Trained extensively by the Arcanum Collegium (aka the Arcane College) in Vanor, arcanum delvers are specialized explorers that rely upon practical skills and limited magical training to dive deep into unexplored ruins, dungeons, and tombs in search of ancient and powerful magicks.
Prime Requisite: DEX
Requirements: None
Hit Dice: 1d4
Maximum Level: 14
Arcanum delvers advance in attack throws and saving throws as a thief, by two points every four levels of experience. At first level, arcanum delvers hit an unarmored foe (AC 0) with an attack throw of 10+. They may fight only with bows, crossbows, swords, and daggers, and may wield a weapon in each hand if desired. They cannot wear armor heavier than leather, and cannot use shields.
The Arcane College offers arcanum delvers considerable training in the practicalities of the magical arts. This allows arcanum delvers to dabble in the arcane. They may attempt to use wands, staffs, and other magic items only usable by mages. At 1st level, the character must make a proficiency throw of 18+ on 1d20 or the attempt backfires in some desultory way (Judge’s discretion). The proficiency throw required reduces by 2 per level, to a minimum of 3+.
This same training allows the arcanum delver to read and cast magic from arcane scrolls with a proficiency throw of 3+ on 1d20. However, a failed throw means the spell does not function as expected, and can create a horrible effect at the Judge’s discretion.
Arcanum delvers are expert delvers. The character is able to keep maps in his head of where he is when exploring underground dungeons, cavern complexes, and ruins. On a proficiency throw of 11+, the character will be able to automatically know the route he has taken to get here he is, if he was conscious at the time.
Because of their time spent exploring dangerous ancient ruins, arcanum delvers have developed heightened senses and key skills in order to survive. They have keen eyes that allow them to detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection. They can also hear noise as a thief of their level. Because of the many traps left behind in long-lost tombs and treasure vaults, arcanum delvers can find and remove traps as a thief of their level.
Upon attaining 2nd level, arcanum delvers can cast detect magic at will with a casting time of 1 turn.
At 3rd level, training, study, and experience give arcanum delvers loremastery. This knowledge allows them to decipher occult ruins, remember ancient history, identify historic artifacts, and similar tasks. The character must make a proficiency throw of 18+ on 1d20 to succeed in these tasks. The proficiency throw required reduces by 1 per level.
At 4th level, arcanum delvers can cast knock once per hour with a casting time of 1 turn.
Upon attaining 5th level, arcanum delvers can cast invisibility once every 8 hours with a casting time of 1 round. In addition, they gain the ability to read languages, including ciphers, treasure maps, and dead languages, but not magical writings. A proficiency throw of 5+ on 1d20 is required. If the roll does not succeed, the arcanum delver may not try to read that particular piece of writing until he reaches a higher level of experience.
Upon reaching 7th level, arcanum delvers develop poison resistance that makes them immune to all forms of poison, including magical poisons.
At 9th level, arcanum delvers can cast dispel magic once per day with a casting time of 1 round. In addition, they can build a delving tower and become a ruler. When he does so, up to 2d6 arcanum delvers of 1st level will come to work with the character. If hired, they must be paid standard rates for henchmen. A delving tower is otherwise identical to a thief’s hideout, as detailed in the Campaign chapter of the ACKS rulebook.
Upon attaining 11th level, arcanum delvers can cast find treasure once per day with a casting time of 1 turn.
At 12th level, arcanum delvers can cast teleport once per week with a casting time of 1 turn.
Proficiency List: Acrobatics, Adventuring, Alchemy, Alertness, Blind Fighting, Bribery, Climbing, Collegiate Wizardry, Combat Trickery (Disarm), Diplomacy, Dungeon Bashing, Eavesdropping, Endurance, Familiar, Illusion Resistance, Knowledge, Language, Mapping, Mimicry, Mystic Aura, Prestidigitation, Running, Sensing Evil, Sensing Power, Skirmishing, Trap-Finding, Vermin-Slaying, Weapon Finesse
Build Points: Fighting 1b, Thievery 3
Trades: Broad weapon selection for Narrow (+1 CP); eliminate 1 weapon style (+1 CP); eliminate 6 thief skills (+6 CP); 1 initial skill trade-off for 1 at 4th and 1 at 10th (-1 CP); 1 initial skill trade-off for 1 at 2nd and 1 at 12th (-1 CP); 1 initial skill trade-off for 1 at 5th and 1 at 9th (-1 CP); 2 initial skills traded for 1 at 3rd, 1 at 5th, and 1 at 7th (-2 CP)
Image Credit
Skyrim Screen Capture (link).
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