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Arcanists

Respected and feared by many, arcanists are masters of a little understood—at least little understood by non-arcanists—area of magic. Arcanists manipulate primal magical energy and use that energy to produce supernatural effects and permanently alter their bodies. Wizards tend to despise and outright hate arcanists for their magical mastery that in ways far exceeds their own while Sorcerers tend to be curious about arcanists as their way of producing magical effects is similar to their own.

Alignment: Any.

Hit Dice: d8.

Class Skills

The arcanist's class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (All) (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis).

Skill Ranks per Level: 2+ Int modifier.

Table: The Arcanist
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialArcana PointsArcana Known
1st+0+0+2+2Arcana blast 1d6, arcana, read magic104
2nd+1+0+3+3Sustaining arcana205
3rd+2+1+3+3Arcana blast 2d6306
4th+3+1+4+4Sense magic407
5th+3+1+4+4Arcana blast 3d6508
6th+4+2+5+5Breathless609
7th+5+2+5+5Arcana blast 4d67010
8th+6/+1+2+6+6Disrupt Energy8011
9th+6/+1+3+6+6Arcana blast 5d69012
10th+7/+2+3+7+7Sleepless10013
11th+8/+3+3+7+7Arcana blast 6d611014
12th+9/+4+4+8+8Spell resistance12015
13th+9/+4+4+8+8Arcana blast 7d613016
14th+10/+5+4+9+9Immortal soul14017
15th+11/+6/+1+5+9+9Arcana blast 8d615018
16th+12/+7/+2+5+10+10Supernatural resistance16019
17th+12/+7/+2+5+10+10Arcana blast 9d617020
18th+13/+8/+3+6+11+11Arcana mind18021
19th+14/+9/+4+6+11+11Arcana blast 10d619022
20th+15/+10/+5+6+12+12Master arcanist20023

Class Features

All of the following are class features of the dragon warrior.

Weapon and Armor Proficiency: Arcanist's are proficient with all simple weapons plus 1 additional weapon of their choice. Arcanists are also proficient with light and medium armor. They are not proficient with shields.

Arcana: Arcanists have access to a variety of powers—extraordinary abilities and supernatural abilities—known as arcana. Arcana can both replicate existing extraordinary and supernatural abilities and produce unique effects. Some arcana require a permanent invest of arcana to claim an ability, arcana spent in this way are permanently spent and cannot be recovered, arcana that are temporarily spent to activate abilities are restored after 8 hours of uninterrupted rest.

Activation Cost: This is the cost to activate a known arcana or arcanist's. This is a temporary expenditure of the arcana that is restored after 8 hours of uninterrupted rest.

Claim Cost: Arcana that possess a claim cost require the permanent—unrecoverable--investment of arcana to know the ability. This permanently reduces the arcanist's arcana total.

Extraordinary Arcana (Ex): Extraordinary arcana have no spell resistance and when a saving throw is allowed against an extraordinary arcana the save DC is —unless otherwise noted in an arcana's description— 10 + 1/2 Arcanist class level + Constitution modifier.

Supernatural Arcana (Su): Supernatural arcana have no spell resistance and if a saving throw is allowed against a supernatural arcana the save DC is—unless otherwise noted in an arcana's description— 10 + 1/2 Arcanist class level + Constitution modifier.

Table: Bonus Arcana Points by Arcanist Level
 Constitution Score
Level10-1112-1314-1516-1718-1920-2122-2324-2526-2728-2930-3132-33
1st01234567891011
2nd01234567891011
3rd0246810121416182022
4th0246810121416182022
5th03691215182124273033
6th03691215182124273033
7th048121620242832364044
8th048121620242832364044
9th0510152025303540455055
10th0510152025303540455055
11th0612182430364248546066
12th0612182430364248546066
13th0714212835424956637077
14th0714212835424956637077
15th0816243240485664728088
16th0816243240485664728088
17th0918273645546372819099
18th0920273645546372819099
19th0102230405060708090100110
20th0102430405060708090100110

Arcana Blast (Su): Arcanists are capable of producing a blast of raw magical energy that deals untyped damage. An arcana blast deals an amount of damage listed on Table: Arcanist and requires a Ranged Attack roll to hit. The arcana blasts range is 10 feet/arcanist level. The arcanist may fire only a single arcana blast per round but may divide the damage dice up into multiple arcana blasts if they are able to make more then one attack per round—such as due to a high enough Base Attack Bonus, use of the haste spell, or some other means—. It is a Standard Action to fire a single arcana blast or a Full Attack Action to fire multiple arcana blasts. This ability is usable at-will.

Read Magic (Su): The arcanist possess the ability to decipher magical inscriptions as the Read Magic spell. This ability can be suppressed or activated at-will as a free action.

Sustaining Arcana (Ex): The arcanist no longer needs to eat.

Sense Magic (Su): The arcanist is naturally attuned to the ebb and flow of magical energy and as such possesses an innate ability to sense magical effects close by. They can sense the location of nearby magic as per the Detect Magic spell out to a 30 ft radius centered on their location. Sense magic is constantly in effect and can be suppressed or activated at-will as a free action. This counts as an aura.

Breathless (Ex): The arcanist no longer needs to breathe.

Disrupt Energy (Su): 1/day for every 3 arcanist class levels, the arcanist can disrupt magical energy—both spells and supernatural abilities—. Disrupt energy functions similar to Dispel Magic (Greater), except that it can disrupt supernatural abilities as well as spells.

Sleepless (Ex): The arcanist no longer needs to sleep.

Spell Resistance (Ex): The arcanist gains spell resistance equal to 10 + Arcanist class level.

Immortal Soul (Ex): The arcanist no longer ages or risks dieing of old age. They cannot be magically aged and they do not suffer any penalties for their age, however, any penalties related to age that have already taken effect remain. Age bonuses still accrue normally.

Supernatural Resistance (Ex): Long periods of time spent channeling and manipulating arcana has made the arcanist naturally resistant to supernatural effects granting them supernatural resistance 10 + Arcanist class level. Supernatural resistance functions similar to spell resistance, in order for the arcanist to be effected by a supernatural ability the being using the ability must roll a manifestation check (1d20 + Hit Dice). If the result equals or exceeds the arcanists supernatural resistance, the supernatural ability works normally, although the arcanist is still allowed a saving throw if the ability normally allows for a save.

Arcana Mind (Ex): Arcana has altered the arcanist's mind over time, granting them immunity to mind-affecting spells and effects.

Master Arcanist (Ex): The arcanist has become a master of arcana having gained new insights into how magic works. A master arcanist gains +1 bonus to damage for each dice that their Arcana Blast deals—example: a 5d6 arcana blast would now deal 5d6+5 damage—and all arcana that the arcanist possesses have their DC increased by +2.

Arcana Descriptions

Supernatural Arcana

Arcana Aura, Lesser

The arcanist is surrounded by an aura of raw magical energy. All creatures within 5 feet take 1d6 points of untyped magical damage at the beginning of the arcanist's turn.

Requirement: 10 other arcana known

Activation Cost: none; Claim Cost: 10; Type: Supernatural

Arcana Aura

The arcana aura now deals 2d6 damage out to 10 feet.

Requirement: arcana aura (lesser), 14 other arcana known

Activation Cost: none; Claim Cost: 10; Type: Supernatural

Arcana Blast – Burst

The arcanist can shape their arcana blast into a burst. The burst is centered on the arcanist and has a radius of up to 5 feet. Creatures within the area are allowed a Reflex save (DC 10 + 1/2 Arcanist level + Constitution modifier) for half damage.

Boost: For every 2 arcanist levels, the arcanist may invest up to 1 additional arcana point when activating this arcana.

This increases the burst radius by + 5 feet for every additional arcana point invested in the arcana's activation cost.

Activation Cost: 2 (see text); Claim Cost: 0; Type: Supernatural

Arcana Blast – Cone

The arcanist can shape their arcana blast into a cone. The cones point of origin is the arcanist and possesses a range of 10 feet. Creatures within the area are allowed a Reflex save (DC 10 + 1/2 Arcanist level + Constitution modifier) for half damage.

Boost: For every 2 arcanist levels, the arcanist may invest up to 1 additional arcana point when activating this arcana. This increases the cones range by + 10 feet for every additional arcana point invested in the arcana's activation cost.

Activation Cost: 2 (see text); Claim Cost: 0; Type: Supernatural

Arcana Blast – Line

The arcanist can shape their arcana blast into a line. This line is 5 feet wide and possesses up to the same range as the base arcana blast. Creatures within the area are allowed a Reflex save (DC 10 + 1/2 Arcanist level + Constitution modifier) for half damage.

Boost: For every 8 arcanist levels, the arcanist may invest up to 2 additional arcana point when activating this arcana. This increases the line width by + 5 feet for every additional arcana point invested in the arcana's activation.

Activation Cost: 2 (see text); Claim Cost: 0; Type: Supernatural

Arcana Blast – Spread

The arcanist can shape their arcana blast into a spread. The spread possesses a range equal to twice (20 feet/level) the base arcana blast range. The spread has a 5 ft. radius. Creatures within the area are allowed a Reflex save (DC 10 + 1/2 Arcanist level + Constitution modifier) for half damage.

Boost: For every 2 arcanist levels, the arcanist may invest up to 1 additional arcana point when activating this arcana. This increases the radius by + 5 feet for every additional arcana point invested in the arcana's activation.

Activation Cost: 3 (see text); Claim Cost: 0; Type: Supernatural

Corrosive Blast

As scorching blast except corrosive blast deals acid damage. The arcanist may have targets struck by their corrosive blast be Sickened for 1 round, targets are allowed a Fortitude save (DC 10 + 1/2 Arcanist class level + Constitution modifier) to negate the Sicken effect.

Activation Cost: none; Claim Cost: 3; Type: Supernatural

Freezing Blast

As scorching blast except freezing blast deals cold damage. The arcanist may have targets that are killed by a freezing blast frozen solid.

Activation Cost: none; Claim Cost: 3; Type: Supernatural

Free Spirit

This arcana allows the arcanist to move and attack normally, even while under the influence of magic or other arcana that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the arcanist automatically fail. The arcanist automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. This arcana also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

Requirement: 17 other arcana known

Activation Cost: none; Claim Cost: 20; Type: Supernatural

Frostbite, Lesser

The arcanist can use their arcana blast to temporarily lower a creatures dexterity. This arcana blast enhancement may be applied to Freezing Blasts. Creatures struck by a freezing blast that has been modified by this arcana suffer a 1d6+1 penalty to their dexterity for up to 1 round per arcanist class level.

Requirement: Freezing Blast

Activation Cost: 1; Claim Cost: none; Type: Supernatural

Frostbite

The arcanist can use their arcana blast deal temporary dexterity damage to creatures. This arcana blast enhancement may be applied to Freezing Blasts. Creatures struck by a freezing blast that has been modified by this arcana suffer 1d6 points of temporary dexterity damage.

Requirement: Freezing Blast

Activation Cost: 2; Claim Cost: none; Type: Supernatural

Improved Arcana Blast

The arcanist can permanently invest their arcana into increasing the base damage of their arcana blast by 1d6. This arcana can be taken multiple times, it's effects are cumulative and the Claim Cost for each additional time it is chosen is equal to four times the cost of the base damage increase granted that time to the arcana blast. The maximum amount that the arcana blast can be increased by this arcana is equal to the arcanist's class level (maximum arcana blast 10d6 dice at 10th level, 15d6 at 15th level, and so on).

Example: If this arcana is taken once it increases the arcana blast by 1d6 points of damage and the claim cost is 4 arcana. If this arcana is taken a second time it increases the arcana blast by an additional 2d6 damage (total 3d6 increase including the first time) and the claim cost is 8 arcana. If this arcana is taken a third time it increases the arcana blast by an additional 3d6 damage (total 6d6 increase including the first and second times) and the claim cost is 12 arcana.

Activation Cost: none; Claim Cost: 4 (see text); Type: Supernatural

Improved Sense

The range of your senses increases by +30 feet. This arcana can be taken multiple times, each time it is taken the arcanist either improves one of their senses by an additional 30 feet or chooses a new sense to enhance by +30 feet

Requirements: Sense Disease, Sense Magic, Sense Poison, or some other similar sense.

Activation Cost: none; Claim Cost: 2; Type: Supernatural

Infuse Weapons

The arcanist can infuse their weapons with elemental energy, when this arcana is chosen chose one of the following energy types: Acid, Cold, Darkness, Electricity, Fire, Light, or Sonic. The arcanist can infuse their weapons—both manufactured and natural—with the chosen element. This causes the weapon(s) to deal an extra 1d6 points of damage of the chosen type on each successful strike with the weapon(s). This arcana can be taken multiple times, each time the infuse weapons arcana is taken the arcanist must chose a new energy type that they can infuse into their weapons, the arcanist may only infuse one energy type at a time into their weapons with this arcana. The arcanist can suppress and activate this arcana at-will as a free action and weapons only deal the extra damage while in the possession of the arcanist that manifested the arcana. Ranged and thrown weapons maintain the energy infusion until they strike their target(s) or miss.

Requirement: 10 other arcana known

Activation Cost: none; Claim Cost: 5; Type: Supernatural

Lightning Blast

As scorching blast except lightning blast deals electricity damage. The arcanist may have targets struck by a lightning blast be Slowed for 1 round, targets are allowed a Fortitude save (DC 10 + 1/2 Arcanist class level + Constitution modifier) to negate the slow effect.

Activation Cost: none; Claim Cost: 3; Type: Supernatural

Luminous Blast

As scorching blast except luminous blast deals light damage. The arcanist may have targets struck by a luminous blast be Blinded for 1 round, targets are allowed a Fortitude save (DC 10 + 1/2 Arcanist class level + Constitution modifier) to negate the Blindness effect.

Activation Cost: none; Claim Cost: 3; Type: Supernatural

Nauseating Blast

The arcanist can use their arcana blast ability to make creatures nauseated. This arcana blast may be applied to Corrosive Blast, Lightning Blast, Luminous Blast, or Sound Blast. Creatures struck must make a Fortitude save (DC 10 + 1/2 Arcanist class level + Constitution modifier) or become nauseated for 1 round.

Requirements: Corrosive Blast, Lightning Blast, Luminous Blast, or Sound Blase.

Activation Cost: 2; Claim Cost: none; Type: Supernatural

Scorching Blast

The arcanist can convert the raw magical energy of their arcana blast into fire. This allows the arcanist to deal fire damage instead of raw magical untyped damage with their arcana blast. The arcanist can replace some or all of their arcana blast with fire damage. At their option, an arcanist may have targets struck by a scorching blast catch on fire.

Example: A 7th level arcanist with scorching blast possesses a 4d6 arcana blast, they can deal 2d6 fire damage and 2d6 untyped damage with their arcana blast.

Activation Cost: none; Claim Cost: 3; Type: Supernatural

Sense Arcane Spellcasters

The arcanist can sense the presence of arcane spellcasters within a 20 ft radius centered on the arcanist. Arcane spellcasters within this area are allowed to make a Will save (DC 10 + 1/2 Arcanist class level + Constitution modifier) to negate this detect, arcane spellcasters that make a successful Will save are immune to this arcana for 24 hours. An arcanist that possesses the Knowledge (arcane) skill—or other appropriate skill—may make a skill check of the appropriate skill at a DC 20 + Arcane Caster Level to identify the type of arcane spellcaster(s) within range.

Requirement: 14 other arcana known

Activation Cost: none; Claim Cost: 2; Type: Supernatural

Sense Disease

Arcanists can sense impurities in in the world around them and as such they can sense when pathogens are nearby. The arcanist can sense the location of any disease or diseased creature within 30 feet, this allows them to determine if a creature or object are diseased or if the entire area around them is polluted with a pathogen. An arcanist that possess the Heal skill or Knowledge (disease)--or other appropriate knowledge skill—may make a skill check with the appropriate skill at DC 20 to identify diseases within the area.

Activation Cost: none; Claim Cost: 5; Type: Supernatural

Sense Poison

The arcanist can detect poisonous substances out to a range of 30 feet and it does not matter what their origin is—extraordinary, supernatural, or some other type of poison—. An arcanist that possesses the Craft (alchemy), Craft (poison), Knowledge (poison)--or other appropriate Knowledge skill—may make a skill check with the appropriate skill at DC 20 to identify the poison.

Activation Cost: none; Claim Cost: 5; Type: Supernatural

Sickening Blast

The arcanist can use their arcana blast ability to sicken creatures. This arcana blast enhancement may be applied to Corrosive Blast, Lightning Blast, Luminous Blast, or Sound Blast. Creatures struck must make a Fortitude save (DC 10 + 1/2 Arcanist class level + Constitution modifier) or be sickened for 1d3 rounds.

Requirements: Corrosive Blast, Lightning Blast, Luminous Blast, or Sound Blase.

Activation Cost: 1; Claim Cost: none; Type: Supernatural

Sound Blast

As scorching blast except sound blast deals sonic damage. The arcanist may have targets struck by a sound blast be Deafened for 1 round, targets are allowed a Fortitude save (DC 10 + ½ Arcanist class level + Constitution modifier) to negate the deafened effect.

Activation Cost: none; Claim Cost: 3; Type: Supernatural

Staggering Blast

The arcanist can use their arcana blast ability to stagger creatures. This arcana blast enhancement may be applied to Lightning Blasts or Sound Blasts. Creatures struck must make a Fortitude save (DC 10 + 1/2 Arcanist class level + Constitution modifier) or be staggered for 1d3 round.

Requirements: Lightning Blast or Sound Blast.

Activation Cost: 2; Claim Cost: none; Type: Supernatural

Stunning Blast

The arcanist can use their arcana blast ability to stun creatures. This arcana blast enhancement may be applied to Lightning Blasts or Sound Blasts. Creatures struck must make a Fortitude save (DC 10 + 1/2 Arcanist class level + Constitution modifier) or be stunned for 1 round. This arcana cannot be applied to an arcanists blast that has had its shape modified into an area effect.

Requirements: Arcana Blast Enhancement – Stagger, and Lightning Blast or Sound Blast.

Activation Cost: 2; Claim Cost: none; Type: Supernatural

Umbral Blast

As scorching blast except umbral blast deals darkness damage. The arcanist may have targets struck by an umbral blast be Blinded for 1 round, targets are allowed a Fortitude save (DC 10 + 1/2 Arcanist class level + Constitution modifier) to negate the Blindness effect.

Activation Cost: none; Claim Cost: 3; Type: Supernatural

Extraordinary Arcana

Damage Reduction

The arcanist gains 1 point of damage reduction for every two arcanist levels they possess. The arcanist must choose from among the following list: 1/magic, 1/silver, 1/cold iron, 1/adamantine, 1/crystal. This arcana can be taken multiple times, each time it is taken the arcanist chooses a new type of damage reduction.

Activation Cost: none; Claim Cost: 5; Type: Extraordinary

Energy Resistance

This arcana grants resistance to one type of energy from the following list: Acid, Cold, Darkness, Electricity, Fire, Light, Negative, Positive, or Sonic. This grants the arcanist energy resistance 5 + 1/arcanist level to the chosen energy type. This arcana can be taken multiple times, each time it is taken the arcanist chooses a new energy type that they gain resistance to.

Activation Cost: none; Claim Cost: 5; Type: Extraordinary

Enhanced Fortitude

This arcana grants a +2 bonus to Fortitude saves.

Activation Cost: none; Claim Cost: 2; Type: Extraordinary

Enhanced Reflexes

This arcana grants a +2 bonus to Reflex saves.

Activation Cost: none; Claim Cost: 2; Type: Extraordinary

Enhanced Will Power

This arcana grants a +2 bonus to Will saves.

Activation Cost: none; Claim Cost: 2; Type: Extraordinary

Immune to Bleed

The arcanist has infused their body with arcana altering their physiology, they are immune to bleed.

Activation Cost: none; Claim Cost: 1; Type: Extraordinary

Immune to Disease

The arcanist haws infused their body with arcana altering their physiology, they are immune to diseases.

Activation Cost: none; Claim Cost: 2; Type: Extraordinary

Immune to Paralysis

The arcanist has infused their body with arcana altering their physiology, they are immune to paralysis.

Activation Cost: none; Claim Cost: 4; Type: Extraordinary

Immune to Poison

The arcanist has infused their body with arcana altering their physiology, they are immune to poison.

Activation Cost: none; Claim Cost: 2; Type: Extraordinary

Immune to Sleep

The arcanist has infused their body with arcana altering their physiology, they are immune to sleep.

Activation Cost: none; Claim Cost: 2; Type: Extraordinary

Immune to Stunning

The arcanist has infused their body with arcana altering their physiology, they are immune to stunning.

Activation Cost: none; Claim Cost: 8; Type: Extraordinary

Sense Direction

This arcana allows you to constantly know the direction of north from your current position. The arcana is effective in any environment in which “north” exists, but it may not work in extraplanar settings.

Activation Cost: none; Claim Cost: 2; Type: Extraordinary