Dungeons and Dragons Wiki
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'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], but not with shields or armor.
 
'''Weapon and Armor Proficiency:''' A adventurer is proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], but not with shields or armor.
   
'''Gems''' A Gemcaster starts with 1d3 + [[SRD:Intelligence|Intelligence]] modifier gems. Color can be decided by rolling 1d8 with a color assigned to each number. All gems afterward must be purchased or found in dungeons/on quests. Gems that are of a hindering color incur a half the maximum numeric variable effect penalty to the spell stored inside, and -1DC, whereas enhancing gems give a 1.5 numeric variable effect bonus to the spell, and a +1DC. For example, a burning hands spell from a level 1 Gemcaster with an Intelligence of 15 in a blue gem would do only 1d2 damage in a 15 foot cone with a reflex save of 12, but in a red gem it would do 1d6 in a 15 foot cone with a reflex save of 14
+
'''Gems''' A Gemcaster starts with 1d3 + [[SRD:Intelligence|Intelligence]] modifier gems. Color can be decided by rolling 1d8 with a color assigned to each number. All gems afterward must be purchased or found in dungeons/on quests. Spells must be stored in gems of equal or greater level. Gem levels are associated to their color, as shown on the Gem Level table.
   
 
{| class="zebra d20"
 
{| class="zebra d20"
|+Table: Gem Alignment
+
|+Table: Gem Level
 
|-
 
|-
 
! rowspan="2" | School || colspan="10" | Gem Alignment
 
! rowspan="2" | School || colspan="10" | Gem Alignment
 
|- {{#vardefine:odd|0}}
 
|- {{#vardefine:odd|0}}
! Enhancing Color || Hindering Color
+
! Enhancing Color
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| Evocation || Red|| Blue
+
| Cantrip || Yellow
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
  +
| Level 1 || Reds and pinks
| Illusion || Green||Yellow
 
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
  +
| Level 2 || Whites and greys
| Enchantment || Purple||Orange
 
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| Divination || White||Black
+
| Level 3 || Greens
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| Abjuration || Blue||Red
+
| Level 4 || Blues
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
  +
| Level 5 || Browns
| Conjuration || Yellow||Green
 
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
  +
| Level 6 || Blacks
| Transmutation || Orange||Purple
 
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| Necromancy || Black||White
+
| Level 7 || Violet
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| Universal || Clear||None
+
| Level 8 || Orange
  +
|- class="{{Odd-Even|{{#var:odd}}}}"
  +
| Level 9 || Clear
 
|-
 
|-
 
|}
 
|}
   
'''Stolen Gems:''' Any Gems stolen from a Gemcaster can be cast the same way you would a wand or rod with a single charge. Only another Gemcaster can recharge a previously attuned gem, but the spell's level won't change. You can also release the spell's effect in a fifteen foot diameter burst by throwing the gem with enough force to break it. Once broken, the gem becomes useless.
+
:'''Stolen Gems:''' Any Gems stolen from a Gemcaster can be cast the same way you would a wand or rod with a single charge. Only another Gemcaster can recharge a previously attuned gem, but the spell's level won't change. You can also release the spell's effect in a fifteen foot diameter burst by throwing the gem with enough force to break it. Once broken, the gem becomes useless.
  +
  +
:'''Gems part of art:''' Lots of pieces of art has gems as part of their work. They can be removed with a successful craft: Gemcutter check based on the hardness of the art. There is a ten percent chance of damaging the gem with a failed check, and removing the gems halves the value of the art. Damaged gems break after a single use, becoming wortheless powder.
   
 
'''Spells:''' A Gemcaster casts arcane spells stored in gems, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Gemcaster must have a [[SRD:Intelligence|Intelligence]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a Gemcaster’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Intelligence|Intelligence]] modifier.
 
'''Spells:''' A Gemcaster casts arcane spells stored in gems, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Gemcaster must have a [[SRD:Intelligence|Intelligence]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a Gemcaster’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Intelligence|Intelligence]] modifier.
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! rowspan="2" | Level || colspan="10" | Spells Known per Level
 
! rowspan="2" | Level || colspan="10" | Spells Known per Level
 
|- {{#vardefine:odd|0}}
 
|- {{#vardefine:odd|0}}
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup>
+
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 1st || 4||||||||||||
+
| 1st || 4 || 2 || - || - || - || - || - || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 2nd || 5||2||||||||||
+
| 2nd || 5 || 3 || - || - || - || - || - || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 3rd || 6||3||||||||||
+
| 3rd || 6 || 4 || 2 || - || - || - || - || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 4th || 6||3||2||||||||
+
| 4th || 6 || 5 || 3 || - || - || - || - || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 5th || 6||4||3||||||||
+
| 5th || 6 || 6 || 4 || 2 || - || - || - || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 6th || 6||4||3||0||||||
+
| 6th || 6 || 6 || 5 || 3 || - || - || - || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 7th || 6||4||4||2||||||
+
| 7th || 6 || 6 || 6 || 4 || - || - || - || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 8th || 6||4||4||3||||||
+
| 8th || 6 || 6 || 6 || 5 || 3 || - || - || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 9th || 6||4||4||3||0||||
+
| 9th || 6 || 6 || 6 || 6 || 4 || - || - || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 10th || 6||4||4||4||2||||
+
| 10th || 6 || 6 || 6 || 6 || 5 || 3 || - || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 11th || 6||4||4||4||3||||
+
| 11th || 6 || 6 || 6 || 6 || 6 || 4 || - || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 12th || 6||4||4||4||3||0||
+
| 12th || 6 || 6 || 6 || 6 || 6 || 5 || 3 || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 13th || 6||4||4||4||4||2||
+
| 13th || 6 || 6 || 6 || 6 || 6 || 5 || 4 || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 14th || 6||4||4||4||4||3||
+
| 14th || 6 || 6 || 6 || 6 || 6 || 6 || 4 || - || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 15th || 6||4||4||4||4||3||0
+
| 15th || 6 || 6 || 6 || 6 || 6 || 6 || 5 || 3 || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 16th || 6||5||4||4||4||4||2
+
| 16th || 6 || 6 || 6 || 6 || 6 || 6 || 5 || 4 || - ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 17th || 6||5||5||4||4||4||3
+
| 17th || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 5 || 3 ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 18th || 6||5||5||5||4||4||3
+
| 18th || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 5 || 4 ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 19th || 6||5||5||5||5||4||4
+
| 19th || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 4 ||
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
| 20th || 6||5||5||5||5||5||4
+
| 20th || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 5 ||
 
|-
 
|-
 
|}
 
|}

Revision as of 02:52, 13 May 2010

Created By
Synthii (talk)
Date Created: 4/29/10
Status: Mostly Finished
Editing: Minor, some grammar
Balance: Wizard


{{#set:Summary= |Length= |Minimum Level= |Base Attack Bonus Progression= |Fortitude Save Progression= |Reflex Save Progression= |Will Save Progression= |Class Ability= |Class Ability Progression= }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

Making a Gemcaster

Gemcasters are one of the most useful if rare mages you can have in your party. Their ability to cast an unlimited number of spells each day is their best advantage, though their inability to wear armor and low life makes them easy to take out with both bows and swords.

Abilities: Intelligence is the most important attribute for a Gemcaster to determine his spells strength, and dexterity for AC since they aren't trained in any armor. Constitution can help balance out their low life too. Charisma is an ideal sink attribute since it is the least used on the list. Gemcasters get their spells from the sorcerer/wizard spell list.

Races: Gnomes are the most likely race to find a Gemcaster in, though Humans and Half-elves would be just as common.

Alignment: Any

Starting Gold: 3d10 x 10 (210)

Starting Age: Simple

Table: The Gemcaster

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells Known per Level
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Arcane Channeling, Auto Telekinesis, Attune Gem 4
2nd +1 +0 +0 +3 5 2
3rd +1 +1 +1 +3 6 3
4th +2 +1 +1 +4 Enlarge Gem 6 3 2
5th +2 +2 +2 +4 6 4 3
6th +3 +2 +2 +4 6 4 3 0
7th +3 +2 +2 +5 Evasion 6 4 4 2
8th +4 +2 +2 +6 Quicken Gem 6 4 4 3
9th +4 +3 +3 +6 6 4 4 3 0
10th +5 +3 +3 +7 Improved Auto Telekinesis, Empower Gem 6 4 4 4 2
11th +6/+1 +3 +3 +7 6 4 4 4 3
12th +6/+1 +4 +4 +8 Maximize Gem 6 4 4 4 3 0
13th +6/+1 +4 +4 +8 6 4 4 4 4 2
14th +7/+2 +4 +4 +9 Dual Cast 6 4 4 4 4 3
15th +7/+2 +5 +5 +9 6 4 4 4 4 3 0
16th +8/+3 +5 +5 +10 Extend Gem 6 5 4 4 4 4 2
17th +8/+3 +5 +5 +10 6 5 5 4 4 4 3
18th +9/+4 +6 +6 +11 6 5 5 5 4 4 3
19th +9/+4 +6 +6 +11 6 5 5 5 5 4 4
20th +10/+5 +6 +6 +12 Master Auto Telekinesis, Widen Gem 6 5 5 5 5 5 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Craft (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Magic Device (Cha).

Class Features

Weapon and Armor Proficiency: A adventurer is proficient with all simple weapons, but not with shields or armor.

Gems A Gemcaster starts with 1d3 + Intelligence modifier gems. Color can be decided by rolling 1d8 with a color assigned to each number. All gems afterward must be purchased or found in dungeons/on quests. Spells must be stored in gems of equal or greater level. Gem levels are associated to their color, as shown on the Gem Level table.

Table: Gem Level
School Gem Alignment
Enhancing Color
Cantrip Yellow
Level 1 Reds and pinks
Level 2 Whites and greys
Level 3 Greens
Level 4 Blues
Level 5 Browns
Level 6 Blacks
Level 7 Violet
Level 8 Orange
Level 9 Clear
Stolen Gems: Any Gems stolen from a Gemcaster can be cast the same way you would a wand or rod with a single charge. Only another Gemcaster can recharge a previously attuned gem, but the spell's level won't change. You can also release the spell's effect in a fifteen foot diameter burst by throwing the gem with enough force to break it. Once broken, the gem becomes useless.
Gems part of art: Lots of pieces of art has gems as part of their work. They can be removed with a successful craft: Gemcutter check based on the hardness of the art. There is a ten percent chance of damaging the gem with a failed check, and removing the gems halves the value of the art. Damaged gems break after a single use, becoming wortheless powder.

Spells: A Gemcaster casts arcane spells stored in gems, which are drawn from the sorcerer/wizard list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Gemcaster must have a Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Gemcaster’s spell is 10 + the spell level + the adventurer ’s Intelligence modifier.

Unlike other spellcasters, a Gemcaster can cast an unlimited amount of spells per day, but can only learn a certain amount of spells, listed on the table plus bonus spells.

As a standard action, a Gemcaster can call a gem of his choice to his hand and cast the spell stored inside.

Table: Gemcaster Spells Known per Level
Level Spells Known per Level
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 - - - - - - -
2nd 5 3 - - - - - - -
3rd 6 4 2 - - - - - -
4th 6 5 3 - - - - - -
5th 6 6 4 2 - - - - -
6th 6 6 5 3 - - - - -
7th 6 6 6 4 - - - - -
8th 6 6 6 5 3 - - - -
9th 6 6 6 6 4 - - - -
10th 6 6 6 6 5 3 - - - ||
11th 6 6 6 6 6 4 - - - ||
12th 6 6 6 6 6 5 3 - - ||
13th 6 6 6 6 6 5 4 - - ||
14th 6 6 6 6 6 6 4 - - ||
15th 6 6 6 6 6 6 5 3 - ||
16th 6 6 6 6 6 6 5 4 - ||
17th 6 6 6 6 6 6 6 5 3 ||
18th 6 6 6 6 6 6 6 5 4 ||
19th 6 6 6 6 6 6 6 6 4 ||
20th 6 6 6 6 6 6 6 6 5 ||

Arcane Channeling (Ex): A Gemcaster need not prepare any spells. Rather, his gems orbit his body, recharging with arcane energy from the Gemcaster. A gem must recharge 1 round + spell level + each hour of sleep/meditation the Gemcaster did not get, up to 8 hours. Naturally this means elves have the advantage since they need only four hours of meditation.

Attune Gem: Attuning a gem takes a spellcraft check of DC10 + spell level. To retune a gem, a Gemcaster must wait a full day and make a Concentration check of DC15 + spell level to remove the old spell, then they can infuse it once again. A Gemcaster gets 1d3+ Intelligence modifier at level one, and must purchase gems to use or use ones found throughout their quests.

Auto Telekinesis: A Gemcaster's Gems float around his body without him having to focus on it. At any time as a standard action a Gemcaster may call out to any Gem and it will float to his hand to cast instantly. Anyone trying to steal a Gem from the Gemcaster must make a Sleight of Hand check of DC 20 + Spell level of the Gem. The Gemcaster then makes a spot check + the spell's level, opposed by the same Sleight of hand check to see if he notices the removal of his precious Gem. A gem will float back into orbit within a 5 foot radius.

Improved Auto Telekinesis Same as Auto Telekinesis only the sleight of hand goes up to DC 30 + spell's level, and the Gemcaster gets a +10 to spot checks regarding his Gems, and the return radius increases to 10 feet.

Master Auto Telekinesis Sleight of Hand goes up to DC 40 + Spell Level and the Gemcaster recieves a +20 instead to his spot checks regarding his Gems, and the return radius is increased to 15 feet.

Dual Casting At level fourteen, a Gemcaster has used gems for spells often enough to be able to use two different gems at the same time, one for each hand.

Metamagic: All the metamagic feats gained are able to be applied to gems at the time of their casting, including the feats gained through special abilities. For all purposes, treat the gem as casting a regular spell when applying a feat.

Notes

I'm using this spot to help answer a few questions. Most of what i have down on here will not be changing, though a few things will be. The flawed gem penalty system will probably be changing to one that focuses on gem colors being in tune with domains for spells. Synthii 05:10, May 1, 2010 (UTC)



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