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Pupil

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Whether the recruit to an honorable sage or a master of many arcane arts, the pupil chooses from multiple forms of study to perfect his spellcasting that he wishes to focus in.

Role: Pupils serve as the Jack-of-all-trades when it comes to Arcane Spellcasting, not being able to stick to one focus due to their eclectic nature and focusing on multiple routes of study. Gnomes often become pupils due to their freedom of choice thanks to the pupil's varied nature.

Alignment: Any.

Hit Die: d6.

Class Skills

The Pupil's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Table: Pupil

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells Per Day

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Cantrips

3

2nd

+1

+0

+0

+3


4

3rd

+1

+1

+1

+3


5

4th

+2

+1

+1

+4

Metamagic Feat

6

3

5th

+2

+1

+1

+4


6

4

6th

+3

+2

+2

+5


6

5

3

7th

+3

+2

+2

+5


6

6

4

8th

+4

+2

+2

+6

Metamagic Feat

6

6

5

3

9th

+4

+3

+3

+6


6

6

6

4

10th

+5

+3

+3

+7


6

6

6

5

3

11th

+5

+3

+3

+7


6

6

6

6

4

12th

+6/+1

+4

+4

+8

Metamagic Feat

6

6

6

6

5

3

13th

+6/+1

+4

+4

+8


6

6

6

6

6

4

14th

+7/+2

+4

+4

+9


6

6

6

6

6

5

3

15th

+7/+2

+5

+5

+9


6

6

6

6

6

6

4

16th

+8/+3

+5

+5

+10

Metamagic Feat

6

6

6

6

6

6

5

3

17th

+8/+3

+5

+5

+10


6

6

6

6

6

6

6

4

18th

+9/+4

+6

+6

+11


6

6

6

6

6

6

6

5

3

19th

+9/+4

+6

+6

+11


6

6

6

6

6

6

6

6

4

20th

+10/+5

+6

+6

+12

Metamagic FeatMetamagic Feat

6

6

6

6

6

6

6

6

6


Class Features

All of the following are class features of the Pupil.

Weapon and Armor Proficiency

Pupils are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a pupil's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spellcasting

A Pupil casts arcane spells drawn from any arcane spell list (including the Alchemist/Investigator formulae list). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a pupil must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pupil's spell is 10 + the spell level + the pupil's Charisma modifier.

Like other spellcasters, a pupil can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Pupil. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A pupil's selection of spells is extremely limited. A pupil begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new pupil level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known on the Sorcerer page. (Unlike spells per day, the number of spells a pupil knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.)

Upon reaching 4th level, and at every even-numbered pupil level after that (6th, 8th, and so on), a pupil can choose to learn a new spell in place of one she already knows. In effect, the pupil loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A pupil may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a pupil need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Cantrips

Pupils learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Metamagic Feats

At 4th level and every 4 levels thereafter, the pupil gains a bonus feat that must be selected as a metamagic feat. At 20th level, he gains 2 bonus metamagic feats instead of the normal 1 metamagic feat.

Metamagic Feats Page

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have pupil as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Race Bonus Source
Paizo Races
Human Add one spell known. This spell must be at least one level below the highest spell level the pupil can cast. N/A
Gnome  Add +1/4 to the DC of Saving Throws made from the Illusion school.  N/A
Half-Elf  Add +1/2 point of electricity damage to spells that deal electricity damage.  N/A
Dhampir  Add +1/4 to caster level when casting spells of the necromancy school.   N/A
Fetchling  Add +1/4 to the DC of Saving Throws made from spells with the Shadow subtype.  N/A

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

Table: Pupil Archetypes / Alternate Class Features

Archetype / Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapon & Armor Spells Cantrips Metamagic Bonus Feats
4 8 12 16 20 20
3rd Party Publishers
Black Flame Studios
Divine Learner

X X X X X X X X
Dominated

C






Tamperer


X
X
X
X
X
X
X






















X=replaced, (X)=optional replacement, C=changed