Patron Mage (Arcanist/Cleric)

While arcanists are most often associated with personal power, there are relatively few that are touched by divine or infernal influences, but they do exist. Those who are touched by such influences are occasionally given guidance from their divine or infernal source, making them somewhat reminiscent of the oracles and witches of old. However, there are those who turn their back on such a responsibility, while others embrace it and make it their sole purpose in life. In either case, these patron mages wield powers that other arcanists are unable to obtain. (Original Concept by Shain Edge)

Primary Class: Arcanist.

Secondary Class: Cleric.

Alignment: A patron mage's alignment must be within one step of her deity's, along either the

law/chaos axis or the good/evil axis.

Hit Dice: d6.

Bonus Skills and Ranks: The patron mage may select three cleric skills to add to her class skills in addition to the normal arcanist class skills. The patron mage gains a number of ranks at each level equal to 2 + Int modifier.

Table: Patron Mage

Table: Patron Mage Spells Prepared

Weapon and Armor Proficiency

The patron mage is proficient with all simple weapons, as well as the favored weapon of her deity. The patron mage is not proficient with any types of armor or shields. Armor interferes with the patron mage’s gestures, which can cause her spells with somatic components to fail.

Cantrips (Sp)

This is exactly like the arcanist ability of the same name, except that the patron mage can choose her 0-level spells from both the sorcerer/wizard spell list and the cleric/oracle spell list.

Divine Patronage

A patron mage is an arcanist touched by the gods and granted divine powers to serve on their behalf. The patron mage must choose a deity to worship. The patron mage’s alignment must be within one step of her chosen deity's, along either the law/chaos axis or the good/evil axis. The patron mage also begins play with a holy symbol (or unholy symbol ) at no cost. This symbol is made of wood or iron and is of masterwork quality, but is not constructed of any special material.

Domain

At 1st level, a patron mage gains the cleric’s domain ability and selects one domain granted by her deity. She gains her first domain power at 1st level, and her second domain power at 7th level. The patron mage also adds her domain spells to her spell list. She adds her first domain spell at 1st level, and each subsequent spell at 4th level and every two levels thereafter. These spells are added at the appropriate spell levels. This ability replaces the arcanist exploits gained at 1st and 7th level, and consume spells.

Spontaneous Casting

At 3rd level, a patron mage can spend 1 point from her arcane reservoir to channel stored spell energy into domain spells that she did not prepare ahead of time. The patron mage can “lose” any prepared spell that is not a cantrip in order to cast any domain spell of the same spell level or lower. This ability replaces the arcanist exploits gained at 3rd and 9th level. 

New Arcanist Exploits

The following new arcanist exploit is restricted to the Patron Mage multiclass archetype.

Channeling Ray (Su): The patron mage can release divine energy by channeling the power of her faith through her holy (or unholy) symbol. By spending 1 point from her arcane reservoir and presenting her holy symbol, the patron mage channels energy that causes a ray that affects one creature of one type (either undead or living) within 30 feet of the patron mage. The type of energy channeled is determined by the patron mage’s alignment. A good patron mage (or neutral patron mage of a good deity) can channel positive energy. An evil patron mage (or a neutral patron mage of an evil deity) channels negative energy. A patron mage who is neither good nor evil and whose deity is neither good nor evil must choose which type of energy to channel. Once chosen, it cannot be changed. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two patron mage levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). A creature that takes damage from channeling ray receives a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the patron mage's level + the patron mage's Charisma modifier. This ability otherwise functions like the cleric’s channel energy ability. The patron mage must be at least 5th level to select this exploit.

New Greater Arcanist Exploits

The following new greater arcanist exploit is restricted to the Patron Mage multiclass archetype.

Channeling Burst (Su): This functions like the channeling ray exploit except that the patron mage can release a wave of energy that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the patron mage. Using this exploit expends 2 points from her arcane reservoir. The patron mage must be at least 11th level and have the channeling ray arcanist exploit to select this exploit.