When it comes to supernatural combat, some are simply dabblers. They might have been born with a knack for telekinesis, Aura manipulation or an elemental connection, but whatever talent they have with it was simply what they were born with. Others, like Rune Masters or Hex Maniacs, put the effort to learn and hone their skills like any other profession. Arcanists are those who have taken these talents to the next level, and learned how to weaponize them. Using arcane foci, such as staves, wands, and in some cases musical instruments, they both amplify their attacks and channel new ones through their foci.
While Arcanist can stand on its own feet mechanically as a weapon specialist class, it shines as a support pick up for a Trainer who has invested in another Special Attack class. Anything from Aura Guardian to Windrunner, and even Musician, can make great use of what Arcanist has to offer.
[Class] [+Special Attack] [Weapon]
Prerequisites: Arcane Training
At-Will – Extended Action
Target: An Arcane Weapon
Effect: You create a Soul Bond with the target Weapon. You may make a Soul Bond with only one weapon at a time. If you create a new Soul Bond, previously Soul Bound weapons lose the Bond. Soul Bound Weapons gain
the following benefits:
[+Special Attack]
Prerequisites: Arcanist, Adept Occult Education
1 AP – Swift Action
Trigger: You use a Special Move
Effect: You may apply a Rank 1 Power Manipulation to your attack.
[+Special Attack]
Prerequisites: Arcanist, Expert Occult Education
Scene x2 – Swift Action
Trigger: You use a Special Move
Effect: You may apply a Rank 2 Power Manipulation to your attack.
[Ranked 2] [+Special Attack]
Rank 1 Prerequisites: Metamagic
Rank 2 Prerequisites: Authentic Thaumaturgy
Static
Effect: Each Rank, select a Power Manipulation of the same Signature Manipulation Rank you are taking or lower.
[+Special Attack]
Prerequisites: Arcanist, Expert Occult Education
Scene x2 – Free Action
Trigger: Your Special Move misses all targets
Effect: You do not expend the Frequency of the triggering Move. If you applied a Power Manipulation to the triggering Move, you are refunded the AP for the Manipulation or do not expend the Frequency for it.
[+Special Attack] [Weapon]
Prerequisites: Arcanist, Master Occult Education
Bind 2 AP – Extended Action
Target: Your Soul Bonded Weapon
Effect: Choose one Novice and one Expert Arcane Weapon Move. Your Soul Bonded Weapon adds those Moves to your Move List as long as this Feature is Bound. You may only Bind one instance of this Feature at a time, and you may not have multiple instances of the same Move in your Move List.
Condition: The triggering Move is an Arcane Weapon Move and has an Effect Range
Effect: In addition to its existing Effect Range, the Effect triggers on all natural Even-Numbered Rolls.
Condition: The triggering Move is a Cone, Line, Burst, or Blast
Effect: Instead of its usual range, you may use the Move as if it had a range of Burst 1, Cone 2, Close Blast 2, Line 4, or 2-Target with a range of 4.
Effect: You gain Damage Reduction equal to your Tick Value against the targets of the triggering Move for one full round.
Effect: If the triggering attack hits, you lose a Tick of Hit Points, and the triggering attack deals bonus damage equal to your Tick Value plus your Occult Education Rank. This loss of Hit Points cannot be prevented in any way.
Condition: The Triggering Move is 1-Target
Effect: The Move causes the target to become Vulnerable for 1 full round, and the Move’s Critical Hit Range is increased by +3.
Effect: For one full round, the next Normal-Type attack to hit the target instead deals Damage of the same Type as this Attack. If the Attack Energy Link was applied to was already Normal-Typed, for one full round, the next Normal-Type attack to hit the target instead deals damage as if it was one step more Super-Effective.
Effect: The Move gains the keyword Burst 1 if Melee 1-Target, or Blast 2 if ranged 1-Target. If the Move is already a Burst, Blast, Cone, or Line, increase the size of the Move’s Range by 1.
Effect: The Move cannot be Intercepted, and targets may not avoid the attack in any way if hits (such as via Dodge, Parry, Shield Moves, etc). Evasion still applies, and the Move can still Miss.
Type: Normal
Frequency: EOT
AC: None
Class: Status
Range: Self
Effect: The user gains +1 Special Attack, and increase the user's Accuracy by +1.
Limitation: None
Type: Normal
Frequency: EOT
AC: 2
Damage Base: 4
Class: Special
Range: Melee
Effect: Stagnancy Curse Slows the target for one full round on 17+.
Limitation: Melee Weapons Only
Type: Normal
Frequency: EOT
AC: 2
Damage Base: 4
Range: WR, 1 Target, Double Strike
Class: Special
Effect: Magick Blaster Flinches the target on 19+.
Limitation: Ranged Weapons Only
Type: Normal
Frequency: EOT
AC: None
Damage Base: 3
Range: WR, 1 Target
Class: Special
Effect: Entropic Wasting's damage cannot bring a target lower than 1 HP. Merciful Smite cannot miss.
Limitation: None
Type: Normal
Frequency: Scene x2
AC: None
Damage Base: 2
Class: Special
Range: WR, 1 Target, Five Strike
Effect: Spellbolt cannot miss.
Limitation: None
Type: Normal
Frequency: Scene x2
AC: None
Class: Status
Range: Self
Effect: The user gains +1 Defense and Special Defense Combat Stages. The user also gains +2 Evasion.
Limitation: None
Type: Normal
Frequency: Scene x2
AC: 4
Damage Base: 6
Class: Special
Range: WR, 2 Targets
Effect: If Imperil Curse hits, all legal targets become Vulnerable for 1 full round. On 17+, Imperil Curse Suppresses all legal targets.
Limitation: None
Type: Normal
Frequency: Scene x2
AC: 2
Damage Base: 8
Range: Cone 2
Class: Special
Effect: Luminaire Blinds all legal targets for 1 full round on 17+.
Limitation: None