Revised advanced Class gUIde PlayTesT Credits Lead Designer • Jason Bulmahn Design Team • Stephen Radney-MacFarland and Sean K Reynolds Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Jason Bulmahn, Ross Byers, Jim Groves, Tim Hitchcock, Tracy Hurley, Jon Keith, Will McCardell, Dale McCoy, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen KC Stephens, and Russ Taylor Creative Director • James Jacobs Editor-in-Chief • F. Wesley Schneider Senior Editor • James L. Sutter Development Team • Logan Bonner, John Compton, Adam Daigle, Rob McCreary, Mark Moreland, and Patrick Renie Editorial Team • Judy Bauer, Christopher Carey, and Ryan Macklin Senior Art Director • Sarah E. Robinson Art Director • Andrew Vallas Graphic Designers • Emily Crowell and Sonja Morris Publisher • Erik Mona Paizo CEO • Lisa Stevens Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters Sales Associate • Cosmo Eisele Marketing Director • Jenny Bendel Finance Manager • Christopher Self Staff Accountant • Ashley Gillaspie Chief Technical Officer • Vic Wertz Senior Software Developer • Gary Teter Campaign Coordinator • Mike Brock Project Manager • Jessica Price Licensing Coordinator • Michael Kenway Customer Service Team • Erik Keith, Justin Riddler, and Sara Marie Teter Warehouse Team • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood Website Team • Christopher Anthony, Crystal Frasier, Liz Courts, Lissa Guillet, and Chris Lambertz Special Thanks • Ryan Dancey, Clark Peterson, and the proud participants of the Open Gaming Movement.
This game is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Revised Advanced Class Guide Playtest is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Society, Pathfinder Tales, and Rise of the Runelords are trademarks of Paizo Publishing, LLC. © 2013 Paizo Publishing, LLC.
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EST T Y A L P E ID U G S S A L C D E C ADVAN D E IS V E R E H T O T E M O C L WE
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THE NATURE OF THESE CLASSES The 10 classes in the Advanced Class Guide mix together and build upon two existing base classes, combining separate ideas into fresh and intriguing character concepts. You’ll find some familiar class abilities mixed in new ways, as well as new class abilities that come from the new concepts. These new classes are summarized below. The arcanist combines the arcane knowledge and f lexibility of the wizard with the eldritch might of the sorcerer. The bloodrager fuses the bloody frenzy of the barbarian with the blood-based magic of the sorcerer. The brawler merges the fighter and monk together into a vicious, no-holds-barred pugilist. The hunter takes the martial danger that is the ranger and pairs it with a druid’s animal companion. The investigator mixes the focus of the alchemist and the resourcefulness of the rogue into a master of inquiry. The shaman intertwines the divine magic of the oracle with the arcane magic of the witch into a master of spirits. The skald blends the ferocity of the barbarian with the utility of the bard into a leader who can make others rage. The slayer combines the ranger and rogue’s individual combat prowess into a being of devastating fury.
The swashbuckler merges the gunslinger and the fighter to make a daring and dashing melee combatant. The warpriest turns the divine nature of the cleric into a raw weapon that fuses with the fighter’s battlefield mastery.
Multiclassing with These Classes Because of the way these new classes work, there are restrictions on multiclassing with them. Each class in the playtest has an Alternate Classes entry, which lists the two classes it mixes. If you have levels in one of these new classes, you cannot take levels in either of its alternate classes, nor can you take levels in a class in this playtest that also has either of those alternate classes. For example, if you take levels in arcanist (alternate classes: sorcerer and wizard), you can’t also take levels in sorcerer or wizard, nor can you take levels in bloodrager (alternate classes: sorcerer and barbarian). Likewise, if you have levels in a base class, you cannot take levels in any of the classes in this playtest that list that base class as an alternate class. For example, if you have levels in rogue, you can’t take levels in investigator (alternate classes: rogue and alchemist) or slayer (alternate classes: rogue and ranger).
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ARCANIST Some spellcasters weave magic into a beautiful tapestry. Others draw upon their innate gift to produce magic. Arcanists, though, take a different route. By combining innate magical talent with studious research, arcanists can see magic for what it really is, allowing them to tear apart the bonds that hold it together and force 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 f ind 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 ramif ications of that unleashing such power. Alignment: Any. Hit Die: d6. Alternate Classes: Sorcerer and wizard. Starting Wealth: 2d6 × 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.
Many entries in the following pages reference other Pathfinder RPG books: Advanced Player’s Guide (APG), Bestiary 2 (B2), Ultimate Combat (UC), Ultimate Equipment (UE), and Ultimate Magic (UM).
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 modif ier. 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 1–1. In addition, she receives bonus spells
Table 1–1: Arcanist Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +0 +0 +2 Arcane reservoir, arcanist exploit, cantrips, consume spells 2nd +1 +0 +0 +3 3rd +1 +1 +1 +3 Arcanist exploit 4th +2 +1 +1 +4 5th +2 +1 +1 +4 Arcanist exploit 6th +3 +2 +2 +5 7th +3 +2 +2 +5 Arcanist exploit 8th +4 +2 +2 +6 9th +4 +3 +3 +6 Arcanist exploit 10th +5 +3 +3 +7 11th +5 +3 +3 +7 Arcanist exploit, greater exploits 12th +6/+1 +4 +4 +8 13th +6/+1 +4 +4 +8 Arcanist exploit 14th +7/+2 +4 +4 +9 15th +7/+2 +5 +5 +9 Arcanist exploit 16th +8/+3 +5 +5 +10 17th +8/+3 +5 +5 +10 Arcanist exploit 18th +9/+4 +6 +6 +11 19th +9/+4 +6 +6 +11 Arcanist exploit 20th +10/+5 +6 +6 +12 Magical supremacy
Spells Per Day 5th 4th 6th – – –
3 4 4 4 4 4 4 4 4 4
– – 2 3 4 4 4 4 4 4
4 4 4 4 4 4 4 4 4
4 4 4 4 4 4 4 4 4
4 4 4 4 4 4 4 4 4
4 4 4 4 4 4 4 4 4
4 4 4 4 4 4 4 4 4
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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 1–2. 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 modif ied 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 modif ier 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 twice the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir f ills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level (minimum 0). 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 modif ier. 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 f irst (to a maximum of 10d4 at 19th level). The target is also sickened for 1d4 rounds (Fortitude negates). Bloodline Development: The arcanist can select one bloodline from any of those available to bloodline sorcerer class feature. The arcanist gains that bloodline’s bloodline arcana and 1st-level bloodline power, as though she were a 1st-level sorcerer. As a swift action, the arcanist can expend one point from her arcane reservoir to bolster her latent nature, allowing her to treat here arcanist level as her sorcerer level for these abilities for 1 minute for the purposes of the bloodline arcana and 1st-level bloodline power. (For example, a 7th-level arcanist with the destined bloodline normally can only bestow an insight bonus of +1 from the touch of destiny bloodline power, but by expending one point from her arcane reservoir, the insight bonus is instead +3.) She does not gain any new abilities from this use, such as those gained at 3rd level. This exploit cannot be used to gain an arcane bond through the arcane bloodline; if the arcane bloodline is selected, the arcanist gains the hand of the apprentice ability from the universal school instead (see the arcane bond wizard class feature), using her Charisma modif ier in place of her Intelligence modif ier. Consume Magic Items (Su): The arcanist can consume the power of potions, scrolls, staves, and wands, using them to f ill 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
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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 5 charges, the wand is destroyed and the arcanist gains no benef it). 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). 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. Counterspell (Su): By expending one point from her arcane reservoir, the arcanist can attempt to counterspell a spell as it is being cast. She 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 at least one 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 can instead expend an available arcanist spell slot of that level and 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 or withdraw 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 f lame 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 f ire damage plus 1d6 points of f ire damage for every two arcanist levels beyond f irst (to a maximum of 10d6 at 19th level). The target may attempt a Ref lex 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 f irst (to a maximum of 10d4 at 19th level). In addition, the target is staggered for
1 round. The target can attempt a Fortitude saving throw to negate the staggered condition. Item Crafting: The arcanist can select one item creation feat as a bonus feat. She must meet the prerequisites of this feat. 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’s vision is also impaired, causing the target to treat all creatures as if they had concealment (20%) for 1 round. The target can attempt a Fortitude saving throw to negate the impaired vision. 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 that she knows 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. School Understanding: The arcanist can select one arcane school from any of the schools available to arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains the abilities of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for these abilities. As a swift action, the arcanist can expend one point from her arcane reservoir to bolster her understanding, allowing her to treat here arcanist level as her wizard level for these abilities for 1 minute for the purposes of those arcane school abilities granted at 1st level. (For example, a 7th-level arcanist with the enhancement school normally gains an enhancement bonus of +2 from the enchanting smile ability, but by expending one point from her arcane reservoir, the enhancement bonus is instead +3.) She does not gain any new abilities from this use, such as those gained at 8th level. See Magic (Su): The arcanist can see magical auras as if under the effects of detect magic. If she expends on point from her arcane reservoir, for 1 minute she instantly recognizes magic item auras and spell effects. During this time, she is treated as if she had studied each aura for 3 rounds and she treats her Knowledge (arcana) skill
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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 f irst succeed at a melee touch attack to identify the item. 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). 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 cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent. Spell Disruption (Su): The arcanist can temporarily disrupt a spell by expending one point from her arcane reservoir. This ability suppresses a spell effect for a number of rounds equal to the arcanist’s Charisma modif ier (minimum 1) if she succeeds at a dispel check against the spell (as per dispel magic). 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. Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 1–1. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast. 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 f lame arc exploit, she can expend two points from her arcane reservoir instead of one. If she does, the target catches on f ire if it fails its saving throw. Until the f ire is extinguished, the target takes 3d6 points of f ire damage at the start of its turn. The f ire can attempt a Ref lex
saving throw as a full-round action to extinguish the f lames. Applying at least 1 gallon of water to the target automatically extinguishes the f lames. The arcanist must have the f lame 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 Ref lex 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. 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. Greater Spell Disruption (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. The arcanist must have the spell disruption 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. As long as the ice remains, the target is entangled (although not anchored) and takes 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 modif ier. If the target takes more than 10 points of f ire 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
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Advanced Class Guide
damage on the following round for every 2d4 points of acid damage dealt by the initial attack. On subsequent rounds, 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 greater spell disruption 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.
Table 1–2: Arcanist Spells Prepared Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Spells Prepared 0 1st 2nd 3rd 4th 5th 4 2 — — — — 5 2 — — — — 5 3 — — — — 6 3 1 — — — 6 4 2 — — — 7 4 2 1 — — 7 5 3 2 — — 8 5 3 2 1 — 8 5 4 3 2 — 9 5 4 3 2 1 9 5 5 4 3 2 9 5 5 4 3 2 9 5 5 4 4 3 9 5 5 4 4 3 9 5 5 4 4 4 9 5 5 4 4 4 9 5 5 4 4 4 9 5 5 4 4 4 9 5 5 4 4 4 9 5 5 4 4 4
6th 7th — — — — — — — — — — — — — — — — — — — — — — 1 — 2 — 2 1 3 2 3 2 3 3 3 3 3 3 3 3
8th 9th — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — 1 — 2 — 2 1 3 2 3 3
7 paizo.com, David Rose , Apr 5, 2014
paizo.com, David Rose , Apr 5, 2014
While many ferocious people can tap into a deep reservoir of rage somewhere in their very being, bloodragers have a more intrinsic power, one that seethes in their blood. Like sorcerers, bloodragers’ blood surges with arcane power. Many of their kin use this power primarily for spellcasting, but bloodragers enter an altered state where their bloodline becomes manifest—rage becomes reality, where the potency of strange ancestral unions and deeds lashes out with supernatural fury with devastating ends. And while in these states, they can as near-instinct cast some arcane spells. Fast, violent, and seemingly unstoppable, the bloodragers’ magic is murder. Role: Masters of the battlef ield, a bloodrager’s bloodline and skill wreaks havoc on his enemies as he unleashes fearful carnage. His place is up front in his enemies’ faces, supplying tremendous martial support with a smattering of arcane casting. Adventurers who travel with a bloodrager learn to stay out of his way. Alignment: Any. Hit Die: d10. Alternate Classes: Barbarian and sorcerer. Starting Wealth: 3d6 × 10 gp (average 105 gp).
The bloodrager’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). Skill Ranks per Level: 4 + Int modif ier.
Class Features The following are class features of the bloodrager. Weapon and Armor Proficiency: Bloodragers are proficient with all simple weapons and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. A multiclass bloodrager still incurs the normal arcane spell failure chance for arcane spells received from other classes. Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. This source can represent a blood relation or an extreme event involving a creature
Table 1–3: Bloodrager 3984737
Base Attack Fort Ref Will Level Bonus Save Save Save 1st +1 +2 +0 +0 2nd +2 +3 +0 +0 3rd +3 +3 +1 +1 4th +4 +4 +1 +1 5th +5 +4 +1 +1 6th +6/+1 +5 +2 +2 7th +7/+2 +5 +2 +2 8th +8/+3 +6 +2 +2 9th +9/+4 +6 +3 +3 10th +10/+5 +7 +3 +3 11th +11/+6/+1 +7 +3 +3 12th +12/+7/+2 +8 +4 +4 13th +13/+8/+3 +8 +4 +4 14th +14/+9/+4 +9 +4 +4 15th +15/+10/+5 +9 +5 +5 16th +16/+11/+6/+1 +10 +5 +5 17th +17/+12/+7/+2 +10 +5 +5 18th +18/+13/+8/+3 +11 +6 +6 19th +19/+14/+9/+4 +11 +6 +6 20th +20/+15/+10/+5 +12 +6 +6
Special Bloodline, bloodline power, bloodrage, fast movement Uncanny dodge Blood sanctuary Blood casting, bloodline power, eschew materials Improved uncanny dodge Bloodline feat Bloodline spell, damage reduction 1/— Bloodline power Bloodline feat Bloodline spell, damage reduction 2/— Greater bloodrage Bloodline feat, bloodline power Bloodline spell, damage reduction 3/— Indomitable will Bloodline feat Bloodline spell, bloodline power, damage reduction 4/— Tireless bloodrage Bloodline feat Damage reduction 5/— Bloodline power, mighty bloodrage
paizo.com, David Rose , Apr 5, 2014
Spells Per Day 2nd 3rd — —