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theperfect25
2019-04-25, 05:51 PM
Description: The Arcavant is master at manipulating the arcane fibers of the world, able to create and conjure interactions in the world that would seem impossible. The Arcavant continues to see and pull their power from the arcane tithers in the world, giving them a near infinite supply of power only limited by their own bodies.

Combat: The Arcavant has a steady flow power that ebbs and flows in combat. As they use more of their powers their supply to this power dwindles, but slowly grows as time passes.

Attribute: The Arcavant is a preferable melee based class but may expand into nearly any field of expertise as long as they have a good charisma score.

Alignment: Any

Starting gold: 2d6x10 (average 70gp)

Starting age:Complex

Health:d8


level
BAB
Fort
Ref
Will
Special


1
0
0
0
2
Arcane Surges


2
1
0
0
3
Arcane empowerment


3
2
1
1
3
Surge Specialty


4
3
1
1
4
Arcane reservoir


5
3
1
1
4
Magic nullification:


6
4
2
2
5



7
5
2
2
5
Sudden surge(1)


8
6/1
2
2
6
Surge Specialty


9
6/1
3
3
6
Arcane reservoir


10
7/2
3
3
7
Arcane Generator


11
8/3
3
3
7



12
9/4
4
4
8
Sudden surge(2)


13
9/4
4
4
8
Surge Specialty


14
10/5
4
4
9
Arcane reservoir


15
11/6/1
5
5
9
Arcane Degenerator


16
12/7/2
5
5
10



17
12/7/2
5
5
10
Sudden surge(3)


18
13/8/3
6
6
11
Surge Specialty


19
14/9/4
6
6
11
Arcane reservoir


20
15/10/5
6
6
12
Greater Arcane Generator


Class Skills: (4+int, x4 first level)
Craft, Heal, intimidate, knowledge(arcane), knowledge(planes), knowledge(religion), perception, sense motive, stealth, survival, swim, use magic device.

Class Features:

Weapon and Armor Proficiency:
An Arcavant is proficient with all simple and martial weapons. They are also proficient in light and medium armor.

Arcane Surges:
The Arcavant's power comes from their ability to be able to see and bind the arcane bonds of the world into a multitude of different effects. These bonds are ever present in the world and continuously flow and empower the Arcavant. As long as the Arcavant is not subject to an anti magic effect, like that of an Anti-Magic zone, the Arcavant attracts one Arcane surge to themselves every round. These Arcane surges continue to accumulate within and around the Arcavant as invisible wisps of magic energy until they are used. Though they constantly attract these Arcane surges, the Arcavant's body and spirit can only hold so many around them at one time, the maximum number of surges an Arcanist can hold in their body at any time is equal to 1/2 their arcanist level(round down, minimum 1) + their charisma modifier.

An Arcavant can use the Arcane surges in their body to produce a variety of different magical effects. These effects come in two different categories, active and constant effects. Active effects require a type of action to activate, such as a standard action, and consumes a number of Arcane Surges noted by the ability used. Constant effects always require 1 minute to activate and last until the Arcavist takes a long rest. The amount of Arcane surges the Constant effect consumes is subtracted from the Arcavist's max surge total they can contain in their body, until the end of the long rest.

Example: Rediric the level 4 Arcavist has a charisma modifier of +3. The max amount of Arcane surges he can contain in his body is 5. At the beginning of the day he spends two Arcane surges to give him +10ft base movement speed for the rest of the day. Because the movement speed is a constant effect, the maximum number of Arcane surges he can use for the day is now 3 instead of 5.

All Arcavists have access to these abilities

Active


Name
Cost
Action
Effect


Conjure weapon
1
Swift
Conjure a single handed weapon the Arcavist is proficient in, this summon lasts for 1 minute per Arcavist level.


Improved conjure weapon
2
swift
Conjure a two handed weapon the Arcavist is proficient in, this summon lasts for 1 minute per Arcavist level.


Conjure shield
1
swift
Conjure a shield that the Arcavist is proficient in, this summon lasts for 1 minute per Arcavist level.


Conjure armor, light
2
swift
Conjure a light armor that the Arcavist is proficient in, this summon lasts for 1 minute per Arcavist level.


Conjure armor, medium
3
movement
Conjure a medium armor that the Arcavist is proficient in, this summon lasts for 1 minute per Arcavist level.


Conjure armor, heavy
4
standard
Conjure a heavy armor that the Arcavist is proficient in, this summon lasts for 1 minute per Arcavist level.


swift movement
1
swift
The Arcavist may take a free 10ft movement that provokes attack of opportunity as normal.


Heavy movement
1
free with CM action
Gain a +5 circumstance bonus to any CMB check performed against a target.


Arcane protection
1+
immediate
When taking damage from any source, Arcavist may spend 1 point from their Arcane Surge pool to negate 5 points of damage. Every point they spend negates an additional 5pts of damage.


Arcane strength
1+
free with attack
When making an attack against an enemy with a Conjured weapon, the Arcavist may spend 1 or more points from their surge before rolling to hit. Every point they spent on their surge, they may gain either a +1 to their hit or damage roll.


Agile attack
2
swift
While wielding a Conjured weapon, the Arcavist may enhance their body to move with swift agility, gaining a free attack with their conjured weapon at their highest BAB



Constant


Name
cost
effect


Empower aspect
1
Gain a +1 misc bonus to any chosen save when activated. Can stack with self.


Arcane practiced
1
Gain a +3 misc bonus to any one skill, this ability doe not stack with itself.


empowered movement
1
Gain a +5ft to your base movement speed. This can be taken multiple times to further increasey your movement speed.


reinforced skin
2
Gain a dr1/adamantium. Taking this multiple times increases the dr by +1




Arcane empowerment:
Lvl 2 When creating a weapon or armor from your arcane surge pool, the class may spend an additional pt to give a +1 enchantment on the item. For every extra point spent after the first, the enchantment on the item is increased by an additional +1. The Max enchant an item can have is +1 and an additional +1 for every 4 levels after level 2.

Surge Specialty:
Starting at level 3 and every 5 levels after, the Arcavant gains a specialty free the list below. Once they have chosen a specialty they may spend their arcane surges to any of the abilities that specialty has access to.






name
type
cost
action
effect


Swift transitition
active
1
move
Teleport within line of sight and 30ft.


Full transition
active
3
full round
Teleport within line of sight and 100ft.


Flashed charge
active
4
full round
Teleport at double your normal movement speed to somewhere within line of sight. Then make an attack as if you are charging the target.


Arcane mobility
active
1
free when provoking attack of opportunity
Gain a +4 deflection bonus to A.C against an attack of opportunity.


Arcane evasion
constant
3
N/A
Gain the evasion ability, like that of a rogue.







name
type
cost
action
effect


arcane blur
active
1
swift
Give all single target attacks against you a 20% miss chance as you blur in and out of existence. This lasts for 1d4+1 rounds.


Greater arcane blur
active
3
movement
Give all single target attacks against you a 50% miss chance as you blur in and out of existence. This lasts for 1d4+1 rounds.


Covered in shadows
constant
4
N/A
By covering your entire body in shadows, the Arcavant may roll 2 dice instead of 1 when rolling stealth checks in low light areas. They may use the dice that rolled the highest result


One with the shadows
constant
1
N/A
The Arcavant gains a +2 circumstance bonus to all stealth rolls, this may be taken multiple times and stacks with itself.







name
type
cost
action
effect


lesser arcane bolt
active
1
attack action/standard
This ability can be used as one of your standard attacks in a full round attack or a standard action. Make a ranged touch attack against a target within 60ft and line of sight. You shoot a ray of arcane origin that deals 1d8+Arcavant level arcane damage to the target.


moderate arcane bolt
active
2
attack action/standard
This ability can be used as one of your standard attacks in a full round attack or a standard action. Make a ranged touch attack against a target within 100ft and line of sight. You shoot a ray of arcane origin that deals 2d8+Arcavant level arcane damage to the target.


greater arcane bolt
active
3
full round
Make a ranged touch attack against a target within 300ft and line of sight. The arcane bold deals 1d6 points of damage for every 2 levels of Arcavant they possess.


empowering bolt
active
+2
free
By activating this ability as a free action when using any of the above Arcane bolt abilities. The Arcavant may add their level to the damage dealt with the attack. This ability must be used before rolling to hit with the ranged touch attack.







name
type
cost
action
effect


Arcane talent
constant
3
N/A
Gain the knowledge and ability to use a fighter feat of your choice, must still be able to meet the prerequisite of the chosen fighter feat.


Arcane proficiency
constant
1
N/A
Choose a weapon or armor, the Arcavant gains proficiency with that weapon or armor


Fighter spirit
constant
4
N/A
When calculating BAB, use the Arcavants level instead of 3/4 their level.


empowering strength
constant
3
N/A
Gain a +2 enhancement bonus to strength, this ability stacks with itself.


Martial swftness
active
2
free
The Arcavant gains a free melee attack at their highest BAB







name
type
cost
action
effect


temporary shielding
active
1+
movement
By activating this ability the arcavant gains 1d6+charisma modifier amount of temporary hp for 1 minute. For every extra point spent when activating this ability they gain an additional 1d6 temporary hp.


Emergency shell
active
3
standard
When activating this ability the Arcavant gains temporary hp equal to their level x 5 +deflection bonus to their ac equal to their Charisma modifier.


Arcane barrier
Active
2+
swift
When activating this ability. The Arcavant gains a Dr5/adamantium until their next round. For every extra point spent when activating this ability, they gain an additional +2dr


arcane toughness
constant
2
N/A
The Arcavant adds 1 to their max hp per Arcavant level they possess, this Ability stacks with itself.








name
type
cost
action
effect


Light burst
active
2
movement
The Arcavant flashes a burst of light towards a group of targets Like that of the spell flare burst spell.


Spectral light
active
1
movement
create floating ghostly lights like that of the dancing light spell


Dazzling display
active
3
standard
create a burst of dazzling light around you. Blinding everyone within a 15ft burst for 1d4+1 rounds. Reflex save to negate. Dc 10+ 1/2lvl +chr


Dazzling spray
active
2
standard
create a dazzling spray of light and color. Like that of the color spray spell with your level as your effective casting level.







name
type
cost
action
effect


Arcane claws
constant
2
N/A
the Arcavant gains 2 claws that deal 1d6 points of slashing damage.


Arcane pounce
constant
3
N/A
Gain the ability to use the pounce ability with all natural attacks.


Arcane Jaws
constant
1
N/A
The Arcavant gains a Bite attack that deals 1d8 points of piercing damage


Animal tongue
constant
1
N/A
The arcavant chooses 1 type of animal, they may speak with that animal as if they had the tongues ability.


Hardened Skin
constant
1
N/A
The Arcavant gains a +1 to their Natural Armor while this ability is active. The Arcavant may only gain this ability a number of times equal to their Charisma Modifier.








name
type
cost
action
effect


Flame Strike
active
1
Free with any attack
Before rolling for an attack, the Arcavant may choose to make the attack a Flame strike, spending the point of Arcane Surge. If the attack hits, it deals an additional 1d8 points of fire damage.


Frozen footing
active
2
movement
The Arcavant may make a 30ft move over any liquid, freezing it instantly. If used on solid ground, causes all squares moved over to be difficult terrain for 1d4 rounds.


Stomping Quake
active
3
standard
The Arcavant slams the ground, roll a CMB attack and compare it against all adjacent individuals CMD. For those you succeed against, the target is tripped, and knocked back 5ft for every 5pts you succeed against them.


Stunning strike
active
4
move
The Arcavant makes a touch attack against an adjacent target. If successful the target is stunned for 1 round unless they roll a fortitude, DC equal to 10+ 1/2lvl +chr modifier







name
type
cost
action
effect


ranged conjuration
active
0+
swift
The arcavant in a swift motion creates a ranged weapon that they are proficient in. When creating this weapon they may spend additional surges to create ammunition or additional affects to their weapon.
- if the weapon is a bow, for every additional surge spent, the bow may gain up to an additional +2 composite quality.
-for every extra surge spent, a quiver or holster of 20 relevant amunition is created for your weapon.
-For the purposes of the Arcavants arcane empowerment ability. Both weapon and ammunition may be enchanted, but they are enchamted separately.


flashing speed
active
2
free
while using a ranged conjured weapon, the arcavant may make a free ranged attack towards any target in range at their highest BAB


Empowering reflexes
constant
3
N/A
The Arcavant gains a +2 misc bonus to their dexterity, this ability stacks with itself.


Emergency Richochet
active
1
free
After missing a ranged attack with a conjured weapon, the arcavant forces the projectile to richochet off the nearest object in an attempt to hit the same target. When activating this ability after missing the target, make another attack roll as if the target is flat-footed


seeking
active
1
free
When making a ranged attack with a conjured weapon, activating this ability makes the projecile ignore all cover or miss-chance less then 100%


full salvo
active
4+
full-round
while activating this ability, the arcavant may make a full round attack with a conjured ranged weapon. While firing the weapon, a ghostly projectile fires allong side every shot. Every hit during this full round attack acts as if two hits were struck, you do not multiply the secondary hit for critical hits.
-The Flashing Speed ability may be used allongside this ability as long as it is activated during the same round.
-for every 4 additional surges spent for this ability. An additional ghostly arrow fires allong side every shot.





Arcane reservoir:
Starting at level 4 and every 5 levels after the Arcavant gains 1 extra arcane surge point per day that can only be used for constant effects.

Magic nullification:
Starting at level 5, the Arcavant may spend 2 arcane surges as an immediate action to give themselves a spell resistance equal to 5 + their level for 1 round. The Arcavant may spend additional points while activating this ability. Every surge spent beyond 2 increases the spell resistance gained by 3.

Sudden surge:
Starting at level 7, once per day an Arcavant may focus to gain a sudden influx of arcane surges within them. By spending a move action they may gain their chr modifier in arcane surges back. This may not bring their total beyond their max arcane surges. At level 12 and level 17, they gain an additional use of this ability.

Arcane Generator:
At level 10 the Arcavant draws Arcane surges to themselves at an increased rate, gaining 2 surges back per turn instead of 1.

Arcane Degenerator:
At level 15 the Arcavant may sense and use their Arcane surges to disrupt magic items ability to function. By making a touch attack against any magical item, they may expend all of their current Arcane surges to cause a magical item to not work for the next 24 hours. If this Ability affects items wielded by an unwilling target, or is an item of great power. The target must roll a will save equal to 10 +charisma modifier + number of Arcane Surges expended, or be affected.

Greater Arcane Generator:
At level 20 the Arcavant draws a mass amount of Arcane Surges to themselves at an incredible rate, they gain 3 surges back per turn instead of 2








Additional feats:

Arcane Reserve:
Prerequisite: 13Chr, Arcane surge ability
Benefit: The character gains a +2 bonus to their Arcane surge maximum.
Special: This feat can be taken multiple times. each time it is take it adds an additional +2 to the maximum Arcane surge pool.

Extra Surge specialty:
Prerequisite: 15Chr, Iron Will, Arcane Reserve, level 7
Benefit: The character gains an additional Surge specialization available at their level.
Special: This feat can be taken multiple times. But every time it is taken the prerequisite Charisma needed to apply for this feat is increased by 2 and the Arcane Reserve feat needs to be taken an additional time.

theperfect25
2019-04-25, 11:18 PM
Finished up the missing pieces and formatting, now doing play testing

theperfect25
2019-05-13, 01:08 PM
Added feats specific to this class.

theperfect25
2019-06-02, 01:18 PM
Made some changes regarding surge economy of the additional attack abilities as well as added the ranged attack specialty.