Dwarven Arcanist

Nargtuth

First Post
Ok I know there are already a ton of PrCs out there. Thank you for taking the time to help me with this one, because I am stuck. I would have liked the ability to change this into a feat tree, and should anyone have recomendations concerning that I would appreciate those. As well I have considered creating a separate spell preogression and spell list instead of the caster level boosts. This would make sense as the class would neccesitate a few dwarf freindly arcane spells anyway. The problem with this is that it may make the PrC less attractive, and the idea of a dwarven arcanist is already something that is discouraged.
so here it is and thanks again:
Dwarven Arcanist
Known in other civilizations as a hedge mage the Dwarven Arcanist prestige class may be applied to any race that comes from a specifically non arcane background.

Practicing the forbidden arts is not just forbidden in the Hold it can at times be impossible, but the Dwarven Arcanist learns to make use of the miniscule amounts of arcane magic available and through pursuits of knowledge and prayer learns that there is no magic only the force of will on reality ingrained in all, and most especially in dwarves.
Arcane magic is discouraged and the pursuit of such knowledge is forbidden to all but the most respected of dwarves. It is not so much that there is a lack of such knowledge unbeknownst to many most dwarven holds have a large number of arcane tomes and items locked away in their temples dwarven priests are notorious for locking away items they cannot understand or use to insure they do not fall into the wrong hands.
As the arcanist’s study progresses they begin to relearn forgotten magiks of the old dwarven nation.

Requirements:
Race: Dwarf *
Caster Level: Devine Caster Level 4, Arcane Caster Level 3
Feats: ?
Skills: Knowledge Arcana 10 Ranks, Knowledge Religion 10 ranks, Knowledge History 5 ranks, Spell Craft 10 ranks, Craft (any metal or Stone) 5 ranks,


Class Features:
Skills (2 + Int)/Level Class skills: Knowledge any (Int), Craft Any (Int), Intimidation (Cha), Spell Craft (Int),
HD: d4

Level BAB Saves Special Caster level
1 0 2/0/2 Aberrant Endeavor, +1 Arcane
2 1 3/0/3 Utilize Vein +1 +1 Arcane
3 1 3/1/3 Domain Cross Over, Craft Dwarven Runes
4 2 3/2/3 Abjurative Nature +1 Arcane
5 2 4/2/4 Ancestral Connection (lesser) +1 Devine
6 3 4/3/4 Utilize Vein +2 +1 Arcane
7 3 5/3/5 Singular Authority +1 Arcane
8 4 5/4/5 +1 Either
9 4 6/4/6 Utilize Vein +3, Arcane Presence +1 Either
10 5 6/5/6 Ancestral Connection (greater) +1 Either

Aberrant Endeavor
The Dwarven Arcanists pursuits become apparent by his very nature, he takes a negative reaction adjustment to all dwarves by one catagory
Utilize Vein
By utilizing the existing magical energy in minerals around him the Dwarven Arcanist may add this modifier to his caster level for spell effects while he is in the immediate vicinity of a natural vein of any magical metal, at 6th level a magical core of stone may be used for one less than the modifier, at 9th level a natural vein of any ore may be used for two less than the modifier
Domain Cross Over
The dwarven Arcanist may add his domain spell lists to his arcane spell list and those spells may be learned and cast as arcane spells
Craft Dwarven Runes
The Dwarven Arcanist gains the ability to create and utilize a number of ancient arcane runes. The creation cost varies per effect. Most runes require a twelve by fourteen inch surface of metal (3in thick) or stone (1ft thick), thus they are relatively immobile. Spell effects are defensive in nature.
Abjurative Nature
By understanding the source of his blood’s disruption of magic the Dwarven Arcanist may instead use that power to increase the effectiveness of his Abjuration Spells. The Dwarf may add his Racial (and dwarf domain if applicable) bonus to save vs spell to his caster level (for the purposes of spell effects and dispelling) of Abjuration Spells instead. This is a permanent affect.
Ancestral Connection
The Dwarven Arcanist gains a connection to the ancient spirits of early arcane dwarves, this connection manifests itself in several abilities that may be used once per week at 5th level. At tenth level the dwarven arcanist gains access to the greater abilities. Each class of ability may be used only once per week whether the lesser or greater power is used.
Each of these abilities may be called upon once per week:
Ancestral Knowledge: the dwarven arcanist may call upon the knowledge of his ancestors to do one of the following each week: Gain a +5 to one knowledge check or spell craft check (lesser). Gain the knowledge of one spell (within the limits of his caster level) for one day. This spell is chosen by the dwarven ancestors (DM) and can be cast spontaneously or prepared as appropriate, if the Dwarven Arcanist prepares spells the spell may be written into his spell book but the standard procedure for learning spells must still be taken (greater).
Ancestral Skill: the dwarves of old had many tricks that were not passed down to dwarves of this day, the Arcanist may use one of the following once per week: double the stone cunning ability (all aspects) for 8hrs (lesser). Halve the time of Magic Item Creation of any one metal or stone object (greater)
Ancestral Power: Add one to the effective spell level of any arcane spells cast (for the purposes of saving throws and dispelling) for one day by adding 100gp worth of Mitheral Dust to the material components when cast (lesser). Add two to spell penetration checks for one day on any spells cast by adding 200gp worth of adamantine dust to the material components (greater).
Singular Authority
The Dwarven Arcanists strange place outside the power structure of the dwarven nation becomes more than apparent, and his usefulness and singularity become impossible to ignore. The Dwarven Arcanist gains +10 modifier to Intimidation checks dealing with dwarves or other creatures closely associated with a hold (such as other races who live in a hold, or do business with a hold regularly enough). Also if the dwarven arcanist has the Leadership feat he doubles the effect of Special Power but the extra followers gained must be dwarven (likewise the level of the cohort available only increases if he or she is a dwarf).
Arcane Presence
The Dwarven Arcanist gains an aura of arcane magic equal to his caster level. As well he gains an aura of awe with a radius of 5ft per caster level. Effective on all dwarves and those related to or raised in the hold
 

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I am afraid I'll start with a few typographical comments. Seperating paragraphs with empty spaces makes the text much more readable, as does the use of bold and ident. And while I'm at it, it's Divine not Devine, and Spellcraft not Spell Craft. Sorry to be so pedantic, but I think I ground a few teeth while reading your post, and it hurt.

Now for the more meaningful comments. Keep in mind this is just MY opinion, and that I am trying to help you here, not to criticize.
This is gonna be a long one.

First off, I am not clear whether the class is meant for divine or arcane spellcasters, or both. Curiously, at the end of the class a divine spellcaster will be missing 4 divine spell levels when compared to a straight (non-multiclassesd) divine spellcaster, while an arcanist will only be missing 3. Combined with the arcane nature of the class, the poor BAB, and the poor HD it all leads one to believe you are primarily interersted in arcane spellcasters, so I'll assess the class based on that.
Over 10 levels there are only two levels where an arcanist can't pick up a spellcasting level, but he also loses 4 (!) spellcasting level to divine spellcasting requirements. I personally find it rather excessive. Wouldn't it be enough to require 1, at most 3, divine spellcasting levels? Why 4? The character is going to need to be of character level 7 to qualify anyways, due to the skill rank requirements. I would lower the need for divine levels - let the qualifying characters have some more leaway in what they can be.

The d4 HD and poor BAB are consistent with arcanist PrCs. The skill list, however, is not. Concentration is sorely missed. I would also add Dechiper Script, possibly also Profession and Use Magic Device. More skills are very useful, as many entrees will have high Int scores.

The saving throws are VERY stragne. A wizard will have (at level 10) +3/+3+7; your class has +6/+5/+5 - that's two almost Good and one "medium" (a non-standard save, really), an amazingly good assortment matched only by the monk. I don't see that as appropriate at all. I'd just copy the wizard progression. If you want them to be resilient, change the Fort to Good too (+7/+3/+7). I don't see why Reflex needs be good.

Now on to the special abilities themselves. I'd like to say they are very nice - got lots of color to them. I do find them somewhat lacking mechanicaly, sometimes....
Aberrant Endeavor: By a "negative reaction adjustment to all dwarfs by one category" I assume you mean the NPC attitude of all (NPC) dwarfs is worsened by one category. That's a pretty heavy penalty there, and an interesting one. Especially given the forced dwarven hold soroundings. I like.
Utilize Vein: Accumlating +3 caster levels doesn't even cover the caster level loss incurred in the class (6 caster levels), not to mention the benefits of actually having higher level spell slots and known spells. So this is not at all powerful. Worse, it is very very dependent on DM whim, which is generally not a Good Thing to do. I'd change the requirements to 1 divine spellcasting level (making the character lose 3 caster levels in tot), and have the ability work whenever the caster is touching the ground. Perhaps even allow a gem to be used at high level for a lesser bonus or somesuch. And it would still only lessen the penalties associated with the class, it doesn't break even yet (which is good).
Domain Crossover: What domains? What if the divine spellcasting levels do not come from those of a clerics? I'll assume they do, or that all divine spellcasters in your world have domains.
This can be very powerful. Now we are seeing some real unique benefit of the class - added versatility in known spells in return for fewer high-level spellcasting slots. With three spell levels short, however, it doesn't really cover it. (It would come dangerously close to breaking even if you drop the divine prerequisite to 1 level, however, as then you'll only be 1.5 levels short!).
Craft Dwarven Runes: as it is written, the ability is simply too vague to interpret. I'll just ignore it.
Abjuration Nature: You mean REPLACE the + to saves with an equal bonus to abjuration spellcasting levels? That's not a very impressive tradeoff, as level rarely counts much for abjuration (it does, but not as much as for a fireball, say). So this ability adds some flexibility, but no real power. Its a good one.

Ancestral Connection: With all the options, it's a bit hard to genreally asses it. But overal it seems like a nice, not-to-powerful, ability.
A. Knowledge in its Greater version is again too DM dependent. Let the player choose the spell from a limited list or something, what are you afraid of? Also, it is very unclear what is the "standard" procedure - say instead that it is gained like any other known spell, added to the 2 bonus spells per level for wizards, or somesuch. Keep in mind both wizards and sorcerers (and bards) may end up taking it, and word it accordingly.
A. Skill are both nice, but not very powerful. The Greater somewhat lacks oomph, I'd add materials reduction as well.
A. Power adds another +1 CL - again, nice, but doesn't even cover the loss. As for the greater power - I'm not sure adding +2 vs. SR is even better, since adding +1 to caster level also improved your chances vs. SR by +1... change it to +3 at least, I'll go with +4.

Singular Authority:Very nice, me likes. Not powerful at all at this level, mind you (compare to the price of a +10 to skill magic item). I'll drop the dwarven reaction penalty, however, at this point - otherwise, it's kind of useless...
Arcane Presence: what is "an aura of arcane magic"? Or an "aura of owe"? Sorry, I just don't understand this ability, so I'll ignore it.

Overall, when compared with a straight wizard the character loses 14 familiar levels, 6 caster levels, and 3 feats. In return he gains almost ultimate saves, access to domain spells, partial compensation for lost spellcasting ability in the form of bonuses to effective spellcaster level, and a few miscellenious benefits (faster magic item creation, +10 to intimidate dwarves, etc.). I don't think all those benefits outweigh the severe loss of 3 spell levels and 3 feats, although I'll be weary of the high saves.
I recommend lowering the divine entry requirements, and the high saves, and taking care with the precise wording and details of the lesser abilities.

Well, that took a while. Hoped it helped.

Yair
 
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Just on a brief scan-through, I saw a lot of cross-over with stuff from the Races of Stone splatbook. If you don't have it, I'd suggest you go out and buy it - there's a *lot* of things in there that could help you in your design.
 

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