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Scrivener [ edit ]

(Hybrid class of Wizard and Alchemist)

A Scrivener is to Scrolls as an Alchemist is to Potions. Charms take the place of Extracts, Runes take the place of Bombs, and Tattoos take the place of Mutagens.

Making a Scrivener [ edit ]

Abilities: A Scrivener casts spells with Intelligence.

Alignment: Any.

Starting Gold: 2d6×10 gp (average 70 gp).

Starting Age: As wizard.





Table: Scrivener Hit Die: d6 Level Base

Attack

Bonus Fort

Save Ref

Save Will

Save Special Spells per Day 0 1st 2nd 3rd 4th 5th 6th 1st +0 +0 +0 +2 Charms, Cantrips, Scribe Scroll, Arcane School, Arcane Tattoo, Runes 3+1 1+1 — — — — — 2nd +1 +0 +0 +3 Scroll Crafter 4+1 2+1 — — — — — 3rd +1 +1 +1 +3 Mage's Tattoo 5+1 3+1 — — — — — 4th +2 +1 +1 +4 Discovery 5+1 3+1 1+1 — — — — 5th +2 +1 +1 +4 Inscribe Magical Tattoo 5+1 4+1 2+1 — — — — 6th +3 +2 +2 +5 Mystic Tattoo 5+1 4+1 3+1 — — — — 7th +3 +2 +2 +5 Discovery 5+1 4+1 3+1 1+1 — — — 8th +4 +2 +2 +6 Mage's Tattoo 5+1 4+1 4+1 2+1 — — — 9th +4 +3 +3 +6 Discovery 5+1 5+1 4+1 3+1 — — — 10th +5 +3 +3 +7 Mystic Tattoo 5+1 5+1 4+1 3+1 1+1 — — 11th +5 +3 +3 +7 Discovery 5+1 5+1 4+1 4+1 2+1 — — 12th +6/+1 +4 +4 +8 Mage's Tattoo 5+1 5+1 5+1 4+1 3+1 — — 13th +6/+1 +4 +4 +8 Discovery 5+1 5+1 5+1 4+1 3+1 1+1 — 14th +7/+2 +4 +4 +9 Mystic Tattoo 5+1 5+1 5+1 4+1 4+1 2+1 — 15th +7/+2 +5 +5 +9 Discovery 5+1 5+1 5+1 5+1 4+1 3+1 — 16th +8/+3 +5 +5 +10 Mage's Tattoo 5+1 5+1 5+1 5+1 4+1 3+1 1+1 17th +8/+3 +5 +5 +10 Discovery 5+1 5+1 5+1 5+1 4+1 4+1 2+1 18th +9/+4 +6 +6 +11 Mystic Tattoo 5+1 5+1 5+1 5+1 5+1 4+1 3+1 19th +9/+4 +6 +6 +11 Scroll Savant 5+1 5+1 5+1 5+1 5+1 5+1 4+1 20th +10/+5 +6 +6 +12 Grand Discovery 5+1 5+1 5+1 5+1 5+1 5+1 5+1 Class Skills (4 + Int modifier per level)

Appraise (Int), Craft (any) (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Class Features [ edit ]

All of the following are class features of the Scrivener.

Weapon and Armor Proficiency: A Scrivener has weapon and armor proficiencies as a Wizard.

Charms: A Scrivener gets the same bonuses toward Scrolls that Alchemists get towards Potions. In addition, she prepares Charms in the same way that an Alchemist prepares Extracts. Charms are to Scrolls as Extracts are to Potions, and are not limited to targeting the Scrivener. She prepares Charms from a spellbook like a Wizard, and uses spells from the Sorcerer/Wizard spell list. So long as she has a spell-component pouch, she is assumed to have sufficient materials to prepare Charms. Material components must be spent and and metamagic decisions must be made while preparing the Charm; Verbal and Somatic components are spent while casting it.

Cantrips: 0th level Charms must be prepared like any other Charms, but may be used any number of times. They become inert at the end of the day instead of upon use. Scriveners chant is always prepared.

Scribe Scroll: As the Wizard class feature.

Arcane School: As the Wizard class feature.

Arcane Tattoo: As the Tattooed Sorcerer "Familiar Tattoo" class feature, but she can choose for it to function as a Familiar or a Bonded Item (as a Bonded Item it takes the form of a Magical Tattoo).

Runes: A Scrivener can spend an unprepared Charm slot to inscribe any Charm in her Spellbook as a Rune on any surface. Doing this takes one minute with her spellbook, comparable to preparing a Charm. She gains one bonus Charm slot for each spell level she can cast that can only be used for Runes. When she inscribes it, she sets all variables related to the spell including target and any metamagic, as well as a trigger that will cause it to cast (as setting a trigger for a prepared action). All components of the spell must be spent when inscribing the Rune. She may only have a number of Runes inscribed at a time equal to 1/4 her Scrivener level (round down, minimum 1). She may dissipate a Rune she has inscribed by touching it. A Rune may be deciphered as though it were a scroll. When a rune is triggered, it is as though the Scrivener cast the spell from the square the Rune is inscribed in, after which the rune dissipates. A Rune also dissipates if it is not triggered by the end of the day.

Scroll Crafter The Scrivener is able create scrolls with astounding speed. Craft Scrolls in half the time and for 3/4 the cost.

Discovery: As the Alchemist class feature, but she picks from a list of Scrivener Discoveries (see below).

Mage's Tattoo: As a bonus feat for which she does not need to meet the prerequisites. If she is not a universalist, she must choose her Arcane School first, and cannot choose her opposition schools. She cannot choose the same school twice. (Mage Tattoo (Expanded)(Pathfinder Feat))

Inscribe Magical Tattoo: As a bonus feat for which she does not need to meet the prerequisites.

Mystic Tattoo: As the Tattooed Mystic class feature.

Scroll Savant The Scrivener can create scrolls with supernatural speed. The Scrivener can create Scrolls of 4th level or lower as a full round action. Scrolls of 5th level and higher are half the price and 1/4 the time to create.

Grand Discovery: At 20th level, a Scrivener learns two Scrivener Discoveries and one Scrivener Grand Discovery.

Scrivener Discoveries [ edit ]

A Scrivener may choose an Arcane Discovery as a Wizard in place of any Scrivener Discovery. Her Scrivener level counts as her Wizard level for qualifying for Arcane Discoveries. The Fast Study Arcane Discovery allows her to prepare a Charm (or inscribe a Rune) as a Full-Round Action.

She may also choose a Metamagic Feat in place of a Discovery.

The number in parentheses is the minimum Scrivener level required to take the Discovery.

Combine Charms (8) http://www.d20pfsrd.com/classes/base-classes/Alchemist/discoveries/paizo-alchemist-discoveries/combine-extracts Diverse Study (4) Choose a spell not on your spell list that is at least 2 levels lower than the highest level you can cast. Add it as a charm in your spellbook at 1 level higher than its highest level on any spell list. Enhance Scroll http://www.d20pfsrd.com/classes/base-classes/Alchemist/discoveries/paizo-alchemist-discoveries/enhance-potion Infusion http://www.d20pfsrd.com/classes/base-classes/Alchemist/discoveries/paizo-alchemist-discoveries/infusion

(Infusion Charms are cast as though the Scrivener was the caster, regardless of who activates it, with the exception of Verbal and Somatic components which must be supplied by the activator.) Keen Sight http://www.d20pfsrd.com/classes/base-classes/Alchemist/discoveries/ascension-games-llc-alchemist-discoveries/keen-sight-ex Long Lasting Runes Runes last for a number of days equal to your Scrivener level before dissipating. Material Mastery http://www.d20pfsrd.com/classes/base-classes/Alchemist/discoveries/paizo-alchemist-discoveries/material-mastery-ex More Runes Double your number of Rune spell slots. Perfect Sight (12, Keen Sight) http://www.d20pfsrd.com/classes/base-classes/Alchemist/discoveries/ascension-games-llc-alchemist-discoveries/perfect-sight-ex Rune Mastery (4) You may have a number of Runes inscribed equal to 1/2 your Scrivener level. Scroll Master (14) You may cast any Scroll as though it were on your spell list. Spell Tattoo, Lesser (6) Choose one spell in your spell book at least 2 levels lower than the highest level you can cast. You tattoo it on yourself, allowing you to cast it spontaneously by expending an unprepared charm slot of equal level or higher.

(If it is a Cantrip, it may be cast spontaneously without expending a charm slot.) (You must still provide any necessary components.) Spell Tattoo, Greater (16) Choose one spell in your spell book at 4th level or lower. You tattoo it on yourself, gaining it as a 1/day spell like ability. You may choose the same spell a second time to make it 3/day. Choosing the same spell a third time makes it at will. Grand Discoveries Awakened Intellect (20) http://www.d20pfsrd.com/classes/base-classes/Alchemist/discoveries/paizo-alchemist-grand-discoveri/awakened-intellect Master Linguist (20) You can speak and read any language, including secret ones. Internal Library (20) Choose one Knowledge skill. You may always take 20 on checks made with that skill. Mind Palace (20) You are immune to mind-affecting effects.







Holy Scribe [ edit ]

(Scrivener Archetype)

Weapon and Armor Proficiency: A Holy Scribe has Weapon and Armor proficiencies and BAB as a Cleric. This alters a Scrivener's Weapon and Armor Proficiencies and BAB.

Prayer Strips: A Holy Scribe's Charms are divine spells called Prayer Strips, are not impeded by armor, use Wisdom instead of Intelligence, and are taken from the Cleric/Oracle spell list. This alters a Scrivener's Charms.

Domain: A Holy Scribe chooses one domain as a Cleric. This replaces a Scrivener's Arcane School.

Holy Symbol Tattoo: This tattoo functions as a Holy Symbol and as a Bonded Item. This alters a Scrivener's Arcane Tattoo.

Channel Energy: Beginning at 2nd level, a Holy Scribe may channel energy with her Holy Symbol Tattoo as a Cleric of half her Scrivener level. At 20th level, she channels 6d6. She cannot choose Arcane Discoveries in place of a Scrivener Discovery. This alters a Scrivener's Discovery.

Artificer [ edit ]

(Scrivener Archetype)

Weapon and Armor Proficiency: An Artificer has Weapon and Armor proficiencies and BAB as an Alchemist. This alters a Scrivener's Weapon and Armor Proficiencies and BAB.

Class Skills: Artificers add Disable Device to their list of class skills, and remove Linguistics.

Gizmos: Artificers receive no special bonuses toward scrolls. An Artificer's Charms are called Gizmos, are not impeded by light armor, and are magitech constructions rather than scrolls. Her spellbook is called a draftbook. This alters a Scrivener's Charms.

Contraptions: An Artificer's Runes are called Contraptions, and are magitech constructions rather than inscriptions. This alters a Scrivener's Runes.

Machina Bond: As a Wizard's Arcane Bond, but if she chooses a familiar it gains the Construct creature type. This replaces a Scrivener's Arcane Tattoo.

Craft Focus: An Artificer gains Skill Focus in a single Craft skill or Spellcraft or Knowledge (Engineering) as a bonus feat at level 1. At level 3 and every 4 levels thereafter, she gains Skill Focus in an additional Craft skill or Spellcraft or Knowledge (Engineering). Starting at 11th level, she may take any Item Creation feat she qualifies for instead of Skill Focus. This replaces a Scrivener's Arcane School and Mage's Tattoos.

Craft Wondrous Item: An Artificer gains Craft Wondrous Item as a bonus feat at level 1 without needing to meet its prerequisites. This replaces a Scrivener's Scribe Scroll.

Craft Magic Arms and Armor: An Artificer gains Craft Magic Arms and Armor as a bonus feat at level 5. This replaces Inscribe Magical Tattoo.

Upgrades: An Artificer's Mystic Tattoos are called Upgrades, and represent magitech cybernetic implants rather than magical tattoos. This alters a Scrivener's Mystic Tattoo.

Discoveries: An Artificer makes the following changes to her available Discoveries:

Remove:

Enhance Scroll, Scroll Crafter, Scroll Master, Master Linguist

Replace:

Spell Tattoo (Lesser/Greater) -> Implant (Lesser/Greater). Same effect, but represents a magitech implant instead of a magical tattoo.

Add:

Bombs: You may spend an unprepared Gizmo slot to gain a number of Bombs for that day equal to twice its spell level. These Bombs are as the Alchemist class feature, and deal damage as the Bombs of an Alchemist of half your Artificer level. You may take Alchemist Discoveries that affect bombs.

Robot Limb: As the Alchemist Discovery "Tentacle", but magitech instead of mutated.

Item Creation: Any Item Creation feat. You must meet the qualifications for it.

Craftsman (10, any Craft 10): Choose one Craft skill or Item Creation feat. All crafting with that skill or feat may be done in half the time at 3/4 the cost.

Grand Discoveries:

Master Artisan (20, any Craft 20, Craftsman): Choose one Craft skill. You may always take 20 with that skill.

Master Crafter (20, at least two Crafts 20, Craftsman): All crafting may now be done in half the time at 3/4 the cost.





Favored Class Bonus: Instead of one hit point or skill point, an Artificer may gain two skill points which must both be spent on Craft skills.

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