Paranormal Protection Agency (Cthulhu)
In worlds where magic is not the primary art of humanity, there exists the fabled-few Arcanist. Whether they go by titles of Archmage or Wizard, Witch or sorcerer, all are Arcanists. From the awesome Merlin of Camelot to the Set-occultist Thulsa Doom, to the enchanting transmuter Circe – all are arcanists. These spellcasters work Arcane Rites which take time and practice to wield properly.
|1||+0||+1||+0||+1||Arcane Rites, Familiar||0th|
Hit Die: d6
The Arcanist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Heal (Wis), Knowledge – any (Int), Perform-Rites (Cha), Profession (Wis), Speak Language (Int), Spellcraft (Int), Use Magic Device (Cha)
Skill points at 1st level: (6 + Int Modifier)
Skill points at each additional level: 6 + Int Modifier
Arcane Rites: An Arcanist casts spells which are called Rites. Like a Shaman’s Rituals, these Rites require considerably more time to cast than a normal Sorcerer/Wizard spell; Swift and Quicken spells requiring a Move Action to cast while spells normally noted as requiring a Standard Action now require a Full Round Action of spellcasting, whereas spells which required a Full Round to cast now take a full minute to complete the casting.
A Perform (Rites & Rituals) check is necessary to complete the casting of any spell, with a DC of 5+Spell Level. Failure results in an increase to the effective casting time of the spell by 1 increment. Failuire by more than 10 results in a ruined spell. This perfomance in impossible to hide, and includes the cadre of other components necessary to casting the spell. Charlatans have often portrayed themselves as Arcanists or spellcasters with an exceptional Perform-Rites check, even though no outward magic is performed.
The Arcanist can cast any spell he knows without preparing it ahead of time the way a shaman must. To learn or cast a spell, an Arcanist must have Intelligence and Wisdom scores equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcanist’s spell is 10 + spell level + the Arcanist’s Intelligence modifier + the Arcanist’s Wisdom modifier. Like the Shaman, the Arcanist is limited to casting only a few spells in a given day, equal to his Arcanist level + the Arcanist’s Intelligence modifier + the Arcanist’ Wisdom modifier.
An Arcanist’s selection of spells is limited. An Arcanist begins play knowing 3 0th level spells. At each new Arcanist level, he gains two more spells of the indicated level. He may choose spells of any level he can currently cast. Arcanists must keep these spells in a spellbook and must study their spellbook for at least 1 full hour following a full 8 hours of rest.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), an Arcanist can choose to learn a new spell in place of one he already knows. In effect, the Arcanist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the Arcanist can cast. An Arcanist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Familiar: An Arcanist can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100gp. A familiar is a magical beast that resembles a small animal and is unusually touch and intelligent. The creature serves as a companion and servant. The Arcanist may select any Animal with less than 1 full HD (Bat, Cat, Lizard, Rat, Raven, Snake (Tiny Viper), Toad, or Weasel). In all other ways, this familiar operates as a Familiar within the SRD, with the Arcanist’s initial level used to determine features.
If the Familiar dies or is dismissed by the Arcanist, the Arcanist must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Arcanist level; success reduces the loss to one-half the amount. However, an Arcanist’s experience point total can never go below 0 as a result of a familiar’s demise or dismissal. A Slain or dismissed familiar cannot be replaced until the passing of a full moon (28 days)
Sage Advice: At 2nd level, an Arcanist gains the ability to know legends or information regarding various topics. He may make a special Sage Advice knowledge check with a bonus equal to ½ his Arcanist level + his Intelligence Modifier + his Wisdom Modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places especially as it pertains to Arcana. For every 5 Ranks in Knowledge-History, the Arcanist gains a +1 synergy bonus. A successful Sage Advise check will not reveal the powers of a magic item but may give a hint as to its general function. An Arcanist may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC10 – Common, Known by at least a substantial minority of the local population
DC20 – Uncommon but available, known by only a few people legends.
DC25 – Obscure, known by few, hard to come by.
DC30 – Extremely obscure, known by very few, possible forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Animal Companion: An Arcanist can obtain an Animal Companion as an additional Familiar. Doing so takes 24 hours and uses up magical materials that cost 1,000gp. This familiar is a magical beast that resembles a medium animal and is unusually touch and intelligent. The creature serves as a companion and servant. The Arcanist may select any Animal with not more than 3 HD (Baboon, Badger*, Bear-black, Boar, Camel, Cheetah, Crocodile, Dog*, Donkey, Eagle*, Hawk*, Horse, Hyena, Leopard, Lizard-monitor, Monkey*, Mule, Octopus, Owl*, Pony, Porpoise, Shark-Medium, Snake-constrictor, Squid, Wolf, Wolverine. Animals marked with an asterisk (*) gain the Celestial or Fiendish template, based on the Arcanist’s alignment. In all other ways, this animal companion operates as an animal companion within the SRD, with the Arcanist’s level at the time he gained this feature used to determine features.
If the Animal Companion dies or is dismissed by the Arcanist, the Arcanist must attempt a DC 20 Fortitude saving throw. Failure means he loses 250 experience points per Arcanist level; success reduces the loss to one-half the amount. However, an Arcanist’s experience point total can never go below 0 as a result of a companion’s demise or dismissal. A Slain or dismissed animal companion cannot be replaced until the passing of a full moon (28 days)
Bonus Feat: The Arcanist gains a bonus feat at 6th, 12th, and 18th level. This feat is in addition to those gained by virtue of level alone. The Arcanist may select any of the following Feats: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Augment Summoning, Combat Casting, Deceitful, Deft Hands, Diligent, Greater Spell Focus, Greater Spell Penetration, Improved Counterspell, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Spell Focus, Spell Mastery, Spell Penetration, or Stealthy. Any feat which is related to spellcasting or skills may be selected.
Quicken Rites: At 8th level, the Arcanist is able to use any spell which normally requires a casting time of 1 minutes, as a Full-round action. The Arcanist can do this only 1 time per day. At 16th level, the Arcanist is able to do this one addition time per day. The spell modified by this ability is otherwise unchanged and operates in every way like a spell of its type.
Improved Familiar: An Arcanist can obtain a new Improved Familiar as an additional Familiar. Doing so takes 24 hours and uses up magical materials that cost 1,000gp. This familiar is an outsider of some type which is unusually tough and intelligent. The creature serves as a companion and servant. The Arcanist may select any one of the following: Archon-Lantern, Arrowhawk-Juvenile, Demon-Quasit, Devil-Imp, Eagle-giant, Elemental-Any Medium, Hellhound, Mephit-any, Owl-giant, Pseudodragon, Shocker Lizard, Thoqqua, Trojanida-Juvenile, or Xorn-minor. In all other ways, this improved familiar operates as an improved familiar within the SRD, with the Arcanist’s level at the time he gained this feature used to determine features.
If the Improved Familiar dies or is dismissed by the Arcanist, the Arcanist must attempt a DC 25 Fortitude saving throw. Failure means he loses 500 experience points per Arcanist level; success reduces the loss to one-half the amount. However, an Arcanist’s experience point total can never go below 0 as a result of a familiar’s demise or dismissal. A Slain or dismissed Improved Familiar cannot be replaced until the passing of a full moon (28 days)
Arcane Transcendence: The Arcanist’s long association with arcane-magic has tainted his blood. Forevermore, the Arcanist has Damage Reduction 5/Silver and Spell Resistance equal to his Arcanist Level, + his Intelligence Modifier + his Wisdom Modifier. The Arcanist gains the Outsider type with all associated benefits and penalties. The Arcanist continues to age, gaining bonuses and penalties until one of his physical ability scores drops to 3, at which point the Arcanist dies within 28 days (The Next Full Moon) of old age.
Enhanced Companion: Your Animal Companion gains the Celestial or Fiend template. The type of template is based on the Arcanist’s alignment. A neutral Arcanist can select either, but once the decision is made, it cannot be altered. The Animal Companion gains all the features of the template and remains with you as your Animal Companion. Companions that already possess the Celestial or Fiendish template gain instead the Half-Celestial or Half-Fiend template, matching their current template.
Infuse Rites: The Arcanist can work a spell into an object, either as a potion, a scroll, or a temporarily enchanted magic item. The Item to be infused must be masterwork quality. Any Arcane-based Magic Item can be duplicated. In the cases of Potions, the potency remains for 1 week. In the case of Scrolls, the potency remains until the next full moon (up to 28 days). All other items retain their quality for 24 hours. An Arcanist can delay the effect of the infused item, causing that item to flare with its magic at some later date. The Arcanist must furnish the XP costs associated with crafting the Magic Item in question, but not the GP cost.
Enhanced Familiar: Your familiar and improved familiar gains the Half-Celestial or Half-Fiendish template, alternatively, the Pseudonatural Template can be selected with DM discretion. The type of template is based on the Arcanist’s alignment. A neutral Arcanist can select either, but once the decision is made, it cannot be altered. The Familiar and Improved Familiar gain all the features of the template and remains with you as your Familiar/Improved Familiar.