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SleepingOrange
2007-10-07, 02:46 PM
Please, pardon me if I'm doing this wrongly; this is my first foray into both this forum and this thread-type.

This is a class I began working on when I decided that none of the classes in the standard rukes were defensively-based enough. I would value any opinions you have.

I based the layout on that found in the 3.5 edition player's handbook; it's all I've got. Keep in mind, it looked better in my word-processer.

Rrr, I can't figure out how to get a decent table into my post. Please, can some-one tell me? Until then, all my tables will be pretty difficult to decipher...

Contegomancer

Death and danger are everywhere in the word; from the dragon terrorizing the village to the possibility of your house collapsing to a particularly virulent disease. To some extent, it guides and governs the life of everyone, but some people are more aware than others of their own mortality. Some of these people become paranoid and obsessive; others prefer to travel down the contegomancer's path. Others do both.
Adventures: Many contegomancers (especially the crazier ones) spend their whole lives cloistered in some sort of safeguarded place; others choose to travel for various reasons: to increase their power, to get some sort of magical ward, or to protect those without their magical abilities. Some even become mercenaries; protective skills like theirs are highly valued.
Characteristics: Contegomancers are, in some senses, only a specialized form of cleric; they get their spells from deities or other sources of divine power, and many are officially ordained members of the church. However, they differ from clerics in several ways, from the way they cast spells to their weapon proficiencies.
Alignment: Because of the nature of the spells they employ, all contegomancers are lawful. In addition, a contegomancer with a deity must be within one step of that deity's alignment.
Religion: While it goes without saying that most contegomancers worship lawful deities, it is not universally the case; some choose to worship Boccob, and others, Vecna. The most commonly worshiped among contegomancers though, are Wee Jas, Hextor, and Heironeous.
Like clerics, some contegomancers merely devote themselves to a cause rather than an actual god.
Background: Some people are drawn to this class because they're paranoid and afraid of death; many of these contegomancers go on to cheat death with undeath as liches. Some contegomancers just like security, others just try to do all they can to spread peace. Regardless of why, training as a contegomancer generally starts in early adulthood, and almost always with a mentor or in a classroom setting.
Races: Humans, half elves, and halflings are the most represented in this class, but all the common races but half-orcs are present. The savage humanoids are practically never contegomancers.
Other Classes: Contegomancers work well with most classes, but they prefer to avoid barbarians and bards, whom they regard as too flighty and unreliable. However, unless any particular character proves himself dangerous to associate with, a contegomancer will not generally openly object.
Role: Contegomancers serve as excellent support units, and can prove extremely dangerous in combination with a powerful fighter or sorcerer. Thanks to their armor proficiencies, class skills, and defensive magic, they are quite hard to take down, but do not have much offensive power. Since they have a large array of healing spells, contegomancers are welcome in any group, especially one lacking another divine spellcaster.
Game Rule Information
Abilities: Constitution is important for contegomancers, who specialize in endurance, and Wisdom determines how many spells they can cast and how powerful those spells are.
Alignment: Any lawful, must be at most one step away from deity's, if applicable.
Hit Dice: d8
Class Skills
The contegomancer's class skills (and the key ability for each skill) are Concentration(Con), Decipher Script(Int), Diplomacy(Cha), Escape Artist(Dex), Hide(Dex), Knowledge (all skills taken individually)(Int), Listen(Wis), Open Lock(Dex), Profession(Wis), Search(Int), Sense Motive(Wis), Speak Language, Spellcraft(Int), Spot(Wis).
Skill Points at First Level: (2+Int Modifier) x 4
Skill Points at Each Additional Level: 2+Int Modifier
Class Features
Level Base Attack Bonus Fort Ref Will Special
1st 0 2 2 2 Occult Bulwark 1
2nd 0 3 3 3
3rd 0 3 3 3 Thaumic Null 1
4th 1 4 4 4
5th 1 4 4 4 Damage Reduction 1/–,
Occult Bulwark 2
6th 1 5 5 5
7th 2 5 5 5
8th 2 6 6 6 Damage Reduction 2/–
9th 2 6 6 6 Thaumic Null 2
10th 3 7 7 7 Armor Familiarity, Occult
Bulwark 3
11th 3 7 7 7 Damage Reduction 3/–
12th 3 8 8 8 Auspices of Law
13th 4 8 8 8
14th 4 9 9 9 Damage Reduction 4/–
15th 4 9 9 9 Occult Bulwark 4,
Thaumic Null 3
16th 5 10 10 10
17th 5 10 10 10 Damage Reduction 5/–
18th 5 11 11 11
19th 6/1 11 11 11 Aura Enhancements
20th 6/1 12 12 12 Second Skin, Damage Reduction 6/–, Occult Bulwark 5



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

Weapon and Armor Proficiency: Contegomancers are proficient with all simple weapons that can be wielded in one hand, and with all types of armor (light, medium, and heavy) and shields. No means or methods can allow a contegomancer to be proficient with other weapons except temporarily.
Spells: Contegomancers cast divine spells, although many of their spells are otherwise only available to arcane casters, that are drawn from the contegomancer spell list. A contegomancer cannot cast a spell of an alignment opposed to his own. Contegomancers choose and prepare their spells in advance.
To prepare or cast a spell, a contegomancer must have a wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a contegomancer's spell is 10 + the spell's level + the contegomancer's wisdom modifier.
Contegomancers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through strength of faith or as divine inspiration. Unlike other divine spellcasters though, contegomancers need not pray at the same time each day; their prayers, however, cannot be within fifteen hours of each other. Due to their lawful nature, many contegomancers like the routine of a regular time, but no special stigma applies if they are forced to change their habits. A contegomancer can prepare and cast any spell on the contegomancer spell list, provided he can cast spells of that level, but he must choose and prepare which ones in advance.
Spontaneous Casting: A contegomancer cannot spontaneously cast cure or inflict spells they way a cleric can, nor cast summon nature's ally spells the way a druid can. Instead, each day as the contegomancer prepares his spells, he may choose one 'fallback' spell per level. That is, a contegomancer who, for his 0-level spells, has chosen resistance, healing hands, deflect, and block may choose one of those or another 0-level spell as his 'fallback' spell. Once he has chosen his fallback spell, he can drop one he has prepared ahead of time to cast that spell. In addition, he may drop a spell of any level to cast that level's fallback spell, or the fallback spell of any level lower. For example, a contegomancer may drop a 7th-level spell, and may then cast a 7th-, 6th-, 5th-, 4th-, 3rd-, 2nd-, 1st-, or 0-level fallback spell.
Good and Evil Spells: A contegomancer can't cast spells opposed to his or his deity's alignment, if he has one.
Occult Bulwark: Starting at 1st level, the contegomancer gains a protective aura around himself. This aura is active whenever the contegomancer is conscious, does not require concentration, and is treated as a supernatural ability. The aura grants a deflection bonus to the contegomancer's Armor Class equal to the level of the ability (1 at contegomancer level 1, 2 at contegomancer level 5, three at contegomancer level 10, et-cetera.) This bonus is active at all times the contegomancer is conscious, even when he is flat-footed or bound (or otherwise restrained.).
Thaumic Null: Starting at 3rd level, the contegomancer begins to gain spell resistance. The resistance value is equal to Q + contegomancer level. The Q values are as follows:
Thaumic Null Level Q Value
1 5
2 10
3 15
Damage Reduction: At 5th level, the contegomancer gains the ability to shrug off some damage from each blow or attack. Subtract 1 from the damage the contegomancer takes each time he is dealt damage from a weapon or natural attack. Starting at 8th level and every three levels after that (11th, 14th, et-cetera) this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Armor Familiarity: At tenth level, the contegomancer has so much experience wearing armor that he can act much more freely in it than other characters. The armor check penalties for his armor and shield are halved, and the max Dex bonus is doubled.
Auspices of Law: At 12th level, the contegomancer's lawful nature becomes such a part of his magic that his Occult Bulwark gives extra bonuses against chaos: an extra +2 to his deflection bonus against chaotic characters and chaotic weapons, including touch spells, a +3 to saving throws versus chaotic spells and spells cast by chaotic characters, and an extra 1 damage reduction versus chaotic-aligned weapons, spells, and characters. These bonuses are only active when Occult Bulwark is active.
Aura Enhancements: At nineteenth level, the contegomancer become so in tune with protective magic that he actually amplifies it with his presence. This means that any magic items wielded by the contegomancer that provide Armor Class bonuses provide one more bonus than they otherwise would. For instance, normally a +1 heavy steel shield grants 3 Armor Class bonus; wielded by a 19th- or higher-level contegomancer, however, the same shield would grant 4 Armor Class bonus. These bonuses are only active when the items in question are in contact with the contegomancer, and only when the contegomancer is conscious. Treat this as a supernatural ability.
Second Skin: The contegomancer is so familiar with all types of armor that it becomes like a second skin. The armor check penalty for the contegomancer's armor and shield are effectively zero, and there is no longer a max Dex bonus.
Bonus Languages: A contegomancer's bonus language options include Celestial, Abyssal and Infernal, but only if they worship a deity. These are in addition to bonus languages available to the character due to his race.
Ex-Contegomancers
A contegomancer who ceases to be lawful-aligned or grossly violates the code of his god loses all class features (except for weapon and armor proficiencies) and cannot gain more contegomancer levels until he atones. Additionally, any contegomancer who takes levels in any other class can no longer gain levels in the contegomancer class; however, he does not lose any class features he has already gained.

Epic Contegomancers
The epic contegomancer is a stalwart bastion of law, an impregnable fortress of magic and steel. His allies never need fear for their safety, and his enemies' blows fall short with each flailing swing.
Hit Dice: d8
Skill Points at Each Additional Level: 2 + Int Modifier
Spells: The contegomancers caster level is equal to his class level. The contegomancer's number of spells per day does not increase after 20th level.
Occult Bulwark: The deflection bonus provided by occult bulwark continues to increase by one every five levels (+6 at 25th, +7 at 30th, et-cetera) to a maximum of +10 at 45th level.
Thaumic Null: The Q values for Thaumic Null do not increase after 15th level.
Damage Reduction: The contegomancer's damage reduction continues to increase by one every three levels above 20th.
Armor Familiarity/Second Skin: These abilities do not increase after 10th/20th level.
Auspices of Law: This ability does not increase after 12th level.
Aura Enhancements: This ability does not increase after 19th level.

Spell List

(An asterisk(*) denotes a new spell, detailed below)
0 Level

Resistance
Cure Minor Wounds
Virtue
Deflect*
Block*
Buckler*
Healing Hands*

1st Level

Alarm
Cure Light Wounds
Remove
Bless
Endure Elements
Entropic Shield
Obscuring Mist
Protection From Chaos/Evil/Good
Sanctuary
Shield of Faith
Detect Snares and Pits
Hide from Animals
Hide from Undead
Lesser Restoration
Hold Portal
Shield
Mage Armor
Ray of Enfeeblement
Feather Fall
Reduce Person
Toughskin*

2nd Level

Blur
Cat's Grace
Cure Moderate Wounds
Delay Poison
Hold Person
Invisibility
Mirror Image
Find Traps
Remove Paralysis
Resist Energy
Barkskin
Bear's Endurance
Fog Cloud
Hold Animal
Shield Other
Wind Wall
Arcane Lock
Protection from Arrows
Earwig*
Distraction*

3rd Level

Blink
Cure Serious Wounds
Displacement
Gaseous Form
Invisibility Sphere
Remove Curse
See Invisibility
Slow
Dispel Magic
Glyph of Warding
Invisibility Purge
Magic Circle Against Chaos/Evil/Good
Magic Vestment
Meld into Stone
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Disease
Neutralize Poison
Repel Vermin
Halt Undead
Leomund's Tiny Hut
Tenninitis*
Suicide*

4th Level

Break Enchantment
Cure Critical Wounds
Freedom of Movement
Hold Monster
Greater Invisibility
Leomund's Secure Shelter
Death Ward
Dismissal
Restoration
Spell Immunity
Antiplant Shell
Reincarnate
Rusting Grasp
Dispel Chaos/Evil/Good
Lesser Globe of Invulnerability
Stoneskin
Solid Fog
Fire Shield
Otiluke's Resilient Sphere
Wall of Fire
Wall of Ice
Illusory Wall
Mass Reduce Person
Mind Trick*
Spelldrinker*

5th Level

Mass Cure Light Wounds
Greater Dispel Magic
Mislead
Shadow Walk
Atonement
Spell Resistance
Wall of Stone
Baleful Polymorph
Wall of Thorns
Mordenkainen's Private Sanctum
Mordenkainen's Faithful Hound
Teleport
Feeblemind
Bigby's Interposing Hand
Wall of Force
Waves of Fatigue
Permanency
Damage Reflection*
Force Armor*

6th Level

Mass Cat's Grace
Mass Cure Moderate Wounds
Otto's Irresistible Dance
Mass Bear's Endurance
Antilife Shell
Banishment
Blade Barrier
Forbiddance
Greater Glyph of Warding
Heal
Word of Recall
Ironwood
Move Earth
Repel Wood
Transport Via Plants
Antimagic Field
Guards and Wards
Repulsion
Wall of Iron
Bigby's Forceful Hand
Contingency
Stone to Flesh
Deific Shield*
Steel to Sand*

7th Level

Mass Cure Serious Wounds
Dictum
Ethereal Jaunt
Regenerate
Greater Restoration
Resurrection
Sequester
Spell Turning
Mordenkainen's Magnificent Mansion
Mass Hold Person
Bigby's Grasping Hand
Forcecage
Simulacrum
Symbol of Weakness
Waves of Exhaustion
Statue
Counterspell Aura*
Blade Grasp*

8th Level

Mass Cure Critical Wounds
Shield of Law
Greater Spell Immunity
Animal Shapes
Repel Metal or Stone
Mind Blank
Prismatic Wall
Protection from Spells
Maze
Trap the Soul
Moment of Prescience
Antipathy
Binding
Power Word Stun
Sympathy
Foresight
Regenerate
Shapechange
Otiluke's Telekinetic Sphere
Clone
Iron Body
Temporal Stasis
Mass Spelldrinker*
Armistice*

9th Level

Astral Projection
Etherealness
Mass Heal
True Resurrection
Freedom
Imprisonment
Mordenkainen's Disjunction
Prismatic Sphere
Teleportation Circle
Mass Hold Monster
Time Stop
Invulnerability*
Aegis*
Wholeness*

New Spells

Deflect
Abjuration
Level: Contegomancer 0
Components: V, S
Casting Time: One standard action
Range: Touch
Target: One Creature/Three Levels Touched
Duration: See Text
Saving Throw: None
Spell Resistance: No

An invisible force hovers around the subject of the spell waiting for the subject to be struck. When any weapon attack, including ranged weapons, would successfully land on the subject, the DM must roll d%. On a roll of 01-50, the force deflects the blow and the spell effect is lost. On a roll of 51-75, the force doesn't deflect the blow, but the effect stays in play. On a roll of 76-100, the force doesn't deflect the blow and the effect leaves play. The effect doesn't fade until the appropriate die rolls are rolled, but only two of these effects can be active on any particular creature at once. If two such effects are active on one creature, only one activates when the subject is attacked. These effects have no affect on magic, but do affect magic weapons. A See Invisibility spell reveals a small, ethereal disembodied hand hovering over the shoulder of the affected creature.

Block
Abjuration [force]
Level: Contegomancer 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

A Small shield of force energy hovers around the subject, providing a +2 bonus to AC and has a 50% chance of deflecting Magic Missiles. This bonus applies against incorporeal touch attacks and stacks with the subject's current shield and armor bonuses, as well as with spells like Mage Armor, Stoneskin, and Sanctuary, but not with Shield. In the case of Shield, the more recently cast spell replaces the older one.

Buckler
Conjuration [summoning]
Level: Contegomancer 0
Components: V, S, DF
Casting Time: 1 Round
Range: 0 Ft.
Effect: One Shield
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: No

This spell summons a shield based on the table below. The shield appears at your feet and is entirely typical for a shield of its type. It can be wielded by any-one who could normally wield a shield of its type, but it confers no special bonuses. It is always the size category appropriate for the person who summoned it.
Caster Level Shield Type
1 Buckler
4 Light Wooden
5 Light Wooden, Spiked
7 Light Steel
8 Light Steel, Spiked
10 Heavy Wooden
11 Heavy Wooden, Spiked
13 Heavy Steel
14 Heavy Steel, Spiked
16 Tower
The caster may choose to conjure a shield of lower level than he would normally cast. Once the spell is completed, the shield cannot be changed.
Divine Focus: A disc of stone with a shield engraved on it.

Healing Hands
Conjuration (Healing)
Level: Contegomancer 0
Components: V, DF
Casting Time: 1 Round
Range: Self
Target: You
Duration: 1 Minute/level
Saving Throw: None
Spell Resistance: No

This spell aids in heal checks and healing spells by causing your hands to attract ambient positive energy to themselves. Any heal checks you make for the duration gain a +2 circumstance bonus and heal 1 point of damage. Any Cure spells you cast double the bonus points they heal for, but still cannot exceed the maximum bonus. For instance, a 7th level caster casting Cure Moderate Wounds would normally heal for 2d8+7 points, but under the effects of this spell, the caster would heal for 2d8+10 points.
Divine Focus: A dock-leaf, a sprig of aloe vera, or a marble-sized ball of spider webs.

Toughskin
Abjuration
Level: Contegomancer 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 5 Minutes/Level or until discharged
Saving Throw: None
Spell Resistance: No

The subject's skin becomes hard but pliant, granting damage reduction 2/magic without inhibiting spellcasting or fine work. Once the spell absorbs 20 damage or the duration ends, the subject's augmented skin falls off like sand, revealing the subject's regular skin beneath.
Material Component: A handful of of dirt and sand, which is applied to the subject's skin.

Earwig
Evocation [sonic]
Level: Contegomancer 2
Components: V, S, DF
Casting Time: One Round
Range: Personal
Area: 30 Ft./2 Levels
Duration: 1 Minute/4 levels
Saving Throw: Will Negates
Spell Resistance: Yes

The caster emanates an extremely irritating sound that makes it difficult to cast spells and do certain other tasks. Anyone in the affected area must succeed a Concentration check with a DC of 15+Caster Level+Caster's Wisdom Modifier to cast spells or use any of the following skills: Decipher Script, Disable Device, Listen*, Open Lock, Perform*, Sleight of Hand, Use Magic Device, and Use Rope. Anyone who attempts to cast a spell or use these skills and fails their Concentration check automatically fails their skill check or loses the spell. Characters using skills marked with an asterisk(*) take a -3 penalty on their Concentration checks.
Divine Focus: A jingle bell, which must be rung for the duration of the spell.

Distraction
Illusion (Mind Affecting)
Level: Contegomancer 2
Components: V, S
Casting Time: One Standard Action
Range: Close (25 Ft.+5 Ft./2 Levels)
Target: One Creature
Duration: 1d4 Rounds+1 Round/2 Levels (Max +3)
Saving Throw: Will Negates
Spell Resistance: Yes

The target of this spell briefly loses interest in whatever it was doing and becomes intensely interested in another creature or object within 60 feet of the target (caster's choice). The nature of this interest is determined by the target's own inclinations. For example, if an ogre was forced into being interested in one of its compatriots, it would probably become worried for its fellow's safety, or talk about past raids, or something similar. If the ogre was interested in a member of the party it was attacking, it would single-mindedly seek to kill that particular person. Damage ends this spell.

Tenninitis
Evocation [sonic]
Level: Contegomancer 3
Components: V, S
Casting Time: One Standard Action
Range: Close (25 Ft.+5 Ft./2 Levels)
Target: One Creature

As Earwig, but affects one creature.

Suicide
Illusion (Glamer)
Level: Contegomancer 3
Components: V
Casting Time: 1 Free Action
Target: Self
Duration: See Text
Saving Throw: None
Spell Resistance: No

This spell can be cast at any time that another creature is not acting; for instance, it could be cast immediately after the caster is struck by a sword, but not as the attacker is striking or running towards the caster. At a single word, the caster falls backward and appears to all means of detection to be dead. Spells like Deathwatch see through the illusion though. The caster is paralyzed, but can still breathe, and still availed of all his senses; in fact, he sees with a "magical eye" that hovers about standing height above his head, and is undetectable by any means. This spell lasts until the caster speaks a mental command word. However, it does not nourish him, nor protect him from anything.

Mind Trick
Enchantment (Mind Affecting)
Level: Contegomancer 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 Ft.+10 Ft./Level)
Target: One Creature
Duration: 10 Minutes/Level
Saving Throw: Will Negates
Spell Resistance: Yes

The target is unable to perceive by any means 1 creature/3 Levels. The caster chooses the creatures the target cannot perceive. Damage dealt to the target by an un-perceivable creature has a 50% chance of ending the spell.

Spelldrinker
Abjuration
Level: Contegomancer 4
Components: V, S, DF
Casting Time: 1 Round
Range: Medium (100 Ft.+10 Ft./Level)
Target: One Spellcaster
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance: Yes

As this spell is being cast, the caster is continually chanting in what sounds like backwards incantations, shaking a jar of grave dirt, and snapping arrhythmically on a castanet. Such a recognizable ceremony gives a +5 bonus to Spellcraft checks to recognize it. Once the spell is completed, the target feels a tugging sensation in the back of his head. The target loses 1d4 spells he has prepared of each level (roll separately for each level) he can cast. If it is a spellcaster that does not prepare spells, they lose 1d4 of their allotment of spells per day per level for that day. The caster regains one spell of each level below fourth, but only of the class he cast this spell as. Therefore, a multiclass contegomancer/sorcerer could not regain sorcerer spells. However, if the target succeeded his Will save, the caster regains no spells.
Divine Focus: A jar of grave dirt from the grave of a spellcaster and a castanet.

Damage Reflection
Abjuration [Law]
Level: Contegomancer 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One Creature Touched/3 Levels
Duration: 1 Minute/2 Levels
Saving Throw: None
Spell Resistance: No

When a creature damages a subject of this spell, that creature takes that much damage itself. For purposes of overcoming damage reduction, that damage is considered magical and lawful aligned. If a subject of this spell is killed, the attacked takes 1.5 times the damage they normally would.

Force Armor
Conjuration (Creation) [Force]
Level: Contegomancer 5
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 Hour/Level
Saving Throw: None
Spell Resistance: No

As Mage Armor, but has a +10 bonus.
Divine Focus: A piece of studded leather.

Deific Shield
Abjuration [Force]
Level: Contegomancer 6

As Shield, but confers a +12 Bonus. Plus, the spell is treated as the alignment of the caster's deity (if applicable) or as part of the caster's alignment. This spell cannot be cast of an alignment opposed to the caster's. The shield has a name depending on the deity:
Boccob: Shield of Knowledge
Elhonna: Sanctity of the Glade
Fharlaghn: Traveler's Rest
Garl Glittergold: Maidnamu
Heironeous: The Invincible Shield
Hextor: Tyrant's Refuge
Moradin: Father's Hand
Nerull: Soul Shield
Obad-Hai: Earth's Shield
Pelor: Righteousness
St. Cuthbert: Protector
Vecna: Hidden Safeguard
Wee Jas: Ruby Shield
Yondalla: Mother's Hand
Evil: Foul Escutcheon
Good: Sanctity
Law: Aegis of the Law

Steel to Sand
Transmutation
Level: Contegomancer 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One Metal Object(or the volume of the object within 6 Ft. of touched point) or Metal Creature Touched
Saving Throw: None
Spell Resistance: No

As Rusting Grasp, but affects any metal, turns the metal to sand rather than rust, deals 3d12+1/Level (max + 30) damage, and reduces 1d12 AC.

Counterspell Aura
Abjuration
Level: Contegomancer 7
Components: V, DF
Casting Time: 1 Round
Range: Personal
Area: 100 Ft. Circle
Duration: 1 Minute/4 Levels
Saving Throw: None
Spell Resistance: No

For the duration of the spell, all spellcasters in the affected area must succeed on a spellcraft check equal to 20+Caster Level+Caster's Wisdom Modifier or lose their spell.
Divine Focus: A vial of vitreous humour from the large eye of a beholder and an excerpt of spellcasting regulations from the holy book of Wee Jas, which must be read.

Blade Grasp
Abjuration
Level: Contegomancer 7
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 Minute/4 Levels
Saving Throw: None
Spell Resistance: No

For the duration of the spell, melee attacks against you always miss. This has no effect on ranged or magical attacks, but does affect magical touch attacks.

Mass Spelldrinker
Level: Contegomancer 8
Range: Long (400 Ft.+40 Ft./Level)

As Spelldrinker, but longer range and affects one spellcaster/4 levels. The caster regains one spell of each level below eighth per successful target.

Armistice
Abjuration [Law]
Level: Contegomancer 8
Components: V
Casting Time: 1 Standard Action
Range: Personal
Area: 200 Ft. Circle
Duration: 1 Hour
Saving Throw: Will Negates
Spell Resistance: Yes

Upon the last word being spoken, everyone in the effect range drops all their weapons and magical items with offensive capabilities and cannot pick them up again for the duration of the spell. No magic that can deal damage can be cast in or into the circle, and the spell is unaffected by Dispel Magic; it can only be dispelled by a Greater Dispel Magic cast by a caster with a higher caster level than the caster of Armistice. Anyone that succeeds on their will save must save again on each successive turn; however, once failed, that failure is permanent. Anyone entering the circle must make a will save upon entering and in each successive round. Leaving and re-entering the circle after failing a save does not entitle one to another save. The spell fades if the caster dies, but not if the caster loses consciousness.

Invulnerability
Abjuration
Level: Contegomance 9

As Sanctuary, but the subject may act as normal, attackers take a -5 penalty on their will saves, and Invulnerability protects against area spells as well.

Aegis
Abjuration [Force}
Level: Contegomancer 9
Components: V, S, DF
Casting Time: 1 Round
Range: Personal
Duration: 2 Minutes/Level
Saving Throw: None
Spell Resistance: No

When anything happens that could adversely affect the caster, the caster may make a Reflex Save with a DC equal to a roll of d20+1/2 the attacker's level/HD+Attacker's Strength Modifier (if melee) OR Dexterity Modifier (if ranged) OR Intelligence Modifier (all others). If that save is successful, a bubble of force energy momentarily appears around the caster, protecting the caster from all damage and pushing all others 5 feet away from the caster.
Divine Focus: A hollow sphere of any gemstone worth at least 2000 gold pieces

Wholeness
Conjuration (Healing)
Level: Contegomancer 9
Components: V, S, M, XP
Casting Time: 5 Minutes
Range: Touch
Target: One Creature Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Wholeness instantly restores all lost HP of the target, removes all non-lethal damage, removes the conditions ability damage, blinded, confused, cursed, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned, as well as negative levels and permanently drained ability scores. Wholeness does not affect the undead.
Material Component: A vial of rare and exotic oils, which are rubbed on the target during casting, worth 1000 gold.
XP Cost: 500 experience, plus 250 experience per negative level removed, plus 2000 experience for each point of permanent ability drain removed.

JackMage666
2007-10-07, 04:04 PM
It's like a Super Broken Caster... Ridiculously low BAB (which makes no sense), all good save, DR, Super High AC (thanks to built in AC, AC enhancement increases, and no penalties whatsoever for wearing Armor), and full spellcasting, with a spontaneous spell to boot. I dont' really know what to say about it, except you've made a realistic tank - Nothing can hit it and deal damage, and then it launches spells like crazy.

SleepingOrange
2007-10-07, 04:17 PM
Which is why I added the ridiculously low BAB, gave it pathetic weapons, and no real damage-dealing spells whatsoever. If you read the Ex-Contegomancer section, you'll notice the prohibition against multi-classing; I added that in to discourage contegomancer/sorcerors from destroying all comers. If you think that even with all the offensive-ability dumb-downing it's still too powerful, throw me a bone; the reason I posted this was for critiques. I'm still relatively new at this and don't have much of a base-line for defensively-based classes.

JackMage666
2007-10-07, 04:29 PM
Damage spells arn't everything - He has several spells that decimate enemies - Forcecage, Prismatic Wall/Sphere, Feeblemind, Solid Fog, Ray of Enfeeblement, Hold Person, Baleful Polymorph, just to name a few.

He's got more defense spells than anything, yeah, which doesn't make much sense with his proficiencys and other spells and such.

Flavorfully, it doesn't even make much sense, Why does he have the eclectic spell selection, after all? Why is he worse at combat than a Sorcerer, when he is like a human shield? I'm just not getting the concept behind it. It's a tank, that casts a wide variety of spells. There's not much to it...

SleepingOrange
2007-10-07, 04:37 PM
I suppose I should lay out my thought in a bit more of a lucid manner; I often forget people can't read my mind. Flavor-wise, contegomancers are people who, for whatever reason, sacrifice a measure of offensive power for safety– the spell selection is a bit eclectic, and there are likely spells that need to be removed; however, they're tied by the theme of 'whatever I can do to keep myself/my allie safe'. Forcecage and the Prismatics entrap dangerous enemies; Feeblemind, Polymorph, and RoE weaken potential agressors to near-impotence, etc. I don't see why you don't think the defensive spells mae sense in context; the entire idea was a class based around defense. He's a terrible combatant but a human shield because he values safety over power. It's a tank that casts a wide variety of spells, maybe, but thematically, they're all linked. Again, if you think that any particular spell, class feature, or whatever is gross/inaropriate, SAY SO.

JackMage666
2007-10-07, 05:08 PM
I'll list 3 level 1 spells that don't really seem like they'd be prepared much, and not at all at higher levels, due to the facts the only have a self range, and won't stack -

Mage Armor - Negated by a Chain Shirt. The lack of any armor penalties at higher levels make this obsolete, at level 1.

Shield - Last longer than Mage Armor, but a +2 Heavy Steel Shield, or plain Tower Shield (which they seem to be proficienct with) negate the bonus.

Shield of Faith - This is a good spell, but as you level up you get built in class features of Deflection AC. I think it stays 1 step ahead of the "Occult Bulwark" class feature, but since they don't stack, it isn't really worth preparing the spell for a single AC point.

I'm sure there are several others, but those are all simple level 1 spells. And there are several spells that don't match the theme of "Defense over all else". Baleful Polymorph, for example, doesn't match this.

SleepingOrange
2007-10-07, 05:18 PM
To be honest, I was a little hesitant to add in Baleful Polymorph and don't really have qualms about removing it.

As for the other spells you named unless you know some rules I don't, there's no reason the bonuses wouldn't stack; a character with Mage Armor and a chain shirt would be better protected than one with one or the other; for instance, a monster manages to get through the force field provided by MA, but its blow is turned aside by the chain shirt.

in addition, even if there are reasons the bonuses wouldn't stack, I'd probably include them for flavor reasons; not every spell needs to be used every day. Personally, I can't think of a time I'd even waste a level-0 spell slot on Virtue.

JackMage666
2007-10-07, 06:09 PM
From the SRD, http://www.d20srd.org/srd/theBasics.htm

Modifiers
A modifier is any bonus or penalty applying to a die roll. A positive modifier is a bonus, and a negative modifier is a penalty.

Stacking
In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified

And, more specifically...


Armor Bonus
An armor bonus applies to Armor Class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to Armor Class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn't apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow.
Emphasis mine. It's not very clear, but look at it this way. Mage Armor gives a +4 Armor Bonus to AC. A Chain Shirt gives a +4 Armor Bonus to AC. The overlap, not stack, so they don't add together.

Same with Shield - Shield gives a +4 Shield Bonus to AC, and a Heavy Steel Shield gives a +2 Shield Bonus to AC. The overlap, not stack (in this case, you use the Highest Modifier, this one the +4 from Shield)

You can include them all you want, it's just strange to take Arcane Spells and give the to Divine Casters, particularly when Divine Casters have no use for them.

SleepingOrange
2007-10-07, 06:37 PM
Good point; I guess it just doesn't make sense to me. The Shield spell creates a force shield that hovers some distance from the caster, not one wielded by the caster; I don't see why they shouldn't stack.

As to why I gave some arcane spells to a divine caster, because I felt it made sense flavor-wise. Many spells are usable by both arcane and divine casters; I just added a few more.