Jewelmancer (3.5e Class)
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Making a Jewelmancer
The Jewelmancer's main strength is his ability to cast spell after powerful spell without pause. However, they lack defensive capabilities, making them quite easy to take out.
Abilities: Intelligence is the most important attribute for a Jewelmancer 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. Jewelmancers get their spells from the sorcerer/wizard spell list.
Races: Gnomes are the most likely race to find a Jewelmancer in, though Humans and Half-elves would be just as common.
Starting Gold: 3d10 x 10 (210)
Starting Age: Simple
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Arcane Channeling, Auto Telekinesis, Attune Gem||4||—||—||—||—||—||—|
|10th||+5||+3||+3||+7||Improved Auto Telekinesis, Empower Gem||6||4||4||4||2||—||—|
|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)
Weapon and Armor Proficiency: A adventurer is proficient with all simple, but not with shields or armor.
Any Gems stolen from a Jewelmancer can be cast the same way you would a wand or rod with a single charge. Only another Jewelmancer can recharge a previously attuned gem. You can also release the spell in a fifteen foot diameter burst by throwing the gem with enough force to break it. Once broken, the gem becomes useless.
Spells: A Jewelmancer 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 adventurer must have a Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a adventurer ’s spell is 10 + the spell level + the adventurer ’s Intelligence modifier.
Unlike other spellcasters, a Jewelmancer 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. When Table: Jewelmancer Spells Known indicates that the Jewelmancer gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
As a standard action, a Jewelmancer can call a gem of his choice to his hand and cast the spell stored inside.
Arcane Channeling (Ex): A Jewelmancer need not prepare any spells. Rather, his gems orbit his body, recharging with arcane energy from the Jewelmancer. A gem must recharge 1 round + spell level + each hour of sleep/meditation the Jewelmancer did not get, up to 8 hours.
Attune Gem: Attuning a gem takes a spellcraft check of DC10 + spell level. To retune a gem, a Jewelmancer 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 Fewelmancer gets 1d3+ Intelligence modifier at level one, and gains 1d2 gems for each level after the first.
Auto Telekinesis: A Jewelmancer's jewels float around his body without him having to focus on it. At any time as a standard action a Jewelmancer may call out to any jewel and it will float to his hand to cast instantly. Anyone trying to steal a jewel from the jewelmancer must make a Sleight of Hand check of DC 20 + Spell level of the jewel. The Jewelmancer 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 jewel. 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 Jewelmancer gets a +10 to spot checks regarding his jewels, and the return radius increases to 10 feet.
Master Auto Telekinesis Sleight of Hand goes up to DC 40 + Spell Level and the jewelmancer recieves a +20 instead to his spot checks regarding his Jewels, and the return radius is increased to 15 feet.
Metamagic All the metamagic feats gained through leveling is 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.
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.