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View Full Version : Pathfinder Arcane Savant, an alternative Sorcerer/Wizard hybrid class (PEACH)



Morphic tide
2017-02-16, 11:06 PM
First off, a link to the thread any updated versions of stuff will go in (http://www.giantitp.com/forums/showthread.php?510637)

Second, the point of this is to be a less-broken counterpart to Arcanist that, hopefully, only partially invalidates Sorcerer, instead of fully-invalidating Wizard. Part one of at least two of alternate Hybrid classes. The other sure one is a Bloodrager replacement that focuses on the Totem Rage Powers and Bloodlines rather than using magic while Raging.

Without further questions, have the class proper:

Arcane Savant
Having a diluted or neglected bloodline, Arcane Savants often ignore their status as Sorcerers, and yet rely more on Sorcerous talent than Wizardly learning when it comes to their studies of the Arcane. However, mixing the two forms of Arcane power allows them to do things few, if any, others can attain, often surpassing "pure" Sorcerers or Wizards in their apparent might. In truth, their raw arcane power is only slightly above that of Wizards and much less refined, and their abilities as Sorcerers are heavily behind due to focusing more on Wizardly study. The key is that they prepare much less than Wizards and have more variety available than Sorcerers, allowing them to improvise better than either.

Role: Practically any role can be managed by an Arcane Savant, due to their unusual method of using arcane magic, but they particularly excel at battlefield control and improving the capabilities of allies(Do note that this is basically reading off what Wizards tend to actually do)

Alignment: Any

Hit Die: d6

Starting Wealth: 2d8 x 10gp (average 80 GP) In addition, each character starts play with an outfit worth 10gp or less. (10-20gp isn't that much, and unlike Arcanist they got to flat-out cheat at practical exams, so their Wizard schooling fees were reduced. Semi-joking, it's mostly wanting to break the mould of starting gp)

Class Skills: The class skills of the Arcane Savant are Knowledge(all)(Int), Fly(Dex), Craft(Int), Bluff(Cha), Profession(Wis), Use Magic Device(Cha), Intimidate(Cha), Appraise(Int) and Spellcraft(Int)
Skill ranks per Level: 4+Int



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Bloodline Power, Cantrips, Mixed Methods


2nd

+1

+0

+0

+3



3rd

+1

+1

+1

+3
Sudden Metamagic


4th

+2

+1

+1

+4
Bloodline Power, Bloodline Spell


5th

+2

+1

+1

+4
Bonus Feat


6th

+3

+1

+2

+5



7th

+3

+2

+2

+5
Bloodline Spell, Prepared Metamagic


8th

+4

+2

+2

+6



9th

+4

+3

+3

+6
Bonus Feat


10th

+5

+3

+3

+7
Bloodline Feat, Bloodline Spell


11th

+5

+3

+3

+7
Fused Spells


12th

+6/+1

+4

+4

+8



13th

+6/+1

+4

+4

+8
Bloodline Power, Bloodline Spell, Bonus Feat


14th

+7/+2

+4

+4

+9



15th

+7/+2

+5

+5

+9
Twinned Slots


16th

+8/+3

+5

+5

+10
Bloodline Spell


17th

+8/+3

+5

+5

+10
Bonus Feat


18th

+9/+4

+6

+6

+11



19th

+9/+4

+6

+6

+11
Bloodline Feat, Bloodline Spell


20th

+10/+5

+6

+6

+12
Arcane Surge



Class Features: The following are class features of the Arcane Savant.

Weapon and Armor proficiency: Arcane Savants are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an Arcane Savant’s gestures, which can cause their spells with somatic components to fail

Spells: An Arcane Savant can cast spells, primarily drawn from the Sorcerer/Wizard spell list. Some spells they can cast without preperation, but they may also prepare spells from their spell book or other known spells.

To learn, prepare, or cast a spell, the Arcane Savant must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcane Savant’s spell is 10 + the spell level + the Arcane Savant’s Intelligence modifier.(this is why they get 4+int skill points. MAD is infused into their basic casting)

An Arcane Savant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Savant Spell Slots. In addition, he receives bonus spells per day if he has a high Intelligence score.



Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


3
1
-
-
-
-
-
-
-
-


2
2
-
-
-
-
-
-
-
-


3
3
1
-
-
-
-
-
-
-


4
4
2
-
-
-
-
-
-
-


5
5
3
1
-
-
-
-
-
-


6
5
4
2
-
-
-
-
-
-


7
5
5
3
1
-
-
-
-
-


8
5
5
4
2
-
-
-
-
-


9
5
5
5
3
1
-
-
-
-


10
5
5
5
4
2
-
-
-
-


11
5
5
5
5
3
1
-
-
-


12
5
5
5
5
4
2
-
-
-


13
5
5
5
5
5
3
1
-
-


14
5
5
5
5
5
4
2
-
-


15
5
5
5
5
5
5
3
1
-


16
5
5
5
5
5
5
4
2
-


17
5
5
5
5
5
5
5
3
1


18
5
5
5
5
5
5
5
4
2


19
5
5
5
5
5
5
5
5
3


20
5
5
5
5
5
5
5
5
4




Starting Spells (See Spellbooks and the Sorcerer table): An Arcane Savant begins play with a spellbook containing all 0-level wizard spells plus one 1st-level spell of his choice. The Arcane Savant also selects a number of additional 1st-level spells equal to half his Intelligence modifier to add to the spellbook. At each new Arcane Savant level, he gains one new spell of any spell level that he can cast (based on his new Arcane Savant level) for his spellbook. At any time, an Arcane Savant can also add spells found in other character’ spellbooks to his own (see Magic). Additionally, he has half the Spells Known of a Sorcerer of his level.

Spells Gained at a New Level: An Arcane Savant learn as he lives, using both Sorcerer's innate magic and Wizard's studious magic. An Arcane Savant has half the Spells Known of a Sorcerer of the same level, rounding down. He may cast these spells spontaneously from any Arcane Savant spell slots they have, including slots that already have a spell prepared in them. Additionally, he adds a spell of any spell level he may cast to his spell book for free.

Bloodline: An Arcane Savant has partially developed a Sorcerer bloodline, chosen at first level, developing at a slower pace than a Sorcerer. They gain Bloodline Powers, Spells and Feats as a Sorcerer of two-thirds their Arcane Savant level, as shown on the above table.

Cantrips: An Arcane Savant knows half as many Cantrips as a Sorcerer of the same level that they may cast without preparation and may prepare and cast an additional two Cantrips from the Sorcerer/Wizard spell list.

Mixed Methods: An Arcane Savant has understandings of both Wizard and Sorcerer methods of using Arcane magic, and may focus on one or the other. They may choose to have full progression of their chosen Bloodline instead of having the Bloodline abilities of a Sorcerer of two-thirds their level, or they may choose to have the Arcane Bond class feature of the Wizard, counting their Wizard level as one-half of their Arcane Savant level and they may count their Arcane Savant level as Wizard levels for Arcane Discovery prerequisites. If they choose to have full progression on their Bloodline, their Sorcerer levels stack with their Arcane Savant levels for spell slots and their Arcane Savant levels stack with Sorcerer levels for spells known and Bloodline abilities. If they choose to have the Arcane Bond class feature, their Wizard levels stack with their Arcane Savant levels for spell slots and their Arcane Savant levels stack with Wizard levels for Arcane Discoveries and Arcane Bond. (Multiclassing with far, far lower penalties and a touch of choosing which side you lean to)

Sudden Metamagic: At third level, an Arcane Savant has learned to expend raw arcane power to suddenly manifest metamagic effects on prepared spells. They may, a number of times per day equal to their Charisma modifier, expend a spell slot to apply the effects of one or more metamagic feats to a prepared spell as it is cast. The expended spell slot must be at least the same level as the total spell level adjustment of the metamagic applied(yes, you can technically use this to get what are effectively 18th level spells. More, if you have a Rod)

Bonus Feats: An Arcane Savant gets bonus feats at levels 5, 9, 13 and 17. These feats may be used to get Metamagic and Item Crafting feats.

Prepared Metamagic: At seventh level, an Arcane Savant has learned to prepare metamagic as if they were spells. They may have a number spell slots up to their Intelligence modifier store metamagic as if the metamagic were attached to a 0th level spell. As a Swift action, they may expend a spell slot with metamagic prepared in it by this class feature to have the metamagic apply to the next spell they cast(Now you can have effectively level 27 spells, if you feel like expending three 9th level spells on one thing. If you do, you probably have a horrific abomination that can casually obliterate basically anything, or are Heightening a spell to bypass a CL stacked AMF)

Fused Spells: At eleventh level, an Arcane Savant has learned to cast spells simultaneously, allowing them to expend a spell slot to cast two spells with a combined spell level of one level lower than the expended slot as a standard action, with metamagic spell level adjustments being applied only once. If they apply metamagic, it becomes a full-round action. For example, an Arcane Savant that has prepared Fireball, knows Ice Storm and has Still Spell may expend a 9th level spell slot to cast both without somantic components as a Full Round action, or they can expend an 8th level spell slot to cast both with somantic components as a Standard Action. (Arcane Fusion: The class feature! Really, the example is just to give an idea of how the spell slots work)

Twinned Slots: At fifteenth level, an Arcane Savant has learned to prepare spells more efficiently, allowing them to prepare up to their Intelligence modifier spell slots with two spells they know or have in their spell book that have a combined level of one level lower than the slot being prepared, and then cast them in the longest casting time of the spells prepared. Metamagic spell level adjustments are counted only once, applying to the overall slot. For example, if they have Magic Missile in their spellbook and know Summon Monster I, they may prepare them with Maximize Spell as a 6th level spell taking one round to cast. (Arcane Fusion: Wizard Edition: The Class Feature! Massively sub-optimal example, here)

Arcane Surge: At twentieth level, an Arcane Savant has learned to unleash immense arcane power with little control. They may, for a number of rounds per day equal to their Intelligence modifier plus their Charisma modifier, enter a state where their caster level is doubled and they can use Fused Spells and Sudden Metamagic without expending daily uses. Additionally, they have the following abilities:

-1. As a Swift Action, they may expend any number of spell slots to refresh spell slots with a total level equal to the total level of the expended spell slots. For example, they may expend two third level spell slots to refresh a ninth level spell slot, or they may expend a second level spell slot and an eighth level spell slot to refresh a first level spell slot and a ninth level spell slot. (Basically, you have a pool of spell slots that eats your Swift Action to keep active)

-2. As a Move Action, they may expend any number of spell slots to cast a spell they know of the total spell level expended. (Not much to say, other than being able to Highten a spell to... level 216, if I ran the numbers correctly. Or do anything else that involves stacking metamagic that high. Stacking arbitrary amounts of metamagic onto Arcane Mark to make a nearly impossible to dispel spell that applies a permanent curse of arbitrary power that you then make ever more insane by adding more and more metamagic to)

-3. As a Standard Action, they may expend any number of spell slots to give an enhancement bonus to an attribute score equal to the total spell level expended for one minute per caster level, deal 1d4 damage per spell level expended or apply metamagic with a total spell level adjustment of the total spell levels expended to an ongoing magical effect. Metamagic effects can be applied to these effects by reducing the effective spell levels expended for the effect and may be applied multiple times. (You can get some quite immense and almost arbitrary damage numbers on the d4s of damage)

-4. As a Full Round action, they may restore a total number of spell levels equal to their Arcane Savant level(so, 20 spell levels. Unbelievably huge endurance boost, here, as it will often turn into getting twenty times your Intelligence plus Charisma modifier, unless you need one of the other effects. Even then there are ways to get extra actions to blow on the other effects while still having the Full Round action to refresh your spell slots)

---

More or less broken than Arcanist? Ignore the capstone, I have this thing where I believe that all capstones should be unbelievably bull**** because you have to either go past level 20 or take no multiclassing at all, and most players either never see level 20 or only have a few sessions at it, unless they are doing a Mythic or Epic campaign(or both, for the 3.PF nuts who want to use absolutely all the things from both to become absolute bull****)

Morphic tide
2017-02-18, 03:56 PM
Arcane Savant
Having a diluted or neglected bloodline, Arcane Savants often ignore their status as Sorcerers, and yet rely more on Sorcerous talent than Wizardly learning when it comes to their studies of the Arcane. However, mixing the two forms of Arcane power allows them to do things few, if any, others can attain, often surpassing "pure" Sorcerers or Wizards in their apparent might. In truth, their raw arcane power is only slightly above that of Wizards and much less refined, and their abilities as Sorcerers are heavily behind due to focusing more on Wizardly study. The key is that they prepare much less than Wizards and have more variety available than Sorcerers, allowing them to improvise better than either.

Role: Practically any role can be managed by an Arcane Savant, due to their unusual method of using arcane magic, but they particularly excel at battlefield control and improving the capabilities of allies(Do note that this is basically reading off what Wizards tend to actually do)

Alignment: Any

Hit Die: d6

Starting Wealth: 2d8 x 10gp (average 80 GP) In addition, each character starts play with an outfit worth 10gp or less. (10-20gp isn't that much, and unlike Arcanist they got to flat-out cheat at practical exams, so their Wizard schooling fees were reduced. Semi-joking, it's mostly wanting to break the mould of starting gp)

Class Skills: The class skills of the Arcane Savant are Knowledge(all)(Int), Fly(Dex), Craft(Int), Bluff(Cha), Profession(Wis), Use Magic Device(Cha), Intimidate(Cha), Appraise(Int) and Spellcraft(Int)
Skill ranks per Level: 4+Int



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Cantrips, Mixed Methods


2nd

+1

+0

+0

+3
Bloodline Power


3rd

+1

+1

+1

+3



4th

+2

+1

+1

+4



5th

+2

+1

+1

+4
Bonus Feat


6th

+3

+1

+2

+5
Bloodline Power, Bloodline Spell


7th

+3

+2

+2

+5
Prepared Metamagic


8th

+4

+2

+2

+6



9th

+4

+3

+3

+6



10th

+5

+3

+3

+7
Bonus Feat, Bloodline Spell


11th

+5

+3

+3

+7



12th

+6/+1

+4

+4

+8



13th

+6/+1

+4

+4

+8



14th

+7/+2

+4

+4

+9
Sudden Metamagic, Bloodline Feat, Bloodline Spell


15th

+7/+2

+5

+5

+9
Bonus Feat


16th

+8/+3

+5

+5

+10



17th

+8/+3

+5

+5

+10



18th

+9/+4

+6

+6

+11
Bloodline Power, Bloodline Spell


19th

+9/+4

+6

+6

+11



20th

+10/+5

+6

+6

+12




Class Features: The following are class features of the Arcane Savant.

Weapon and Armor proficiency: Arcane Savants are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an Arcane Savant’s gestures, which can cause their spells with somatic components to fail

Spells: An Arcane Savant can cast spells, primarily drawn from the Sorcerer/Wizard spell list. Some spells they can cast without preperation, but they may also prepare spells from their spell book or other known spells.

To learn, prepare, or cast a spell, the Arcane Savant must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcane Savant’s spell is 10 + the spell level + the Arcane Savant’s Intelligence modifier.(this is why they get 4+int skill points. MAD is infused into their basic casting)

An Arcane Savant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Savant Spell Slots. In addition, he receives bonus spells per day if he has a high Intelligence score.



Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


3
1
-
-
-
-
-
-
-
-


2
2
-
-
-
-
-
-
-
-


3
3
1
-
-
-
-
-
-
-


4
4
2
-
-
-
-
-
-
-


5
5
3
1
-
-
-
-
-
-


6
5
4
2
-
-
-
-
-
-


7
5
5
3
1
-
-
-
-
-


8
5
5
4
2
-
-
-
-
-


9
5
5
5
3
1
-
-
-
-


10
5
5
5
4
2
-
-
-
-


11
5
5
5
5
3
1
-
-
-


12
5
5
5
5
4
2
-
-
-


13
5
5
5
5
5
3
1
-
-


14
5
5
5
5
5
4
2
-
-


15
5
5
5
5
5
5
3
1
-


16
5
5
5
5
5
5
4
2
-


17
5
5
5
5
5
5
5
3
1


18
5
5
5
5
5
5
5
4
2


19
5
5
5
5
5
5
5
5
3


20
5
5
5
5
5
5
5
5
4




Starting Spells (See Spellbooks and the Sorcerer table): An Arcane Savant begins play with a spellbook containing all 0-level wizard spells plus one 1st-level spell of his choice. The Arcane Savant also selects a number of additional 1st-level spells equal to half his Intelligence modifier to add to the spellbook. At each new Arcane Savant level, he gains one new spell of any spell level that he can cast (based on his new Arcane Savant level) for his spellbook. At any time, an Arcane Savant can also add spells found in other character’ spellbooks to his own (see Magic). Additionally, he has half the Spells Known of a Sorcerer of his level.

Spells Gained at a New Level: An Arcane Savant learn as he lives, using both Sorcerer's innate magic and Wizard's studious magic. An Arcane Savant has half the Spells Known of a Sorcerer of the same level, rounding down. He may cast these spells spontaneously from any Arcane Savant spell slots they have, including slots that already have a spell prepared in them. Additionally, he adds a spell of any spell level he may cast to his spell book for free.

Bloodline: An Arcane Savant has partially developed a Sorcerer bloodline, chosen at first level, developing at a slower pace than a Sorcerer. They gain Bloodline Powers, Spells and Feats as a Sorcerer of one-half their Arcane Savant level, as shown on the above table.

Cantrips: An Arcane Savant knows half as many Cantrips as a Sorcerer of the same level that they may cast without preparation and may prepare and cast an additional two Cantrips from the Sorcerer/Wizard spell list.

Mixed Methods: An Arcane Savant has understandings of both Wizard and Sorcerer methods of using Arcane magic, and may focus on one or the other. They may choose to either have their Arcane Savant levels count as one and one-half Sorcerer levels for bloodline progression and prerequisites, removing the bloodline features granted by Arcane Savant, or they may have their Arcane Savant levels count as half Wizard levels for Arcane Bond and prerequisites. Additionally, their levels in Sorcerer and Wizard count as half levels for Arcane Savant spell slot progression. Their effective Sorcerer level for bloodline abilities cannot exceed twice their Sorcerer level plus one-half their Arcane Savant levels rounded down, or their character level, whichever is lowest.

Prepared Metamagic: At seventh level, an Arcane Savant has learned to prepare metamagic as if they were spells. They may have a number spell slots up to their Intelligence modifier store metamagic as if the metamagic were attached to a 0th level spell. As a Swift action, they may expend a spell slot with metamagic prepared in it by this class feature to have the metamagic apply to the next spell they cast. (Placement of abilities matters a lot. So I put this as the first one to increase MAD and make the class less powerful)

Sudden Metamagic: At fourteenth level, an Arcane Savant has learned to expend raw arcane power to suddenly manifest metamagic effects on prepared spells. They may, a number of times per day equal to their Charisma modifier, expend a spell slot to apply the effects of one or more metamagic feats to a prepared spell as it is cast. The expended spell slot must be at least the same level as the total spell level adjustment of the metamagic applied(yes, you can technically use this to get what are effectively 18th level spells. More, if you have a Rod)

Bonus Feats: An Arcane Savant gets bonus feats at levels 5, 10 and 15. These feats may be used to get Metamagic and Item Crafting feats.

Morphic tide
2017-02-18, 04:50 PM
This post is for archetypes. Much quicker and easier to type up than full classes. Here will go some archetypes that replace the metamagic focus with other stuff. And swapping the focus from Sorcerer to Wizard by swapping Bloodline for... well, all the Wizard stuff, really. And maybe, eventually, a gish archetype or two.

To start with, have an archetype that swaps the Sorcerer focus for a Wizard focus:


Some Arcane Savants fully ignore their sorcerous bloodline, or have such weak bloodlines that they have little potential to develop them. These people dive into proper Wizardly studies, learning the powers of Arcane Schools and Discoveries, as well as forming an Arcane Bond. However, much as the typical Arcane Savant has a lessened bloodline, so too are Studious Savants not as advanced in their studies as proper Wizards due to the distraction of their sorcerous power.

Skill Points: 2 + Int per level.

Spells: A Studious Savant gains bonus spell slots for having a high Intelligence and the save DCs of their spells are determined by their Charisma.

Arcane Studies: A Studious Savant has abandoned their bloodline to study arcane magic as Wizards do, but they retain the abilities that their sorcerous nature allows. They choose an Arcane School and have the Arcane Bond class feature, as the Wizard does, and gain the benefits of both as a Wizard of one-half their level. This feature replaces the Bloodline features, spells and feats of the Arcane Savant.

Studious Methods: A Studious Savant's focus on Wizardly methods of magic causes their ability to develop a Sorcerous bloodline to suffer. As a result, if they choose to have their levels stack with Sorcerer levels for bloodline abilities, their Arcane Savant levels only count as half levels of Sorcerer. For example, a Sorcerer 5/Studious Savant 4 only counts as a 7th level Sorcerer for bloodline abilities. However, they also can get Arcane Discoveries as a Wizard of half their level, regardless of if they choose to have their levels stack with Wizard or Sorcerer levels. If they do choose to have their levels stack with Wizard levels, then their Arcane Savant levels count as one and one-half Wizard levels for Arcane Discoveries, Arcane Bond, Arcane Schools and prerequisites, losing Arcane Bond and Arcane School abilities granted by levels in Arcane Savant. Their effective Wizard level for Arcane Bond and Arcane Schools cannot exceed twice their Wizard level plus one-half their Arcane Savant level rounded down, or their character level, whichever is lowest. This feature alters Mixed Methods.

Next, an Archetype devoted to spell spam novas:


At times, a person wishes to devote themselves to swift execution of grand effects. When an Arcane Savant decides to do so, they replace their skills with metamagic with the ability to unleash immense Arcane forces. These Savants can expend their daily allotment of magic rapidly and with immense focus, allowing them to destroy vast armies or construct immense structures.

Prepared Volley: At seventh level, a Spell Volly Expert can cast a number of prepared spells with total spell level equal to or less than their Charisma modifier as a single full-round action a number of times per day equal to their Intelligence modifier. This feature replaces Prepared Metamagic.

Sudden Volley: At fourteenth level, a Spell Volley expert may expend a spell slots with a total spell level equal to or less than their Charisma modifier as a Standard action to cast spells that they could cast from the expended slots. Metamagic may not be applied to spells cast this way. This feature replaces Sudden Metamagic.