Phylacteric Vault Arcane Retriever

The Phylacteric Vault in Northern Darakeene has the largest collection of magical items and artifacts on the continent of Ghelspad. Items of power must be used responsibly, and the Vault sees to it that they are – or they are kept away from those who might misuse said items. Objects of dark necromancy or destructive and deadly evocation are often claimed by the Vault so they can oversee the item’s destruction or safe keeping; while items of a less deadly nature are kept at hand for a day when they will be needed – likely when the followers of the titans decide to make war with the divine races once again.

In procuring these objects of power, the Vault has undertaken the effort to give specialized arcane training to dedicated and rehabilitated thieves, burglars and rogues of all manner; obviously such people must undergo rigorous scrutiny to ensure their loyalty to the Vault and then they must further undergo intense training in the arcane, ensuring that only the most intelligent, loyal and dedicated of these professionals find a place for themselves as Retrievers and Questers for the Phylacteric Vault.
HD: D6


Skills: Appraise 6 ranks, climb 8 ranks, gather information 8 ranks, open lock 6 ranks, spellcraft 3 ranks
Special: If the character is not an arcane spellcasting class, he must acquire some arcane tutoring – the tutoring takes 1d4+2 months

Class skills: appraise (int), balance (dex), climb (str), craft (int), concentrate (con), disable device (int), disguise (cha), escape artist (dex), gather information (cha), hide (dex), jump (str), knowledge (arcane) (int), listen (wis), move silently (dex), open lock (dex), search (int), spellcraft (int), spot (wis), tumble (dex), use magic device (cha), use rope (dex)
Skill points at each level: 6 + int modifier

Class Level Base attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +2 Eye for treasure, detect magic traps
2 +1 +0 +3 +3 detect secret doors
3 +2 +1 +3 +3 uncanny dodge
4 +3 +1 +4 +4 change self, skeleton key, scale walls
5 +3 +1 +4 +4 eye for unusual treasure, improved uncanny dodge
6 +4 +2 +5 +5 Detect thoughts, scale walls (smooth walls)
7 +5 +2 +5 +5 slow fall (20 ft)
8 +6 +2 +6 +6 invisibility, scale walls (dex mod.)
9 +6 +3 +6 +6 greater skeleton key
10 +7 +3 +7 +6 Nondetection, shadow cache, scale walls (normal speed)

Spells: at second, fourth, sixth, eighth and 10th levels the arcane retriever learns a specific spell that he can cast as a sorcerer of the same level as the arcane retriever. The arcane retriever can cast each spell three times plus his charisma modifier per day. The spells require no material components and the character casts them as a full round action that provokes an attack of opportunity. The spells are otherwise identical to the spells of the same name.

Eye for treasure (Ex): one of the first things an arcane retriever learns is what is valuable and what is not. Whenever he is in the presence of treasure, the character makes an appraise check (DC 15) to identify the most valuable item as a free action. He can then try to ascertain the exact price normally.

Detect magic traps (Ex): the arcane retriever has become adept at looking for and disarming magical traps. He gains a +1 competence bonus for each level as an arcane retriever to any search and disable device checks regarding magical traps.

Uncanny Dodge (Ex): as the rogue ability of the same name.

Scale walls: at fourth level, the arcane retriever gains the ability to scale any kind of wall. He gains a +1 competence bonus each level of arcane retriever to any climb check. At sixth level, the arcane retriever learns to climb perfectly smooth vertical surfaces which normally cannot be climbed as long as he succeeds at a climb check (DC 25 or more, determined by game Master). To climb these kind of surfaces, the character cannot add his class level to check. At eighth level, the arcane retriever can now retain his dexterity bonus to AC while climbing, and at 10th level he can move at his normal speed while climbing. None of these abilities can be used if the character wears any armor heavier than leather.

Skeleton Key (Su): at this level, the arcane retriever gains the ability to open locked items through magical and material components. The arcane retriever can fashion a key that will open a particular lock and bypass any mechanical traps found on them. He does this by concentrating on the lock for five rounds, then spending another five rounds fashioning a key from material components costing 10 to 40 GP, and imbuing it with magical intent. The key remains in existence for 2d6 minutes plus the retrievers class level, and then disappears. The arcane retriever can create up to three keys per day.

Slow fall (Ex): at seventh level, the arcane retriever takes damage as if a fall were 20 feet shorter than it actually is.

Eye for unusual treasure (Ex): at seventh level the arcane retriever can now sense if items are magical, trapped or otherwise out of the ordinary. If the arcane retriever succeeds at an appraise check, DC 20, he notices the most unusual piece of treasure in a room. He does not know why the item is unusual, so he must determine if it is magical or is trapped in the usual ways..

Greater skeleton key (Su): once per day the arcane retriever can create a more powerful magical key that can open items with magical traps or locks. This key lasts until the retriever wills it out of existence. The retriever must study the lock for 10 rounds and then concentrate on creating the key for a further five rounds. This creates an invisible force that the arcane retriever must concentrate to maintain, and mentally guide to open the lock, bypassing any traps on the lock itself. While the key remains in existence, the seeker can will it to lock the item again. As the key bypasses any traps in the lock, those traps are still present. Regardless of the keys properties, a force effect will effectively block.

Shadow cache (Su): this ability allows the retriever to stash items in the secret cache located on the plane of shadow. The cache acts in most respects like the secret chest spell. The arcane retriever can access his cache as often as he likes by thrusting both hands into deep shadow and concentrating on his cache for five rounds. The cache remains open until he wills it closed. The shadow cache does not need any material components to create, and it can hold up to 3 ft.³ of items weighing up to 100 pounds. When the retriever dies, anything in a shadow cache is immediately transported to a pocket dimension likely accessible by a wizard of high standing in the Phylacteric Vault.

Phylacteric Vault Arcane Retriever

The Eighteen Blades of Vode Nulan WiHa05