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Player > Class > Archetypes > Arcanamirium Sage
Much like the pre-Gap arcane academy of the same name,
the Arcanamirium on Absalom Station is a prestigious
institution of magical learning. Numerous ancient and alien
artifacts are stored in the university’s vaults, and many sages
trained at the institution thus specialize in studying magic items.
Arcanamirium sages learn to hack an item’s magical field, which
allows them to unlock powers unavailable to normal users.
Most Arcanamirium sages are mystics and technomancers
who studied at the university, but other characters can be
Arcanamirium sages, such as explorers who investigate ancient
sites of magical power or adventurers who want to augment
their abilities with magic.
The Arcanamirium sage archetype grants alternate class features at 2nd, 6th, 9th, 12th, and 18th levels.
As an Arcanamirium sage, you have an almost instinctual grasp
over magic and hybrid items. You gain an insight bonus equal
to half your class level to Engineering and Mysticism checks
to identify and repair hybrid and magic items, and you don’t
need detect magic to determine whether an object is a magic
item or to identify a magic item. You can also decipher magical
inscriptions that would otherwise be unintelligible or, as a full
action, identify any spells encoded in a spell gem, even if you
aren’t a spellcaster.
You gain access to the spell identify. If you have the spells
class feature, you add identify to your list of spells known, and
treat it as a spell on your class spell list. If you already have
identify as a spell known, you instead gain an additional 1st-level
spell known of your choice from your class spell list.
If you do not have a class spell list or spells known, you
gain identify as a spell-like ability you can cast twice
per day.
Additionally, in typical settlements, you can find
and purchase any hybrid or magic item with an
item level up to your character level + 2. As normal,
the GM can restrict access to some items regardless of
their level.
Once per day, while holding a spell gem in your hand, you
can cast the spell encoded within the gem using a spell slot
of the same level or higher, just as though you were casting
one of your spells known. The spell must be on your class’s
spell list and cannot require expensive materials as part of
its casting. If the spell normally requires an expenditure of
Resolve Points to cast, you must expend the same number
of Resolve Points to use this ability. Using a spell gem this
way doesn’t expend the magic encoded within the gem. If you
aren’t a spellcaster, once per day you can instead cast a spell
from a spell gem as though you were a spellcaster (expending
the magic normally), as long as the spell gem’s item level isn’t
higher than your character level.
You also gain access to augury, using the same rules as for
gaining access to identify in the magic item scholar alternate
class feature.
You can wear up to three hybrid or magic items at a time and
have them all function normally.
You also gain access to arcane sight, using the same rules as
for gaining access to identify in magic item scholar.
Once per day, you can expend 1 Resolve Point to refresh a magic item’s daily charges, even if the magic item has already refreshed its charges for that day. The item level of this magic item can’t be higher than your character level. This doesn’t affect magic items that don’t have charges that refresh each day.
You can wear up to four hybrid or magic items at a time and have them all function normally.
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