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Requirements To qualify to become a Arch Magus, a character must ful?ll all the following criteria.

Skills: Knowledge (arcana) 13 ranks, Listen 13 ranks, Perform (any) 10 ranks, Profession (astrologer) 6 ranks, Spellcraft 6 ranks. Spells: Able to cast 3rd-level arcane spells. Class Skills The Arch Magus s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Speak Language (n/a), Spellcraft (Int), and Spot (Wis). Skill Points at Each Level: 7 + Int modifier. Table 2 17: Arch Magus Spells Known Spells Known Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 4th 3 4 4 4 4 4 4 4 4 4 5th 1 2 2 3 3 4 4 4 4 4 6th 7th 8th 9th 1 2 2 3 3 4 4 4

1 2 2 3 3 4

1 2 2 3

1 2

Spells per Day: A Arch Magus has the ability to cast a small number of arcane spells, all of 4th level or higher. To cast a sublime chord spell, a character must have a Charisma score of at least 10 + the spell s level, so if she has a Charisma of 13 or lower, she cannot cast any sublime chord spells. Bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the sublime chord s Cha modi? er. A sublime chord can choose spells from the sorcerer/wizard spell list or the bard spell list; if a spell appears on both lists at different levels, she uses the bard version of the spell. A arch magus s caster level for both her arch magus spells and the spells she gains from other arcane spellcasting classes is determined by adding her arch magus level to her level in another arcane spellcasting class. If she had more than one arcane spellcasting class before becoming a arch magus, she must choose to which class to add her arch magus levels for the purpose of determining her arch magus spellcaster level. A arch magus prepares and casts spells just as a sorcerer Table 2 18: The Arch Magus Base Attack Fort Ref Level Bonus Save Save 7th 8th 9th 1st +0 +0 +0

Will Save

Spells per Day Special

4th 5th 6th 2 1

+2 Ignore spell failure Chance 5%

2nd 3rd 4th

+1 +1 +2

+0 +1 +1 +1 +2 +2 +2 +3 +3

+0 +1 +1 +1 +2 +2 +2 +3 +3

+3 +3 +4

Tenacious Spells, Total Spellcastng Increased spells/day 2 Gifted Incantations Extended Spellstrength Increased Spell/day 3 3

2 2 3 3 3 4 4 4 4 1 2 2 3 3 3 4 4

5th +2 1 6th +3 2 7th +3 2 1 8th +4 3 2 9th +4 3 2 1 10th +5 3 3 2

Ignore spell failure chance 10% +4 Granted Incantations, High Arcana 3 +5 High Arcana 4 4 4 4 5

+5 Ignore spell failure chance 15% +6 +6 +7 High Arcana High Arcana High Arcana High Arcana Ignore spell failure chance 20%

Tenacious Spells (Ex): An Arch Magus's spells are particularly dif?cult to dispe l; add 6 to the DC required to dispel the character s spells. Extended Spellstrength (Ex): Beginning at 3rd level, a Arch Magus knows how to extend the duration of spells that he casts on himself. The duration of any of his Arch Magus spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell s effective level or casting time). Extended Spellstrength (Ex): Beginning at 3rd level, a Arch Magus knows how to extend the duration of spells that he casts on himself. The duration of any of his Arch Magus spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell s effective level or casting time).

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