Arcane Traits

Arcane traits focus on magic and spellcasting, as well as any formal training your character may possess in the arcane arts.

The Arcane Traits

  • Arcane Revitalization

    Your martial prowess can feed your arcane power.

    Benefit: Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points.

  • Arcane Temper

    You have quick reactions and fierce concentration.

    Benefit: You gain a +1 trait bonus on concentration and initiative checks.

  • Bladed Magic

    You have an innate talent for using magical weaponry and those weapons capable of becoming magical.

    Benefit: You gain a +1 trait bonus on Profession checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

  • Dangerously Curious

    You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result.

    Benefit: You gain a +1 trait bonus on skill checks to activate magic items.

  • Desperate Resolve

    You are adept at casting spells even in the most precarious situations.

    Benefit: You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.

  • Divine Deceiver

    You are trained in using your arcana to fuel minor healing powers.

    Benefit: Once per day as a full-round action, you can sacrifice a prepared arcane spell or spell slot to manifest healing magic. This acts as cure light wounds, except you heal 1d6 points of damage per level of the spell or spell slot sacrificed (maximum 5d6) and the hit points healed are only temporary hit points (lasting 1 hour). The target’s current hit points plus the temporary hit points granted by this trait cannot exceed their maximum hit points. Any excess temporary hit points are simply lost.

  • Focused Mind

    Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.

    Benefit: You gain a +2 trait bonus on concentration checks.

  • Gifted Adept

    Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own.

    Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

  • Knowledgeable Caster

    Your knowledge and wisdom grant you deep insight into understanding divinations.

    Benefit: Once per day when you cast a divination spell, you can cast that spell as if your caster level were 1 level higher in the appropriate class.

  • Magical Knack

    You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

    Benefit: Pick a spellcasting class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

  • Magical Talent

    Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip.

    Benefit: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability‘s save DC is Charisma-based.

  • Malleable Magic

    You are innately able to mold your own magic to better suit your needs.

    Benefit: Once per day as a swift action, you can lose a single 1st-, 2nd- or 3rd-level magus spell to regain 1 arcane pool point. You can’t exceed the maximum number of arcane pool points in your arcane pool by using this trait.

  • Reluctant Apprentice

    Your apprenticeship or early education was particularly focused on the direct application of magic.

    Benefit: You gain a +1 trait bonus on Arcane Lore checks, and Arcane Lore is always a class skill for you.

  • Resilient Caster

    Your great force of will makes your magic harder to dispel.

    Benefit: Your caster level is treated as 1 level higher whenever someone attempts to dispel one of your spells.

  • Self-Taught Scholar

    Being self-taught has made it necessary for you to scour all documentation you can get your hands on.

    Benefit: You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar written languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on skill checks made to decipher the writing on a scroll.

  • Shrouded Casting

    You have learned the secret to casting some spells without lesser material components.

    Benefit: Choose one school of magic when you pick this trait. You can cast spells from that school as if you had the Eschew Materials feat.

  • Skeptic

    Growing up, you were always around magical effects to the extent that you realized much of it was mere smoke and mirrors.

    Benefit: You gain a +2 trait bonus on all saving throws against illusions.

  • Tenacious Shifting

    You’ve discovered the secret of stable transmutations

    Benefit: Any transmutation spell you cast upon yourself has its duration increased by 2 rounds. Transmutation spells with an instantaneous duration are not affected by this trait.

  • Unscathed

    You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation.

    Benefit: Each type of energy resistance you have (if any) increases by 2 points.

  • Volatile Conduit

    You discovered a secret that enhances the energy of some spells.

    Benefit: Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.