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The Arcane Innovator is an expert magical tinkerer, manipulating their own latent seeds of magic by gaining insights into the nature of arcane magic.
Arcane Insight (Su)
Each day when the arcane innovator prepares her spells, she gains a number of arcane insights equal her bonus on Spellcraft checks, this does not include any temporary bonuses. When the arcane innovator makes a caster level check, concentration check, or melee or ranged touch attack with a spell, she may spend an arcane insight to gain a +1 insight bonus on her roll. This does not require an action. The use of this ability must be declared before the die is rolled. At 10th and 20th levels, the arcane innovator can spend an additional arcane insight when using this ability to increase the bonus by an additional +1 (maximum 3 uses for a +3 bonus at 20th level). Unused arcane insights are lost after 24 hours.
This replaces the arcane exploit gained at 1st level
Impromptu Innovation (Su)
The arcane innovator may spend a swift action to prepare a new spell in place of a spell she has prepared. The two spells must be of the same spell level. This requires the arcane innovator to spend a number of arcane insights equal to the spell's level. The arcane innovator may use this ability once per day at 1st level and an additional time per day at every odd numbered level thereafter (maximum 10 times per day at 19th level).
This replaces consume spells
Spellcraft Practice (Ex)
At 7th level, arcane innovator can take 10 on Spellcraft checks, even while distracted or in danger.
This replaces the arcane exploit gained at 7th level
Shared Innovation (Su)
At 15th level, the arcane innovator can spend a arcane insights to increase caster level checks, concentration checks, and melee and ranged touch attack with a spells made by her allies who can see and hear her. The bonus provided this way is reduced by 1.
This replaces the arcane exploit gained at 15th level
Master of Spellcraft (Su)
At 20th level, the arcane innovator can take 20 on Spellcraft checks, and takes on additional time to do so.
This replaces magical supremacy
Each day when the arcane innovator prepares her spells, she gains a number of arcane insights equal her bonus on Spellcraft checks, this does not include any temporary bonuses. When the arcane innovator makes a caster level check, concentration check, or melee or ranged touch attack with a spell, she may spend an arcane insight to gain a +1 insight bonus on her roll. This does not require an action. The use of this ability must be declared before the die is rolled. At 10th and 20th levels, the arcane innovator can spend an additional arcane insight when using this ability to increase the bonus by an additional +1 (maximum 3 uses for a +3 bonus at 20th level). Unused arcane insights are lost after 24 hours.
This replaces the arcane exploit gained at 1st level
Impromptu Innovation (Su)
The arcane innovator may spend a swift action to prepare a new spell in place of a spell she has prepared. The two spells must be of the same spell level. This requires the arcane innovator to spend a number of arcane insights equal to the spell's level. The arcane innovator may use this ability once per day at 1st level and an additional time per day at every odd numbered level thereafter (maximum 10 times per day at 19th level).
This replaces consume spells
Spellcraft Practice (Ex)
At 7th level, arcane innovator can take 10 on Spellcraft checks, even while distracted or in danger.
This replaces the arcane exploit gained at 7th level
Shared Innovation (Su)
At 15th level, the arcane innovator can spend a arcane insights to increase caster level checks, concentration checks, and melee and ranged touch attack with a spells made by her allies who can see and hear her. The bonus provided this way is reduced by 1.
This replaces the arcane exploit gained at 15th level
Master of Spellcraft (Su)
At 20th level, the arcane innovator can take 20 on Spellcraft checks, and takes on additional time to do so.
This replaces magical supremacy