Monday, August 14, 2017

The Magaambyan Intiate/Arcanist




The Magaambian Intiate/Arcanist.

With the recent release of the Adventurer’s Guide a few new archetypes and some old ones have been release. One of the new ones is the Maagambian Intiate, an Arcanist archetype that lets you do a lot of things only done by the Maagambian Arcanist prestige class. Halcyon Magic and a good aura like a cleric, utilize spell mastery in the same way as the class does, and the various types of spontaneous spell mastery and changing spells on the fly. 

Additionally it lets you continue on these in the prestige class as well, though the mechanism for some are a bit diffent. The arcanist archetype gets to pick a Druidic spell of any level they can cast, including their current highest level whereas the prestige class can pick any spell 2 levels BELOW their highest level. A big and telling difference. One perk pointed out is that the prestige class allows the arcanist to continue accumulating points in their arcane reservoir. Which means they can use their exploits more as they level, though due to the archetype’s progression change they have fewer chances at a ‘free exploit’ as they level up than a normal arcanist. 

Halcyon magic makes up for some of the ‘free spells’ you can progressing as an arcanist though they are of typically lower level and only one for the 2/level you get as an arcanist. You get access to Druid spells, which has some interesting implications. You can work in Summon Natures Ally, which gets you access to critters you might not see with Summon Monster, but it’s a bit of a trap as you’ll never get access to the fun critters like a cyclops till long after you get access to the ‘big bad’ list on Summon Monster. You can be the ‘back up’ healer guy with access to Cure l/m/s Wounds, Restoration, Slow/Neutralize Poison, Remove Disease and so on. Useful spells even if you’re just using access to them to access scrolls of them. If you partner with an animal companion user, you can throw out things like Magic Fang (and greater), Lockjaw and about a dozen or so ‘critter buffs’ that make Fido the wonder mutt suddenly become a much more scary puppy or add in other buffs that let you (or others) fill roles. Druid also have some fun spells for crowd control and debuffing like the Entangle spells (Sickening and Burning) and Faerie Fire and so on. Nasty stuff in the right environment. 


Starting off.. 

Aishia @ 1st Level
Human (Garundi) arcanist (magaambyan initiate) 1 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 122)
NG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
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Offense
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Speed 30 ft.
Special Attacks arcane reservoir (1/4), consume spells
Arcanist (Magaambyan Initiate) Spells Prepared (CL 1st; concentration +5)
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Statistics
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Str 8, Dex 14, Con 12, Int 19, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Scholar[ISWG], Spell Mastery
Traits tomb raider, wise teacher
Skills Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (nature) +10, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +5, Spellcraft +8
Languages Ancient Osiriani, Aquan, Auran, Common, Ignan, Osiriani, Terran
SQ halcyon spell lore
Other Gear 150 gp
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+4 Spells <see Notes>) You can prepare the chosen spells without a spellbook.

Notes: This is Aishia at the start of her journey. Spell Mastery can wait but you need at least one of these as well as scholar, so get it over with and start with them. Halcyon Spell Lore requires a ‘at that moment’ spending Of reservoir points to access those Druid spells but you have access to any one Druid spell of 1st level (or cantrip if you like) but it’s also on your SPELL list.. so you can use wands/scrolls. Hence the role of backup healer suddenly being yours. 


Aishia @4th Level
Female human (Garundi) arcanist (magaambyan initiate) 4 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 122)
NG Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 22 (4d6+4)
Fort +2, Ref +3, Will +4
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Offense
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Speed 30 ft.
Special Attacks arcane reservoir (2/7), arcanist exploit (dimensional slide[ACG]), consume spells
Arcanist (Magaambyan Initiate) Spells Prepared (CL 4th; concentration +9)
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Statistics
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Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 12
Base Atk +2; CMB +1; CMD 13
Feats Scholar[ISWG], Spell Mastery, Spell Mastery
Traits tomb raider, wise teacher
Skills Craft (alchemy) +9, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +14, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +9, Linguistics +12, Perception +8, Spellcraft +12, Survival +1, Use Magic Device +8
Languages Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Kelish, Osiriani, Terran, Thassilonian
SQ halcyon spell lore
Other Gear 150 gp
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Special Abilities
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Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (40 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+10 Spells <see Notes>) You can prepare the chosen spells without a spellbook.


Notes: Now at 4th level, Aishia has a bit more to play with, 4 spells in Halcyon spell lore grants a bit more bite or utility depending on your picks, and access to an exploit. I went with dimensional slide but you could choose pretty much anything that you qualify at this point. Metamagic to gain access to those feats your missing out on by buying spell mastery a second time but you now how 10 spells you’ll never forgot and 15 to 20 with next levels bonus and regular feats (if you got for both) 
In two levels, you’ll be eligible for the prestige class so pay attention to those skills and thanks to your jump to 20 Int you’ll add in skill points and a free spell. Pick it for the best effect because starting @ 7th you’ll be paying for you spells all the time. 


Aishia @7th level
Female human (Garundi) arcanist (magaambyan initiate) 6/magaambyan arcanist 1 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 118, 122)
NG Medium humanoid (human)
Init +2; Senses Perception +11
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 37 (7d6+7)
Fort +3, Ref +4, Will +6
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Offense
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Speed 30 ft.
Special Attacks arcane reservoir (4/10), arcanist exploit (dimensional slide[ACG]), consume spells
Arcanist (Magaambyan Initiate) Spells Prepared (CL 7th; concentration +12)
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Statistics
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Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 14
Feats Scholar[ISWG], Spell Mastery x5
Traits tomb raider, wise teacher
Skills Craft (alchemy) +11, Diplomacy +5, Knowledge (arcana) +17, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +17, Knowledge (nobility) +9, Knowledge (planes) +15, Knowledge (religion) +9, Linguistics +15, Perception +11, Spellcraft +15, Survival +4, Swim +0, Use Magic Device +11
Languages Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Kelish, Osiriani, Terran, Thassilonian
SQ aura of good, halcyon spell lore
Other Gear arcanist starting spellbook, 150 gp
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Special Abilities
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Arcane Reservoir +1 DC or CL (10/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Aura of Good (Ex) You emit an aura of good.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (60 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+25 Spells <see Notes>) You can prepare the chosen spells without a spellbook.


Now you’’re finally there.. Initiate no longer, you are a Magaambyan Arcanist (granted only 1st level). Building like I have, you now have Spell Master five times.. that’s 25 spells you don’t need a spell book for (more if you get a +2 Int headband by now!). You might have swapped out some of these for things like Extra Arcane Exploit, and/or other feats so actual experience will vary. Right now you got a potent mix of spells you can cast, with or without your spell book, and that ‘pool’ of spells will become more effective later on.  Don't worry if you picked out the wrong spell for the Mastery list..next level you’ll be able to swap out spells as needed with a ritual and some time. 

Aishia @ 12th level
Female human (Garundi) arcanist (magaambyan initiate) 6/magaambyan arcanist 6 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 118, 122)
NG Medium humanoid (human)
Init +2; Senses Perception +16
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 62 (12d6+12)
Fort +5, Ref +6, Will +8
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Offense
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Speed 30 ft.
Special Attacks arcane reservoir (6/15), arcanist exploits (dimensional slide[ACG], potent magic[ACG]), consume spells
Magaambyan Arcanist Spell-Like Abilities (CL 6th; concentration +7)
   Constant—protection from evil
Arcanist (Magaambyan Initiate) Spells Prepared (CL 12th; concentration +18)
   3rd (5/day)—fly
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Statistics
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Str 8, Dex 14, Con 12, Int 22, Wis 10, Cha 12
Base Atk +6; CMB +5; CMD 17
Feats Extra Arcanist Exploit[ACG], Sacred Summons[UM], Scholar[ISWG], Spell Mastery, Spell Mastery, Spell Mastery, Spell Mastery, Spell Mastery
Traits tomb raider, wise teacher
Skills Craft (alchemy) +12, Diplomacy +10, Fly +11, Knowledge (arcana) +25, Knowledge (dungeoneering) +12, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +25, Knowledge (nobility) +11, Knowledge (planes) +21, Knowledge (religion) +11, Linguistics +21, Perception +16, Spellcraft +21, Survival +4, Swim +0, Use Magic Device +16
Languages Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Dwarven, Elven, Hallit, Ignan, Kelish, Osiriani, Polyglot, Shoanti, Skald, Terran, Thassilonian, Tien, Varisian
SQ aura of good, halcyon spell lore, immediate spell mastery, intoned recollection, lasting goodness, spontaneous spell mastery, superior spell mastery
Other Gear arcanist starting spellbook, 150 gp
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Special Abilities
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Arcane Reservoir +2 DC or CL (15/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Aura of Good (Ex) You emit an aura of good.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (60 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Immediate Spell Mastery (1/day) (Sp) Cast any spell mastered, even if it wasn't prepared for the day.
Intoned Recollection (minute action, 6/day) (Ex) As listed action, fill open, unused spell slot from spellbook or Spell Mastery list.
Lasting Goodness (6 rounds) (Su) Extend duration of [good] spells unless duration is concentration, instant or permanent.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+30 Spells <see Notes>) You can prepare the chosen spells without a spellbook.
Spontaneous Spell Mastery (1/day) (Ex) Swap out a prepared spell with a Mastered Spell.
Superior Spell Mastery (Ex) Spend 24 hours over 3 days studying to change mastered spells.


Notes: Now at the end of the journey to Seeker levels, we have our Arcanist standing around with the ability to swap out a spell 1/day with any other spell you got in mastery or simply to do it as a spontaneous action without even using a spell level. That is where these spells in mastery come into play. Essential ‘on the spur of the moments’ of spells like that one moment when a dismissal could come into play and turn the big bad’s summoned minion into a ‘but-bye’ moment, particularly adding in a +2 to DC with your improved DC from spending a point from your reservoir. I went with a few extra exploits rather than going to the huge list of spells my Transmuter/Arcanist has (48!!) since I wanted a bit more flexibility in other areas. Dimensional slide means getting out of a fix, Sacred Summons means you can call up all sorts of good aligned critters via summon monster as a standard action to leave in your place. Cause leaving a Celestial Rhino charging into the guy who just tried to bushwhack you is so much fun. (For you.. the bushwacker’s experience most likely will be very pointed..and chargey and smitey.. )


Final assessment: Halycon Spell Lore and Halycon Magic are slightly different. So, be aware.. the first requires reservoir points the second doesn’t (at least till we here otherwise). A good bet, depending on your experiences, might be to double up on your spells to let you slip in either or as needed. 
The character can fill in a HUGE number of roles: Buffer, cause.. damn.. got a buddy you play with who has a companion.. Fido got nasty quick. Want to be the master of the wooden battle field, definitely can do that with the nastiness of entangle (normal, burning or sickening) with or without the addition of things like the reservoir point to bump up effect caster level or DC a point or two. 
There all slots of tricks to be had with this and the build is wide open. Speaking from personal high level experience on my own 11th level transmuter/MA, the ability to go ‘I trade this out for that’ or ‘Suddenly! DISMISSAL’ can literally save the party’s lives. I have a mix of transmutations, situational utility spells, combat and healing spells in her pool of 48 spells that have been a bag of tricks that can turn the battle. Pit spells are a focus of hers, along with aqueous orb (for the ones who made their save vs my just cast pit spell. The access to healing spells (and eventual addition of the entire Good domain spells in later levels) is helpful when the healer just caught a behir on the chin. (Again.. actual circumstance) or Wind Wall when you’re surrounded by critters only Kyle Baird would pair together and half the party is confused and being eaten by a swarm. 
Things to consider: Definitely want an intelligence boosting headband, the higher the better. Maybe add in wisdom and/or charisma, wisdom due to the fact you do NOT want a flexible caster like this killing the party (however your innate protection from evil is useful for this, I have sneaked at summoned swarms because of this) and charisma due to the fact that SOME exploits work off your charisma bonus. If you can afford it at higher levels a +2 to Int via a book could be useful (I got casters in the 11-13 range with more than enough gold for that)




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