Arcanist - Elf (Character Kit)

== Arcanist ==
An arcanist is an elf wizard dedicated to learning all he or she can about magic. The arcanist is the closest thing there is to an elf scholar, digging through ruins and wiz- ards packs in search of arcane texts and magical lore. They find their greatest pleasures in learning new spells and acquiring magical items to add to their collections.
Arcanists carry an extreme number of pouches and packs upon their persons, and each one is crammed full of items pertaining to the arcane arts. Spell components spill from every pocket, and arcane texts carved on bone and stone jut from every crowded pouch. Like pack rats, every conceivable item they come across that may be magical or that may serve some magical purpose finds a way into their personal stores.
As a result of their searches and studies, arcanists come to know a little about a lot of different things. They are consulted often, becoming experts and advisers for their tribes. They may not always have the complete answer, but they can usually decide a course of action from the bits and snippets of knowledge they do possess.
Recommended Tribal Affiliation: All elf tribes have arcanists, though the Twilightcatchers clan of the Sky Singers tribe and the Half Moons clan of the Night Run- ners tribe have the largest numbers of these mages.
Role:  Arcanists work for their tribes, but they definitely have their own agendas. Some seek out knowledge for the power it provides. Arcanists believe that power is fine (and theyll take it when they can get it), but seeking knowledge for its own sake is a worthy endeavor.
In tribal life, arcanists work with other elf mages to gather and prepare spell components, create enchanted items (both true enchantments and illusory ones to sell to unsuspecting outsiders), and teach aspiring elf mages the tricks of the trade. Arcanists leave their tribes for long periods of time when they go in search of items to add to their arcane collections. Wandering arcanists often join up with adventuring groups, for long years of experience have taught these mages that many of the things they seek eventually wind up in the proximity of outsiders.
Arcanists provide a wide collection of lore to those they travel with, as well as spellcasting abilities. They can be either defilers or preservers. While much of the infor- mation these mages know can be useful, a lot of it is arcane trivia that sounds important but means nothing. Arcanists tend to talk on and on when a question is raised, telling much more than is necessary to adequately answer the question. Though the arcanist is always authoritative in his lecturing to companions and others, he tends to keep his magical skills secret when outside his tribe. This is to minimize the risk posed by those who hate and fear wizards (which includes the great majority of Athass population).
== Weapon Proficiencies ==
Members of this kit may select any weapons allowed to the wizard class.
== Nonweapon Proficiencies ==
The proficiencies for the arcanist are as follows.
== Bonus Proficiencies ==
Reading/writing, spellcraft.
== Required Proficiencies ==
Ancient history, languages, ancient (choice), languages, modern (choice), somatic concealment.
== Recommended (General) ==
Bargain, brewing, and cooking.
== Recommended (Wizard) ==
Astrology, herbalism.
Equipment
Arcanists can use any equipment avail- able to other wizards. They prefer small weapons that do not take up a lot of room, as this gives them more space to store their collectibles.
Special Benefits
Arcanists can make Intelligence checks at +1 to determine if they know anything at all about a given subject. Even if the arcanist makes a suc- cessful check, it is up to the DM to determine exactly how much he or she knows. As a rule of thumb, the better the success, the more the arcanist knows about the sub- ject at hand.
Arcanist receive four additional initial nonweapon proficiency slots. These must be filled from the selection of proficiencies listed above.
Arcanists start play with a small collection of arcane items, as described under Wealth Options below.
Special Hindrances: Arcanists may never become proficient with any weapon. They always use weapons at the 5 nonproficiency penalty. This reflects the fact that arcanists spend much more time pursuing mental activities instead of physical ones.
Wealth Options
Arcanists start play with (1d4+1)x 30 cp. They also start with a small collection of arcane items: one potion fruit (roll on Table 89 in the DUNGEON MASTER Guide [DMG]), one stone tablet with one 1st-level and one 2nd-level spell (DMs choice), and one miscellaneous magical item that the arcanist does not yet know anything about (the DM should select the item from Tables 96, 97, 101, or 102 in the DMG).