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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, but not with shields or armor.

Gems A Gemcaster starts with 1d3 + Intelligence modifier. All gems afterward must be purchased or found in dungeons/on quests. Gems that are of a hindering color incur a half area/damage effect penalty to the spell stored inside, and -1DC, whereas enhancing gems give a double area/damage effect bonus to the spell, and a +1DC. For example, a burning hands spell in a blue gem would do only

Table: Gem Alignment
School Gem Alignment
Enhancing Color Hindering Color
Evocation Red Blue
Illusion Green Yellow
Enchantment Purple Orange
Divination White Black
Abjuration Blue Red
Conjuration Yellow Green
Transmutation Orange Purple
Necromancy Black White
Universal Clear None

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
1st 4
2nd 5 2
3rd 6 3
4th 6 3 2
5th 6 4 3
6th 6 4 3 0
7th 6 4 4 2
8th 6 4 4 3
9th 6 4 4 3 0
10th 6 4 4 4 2
11th 6 4 4 4 3
12th 6 4 4 4 3 0
13th 6 4 4 4 4 2
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3 0
16th 6 5 4 4 4 4 2
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4

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. 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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