Arcanaphage

Arcanaphage

A Base Class for the Pathfinder Roleplaying Game

Arcanaphagy is not so much a vocation as a state of being. Inflicted with a supernatural affliction that hampers their ability to use magic, arcanaphagei have turned this disability to their advantage, becoming walking reservoirs of magical energy, able to twist the raw underpinnings of spells to their own ends.

Hit Dice: D8.

Role: Arcanaphagei are a versatile lot, by default their talents lend themselves to engaging targets at mid-range however with the proper training they can become lethal melee combatants or potent spellcasters. Their dependence on light armor insures that they need good Dexterity in any case. In addition they need a good Wisdom, Intelligence, or Charisma depending on their choice of style. Their true strength, however, lies in their ability to overcome magical danger. With their spellcharge pool they can drain power from spells; this allows them to brave magical effects from their enemies or allies with impunity.

Natural Gift: An arcanaphage must be afflicted with arcanaphagy.

Alignment: Any

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

## Class Skills

The arcanaphage’s class skills are Acrobatics (Dex), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Perception (Wis), Stealth (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha)

Skill Ranks per Level: 4 + Int modifier.

Table #-1: The Arcanaphage

## Class Features:

The following are the class features of the arcanaphage.

## Weapon and Armor Proficiency:

The arcanaphage is proficient with all simple weapons. They are proficient with light armor, but not with shields. An arcanaphage can cast kludges while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcanaphage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

## Spellcharge (Su):

An arcanaphage is a natural receptacle for raw magical energy. To represent this he gains a pool of spellcharge; motes of raw magical power that he can use to activate his special abilities. This pool never refills on its own. An arcanaphage can hold up to 3 + twice his arcanaphage level in charge at any given time. Once accrued, points of spellcharge do not dissipate. The arcanaphage must spend them to reduce his total amount.

Whenever an arcanaphage succeeds at a saving throw against a spell or spell like ability he gains one point of spellcharge per level of the spell. If he still has space left in his spellcharge pool after gaining spellcharge he takes no effect from the spell or spell-like ability, even if it would have an effect on a successful save. If the effect fills the arcanapage’s spellcharge pool, he takes partial effect as normal.

The arcanaphage may draw in ambient background magic to fill his spellcharge pool. He may, once per day after 8 hours of rest, spend 15 minutes in quiet meditation. By doing so he may reduce the maximum size of his spell charge pool by 4 and gain an amount of spellcharge equal to 1/4 his arcanaphage level (minimum 1). These points of spellcharge and the reduction to his spellcharge pool are temporary and disappear after 8 hours of rest.

## Remission (Su, Pn):

At 1st level the arcanaphage’s efforts send his arcanaphagy into remission. Traces of arcanaphagy still linger with the arcanaphage but he cannot spread the disease, is no longer forced to make a save versus any spell that would affect him, and he no longer explodes with arcane energy when his spell charge pool is full. He still must make a Will save (DC 10 + 1.5 x  spell level) whenever he casts a spell or uses a spell like ability other than one granted to him by his arcanaphage class features. Failure causes him to lose the spell and gain a number of spellcharge points equal to the spell’s level. If the spell-like ability may be used at-will a failed save grants him spell charge and renders him unable to use the ability for 1d4+1 hours. A spell or other magical effect that removes diseases or curses does not remove his arcanaphagy, instead he must make a special Will save (DC=spells DC) or lose an amount of spellcharge points equal to the ½ the spell’s level (min 1). This special save never results in spellcharge gain for the arcanaphage.

## Magic Bolt (Sp):

Starting at 1st level, the arcanaphage can, at will, unleash a blast of raw magic as a standard action, targeting any foe within 30 feet as a ranged touch attack. This attack deals 1d6 points of damage + the arcanaphage’s level. At 3rd level, 5th level and every 5 levels thereafter damage increases as indicated on Table: arcanaphage. The arcanapage may spend a point of spellcharge as a swift action to deal an additional amount of damage with this ability equal to his Wisdom modifier for 1 round. At 3rd level, 5th level and every 5 levels theafter he deals an additional point of damage when he expends spellcharge in this manner. If the arcanaphage has multiple attacks from a high base attack bonus he may make magic bolt attacks as part of a full attack action. This ability counts as a 0th level spell for the purposes of spells and effects. Certain abilities increase this effective spell level of this ability. If an ability modifying the arcanaphage’s magic bolt calls for a saving throw it has a DC equal to 10 + 1/2 the arcanaphage’s level + his Wisdom modifier. A arcanaphage’s magic bolt can never have an effective spell level greater than ½ his arcanaphage level.

## Kludges:

An arcanaphage calls upon his magical abilities differently from other arcane casters. An arcanaphage knows “kludges ” rather than spells. The two share many similarities, but there are some key differences. Where a spell is a delicately constructed pattern of magical energy, a kluge is a cobbled together chunk of magic forced into a rough effect. An arcanaphage may cast any kludge he knows by expending spellcharge, as indicated in the kludge’s description. The arcanaphage’s caster level for kludges is equal to his arcanaphage level. Casting a kludge is much like casting a spell for the purposes of casting times, concentration checks, and provoking attacks of opportunity, unless otherwise noted in the kludge’s entry. The DC for any saving throw called for by a kludge is 10 + the kludge’s unmodified spellcharge cost + the arcanaphage’s Wisdom modifier. A kludge has an effective spell level equal to its unmodified spellcharge cost.

## Magical Savant:

Each arcanaphage copes with their power differently, but these methods can be classified in three broad strokes: Intuitive, Forceful, and Studied. At 1st level the arcanaphage picks one of these and gains the benefits described below. Once selected this choice cannot be changed.

### Intuitive

An intuitive arcanaphage has achieved a sort of symbiosis with his disability. As such they are experts at finding and managing flows of magical energy.

Arcane Respiration (Su): At 1st level the arcanaphage does not reduce the size of his spellcharge pool when gaining spellcharge points at the beginning of the day. In addition he adds his Wisdom modifier to Use Magic Device checks, as well as to Spellcraft and Knowledge (arcana) checks made to identify spells, magic items, and magical effects.

Spell Nous (Su): At 5th level the arcanaphage can detect the presence or absence of creatures capable of casting spells, using spell like abilities, or with active spell effects on themselves within 30 feet of himself. If he spends an immediate action to focus his concentration he gains blindsense against those creatures until the start of his next turn.

Siphon Boost (Su): At 9th level, whenever the arcana page uses his arcane siphon ability he may gain an additional amount of spell charge up to 1/4 his level.

Improved Spell Nous (Su): At 13th level the arcanaphage’s ability to sense magical energy improves. If he spends an immediate action to focus his concentration he gains blindsight rather than blindsense. This blindsight lasts until the end of his next turn.

Dweomer Thirst (Sp): At 16th level the arcanaphage gains spellsap as a bonus kludge, even if he does not meet the prerequisites. If he successfully uses spellsap to force a spellcaster to lose a prepared spell or unused spell slot then he may force that spellcaster to lose one additional spell of equal or lower level.

Arcane Paragon (Su): At 20th level, as a swift action the arcanaphage can tap directly into ambient background magic to fuel his abilities. For 1 round he acts as though his spellcharge pool had an infinite number of points in it, regardless of the number of points he has accrued. Maintaining this state is a free action. Each round after the first that he maintains this ability he must make a Fortitude save (DC 25 + 1 for each previous round spent with this ability active) Should he fail this save he becomes dazed for one round and takes 10d6 + his level points of force damage. The DC for this ability resets at the start of each day.

### Forceful

A forceful arcanaphage overcame his disability with sheer arcane fortitude, this allows him to levy large amounts of spellcharge against his enemies at once.

Arcane Muscle (Ex): At 1st level the arcanaphage uses his his Charisma, rather than his Wisdom, to determine all class features and effects relating to his arcanaphage class features. Additionally when expending spellcharge to deal extra damage with his magic bolt class feature he may spend an additional point to add half his Charisma modifier to the damage dealt.

Greater Overcharge (Su): At 5th level, whenever the arcanaphage uses a kludge with an overcharge ability whose limit is 1/4 his level, he may spend an additional point on the ability.

Charged Bolt (Sp): At 9th level, whenever the arcanaphage takes a full attack action with his magic bolt, he may elect not to take one or more of his attacks. For each attack he expends in this manner he increases his effective level for determining its damage and effective spell level by 2 and he rolls an additional set of die of the same type that he would normally roll for the attack.

Exploit Spell Resistance (Su): At 13th level, the arcanaphage may spend an amount of spell charge up to ¼ his level after successfully overcoming a target's spell resistance. The first point lowers the target's spell resistance by 2 points for 1 minute, each point spent after the first reduces the target’s spell resistance by an additional point.

Hypercharged Bolt (Sp): At 16th level, when using his charged bolt ability the arcanaphage may have the damage apply to all targets in a 120 foot line. Make one attack roll and apply the result against the AC of every creature in that area.

Dweomer Burn (Su): At 20th level, the arcanaphage may spend a point of spell charge after successfully overcoming a target's spell resistance. if he does then the target’s spell resistance is completely suppressed for 1 round and the target must make a Will save (DC 10+½ the arcanaphage’s level + his Wisdom modifier) or gain vulnerability to magical damage until the end of your next turn. Such creatures take an additional 50% damage from spells and spell-like abilities.

Studied

A studied arcanaphage has mastered his disability through study, research and experimentation. This has given him insight into the finer aspects of spellcraft.

Arcane Perception (Ex): At 1st level the arcanaphage uses his Intelligence, rather than his Wisdom, to determine all class features and effects relating to his arcanapgahe class features, additionally he gains eye for magic as a bonus kludge.

Arcane Appropriation (Su): At 5th level the arcanaphage gains spellsap as a bonus kludge, even though he does not meet the prerequisites. In addition he may learn to cast spells that he successfully dispels, foregoing any spellcharge he would gain by doing so. This functions like the spellcasting focus knack, save that an arcanaphage can only retain a number of spell levels at any given time equal to his Intelligence modifier and no spell level can be greater than ½ his level. If the arcanaphage would gain more spell levels then he can hold he may choose to lose any number of spell levels to make up the difference.

Enchantment Thief (Su): At 9th level the arcanaphage gains enchantavore as a bonus kludge, if he successfully dispels a spell completion item he may elect to forgo gaining charge to gain the ability to cast the spell contained within the item. Spells granted by this ability count against the limit granted by his arcane appropriation ability.

Spell Mirror(Su): At 13th level, when the arcanaphage would gain spellcharge from a spell affecting him he may choose to forgo gaining spellcharge to learn the spell as if by his arcane appropriation ability.This ability only allows the arcanaphage to learn spells from spell-like abilities if the spell-like ability mimics a spell.

Spell Eater (Su): At 16th level the arcanaphage gains spelldrop as a bonus kludge, if he successfully causes a spell caster to expend a spell or spell-like ability he may choose to learn any of those spells in place of gaining spell charge as if by his arcane appropriation ability.

Magic Library (Su): At 20th level, the arcanaphage increases the number of spell levels he can retain with his arcane appropriation class feature by his level. In addition he may attempt a Spellcraft check as a free action when seeing a spell being cast (DC 20 + 3 x spell level). Success allows him to learn the spell he witnessed and cast it as if by his arcane appropriation ability.

Knacks

As he gains levels, an arcanaphage  learns new ways to manipulate spellcharge. At 1st level, 3rd level, and every 3 levels thereafter an arcanaphage gains one knack. He gains an additional knack for every three levels of arcanaphage. Unless specifically noted in a kludges description, an arcanaphage cannot select a particular knack more than once.

Arcane Might (Su): While the arcanaphage's spellcharge pool is full he gains a +1 morale bonus on attack and damage rolls. At 4th level and every 4 levels thereafter this bonus increases by +1.

Arcane Reflexes (Su): While the arcanaphage's spellcharge pool is full he gains a +2 morale bonus on Reflex saves. This bonus increases by +1 for every 4 levels the name has attained.

Arcane Fortitude (Su): While the arcanaphage's spellcharge pool is full he gains a +2 morale bonus on Fortitude saves. This bonus increases by +1 for every 4 levels the name has attained.

Curse Eater (Su): If the arcanaphage is affected by a magical curse then he may make a Will save against the curse’s save DC at the beginning of each day. If successful the curse is suppressed and he gains an amount of spell charge equal to the curses spell level. If the curse has no spell level then he gains an amount of spell charge equal to 1/4 the curse’s save DC. Curses suppressed in this manner disappear after 3 consecutive days of suppression.

Delayed Bolt (Su): The arcanaphage may spend 2 spell charge points and increase the level of his magic bolt by 2, when making a magic bolt attack. If he does so, then he may choose to suspend the effects of his magic bolt for a number of rounds equal to half his Wisdom modifier (minimum 1). Each round that the bolt remains delayed reduces the minimum possible damage it can deal by 2 points. The arcanaphage may choose to end this suppression as an immediate action, at which point the damage dealt by the mystic bolt, as well as any other effects dealt by the magic bolt take effect. The arcanapage must be at least 4th level to select this knack.

Touch of Power (Sp): The arcanaphage may make his magic bolt attacks as melee touch attacks, rather than ranged touch attacks. If the arcanapahge is threatened while casting his magic bolt in this manner he need only make a concentration check to cast defensively once per round.

Arcane Vitality (Su): When the arcanaphage would gain spell charge he may instead elect to gain an amount of temporary hit points equal to 10 times the amount of spell charge he would gain (to a maximum of 10 times his level). These temporary hit points last for one round per spell level and do not stack with themselves.

Magic Trapfinder (Ex): The arcanaphage may disable magical traps with the Use Magic Device skill, using the same DC as a rogue using Disable Device would, and adds ½ his level to checks made to do so. If he succeeds at an attempt to disable a magical trap he gains an amount of spell charge equal to the the spell level of the highest level spell contained in the trap and he destroys the magical trap.

Metamagery: The arcanaphage gains a metamagic feat that he meets the prerequisites for. He may apply this metamagic feat to any kludge or spell he possesses by spending an amount of spell charge equal to the metamagic feat’s level adjustment. A arcanaphage cannot cannot apply a metamagic feat to a spell or spell like ability if its level adjustment would bring its spell level above ½ his arcanaphage level. He may use this ability on his his magic bolt. Doing so increases the effective spell level of that ability by the feat’s level adjustment.

Destructive Interference (Su): If the arcanaphage would be affected by a spell or spell-like ability he may spend a number of points equal to half the spells level (minimum 1) as an immediate action to reduce the caster level of the spell effect by 1, at 4th level and every 4 levels thereafter he may reduce the caster level of the spell by an additional 1. If this would empty his spell charge pool he reduces the caster level of the spell by an additional 2.

Expanded Spellcharge (Ex): The arcanaphage increases the size of his spellcharge pool by 4, he may gain this knack multiple times, its effects stack.

Spellcasting Focus: With practice the arcanaphage can manipulate the magical energy in his reserves in much the same way that spellcasters manipulate theirs. The arcanaphage gains a number of spells, using his arcanaphage level as his caster level. These spells may come from any arcane spell casting class’ spell list and count as kludges for determining whether or not they suffer from arcane spell failure chance . When he selects this knack he learns two cantrips and a single spell of a level no greater than ½ his arcanaphage level (minimum 1). In order to cast these spells the arcanaphage must expend an amount of spell charge equal to the spell’s level, 0th level spells may be used as long as the arcanaphage has a point of charge in his spellcharge pool. In order to cast a spell, the arcanaphage must have a Wisdom score equal to at least 10 + the spells level. The Difficulty Class for a saving throw against a arcanaphage's spell is 10 + the spell level + the arcanaphage's Wisdom modifier. A arcanaphage may cast these spells in light armor with no chance of arcane spell failure. A arcanaphage may select this knack multiple times, each time after the first he gains one additional spell with a level no greater than ½ his arcanaphage level (minimum 1). For the purposes of magic items, feats and other abilities the arcanaphage is treated as a spontaneous spellcaster.

Supernatural Acclimation (Su): The arcanaphage’s spell charge and mystic grace class features apply to supernatural abilities. An arcanaphage gains no charge from supernatural abilities, he does however avoid any effects a supernatural ability would have on a successful saving throw so long as his spellcharge pool is not full.

Improved Spellcharge (Su): Whenever the arcanaphage chooses to fill his spellcharge pool at the beginning of the day he gains an additional amount of charge equal to 1/4 his level and the amount his charge pool is reduced by is reduced by 1/4 his level.

Extra Kludge: The arcanaphage gains an additional kludge that meets the prerequisites for. He may take this knack multiple times, each time he does he selects a new kludge.

Hypercharge (Su): While the arcanaphage's spellcharge pool is full he gains the ability to move more quickly. He may make one extra attack at his highest attack bonus, gains a +1 dodge bonus to AC and Reflex saves, and a +10 foot enhancement bonus to his movement speed. At 10th level and every four levels thereafter his bonus to AC and Reflex saves improves by +1 and his bonus to move speed improves by +10 feet. This ablity is not cumlitive with the haste spell, speed weapons, or similar effects. The arcanaphage must be at least 6th level and have the arcane reflexes knack in order to select this knack.

Mystic Autophagy (Su): The arcanaphage can consume a portion of his own soul in order to gain spellcharge. The arcanaphage may inflict a number of negative levels on himself when he uses his arcane siphon class feature, to a maximum of 1/4 his level. Each negative level he takes grants him two additional points of spellcharge. These negative levels are temporary and disappear at a rate of one per minute. The arcanaphage must be at least 8th level in order to select this knack.

Deathspark Bolt (Sp): The arcanaphage may choose to have his magic bolt ability deal negative energy damage, or half that type of damage and half of another type of damage he can deal. This negative energy does not heal undead creatures, instead it grants temporary hit points that last for one minute. The arcanaphage may spend 3 spell charge points and increase the level of his magic bolt by 3. If he does so, then any living creature damaged by his mystic bolt takes 1d4 negative levels. These negative levels persist for 1 round per arcanaphage level and may be negated with a successful Will save. A successful Will save renders a creature immune to this ability for one round. The arcanaphage must be at least 6th level to select this knack.

Lifespark Bolt (Sp): The arcanaphage may choose to have his magic bolt ability deal positive energy damage, or half that type of damage and half of another type of damage he can deal. This positive energy does not heal living creatures, instead it grants temporary hit points that last for one minute. The arcanaphage may spend 3 spell charge points and increase the level of his magic bolt by 3. If he does so, then any undead creature damaged by his mystic bolt is staggered for 1d4+1 rounds. A successful Will save negates this effect and renders a creature immune to this ability for one round. Creatures receive a new save against this ability at the end of their turns. The arcanaphage must be at least 6th level to select this knack.

Corrosive Bolt (Sp): The arcanaphage may choose to have his magic bolts deal acid damage, or half acid damage and half of one other type of energy damage he can deal with his mystic bolt. He may expend 1 point of spell charge and increase the spell level of his mystic bolt by 1 to sicken a creature dealt acid damage by this ability for one round per arcanaphage level.

Immolating Bolt (Sp): The arcanaphage may choose to have his magic bolts deal fire damage, or half fire damage and half of one other type of energy damage he can deal with his mystic bolt. He may expend 1 point of spell charge and increase the spell level of his mystic bolt by 1 to set a creature damaged by this ability on fire, dealing an amount of fire damage equal to his magic bolt ability on the start of each of its turns for a number of rounds equal to the arcanaphage’s level or until it succeeds at a Reflex save, with creatures who spend a full round action rolling on the ground or smothering the fire with cloaks or the like gaining a +4 bonus on this save.

Frigid Bolt (Sp): The arcanaphage may choose to have his magic bolts deal cold damage, or half cold damage and half of one other type of energy damage he can deal with his mystic bolt. He may expend 1 point of spell charge and increase the spell level of his mystic bolt by 1 to encase a creature he deals cold damage to in ice, entangling that creature until the ice takes an amount of damage equal to the arcanaphage’s level or until a number of rounds equal to the arcanaphage’s level have passed. A successful Reflex save negates this effect. Creatures who make their save against this ability are immune to this effect for one round.

Electric Bolt (Sp): The arcanaphage may choose to have his magic bolts deal electric damage, or half electric damage and half of one other type of energy damage he can deal with his mystic bolt. He may expend one point of spell charge and increase the spell level of his mystic bolt by 1. If he does so then he impairs the vision if any creature he deals electricity damage to with this ability, causing the damaged creature to treat all creatures as if they had concealment (20%) for 1 round. A successful Fortitude save negates this effect. Creatures who make their save against this ability are immune to this effect for one round.

Sonic Bolt (Sp): The arcanaphage may choose to have his magic bolts deal sonic damage, or half sonic damage and half of one other type of energy damage he can deal with his mystic bolt. He may expend one point of spell charge and increase the spell level of his mystic bolt by 1 to deafen a foe that they deal sonic damage to with their mystic bolt for 1d6 rounds. A successful Fortitude save negates the deafened condition. Creatures who make their save against this ability are immune to this effect for one round.

Energy Leech (Su): Select one type of energy damage (acid, cold, electricity or fire). The arcanaphage gains resistance 5 against that element as long as his spellcharge pool remains unfilled. At 10th level and every five levels thereafter this resistance increases by 5. If his spell charge pool is empty then this resistance increases by 10. If this energy resistance prevents all damage from a spell or spell like ability then he gains an amount of charge equal to that spell’s level. He may change which energy types he gains resistance against by expending a point of spellcharge as an immediate action. The arcanaphage can take this knack multiple times, each time he may select an additional energy type to gain this resistance against. If the arcanaphage has the lifespark bolt or deathspark bolt knacks then he adds positive and negative energy respectively to the list resistances he may select. The arcanaphage can never gain charge from the same spell or spell like ability multiple times in this manner. The arcanaphage must be at least 6th level to select this knack

Area Burst: Cone (Sp): The  arcanaphage may spend 3 points of spellcharge when making a single ranged magic bolt attack as a standard action, if he does so, its effective spell level is increased by 3 and it deals twice its normal damage to all creatures in a 30 foot cone, measured from the arcanaphage. A Reflex save (DC 10 + burst’s effective spell level + the arcanaphage’s Wisdom modifier) halves this damage. An arcanaphage must be at least 6th level to take this knack.

Area Burst: Explosion (Sp): The arcanaphage may spend 4 points of charge when making a single ranged magic bolt attack as a standard action. If he does so its effective spell level is increased by 4 and it deals twice its normal damage to all creatures in a 20 foot radius from the point it struck. A Reflex save (DC 10 + burst’s effective spell level + his Wisdom modifier) halves this damage. Creatures struck by the ranged touch attack take a -4 penalty on this save. An arcanaphage must be at least 8th level to take this knack.

Area Burst: Line (Sp): The arcanaphage may spend 2 points of charge when making a single ranged magic bolt attack as a standard action. If he does so, its effective spell level is increased by 2 and it deals twice its normal damage to all creatures in a 60 foot line, measured from the arcanaphage. A Reflex save (DC 10 + burst’s effective spell level + his Wisdom modifier) halves this damage. an arcanaphage must be at least 4th level to take this knack.

Spellshatter Burst (Sp): The arcanaphage may spend 3 points of charge when making a magic bolt attack. If he does so, its effective spell level is increased by 3 and the arcapahage may attempt to dispel an active spell effect that he hits or on a target that he hits, as per dispel magic. if he succeeds then he gains an amount of spell charge points equal to the spell’s level. An arcanaphage must be at least 6th level in order to select this knack.

Spell Nullification (Su): If an arcanaphage's spell resistance successfully stops a spell or spell-like ability he may, as a free action, forgo gaining spell charge and spend an amount of spell charge equal to 1/2 that spells level to negate that spell, just as though he had successfully counterspelled it. An arcanaphage must be at least 12th level in order to select this knack.

Mystic Grace (Su):

At 3rd level, an arcanaphage gains an intuitive sense that alerts him to magical danger, while his spellcharge pool is not full he gains a +1 insight bonus on saves made against spells and spell-like abilities and a +1 insight  bonus to AC against attacks made by spells or spell-like abilities. These bonuses rise to +2 when the he reaches 7th level, to +3 when he reaches 11th level, to +4 when he reaches 15th level, to +5 at 15th, and to +6 at 19th level.

Minor Spell Resistance (Su):

At 5th level the arcanaphage gains spell resistance equal to 8 + his arcanaphage level. He may raise and lower this spell resistance as a free action that he may take at any time, even if it is not his turn. If a spell fails to penetrate his spell resistance he gains an amount of spellcharge points equal to the spell’s level. This spell resistance is decreased by 2 when his spellcharge pool is full and increased by 2 when it is empty.

Arcane Siphon(Ex):

At 7th level, the arcanaphage’s ability to draw in ambient background magic improves. He may, as a standard action draw upon ambient background magic to fill his spell charge pool. He gains a number of spellcharge points up to his Wisdom modifier (minimum 1) and must make a Will save (DC 10 + ½ arcanaphage level + 1/2 points gained) or be staggered for 1d4 rounds. If the arcanaphage attempts to use this ability while staggered he must make a Will save against this ability or be dazed for 1 round. Each time after the first that the arcanaphage uses this ability in a day the save DC increases by 2. Points gained from this ability are temporary and disappear after a number of rounds equal to his Wisdom modifier (minimum 1) if unused. If an arcanaphage is struck while using this ability he must make a concentration check (DC 10+½ damage dealt + points gained) or lose those points and take 1d6 points of force damage per point lost. Despite being an extraordinary ability this class feature fails to function inside of an anti-magic field or similar effect.

Major Spell Resistance (Su):

At 11th level, the spell resistance provided by the arcanaphage’s minor spell resistance class feature improves to 11 + arcanaphage level. If targeted by a spell or spell like ability the arcanaphage may spend an amount of spell charge equal to ½ that spells level as an immediate action to improve his spell resistance by 2 against that effect.

Improved Arcane Siphon (Su):

At 14th level, the arcanaphage may use his arcane siphon ability as a swift action and the points gained by that ability last for a number of minutes equal to his Wisdom modifier.

Greater Spell Resistance (Su, Sp):

At 17th level, the spell resistance provided by the arcanaphage’s minor spell resistance class feature improves to 13 + arcanaphage level. When spending spellcharge to improve his spell resistance he may expend spell charge equal to the spell’s level to become immune to that spell as per the spell greater spell immunity for one round. The arcanaphage never gains spellcharge against a spell that fails against his spell resistance with this ability.

Greater Arcane Siphon (Su):

At 19th level, the arcanaphage may use his arcane siphon ability as an immediate action and points gained from that ability last for a number of hours equal to the arcanaphage’s Wisdom modifier.

FAVORED CLASS BONUS

## Section 15 OGL Copyright Declaration:

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LLC; Author: Scott Gladstein, Christos Gurd, Caleb Alysworth, and

Dayton Johnson.

• Alternate Paths: Magical Characters © 2015, Little Red Goblin Games

LLC; Author: Scott Gladstein, Jeremiah