Drinking & Dragons

ROR:PC/Calum

From Drinking and Dragons


Skills

Armor Check Penalty: 0

  • Acrobatics 3 Ranks 0 DEX 3 ACP 0
  • Appraise 11 Ranks 2 INT 6 Class 3
  • Bluff 3 Ranks 3 CHA 0
  • Bluff (lie) 9 Ranks 3 INT 6
  • Climb 4 Ranks 1 STR 0 Class 3 ACP 0
  • Craft (base) 9 Ranks 0 INT 6 Class 3
  • Craft (weapons) 11 Ranks 2 INT 6 Class 3
  • Diplomacy 2 Ranks 2 CHA 0
  • Diplomacy (persuade) 8 Ranks 2 INT 6
  • Disguise 0 Ranks 0 CHA 0
  • Escape Artist 3 Ranks 0 DEX 3 ACP 0
  • Fly 7 Ranks 1 DEX 3 Class 3 ACP 0
  • Heal 3 Ranks 0 WIS 3
  • Intimidate 11 Ranks 7 CHA 0 Class 3 Circumstance (Face) 1
  • Knowledge (arcana) 27 Ranks 17 INT 6 Class 3 Trait 1
  • Knowledge (dungeoneering) 16 Ranks 7 INT 6 Class 3
  • Knowledge (engineering) 15 Ranks 6 INT 6 Class 3
  • Knowledge (geography) 16 Ranks 7 INT 6 Class 3
  • Knowledge (geography) 1 hour 20 Ranks 7 INT 6 Class 3 Competence 4
  • Knowledge (history) 19 Ranks 9 INT 6 Class 3 Trait 1
  • Knowledge (local) 13 Ranks 4 INT 6 Class 3
  • Knowledge (nature) 13 Ranks 4 INT 6 Class 3
  • Knowledge (nobility) 13 Ranks 4 INT 6 Class 3
  • Knowledge (planes) 21 Ranks 12 INT 6 Class 3
  • Knowledge (religion) 13 Ranks 4 INT 6 Class 3
  • Linguistics 15 Ranks 6 INT 6 Class 3
  • Perception 20 Ranks 17 WIS 3
  • Perform (base) 0 Ranks 0 CHA 0
  • Profession (fisherman) 7 Ranks 1 WIS 3 Class 3
  • Ride 7 Ranks 1 DEX 3 Class 3 ACP 0
  • Sense Motive 6 Ranks 0 WIS 3 Class 3 ACP 0
  • Spellcraft 26 Ranks 17 INT 6 Class 3
  • Stealth 3 Ranks 0 DEX 3 ACP 0 Size 0
  • Survival 7 Ranks 1 WIS 3 Class 3
  • Swim 4 Ranks 1 STR 0 Class 3 ACP 0

Overview

Calum, the Seventeenth level Neutral Good Human Universal School Savant Arcanist 6, Fighter 1, Eldritch Knight 10

  • Str 10 (0) • Dex 16 (3) • Con 16 (3) • Int 22 (6) • Wis 17 (3) • Cha 10 (0)
    Str 10 • Dex 13 Level 1 Enhancement 2 • Con 13 Race 2 Level 1 • Int 17 Level 1 Enhancement 4 • Wis 15 Enhancement 2 • Cha 9 Level 1
  • Initiative: 3 DEX 3Speed: 30 • Size: Medium (0)
    • Also: Boots of the Winterlands available
  • Languages: Common, Abyssal, Aklo, Dwarven, Elven, Giant, Gnomis, Goblin, Infernal, Orcish, Sylvan, Thassilonian • Senses: Normal

Defense

  • Hit Points: 182 • Hit Dice: 17 11d10 + 6d6 + 12 + 12
    • Diehard.
  • AC: 23 Base 10 Armor 6 Shield 0 DEX 3 Size 0 Natural 2 Deflection 2 Dodge 0 Insight 0Touch: 15 Base 10 DEX 3 Size 0 Deflection 2 Dodge 0 Insight 0Flat-Footed: 20 Base 10 Armor 6 Shield 0 Size 0 Natural 2 Deflection 2 Insight 0
  • CMD: 27 Base 10 BAB 14 STR 0 DEX 3 Size -0
  • Fortitude: 17 • Reflex: 13 • Will: 16
    Fortitude 9 CON 3 Resistance 5 • Reflex 5 DEX 3 Resistance 5 • Will 8 WIS 3 Resistance 5
    • Available but not worn: Ring of Feather Fall
Resistances
  • DR: none • SR: none

Offense

  • BAB: 14 Arc 3 Ftr 1 ElK 10
  • CMB: 14 BAB 14 STR 0 Size -0
  • Melee: 14 BAB 14 STR 0Ranged: 17 BAB 14 DEX 3
    • Precise Shot: No penalty firing into melee.
    • SPELL CRITICAL: If a spell crits, cast another!

Spells

Level DC Cast Defensively Slots Prepared
Zeroth 16 15 0 9
First 17 17 6 5
Second 18 19 10 5
Third 19 21 5 4
Fourth 20 23 5 4
Fifth 21 25 5 4
Sixth 22 27 5 3
Seventh 23 29 3 2
  • Caster Level: 16 • Save Modifier: 6 INT 6
  • Concentration: 22 CL 16 INT 6
  • Range Close 65 • Medium 260 • Far 1040
  • Armor: 10% chance of arcane spell failure, unless you spend a swift action to activate Arcane Armor Training.
  • Don't forget options: Boost DC, See Magic, Counterspell, Quick Study!
  • Empower Spell: Can empower while casting as a full round action, OR prepare it as empowered.
  • Spell Penetration: +2 to CL when overcoming SR. Total: 1d20+18
  • 3/day +5 more (total: 1d20+23) to overcome SR

Options and Powers

Attack Options
  • Melee Unarmed 14/9/4 (1d3+0 nonlethal/×2) BAB 14 STR 0
  • Ray 30 feet or less 19 (Spell + 3/19×2) RANGED 17 Focus 1 PBS 1
  • Ray Over 30 18 (Spell + 2/19×2) RANGED 17 Focus 1
  • Melee Hand of the Apprentice Ranseur 22 (2d4+2+2d6+1d6fire and 1d6 to self/×3 (+2d8+2d10fire, fort 14 deaf)) Up to 30'
  • Melee Ranseur 15/10/5 (2d4+1+2d6+1d6fire and 1d6 to self/×3 (+2d8+2d10fire, fort 14 deaf)) BAB 14 STR 0 Magic 1
Other Options
Dancing Weapon
Action: Touch weapon go make it dancing for 4 rounds. • Uses: 3/day
!Basic actions
move, attack, use a consumable, aid another, use a maneuver, etc.
Everyone can do these.
Arcane Reservoir
Action: See Magic, Counterspell, Boost DC • Uses: Gain 6 per day, max 9.
Artificer's Touch
As the mending spell. Repair damaged objects. Or, damage objects or creatures touched for 1d6+8 damage, ignoring 16 points of hardness or DR.
Action: standard • Uses: 6/day
Boost DC
Boost spell DC by 1
Action: free while casting • Uses: 1 reservoir
Cast a spell.
Don't forget to cast defensively if threatened, okay? Concentration is in spells block. DC is 15 + 2 * spell level.
Use a swift action beforehand to ignore your armored casting penalty (assumed!).
Action: varies • Uses: see spells block
Chamomile Coif.
Wearer goes to sleep.
Action: standard • Uses: 1/day
Counterspell
Sort of Dispel Magic Counterspell Without Readying Action. See class feature.
Action: immediate while foe casts • Uses: 1 reservoir and a spell slot of a higher level
Hand of the Apprentice.
Attack with a melee weapon at 30' range using intelligence. See attacks.
Action: standard • Uses: 9/day
Lightning Leap
move 50' straight line, dealing 6d6 electricity Refl 14 half.
Uses: 1/day
Quick Study
Change your prepared spells.
Action: full round action that provokes after spending a full round action to draw spellbook which provokes • Uses: 1 reservoir
See Magic
Sort of Super Detect Magic Including Fast Identify. See class feature.
Action: standard • Uses: 1 reservoir

Feats

Arcane Armor Training (Combat)
You have learned how to cast spells while wearing armor.
Prerequisites: Light Armor Proficiency, caster level 3rd.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
Source: Eldritch Knight Bonus Feat 1
Brew Potion (Item Creation)
You can create magic potions.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Source: 3rd level
Craft Magic Arms and Armor (Item Creation)
You can create magic armor, shields, and weapons.
Prerequisite: Caster level 5th.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
Source: 5th Level
Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prerequisite: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
Source: Fae medal.
Empower Spell (Metamagic)
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +2 (an empowered spell uses up a spell slot two levels higher than the spell's actual level.)
Extra Arcanist Exploit
Your repertoire of arcanist exploits expands.
Prerequisite: Arcanist exploit class feature.
Benefit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.
Special: You can take this feat multiple times. Each time you do, you gain another arcanist exploit.
Source: 7th Level, 11th Level
Choice: See Magic, Quick Study
Improved Critical (Combat)
Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Source: ElK 9
Choice: Ray
Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Source: 1st Level
Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Source: Fighter Bonus Feat 1
Quicken Spell (Metamagic)
You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell’s actual level.)
Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.
Source: 17
Scribe Scroll (Item Creation)
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.
Source: Human
Spell Penetration
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Source: 15
Weapon Focus (Combat)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Source: 9th Level
Choice: Ray
Weapon Specialization (Combat)
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Source: Eldritch Knight 5
Choice: Ray

Traits

Scholar of the Ancients
Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire.
Benefit: You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Source: Rise of the Runelords
Student of Philosophy
You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.
Benefit: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Source: Quests & Campaigns

Race

+2 to One Ability Score
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Choice: Constitution
Bonus Feat
Humans select one extra feat at 1st level.
Languages
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Medium
Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed
Humans have a base speed of 30 feet.
Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class

Arcane Reservoir (Su)
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when the arcanist prepares spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcane reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcanist Exploits
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC of an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.
Artifice Domain
Granted Powers You can repair damage to objects, animate objects with life, and create objects from nothing.
Artificer's Touch (Sp) You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dancing Weapons (Su) At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere.
DM-d20.jpg DM Uses CASTER level; granted powers use Wisdom.
Bonus Feat
At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th level.
Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Class Skills
The arcanist's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
The eldritch knight's class skills (and the key ability for each skill) are Climb (Str), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Linguistics (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Diverse Training
An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.
Exploit
Counterspell (Su)
By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.
Source: Arcanist 5
Exploit
Quick Study (Ex)
The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Exploit
See Magic (Su)
The arcanist can see magical auras. If she expends 1 point from her arcane reservoir, for 1 minute she instantly recognizes magic item auras and spell effects (as per detect magic). During this time, she is treated as if she had studied each aura for 3 rounds, and she treats her Knowledge (arcana) check as if she had rolled a 15 on the d20. In addition, if she touches a magic item during this time, she can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the arcanist must first succeed at a melee touch attack in order to touch the item.
Source: Extra Exploit Feat 7th Level
Hand of the Apprentice (Su)
You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Source: School Focus
School Focus (Su)
Some arcanists specialize in a school of magic and trade flexibility for focus. School savants are able to prepare more spells per day than typical arcanists, but their selection is more limited.
At 1st level, a school savant chooses a school of magic. The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting one of the subschools found in the Pathfinder Roleplaying Game: Advanced Player's Guide. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.
Finally, the arcanist must select two additional schools of magic as her opposition schools. Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit. This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels.
Source: School Savant (Archetype)
DM-d20.jpg DM Replaces Arcane Exploit 1, 3, 7
Choice: Universalist
Spell Critical (Su)
At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell's components and must roll for arcane spell failure if necessary.
Spellbooks
An arcanist must study her spellbook each day to prepare her spells. She can't prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level sorcerer/wizard spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own.
Spells
An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they're cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn't yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against an arcanist's spell is 10 + the spell's level + the arcanist's Intelligence modifier.
An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on the table above. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).
Weapon and Armor Proficiency
Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Eldritch knights gain no proficiency with any weapon or armor.

Description

  • Favored Class:
  • Deity:
  • Homeland:
  • Gender:
  • Handedness:
  • Age (Category):
  • Height/Weight:
  • Skin/Eyes:
  • Hair/Style/Facial: