Arcane Synergist (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search


Arcane Synergist[edit]

"You'll never get the same result twice... probably. Maybe."
—Preston Rothwell, Human Wizard, Something from Nothing; Manipulating the Arcane

The Arcane Synergist dabbles in areas of arcane spellcasting that few mages are even willing to acknowledge. He is an experimentalist in nature, and is often willing to take great risks simply to learn more about the arcane.

Becoming an Arcane Synergist[edit]

Characters generally pursue the Arcane Synergist as a prestige class when they are just too bored with traditional spellcasting. In addition, the desire to become a Synergist is more common among scholarly magic users (such as the Wizard) than ones born with innate magical ability (such as the Sorcerer,) simply because such mages are more apt to spend time theorizing and thinking critically about the spells they cast.

Entry Requirements
Alignment: Any Non-Lawful.
Skills: Knowledge (Arcane) 10, Use Magic Device 10, Appraise 5.
Spellcasting: Able to cast at least at least one 4th level Transmutation spell.
Special: Intelligence 15

Table: The Arcane Synergist

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +2 +2 Junction 1/day +1 level of existing class.
2nd +1 +0 +3 +3 Discern junction +1 level of existing class.
3rd +1 +1 +3 +3 Junction 2/day +1 level of existing class.
4th +2 +1 +4 +4 Extra reagent +1 level of existing class.
5th +2 +1 +4 +4 Junction 3/day +1 level of existing class.
6th +3 +2 +5 +5 Forecast junction +1 level of existing class.
7th +3 +2 +5 +5 Junction 4/day +1 level of existing class.
8th +4 +2 +6 +6 Extra reagent +1 level of existing class.
9th +4 +3 +6 +6 Junction 5/day +1 level of existing class.
10th +5 +3 +7 +7 Presage junction +1 level of existing class.

Class Skills (4 + Int modifier per level)
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (Arcane), Search (Int), Spellcraft (Int), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Arcane Junction.

Spellcasting: At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an Arcane Synergist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Junction: Upon 1st level of the Arcane Synergist prestige class, one can perform an arcane "junction" as a standard action. This consists of the Synergist reducing two material objects into pure arcane energy, combining the resulting arcane energy, and modifying the result so that it can be used as a spell. The result of the junction is based on multiple factors.

First, the level of the resulting spell effect depends on the total value of the items destroyed. For instance, if all of the objects used are essentially worthless, the resulting spell effect will be as a 0-level spell. However, if the total cost of the items destroyed amounts to 100gp or greater, then the result is as a 4th-level spell. Below is a listing of each spell level as well as the minimum total item cost that invokes it.

Second, the material composition of the items used may or may not be used to determine the spell list that the spell effect will be taken from. Items or equipment made from metal, stone or glass, for instance, result in a spell taken from the Cleric spell list. Likewise, items made from wood or animal by-products such as leather or fur will result in a spell taken from the Druid spell list, and items made predominantly from paper or cloth result in a spell from the Sorcerer/Wizard spell list. In order for the material composition of items to be relevant, all items used in the junction must fall into the same category. The category of alchemical, magical and otherwise "special" objects are left to the DM's best judgment.

Third, the specific spell effect resulting from a junction is chosen at random from the given spell list and spell level. The DM determines his/her own means of selecting a spell at random, or may alternatively select a spell that seems consistent with the items used for the combining. At 1st level, an Arcane Synergist may know nothing about the resulting spell effect before they use it. However, at later levels the Synergist gains more insight and can better predict the resulting spell effects.

Please note: The standard action of a junction does not include the time spent producing the items to be used in the junction. The player must have all of the items to be used present prior to commencing the junction.

Table: Junction Spell Level
Total Item Cost Spell Level
1+ gp 0
5+ gp 1st
10+ gp 2nd
50+ gp 3rd
100+ gp 4th
500+ gp 5th
1,000+ gp 6th
5,000+ gp 7th
10,000+ gp 8th
50,000+ gp 9th

Discern junction: At 2nd level, the Arcane Synergist can predict fundamental details about how the spell effect resulting from a junction will behave. They may make up to three Spellcraft checks (DC 10, 15 and 20 respectively) to reveal three different attributes of the spell prior to activating it. Attributes discernable using this class feature include the spell's casting time, range, target, duration, saving throw and whether or not it is affected by spell resistance.

Extra reagent: At 4th level, the Arcane Synergist can opt to add a third item to the junction. This essentially means that three less valuable items can be used instead of two more valuable items and produce an equivalent result. At 8th level, the Arcane Synergist can add a 4th item, drastically reducing the average cost requisite of each item in order to produce the intended effect.

Please note: At least two items must be used in a junction; the Arcane Synergist cannot perform a junction on just one item.

Forecast junction: At 6th level, the Spellcraft check DCs of Discern junction are reduced by 5, and the Arcane Synergist can alternatively make a Spellcraft DC of 20 + the spell's level to reveal all relevant information about the spell before it is cast. This check can be made before or after any of the Discern junction are made at no penalty.

Presage junction: At 10th level, the Arcane Synergist can sometimes actively manipulate a junction that is in progress. He may make a Spellcraft check of 25 + the spell's level to be able to choose the spell from within the applicable spell list and spell level. Should the Synergist fail this check, the spell effect is instead determined by the DM's means; there is no other penalty.

Ex-Arcane Synergists[edit]

An Arcane Synergist who becomes lawful loses the willingness to perform an arcane junction; the process is simply too full of uncertainty and unnecessary risk for a lawful character to find agreeable. The Ex-Synergist may, however, still use any class features previously obtained (such as Discern junction) toward analyzing junctions performed by other Synergists.

Campaign Information[edit]

Playing an Arcane Synergist[edit]

Combat:

Advancement:

Resources: Comradery among Arcane Synergists is typically quite strong as they tend to recluse from other foundations of spellcraft, often due to fear and/or apprehension exhibited by non-Synergists. They are known to actively seek each other out in order to theorize and debate about the junction process, and likewise the nature of the word as an arcane entity. Underground communities of Arcane Synergists can be quite common in larger cities, and often exist to train interested parties as well as teach them safety and proper respect for the practice.

Arcane Synergists in the World[edit]

"I've got a surprise for you!"

Arcane Synergists come in many shapes, sizes and alignments but are often profiled as either an ignorant young pupil of magic or an old and desperately insane professor. Both stereotypes hold relatively true.

NPC Reactions:

Arcane Synergist Lore[edit]

Characters with ranks in Knowledge (arcana) can research Arcane Synergists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana)
DC Result
11 <-not so common knowledge->.
16 After leaving their prior schools of magic, Arcane Synergists frequently seek out underground schools and societies geared strictly toward the art of junction.
21 <-very rare information->.
26 Powerful Arcane Synergists can often bend the fabric of the world around them to "cheat" the junction process, and produce an intended result. Many Arcane Synergists do this without thought of the general balance of the world, to the dismay of many, particularly Druids, Rangers and Monks.

Arcane Synergists in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors