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Umbral_Arcanist
2006-08-29, 11:26 AM
Arcane Retriever:

Sometimes its and ancient family heirloom that was lost, other times an old tome to add to your collection. Whatever it is you need found you call in an arcane retriever. Why? An arcane retriever is a spellcaster who specializes in recovering old artifacts, whether searching for a specific object for an employer or merely trying to find something valuable for a museum or wizard college. The arcane seeker is like a wizard version of Indiana Jones, well versed in ancient lore and skilled in surviving the dangers of tombs, dungeons and ruins.


Requirements: Feat: eschew materials (an arcane seeker cannot be burdened by a need for unnecessary material components)

Skills: decipher script, Knowledge arcana and history: 8 ranks

Disable device, appraise 4 ranks

Spells: must be able to cast 3rd level arcane spells. They must include 6 of the following 8 spells: detect magic, read magic detect secret doors, animate rope, locate object, levitate, arcane sight, shrink item.

Special: must also be able to speak at least 4 languages other than common.
Must have recovered, alone or with aid, at least 5 valuable objects from a dungeon, tomb, ruin or similar place. (Valuable means an art object or piece of jewelry worth 1000 GP or a magic item)

BAB: ˝ HD (as wizard)
Saves: Good: ref/fort
Bad: will

HD: d6

Skills: 4 skill points per level: Class Skills: Appraise, balance, climb, decipher script, disable device, jump, knowledge (all but nature), open lock, search, spellcraft, spot, use rope

1:trapfinding
2:Skilled Dungeoneer
3: mechanical mastery
4: arcane secret;
5: Appraise Magic Value (as feat)
6:Skilled Dungeoneer
7:
8: Arcane Secret
9:
10:Skilled Dungeoneer, Lucky


Trapfinding: as a rogue

Skilled Dungeoneer: choose a bonus feat from improved init., quick reconnoiter, skill focus (any class skill) nimble fingers, tactile trapsmith, athletic, agile. Must meet any pre-requisites for the feats

Mechanical mastery: you gain a +1 on all disable device, search, and open lock checks, gain a +1 on saves vs. traps

Arcane secret: your continual association with arcane lore and artifacts grants you new knowledge. You gain either a bonus feat (as a wizard) or a new spell known, this would allow a sorcerer or bard to exceed his limit on known spells.

Lucky: gain the ability of the luck domain.

+1 level of existing arcane spellcasting class (all ten levels)


The class abilities aren’t much, because it gets full spell progression and the skill stuff. The main perk of this class is that it allows you to be more “skillful” w/o forfeiting magical power. It doesn’t get things like locate object as a SLA since it has spells of its own to do that sort of thing.

The d6 HD represents that the retriever is doing things a little more physical than your average mage. saves too

Is it over or underpowered? Any problems with it?