcaneer’s arcane reservoir). If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges (if it has less than 5 charges, the wand is destroyed and the arcaneer gains no benefit). If used on a staff, it loses one charge and the arcaneer gains a number of points to his arcane reservoir equal to the highest-level spell the staff can cast using only 1 charge (if the staff has no spells that require only 1 charge, the arcaneer cannot use that staff with this ability). No more than 1 charge can be drawn from a staff each day in this way. Points gained in excess of the reservoir’s maximum are lost.

Ritual Cooperation (su):
Beginning at 5th level the arcaneer may participate in cooperation rituals to affect magic more powerful than he could alone. Cooperation rituals have their own caster level determined by adding the caster level of each participant then dividing by 2 (round down) and subtracting the number of participants. (Example: if a cooperation ritual has five participants of levels 5, 5, 6, 6, and 7; then [(29/2)-5=9] the cooperation ritual has a caster level of 9.) The cooperation ritual has an effective intelligence score equal to the highest individual intelligence score in the ritual. A cooperation ritual can perform any ritual it has the appropriate caster level and intelligence to perform. For each ritual level beyond the highest an individual in the cooperation ritual could perform, the performance time is five times longer. An arcaneer may only participate in one cooperation ritual per day. Cooperation rituals may use the arcane tinker, steal magic, or hack magic arcaneer abilities if its level would grant that ability.

Arcane Tinker (su):
Beginning at 9th level an arcaneer can convert existing magical items into magical reagents to pay for rituals or new magic items at their full value (or remaining value of charged items). The entire existing item is consumed in this process even if the value exceeds what is required for the new ritual or magic item.

Steal Magic (su):
Beginning at 13th level an arcaneer can take existing magical energy and claim it for his use. By making a caster level check (DC = caster level + spell level + casting attribute modifier) as a standard action the arcaneer can dispel active spell effects and use the energy to recover ritual slots of the same level. The arcaneer can also use this ability to drain energy from spell completion items, potions, oils, or elixirs.

Hack Magic (su):
At 17th level an arcaneer can make a steal magic check to gain control of active magic effects without the knowledge of the caster. This check can be used to gain control of scrying sensors, constructs, summoned or bound monsters, or any other magic effect the arcaneer wishes to control. This control can be used to change conditions of spell operation, relay false information, or in any other manner the arcaneer chooses. The arcaneer’s hack magic control lasts 10 minutes per level and the arcaneer can only control one magic effect in this manner at a time.

New Class - Arcaneer

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