Collegiate Arcanist CR 10
Speed 30 ft.
Melee club +4 (1d6–1)
Special Attacks hand of the apprentice (8/day)
Spell-Like Abilities (CL 6th)
Constant—protection from evil
Wizard Spells Prepared (CL 11th; concentration +16)
6th—summon monster VI†
5th—break enchantment, dismissal (DC 20), dominate person (DC 20)
4th—ice storm, reincarnate, shout (DC 19), solid fog
3rd—cure moderate wounds, daylight, dispel magic, magic circle against evil†, remove disease (DC 18)
2nd—acid arrow, flame blade, resist energy, scorching ray, warp wood
1st—mage armor, magic missile (2), ray of enfeeblement (DC 16), shillelagh (2)
0th (at will)—detect magic, light, mage hand, read magic
† If cast as a good spell, this spell is cast at +1 caster level and lasts an additional 6 rounds.
Str 8, Dex 12, Con 14, Int 20, Wis 14, Cha 10
Base Atk +5; CMB +4; CMD 16
Feats Combat Casting, Craft Wondrous Item, Empower Spell, Greater Spell Penetration, Iron Will, Scholar, Scribe Scroll, Spell Mastery (baleful polymorph, dispel magic, resist energy, summon monster VI), Spell Penetration
Skills Diplomacy +14, Fly +15, Heal +16, Knowledge (arcana) +23, Knowledge (history) +19, Knowledge (nature) +23, Knowledge (religion) +19, Spellcraft +19
Languages Abyssal, Celestial, Common, Draconic, Infernal, Polyglot, +1 additional
SQ arcane bond (amulet), aura, halcyon magic*, immediate spell mastery* (1/day), intoned recollection*, lasting goodness, spontaneous spell mastery* (1/day), superior spell mastery*, virtuous spells
Combat Gear scroll of lesser restoration, scroll of teleport, wand of cure moderate wounds (39 charges), wand of shield (25 charges), holy water (2); Other Gear club, amulet of natural armor +2, cloak of resistance +3, headband of vast intelligence +2, ring of protection +1, spell component pouch, spellbooks (2; contain all 0-level spells and all prepared spells as well as the following: 6th—globe of invulnerability; 5th—baleful polymorph, teleport; 4th—black tentacles, charm monster, stone shape; 3rd—fireball, gaseous form, hold person; 2nd—cat’s grace, invisibility, spider climb; 1st—endure elements, feather fall, identify, protection from evil, shield), 168 gp
The Collegiate arcanist can cast a limited number of druid spells. They are all listed under his prepared spells.
Once per day, the collegiate arcanist can cast any spell he has mastered with the Spell Mastery feat, even if he hasn’t prepared it that day. He can’t modify it with metamagic feats or other abilities.
A number of times per day equal to his Intelligence modifier, the collegiate arcanist can prepare a spell in an open arcane spell slot with 1 minute of preparation. It can’t be a slot that was previously filled and expended that day; it must have purposefully been left empty when the arcanist prepared his spells. The arcanist must be able to read his spellbook or have mastered the spell with the Spell Mastery feat to prepare it in this way.
Once per day, the collegiate arcanist can “lose” any prepared spell slot to cast a spell of the same level or lower which she has mastered with the Spell Mastery Feat.
By spending 24 hours studying over a maximum of 3 days, the collegiate arcanist can change the spells he has mastered with the Spell Mastery feat. He can choose a number of spells up to his Intelligence modifier, which have a maximum combined spell level equal to or less than his caster level, to replace the same number of spells he previously selected for his Spell Mastery feat.
Pathfinder Campaign Setting: Inner Sea NPC Codex © 2013, Paizo Publishing, LLC; Authors: John Compton, Paris Crenshaw, Adam Daigle, Josh Foster, Rob McCreary, Mark Moreland, and Russ Taylor.