El otro día, los chicos de Paizo colgaron la nueva versión del
Arcanista de la
Guia de Clases Avanzada.
Esta entrada contiene la revisión oficial del Arcanista. Tiene efecto inmediato, es el nuevo diseño de la clase, reemplazando a la del PDF de la prueba de juego.
Aqui la dejamos (por desgracia en inglés):
Arcanist Revised
Some spellcasters weave magic into a beautiful tapestry. Others draw
upon their innate gift to produce magic. Arcanists take a different
route—seeing magic for what it really is, arcanists are able to pull
apart magic, deconstructing the bonds that hold it together and forcing
it to obey their will. It is not an easy task, but this talent allows
them to wield magic like no others. They can consume the raw essence of
magic to forge powerful effects, both wondrous and deadly.
Role: The arcanist is a scholar of all things magical. She
constantly seeks out new forms of magic to find out how they work, and
in many cases to collect the energy of such magic for her own uses. Many
arcanists are seen as reckless, more concerned with the power of magic
than the ramifications of that unleashing such power.
Alignment: Any.
Hit Die: d6.
Alternate Classes: Sorcerer and wizard.
Starting Wealth: 2d6 [xxTS] 10 gp (average 70 gp).
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).
Skill Ranks per Level: 2 + Int modifier.
Table
The table remains unchanged except as follows.
Level - Special
1st - Arcane reservoir, arcanist exploit, cantrips, consume spells
2nd - -
3rd - Arcanist exploit
4th - -
5th - Arcanist exploit
6th - -
7th - Arcanist exploit
8th - -
9th - Arcanist exploit
10th - -
11th - Arcanist exploit, greater exploits
12th - -
13th - Arcanist exploit
14th - -
15th - Arcanist exploit
16th - -
17th - Arcanist exploit
18th - -
19th - Arcanist exploit
20th - Magical Surpemacy
IN ADDITION, in the spells per day part of the table, replace all
instances of 5 with 4 (in effect, reducing the number of slots per day).
Level - 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th 9th
1st - 2
2nd - 3
3rd - 4
4th - 4 - 2
5th - 4 - 3
6th - 4 - 4 - 2
7th - 4 - 4 - 3
8th - 4 - 4 - 4 - 2
9th - 4 - 4 - 4 - 3
10th - 4 - 4 - 4 - 4 - 2
11th - 4 - 4 - 4 - 4 - 3
12th - 4 - 4 - 4 - 4 - 4 - 2
13th - 4 - 4 - 4 - 4 - 4 - 3
14th - 4 - 4 - 4 - 4 - 4 - 4 - 2
15th - 4 - 4 - 4 - 4 - 4 - 4 - 3
16th - 4 - 4 - 4 - 4 - 4 - 4 - 4 - 2
17th - 4 - 4 - 4 - 4 - 4 - 4 - 4 - 3
18th - 4 - 4 - 4 - 4 - 4 - 4 - 4 - 4 - 2
19th - 4 - 4 - 4 - 4 - 4 - 4 - 4 - 4 - 3
20th - 4 - 4 - 4 - 4 - 4 - 4 - 4 - 4 - 4
Class Features
The following are the class features of the arcanist.
Weapon and Armor Proficiencies: 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
on page 83 of the Pathfinder RPG Core Rulebook).
Spells: An arcanist casts arcane spells drawn from the
sorcerer/wizard spell list, presented in Chapter 10 of the Core
Rulebook. 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, assuming she hasn’t yet used up
her spells 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 level. The saving
throw DC against an arcanist’s spell is 10 + the spell 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 on Table XX–XX.
In addition, she receives bonus spells per day if she has a high
Intelligence score (see Table 1–3 in the Core Rulebook).
An arcanist’s 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 Table XX–XX: Spells Prepared. 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 affect the number of spells the 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.
Like a sorcerer, an arcanist can choose to apply a metamagic feat to a
prepared spell as she casts it, increasing the casting time as normal.
Like a wizard, she may prepare a spell with a metamagic feat, casting it
using the normal casting time. She cannot combine these options. A
spell prepared with a metamagic feat cannot be further modified with
another metamagic feat (unless she has the metamixing exploit).
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
wizard/sorcerer 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 other wizards’ spellbooks
to her own (see Chapter 9 of the Core Rulebook).
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 an amount
of magical energy equal to three times the arcanist’s level. Each day
when preparing spells, the arcanist’s arcane reservoir fills with raw
magical energy, gaining a number of points equal to 1 + 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 that
the total mentioned above, points gained in excess of this maximum are
lost.
Points from the arcanist reservoir are used to fuel many of the
arcanist’s powers (see arcane exploits). In addition, the arcanist can
expend one 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 DC of the spell by 1. She can expend
no more than one point from her reservoir on a given spell in this way.
Arcanist Exploit: By bending and sometimes even breaking the
rules of magic, the arcanist learns to channel the power she harnesses
to create a wide variety of magical effects. 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 two 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 save DC for any arcanist exploit
is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma
modifier.
Acid Jet (Su): The arcanist can unleash a jet of acid by
expending one point from her arcane reservoir. She can make a ranged
touch attack against any one target within 30 feet. If the attack hits,
it deals 1d4 points of acid damage, plus 1d4 points of acid damage for
every two arcanist levels beyond first (to a maximum of 10d4 at 19th
level). The target is also sickened for 1d4 rounds. The target must
succeed at a Reflex saving throw to halve the damage and negate the
sickened condition.
Consume Magic Items (Su): The arcanist can consume the power
of potions, scrolls, staves, and wands, using them to fill her arcane
reservoir. Using this ability is a standard action that provokes an
attack of opportunity. When using this exploit, the arcanist adds a
number of points to her arcane pool equal to half the level of the spell
contained in the item (o-level and 1st level spells do not recharge the
arcanist’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 five charges, the wand is destroyed and the arcanist gains no
benefit). If used on a staff, it looses one charge and the arcanist
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 arcanist cannot use that
staff with this ability). Points gained in excess of the reservoir’s
maximum are lost.
Counterspell (Su): By expending one point from her arcane
reservoir to attempt to counterspell a spell as it is being cast. The
arcanist must identify the spell being cast as normal. If the check is
successful, the arcanist can then use an immediate action and expend an
available arcanist spell slot of a level equal to or higher than the
level of the spell being cast. To counterspell the spell, the arcanist
must make dispel check as if using dispel magic. If the spell being
countered is one that the arcanist has prepared, she receives a +5 bonus
on the dispel check.
Dimensional Slide (Su): The arcanist can expend one point from
her arcane reservoir to create a dimensional crack that she can step
through to reach another location. This ability is used as part of a
move action, allowing her to move up to 10 feet per arcanist level to
any location she can see; this is in place of 5 feet of movement. She
can only use this ability once per round. She does not provoke an attack
of opportunity for the movement caused by this ability, but any other
movement provokes as normal.
Flame Arc (Su): The arcanist can create an arc of flame by
expending one point from her arcane reservoir. She can make a ranged
touch attack against any one target within 30 feet. If the attack hits,
it deals 1d6 points of fire damage plus 1d6 points of fire damage for
every two arcanist levels beyond first (to a maximum of 10d6 at 19th
level). The target may attempt a Reflex saving throw to halve the
damage.
Force Strike (Su): The arcanist can unleash a blast of force
by expending one point from her arcane reservoir. This attack
automatically strikes one target within 30 feet (as per magic missile)
and it deals 1d4 points of damage, plus 1 point of damage per arcanist
level. Spells and effects that negate magic missile also negate this
effect.
Ice Missile (Su): The arcanist can create missile made of
freezing ice by expending one point from her arcane reservoir. She can
make a ranged touch attack against any one target within 30 feet. If the
attack hits, it deals 1d4 points of cold damage plus 1d4 points of cold
damage for every two arcanist levels beyond first (to a maximum of 10d4
at 19th level). In addition, the target is staggered for 1 round. The
target may attempt a Reflex saving throw to halve the damage and negate
the staggered condition.
Lightning Lance (Su): The arcanist can create a lance of
lightning by expending one point from her arcane reservoir. She can make
a ranged touch attack against any one target within 30 feet. If the
attack hits, it deals 1d4 points of electricity damage plus 1d4 points
of electricity damage for every two arcanist levels beyond first (to a
maximum of 10d4 at 19th level). The target is also dazzled for 1d4
rounds. The target may attempt a Reflex saving throw to halve the damage
and negate the dazzled condition.
Metamagic Knowledge: The arcanist can select one metamagic feat as a bonus feat. She must meet the prerequisites of this feat.
Metamixing (Su): The arcanist can expend one point from her
arcane reservoir to add a metamagic feat to a spell as she casts it,
using a higher-level spell slot as normal, but using the spell’s
original casting time. She can use this ability to add a metamagic feat
to a spell that she prepared using a metamagic feat, although she cannot
the same metamagic feat on a given spell more than once.
Potent Magic (Su): Whenever the arcanist expends one use of
her arcane reservoir to increase the caster level of a spell, the caster
level is increased by 2 instead of 1. Whenever she expends one point
from her arcane reservoir to increase the DC of a spell, the DC is
increased by 2 instead of 1.
Spell Tinkerer (Su): The arcanist can alter an existing spell
effect by expending one point from her arcane reservoir. She must be
adjacent to the spell effect (or the effect’s target) and be aware of
the effect to use this ability. She can choose to increase or decrease
the remaining duration of the spell by 50% (adding or subtracting 50%
from the remaining duration). Alternatively, she can suppress a spell
effect for a number of rounds equal to her Charisma modifier (minimum
1). If the spell affects multiple creatures, this ability only
suppresses the spell for one creature. At the end of this duration, the
spell resumes and the suppressed rounds do not count against its total
duration. This ability can be used on unwilling targets, but the
arcanist must succeed at a melee touch attack, and the target may
attempt a Will saving throw to negate the effect. This ability has no
effect on spells that are instantaneous or have a duration of permanent.
Consume Spells (Su): The arcanist can spend a standard action
to expend an available arcanist spell slot, making it unavailable for
the rest of the day just as if she had used it to cast a spell. In doing
so, she adds a number of points to her arcane reservoir equal to the
level of the slot consumed. She cannot consume cantrips (0 level spells)
in this way. Points added to the arcane reservoir in excess of the
limit (see arcane reservoir) are lost.
Greater Exploits: At 11th level and every two levels
thereafter, the arcanist can choose one of the following greater
exploits in place of an arcanist exploit.
Burning Flame (Su): Whenever the arcanist uses the flame arc
exploit, she can expend two points from her arcane reservoir instead of
one. If she does, the target catches on fire if it fails its saving
throw. Until the fire is extinguished, the target takes 3d6 points of
fire damage at the start of its turn. The fire can attempt a Reflex
saving throw as a full-round action to extinguish the flames. Applying
at least 1 gallon of water to the target automatically extinguishes the
flames. The arcanist must have the flame arc exploit before selecting
this exploit.
Counter Drain (Su): Whenever the arcanist successfully
counterspells a spell, the arcanist regains points to her arcane
reservoir depending on the level of the spell countered. Spells of
2nd-level or lower do not restore any points. Spells of 3rd, 4th, and
5th level restore one point. Spells of 6th, 7th, and 8th level restore
two points. Spells of 9th level restore three points. The arcanist must
have the counterspell exploit before selecting this exploit.
Dancing Electricity (Su): Whenever the arcanist uses the
lightning lance exploit, she can expend two points from her arcane
reservoir instead of one. If she does, all creatures adjacent to the
target take an amount of damage equal to half the amount of electricity
damage rolled. Adjacent creatures can attempt a Reflex saving throw to
halve this damage. Whether or not the target makes its saving throw has
no effect on adjacent targets. The arcanist must have the lightning
lance exploit before selecting this exploit.
Disrupt Spell (Su): The arcanist can disrupt a spell effect or
magic item by expending one point from her arcane reservoir. This acts
like a targeted dispel magic with a range of touch. The arcanist can add
her Charisma bonus to the dispel check.
Greater Metamagic Knowledge: The arcanist can select a
metamagic feat as a bonus feat. She must meet the prerequisites of this
feat. Each morning, when she prepares her spells, the arcanist can
expend one point from her arcane reservoir to exchange this bonus feat
for another metamagic feat, as long as she meets the prerequisites of
the new feat. The arcanist must have the metamagic knowledge exploit
before selecting this exploit.
Icy Tomb (Su): Whenever the arcanist uses the ice missile
exploit, she can expend two points from her arcane reservoir instead of
one. If she does, the target is coated in a rime of ice if it fails its
saving throw. This ice causes the target to be entangled and take 1
point of Dexterity damage at the start of its turn. The target can break
free from the ice as a standard action by making a Strength check with a
DC equal to 10 + the arcanist’s Charisma modifier. If the target takes
more than 10 points of fire damage from a single attack, the ice melts
and the effect ends. The arcanist must have the ice missile arcanist
exploit before selecting this exploit.
Lingering Acid (Su): Whenever the arcanist uses the acid jet
exploit, she can expend two points from her arcane reservoir instead of
one. If she does, the target takes additional damage on the following
rounds if it fails its saving throw. The target takes 1d4 points of acid
damage on the following round for every 2d4 points of acid damage dealt
by the initial attack. On subsequent round, the target continues to
take 1d4 points of acid damage for every 2d4 points of acid damage deal
on the previous round. The damage continues until the amount of acid
damage dealt on the previous round by this effect is less than 1d4. The
arcanist must have the acid jet exploit before selecting this exploit.
Siphon Spell (Su): When the arcanist uses the disrupt spell
greater exploit, she can siphon some of the power to restore her arcane
reservoir. If the caster level of the spell is equal to or higher than
the arcanist and she exceeds the DC of the dispel check by 5 or more,
she regains 1 point to her arcane reservoir. If she exceeds this check
by 10 or more, she instead regains 2 points to her arcane reservoir.
This has no effect on magic items. The arcanist must have the disrupt
spell greater exploit before selecting this exploit.
Spell Thief (Su): The arcanist can steal a spell affecting one
creature by expending one point from her arcane reservoir. If the
creature is unwilling, she must succeed at a melee touch attack to steal
the spell; the target must succeed at a Will saving throw to negate the
effect. The arcanist can specify a spell affecting the target to steal,
but if she’s incorrect or doesn’t know what spells are affecting the
target, the spell stolen is determined randomly from all those affecting
the target. If successful, the spell effect transfers to the arcanist,
affecting her for the remaining duration. This ability doesn’t grant the
arcanist a saving throw against the effect, unless it normally allows
for a new saving throw during its duration (such as at the end of each
round). The arcanist cannot use this ability to steal a spell with a
range of personal or a duration of permanent. The arcanist must have the
spell tinkerer exploit before selecting this exploit.
Magical Supremacy (Su): At 20th level, the arcanist learns to
easily convert her arcane reservoir into spells and back again. She can
cast any spell she has prepared directly from her arcane reservoir,
instead of expending a spell slot, by expending a number of points from
her arcane reservoir equal to the level of the spell to be cast. When
she casts a spell in this fashion, she treats her caster level as 2
higher than normal, and the DC of any saving throws associated with the
spell increase by 2. She cannot further expend points from her arcane
reservoir to enhance a spell cast in this way.
Jason Bulmahn
Jefatura de Diseño