Arcanimist

*Among those who study the art of summoning, Arcanimists delve the deepest into the recesses of history, magical theory, and forgotten places. These practitioners are the very definition of arcane casters, as they draw upon the hidden essence of aetheric forces to power both their magic and their summoned companions—egis.*

Role:

Alignment: Any

Hit Die: d6

## Prerequisites

**Skills:** Knowledge (Arcana) +3, Knowledge (History) +3, Knowledge (Planes) +3, Spellcraft +3

**Spells:** Summoner Spell List (Tier 3) or an Esper (or equivalent) of 5th Level

## Abilities

### Weapon and Armor Proficiency

Arcanimists gain no proficiency with any weapon or armor.

### Egi (Su)

At 1st level, the Arcanimist’s studies of arcane magicks once lost to history has opened new doors through which he may summon outsiders, with potent results. The Arcanimist is now able to form and maintain pacts with the four following Egis simultaneously:

* Air
* Earth
* Fire
* Ice

He must still defeat an incarnation of the Egi (up to GM’s discretion on how this comes about) in order to form a pact with it. Each Egi has a shared health pool with each other.

At the beginning of each day, the Arcanimist must choose which of these beings to call upon.  For the rest of the day, he treats that being as the Esper with which he has formed a pact, and “-Egi” is appended to the Egi’s name while so summoned, signifying its transformation into an egi. The Arcanimist treats the sum of his summoner level (or the level of the class granting him summoner spells) and his Arcanimist level as his effective summoner level when determining the egi’s statistics, as according to the summoner’s Esper base statistics table.

An Arcanimist may use and apply summoner class abilities (including those involving pacts), talents, and feats to affect his egi as he would an esper when applicable. In addition, he retains the ability to maintain a pact with one Esper outside his egi group, but his Arcanimist abilities may not be used with this esper, and he may not have both an egi and an esper (or its archetypal replacement) summoned simultaneously.  If he has one currently summoned and then summons the other, he must dismiss the first.

### Allagan Grimoire (Su)

Beginning at 1st level, books and tomes become deadly weapons in the hands of an Arcanimist. Functioning only in the hands of an Arcanimist, a book or tome read by an Arcanimist deals 1d4 + Charisma modifier points of acid damage while the Earth Egi is summoned, electricity damage while the Air Egi is summoned, fire damage while the Fire Egi is summoned, and cold damage if the Ice Egi is summoned. The Arcanimist must make a ranged touch attack that has a range of 25 feet + 5 feet per two Arcanimist levels. At 6th level, the damage increases to 2d4 + Charisma modifier.

### Maim and Mend (Su)

At 2nd level, the Arcanimist’s magical studies have enhanced his standard spellcasting. So long as one of his egis is summoned, whenever the Arcanimist casts a damaging or healing spell, he adds a die to its results with a value of one step lower than the spell’s first stated die value. The die follow the following progression:

 d4
 d6
 d8
 d10
 d12

For example, a spell dealing 3d6 + 3 damage would deal 3d6 + 1d4 + 3 damage.

At 6th level, the allagan arcanimist adds two of these dice to his spell’s results in this fashion instead of one.

### Elemental Affinity (Su)

At 3rd level, the allagan arcanimist deepens his ties with his egi companions. While an egi is summoned, the allagan arcanimist gains the following:

* Air: Electricity Resistance
* Earth: Acid Resistance
* Fire: Fire Resistance
* Ice: Cold Resistance

The values of these resistances is equal to the Arcanimist’s Charisma modifier x2 at 2nd level, his Charisma modifier x3 at 5th, and his Charisma modifier x4 at 8th. If no egi is currently summoned, the Arcanimist does not benefit from the above elemental effects.

### Egi Assault (Ex)

At 3rd level, the Arcanimist is able to empower his egi and have it perform a potent magical action.  Once per combat encounter, his summoned egi may execute the following on its turn as a swift action:

* **Air:** *Aerial Slash*. Deals 1d8 + 1d6 electricity damage per Arcanimist level with a range of 60 feet to all targets (aside from Air) in a 20-ft.-radius, with a Reflex save (DC 10 + half of the Arcanimist’s level + Air Dexterity modifier) for half damage.
* **Earth:** *Earthen Armor*. Provides the Arcanimist with 1d6 temporary hit points per Arcanimist level for a duration of 1 minute.
* **Fire:** *Crimson Cyclone*. Deals 1d8 + 2d4 fire damage per Arcanimist level to a target in melee range with a successful touch attack.
* **Ice:** *Skating Heels.* Provides the Arcanimist a +40 foot bonus to movement speed for 1 minute.

### Imbue Element (Su)

At 4th level, the Arcanimist’s egis become stronger in their respective elements. When making their natural attacks, his egis’ attacks may gain an elemental descriptor matching their associated element type (i.e. acid for Earth, electricity for Air, fire for Fire, cold for Ice) and replace half of their attack’s normal damage with elemental damage. This damage is calculated before it is applied to a target’s DR or other resists.

Additionally, a number of times per day equal to the Arcanimist’s Charisma modifier, he may (as a swift action) gain his summoned egi’s elemental immunity trait for 1d3 + 1 rounds.

### Alacritous Summoning (Su)

At 5th level, the Arcanimist is now able to switch his daily egi selection a number of times per day equal to his Charisma modifier. In addition, he may summon his egis with a full round action instead of using a ritual lasting 1 minute. Doing so dismisses his currently summoned egi, and his new companion takes its place; the Arcanimist’s elemental resistance and increased/decreased spell effect values from the elemental affinity ability likewise changes.

When summoned in this way, the egi’s hit points are unchanged from the last time it was summoned. The only exception to this is if the egi was slain, in which case it returns with half its normal hit points.

### Aetheric Attack (Su)

At 5th level, the Arcanimist’s bond with his egis allows him to perform supernatural attacks powered by aetheric manipulations. A number of times per day equal to his Charisma modifier, the Arcanimist may use his summoned egi’s natural attacks as though they were his own, and he is considered proficient in natural weapons for this purpose, though he uses his egi’s stats to make the attack and damage rolls (unless his own stats are higher). He may make as many natural attacks in a single round as his egi would be able to in his place, considering any movement and actions already taken by the Arcanimist; this counts as only one use of this ability regardless of how many individual attacks he may make in that round. The damage dealt by these attacks is purely elemental in nature instead of physical or split.

### Egi Assault II (Ex)

At 6th level, the Arcanimist has developed an additional set of actions possible for his egis.  Once per combat encounter, his summoned egi may execute the following on its turn as a swift action:

* **Air:** *Slipstream*. Deals 1d6 + 1d4 electricity damage per Arcanimist level with a range of 60 feet to all targets (aside from the Egi) in a 20-ft.-radius, with a Reflex save (DC 10 + half of the Arcanimist’s level + Air Egi's Dexterity modifier) for half damage. In addition, the area affected by Slipstream automatically inflicts a 10% Spell Failure Chance and -1 penalty to attack rolls on any creature within it (aside from the Egi) for 1d6 rounds (if it is not immune); if a creature leaves the area before the effect ends, its own SFC and attack penalty duration is reduced to one round.
* **Earth:** *Mountain Buster*. Deals 2d8 + 1d6 acid damage per Arcanimist level with a range of 40 ft. to all targets (aside from the Egi) in a 20-ft.-radius, with a Reflex save (DC 10 + half of the Arcanimist’s level + Earth Egi's Strength modifier) for half damage.
* **Fire:** *Flaming Crush*. Deals 2d8 + 1d6 fire damage per Arcanimist level with a range of 50 feet to all targets in a 20-ft.-radius. One chosen target takes full damage, while all other targets take half damage.
* **Ice:**

### Shared Spells (Su)

At 7th level, the Arcanimist and his egis forge a deeper magical bond. The Arcanimist’s summoned egi becomes able to cast any spell known by its summoner, provided the spell has a matching elemental descriptor (i.e. acid for Earth, electricity for Air, fire for Fire, cold for Ice). The egi uses its own stats for the spell’s rolls, but uses the Arcanimist’s casting level as though he himself were casting the spell. The MP cost for the spell is paid by the Arcanimist.

### Dreadwyrm Trance (Su)

At 7th level, the Arcanimist’s studies into ancient magical theory has revealed a powerful trance state once known to an obscure order of scholars and summoners. As a swift action, for a duration of 1d3+1 rounds, he enters a trance which may do one of the following, chosen at the start of the trance:

* ~~Reduces the MP cost of spells to half their usual cost rounded down (minimum 0 for 1st level spells, 1 for all others)~~
* Reduces the casting time of his spells as follows:

 1 full-round action

~~When reducing MP cost, the new cost of the spell is calculated before applying additional MP costs for metamagic feats, etc. However, he may expend the remaining duration of the trance as a free action (provided the trance will not expire on this turn) in order to halve the cost of his next spell on this turn; if he does this, he calculates the new cost after applying one source of additional MP cost (ex: a metamagic feat).~~

When reducing casting time, dreadwyrm trance has no effect on any spell with a casting time of greater than 1 minute or a casting time not listed on the table. The Arcanimist can’t choose to ignore this effect; that is, he can’t opt to cast a spell using its normal casting time. Thus, if all his spells normally have casting times of 1 standard action, they take 1 swift action instead, and because he can’t take more than one swift action in a round, he won’t be able to cast multiple spells per round while under the effect of dreadwyrm trance. (If he has available spells with casting times of 1 full round, he is still able to cast one of those spells per round in tandem). This ability doesn’t stack with any other effect that reduces a spell’s casting time.

The Arcanimist is able to enter this trance only once per day.

### Astral Flow (Su)

At 8th level, the Arcanimist has become more adept at reaching into realms of forgotten magicks, pushing at the boundaries of the material world. The Arcanimist may immerse himself in aetheric flows of energy as a standard action; for a duration of 1d4 + 1 rounds, he may gain the incorporeal subtype. At the same time, the Arcanimist’s summoned egi may gain the elemental subtype for a duration of 1d6 + 1 rounds. If he wishes, the Arcanimist may apply only one of these effects.

In addition, if the Arcanimist’s summoned Egi has already used Egi Assault and/or Egi Assault II during the current combat encounter, it may use the ability again.

The Arcanimist may use this ability a number of times per day equal to his Charisma modifier

### Elemental Mastery (Su)

At 9th level, the elements answer the Arcanimist’s aetheric call more eagerly than ever before. The Arcanimist’s summoned egi gains elemental absorption in place of its elemental immunity; when it would take damage of that element type, it is instead healed by the same amount.

In addition, the Arcanimist’s elemental resistance granted by his summoned egi becomes elemental immunity for that element as long as his egi is summoned. When using the imbue elements ability, the Arcanimist now instead gains elemental absorption for his current element for 1d3 + 1 rounds.

### Enkindle (Ex)

At 9th level, the Arcanimist has unlocked the peak potential of his egis’ abilities.  Once per combat encounter, his egis may execute the following on its turn as a swift action:

* **Air:** *Aerial Blast*. Deals 3d8 + 1d10 electricity damage per Arcanimist level with a range of 60 feet to all targets (aside from the Egi) in a 30-ft.-radius, with a Reflex save (DC 10 + half of the Arcanimist’s level + Air Egi’s Dexterity modifier) for half damage. Any creature that fails the Reflex save also gains the Dazed status effect for 1 round and is Deafened for 1d3 + 1 rounds.
* **Earth:** *Earthen Fury*. Deals 3d8 + 1d8 acid damage per allagan arcanimist level with a range of 40 feet to all targets (aside from the Egi) in a 30-ft.-radius, with a Reflex save (DC 10 + half of the Arcanimist’s level + Earth Egi’s Strength modifier) for half damage. In addition, the area affected by Earthen Fury becomes a patch of toxic earth, dealing 1d8 acid damage per round to any creature standing within it (aside from the Egi) for 1d6 rounds; any creature within the area also have their movement speeds halved as long as the area is molten.
* **Fire:** *Inferno*. Deals 3d8 + 1d8 fire damage per Arcanimist level with a range of 50 feet to all targets (aside from the Egi) in a 30-ft.-radius, with a Reflex save (DC 10 + half of the allagan arcanimist’s level + Ifit-Egi’s Constitution modifier) for half damage. In addition, the area affected by Inferno becomes embroiled in flames, dealing 1d8 fire damage per round to any creature standing within it (aside from the Egi) for 1d6 rounds; any creature within the area also gains the Dazzled status effect as long as the area is in flames.
* **Ice:**

### Mastery - Devotion (Su)

At 10th level, the Arcanimist reaches full attunement with his egis. As a standard action, the Arcanimist may restore the hit points of all of his egis to full and remove any status ailments that they may have. In addition, the damage dealt by his egi’s natural attacks is increased by 50% for 1d3+1 rounds. The Arcanimist may use this ability three times per day.