Arcanist - Spacefarer (Character Kit)

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==Arcanist==
Description: Arcanists are mage-traders who specialize in magical devices of all sorts, experts on the various types of magical items that can be found within the Known Spheres. They are also avid collectors of such items, more so than even most adventurers. Arcanists are well known for interest in even the most useless-seeming item, as knowledge of it may be valuable later in their careers.
Beginning Arcanists take much of their cargo on consignment or act as brokers for sales between patrons; the high-priced cargoes are beyond their means. At this level, they receive only a small commission (10%) of any sale. More experienced (and wealthier) Arcanists invest their own funds in these magical treasures, traveling from world to world seeking buyers for their wares.
Role: The Arcanist is a merchant, and as such is part of the commercial activity of the Known Spheres. However, his cargo is rare, and he is valued by his customers as much for his knowledge of magical items as for his wares. Arcanists also work as consultants on newly discovered items, providing guidance on the item's history and probable abilities.
Generalist mages may be Arcanists, as may any specialty mage. However, mages of the schools of enchantment/charm and greater divination seem especially attracted to the Arcanist kit. Enchanters specialize in the enchantments that create magical items, while diviners often see the study of magical items as a valued specialization of their talents. Necromancers also are known for taking this kit. (Imagine a necromancer looting the tombs of the Known Spheres for magical items to sell!) Of all the schools, only conjurers are barred from the high-level spells most valuable to the Arcanist—contact other plane, legend lore, vision, and foresight—so they rarely take this kit.
Any mage with an interest in magical items may become an Arcanist. There are no special requirements that must be met.
Abandoning the Arcanist kit means abandoning the study of magical items. Upon abandoning the kit, the mage immediately loses all benefits of the kit. However, he retains the disadvantages of the kit until he gains two experience levels.
Secondary Skills: Trader/Barterer.
Weapon Proficiencies: Any weapon normally used by the class is available to the Arcanist. However, Arcanists prefer staves and daggers because they are more likely to be enchanted than other weapons.
Nonweapon Proficiencies: Bonus: Spellcraft. Recommended: (Wizard) Ancient History, Languages (Ancient).
Equipment: Arcanists are not limited in the equipment they can choose. However, their dedication to magical items has caused them to collect items by exploiting opportunities other characters may not have attempted. As a result, Arcanists receive a magical item determined by rolling once on Table I of the Magical Items for Character Encounters chart in the second volume of the Monstrous Compendium. Only one roll is allowed, even if the resulting item cannot be used by that mage. Moreover, the mage cannot give this item away to his companions, although he may use it himself, or sell or trade it for a fair price (the DM must approve any such exchange).
Special Benefits: Arcanists are experts on the history and abilities of magical items. Like bards, they have a 5% chance per experience level to identify the general purpose and function of any magical item. The Arcanist need not handle the item but must examine it closely for several hours. Even if the Arcanist is successful in his identification, the exact function of the item is not revealed, only its general nature, history, and background. He has no idea of its bonuses and penalties or any special magical powers, except as can be inferred from the item's history.
Arcanists are fascinated by the race of beings known as the Arcane. They are more likely to have dealt with those mysterious merchants than almost any other character type, even if only to discuss the nature of the products they sell. As a result, Arcanists receive a +2 on reaction rolls from the Arcane and are more likely to positively react to an Arcane.
Special Hindrances: Arcanists suffer several hindrances due to their love of magic.
* An Arcanist will always use an enchanted weapon in preference to a nonmagical weapon, even if he does not have proficiency, so long as the weapon is legal for his class. (This does not mean he will necessarily use a charged item in all cases.)
* Arcanists crave magical items. If given a chance to acquire a magical item, the Arcanist almost always takes it. If an Arcanist is offered a magical item in exchange for some service or sum of money, he must make a Wisdom check or he will take the offer. (Arcanists are dangerous when let loose at auctions!)
Extremely unbalanced offers (1,000,000 gp for a potion of ventriloquism, for example) allow the Arcanist a bonus on the Wisdom check, at the DM's discretion. This Wisdom check is not required if the Arcanist already possesses such an item. Thus, an Arcanist who already owns a ring of protection +2 is under no compulsion to acquire another one. However, the same Arcanist encountering a ring of protection +1 is required to make the Wisdom check — this ring is a different item.
Wealth Options: Arcanists spend their money looking for magical items. Thus, they receive half as much starting money as other mages: (1d4 + 1)x5 gp
Races: Humans and half-elves may be Arcanists. Few elves are interested enough in material goods to become successful Arcanists.
Of the nonhumans, the rastipedes are most attracted to the Arcanist kit, as these creatures seem fascinated by magical items (which their own magical abilities are too limited to create). Scro wizard/ priests are rarely this self-indulgent, while the xixchil are not so fascinated with magic in general as much as they are attracted to specific utilitarian items.
Category:Character Kit
Category:Character Kit CSH