Reliquarian

While many study magic, and the use of magic items is common, many do not take the time to truly master the treasures they acquire. Reliquarians eschew traditional magic training, instead focusing on the use of scrolls, wands, wondrous items, and the like, in an effort to get the most out of them.

Role: Reliquarians can fulfil a wide variety of purposes in a group, depending on their original training and the items they decide to master.

Alignment: Reliquarians can be of any alignment. 

HP Roll: d4+2

Requirements

To qualify to become a reliquarian, a character must fulfill all the following criteria.

Skills: Appraise and Use Magic Device 5 ranks

Feats: At least one item mastery feat.

Class Skills

The reliquarian's class skills are Appraise (Int), Craft (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha)

Skill Ranks per Level: 2 + Int modifier.

Primary Attributes: Int, Cha

A reliquarian with a serious case of butterfingers contemplates the nature of existence.

Class Features

All of the following are class features of the reliquarian prestige class.

Weapon and Armor Proficiency

A reliquarian gains no proficiencies from this prestige class.

Relic Wielder (Su)

A reliquarian is particularly adept at using magic items. He gains an Activator Level (AL) equal to his reliquarian level, plus half of his levels in other classes. He additionally gains an Activation Pool with a number of points equal to his AL+Cha mod. This pool is refreshed after a night's rest.

As a swift action, when the reliquarian activates a magic item that casts a spell (such as a wand), he may expend one point from his activation pool to use his caster level in place of the item's caster level.

Thaumaturgy (Su)

The reliquarian may count his AL as his caster level for the purpose of creating magic items, for caster level checks made when casting a spell from an item, and for the purpose of qualifying for feats.

The reliquarian keeps a small book of spells containing magics he has learned over his travels. At 1st level, this spellbook contains a number of 1st-level spells from any list equal to the reliquarian's Int mod. He adds two spells to this book for each level in this class he attains. At 2nd level, and every 2 levels thereafter, the maximum level of spell he can scribe into his book increases by 1 (to a maximum of 6 at 10th level). Use the same guidelines as Choir Magi for determining which level to use if the spell is on multiple lists. He cannot learn a spell with a level higher than his Int modifier.

In addition to the spells added on leveling up, the reliquarian can also add spells to his book by acquiring a scroll of the spell and casting it into his spellbook, which is a special ritual that takes one hour to complete. Should a reliquarian ever lose his spellbook or it be destroyed, he can use a reincarnation spell to call upon the secret spirit of the tome which only he knows, reforming the text minus one random spell it contained.

While a reliquarian cannot directly cast these spells, he can use them to create magic items such as wondrous items, scrolls, and the like. For the purposes of activating items, only spells in the reliquarian's spellbook are considered to be on his spell list. The reliquarian gains Scribe Scroll as a bonus feat.

Relic Lore

Beginning at level 2, as a reliquarian gains levels, he begins mastering magic items of all kinds. These discoveries are known collectively as relic lore. At each level from 2nd through 9th, the reliquarian learns a new way to enhance his magic, chosen from the list of relic lore discoveries below. 

Analyze Scrolls: The reliquarian automatically identifies the contents of any magic scroll he sees, as though using read magic. He adds his Int mod in addition to his Cha mod on Use Magic Device checks to activate scrolls.

Arsenalist: When wielding a magic armor, shield, or weapon he personally enchanted, as a swift action the reliquarian may expend a number of activation pool points up to one-third his AL. The item in question gains any one enchantment (such as flaming or lesser fortification) with a enhancement bonus equal to the number of points spent. This effect lasts for a number of minutes equal to the reliquarian's class level. The reliquarian cannot add the bane, defiant, or training qualities with this ability.

Defensive Caster: The reliquarian gains a +4 bonus to concentration checks when casting spells from an item.

Familiar: The reliquarian constructs a familiar to serve him, following the rules for a Tinker's servitor. He may take this lore more than once; each time after the first, he gains a Servitor Enhancement for his familiar.

Insightful Activator: The reliquarian may spend one point from his activation pool as a swift action when casting a spell from an item to use his Int mod to set the DC for the spell. If he has feats such as Spell Focus that would modify the DC of the spell, he can also apply those benefits when he uses this ability.

Item Creator: The reliquarian gains one Item Creation feat he qualifies for, using his AL as his caster level. The reliquarian can take this lore multiple times, selecting a different item creation feat each time.

Item Master: The reliquarian gains one Item Mastery feat he qualifies for. He can expend 2 points from his activation pool to use an item mastery feat that he has expended all daily uses of. The reliquarian can take this lore multiple times, selecting a different item mastery feat each time.

Meta Man: The reliquarian gains one metamagic feat he qualifies for, using his AL as his caster level. When the reliquarian casts a spell or spell-like ability from an item, he can apply this metamagic feat by expending a number of activation pool points equal to the level increase the metamagic feat normally imposes. The reliquarian can take this lore multiple times, selecting a different metamagic feat each time.

Trap Deactivator: The reliquarian gets an automatic check to notice magical traps (as though he had the Trapfinding ability), and can attempt to disable magic traps with a Spellcraft check. If he succeeds by 5 or more, he can overcharge one item with limited uses (whether a hard limit or a per-time-period limit), allowing him to activate it one time without expending a use from it. If this overcharge is not used within the hour, it is lost.

Wand Duelist: The reliquarian can draw or sheathe one wand as a free action each round, and no longer provokes attacks of opportunities when he casts spells from a wand. The reliquarian must first take the Defensive Caster lore.

Relic Master (Ex)

At 10th level, the reliquarian chooses one magic item that he personally enchanted to be his personal Relic. This Relic becomes a lesser artifact; it cannot be easily destroyed. Additionally, if the item had a finite number of uses (such as a scroll or wand), this is replaced with 3 uses per day.

The reliquarian can summon his Relic as a swift action and it will appear in his hand (or equipped to his body, as appropriate) regardless of the distance to it or the plane he is on. The Relic can only be destroyed by disintegrating the reliquarian (or his remains) and the Relic in the same location on the same plane.

Additionally, the reliquarian selects one of his relic lores that has an activation pool cost, or his base Relic Wielder ability. While wielding or wearing his Relic, the cost of this lore is reduced by one point; this can reduce the cost to zero.