Prerequisites: bloodline that grants arcane spells
Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.
During your daily preparations, choose any one spell from your book of arcane spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day.
You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
Abjuration force damage
Conjuration or Transmutation the same type as the weapon
Divination, Enchantment, or Illusion mental damage
Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
At 2nd level and every 2 levels thereafter, you gain
a skill feat. Skill feats can be found in Chapter 5 and
have the skill trait. You must be trained or better in the
corresponding skill to select a skill feat.
Hiding your gestures and incantations within other speech
and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell,
attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you
must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks)
against an observer’s DC, that observer doesn’t notice you’re
casting a spell, even though material, somatic, and verbal
components are usually noticeable and spells normally have
sensory manifestations that would make spellcasting obvious
to those nearby.
This ability hides only the spell’s spellcasting actions and
manifestations, not its effects, so an observer might still see a
ray streak out from you or see you vanish into thin air.
You infuse your familiar with additional magical energy. You
can select four familiar or master abilities each day, instead
of two.
Special If your arcane thesis is improved familiar attunement,
your familiar’s base number of familiar abilities, before adding
any extra abilities from the arcane thesis, is four.
Prerequisites: expert in a skill with the Recall Knowledge action, Assurance in that skill
You know basic facts off the top of your head. Choose a skill
you’re an expert in that has the Recall Knowledge action and
for which you have the Assurance feat. You can use the Recall
Knowledge action with that skill as a free action once per round.
If you do, you must use Assurance on the skill check.
Special You can select this feat multiple times, choosing a
different skill each time. You can use Automatic Knowledge
with any skills you have chosen, but you can still use Automatic
Knowledge only once per round.
You forge strong connections with animals. You can spend 7
days of downtime trying to bond with a normal animal (not
a companion or other special animal). After this duration,
attempt a DC 20 Nature check. If successful, you bond with
the animal. The animal is permanently helpful to you, unless
you do something egregious to break your bond. A helpful
animal is easier to direct, as described under Command an
Animal on page 249.
Bonding with a new animal ends any previous bond you had.
You can’t have both a bonded animal and an animal companion
(though you can have both a bonded animal and a familiar).