« Last post by MilitiaJim on April 29, 2016, 04:17:26 AM »
There is a Lot of stuff there. I hope everyone is signing up for a 20 season project.
The world is full of so many systems and specifics, that it’s easy to forget there is a reason and a pattern for everything that happens, and everything that Is. When you spend your time rigourously studying, memorizing, developing, and discovering these patterns, however, forgeting is less of a concern. Thus, the Arithmeticist toils on. Through the lens of the arcane, the Arithmeticist uses will and mana to peer into the patterns beyond, to understand the pieces of the world as they truly Are, and to use that knowledge to beget further knowledge. Just as forces of physics behave in quantifiable and obeservable ways, the Arithmeticist documents, analyzes, and reproduces the properties of magic. With his notes ever in hand, formulae and theoerem populating his mind, and an unquenchable curiosity to ever know more, the Arithmeticist boldly goes forth into the world unknown.
Depending on your campaign, an Arithmeticist could be…
A cynical schoolteacher, out to prove that a grisly mystery haunting the town is actually an overblown hoax.
The brilliant prodigy whose developments in Artifice and Technology have earned her the nickname “Angel” amongst the constructs and Unborn of the nation.
A jittery, omniphobic encyclopaedia salesman who arms himself with knowledge, and attempts to uncover the patterns behind his fears in effort to dispel them.
An erudite gambler who calculates complex counts in his head, to win every hand and take home a juicy haul.
The Ultimate Wizard; bedecked in a flowing robe and bearded with a graying tassel, he bends the universe to his brilliant will!
Party Role: Solver/Wildcard. The Arithmeticist is a dedicated problem-solver, through and through. Though they benefit best from ample prep time, the Arithmeticist can develop into a wily and resourceful caster with far more potential at his fingertips than one would think, at first glance.
Requirements: Sorcery campaign quality
Favored Attributes: Precision, Guile, Awareness
Caster: Each level in this class increases your Casting Level by 1.
Class Skills: Acting, Deception, Expertise, Focus, Impress, Mischief, Parley, Profession, Research, Sense Motive, Tactics, Vigilance
Skill Points: 8 + Gul modifier per level (×4 at Career Level 1)
Vitality: 6 + Dtr modifier per level
Starting Proficiencies: 2
Logical Conclusions: Your predictions of the future are founded on algebra and fueled by arcana. You gain the Intel Basics feat, and when your readied action to cast a spell triggers, you may use your Awareness modifier in place of Grace when determining the spell's Save DC.
Science and Art: At Level 1, you may purchase ranks in the Spellcasting skill and learn Artifice, Compass, and Foresight spells. Additionally, you may cast Level 0 spells you know from the Artifice, Foresight, or Compass Disciplines. Finally, you gain the following trick.
Run The Numbers (Decipher Trick): You may declare a difficulty and a single spell of either the Artifice, Compass, or Foresight disciplines when you use this trick, attempting to unravel the underlying laws of magic to simplify a spell. With success against the Decipher DC associated with the puzzle difficulty, you may treat the declared spell as 1-4 Spell Levels lower, relative to the difficulty of the Decipher check. This effect is lost after your next successful cast of the declared spell, and you may only simplify a number of spells equal to your starting action dice at a time.
Grand Abstractions: You may not necessarily wield unlimited arcane power, but you definitely understand it. At Level 2, once per adventure, you may cast the Library of Souls spell as if it were a Level 0 Artifice spell, replacing in its effect the term "non-Seer" with "non-Arithmeticist." You may not apply tricks to this spell.
At Level 11, you may use this ability an additional time each adventure (total 2).
At Level 19, you may use this ability an additional time each adventure (total 3).
Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17 and 19, you gain 1 additional Skill or Spellcasting feat.
Proofs: Your rigorous studies help you identify and grasp the underlying mechanics of magic and the world around you. At Levels 4, 8, 12, 16, and 20, you may choose one of the following abilities. Each of these abilities may only be chosen once.
Expanding Theories: At Levels 6, 9, 12, 15, and 18, you may choose one of the following benefits:
- An Eye For Machinery: You may spend spell points in place of action dice to activate your critical hits and successes targeting objects whose Complexity is no greater than your Arithmeticist level + 15.
- Enlightened Familiar: You gain the Familiar Basics feat (see Spellbound Preview, page 12). Your familiar's Intelligence increases by 3, and it also gains the hive mind NPC quality at no additional cost, treating you as another of its kind. If you already have a familiar, its Intelligence increases by 3 and it gains the hive mind NPC quality at no additional cost, treating you as another of its kind.
- Infallible Reasoning: You gain Spell Defense vs. Artifice, Compass, and Foresight spells equal to twice your Casting Level (see Fantasy Craft, page 112). You may suppress this resistance as a free action. You may not select this ability as your first Proofs choice.
- Lord of Space and Time: You quickly navigate complex spatial problems. When you cast a Compass spell with a Casting Time of 1 full action or longer, its Casting Time decreases to 1/2 normal (rounded up, minimum 1 half action).
- One Step Ahead: You can mentally calculate- with eldritch accuracy- how familiar objects move through space. You gain a +1 dodge bonus to Defense and DR 1 against attacks with weapons in which you’re proficient.
- Magitech Master (Seige Weapon Attack Trick): Pay 1 spell point when making this check. You may substitute your spellcasting (Prc) bonus in place of the typical bonus when determining this attack result.
- Manifest Destiny: Once per adventure as a free action, you may gain a free Blessing Favor with a cost equal to your Class Level + 5. Unless used, this Favor is lost at the end of the scene. You may not select this ability as your first Proofs choice.
- Solution Style: You gain the Spell Style Basics feat, and may treat Arithmeticist as a school covering Artifice, Compass, and Foresight spells, with the following Style effect:
Arithmeticist: Probability Stability- You may spend 1 spell point as a free action to take 10 with any attacks or non-Spellcasting skill checks, without spending twice as long to perform the action. This effect lasts until the start of your next Initiative Count.
- Solve For X: You’re always considered to have a ready mage’s pouch when casting an Artifice, Compass, or Foresight spell.
- Spell Slip (Climb, Jump, or Swim Trick): Pay 1 spell point when making this check. You may substitute your spellcasting (Prc) bonus in place of the typical bonus when determining this check's result.
- Turn Constructs: You may Turn constructs once per combat (see Fantasy Craft, page 223).
- Twist of Fate: You can calculate exactly how the numbers will fall. At the beginning of each session, you may roll and set aside a d20. At any point throughout the session, when an ally or adversary would normally roll a d20 (before the roll is made), you may use the set-aside dice in place of having them roll. This die may only be used once per session.
- The lower of your Awareness, Guile, and Precision rises by 2.
- The maximum level of Artifice, Compass, and Foresight spells you may cast increases by 1 (e.g. from Level 1 or lower spells you know to Level 2 or lower spells you know), to a maximum of Level 9.
Magister’s Touch I: At Level 10, you may add 2 tricks to each Spellcasting check. You may also apply tricks for a specific spell discipline to spells of another spell discipline from the same school. (e.g. you may apply a “Conversion Spellcasting Trick” to a Compass spell).
Magister’s Touch II: At Level 20, you may add 3 tricks to each Spellcasting check. You may also apply tricks for a specific spell discipline to spells of any spell discipline (e.g. you may apply a “Shadow Spellcasting Trick" to a Compass spell).
Division By Zero: You incur the most forbidden of loopholes in all of Mathematics-- breaking apart reality in the process. At Level 14, once per adventure, you may Divide By Zero, rendering all math and numerics irrelevant. So long as you maintain concentration, no character within Remote range may apply any bonuses or penalties to attacks, skill checks, saving throws, or damage rolls. Utilizing this ability reduces your remaining spell points for the scene to zero.
While charging in uninformed can yield results, there's a certain je ne sais quoi about staying alive.
Prerequisites: Int 13+
Benefit: You gain Split Decision, and while you have an action readied, you gain a +2 insight bonus to your Wisdom.
Special: If you already have Split Decision, your Intelligence score rises by 1.
Spell Style Basics
Prerequisites: Casting Level 1+
You manipulate a sect of magic to draw out rather... unconventional effects.
Benefit: Choose a spell school. Your Casting Level is considered to be 1 higher when casting spells from that school, and you gain the following associated benefits.
Special: You may take this feat multiple times, choosing a different school each time. Each feat has a separate name (e.g. Spell Style (Channeler), Spell Style (Prophet), etc.).
- Channeler: Burst Blade- You may spend 1 spell point when making an attack to change the damage type to Fire, Flash, or Sonic and incur a -4 penalty to the attack check.
- Conjuror: Terraform- You may spend 1 spell point to gain 1/4 cover against ranged attacks and treat all adjacent spaces as difficult terrain. This benefit is lost when you leave your current space.
- Enchanter: Vital Pulse- Once per round, you may spend 1 spell point as a free action to heal adjacent allies an amount of vitality equal to your starting action dice, and heal yourself for half this amount (rounded up).
- Preserver: Stout Aegis- You may spend 1 spell point as a free action to grant yourself a +2 gear bonus to Defense for a number of rounds equal to your starting action dice. This bonus also applies to adjacent teammates for the duration.
- Prophet: Temporal Spasm- If you moved from your original position since the start of this Initiative Count, you may spend 1 Spell Point to return to your unoccupied original position as a free action. This movement ignores adjacency.
- Reaper: Screaming Scythe- You may spend 1 spell point as free action to grant a weapon you wield the excruciating quality for a number of rounds equal to your starting action dice.
- Seer: Agility- Once per round as a free action, you may spend 1 Spell Point to increase all of your Save bonuses by 1 until the start of your next Initiative Count. This ability may even be used when it is not during your initiative count.
- Trickster: Afterimage- You may spend 1 Spell Point when you take a 5-foot bonus step to gain a magic bonus to your Defense equal to your starting action dice. This boost lasts until the end of your next Initiative Count.
Spell Style Mastery
You believe magic is as much an art as is war.
Prerequisites: Spell Style Basics
Benefit: While casting spells of your chosen Spell Style schools, you may apply Melee and Unarmed attack tricks to touch spells, and Ranged attack tricks to ranged attack spells. You may apply tricks in this way a number of times per scene equal to your starting action dice. Additionally, you may spend action dice in place of spell points to activate the effects of your Spell Style Basics feats.
Spell Style Supremacy
The raw power of your magic makes you a feared foe indeed.
Prerequisites: Spell Style Mastery
Benefit: The save DC of spells from your chosen Spell Style schools rises by 1. Also, your next attack made after using a Spell Style effect has its threat range increased by 2.