Rough draft of character
Iroko
Male Human Arcanist 1
N medium humanoid
Init +1 Senses Normal Vision Perception +3
DEFENSE
AC 11, touch 11, flat-footed 10
hp 8
Fort 2 Reflex 1 Will 2
OFFENSE
Speed 30 ft
Melee
Touch -1 (Varies x2)
Ranged
Ray +1 (Varies x2)
or Ranged Touch +1 (Varies x2)
Space 5 Reach 5
STATISTICS
STR 8 DEX 12 CON 12 INT 18 WIS 11 CHA 15
BAB 0 CMB -1 CMD 10
Feats Combat Casting, Extra Arcanist Exploit
Skills Acrobatics 1, Appraise 4, Bluff 2, Climb -1, Diplomacy 5, Disguise 2, Escape Artist 1, Fly 1, Heal 0, Intimidate 2, Knowledge (arcana) 8, Knowledge (geography) 8, Knowledge (history) 8, Knowledge (local) 8, Knowledge (nature) 8, Perception 3, Ride 1, Sense Motive 2, Stealth 1, Survival 1, Swim -1
Languages Common, Grippli, Orc, Elven, Halfling, Polyglot
Prepared Spells:
1. Magic Missile, Mage Armor, Entangle*(Spell Lore)
0. Read Magic, Detect Magic, Prestidigitation, Acid Splash
Aura of Good (Ex): A Magaambyan arcanist radiates an aura of good as if she were a cleric of a level equal to her class level (see the detect good spell). Halcyon
Spell Lore (Su): A Magaambyan initiate’s studies of the philanthropic teachings of Old-Mage Jatembe allow her to cast a limited number of spells per day beyond those she could normally prepare ahead of time. At each class level, she chooses one spell from the druid spell list or one spell with the good descriptor from the cleric spell list. The spell must be of a spell level that she can cast, and cannot be a spell that already appears on her arcanist spell list. A Magaambyan initiate can cast a spell that she has chosen with this ability as if it were on her spell list and prepared by expending a number of points from her arcane reservoir equal to half the spell’s level (minimum 1) and expending a spell slot of the spell’s level. At 4th level and every 2 levels thereafter, a Magaambyan initiate can choose to lose a spell that she has chosen with this ability in exchange for a new spell of the same spell level that meets the same requirements. This ability replaces the arcanist exploits gained at 1st, 9th, and 17th levels.
School Understanding (Advanced Class Guide pg. 11): The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level.
"• Weapon Proficiency: You are proficient with all Simple weapons.
• Arcane Reservoir (Su) (ACG 9): You have a pool of magical energy that you can draw upon to fuel your exploits and enhance your spells. This reservoir can hold a maximum of 4 points. Each day, when preparing spells, your reservoir starts with 3 points. When casting an Arcanist spell, you can spend 1 point to increase either the caster level or the DC by 1. You cannot spend more than 1 point on a given spell in this way.
• Exploits (ACG 9): By bending and breaking the laws of magic, you have learned to exploit gaps and exceptions. (Unless otherwise noted, save DC is 12)
• School Understanding (ACG 11): You gain access to the Splintered Spear power of the Wood arcane school as though you were a 1st level wizard.As a swift action, you can expend 1 point from your arcane reservoir to boost your understanding to your Arcanist level for 2 rounds, also gaining the other 1st level power for this period.
• Splintered Spear (Su) (normal) - As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack (using your Intelligence modifier instead of Dex/Str). against one target. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. You can use this ability 6 times a day.
• Flexible Enhancement (Su) (boosted) - You gain a +1 enhancement bonus to . You can change this bonus to a new ability score when you prepare spells.
• Splintered Spear (Su) (boosted) - As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack (using your Intelligence modifier instead of Dex/Str). against one target. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. You can use this ability 5 times a day.
• Consume Spells (Su) (ACG 13): 2 times per day, you can expend an available Arcanist spell slot as a move action, making it unavailable for the rest of the day. Doing this adds a number of points to your arcane reservoir equal to the level of the slot consumed."
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 wizards' or other arcanists' spellbooks to her own (see Arcane Magic Writings).
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 preparing 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 arcanist 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.