Hrothgar Rannúlfr
Explorer
Warcanist
The Warrior Arcanist. Student of the martial and magical disciplines.
Alignment: Any.
Hit Die: d8.
Class Skills
The warcanist’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the warcanist.
Weapon and Armor Proficiency:
Warcanists are proficient with all simple and martial weapons, with medium and light armor, and shields (excluding tower shields). Armor of any type interferes with a warcanist’s movements, which can cause his spells with somatic components to fail. However, some warcanists learn to mitigate this interference through feats.
Spells:
A warcanist casts arcane spells which are drawn from the sorcerer/wizard spell list. A warcanist must choose and prepare his spells ahead of time (see below).
To learn, prepare, or cast a spell, the warcanist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warcanist’s spell is 10 + the spell level + the warcanist’s Intelligence modifier.
Like other spellcasters, a warcanist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The warcanist Spells per Day. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Warcanist Spells Per Day indicates that the warcanist gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
Unlike a bard or sorcerer, a warcanist may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the warcanist decides which spells to prepare.
Spellbooks:
A warcanist must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all warcanists can prepare from memory.
A warcanist begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. At each new warcanist level, he gains one new spell of any spell level or levels that he can cast (based on his new warcanist level) for his spellbook. At any time, a warcanist can also add spells found in other wizard or warcanists’ spellbooks to his own.
Bonus Languages:
A warcanist may substitute Draconic for one of the bonus languages available to the character because of his race.
Armored Arcanist (Light):
A first level Warcanist gains Armored Arcanist (Light) as a bonus feat. The warcanists selects one school of magic. When wearing a type of light armor with which he is proficient, he may cast spells from his selected school without incurring the normal chance of arcane spell failure.
Bonus Feats:
At 1st level, a warcanist gains either a martial or arcane-oriented bonus feat. The warcanist gains an additional bonus feat at 3rd level and every three warcanist levels thereafter (6th, 9th, 12th, 15th, and 18th). At each such opportunity, he can choose a metamagic feat, an item creation feat, Spell Mastery, or any feat designated as a fighter, wizard, or warcanist bonus feat. The warcanist must still meet all prerequisites for a bonus feat, including ability score, base attack, and/or caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The warcanist is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Warcanist’s Strike (Sp):
At 2nd level, a warcanist begins truly melding martial and magical might. The warcanist may channel eldritch energy into his melee and ranged attacks a number of times per day equal to one third his warcanist level plus his charisma modifier. For purposes of overcoming damage reduction, the weapon is treated as if it were a magic weapon. In addition, it deals an extra 1d6 points of eldritch damage per three warcanist levels in addition to the damage normally delivered by the weapon. Should the warcanist score a critical hit with a Warcanist’s Strike, this extra damage is not multiplied. The warcanist takes no damage from the eldritch energy sheathing the weapon. Bows, crossbows, and slings so charged bestow the eldritch energy upon their ammunition.
Warcanist's Strike is a spell-like ability equivalent to a 1st level spell and is subject to spell resistance (although such resistance can be mitigated through feats and other means). Warcanist's Strike deals one half damage to objects. Metamagic feats cannot improve Warcanist's Strike because it is a spell-like ability.
SCHOOL SPECIALIZATION
A school is one of eight groupings of spells, each defined by a common theme. If desired, a warcanist may specialize in one school of magic (see below). Specialization allows a warcanist to cast extra spells from his chosen school, but he then never learns to cast spells from some other schools.
A specialist warcanist can prepare one additional spell of his specialty school per spell level each day. He also gains a +2 bonus on Spellcraft checks to learn the spells of his chosen school.
The warcanist must choose whether to specialize and, if he does so, choose his specialty at 1st level. At this time, he must also give up two other schools of magic (unless he chooses to specialize in divination; see below), which become his prohibited schools.
A warcanist can never give up divination to fulfill this requirement.
Spells of the prohibited school or schools are not available to the warcanist, and he can’t even cast such spells from scrolls or fire them from wands. He may not change either his specialization or his prohibited schools later.
The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells.
Though warcanists are proficient with wearing a limited selection of armor and shields, it might still interfere with spellcasting. Armor restricts the complicated gestures that an arcane spellcaster must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if he or she is grappling (although Concentration checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
NEW FEATS
ARMORED ARCANIST (LIGHT) [GENERAL]
Choose one school of magic. You may cast spells from this school of magic while wearing light armor without incurring the normal arcane spell failure chance.
Prerequisite: Armor Proficiency (Light), Ability to cast arcane spells
Benefit: When wearing a type of light armor with which you are proficient, you may cast spells from your selected school without incurring the normal chance of arcane spell failure.
Normal: The armor and shield descriptions list the arcane spell failure chance for different armors and shields when casting arcane spells with somatic components.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
A warcanist may select Armored Arcanist (Light) as a bonus feat.
ARMORED ARCANIST (MEDIUM) [GENERAL]
Choose one school of magic. You may cast spells from this school of magic while wearing medium armor without incurring the normal arcane spell failure chance.
Prerequisite: Armored Arcanist (Light) with selected school of magic, Armor Proficiency (Medium), Armor Proficiency (Light) Ability to cast arcane spells
Benefit: When wearing a type of medium armor with which you are proficient, you may cast spells from your selected school without incurring the normal chance of arcane spell failure.
Normal: The armor and shield descriptions list the arcane spell failure chance for different armors and shields when casting arcane spells with somatic components.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
A warcanist may select Armored Arcanist (Medium) as a bonus feat.
ARMORED ARCANIST (HEAVY) [GENERAL]
Choose one school of magic. You may cast spells from this school of magic while wearing heavy armor without incurring the normal arcane spell failure chance.
Prerequisite: Armored Arcanist (Medium) with selected school of magic, Armored Arcanist (Light) with selected school of magic, Armor Proficiency (Heavy), Armor Proficiency (Medium), Ability to cast arcane spells
Benefit: When wearing a type of heavy armor with which you are proficient, you may cast spells from your selected school without incurring the normal chance of arcane spell failure.
Normal: The armor and shield descriptions list the arcane spell failure chance for different armors and shields when casting arcane spells with somatic components.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
A warcanist may select Armored Arcanist (Heavy) as a bonus feat.
SHIELDED ARCANIST [GENERAL]
Choose one school of magic. You may cast spells from this school of magic while using a shield (excluding tower shields).
Prerequisite: Shield Proficiency, Ability to cast arcane spells
Benefit: When using a shield with which you are proficient (excluding tower shields), you may cast spells from your selected school without incurring the normal chance of arcane spell failure.
Normal: The armor and shield descriptions list the arcane spell failure chance for different armors and shields when casting arcane spells with somatic components.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
A warcanist may select Shielded Arcanist as a bonus feat.
The Warrior Arcanist. Student of the martial and magical disciplines.
Alignment: Any.
Hit Die: d8.
Class Skills
The warcanist’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Code:
[B]THE WARCANIST[/B]
LVL BAB F R W SPECIAL
1 +0 +2 +0 +2 Armored Arcanist (Light), Bonus feat
2 +1 +3 +0 +3 Warcanist’s Strike +1d6
3 +2 +3 +1 +3 Bonus feat
4 +3 +4 +1 +4
5 +3 +4 +1 +4 Warcanist’s Strike +2d6
6 +4 +5 +2 +5 Bonus feat
7 +5 +5 +2 +5
8 +6/+1 +6 +2 +6 Warcanist’s Strike +3d6
9 +6/+1 +6 +3 +6 Bonus feat
10 +7/+2 +7 +3 +7
11 +8/+3 +7 +3 +7 Warcanist’s Strike +4d6
12 +9/+4 +8 +4 +8 Bonus feat
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9 Warcanist’s Strike +5d6
15 +11/+6/+1 +9 +5 +9 Bonus feat
16 +12/+7/+2 +10 +5 +10
17 +13/+8/+3 +10 +5 +10 Warcanist’s Strike +6d6
18 +13/+8/+3 +11 +6 +11 Bonus feat
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12 Warcanist’s Strike +7d6
Code:
[B]THE WARCANIST: SPELLS PER DAY[/B]
LVL 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 1 0 - - - - - - - -
2 2 1 - - - - - - - -
3 2 1 0 - - - - - - -
4 2 2 1 - - - - - - -
5 2 2 1 0 - - - - - -
6 2 2 2 1 - - - - - -
7 2 2 2 1 0 - - - - -
8 2 2 2 2 1 - - - - -
9 2 2 2 2 1 0 - - - -
10 2 2 2 2 2 1 - - - -
11 2 2 2 2 2 1 0 - - -
12 2 2 2 2 2 2 1 - - -
13 2 2 2 2 2 2 1 0 - -
14 2 2 2 2 2 2 2 1 - -
15 2 2 2 2 2 2 2 1 0 -
16 2 2 2 2 2 2 2 2 1 -
17 2 2 2 2 2 2 2 2 1 0
18 2 2 2 2 2 2 2 2 2 1
19 2 2 2 2 2 2 2 2 2 1
20 2 2 2 2 2 2 2 2 2 2
Class Features
All of the following are class features of the warcanist.
Weapon and Armor Proficiency:
Warcanists are proficient with all simple and martial weapons, with medium and light armor, and shields (excluding tower shields). Armor of any type interferes with a warcanist’s movements, which can cause his spells with somatic components to fail. However, some warcanists learn to mitigate this interference through feats.
Spells:
A warcanist casts arcane spells which are drawn from the sorcerer/wizard spell list. A warcanist must choose and prepare his spells ahead of time (see below).
To learn, prepare, or cast a spell, the warcanist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warcanist’s spell is 10 + the spell level + the warcanist’s Intelligence modifier.
Like other spellcasters, a warcanist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The warcanist Spells per Day. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Warcanist Spells Per Day indicates that the warcanist gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
Unlike a bard or sorcerer, a warcanist may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the warcanist decides which spells to prepare.
Spellbooks:
A warcanist must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all warcanists can prepare from memory.
A warcanist begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. At each new warcanist level, he gains one new spell of any spell level or levels that he can cast (based on his new warcanist level) for his spellbook. At any time, a warcanist can also add spells found in other wizard or warcanists’ spellbooks to his own.
Bonus Languages:
A warcanist may substitute Draconic for one of the bonus languages available to the character because of his race.
Armored Arcanist (Light):
A first level Warcanist gains Armored Arcanist (Light) as a bonus feat. The warcanists selects one school of magic. When wearing a type of light armor with which he is proficient, he may cast spells from his selected school without incurring the normal chance of arcane spell failure.
Bonus Feats:
At 1st level, a warcanist gains either a martial or arcane-oriented bonus feat. The warcanist gains an additional bonus feat at 3rd level and every three warcanist levels thereafter (6th, 9th, 12th, 15th, and 18th). At each such opportunity, he can choose a metamagic feat, an item creation feat, Spell Mastery, or any feat designated as a fighter, wizard, or warcanist bonus feat. The warcanist must still meet all prerequisites for a bonus feat, including ability score, base attack, and/or caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The warcanist is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Warcanist’s Strike (Sp):
At 2nd level, a warcanist begins truly melding martial and magical might. The warcanist may channel eldritch energy into his melee and ranged attacks a number of times per day equal to one third his warcanist level plus his charisma modifier. For purposes of overcoming damage reduction, the weapon is treated as if it were a magic weapon. In addition, it deals an extra 1d6 points of eldritch damage per three warcanist levels in addition to the damage normally delivered by the weapon. Should the warcanist score a critical hit with a Warcanist’s Strike, this extra damage is not multiplied. The warcanist takes no damage from the eldritch energy sheathing the weapon. Bows, crossbows, and slings so charged bestow the eldritch energy upon their ammunition.
Warcanist's Strike is a spell-like ability equivalent to a 1st level spell and is subject to spell resistance (although such resistance can be mitigated through feats and other means). Warcanist's Strike deals one half damage to objects. Metamagic feats cannot improve Warcanist's Strike because it is a spell-like ability.
SCHOOL SPECIALIZATION
A school is one of eight groupings of spells, each defined by a common theme. If desired, a warcanist may specialize in one school of magic (see below). Specialization allows a warcanist to cast extra spells from his chosen school, but he then never learns to cast spells from some other schools.
A specialist warcanist can prepare one additional spell of his specialty school per spell level each day. He also gains a +2 bonus on Spellcraft checks to learn the spells of his chosen school.
The warcanist must choose whether to specialize and, if he does so, choose his specialty at 1st level. At this time, he must also give up two other schools of magic (unless he chooses to specialize in divination; see below), which become his prohibited schools.
A warcanist can never give up divination to fulfill this requirement.
Spells of the prohibited school or schools are not available to the warcanist, and he can’t even cast such spells from scrolls or fire them from wands. He may not change either his specialization or his prohibited schools later.
The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells.
Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
Universal: Not a school, but a category for spells that all warcanists can learn. A warcanist cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.
ARCANE SPELLS AND ARMORConjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
Universal: Not a school, but a category for spells that all warcanists can learn. A warcanist cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.
Though warcanists are proficient with wearing a limited selection of armor and shields, it might still interfere with spellcasting. Armor restricts the complicated gestures that an arcane spellcaster must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if he or she is grappling (although Concentration checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
NEW FEATS
ARMORED ARCANIST (LIGHT) [GENERAL]
Choose one school of magic. You may cast spells from this school of magic while wearing light armor without incurring the normal arcane spell failure chance.
Prerequisite: Armor Proficiency (Light), Ability to cast arcane spells
Benefit: When wearing a type of light armor with which you are proficient, you may cast spells from your selected school without incurring the normal chance of arcane spell failure.
Normal: The armor and shield descriptions list the arcane spell failure chance for different armors and shields when casting arcane spells with somatic components.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
A warcanist may select Armored Arcanist (Light) as a bonus feat.
ARMORED ARCANIST (MEDIUM) [GENERAL]
Choose one school of magic. You may cast spells from this school of magic while wearing medium armor without incurring the normal arcane spell failure chance.
Prerequisite: Armored Arcanist (Light) with selected school of magic, Armor Proficiency (Medium), Armor Proficiency (Light) Ability to cast arcane spells
Benefit: When wearing a type of medium armor with which you are proficient, you may cast spells from your selected school without incurring the normal chance of arcane spell failure.
Normal: The armor and shield descriptions list the arcane spell failure chance for different armors and shields when casting arcane spells with somatic components.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
A warcanist may select Armored Arcanist (Medium) as a bonus feat.
ARMORED ARCANIST (HEAVY) [GENERAL]
Choose one school of magic. You may cast spells from this school of magic while wearing heavy armor without incurring the normal arcane spell failure chance.
Prerequisite: Armored Arcanist (Medium) with selected school of magic, Armored Arcanist (Light) with selected school of magic, Armor Proficiency (Heavy), Armor Proficiency (Medium), Ability to cast arcane spells
Benefit: When wearing a type of heavy armor with which you are proficient, you may cast spells from your selected school without incurring the normal chance of arcane spell failure.
Normal: The armor and shield descriptions list the arcane spell failure chance for different armors and shields when casting arcane spells with somatic components.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
A warcanist may select Armored Arcanist (Heavy) as a bonus feat.
SHIELDED ARCANIST [GENERAL]
Choose one school of magic. You may cast spells from this school of magic while using a shield (excluding tower shields).
Prerequisite: Shield Proficiency, Ability to cast arcane spells
Benefit: When using a shield with which you are proficient (excluding tower shields), you may cast spells from your selected school without incurring the normal chance of arcane spell failure.
Normal: The armor and shield descriptions list the arcane spell failure chance for different armors and shields when casting arcane spells with somatic components.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
A warcanist may select Shielded Arcanist as a bonus feat.
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