Raadi Weskil: Male human sorcerer 8/fatespinner 2; CR
10; Medium humanoid; HD 10d4 plus 3; hp 29; Init +7; Spd 30 ft.; AC 19*, touch 14, fl at-footed 16*; Base Atk +5; Grp +4; Atk or Full Atk +4 melee (1d6–1, quarterstaff) or +9 ranged touch (by spell); SA fi ckle fi nger of fate, spin fate; SQ familiar (rat), familiar benefi ts (Alertness, empathic link, share spells); AL N; SV Fort +2, Ref +5, Will +10; Str 8, Dex 16, Con 10, Int 13, Wis 12, Cha 19.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Bluff +9, Concentration +13 (+17 casting defensively), Diplomacy +6, Disguise +4 (+6 to act in character), Intimidate +6, Knowledge (arcana) +14, Profession (gambler) +6, Sleight of Hand +8, Spellcraft +16; Alertness (from famil- iar), Combat Casting, Improved Counterspell, Improved Initiative, Toughness, Weapon Focus (ranged spell).
Languages: Common, Orc.
Fickle Finger of Fate (Ex): Once per day as an immedi- ate action (see page 86), Raadi can force any other creature to reroll a roll that it has just made. Raadi must have line of sight to the creature to be affected. That creature must take the reroll, even if it’s worse than the original roll.
Spin Fate (Ex): As a free action, Raadi can use stored spin to boost the save DC of a spell he casts, adding some or all his 2 points of spin to the DC, on a point-for-point basis. Familiar: Raadi’s familiar is a rat named Yorghan. The familiar uses the better of its own and Raadi’s base save bonuses. The creature’s abilities and characteristics are sum- marized below.
Yorghan: Rat familiar; CR —; Tiny magical beast; HD
10; hp 14; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 22*, touch 14, fl at-footed 20*; Base Atk +5; Grp –7; Atk or Full Atk +9 melee (1d3–4, bite); Space/Reach 2-1/2 ft./0 ft.; SA —; SQ deliver touch spells, improved evasion, low-light vision, scent, speak with master, speak with rats; AL N; SV Fort +2, Ref +4, Will +10; Str 2, Dex 15, Con 10, Int 12, Wis 12, Cha 2.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Balance +10, Climb +12, Hide +14,
Move Silently +10, Swim +10; Weapon Finesse.
Deliver Touch Spells (Su): Yorghan can deliver touch
spells for Raadi (see Familiars, page 52 of the Player’s
Handbook).
Improved Evasion (Ex): If Yorghan is exposed to any
effect that normally allows it to attempt a Refl ex saving throw for half damage, it takes no damage with a success- ful saving throw and half damage if the saving throw fails.
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
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Speak with Rodents (Ex): Yorghan can communicatewith animals of approximately the same kind as itself (including dire varieties).
Speak with Master (Ex): Yorghan can communicate
verbally with Raadi. Other creatures do not understand the communication without magical help.
Familiar Benefi ts: Raadi gains special benefi ts from having a familiar. This creature grants Raadi a +2 bonus on Fortitude saves (included in the above statistics).
Alertness (Ex): Yorghan grants its master Alertness as long
as it is within 5 feet.
Empathic Link (Su): Raadi can communicate telepathically with his familiar at a distance of up to 1 mile. The master has the same connection to an item or a place that the familiar does.
Share Spells (Su): Raadi may have any spell he casts on himself also affect his familiar if the latter is within 5 feet at the time. He may also cast a spell with a target of “You” on his familiar.
Sorcerer Spells Known (6/7/7/7/6/3 per day; caster level 10th): 0—arcane mark, dancing lights, detect magic, detect
poison, fl are (DC 14), mage hand, ray of frost (+9 ranged
touch), read magic, touch of fatigue (+4 melee touch; DC 14); 1st—charm person (DC 15), comprehend languages, lesser orb of
fi re†, mage armor (already cast), true strike; 2nd—darkvision, Melf’s acid arrow (+9 ranged touch), mirror image, resist energy;
3rd—clairaudience/clairvoyance, dispel magic, ray of exhaustion (+9 ranged touch); 4th—confusion (DC 18), dimension door; 5th—wall of force.
† New spell described on page 116.
Possessions: Quarterstaff, cloak of Charisma +2, gloves of Dexter-
ity +2, amulet of natural armor +1, ring of protection +1, potion of cure serious wounds, 2 scrolls of lightning bolt (10th level), wand of invisibility (10 charges), gold brooch (800 gp), 45 pp.
GEOMETER
Runes, glyphs, sigils, and symbols hold great magical power. The geometer is the master of written magic and spells inscribed within a perfectly rendered diagram. While other spellcasters must record their spells in pages upon pages of cryptic formulae, the geometer knows that every spell has a perfect geometrical design, a fi gure whose angles and intersections hint at the secrets hidden in the structure of the multiverse.
Geometers are almost always wizards. Many specialize in the school of abjuration, since spells of arcane geometry are often among the most potent magical defenses available. Sorcerers and bards do not prepare spells, and therefore rarely qualify for the class. In any event, they lack the meticulous and studious inclination to perform magic by scribing painstaking diagrams.
NPCs who take up the geometer class frequently hold meetings in which numerous members of the profession can expound on their latest projects and inform others of their new theories concerning the nature of geometry.
Adaptation: While this prestige class describes a geom- eter independent of any location, an interesting idea in any campaign that contains a geometer would be the inclu- sion of a location where a powerful glyph is permanently inscribed in a cliff face or at a mountain’s base (or apex). This special glyph, perhaps called the Perfect Geometry, would be important to geometers who learn of it, granting them some additional spell knowledge or versatility with their spells (perhaps, once the Perfect Geometry is visited and traced by a geometer, that geometer learns to cast one more glyph-related spell per day).
Hit Die: d4.
Requirements
To qualify to become a geometer, a character must fulfi ll all the following criteria.
Skills: Decipher Script 9 ranks, Disable Device 4 ranks, Knowledge (arcana) 9 ranks, Search 4 ranks.
Feat: Scribe Scroll.
Spells: Able to prepare and cast 3rd-level arcane spells.
Class Skills
The geometer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifi er.
Class Features
All the following are class features of the geometer prestige class.
Weapon and Armor Profi ciency: Geometers gain no profi ciency with any weapon or armor.
Table 2–10 : The Geometer
Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Glyph of warding, +1 level of existing arcane spellcasting class
draw spellglyph
2nd +1 +0 +0 +3 Book of geometry +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Sigilsight +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Pass sigil +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Powerful spellglyph, +1 level of existing arcane spellcasting class
greater glyph of warding
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Spells per Day/Spells Known: At each level, a geometer
gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefi t a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spell- casting class before becoming a geometer, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Glyph of Warding: A geometer adds glyph of warding to his spell- book as a 3rd-level arcane spell. He can prepare and cast the spell just like any other spell he knows.
Spellglyph (Su): A spell- glyph is an arcane diagram that substitutes for a specifi c spell’s verbal and material components (if any). When a geometer casts a prepared spell in conjunction with a spellglyph scribed for that spell, he can cast the spell as if it were affected by the Silent Spell feat. The spell- glyph replaces any material components (other than a focus) normally required by the spell.
A geometer chooses at the time of casting whether to use a spellglyph. An expended spellglyph disappears, just like any other material component.
Spellglyphs are normally scribed on parchment, much like scrolls. Preparing a spellglyph requires 1 hour and the use of rare inks costing 25 gp per spell level. If the spell normally requires an expensive material component (with a value of more than 1 gp), exotic inks and treat- ments of equal cost must be used in the preparation of the spellglyph.
Book of Geometry (Ex): At 2nd level and higher, a geometer uses a unique system for recording the details of a spell that drasti-
cally reduces the expense of maintaining spellbooks. Every spell he learns from now on requires only a single page in his spellbook. It still takes 24 hours to scribe a spell into a spellbook and materials costing 100 gp per page.
A geometer’s spellbook is diffi cult for nongeometers to decipher and use. The Spellcraft DC to decipher or prepare spells from a geometer’s spellbook is increased by 5 for nongeometers (see page 178 of the Player’s Handbook). Sigilsight (Ex): A geometer of 3rd level or higher can use a Search check to find magic traps based on runes, glyphs, sigils, symbols, and other writings as a rogue
can. He gains a bonus equal to his caster level on all Search checks to find traps of this sort. A geometer who merely comes within 10 feet of a magic rune, glyph, sigil, or symbol, or the threshold of danger for such a device, is entitled to make a Search check as if he were actively searching for a magic trap.
Pass Sigil (Su): Beginning at 3rd level, a geometer can temporarily negate magical wards based on written symbols, sigils, runes, or glyphs. As a standard action, a geometer can attempt to pass such a sigil. He must succeed on a level check (DC 6 + the sigil creator’s caster level). If successful, he can suppress the effects of the device for as long as he maintains concentration (which might make it possible for others to pass the sigil safely, too). A geometer must be able to
see the device to be passed.
Powerful Spellglyph (Ex): When a 5th-level