Fax Celestis
2006-07-12, 12:32 AM
Cartogramancers are similar to wizards. They cast spells with preparation similar to wizards. However, they have intermingled cartography with their magics, and have developed unique methods of both writing and shaping spells. This does come at a cost: cartogramancers lose access to an additional school of magic, as if they were specialist wizards.
Abilities: Intelligence is your prime ability. Other good abilities to have would be Constitution (for hit points) and Dexterity (to keep from being struck).
Races: Elves and humans are the largest proportion of cartomancers, followed closely by gnomes and--strangely--dwarves. Halflings and half-orcs are the rarest.
Alignment: Cartogramancers may be of any alignment.
Hit Die: d4
Requirements
The following are required to take levels in the Cartogramancer prestige class:
Feats: Scribe Scroll
Skills: Profession (Cartographer) 5 ranks, Knowledge (Geography) 8 ranks.
Magic: Ability to prepare 3rd level arcane spells.
Class Features
Weapon and Armor Proficiency: A cartogramancer gains no proficiencies with weapons or armor.
Class Skills (4 + Int modifier per level): Appraise, Autohypnosis, Concentration, Craft, Decipher Script, Diplomacy, Knowledge (Arcana), Knowledge (Cartography), Knowledge (Geography), Knowledge (History), Knowledge (Nature), Knowledge (Nobility and Royalty), Profession, Speak Language, Spellcraft
Spells: You cast arcane spells, which are drawn from the sorceror/wizard spell list. You must choose and prepare your spells ahead of time.
To learn, prepare, or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells are 10 + the spell level + your intelligence modifier.
Like other spellcasters, you can cast only a certain number of spells of ceach spell level per day. In addition, you receive bonus spells per day if you have a high intelligence score.
Like wizards, a cartogramancer may add spells to their spellbook from other sources (other cartogramancer's or wizard's spellbooks, scrolls, et al) at any time. However, a wizard without ranks in Knowledge (Cartography), Craft (Cartography), or Profession (Cartographer) equal to the spell's level cannot learn a spell from a cartogramancer's spellbook. This is due to their strange "geographic" method of writing spells.
Cartographer: A cartogramancer may add his class level to any Craft (Cartography) and Profession (Cartographer) checks. In addition, he may always take ten on Knowledge (Geography) checks. Finally, due to their unique method of writing magics in a geographic format, spells in cartogramancer's spellbooks always take up only one page. Wizards attempting to read spells out of a cartogramancer's spellbook must have ranks in Knowledge (Cartography), Craft (Cartography), or Profession (Cartographer) equal to the spell's level to be able to translate the spell.
Cartogromantic Casting: Starting at 2nd level, the cartogramancer may draw a map of any area he is familar with by performing a DC 25 Craft (Cartography) check. This DC drops by 5 if he is either in the area or has spent a significant amount of time in the area within the past month ("significant time" is subject to DM's discretion). This map must be on a scale of 1":100' (or more detailed). He may then imbue the map with magical energies by expending a spell of fourth level or higher. This map remains imbued for a number of days equal to the level of the expended spell. A cartogramancer may only have one imbued map active at a time.
Within that time frame, the cartogramancer may cast spells into the imbued map. These spells immediately take effect on the area specified on the map, even if they are outside the normal range of casting for the spell. Spells that require touch attacks or ranged touch attacks do not function through an imbued map. If a spell has a trigger that activates it (explosive runes, alarm, or the like), the spell remains inactive in the area until it is set off as it normally would be.
A cartogramancer may have a number of spells active within an imbued map equal to his class level.
If terrain, structures, or other effects alter the area the map represents, the map alters to fit the new appearance of the terrain.
At 8th level, this ability improves. The cartogramancer sees corporeal creatures as moving lights on the map. Invisible, etheral, hidden, or creatures smaller than Small do not display, and the cartogramancer does not gather any information through the map besides what a specific light is: creature, spell, item, or other. He gains no information about creatures or items (like names, equipment, or spellcasting ability), but may identify spells cast on the map. Spells he has cast are automatically identified, while other spells can be identified with a normal Spellcraft check.
Maze Immunity: Due to their extensive time spent dealing with maps and mazes, cartogramancers are immune to the effects maze from 3rd level forward.
Improved Divinations: At 4th level, a cartogramancer may choose to receive information obtained from a divination spell in the form of a map. This map takes up a page in his spellbook and lasts for the duration of the spell, though the page is useless afterwards.
Mapped Teleportation: At 5th level, a cartogramancer gains the ability to teleport to any location he has studied on a map as if he were familiar with the location. The map studied must have a scale more accurate than 1 inch to 100 miles and requires a successful DC 25 Knowledge (Geography) check.
At 7th level, this ability improves to allow for interplanar travel.
Cartogramantic Memory: At 6th level, a cartogramancer becomes immune to any illusionary terrain or structure within an area he has seen a map of.
Astral Projection: At 9th level, a cartogramancer gains the ability to cast astral projection twice a day as a spell-like ability.
Cartogramantic Mastery: At 10th level, a cartogramancer gains the ability to cast metamagic through his cartogramantic ability with better effectiveness. Metamagic feats that increase the level of the spell by one can be applied to spells cast into an imbued map for no additional level requirement. The spells do not need to be prepared with the metamagic applied into them: it is applied when it is cast, similar to the Sudden metamagics.
Playing A Cartogramancer
Cartogramancers tend to be elitist when it comes to magic. In all other things, they are just like any other person: utterly convinced that their way is the best.
Religion
Cartogramancers, almost as a whole, worship Boccob, due to both his magical prowess and his exactitude.
Combat
Your few attack spells will aid you, but your best move will probably be to stand in the back and aid with your defensive and enhancing magics.
Cartogramancer Progression
{table]
Level BAB Fort Save Ref Save Will Save Special Spells
1st +0 +0 +0 +2 Cartographer +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Cartogramantic Casting -
3rd +1 +1 +1 +3 Maze Immunity +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Improved Divinations -
5th +2 +1 +1 +4 Mapped Teleportation +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Cartographic Memory+1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Improved Mapped Teleportation +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Improved Cartogramantic Casting +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Astral Projection (2/day) +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Cartogramantic Mastery +1 level of existing arcane spellcasting class[/table]
Abilities: Intelligence is your prime ability. Other good abilities to have would be Constitution (for hit points) and Dexterity (to keep from being struck).
Races: Elves and humans are the largest proportion of cartomancers, followed closely by gnomes and--strangely--dwarves. Halflings and half-orcs are the rarest.
Alignment: Cartogramancers may be of any alignment.
Hit Die: d4
Requirements
The following are required to take levels in the Cartogramancer prestige class:
Feats: Scribe Scroll
Skills: Profession (Cartographer) 5 ranks, Knowledge (Geography) 8 ranks.
Magic: Ability to prepare 3rd level arcane spells.
Class Features
Weapon and Armor Proficiency: A cartogramancer gains no proficiencies with weapons or armor.
Class Skills (4 + Int modifier per level): Appraise, Autohypnosis, Concentration, Craft, Decipher Script, Diplomacy, Knowledge (Arcana), Knowledge (Cartography), Knowledge (Geography), Knowledge (History), Knowledge (Nature), Knowledge (Nobility and Royalty), Profession, Speak Language, Spellcraft
Spells: You cast arcane spells, which are drawn from the sorceror/wizard spell list. You must choose and prepare your spells ahead of time.
To learn, prepare, or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells are 10 + the spell level + your intelligence modifier.
Like other spellcasters, you can cast only a certain number of spells of ceach spell level per day. In addition, you receive bonus spells per day if you have a high intelligence score.
Like wizards, a cartogramancer may add spells to their spellbook from other sources (other cartogramancer's or wizard's spellbooks, scrolls, et al) at any time. However, a wizard without ranks in Knowledge (Cartography), Craft (Cartography), or Profession (Cartographer) equal to the spell's level cannot learn a spell from a cartogramancer's spellbook. This is due to their strange "geographic" method of writing spells.
Cartographer: A cartogramancer may add his class level to any Craft (Cartography) and Profession (Cartographer) checks. In addition, he may always take ten on Knowledge (Geography) checks. Finally, due to their unique method of writing magics in a geographic format, spells in cartogramancer's spellbooks always take up only one page. Wizards attempting to read spells out of a cartogramancer's spellbook must have ranks in Knowledge (Cartography), Craft (Cartography), or Profession (Cartographer) equal to the spell's level to be able to translate the spell.
Cartogromantic Casting: Starting at 2nd level, the cartogramancer may draw a map of any area he is familar with by performing a DC 25 Craft (Cartography) check. This DC drops by 5 if he is either in the area or has spent a significant amount of time in the area within the past month ("significant time" is subject to DM's discretion). This map must be on a scale of 1":100' (or more detailed). He may then imbue the map with magical energies by expending a spell of fourth level or higher. This map remains imbued for a number of days equal to the level of the expended spell. A cartogramancer may only have one imbued map active at a time.
Within that time frame, the cartogramancer may cast spells into the imbued map. These spells immediately take effect on the area specified on the map, even if they are outside the normal range of casting for the spell. Spells that require touch attacks or ranged touch attacks do not function through an imbued map. If a spell has a trigger that activates it (explosive runes, alarm, or the like), the spell remains inactive in the area until it is set off as it normally would be.
A cartogramancer may have a number of spells active within an imbued map equal to his class level.
If terrain, structures, or other effects alter the area the map represents, the map alters to fit the new appearance of the terrain.
At 8th level, this ability improves. The cartogramancer sees corporeal creatures as moving lights on the map. Invisible, etheral, hidden, or creatures smaller than Small do not display, and the cartogramancer does not gather any information through the map besides what a specific light is: creature, spell, item, or other. He gains no information about creatures or items (like names, equipment, or spellcasting ability), but may identify spells cast on the map. Spells he has cast are automatically identified, while other spells can be identified with a normal Spellcraft check.
Maze Immunity: Due to their extensive time spent dealing with maps and mazes, cartogramancers are immune to the effects maze from 3rd level forward.
Improved Divinations: At 4th level, a cartogramancer may choose to receive information obtained from a divination spell in the form of a map. This map takes up a page in his spellbook and lasts for the duration of the spell, though the page is useless afterwards.
Mapped Teleportation: At 5th level, a cartogramancer gains the ability to teleport to any location he has studied on a map as if he were familiar with the location. The map studied must have a scale more accurate than 1 inch to 100 miles and requires a successful DC 25 Knowledge (Geography) check.
At 7th level, this ability improves to allow for interplanar travel.
Cartogramantic Memory: At 6th level, a cartogramancer becomes immune to any illusionary terrain or structure within an area he has seen a map of.
Astral Projection: At 9th level, a cartogramancer gains the ability to cast astral projection twice a day as a spell-like ability.
Cartogramantic Mastery: At 10th level, a cartogramancer gains the ability to cast metamagic through his cartogramantic ability with better effectiveness. Metamagic feats that increase the level of the spell by one can be applied to spells cast into an imbued map for no additional level requirement. The spells do not need to be prepared with the metamagic applied into them: it is applied when it is cast, similar to the Sudden metamagics.
Playing A Cartogramancer
Cartogramancers tend to be elitist when it comes to magic. In all other things, they are just like any other person: utterly convinced that their way is the best.
Religion
Cartogramancers, almost as a whole, worship Boccob, due to both his magical prowess and his exactitude.
Combat
Your few attack spells will aid you, but your best move will probably be to stand in the back and aid with your defensive and enhancing magics.
Cartogramancer Progression
{table]
Level BAB Fort Save Ref Save Will Save Special Spells
1st +0 +0 +0 +2 Cartographer +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Cartogramantic Casting -
3rd +1 +1 +1 +3 Maze Immunity +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Improved Divinations -
5th +2 +1 +1 +4 Mapped Teleportation +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Cartographic Memory+1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Improved Mapped Teleportation +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Improved Cartogramantic Casting +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Astral Projection (2/day) +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Cartogramantic Mastery +1 level of existing arcane spellcasting class[/table]