Arcanist

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The Arcanist is a practitioner and master of the arcane arts wielding and weaving magic like a tapestry to bend the universe to her will. The realm of the ancient arcane is something such characters understand at a very deep level seeing belief and superstition as possible snipits of information that she has yet to dredge up from the depths of time.

**Examples of Arcanists in Books, Comics, Games, TV, &Movies**

Gandolf (Lord of The Rings – Movie), Willow Rosenberg (Buffy the Vampire Slayer – TV Show)

**Cross-Class Requirements**

cross-class requirements determine weather of not a character can cross-class into being an Arcanist in addition to any other existing classes.

**Requirements:** None Arcanist is a class that must be taken at character creation. Additionally a character can only be an Arcanist if they have a Charisma of 13 or higher

**Game Rule Information**

Arcanists have the following game statistics.

**Ability**

Charisma &Intelligence is the abilities associated with this class.

**Hit Die**

At 1st-level (i.e. Character creation) an Arcanist receives hit points equal to 1d10 + his or her Constitution Score.

Every level thereafter the Arcanist gains 1d2 + the character’s Constitution modifier hit points per level. (To a minimum of 1 hit point per level regardless of a negative Constitution Modifier.) *Multi-class Characters* cross-classing into Arcanist after 1st level only gain the 1d3 + the character’s Constitution modifier hit points per level, even at 1st level.

**Action Points**

Intellectuals gain a number of action points equal to 6+ one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

**Class Skills**

The Arcanist’s class skills, and the key ability for each skill, are as follows (see Skills Chapter for skill descriptions):

Craft (any) (Int), Decipher Script (Int), Investigate (Int), Knowledge (any) (Int), Navigate (Int), Profession (any) (Wis), Read/Write Language, Research (Int), Search (Int), Speak Language, Spellcraft (Int), and Spot (Wis).

Also the starting occupation you select can provide you with additional class skills to choose from.

**Skill Points at 1st Level:** (3+ Int modifier) x4.

**Skill Points at Each Additional Level:** 3+ Int modifier.

**Class Features**

All of the following are class features of the Arcanist.

**Weapon and Armor Proficiency**

Arcanists are proficient with all Simple Weapons. (*Multi-class Characters* cross-classing into Arcanists after 1st level do not gain any proficiency from this class.)

**Spells**

An Arcanist casts arcane spells which are drawn from the arcane spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, an Arcanist must have a Charisma score equal to at least 10 + the spell level. The Target Number for a saving throw against an Arcanist’s spell is 10 + the spell level + the Arcanist’s Charisma modifier.

An Arcanist’s selection of spells is extremely limited. An Arcanist begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Arcanist level, he gains one or more new spells, as indicated on Table: Arcanist Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Arcanist Spells Known are fixed.) These new spells can be common spells chosen from the Arcanist/wizard spell list, or they can be unusual spells that the Arcanist has gained some understanding of by study. The Arcanist can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered Arcanist level after that (6th, 8th, and so on), a Arcanist can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Arcanist spell the Arcanist can cast. An Arcanist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

An Arcanist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

**Table: Arcanist Spells Known**

**School Specialization**

A school is one of eight groupings of spells, each defined by a common theme. If desired, an Arcanist may specialize in one school of magic (see below). Specialization allows an Arcanist to learn extra spells from her chosen school (Extra Spells known), but she then never learns to cast spells from some other schools.

A specialist Arcanist can cast one additional spell of her specialty school per spell level each day.

The Arcanist must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic which become her prohibited schools.

Spells of the prohibited school or schools are not available to the **Arcanist**, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her 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.

• • **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 Arcanist**s** can learn. An Arcanist cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

**Arcane Bond (Ex or Sp)**

At 1st level, arcanists form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the Arcanist’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Rules for bonded items are given below, while rules for familiars are located here: Familiars.

Arcanists who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a Arcanist attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The TN for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the Arcanist has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the Arcanist, including casting time, duration, and other effects dependent on the Arcanist’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).

A Arcanist can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a Arcanist with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 20 Purchase TN per Arcanist level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. An Arcanist can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

**Familiars**

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or **wizard**. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (a sorcerer or **wizard**), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

**Familiar Basics:** Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

**Hit Dice:** For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

**Hit Points:** The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

**Attacks:** Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

**Saving Throws:** For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

**Skills:** For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

**Familiar Ability Descriptions:** All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

**Natural Armor Adj.:** The number noted here is an improvement to the familiar’s existing natural armor bonus.

**Int:** The familiar’s Intelligence score.

**Alertness (Ex):** While a familiar is within arm’s reach, the master gains the Alertness feat.

**Improved Evasion (Ex):** When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

**Share Spells:** At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 1 meter at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 1 meter away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

**Empathic Link (Su):** The master has an empathic link with his familiar out to a distance of up to 1 kilometer. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

**Speak with Master (Ex):** If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

**Speak with Animals of Its Kind (Ex):** If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

**Spell Resistance (Ex):** If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

**Scry on Familiar (Sp):** If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

**Call Arcana**

An Arcanist's true ability. At 1st level, the Arcanist starts with 1 Arcana known, and gains 1 every level. When an Arcanist starts their day, they may choose which Arcana to attune themselves to. At any point throughout the day, the Arcanist may, as a full round action that provokes an Attack of Opportunity, switch which Arcana they are attuned with, as an Arcanist can only be in tune with 1 Arcana at a time. While in tune with an Arcana, the Arcanist gains the ability to augment their spells with the power of the Arcana as a Swift Action, however, an Arcanist may not use a Metamagic spell to a spell that has been changed via an Arcana (For example: You may not cast a Quickened Fireball spell that has the Magician Arcana's augment on it). When attuned, an Arcanist can augment their spells in one of the following ways per Arcana, the way of augmentation can change with each casting, but an Arcanist can only use one augmentation per spell, even if it allows different targets.

***Fool:*** Zero. Must be picked at 1st level

-While casting a spell at all, they may add half their Charisma Modifier into the attack roll of a spell, or half into the damage roll of the spell.

-While casting a spell that deals damage, they may change the damage form lethal to non-lethal damage.

***Magician:*** Fire.

-While casting a spell that is not of the Fire Descriptor (Such as Ray of Frost), they may change the type of damage to Fire, at the cost of a -1 to damage per die used (For example, Ray of Frost becomes 1d3-1 damage). All other effects stay the same, it is only the type of damage that is being changed.

-While casting a spell that is of the Fire Descriptor (Such as Fireball), the damage is increased by +1 per die (For example, Burning Hands become 1d4+1/per level, to a max of 5d4+5).

-While casting a spell that deals no type of damage (Such as Magic Missile), they may change the damage type to Fire.

-While casting a spell that increases Armor Class (Such as Mage Armor), they may increase the AC by 1/2 the Arcanist's level (rounded down) against attacks that are from sources of Fire (Such as Fire Spells, Alchemist's Fire, or Fire Elemental).

-While casting a spell that increase damage (Such as Magic Weapon), the damage type is changed to Fire

***High Priestess:*** Healing

-An Arcanist gains the ability to spontaneously cast Cure Wounds spells, but only when they gain the required spell slot. Casting a Cure Spell costs two spell slots.

-While casting a spell that deals damage, an Arcanist may target an ally and cast the same spell, healing the target one half the damage dealt (rounded down). This costs two spell slots.

-While casting a spell that gives an increase to a value (such as Bull's Strength, or Expeditious Retreat), they may increase the value equal to their Intelligence Modifier.

***Empress:*** Ice

-While casting a spell that is not of the Cold Descriptor (Such as Burning Hands), they may change the type of damage to Cold, at the cost of a -1 to damage per die used (For example, Burning Hands becomes 1d4-1/level damage). All other effects stay the same, it is only the type of damage that is being changed.

-While casting a spell that is of the Cold Descriptor (Such as Ray of Frost), the damage is increased by +1 per die (For example, Burning Hands become 1d3+1).

-While casting a spell that deals no type of damage (Such as Magic Missile), they may change the damage type to Cold.

-While casting a spell that increases Armor Class (Such as Mage Armor), they may increase the AC by 1/2 the Arcanist's level (rounded down) against attacks that are from sources of Cold (Such as Cold Spells, or Water Elemental).

-While casting a spell that increase damage (Such as Magic Weapon), the damage type is changed to Cold.

***Emperor:*** Lightning

-While casting a spell that is not of the Shock Descriptor (Such as Burning Hands), they may change the type of damage to Shock, at the cost of a -1 to damage per die used (For example, Burning Hands becomes 1d4-1/level damage). All other effects stay the same, it is only the type of damage that is being changed.

-While casting a spell that is of the Shock Descriptor (Such as Shocking Grasp), the damage is increased by +1 per die (For example, Shocking Grasp become 1d6+1/level).

-While casting a spell that deals no type of damage (Such as Magic Missile), they may change the damage type to Shock.

-While casting a spell that increases Armor Class (Such as Mage Armor), they may increase the AC by 1/2 the Arcanist's level (rounded down) against attacks that are from sources of Shock (Such as Shock Spells).

-While casting a spell that increase damage (Such as Magic Weapon), the damage type is changed to Shock.

***Hierophant:*** Neutrality

-While casting a spell that does elemental damage (Fire, Cold, Shock, Corrosive, Sonic), they may change the damage to Null (effectively Force damage), at the cost of -1 damage per die (Ray of Frost becomes 1d3-1). All other effects still happen.

-While casting a spell that increases a value against a certain type (Such as Protection from Chaos), it loses the specification of what type (Protection from Chaos is not just Protection), though the duration is now x rounds/minutes/ect per two levels (Protection from Chaos now lasts 1 minute per every 2 Arcanist levels).

***Lovers:*** Support

-While casting a spell that supports an attack roll, damage roll, or skill check (Such as True Strike, Magic Weapon, and Jump respectively) the Arcanist may add their Intelligence Modifier to the check for one round. This bonus is lost quickly. When the target of the spell ends their turn, the effect is lost (Magic Weapon loses the Intelligence Modifier right after the target ends their turn, though the Magic Weapon spell continues).

-While casting a spell that has a set size (Such as Grease, or Obscuring Mist), they may add one additional 1 meter space per Intelligence Modifier (An Arcanist with 18 Intelligence may add a total of 4 extra spaces to Obscuring Mist).

-While casting a spell that does not deal damage, nor can be used to directly or indirectly deal damage (Such as Knock, and Arcane Lock), they may increase the duration equal to their Intelligence modifier in rounds/minutes/ect...OR increase the range of the spell (like Knock) by an additional 3 meters per Intelligence Modifier.

***Chariot:*** Strength by Speed

-While casting a spell that is not a Ranged spell, and deals damage (Such as Shocking Grasp), they may increase the range of the spell by 1 meter per Intelligence Modifier, at the cost of -1 damage to damage per die used (Shocking Grasp is 1d6-1/per level)

-While casting a spell that is ranged, and deals damage, (Such a Shocking Grasp), they may use their Dexterity Modifier to damage instead of their Strength Modifier, if it is higher.

***Strength:*** Strength by Power

-While casting a spell that are not a Touch spell, and deal damage (Such as Ray of Frost), they may add their Strength Modifier into the damage of spell, not their Dexterity Modifier if it higher.

-While casting a spell with the range of Touch, and deal damage (Such as Shocking Grasp), they may add 1 and 1/2 times their Strength Modifier into the damage.

***Hermit:*** Mental Ailments

-While casting a spell that only deals in mental status effects (Such as Hypnotism), they may increase the TN of the spell by their Intelligence Modifier.

-While casting a spell that have a secondary save that involves a mental ailment (Such as Ghoul Touch), they may add half their Intelligence modifier, rounded down, to the TN.

-While casting a spell that has a limited number of targets and deals with a mental ailment (Such as Hypnotism), they may either count their HD higher equal to their Intelligence Modifier, or increase the number of targets allowed equal to one half their Intelligence modifier.

***Wheel of Fortune:*** Wind

-While casting a spell that is not of the Sonic Descriptor (Such as Burning Hands), they may change the type of damage to Sonic, at the cost of a -2 to damage per die used (For example, Burning Hands becomes 1d4-2/level damage). All other effects stay the same, it is only the type of damage that is being changed.

-While casting a spell that is of the Sonic Descriptor (Such as Shout), the damage is increased by +2 per die (For example, Shout become 5d6+10).

-While casting a spell that deals no type of damage (Such as Magic Missile), they may change the damage type to Sonic, at the cost of -2 damage per die.

-While casting a spell that increases Armor Class (Such as Mage Armor), they may increase the DC by 1/2 the Arcanist's level (rounded down) against attacks that are from sources of Shock (Such as Sonic Spells).

-While casting a spell that increase damage (Such as Magic Weapon), the damage type is changed to Sonic.

***Justice:*** Light

-While casting a spell that deals damage (Such as Ray of Frost), they may remove the elemental type (Fire, Cold, Shock, Corrosive, Sonic) to Positive Energy. This damage cannot be used to heal, and it damages creature that are damaged by Positive energy, as well as not being countered by Channel Resistance. The TN of the Arcananist's spells is used again as the TN to half the damage if the TN of the spell does not already do so.

-While casting a spell of the Light descriptor that includes a TN (Such as Flare), they may add their Intelligence Modifier into the TN.

-While casting a spell of the Light descriptor (Such as Flare), they may choose to increase the penalty by 1/2 their Intelligence Modifier (Such is the case with Flare); increase the duration of a spell by a number of rounds/minutes/ect that are directly affected by level (Such as Light), they may add half their Intelligence Modifier into their level to determine the duration.

***Hanged Man:*** Survival

-While casting a spell that increases a targets DC (Such as Mage Armor), they may increase the DC bonus by one half their Intelligence Modifier.

-While casting a spell that increases a targets value that controls a Save (Such as Cat's Grace), they may add half their Charisma Modifier into the value added to the save only. (Cat's Grace cast by an Arcanist with 18 Charisma adds +2 to their Dex Modifier, but a +6 to their Reflex Save).

-While casting a Detect spell (Such as Detect Undead or Detect Hidden Doors), they may increase the range by 5ft per Charisma Modifier.

***Death:*** Death

-While casting a spell that deals damage (Such as Ray of Frost), they may remove the elemental type (Fire, Cold, Shock, Corrosive, Sonic) to Negative Energy. This damage cannot be used to heal, and it damages creature that are damaged by Negative energy, as well as not being countered by Channel Resistance. The TN of the Arcananist's spells is used again as the TN to half the damage if the TN of the spell does not already do so.

-While casting a spell of the pure Necromancy school (Such as Ray of Enfeeblement, not Fear), they may add half their Charisma Modifier into the TN.

***Temperance:*** Neutrality

-While casting a spell that does elemental damage (Fire, Cold, Shock, Corrosive, Sonic), they may change the damage to Slash, Bludgeon, or Pierce (effectively weapon damage), at the cost of -1 damage per die (Ray of Frost becomes 1d3-1). All other effects still happen.

-While casting a spell that increases DC in an untyped way (Such as Mage Armor), they may change increase the DC gained by one half the total against either Slash, Bludgeon, or Pierce damage, but reduce it by one half for the other two (Mage Armor could become +6 DR against Slash, but only +2 against Bludgeon or Pierce).

-While casting a spell that increases DC in a typed way (Such as Protection from Chaos), they may change the type of DC that it defends from to either Slash, Bludgeon or Pierce (Protection from Chaos could become Protection from Slash). This DC bonus also is gained on saves from effects that are brought from a weapon that deals damage from that type.

***Devil:*** Darkness

-While casting a spell that obscures vision, is dispelled by wind, and is fog-like in nature (Such as Obscuring Mist), they may change the spell to become a cloud of darkness. The area is treated as a Darkness spell for effects of light, vision and such, but can be dispelled in ways of both the Darkness spell AND the Fog-like spell that was modified, usually high winds. This cuts the duration of the spell from x rounds/minutes/ect per level to x rounds/minutes/ect per two levels.

-While casting a spell that creates light (Such as Light), they may change the spell so that instead it creates darkness in the same fashion as it's original spell, though the vision changes are decreased, not increased.

-While casting a spell that deals with invisibility, or dispelling it (Such as Unseen Servant or Dispel Magic), they may add half their Intelligence Modifier into TNs to notice the effect, dispel the effect, or counter the effect.

***Tower:*** Physical Ailment

-While casting a spell that only deals in physical status effects (Such as Daze), they may increase the TN of the spell by their Charisma Modifier.

-While casting a spell that have a secondary save that involves a mental ailment (Such as Chill Touch), they may add half their Charisma modifier, rounded down, to the TN.

-While casting a spell that has a limited number of targets and deals with a mental ailment (Such as Color Spray), they may either count their HD higher equal to their Charisma Modifier, or increase the number of targets allowed equal to one half their Charisma modifier.

***Star:*** Celestial

-While casting a Detect spell (Such as Detect Undead or Detect Hidden Doors), they may increase the range by 5ft per Charisma Modifier.

-While casting a spell that has been readied as a Counter Spell, they may add one half their Intelligence modifier to the roll to counter the spell.

-While casting a scrying spell (Such as Clairaudience/Clairvoyance), they may increase the duration by x rounds/minutes/ect per Intelligence Modifier.

***Moon:*** Illusion

-While casting an Illusion spell that has a time limit (Such as Ventriloquism), they may treat their level higher by half their Charisma Modifier to determine the length of time only.

-While casting an Illusion spell that deals with creating illusions (Such as Silent Image), they may add half their Charisma Modifier into the TN of the spell.

-While casting an Illusion spell that had a finite range (Such as Silent Image), they may treat their level higher by half their Charisma Modifier to determine the range only. Spells with Touch or Personal cannot be affected by this.

***Sun:*** Solar

-While casting a spell that is of the Fire Descriptor (Such as Fireball), the damage is increased by +1 per die (For example, Burning Hands become 1d4+1/per level, to a max of 5d4+5).

-While casting a spell of the Light descriptor that includes a TN (Such as Flare), they may add their Intelligence Modifier into the TN.

-While casting a spell of the Light descriptor that does not deal damage (Such as Flare), they may deal 1d4 Fire damage per 2 levels of Arcanist, capping at 4d4 damage at 8th level.

***Judgement:*** Almighty. Can only be picked at 20th level.

-While casting a spell that deals damage, they may add their Intelligence and Charisma Modifier into the spells damage total, or the attack roll.

-While casting a spell that involves a save, they may add their Intelligence and Charisma Modifier into the TN.

-While casting a spell that involves a HD limit, they may increase their level by their Intelligence and Charisma Modifier for purpose of HD count only.

**Quick Call**

Once at 6th level, an Arcanist may attune himself to a new Arcana much quicker. He know only uses a Standard action to attune himself, yet still provokes an Attack of Opportunity.

**Rapid Call**

Once at 12th level, an Arcanist may attune himself to a new Arcana in a much quicker way than before. He know uses a move action to attune himself, and no longer provokes an Attack of Opportunity.

**Casting Call**

Once at 16th level, an Arcanist may suddenly change his attuned Arcana as he casts a spell and still gain an Arcana ability from his new Arcana. He may only this this a number of times a day equal to Half his Arcanist level plus his Charisma Modifier.

**Pure Arcana**

Once at 20th level, an Arcanist can access one spell per Arcana endlessly. He picks one spell per Arcana, which cannot be a repeat spell (An Arcanist may not have Fireball on Magician and Strength Arcana), and gains access to that spell for an infinite amount of casting per day. The Arcanist must be able to select the spell from his list of spells that he knows already, and if he casts a spell attuned an an Arcana outside that Arcana, he still expends a spell slot (An Arcanist who attunes Fireball to Magician may cast Fireball without limit while Attuned to Magician, but must use up his spell slots while casting Fireball while is attuned to any other Arcana).

**Encyclopedic Knowledge (Ex)**

If an archaeologist successfully identifies a foe, he taps into his stores of encyclopedic knowledge as a swift action, searching for some obscure fact that might confer a distinct advantage. He chooses one of the bonuses on the following list. Any bonuses given only last until the end of the encounter, and only apply to the specific creature in question and any others of its exact kind (i.e., if the archaeologist identifies a goblin, he gains the bonuses against all goblins in the encounter, but if a hobgoblin is present, he does not receive the bonus against it). He may not gain multiple kinds of bonuses against one particular foe. If he identifies multiple kinds of foes at once, he may activate a bonus for each one successfully identified as a single swift action. Bonuses from this ability cannot exceed half the archaeologist's class level.

• • Find the Gap: An archaeologist gains a +1 insight bonus on all attack rolls against the creature and any others of its kind. For every five points by which the archaeologist's check result exceeds the base TN, the bonus increases by +1.

• • Twist the Knife: An archaeologist deals an additional 1d4 damage against the creature and any others of its kind. This is considered precision damage, and is halved against creatures immune to critical hits. For every five points by which the archaeologist's check result exceeds the base TN, he deals an additional 1d4 damage.

• • Stay the Hand: An archaeologist gains a +1 insight bonus to Armor Class and all saves against any attacks or abilities made by the creature and any others of its kind. For every five points by which the archaeologist's check result exceeds the base TN, the bonus increases by one.

The archaeologist also adds his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

**Polyglot (Ex)**

The archaeologist is comfortable communicating with obscure languages. At 2nd level, and every other level thereafter, the archaeologist learns a free language and gets a bonus +1 in linguistics.