Scrivener

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Scrivener

Scrivener is a hybrid class of Wizard and Alchemist, and is to Scrolls as an Alchemist is to Potions. Charms take the place of Extracts, Runes take the place of Bombs, and Tattoos take the place of Mutagens.

Making a Scrivener

Abilities: A Scrivener casts spells with Intelligence.
Alignment: Any.
Starting Gold: 2d6×10 gp (average 70 gp).
Starting Age: As wizard.
Hit Die: d6

Class Features

Weapon and Armor Proficiency

Scriveners are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a Srivener’s movements, which can cause his spells with somatic components to fail.

Class Skills

Appraise (Int), Craft (any)(Int), Fly (Dex), Knowledge (all)(Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Charms

A Scrivener can prepare a certain number of small scroll-like items each day called Charms, as shown on Table: The Scrivener. Each Charm takes one minute to prepare, and lasts until the next time the Scrivener rests to regain her daily uses of this feature, at which point the ink fades and they become inert. In every other way, Charms work exactly like scrolls. A Scrivener prepares Charms by copying them out of a spellbook, where she stores all the spells she knows how to prepare. She adds spells to her spellbook from the Sorcerer/Wizard spell list. So long as she has a spell-component pouch, she is assumed to have sufficient materials to prepare Charms. Material components must be spent and metamagic decisions must be made while preparing the Charm; Verbal and Somatic components are spent while casting it.

Cantrips

0th level Charms must be prepared like any other Charms, but may be used any number of times. They become inert at the end of the day instead of upon use.

Scribe Scroll

At 1st level, a Scrivener gains Scribe Scroll as a bonus feat.




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Arcane School

A Scrivener can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A Scrivener that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A Scrivener who prepares Charms from his opposition schools must use two Charm slots of that level to prepare the Charm. For example, a Scrivener with evocation as an opposition school must expend two of his available 3rd-level Charm slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare Charms from any school without restriction.

Each arcane school gives the Scrivener a number of school powers. In addition, specialist Scriveners receive an additional Charm slot of each spell level he can cast, from 1st on up. Each day, a Scrivener can prepare a spell from his specialty school in that slot, so long as it is in the Scrivener’s spellbook. A Scrivener can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level Charm slot. Scriveners with the universalist school do not receive a school slot.

Table: The Scrivener

Level Base Attack Bonus Fort Save Ref Save Will Save Features____________________________________________ 0th 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Charms, Cantrips, Scribe Scroll, Arcane School, Arcane Tattoo, Runes 3+1 1+1
2nd +1 +0 +0 +3 Discovery 4+1 2+1
3rd +1 +1 +1 +3 Mage's Tattoo 5+1 3+1
4th +2 +1 +1 +4 Discovery 5+1 3+1 1+1
5th +2 +1 +1 +4 Inscribe Magical Tattoo 5+1 4+1 2+1
6th +3 +2 +2 +5 Discovery 5+1 4+1 3+1
7th +3 +2 +2 +5 Mage's Tattoo 5+1 4+1 3+1 1+1
8th +4 +2 +2 +6 Discovery 5+1 4+1 4+1 2+1
9th +4 +3 +3 +6 Mystic Tattoo 5+1 5+1 4+1 3+1
10th +5 +3 +3 +7 Discovery 5+1 5+1 4+1 3+1 1+1
11th +5 +3 +3 +7 Mage's Tattoo 5+1 5+1 4+1 4+1 2+1
12th +6/+1 +4 +4 +8 Discovery 5+1 5+1 5+1 4+1 3+1
13th +6/+1 +4 +4 +8 Mystic Tattoo 5+1 5+1 5+1 4+1 3+1 1+1
14th +7/+2 +4 +4 +9 Discovery 5+1 5+1 5+1 4+1 4+1 2+1
15th +7/+2 +5 +5 +9 Mage's Tattoo 5+1 5+1 5+1 5+1 4+1 3+1
16th +8/+3 +5 +5 +10 Discovery 5+1 5+1 5+1 5+1 4+1 3+1 1+1
17th +8/+3 +5 +5 +10 Mystic Tattoo 5+1 5+1 5+1 5+1 4+1 4+1 2+1
18th +9/+4 +6 +6 +11 Discovery 5+1 5+1 5+1 5+1 5+1 4+1 3+1
19th +9/+4 +6 +6 +11 Mage's Tattoo 5+1 5+1 5+1 5+1 5+1 5+1 4+1
20th +10/+5 +6 +6 +12 Grand Discovery 5+1 5+1 5+1 5+1 5+1 5+1 5+1

Arcane Tattoo

A Scrivener gains a familiar or bonded item as an arcane bond, as a Wizard equal to her Scrivener level. Her Scrivener levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

If she chooses a bonded item, she must choose an amulet or ring, and it takes the form of a Magical Tattoo.

If she chooses a familiar, it can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the Scrivener. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo or Magical Tattoo bonded item cannot be erased or dispelled.







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Runes

A Scrivener can spend an unprepared Charm slot to inscribe any Charm in her Spellbook as a Rune on any surface. Doing this takes one minute with her spellbook, comparable to preparing a Charm. She gains one bonus Charm slot for each spell level she can cast that can only be used for Runes, as shown on Table: The Scrivener.

When she inscribes a Rune, she sets all variables related to the spell including target and any metamagic, as well as a trigger that will cause it to cast (as setting a trigger for a prepared action). All components of the spell must be spent when inscribing the Rune.

She may only have a number of Runes inscribed at a time equal to 1/4 her Scrivener level (round down, minimum 1). She may dissipate a Rune she has inscribed by touching it. A Rune may be deciphered as though it were a scroll. When a rune is triggered, it is as though the Scrivener cast the spell from the square the Rune is inscribed in, after which the rune dissipates. A Rune also dissipates if it is not triggered by the end of the day.

Discovery

At 2nd level, and then again every 2 levels thereafter (up to 18th level), a Scrivener may choose a Scrivener Discovery. Unless otherwise noted, she cannot select an individual discovery more than once. Some discoveries can only be made if the Scrivener has met certain prerequisites first.

A complete list of discoveries can be found at the end of this section.

Mage's Tattoo

At 3rd level, and then again every 4 levels thereafter (up to 19th level), a Scrivener receives Mage's Tattoo as a bonus feat for which she does not need to meet the prerequisites. If she is not a universalist, she must choose her Arcane School first, and cannot choose her opposition schools. She cannot choose the same school twice.

Inscribe Magical Tattoo

At 5th level, a Scrivener receives Inscribe Magic Tattoo as a bonus feat for which she does not need to meet the prerequisites.

Mystic Tattoo

At 7th level and every 4 levels thereafter (up to 17th), the mystic inscribes an ancient symbol of power on his skin to enhance his spellcasting, chosen from the list below. Mystic tattoos do not occupy magic item or tattoo slots on his body. The Scrivener can select each tattoo more than once; the effects of multiple tattoos are noted in their descriptions.

Binding Trine

This triangular design allows the mystic to transform a hostile spell affecting him into a magical tattoo, similar to a reservoir tattoo. When the mystic fails a saving throw against a spell of 3rd level or lower that targets only him, he gets a chance to identify it with a Spellcraft check (DC 15 + spell level). If he succeeds at this check, he can sacrifice a prepared spell or spell slot of equal or higher level as an immediate action to bind the spell, suppressing its effects and suspending its duration for a number of rounds equal to his level. Only spells with a duration longer than instantaneous can be bound this way, and only one spell can be held at a time. While bound, the spell can be dispelled or removed as normal. The maximum spell level this tattoo can bind increases by 2 each time it’s selected, to a maximum of 9th level.

Blistering Bands

These glowing, angular markings encircle the mystic’s arms. Whenever the mystic casts an evocation spell that deals energy damage, he can spend a swift action to surround himself with an aura of that same energy until the beginning of his next turn. Creatures adjacent to the mystic when he activates the ability or that end their turns adjacent to him take 1d6 points of damage of the same energy type as the evocation spell. If the spell deals more than one type of energy damage, the mystic must choose which of those types of damage his aura deals. Selecting this tattoo additional times increases the damage dealt by 2d6, to a maximum of 7d6.

Flickering Eye

The skin beneath this stylized eye seems partially translucent and insubstantial. When the mystic spends a standard action to concentrate on an ongoing illusion effect created by one of his spells, he gains concealment (20% miss chance) until the beginning of his next turn. Effects that negate invisibility negate this miss chance. When this tattoo is chosen a second time, the miss chance increases to 50%. When it’s chosen a third time, the mystic instead becomes invisible, as per the spell invisibility, until the beginning of his next turn.

Pouncing Beasts

These bestial pictographs seem poised to leap off the mystic’s skin. The mystic can cast summon monster and summon nature’s ally spells of up to 3rd level as a standard action, rather than a full-round action, provided all the creatures summoned enter play adjacent to him. The maximum spell level the tattoo can affect increases by 2 each time it’s selected, to a maximum of 9th level.

Rune of Fangs

These jagged runes cover the mystic’s face, giving him a bestial expression. While polymorphed or otherwise transformed into a form with natural attacks, the mystic gains an enhancement bonus on his attack and damage rolls equal to 1/2 his level with one natural attack, chosen when he assumes that form. Each time he selects this tattoo, he can choose one additional natural attack to apply the bonus to.

Swallowing Glyph

This ornate, shadowy glyph absorbs the souls of those the mystic slays. Any time the mystic slays a creature with a necromancy spell, he can spend a swift action to gain a number of temporary hit points equal to the spell’s level. Temporary hit points gained from subsequent uses of this ability do not stack. The second time this tattoo is selected, the number of temporary hit points increases to double the spell’s level. The third time it’s selected, the number increases to triple the spell’s level.

Twisting Script

The indistinct shapes that form this spiral tattoo twist into legible text when scrutinized. Creatures within 30 feet of the mystic that can see him are affected by his language-dependent enchantment spells, even if they do not understand the language he speaks. Creatures without a language are immune to this effect. The range of the effect increases by 30 feet each time this tattoo is selected, to a maximum of 150 feet.

Grand Discovery

At 20th level, a Scrivener learns two Scrivener Discoveries and one Scrivener Grand Discovery.

Discoveries

A Scrivener may choose an Arcane Discovery as a Wizard in place of any Scrivener Discovery. Her Scrivener level counts as her Wizard level for qualifying for Arcane Discoveries. The Fast Study Arcane Discovery allows her to prepare a Charm (or inscribe a Rune) as a Full-Round Action.

She may also choose a Metamagic Feat in place of a Discovery.

The number in parentheses is the minimum Scrivener level (and any other prerequisites) required to take the Discovery.

Combine Charms (8)

When the Scrivener prepares a Charm, he can prepare two spells into one Charm. When the Charm is cast, both spells take effect. This Charm uses a Charm slot two levels higher than the highest-level spell prepared in the Charm.

Diverse Study (4)

Choose a spell not on your spell list that is at least 2 levels lower than the highest level you can cast. Add it as a charm in your spellbook at 1 level higher than its highest level on any spell list.

Enhance Scroll

A number of times per day equal to his Intelligence modifier, the Scrivener can cause any scroll he uses to function at a caster level equal to his class level.

Keen Sight

The Scrivener gains low-light vision and darkvision 60 feet. If the Scrivener already has darkvision, its range is increased by 30 feet instead.

Long Lasting Runes

Runes last for a number of days equal to your Scrivener level before dissipating.

Material Mastery

By expending a Charm of the same school and level as a spell prerequisite when crafting a magic item, you take only a –2 penalty for ignoring that requirement, instead of –5.

More Runes

Double your number of Rune spell slots.

Perfect Sight (12, Keen Sight)

The Scrivener becomes immune to blindness.

Rune Mastery (4)

You may have a number of Runes inscribed equal to 1/2 your Scrivener level.

Scroll Crafter

(10, Craft (calligraphy) 10)

Craft Scrolls in half the time and for 3/4 the cost.

Scroll Master (14)

You may cast any Scroll as though it were on your spell list.

Spell Tattoo, Lesser (6)

Choose one spell in your spell book at least 2 levels lower than the highest level you can cast. You tattoo it on yourself, allowing you to cast it spontaneously by expending an unprepared charm slot of equal level or higher.

(If it is a Cantrip, it may be cast spontaneously without expending a charm slot.) (You must still provide any necessary components.)

Spell Tattoo, Greater (16)

Choose one spell in your spell book at 4th level or lower. You tattoo it on yourself, gaining it as a 1/day spell like ability. You may choose the same spell a second time to make it 3/day. Choosing the same spell a third time makes it at will.

Grand Discoveries

Awakened Intellect (20)

The Scrivener's Intelligence score permanently increases by 2 points.

Master Linguist (20)

You can speak and read any language, including secret ones.

Internal Library (20)

Choose one Knowledge skill. You may always take 20 on checks made with that skill.

Mind Palace (20)

You are immune to mind-affecting effects.
































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Archetypes

Holy Scribe

Weapon and Armor Proficiency

A Holy Scribe has Weapon and Armor proficiencies and Base Attack Bonus as a Cleric. This alters a Scrivener's Weapon and Armor Proficiencies and Base Attack Bonus.

Prayer Strips

A Holy Scribe's Charms are divine spells called Prayer Strips, are not impeded by armor, use Wisdom instead of Intelligence, and are taken from the Cleric/Oracle spell list. This alters a Scrivener's Charms.

Domain

A Holy Scribe chooses one domain as a Cleric. This replaces a Scrivener's Arcane School.

Holy Symbol Tattoo

This tattoo functions as a Holy Symbol and as a Bonded Item. This alters a Scrivener's Arcane Tattoo.

Channel Energy

Beginning at 2nd level, a Holy Scribe may channel energy with her Holy Symbol Tattoo as a Cleric of half her Scrivener level. At 20th level, she channels 6d6. She cannot choose Arcane Discoveries in place of a Scrivener Discovery. This alters a Scrivener's Discovery.

Artificer

Weapon and Armor Proficiency

An Artificer has Weapon and Armor proficiencies and Base Attack Bonus as an Alchemist. This alters a Scrivener's Weapon and Armor Proficiencies and Base Attack Bonus.

Class Skills

Artificers add Disable Device to their list of class skills, and remove Linguistics.

Gizmos

An Artificer's Charms are called Gizmos, are not impeded by light armor, and are magitech constructions rather than scrolls. Her spellbook is called a draftbook. This alters a Scrivener's Charms.

Contraptions

An Artificer's Runes are called Contraptions, and are magitech constructions rather than inscriptions. This alters a Scrivener's Runes.

Machina Bond

As a Wizard's Arcane Bond, but if she chooses a familiar it gains the Construct creature type. This replaces a Scrivener's Arcane Tattoo.

Craft Focus

An Artificer gains Skill Focus in a single Craft skill or Spellcraft or Knowledge (Engineering) as a bonus feat at level 1. At level 3 and every 4 levels thereafter, she gains Skill Focus in an additional Craft skill or Spellcraft or Knowledge (Engineering). Starting at 11th level, she may take any Item Creation feat she qualifies for instead of Skill Focus. This replaces a Scrivener's Arcane School and Mage's Tattoos.

Craft Wondrous Item

An Artificer gains Craft Wondrous Item as a bonus feat at level 1 without needing to meet its prerequisites. This replaces a Scrivener's Scribe Scroll.

Craft Magic Arms and Armor

An Artificer gains Craft Magic Arms and Armor as a bonus feat at level 5. This replaces Inscribe Magical Tattoo.

Upgrade

An Artificer's Mystic Tattoos are called Upgrades, and represent magitech cybernetic implants rather than magical tattoos. This alters a Scrivener's Mystic Tattoo.





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Discoveries

An Artificer makes the following changes to her available Discoveries:

Remove:

Enhance Scroll, Scroll Crafter, Scroll Master, Master Linguist

Replace:

Spell Tattoo (Lesser/Greater) → Implant (Lesser/Greater). Same effect, but represents a magitech implant instead of a magical tattoo.

Add:

Discoveries

Bombs:
You may spend an unprepared Gizmo slot to gain a number of Bombs for that day equal to twice its spell level. These Bombs are as the Alchemist class feature, and deal damage as the Bombs of an Alchemist of half your Artificer level. You may take Alchemist Discoveries that affect bombs.

Robot Limb:
The alchemist gains a prehensile, arm-length mechanical limb on his body. This robot limb is fully under his control and cannot be concealed except with magic or bulky clothing. The robot limb does not give the alchemist any extra attacks or actions per round, though he can use it to make a slam attack (1d4 damage for a Medium Artificer, 1d3 damage for a Small one) with the grab ability. The robot limb can manipulate or hold items as well as the Artificer’s original arms can (for example, allowing the Artificer to use one hand to wield a weapon, the robot limb to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.

Item Creation:
You gain an Item Creation feat. You must meet its prerequisites.

Craftsman (10, any Craft 10):
Choose one Craft skill or Item Creation feat. All crafting with that skill or feat may be done in half the time at 3/4 the cost.

Grand Discoveries

Master Artisan (20, any Craft 20, Craftsman):
Choose one Craft skill. You may always take 20 with that skill.

Master Crafter (20, at least two Crafts 20, Craftsman):
All crafting may now be done in half the time at 3/4 the cost.

Favored Class Bonus

Instead of one hit point or skill point, an Artificer may gain two skill points which must both be spent on Craft skills.































































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