Nature Mage is a sub-class in Pathfinder: Wrath of the Righteous.
"Some Arcanist has innate abilities, closely linked to the nature. They use their intelligence to dive deeper into the secrets of the world."
Nature Mage Information
- Base Class: Arcanist
- High saves: Will
- Class skills: Knowledge (Arcana), Knowledge (World), Lore (Religion), Lore (Nature), Use Magic Device
- Proficient with all simple weapons. They are not proficient with any type of armor or shields.
- Use Druid list instead of Wizard list
Nature Mage Progression
|1||0||0||0||2||Arcanist Exploits, Cantrips, Arcanist Proficiencies, Arcane Reservoir, Consume Spells||2|
|11||5||3||3||7||Arcanist Exploits, Great Exploits||4/4/4/4/3|
Nature Mage Abilities
At 11th level and every 2 levels thereafter, an arcanist can choose one of the greater exploits in place of an arcanist exploit.
Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail.
Arcanists can cast an unlimited number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume spell slots.
At 1st level, an Brown-fur Transmuter can expend an available Brown-fur Transmuter spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
By bending and sometimes even breaking the rules of magic, the Brown-fur Transmuter learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the Brown-fur Transmuter learns a new arcane exploit. An Brown-fur Transmuter exploit cannot be selected more than once. Once an Brown-fur Transmuter exploit has been selected, it cannot be changed. Most Brown-fur Transmuter exploits require the Brown-fur Transmuter to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an Brown-fur Transmuter exploit is equal to 10 + 1/2 the Brown-fur Transmuter's level + the Brown-fur Transmuter's Charisma modifier.
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
At 20th level, the arcanist learns how to convert her arcane reservoir into spells and back again. She can cast any spell she has prepared by expending a number of points from her arcane reservoir equal to the level of the spell to be cast instead of expending a spell slot
Nature Mage loses access to arcanist's spell list, and instead uses druid's spell list. His spells are still considered arcane spells, and use his intelligence modifier to determine the DC of the spells and number of additional spells per day.
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Vanguard ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard