Arcanist

Ability Requirements :	Intelligence 15
				Wisdom 15

Prime Requisite:	Intelligence

Allowed Races:	Human, Half-Vistani

	An Arcanist may be of any lawful alignment.
	An Arcanist with a score of 16 or more in intelligence will receive a 10% bonus to his character experience points.
	An Arcanist can use the following weapons: Dagger, Staff, Darts, Knives, Dirk, and slings. An Arcanist can’t wear armors or use shields.
	An Arcanist have a hit dice of d4, the thaco of wizards, and the saving throws of wizards.
	Arcanists can use all magical items allowed to wizards.
	Arcanists receive bonus spells with a high intelligence scores.
	Arcanists acquires automatically a spell when first created from any school they knows to add to their spell books plus a new spell for each new spell level acquired. Note that when first creating an Arcanist, he may acquires as many 1st level spells from the school of Universal Magic as he desired.
	An Arcanist who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, an Arcanist must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.

Arcanist				Spell per Day	
Level	1	2	3	4	5	6	7	8	9	10
1	1	-	-	-	-	-	-	-	-	-
2	2	-	-	-	-	-	-	-	-	-
3	2	1	-	-	-	-	-	-	-	-
4	3	2	-	-	-	-	-	-	-	-
5	4	2	1	-	-	-	-	-	-	-
6	4	2	2	-	-	-	-	-	-	-
7	4	3	2	1	-	-	-	-	-	-	
8	4	3	3	2	-	-	-	-	-	-
9	4	3	3	2	1	-	-	-	-	-
10	4	4	3	2	2	-	-	-	-	-
11	4	4	4	3	3	-	-	-	-	-
12	4	4	4	4	4	1	-	-	-	-
13	5	5	5	4	4	2	-	-	-	-
14	5	5	5	4	4	2	1	-	-	-
15	5	5	5	5	5	2	1	-	-	-
16	5	5	5	5	5	3	2	1	-	-
17	5	5	5	5	5	3	3	2	-	-
18	5	5	5	5	5	3	3	2	1	-
19	5	5	5	5	5	3	3	3	2	-
20	5	5	5	5	5	4	3	3	2	1
21	5	5	5	5	5	4	4	4	2	1
22	5	5	5	5	5	5	4	4	3	1
23	5	5	5	5	5	5	5	5	3	2
24	5	5	5	5	5	5	5	5	4	2
25	5	5	5	5	5	5	5	5	5	2
26	6	6	6	6	5	5	5	5	5	3
27	6	6	6	6	6	6	6	5	5	3
28	6	6	6	6	6	6	6	6	6	3
29	7	7	7	7	6	6	6	6	6	4
30	7	7	7	7	7	7	7	6	6	4

Arcanist Spell Point Progression
	Max. Spell
Arcanist	Memorize at	Spell
Level	Each Level	Points
1	2		4
2	2		8
3	3		15
4	4		25
5	4		40
6	4		50
7	5		70
8	5		95
9	5		120
10	5		145
11	5		195
12	5		260
13	6		310
14	6		350
15	6		385
16	6		505
17	6		595
18	6		655
19	7		765
20	7		865
21	8		955
22	8		1045
23	8		1205
24	8		1265
25	8		1325
26	8		1430
27	8		1550
28	8		1660
29	9		1765
30	9		1860

Wizardly Spell Cost By Level
Spell		Fixed		Free
Level		Magick	Magick
Cantrip	-		1
1st		4		8
2nd		6		12
3rd		10		20
4th		15		30
5th		22		44
6th		30		60
7th		40		80
8th		50		100
9th		60		120
10th		70		140

Proficiency Group Crossovers: General, Wizard.
	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		# Level
1		6		-5		4		3

Arcanists can’t specialize in any fighting styles but still can use the following fighting styles: One-handed, Two-handed.
Wealth Option: 1d4+1 x 10 GP

# Attack Per Round
Arcanist
Level		# Att/rnd
1-12	1/1
13-24	3/2
25+		2/1

An Arcanist receive 50 character points to spend on skills from the following list.
5/10/15		Armor Access(Light/Medium/Heavy)
5+			Access to School[See the Wizard section in Spells & Magic]
5	Necromancy School
5	Divination School
5	Conjuration/Summoning School
5	Abjuration School
2/5			Automatic Spell Acquisition[See the Wizard section in Spells & Magic]
10/15			Bonus Spells[See the Wizard section in Spells & Magic]
2/5			Casting Time Reduction[See the Wizard section in Spells & Magic]
5/10//20/25		Combat Bonus(Rogue/Priest/Warrior/Monster thaco)
15/20			Warrior Ability Bonus[See the Priest section in Spells & Magic]
10			Detect Magic[See the Wizard section in Spells & Magic]
10/15			Dispel[See the Wizard section in Spells & Magic
10			Enhanced Casting Level[See the Wizard section in Spells & Magic]
10/15			Extended Spell Duration[See the Wizard section in Spells & Magic]
10			Followers[See the Wizard section in Spells & Magic]
10+			Immunity[See the Wizard section in Spells & Magic]
5/10/15/20		Hit Point Bonus(d6/d8/d10/d12)
5/7/9+			Learning Bonus(See below)[See the Wizard section in Spells & Magic]
5/8			No Components[See the Wizard section in Spells & Magic]
15+2/Spell Level	Persistent Spell Effect[See the Wizard section in Spells & Magic]
10+			Priestly Wizard[See the Wizard section in Spells & Magic]
5+			Nonweapon Proficiency Group Crossovers[See the Wizard section in Spells & Magic]
5/7+			Range Increase[See the Wizard section in Spells & Magic]
5			Read Magic[See the Wizard section in Spells & Magic]
5+			Research Bonus[See the Wizard section in Spells & Magic]
5/8/10			School Knowledge(See below)[See the Wizard section in Spells & Magic]
5			Climb Walls(See below)[See the Thief section in Skills & Powers]
10			Detect Illusion(See below)[See the Thief section in Skills & Powers]
10			Detect Magic(See below)[See the Thief section in Skills & Powers]
5			Detect Noise(See below)[See the Thief section in Skills & Powers]
10			Find/Remove Traps(See below)[See the Thief section in Skills & Powers]
5			Hide in Shadows(See below)[See the Thief section in Skills & Powers]
5			Move Silently(See below)[See the Thief section in Skills & Powers]
10			Pick Pockets(See below)[See the Thief section in Skills & Powers]
5/15			Weapon Selection(Thief/All weapons)
15			Weapon Specialization[See the Fighter section in Skills & Powers]
5			Resistance to Sleep and Charm[See the Mage section in Skills & Powers]
10+			Weapon Proficiency Group Crossovers(10 character points per new class)
1			Nonweapon Proficiency Bonus: Draconic Reading/Writing
3			Weapon Proficiency Bonus: 1/5 Level
2			Weapon Proficiency Bonus: Scribe Scroll
4			Familiar(See below)
20			Turn Undead[See the Priest section in Spells & Magic]
4			Forbidden Lore(See below)
5			Horror Check(See below)
3/5			Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
1			One Nonweapon Proficiency Bonus
2			One Weapon Proficiency Bonus
2			Able to Use the Fighting Style Two Weapon
2			Able to Specialize in one Fighting Style
2			Able to Use the Fighting Style Weapon & Shield

Restriction

5	Awkward Casting Method[See the Wizard section in Spells & Magic]
5+	Opposition School[See the Wizard section in Spells & Magic]
15	Reduced Spell Progression[See the Wizard section in Spells & Magic]
3/5	Weapon Restriction[See the Wizard section in Spells & Magic]
5+	Limited Magical Item Use[See the Wizard section in Spells & Magic]
2	Behavior/Taboo[See the Wizard section in Spells & Magic]
5	Difficult Memorization[See the Wizard section in Spells & Magic]
5+	Environmental Condition[See the Wizard section in Spells & Magic]
10	Hazardous Spells[See the Wizard section in Spells & Magic]
10/13	Learning Penalty[See the Wizard section in Spells & Magic]
2/5	Slower Casting Time[See the Wizard section in Spells & Magic]
5+	Supernatural Constraint[See the Wizard section in Spells & Magic]
8	Talisman[See the Wizard section in Spells & Magic]
3	Reduced Hit Points(d3)
15	Reduced Spell Progression[See the Wizard section in Spells & Magic]
5	Power Check(See below)

Familiar: Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. That’s why, for example, the master can cast a personal spell on a familiar even though normally he can only cast such a spell on himself. To call a familiar, the master must spend a day and used up magical materials that cost 100 GP. A familiar is a magical, unusually though, and intelligent version of a small animal. It is a magical beast, not an animal. The creature serves as a companion and servant. The master choose the type of familiar he gets. As the master increases in level, his familiar also increase in power. If the familiar dies, or the master chooses to dismiss it, the master must attempt a save vs. death. If the saving throw fails, the master loses 200 experience points per arcanist level. A successful save reduce the loss by half. However, an arcanist’s experience point total can never go below zero as a result of a familiar’s demise. The arcanist will drop to a minimum of 1 experience point left. A slain or dismissed familiar cannot be replaced for a year. Slain familiars can be raised from the dead just as characters can be, but do not lose a level or a constitution point when this happy event occurs.

 Familiar Table

Familiar		Special Power Gained By The Caster*

Badger	Gain +2 to All Saving Throws vs Charm-like Abilities/Spells
Bat	Gain +2 to Hearing Checks and +1 to All Saving Throws that include Dexterity Bonus
Cat		Gain 20% of/to Move Silently
Chipmonk		Gain +2 to All Saving Throws that include Dexterity Bonus
Dog		Gain +1 to Surprise Rolls and +1 to Hearing Checks
Eagle		Gain +2 to Vision Check
Fox		Gain +2 to All Saving Throws that include Dexterity Bonus
Groundhog		Gain +2 to All Saving Throws vs. Death
Hare		Gain +3 to Hearing Check
Hawk		Gain +2 to Vision Check
Lizard		Gain +20% Climb Walls
Monkey		Gain 20% of/to Pick Pockets
Mouse		Gain 20% of/to Hide In Shadow
Otter		Gain the Proficiency Swimming or +2 to Swimming Checks
Owl		Gain low-light vision, 20% of/to Move Silently
Racoon		Gain 20% of/to Pick Pockets
Rat		Gain +2 to All Saving Throws vs. Death
Raven		Gain 1 additional Spoken Language (Non-animal/monster)
Skunk		Gain Immunity to Musk Attacks
Snake(Tiny)		Gain Poisonous Bite (Poison Type A)
Snake(Small)
Constrictor		Gain 10% of/to Move Silently
Squirrel		Gain +2 to All Saving Throws that include Dexterity Bonus
Toad			Gain +1 to Constitution Score
Weasel		Gain +2 to All Saving Throws that include Dexterity Bonus
* The Familiar must be within one mile for the caster to receive these powers.

Familiar Special Abilities

Master		Natural
Class Level                Armor          Intelligence	Special
1-2                                +1                   6  		Alertness, Improved Evasion, 
							Share Spells,Empathic Link
3-4                                +2                   7		Touch
5-6                                +3                   8		Speak with Master
7-8                               +4                    9		Speak with Animal of its Type
9-10                             +5		10
11-12                           +6                   11		Spell Resistance
13-14                           +7                  12		Scry on Familiar
15-16                           +8                  13
17-18                           +9		14
19 +                            +10		15

	Hit Dice : Treat as the master’s level (for effects related to Hit Dice). Use the familiar’s normal total if it is higher.
	Hit Points : One-half the master’s total or the familiar normal total, whichever is better.
Natural Armor : This number improves the familiar >s AC. It Represents a familiar=s preternatural Toughness.
Intelligence : The Familiar=s Intelligence Score. Familiar Are as smart as people (tough not necessary as smart as smart people).
Alertness : The presence of the familiar sharpens its master=s senses. While the familiar is within arm=s reach, The master gain the Alertness nonweapon proficiency.
Improved Evasion : If the familiar is subjected to an attack that normally allows a saving throw to receive only half damage by dodging it, the familiar takes no damage on a successful save and half damage if failed.
Share Spells : At the master=s option, he may have any spell he cast on himself also affect his familiar. The familiar must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting the familiar if it moves farther than 5 feet away. The spell=s effect will not be restored even if the familiar returns to the master before the duration would otherwise have ended. Additionnaly, the master may cast a spell with a target of Acaster= on his familiar (as a touch spell) instead of on himself. The master and familiar can share spells even if the spells normally do not affect creatures of the familiar=s type (magical beast).
Empathic Link : The master has an empathic link with the familiar out to a distance of up to one mile. The master cannot see trough the familiar=s eyes, but the two of them can communicate telephatically. Note that the low intelligence of a low-level master=s familiar limits what it is able to communicate or understand, and even intelligent familiars see the world differently from humans. Because of the empathic link between the familiar and the master, the master has the same connexion to an item or place that the familiar does. For instance, if his familiar has seen a room, a master can teleport to that room as if he has seen it too.
Touch : If the master is 3rd level or higher, the familiar can deliver touch spells for the master. When the master cast a touch spell, he can designate his familiar as the Atoucher@. (The master and familiar must be in contact at the time of casting). As normal, if the master casts another spell, the touch spell dissipate.
Speak with Animal of its Type : The Familiar can communicate with animals of approximately the same type as itself (including dire variants): bats and rats with rodents, cats with felines, hawks and owls and ravens with birds, snakes with reptiles, toads with amphibians, weasels with creature of the mustelidae family (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). The communication is limited by the intelligence of the conversing creatures.
Speak with Master : The familiar and master can communicate verbally as if they were using a common language. Other creatures do not understand the communication with out magical help.
Spell Resistance : If the master is 11th level or higher, the familiar gains spell resistance equal to the master=s level + 5.
Scry : If the master is 13th level or higher, the master may scry on the familiar (as if casting the spell scrying) once per day. This is a spell-like ability that requires no material components or focus.

Learning Bonus:	Same as usual except that for 9 character points, the character gets the same bonuses as for 7 character points for two schools.

School Knowledge:	Same as usual except that for 10 character points, the character gets the same bonuses as for 8 character points for two schools.

Forbidden Lore:	Same as the Bard’s ability of History except that you can only know some revalent fact about it only if it have a special signification in the supernatural and macabre history of Ravenloft.

Power Check:	Throughout his life, an arcanist must fight an unending battle to avoid being drawn into the web of evil magic that he studies. As such, whenever one of these characters advances in level, he must attempt a powers check with a chance of failure equal to 5% per level. Thus, as the character reaches higher levels, it becomes impossible to avoid some degree of corruption.

Horror Check:	Arcanists are well versed in all things dark and sinister. Because of this, they often shake off things that might frighten or horrify another adventurer. In game terms, a +2 bonus to all fear and horror checks reflects this.

Thief Ability: To determine an arcanist’s % chance in a thieving skill that he has
bought as a class ability, see below:
			Find/
Arcanist	Pick 	Open	Remove	Move	Hide In	  Detect	Climb	Read			
Level	Poclkets	Locks	Traps	Silently	Shadows  Noise	Walls	Languages  Appraisal  Tunnelling
1	15	10	5	10	5	  15	60	5	      10	         	15
2	20	15	10	15	10	  20	65	10	      15		20
3	25	20	15	20	15	  25	70	15	      20		25
4	30	25	20	25	20	  30	75	20	      25		30
5	35	30	25	30	25	  35	80	25	      30		35
6	40	35	30	35	30	  40	85	30	      35		40
7	45	40	35	40	35	  45	90	35	      40		45
8	50	45	40	45	40	  50	95	40	      45		50
9	55	50	45	50	45	  55	99	45	      50		55
10	60	55	50	55	50	  60	99	50	      55		60
11	65	60	55	60	55	  65	99	55	      60		65
12	70	65	60	65	60	  70	99	60	      65		70
13	75	70	65	70	65	  75	99	65	      70		75
14	80	75	70	75	70	  80	99	70	      75		80
15	85	80	75	80	75	  85	99	75	      80		85
16	90	85	80	85	80	  90	99	80	      85		90
17	95	90	85	90	85	  95	99	85	      90		95
18	99	95	90	95	90	  99	99	90	      95		99
19	99	99	95	99	95	  99	99	95	      99		99
20	99	99	99	99	99	  99	99	99	      99		99

Arcanist	Escape	Detect	Detect		Forge		Sign		Identify
Level	Bonds	Magic	Illusion	Bribe	Documents	Language	Runes
1	10	5	10	5	10		15		10
2	15	10	15	10	15		20		15
3	20	15	20	15	20		25		20
4	25	20	25	20	25		30		25
5	30	25	30	25	30		35		30
6	35	30	35	30	35		40		35
7	40	35	40	35	40		45		40
8	45	40	45	40	45		50		45
9	50	45	50	45	50		55		50
10	55	50	55	50	55		60		55
11	60	55	60	55	60		65		60
12	65	60	65	60	65		70		65
13	70	65	70	65	70		75		70
14	75	70	75	70	75		80		75
15	80	75	80	75	80		85		80
16	85	80	85	80	85		90		85
17	90	85	90	85	90		95		90
18	95	90	95	90	95		99		95
19	99	95	99	95	99		99		99
20	99	99	99	99	99		99		99