New PrC: Learned Magician


Homebrew and House Rules


Two notes:

1) This was originally done for 3.5, so I need some feedback on what should be changed to balance with PFRPG.

2) This is a class with a very particular historical flavor, specifically alchemists during the Renissance. I would like to preserve that flavor as much as possible.

Learned Magician

Hit Die: d4

Requirements
To qualify to be a Learned Magician, the character must fulfill all the following criteria.

Skills: Craft (Alchemy) – 5 ranks, Decipher Script – 5 ranks, Knowledge (Arcana) – 5 ranks
Feats: Scribe Scroll and Craft Potion
Spells: Ability to cast 2nd level arcane spells

Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Int), Profession (Wis), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha)

Skill Points at Each Level: 6 + Int Modifier

Table : The Learned Magician
Level Special Spells per Day
1st Alchemic Magic, Arcane Geometry, Rapid Alchemy +1 level of existing class
2nd Practiced Magic -
3rd Bonus Feat +1 level of existing class
4th Learned Metamagic -
5th Arcane Substitution +1 level of existing class
6th Bonus Feat +1 level of existing class
7th Geometric Reconfiguration +1 level of existing class
8th Secrets of the Trade -
9th Bonus Feat +1 level of existing class
10th Wondrous Admixture -

Class Abilities

Alchemic Magic – The Learned Magician can create more powerful alchemical items. Any cantrip or transmutation spell whose level is equal to or less than ½ the Learned Magician’s class level can be imbued into an alchemical item. The base price for any such item is 150gp x (spell level^2) except for cantrips, whose base price is 75gp, and the DC to create is 20. The Learned Magician must supply the spell to be imbued, and the caster level and save DC’s are set at the time of crafting. Additionally, any alchemical items created by the Learned Magician can be combined into a single item as long as the combined spell levels imbued do not exceed the Learned Magician’s class level. Each component must be crafted separately, and then combined with a single DC 25 check.

Arcane Geometry – The Learned Magician can inscribe arcane geometric symbols and imbue them with magic. Any abjuration spell whose level is equal to or less than ½ the Learned Magician’s class level can be imbued using arcane geometry. The process uses materials equal to 50gp x (spell level^2). The symbols can be inscribed anywhere and are activated by a command word. The target of the spell must be decided when the symbols are placed. The Learned Magician must supply the spell to be imbued, and the caster level and save DC’s are set at the time of inscription. Using Arcane Geometry takes 1 minute and requires a Decipher Script check DC 20. Shortening the time to 1 round increases the check DC by +10. Additionally, arcane geometric symbols can be combined into a single series as long as the combined spell levels imbued do not exceed the Learned Magician’s class level. Each spell must be inscribed and imbued separately, and then combined with a single DC 25 check. If Arcane Geometry is used in conjunction with a glyph, sigil, symbol, or magic circle, the save DC of the spell is increased by +2 and the caster level is increased by +4.

Rapid Alchemy – The Learned Magician can craft alchemical items faster than normal using Alchemic Magic. The Craft (Alchemy) check to determine weekly progress instead indicates daily progress.

Practiced Magic – The Learned Magician sacrifices spell progression for increased potency. When using Alchemic Magic or Arcane Geometry, the Learned Magician gains a bonus to their caster level equal to the Learned Magician’s class level.

Bonus Feat – At levels 3, 6, and 9, a Learned Magician may select either a Metamagic or Item Creation feat as a bonus feat. They must still meet the prerequisites to take the feat.

Learned Metamagic – The Learned Magician can choose to enhance their craft with metamagic. When using Alchemic Magic or Arcane Geometry, the Learned Magician can apply any metamagic feat they know to the spells being imbued. The additional spell levels do not count against the maximum level spell that can be imbued, but do count when calculating the cost. The maximum metamagic levels that can be applied in this way is 2. This increases by +1 at 7th level, and by +2 at 10th level to a maximum of 4.

Arcane Substitution – The Learned Magician can manipulate raw arcane energies to emulate spells. When using Alchemic Magic or Arcane Geometry, the Learned Magician can substitute a Use Magic Device check instead of supplying the spell, as if using a scroll. The Learned Magician is not limited to just arcane spells, but the appropriate ability score may need to be emulated with a separate check.

Geometric Reconfiguration – The Learned Magician can use a Knowledge (Arcana) check to disable glyphs, sigils, and symbols. The DC of the check is 15 + the caster level. If successful, the Learned Magician may reclaim the disabled glyphs, sigils, or symbols using Arcane Geometry. The reclaimed magic retains its original caster level and save DC’s.

Secrets of the Trade – The Learned Magician gains one of the following trade secrets:
Economy of Scale – Alchemic Magic and Arcane Geometry costs are reduced by ½.
Alchemic Thesis – Add 2 schools of magic that can be used with Alchemic Magic.
Geometric Progress – Add 2 schools of magic that can be used with Arcane Geometry.

Wondrous Admixture – The Learned Magician can use Alchemic Magic and Arcane Geometry to emulate any magic item. They must be able to use all the required spells with either Alchemic Magic or Arcane Geometry. The base price of the wondrous item is unchanged, and a single DC 25 check is required. They may use either check, but it counts as a craft check for purposes of determining the time to create. Unlike real magic items, the creations of Wondrous Admixture can be permanently dispelled and count as objects when unattended.


Obviously, the skills need re-worked. Should the skill ranks change to 2 or 3? Is linguistics really appropriate for Sacred Geometry, or should it be something else? Is 6+INT way too many skills, or is it balanced by loosing 4 levels of casting?

Oh, and the HD needs to be changed to d6, the BAB and saves are as a Wiz.

Contributor

The trouble is, with Pathfinder, you can already create items above your caster level using spells you don't know simply for the risk of screwing up and creating a cursed item. The perks are less of a perk than they were under 3.5.

The other trouble is the basic rule of caster optimization: Never take a caster level hit. No matter how shiny the perk dangled in front of you may look, it isn't. Consider the sad fate of the Maester from Complete Arcane: After sacrificing a full caster level to get into the class and jumping through silly hoops, the two perks he gets are reproduced in Eberron by an artificer's monocle and a dedicated wright homonculus, both of which he could craft more quickly if he hadn't taken the caster level hit.

Looking at this class as a player makes me wonder why the character doesn't just go Wiz 5/Master Alchemist 10/Geometer 5. It gives the same functionality and sacrifices no caster level and thus the spells that make item creation useful/fun.

I'll admit I like the flavor, but since the flavor has already been reproduced by two other PrCs with more powerful mechanics, I can't see anyone taking this one.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / New PrC: Learned Magician All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules