Geometer In The Dungeon (3.5e Prestige Class)
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Geometers are magicians and master mathematicians, employing both arcane and divine spells. They use the power of numbers and physics to enhance their magic. 5 6 Poor Poor Poor Good Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting Full
Geometer[edit]
“ | The numbers Mason! What do they mean? | ” |
—Archimedes, human wizard. |
Geometers are a variegated group, arisen from various cultures, whenever the need for logical thinking and measurements became important. They employ geometry and formulas to cast spells, obtaining the ability to transform them in various ways.
Becoming a Geometer[edit]
To become a geometer one must be a spellcaster, be it divine or arcane, and have vast knowledge of mathematics and physics. Your casting abilities must be your highest attributes. After that you need good Constitution and Dexterity scores, as would any good spellcasters.
Skills: | Decipher Script 3 ranks, Knowledge (Math & Physics) 9 ranks, Spellcraft 6 ranks. |
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Feats: | Sacred Geometry. |
Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Secrets of Mathematics, Spellglyph | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Bonus Feat, Book of Geometry | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | Secrets of Mathematics, Sigilsight | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Bonus Feat, Pass Sigil | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Calculus Formulae, Secrets of Mathematics | +1 level of existing spellcasting class | |||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level.) |
Class Features[edit]
All of the following are class features of the geometer.
Weapon and Armor Proficiency: A geometer gains no proficiency with weapons or armors.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a geometers, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Secrets of Mathematics (Su): Your mathematical studies are deep and vast. You may choose one of the following abilities a level 1st, 3rd and 5th:
- Arithmetic: While using a spell enhanced by one of your spellglyphs you may make a Knowledge (Math & Physics) check with DC equal to 20 + the spell level while casting the spell. If you succeed you may choose to maximize the spell damage, if expressed in dices, or to empower it, incrementing variables by 50% (as with the Empower Spell feat). If you fail you must make a Concentration checks with DC 15 + the spell level (benefitting from the Sacred Geometry feat).
- Geometry: While using a spell enhanced by one of your spellglyphs you may make a Knowledge (Math & Physics) check with DC equal to 20 + the spell level while casting the spell. If you succeed you may choose to increment the area or range of the spell by 50%. If you fail you must make a Concentration checks with DC 15 + the spell level (benefitting from the Sacred Geometry feat).
- Physics: While using a spell enhanced by one of your spellglyphs you may make a Knowledge (Math & Physics) check with DC equal to 20 + the spell level while casting the spell. If you succeed you may choose to quicken the casting time (using the the lower level of action or halving casting time if expressed in time units different from rounds), or to extend the duration of spell by 50%. If you fail you must make a Concentration checks with DC 15 + the spell level (benefitting from the Sacred Geometry feat).
- Analytic Geometry: While using a spell enhanced by one of your spellglyphs you may make a Knowledge (Math & Physics) check with DC equal to 20 + the spell level while casting the spell. If you succeed you may bend ray and line spells to avoid cover or modify area of effect of cones, bursts and lines, transforming them in other shapes. If you fail you must make a Concentration checks with DC 15 + the spell level (benefitting from the Sacred Geometry feat). You may take this ability only if you already have Geometry and 3rd level of the geometer class.
- Logic: While using a spell enhanced by one of your spellglyphs you may make a Knowledge (Math & Physics) check with DC equal to 20 + the spell level while casting the spell. If you succeed you may choose to exclude one target per class level from the area of effect of a spell or to increment the caster level of divination and mind-affecting spells by 2. If you fail you must make a Concentration checks with DC 15 + the spell level (benefitting from the Sacred Geometry feat). You may take this ability only if you already have Arithmetic and 3rd level of the geometer class.
- Metaphysics: While using a spell enhanced by one of your spellglyphs you may make a Knowledge (Math & Physics) check with DC equal to 20 + the spell level while casting the spell. If you succeed you may choose to affect ethereal targets or targets that under the effect of magical and supernatural concealment with your spell. In alternative you may gain +4 to caster level check to overcome spell resistance or overcome alignment damage reduction with the spell. If you fail you must make a Concentration checks with DC 15 + the spell level (benefitting from the Sacred Geometry feat). You may take this ability only if you already have Physics and 5th level of the geometer class.
You may combine these abilities by increasing the DC by 10, but only if they are from the same tree (for example Arithmetic and Logic).
Spellglyph (Su): At 1st level you gain the ability to create spellgliphs. A spellgyph is a magical diagram that substitutes verbal and material components for spells. Casting a spell with in conjunction with a spellglyph makes it work as if affected by the Silent Spell feat. The spellglyph replaces any material components (other than a focus) normally required by the spell.You choose at the time of casting whether to use a spellglyph. An expended spellglyph disappears, just like any other material component. Spellglyphs are normally scribed on parchment, much like scrolls. Preparing a spellglyph requires the use of rare inks costing 25 gp per spell level and they are prepared while preparing spells (if you don't prepare spells you must still expend one hour to prepare spellgyphs. If the spell normally requires an expensive material component (with a value of more than 1 gp), exotic inks and treatments of equal cost must be used in the preparation of the spellglyph.
Bonus Feat: At 2nd and 4th level you gain a bonus feat for which you meet the requirements. It must be chosen among metamagic feats, item creation feats, Probability Randomization or Numerology.
Book of Geometry (Ex): By 2nd level and higher, you use a unique system for recording the details of a spell that drastically reduces the expense of maintaining spellbooks (or similar books). Every spell you learn from now on requires only a single page in your spellbook. It still takes 24 hours to scribe a spell into a spellbook and materials costing 100 gp per page. A geometer's spellbook is difficult for non-geometers to decipher and use. The Spellcraft DC to decipher or prepare spells from a geometer's spellbook is increased by 5 for non-geometers. If you don't use spellbooks or similar books you don't gain any benefit from this feat.
Sigilsight (Ex): At 3rd level you can use a Search check to find magic traps based on runes, glyphs, sigils, symbols, and other writings as a rogue can. You gain a bonus equal to your caster level on all Search checks to find traps of this sort. If you merely come within 10 feet of a magic rune, glyph, sigil, or symbol, or the threshold of danger for such a device, you are entitled to make a Search check as if you were actively searching for a magic trap. You may use your Will save against such traps instead of Fortitude or Reflex saves.
Pass Sigil (Su): At 4th level you gain the ability to temporarily negate magical wards based on written symbols, sigils, runes, or glyphs. As a standard action, you can attempt to pass such a sigil. You must succeed on a level check (DC 5 + the sigil creator's caster level). If successful, you can suppress the effects of the device for as long as you maintain concentration (which might make it possible for others to pass the sigil safely, too). You must be able to see the device to pass it.
Calculus Formulae (Su): By 5th level when casting a spellglyph enhanced spell you may make a Knowledge (Math & Physics) check with DC 30. On a successful roll, if the spell gives bonuses or penalties, you may make the effect increment linearly: each subsequent turn, up to your class level, you add +1 to the bonus (or -1 to penalties), stacking with the previous increment. After that the bonus/penalty returns at its standard value. You may postpone the use of this ability to a currently in effect spell that you casted with a spellglyph by making the check as a standard action. You must have line of sight with the recipient. You may combine this feature with Secrets of Mathematics, making two different checks. Failing this check produces no effects.
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Article Balance | Very High + |
Author | the bluez in the dungeon + |
Base Attack Bonus Progression | Poor + |
Class Ability | Prepared Arcane Spellcasting +, Spontaneous Arcane Spellcasting +, Prepared Divine Spellcasting + and Spontaneous Divine Spellcasting + |
Class Ability Progression | Full + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Prestige Class + |
Length | 5 + |
Minimum Level | 6 + |
Rating | Undiscussed + |
Reflex Save Progression | Poor + |
Skill | Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Knowledge +, Profession +, Search +, Sense Motive +, Speak Language +, Spellcraft + and Use Magic Device + |
Skill Points | 4 + |
Summary | Geometers are magicians and master mathematicians, employing both arcane and divine spells. They use the power of numbers and physics to enhance their magic. + |
Title | Geometer In The Dungeon + |
Will Save Progression | Good + |