Antiquarian

These collectors of antiquities and relics from the past have a knack for locating and uncovering hidden items power. Their extensive study and endless research gives them deep insight into the function of magic items.

Antiquarians often hire other adventurers to recover the items they locate, as most antiquarians are too busy studying to do field expeditions for themselves. However some antiquarians are eager to plumb the depths of ancient ruins and are the first to dive into even the most dangerous uncovered tomb.

Entry Requirements

Skills: Academics 3 ranks, Arcane Lore 2 ranks, Psi Lore 2 ranks, Streetwise 1 rank, Theology 2 ranks.
Esoterica: Ability to cast detect magic or manifest detect psionics as a spell, power, spell-like ability, psi-like ability, or supernatural ability.

Table: The Antiquarian

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+0+0+1+1Mage sight, treasure sense
2nd+1+0+1+1Dominant will, item lore
3rd+2+1+2+2Arcane trap lore +2, esoteric expert
Hit Die: d6
Class Skills (6 + Int modifier per level): Academics, Arcane Lore, Deception, Engineering, Insight, Linguistics, Natural Lore, Perception, Profession, Psi Lore, Stealth, Streetwise, and Theology

Class Features

Weapon and Armor Proficiency

An Antiquarian gains no proficiency with any type of weapon, armor, or shield.

Mage Sight

Beginning at 1st level, your obsession with antiquities grants you the benefits of a continual detect magic effect, except that it only detects magic items. This ability is always active unless you suppress it as a free action. (It can be resumed at will as a standard action.) In addition, you can attempt to determine the value of any detected magic items as if you had cast detect treasure, but you cannot use this ability to detect non-magical treasure.

Mage sight functions as if you have been studying an area for a number of rounds equal to your class level, regardless of how long you’ve actually been studying the area. At 1st level, you instantly know whether or not magical auras are present. At 2nd level, you instantly know the number of magical auras present. When you reach 3rd level, you immediately know the strength and location of each aura and may make skill checks to identify the auras as if you had been studying the area for 3 rounds.

Treasure Sense

You gain the ability to use locate object as a supernatural ability once per day per class level with a caster level equal to your Hit Dice. Your extensive study of rare and unusual objects allows you to locate unique magic items with this ability, even if you haven’t seen them for yourself, as long as you know they exist. You make a successful Academics check (DC 15 + the caster level of the magic item) to detect such an item with this ability.

Upon reaching 3rd level, you learn to find even the most well hidden of magic treasures. You may extend the activation time of this ability to one hour. If you do, the range and area of effect increase to cover a 10-mile radius, centered on you. Barriers and disguise magic can be overcome by this improved ability. It can pierce through 1 foot of stone, 1 inch of common metal, one-quarter inch of lead, or 3 feet of wood or dirt per caster level. Items that have been polymorphed or under the effect of nondetection can be located with a successful opposed caster level check.

Dominant Will

You learn the intricacies of the artificial intelligences imbued into some magic items and master the skills to bend them to your will. You gain a +5 circumstance bonus on all Will saves you make during a personality conflict with an intelligent item.

Item Lore

You extensive study of the history or origin of ancient magic and the modern processes of item creation has given you deep insight into the workings of such items. When you reach 2nd level, you learn how to safely activate most magic items. When attempting to activate a magic item, you can take 10 on the skill check to emulate an ability score, race, alignment, or class feature.

In addition, you can add your antiquarian class level as a bonus on all skill checks to Identify or Recall Information about magic items.

Beginning at 3rd level, you can take 10 on skill checks to use magic items even when stress and distractions would normally prevent it.

Arcane Trap Lore

At 3rd level, your in depth knowledge of magic items extends to magical traps as well. You gain a +2 insight bonus on Perception and Engineering checks when detecting and disabling magic traps.

In addition, your mage sight gives you an almost intuitive sense of when a magic trap is activating, giving you a +2 bonus on Reflex saves made to avoid magic traps and a +2 dodge bonus to AC against attacks made by magic traps. This stacks with the bonuses from Trap Sense.

Esoteric Expert

Your honed insight into magic items lets your know when you’re on the verge of making a critical mistake and preemptively correct it. You gain the ability to re-roll skill checks to use a magic item up to three times per day. You must use this ability after rolling your check but before determining the result.