Numerolomancer (3.5e Class)
From D&D Wiki
- 1 Numerolomancer
- 1.1 Making a Numerolomancer
- 1.2 Campaign Information
"No, no. The ledger clearly states five thousand gold pieces, not five hundred".
The Numerolomancer is a magician of numbers. He takes cues from the rogue, focusing himself on finding ways to make his own wealth grow. He also uses his own natural magical talent and intelligence to fulfill the same goal.
Whether through clever planning, outright theft, or the occasional magical misdirection, the Numerolomancer always finds a way to make a profit.
Making a Numerolomancer
Like some rogues, a Numerolomancer can usually be found smooth-talking and flanking his way through an ordinary day. However, also like rogues, if the Numerolomancer is caught stealing or angers the wrong person with his trickery and planning, he is quite susceptible to a stiff arm to the face. It is advisable that every Numerolomancer have at least one mook at his disposal or, as some like to call them, 'party members'. While one might assume that a Numerolomancer would get along with others like himself. However, they are generally too greedy to mix well with others with their tastes. A favorite tactic of neutral aligned Numerolomancers is to convince a Paladin that they're a stand up individual and, with their forged documents as proof, nudge the Paladin into making someone honor their agreements.
Abilities: Intelligence is the key ability of this class. A Numerolomancer will need it to cast is spells, as well as to fill out his list of skills. Intelligence is also important for the Numerolomancer to successfully land his Calculated strikes. Dexterity is also important to the Numerolomancer, as in some situations his only option is to move out of the way and then run until he can run no more.
Races: Nearly every race has someone who might be born smart enough and with enough magical ability to become a Numerolomancer. The question, however, is how greedy are they?
Alignment: Any. While anyone could conceivably be greedy and cunning enough to be a Numerolomancer, it would stand to reason that the class would lean toward a more neutral to evil alignment.
Starting Gold: 8d4×10 gp (200gp).
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+2||+2||Calculated Strike: +1d6, Trap finding||2||—||—||—||—||—||—|
|3rd||+2||+1||+3||+3||Calculated Strike: +2d6, Quick Thinking - Able to use Int mod for Concentration checks||3||1||—||—||—||—||—|
|4th||+3||+1||+4||+4||Focused Liar: Bonus feat: Choose between; Skill Focus (Slight of Hand), Slippery Mind, or Improved Feint||3||2||0||—||—||—||—|
|5th||+3||+1||+4||+4||Calculated Strike: +3d6||3||3||1||—||—||—||—|
|6th||+4||+2||+5||+5||Sneak A-Tax - Able to make free sleight of hand check on successful Calculated Strike to pick pocket||3||3||2||—||—||—||—|
|7th||+5||+2||+5||+5||Calculated Strike: +4d6||3||3||2||0||—||—||—|
|9th||+6/+1||+3||+6||+6||Calculated Strike: +5d6||3||3||3||2||—||—||—|
|11th||+8/+3||+3||+7||+7||Calculated Strike: +6d6||3||3||3||3||1||—||—|
|12th||+9/+4||+4||+8||+8||Skill trick: Spot the Weak point||3||3||3||3||2||—||—|
|13th||+9/+4||+4||+8||+8||Calculated Strike: +7d6||3||3||3||3||2||0||—|
|14th||+10/+5||+4||+9||+9||Skill trick: Telegraphing; Make a concentration check vs opposed sense motive to gain a dodge bonus equal to your int mod to your AC||4||3||3||3||3||1||—|
|15th||+11/+6/+1||+5||+9||+9||Calculated Strike: +8d6||4||4||3||3||3||2||—|
|16th||+12/+7/+2||+5||+10||+10||Skill trick: Ledger Forging; Magical Page at will. +4 on Forgery and Bluff checks made using a Magical Page||4||4||4||3||3||2||0|
|17th||+12/+7/+2||+5||+10||+10||Calculated Strike: +9d6||4||4||4||4||3||3||1|
|18th||+13/+8/+3||+6||+11||+11||Skill trick: Magic pick pocket: You may now use your mage hand spell to pick pockets. All other caveats of the spell apply. +10 to sleight of hand checks for pickpocket attempts made this way||4||4||4||4||4||3||2|
|19th||+14/+9/+4||+6||+11||+11||Calculated Strike: +10d6||4||4||4||4||4||4||3|
|20th||+15/+10/+5||+6||+12||+12||Skill trick: Confusing Casting; Target who fails save on your next spell cast is considered flat footed for (Int mod) + 1 rounds||4||4||4||4||4||4||4|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
<-fluff about class features->. All of the following are class features of the Numerolomancer.
Weapon and Armor Proficiency: The Numerolomancer is proficient with light armor, but not shields. They are also proficient with all Simple Weapons as well as the hand crossbow, rapier, sap, short bow and short sword.
Spells: <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. Numerolomancers choose their spells from the following list:
0 — Mage Hand, Minor Disguise, Amaneunsis, Resistance, Read Magic, Daze, Ghost Sound, Detect Magic, Arcane Mark, Lullaby
1st — Serene Visage, Phantom Threat, Sticky Fingers, Insightful Feint, Distract, Distract Assailant, Mage Hand (Greater), Disguise Self, Charm Person, Sleep, Silent Image, Stay the Hand, Instant Locksmith
2nd — Blur, Iron Silence, Veil of Shadow, Reflective Disguise, Locate Object, Touch of Idiocy, Detect Thoughts, Daze Monster, Minor Image, Invisibility, Blinding Color Surge, Opportune Dodge, Locate Object, Bladeweave
3rd — Blink, Displacement, Treasure Scent, Mesmerizing Glaze, Shadow Binding, Spider Skin, Sensory Deprivation, Major Image, Deep Slumber, Hold Person, Suggestion, Halt, Hesitate, Vertigo Field
4th — Resistance (Greater), Shadow Form, Phantasmal Thief, Dimension Door, Invisibility (Greater), Charm Monster, Arcane Eye, Confusion, Scrying
5th — Blink (Greater), Stun Ray (Lesser) (as Stun Ray, but for one round only), Mind Fog, Feeblemind, Hold Monster, Teleport Passwall, Hold Monster, Dominate Person, Persistent Image, Scry Location, Friend to Foe, Incite Riot
6th — Transcribe Symbol, Reflective Disguise (Mass), Illusory Pit, Probe Thoughts, Resistance (Superior), Suggestion (Mass), Symbol of Persuasion, Mislead, Shadow Walk, Programmed Image, Permanent Image, Overwhelm
* - Provided the Numerolomancer has enough INT for a bonus spell of this level
'<-supernatural class feature-> (Su): <-class feature game rule information->
<-class feature->: <-class feature game rule information->
<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-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->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable 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.->.
Playing a Numerolomancer
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.