Post by Samuel Wise on Jun 3, 2015 16:44:58 GMT
!!!WARNING!!! This class is probably very unbalanced (I have no idea). When I created it, it took a lot more time, then I expected. Also, there is an unimaginable amount of math for this class. The math alone might deter some DMs. You were warned. !!!WARNING!!!
Side Note: As of right now there is only one path: Algebra. I will be updating to include The Path of Limits (Calculus) and The Path of Chaos (statistics and probabilty). I also have to produce the magic and the burst table for this class.
DM Mitch, this would be a nightmare for you: an entire adventuring party made up of this class...
Arithmetician
Clad in leather armor over a long flowing, brown robe a human throws his knives aside and grabs his pen. He scribbles hurriedly while whispering the equations aloud to himself. As he solves for the numbers, magic is reacting to his powers, glowing from the pages of the notebook.
An elf sits back, relaxed in the tavern, she is counting everything. As soon as the fight starts she is on her feet, numbers swirling around her. As she harnesses the powers, her eyes flash with binary numbers.
Swinging his hammer, a dwarf chants precise measurements into the air. His hammer seems to swing faster and faster until sparks are flying from the end. With a sudden jerk, the hammer goes through the body of his foe.
Arithmeticians are the few men and women who use numbers. In a world of monsters and dragons, numbers contain power that is only limited by an arithmeticians knowledge. Arithmeticians strive for larger numbers and dream of reaching as near to infinity as they can. Arithmeticians are no ordinary magic users for they deal with the primary force of nature: math.
Nature and Warriors
Arithmetiks is the Magic of Numbers, flowing to Arithmeticians from nature itself. Arithmeticians are the workers of numbers. Some say the gods grant them the powers while others say that it is attainable through learning.
Harnessing the power of numbers is unlike any other magic. Some people cannot harness the magic of numbers, even though they know the way they work. Since numbers are nature incarnate (in the mind of an Arithmetician) they can only affect nature and objects within natures (i.e. they cannot summon fire).
Arithmeticians can use numbers to alter their weapons in mid-combat. Because of this Arithmeticians usually prefer rapiers to hammers or axes, but the results are deadly either way. Because of this, even those who are hostile to magic users will fight alongside an Arithmetician.
Demons
Arithmeticians work towards learning and knowledge as often as they can. The majority are humbled by their work in the field of numbers, since they see that no matter how far they reach there is still a place that is farther.
An Arithmetician loves journeying as much as researching. On their travels, they spend their time counting and calculating. Many Arithmeticians are good debaters who loves to get to the floor on controversial topics.
An Arithmeticians ultimate goal is to meat the Demon of Laplace. This demon (though it is not a demon at all) is the greatest intellectual mind ever. It knows every single number that is flipping on and off in the universe and every single law that affects the worlds. This demon is so completely intelligent concerning numbers that it can calculate the future.
Creating an Arithmetician
As you create an Arithmetician the most important question to consider is what branch of Arithmetic you want him to know. This is chosen as a second level Arithmetician.
Once you have chosen the Arithmetiks, consider why the character wanted to study numbers in the first place. Did you want to seek knowledge considering the Demon of Laplace? Did you have an otherworldly experience concerning numbers? What do the other branches of arithmetic view of you? What are your ultimate goals as an Arithmetician?
Quick Build:
You can make an Arithmetician quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Charisma. Second, choose the Sage background.
Class Features
As an Arithmetician, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Arithmetik level.
Hit Points at 1st Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Arithmetik level after 1st.
Proficiencies
Armor: Light to Medium armor
Weapons: All weapons
Tools: Artisan Tools (Calligrapher's supplies)
Saving Throws: Intelligence, Charisma
Skills: Choose two from Nature, Insight, Investigation, Persuasion, History, and Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
1.) (a) a rapier or (b) a hammer
2.) leather armor and a worn brown cloak inscribed with glowing symbols.
3.) (a) Diplomat's Pack or (b) Scholar's Pack
4.) a Calculator
Arithmetik Book
An Arithmetik Book (also known as a Calculator) is used to preform spells, not copy them down. Arithmetiks can be learned at special universities or can be found in ancient tombs where people from long ago copied advance numbers into their afterlife. Without a Calculator an Arithmetician is useless.
Using a Calculator
An Arithmetik can be preformed by scribbling equations into a Calculator. Higher levels allow the Arithmetician to use more Elementary Numbers by chanting them, instead of writing them down. In order to use a Calculator you must have a pen and ink.
Replacing the Calculator
Calculators, though difficult to find, are not rare. Almost every university (magic or warrior) contains these books. Some places (like the library of Arcwelon) contain Calculators imbued with erasing spells that can be borrowed and never run out of sheets. The stores that sell them, sell them specially made for the buyer, making copies like these very expensive.
Appearance of a Calculator
A calculator is unique to the university, library, or owner of that book. The back of the book is stamped with a unique number that reflects its university, library, or owner. Buying a book with your own number stamped on it is extremely expensive.
Books themselves are all of the same dimensions which are some form of the Golden Ratio. The algebraic form of that would be (1+sqrt(5))/2. The Golden Ratio is rumored to be a key to finding the Demon and so is highly studied.
Arithmetiks
At first level you get to choose one multiple, two stat blocks, and three spells.
Choose two stat blocks from: Armor Class; Hit Points; STR; DEX; CON; INT; WIS; and EXP. Charisma and Speed cannot be chosen.
Next choose one multiple from: 5 multiple; 4 multiple; or Prime multiple (Prime Numbers).
Next choose three Arithmetic (not Arithmeti(k)s) spells from the Arithmetic spell list.
Casting Basic (Arithmetic)
Note: (Arithmetics are sub spells of Arithmetiks).
WARNING: (Basic Arithmetic requires a LOT of Character Sheet reading be warned!).
Before performing an arithmetic the player must choose a stat block, then a multiple, and finally a spell to preform. The Dungeon Master might have to change the stat blocks of a monster if the player is too knowledgable about the particular monster. When the player chooses all of these things, then he rolls to cast. On a success every creature, NPC, and player whose stat block is a particular multiple that the player chooses, then they are hit by the spell. The spell is cast instantly, without time limit.
Example: An Arithmetician is fighting an Orc with a Strength of 15. If the Arithmetician chooses the stat block STR and the multiple 5, then the Orc is effected. However if one of the player's friends, Bolgo the Dwarf, has a strength of 20, then Bolgo is also affected by the spell. Because both 15 and 20 are multiples of 5.
The Path of Equations
When an Arithmetician reaches third level, then he or she can choose from the 'advanced' mathematical fields. These can not be changed at any time during the game (unless the DM permits it). There are three paths that an Arithmetician can follow.
Path of the Unknown
At level 3 the player can choose the path of unknowns (Algabren). Algabren is the most popular of the Arthimetiks, not only are they simple to learn, but are a rich source of magic. (Note: this is the only path that can be followed if one chooses Arithmetiks as a multi-class, unless the DM says otherwise).
Level 3: X and Y
At the third level, a player can use a burst power for Algebran. This burst can be done once and then has to be recharged over 3 rounds. This power requires the player to assign one dice to X and another one to Y. These can be any side dice (except for a d100, a d4, or a d00) and you can only use one of each kind . After that you choose an equation to roll for. There are five basics equations:
3x+2y
5x-y
5+2y
4y/3x (round to nearest number)
(x^2)-(y^2)
(Note: if the equation is higher then 100, then subtract 100 from the answer. If the number is less then 1, then add 100 to the answer). If it is higher than 200, subtract 200, lower than -100 add 200, etc. (Note: this means that after 100 the number goes back to one).
Once the answer is calculated, then you apply it to the Algebran burst table. The Arithmetician must spend a single round scribbling in their journals before they can use it again.
Levels 6-12: Conics
When the Arithmetician reaches level 6 he gains power over single dimensional conical shapes. This includes (and only includes) any shape that can be taken by intersecting a plane with a cone. (These includes Parabolas, Hyperbolas, Circles, Ellipses). The Arithmetician gains a conic every two levels. The Arithmetician can only do one conical attack/defense per encounter
Parabolas and Hyperbolas are attack Conics. Ellipses and Circles are defense Conics. Both of these types take one turn to charge. And saving throws for the attacks can still occur.
Level 6: Circles: A circle is formed by the Arithmetician spinning around 360 degrees (this is the closest any person can get to a 'pure circle'). With this a shield appears over the Arithmetician (only the Arithmetician) this shield acts the same as the spell Shield, but lasts until it or the caster is hit.
Equation ((x+h)^2)+((y+k)^2)=(r^2)
Explained: for circles the h and k (the center) is always 0 and 0. R is the radius or the length of the shield. The DM must roll 1d4 to determine how large the shield is in feet. 1-2 and the shield only envelopes the Arithmetician. 3-4 and the shield envelopes whoever is standing besides the Arithmetician as well.
Level 8: Parabolas: A parabola is formed by the Arithmetician making a hand motion with both his hands (he must have no weapon equipped). The motion is made by shifting his hands (that he cups together) sideways and opening them up. This produces a magical blast in a parabolic arc.
Equation: y=a((x-h)^2)+k
Explained: h and k refers to the vertex. The vertex is where the PCs hands are at at the moment of the blast. Because of this 'h' is always 0. The letter 'k' cannot exceed the length of the player's arm. This is all one needs to known to understand how to cast Paraboliks.
When k is bigger (aka when the player extends his arm) a stronger, more concentrated blast occurs. A concentrated parabolic blast deals 2d8 damage to one character in front of the Arithmetician.
When k is smaller (aka when the player keeps his hands closer to his chest) a weaker, wider blast occurs. A wide parabolic blast deals 1d6 damage to each enemy that is in front of the Arithmetician. (Note: for a wide blast there is a 'blind spot' when it comes to parabolas. An enemy in front of the character, who is off to the side of the PC).
Level 10: Ellipses: Cast the same thing as the circle, but with a different area. The player must select one other character, monster, or NPC within view to attach the Ellipse to. A transparent, magical rope is attached to both PCs and is swung around, making an ellipse using the two people as Foci. Anyone in between these two people achieve the shield.
Equation: (x^2/a^2)+(y^2/b^2)=1
Explained: A and B are the length of one side of the ellipse to the other. A and B extends 1 square/5 feet past characters for every 20 feet/4 squares they are away from each other.
Level 12: Hyperbolas: The master of Conics, this few who achieve Hyperbolas are considered the utmost wise when it comes to Arithmetiks. A hyperbola is created when the Arithmetician extends his arms outward in opposite directions. This creates an almost 'double parabola' quality.
Hyperbolas have both concentrated and wide blasts, like a Parabola. Concentrated Hyperboliks deal 2d6 damage to 2 enemies. One enemy must be on the right and the other on the left (cannot hit two enemies on the right or two enemies on the left).
Wide Hyperboliks deal 1d4 damage to every enemy on the right and the left of the Arithmetician. Anybody parallel and above or below the Arithmetician is unaffected and those in previous mentioned "blind spots". The reason these blind spots exist is because of the asymptote.
Level 14: Logarithms
Logarithms (referred to as Logs or lns). Are the reverse of squares. Squares are two numbers multiplied together. X times X is Xsquared. If you take an Xsquared and reverse it (times it to the -1 power) then you get a Logarithm (which looks like: log(subX)2).
Essentially Logarithms can be used once a game day with the same effects of Dispel (on that basis that it reverses the effects).
Level 16: Rational Expressions
A rational expression is when you take one algebraic expression and divide it by another (such as ((x^3)+(y^3))/((x^2)-(y^2))).
Rational Expressions give the Arithmetician advantage on all saving throws when it comes to charisma and Intelligence.
Level 18: i
To truly understand i, the imaginary number, is impossible. The Arithmetician who reaches even basic knowledge of this is truly remarkable. It is impossible to take the square root of a negative number so we call this i or the imaginary number.
This Arithmetician, once a day, can elect one roll (that does not do with magic or attacking), this roll is an automatic twenty, unless a 1 or a 20 is rolled.
Side Note: As of right now there is only one path: Algebra. I will be updating to include The Path of Limits (Calculus) and The Path of Chaos (statistics and probabilty). I also have to produce the magic and the burst table for this class.
DM Mitch, this would be a nightmare for you: an entire adventuring party made up of this class...
Arithmetician
Clad in leather armor over a long flowing, brown robe a human throws his knives aside and grabs his pen. He scribbles hurriedly while whispering the equations aloud to himself. As he solves for the numbers, magic is reacting to his powers, glowing from the pages of the notebook.
An elf sits back, relaxed in the tavern, she is counting everything. As soon as the fight starts she is on her feet, numbers swirling around her. As she harnesses the powers, her eyes flash with binary numbers.
Swinging his hammer, a dwarf chants precise measurements into the air. His hammer seems to swing faster and faster until sparks are flying from the end. With a sudden jerk, the hammer goes through the body of his foe.
Arithmeticians are the few men and women who use numbers. In a world of monsters and dragons, numbers contain power that is only limited by an arithmeticians knowledge. Arithmeticians strive for larger numbers and dream of reaching as near to infinity as they can. Arithmeticians are no ordinary magic users for they deal with the primary force of nature: math.
Nature and Warriors
Arithmetiks is the Magic of Numbers, flowing to Arithmeticians from nature itself. Arithmeticians are the workers of numbers. Some say the gods grant them the powers while others say that it is attainable through learning.
Harnessing the power of numbers is unlike any other magic. Some people cannot harness the magic of numbers, even though they know the way they work. Since numbers are nature incarnate (in the mind of an Arithmetician) they can only affect nature and objects within natures (i.e. they cannot summon fire).
Arithmeticians can use numbers to alter their weapons in mid-combat. Because of this Arithmeticians usually prefer rapiers to hammers or axes, but the results are deadly either way. Because of this, even those who are hostile to magic users will fight alongside an Arithmetician.
Demons
Arithmeticians work towards learning and knowledge as often as they can. The majority are humbled by their work in the field of numbers, since they see that no matter how far they reach there is still a place that is farther.
An Arithmetician loves journeying as much as researching. On their travels, they spend their time counting and calculating. Many Arithmeticians are good debaters who loves to get to the floor on controversial topics.
An Arithmeticians ultimate goal is to meat the Demon of Laplace. This demon (though it is not a demon at all) is the greatest intellectual mind ever. It knows every single number that is flipping on and off in the universe and every single law that affects the worlds. This demon is so completely intelligent concerning numbers that it can calculate the future.
Creating an Arithmetician
As you create an Arithmetician the most important question to consider is what branch of Arithmetic you want him to know. This is chosen as a second level Arithmetician.
Once you have chosen the Arithmetiks, consider why the character wanted to study numbers in the first place. Did you want to seek knowledge considering the Demon of Laplace? Did you have an otherworldly experience concerning numbers? What do the other branches of arithmetic view of you? What are your ultimate goals as an Arithmetician?
Quick Build:
You can make an Arithmetician quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Charisma. Second, choose the Sage background.
Class Features
As an Arithmetician, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Arithmetik level.
Hit Points at 1st Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Arithmetik level after 1st.
Proficiencies
Armor: Light to Medium armor
Weapons: All weapons
Tools: Artisan Tools (Calligrapher's supplies)
Saving Throws: Intelligence, Charisma
Skills: Choose two from Nature, Insight, Investigation, Persuasion, History, and Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
1.) (a) a rapier or (b) a hammer
2.) leather armor and a worn brown cloak inscribed with glowing symbols.
3.) (a) Diplomat's Pack or (b) Scholar's Pack
4.) a Calculator
Arithmetik Book
An Arithmetik Book (also known as a Calculator) is used to preform spells, not copy them down. Arithmetiks can be learned at special universities or can be found in ancient tombs where people from long ago copied advance numbers into their afterlife. Without a Calculator an Arithmetician is useless.
Using a Calculator
An Arithmetik can be preformed by scribbling equations into a Calculator. Higher levels allow the Arithmetician to use more Elementary Numbers by chanting them, instead of writing them down. In order to use a Calculator you must have a pen and ink.
Replacing the Calculator
Calculators, though difficult to find, are not rare. Almost every university (magic or warrior) contains these books. Some places (like the library of Arcwelon) contain Calculators imbued with erasing spells that can be borrowed and never run out of sheets. The stores that sell them, sell them specially made for the buyer, making copies like these very expensive.
Appearance of a Calculator
A calculator is unique to the university, library, or owner of that book. The back of the book is stamped with a unique number that reflects its university, library, or owner. Buying a book with your own number stamped on it is extremely expensive.
Books themselves are all of the same dimensions which are some form of the Golden Ratio. The algebraic form of that would be (1+sqrt(5))/2. The Golden Ratio is rumored to be a key to finding the Demon and so is highly studied.
Arithmetiks
At first level you get to choose one multiple, two stat blocks, and three spells.
Choose two stat blocks from: Armor Class; Hit Points; STR; DEX; CON; INT; WIS; and EXP. Charisma and Speed cannot be chosen.
Next choose one multiple from: 5 multiple; 4 multiple; or Prime multiple (Prime Numbers).
Next choose three Arithmetic (not Arithmeti(k)s) spells from the Arithmetic spell list.
Casting Basic (Arithmetic)
Note: (Arithmetics are sub spells of Arithmetiks).
WARNING: (Basic Arithmetic requires a LOT of Character Sheet reading be warned!).
Before performing an arithmetic the player must choose a stat block, then a multiple, and finally a spell to preform. The Dungeon Master might have to change the stat blocks of a monster if the player is too knowledgable about the particular monster. When the player chooses all of these things, then he rolls to cast. On a success every creature, NPC, and player whose stat block is a particular multiple that the player chooses, then they are hit by the spell. The spell is cast instantly, without time limit.
Example: An Arithmetician is fighting an Orc with a Strength of 15. If the Arithmetician chooses the stat block STR and the multiple 5, then the Orc is effected. However if one of the player's friends, Bolgo the Dwarf, has a strength of 20, then Bolgo is also affected by the spell. Because both 15 and 20 are multiples of 5.
The Path of Equations
When an Arithmetician reaches third level, then he or she can choose from the 'advanced' mathematical fields. These can not be changed at any time during the game (unless the DM permits it). There are three paths that an Arithmetician can follow.
Path of the Unknown
At level 3 the player can choose the path of unknowns (Algabren). Algabren is the most popular of the Arthimetiks, not only are they simple to learn, but are a rich source of magic. (Note: this is the only path that can be followed if one chooses Arithmetiks as a multi-class, unless the DM says otherwise).
Level 3: X and Y
At the third level, a player can use a burst power for Algebran. This burst can be done once and then has to be recharged over 3 rounds. This power requires the player to assign one dice to X and another one to Y. These can be any side dice (except for a d100, a d4, or a d00) and you can only use one of each kind . After that you choose an equation to roll for. There are five basics equations:
3x+2y
5x-y
5+2y
4y/3x (round to nearest number)
(x^2)-(y^2)
(Note: if the equation is higher then 100, then subtract 100 from the answer. If the number is less then 1, then add 100 to the answer). If it is higher than 200, subtract 200, lower than -100 add 200, etc. (Note: this means that after 100 the number goes back to one).
Once the answer is calculated, then you apply it to the Algebran burst table. The Arithmetician must spend a single round scribbling in their journals before they can use it again.
Levels 6-12: Conics
When the Arithmetician reaches level 6 he gains power over single dimensional conical shapes. This includes (and only includes) any shape that can be taken by intersecting a plane with a cone. (These includes Parabolas, Hyperbolas, Circles, Ellipses). The Arithmetician gains a conic every two levels. The Arithmetician can only do one conical attack/defense per encounter
Parabolas and Hyperbolas are attack Conics. Ellipses and Circles are defense Conics. Both of these types take one turn to charge. And saving throws for the attacks can still occur.
Level 6: Circles: A circle is formed by the Arithmetician spinning around 360 degrees (this is the closest any person can get to a 'pure circle'). With this a shield appears over the Arithmetician (only the Arithmetician) this shield acts the same as the spell Shield, but lasts until it or the caster is hit.
Equation ((x+h)^2)+((y+k)^2)=(r^2)
Explained: for circles the h and k (the center) is always 0 and 0. R is the radius or the length of the shield. The DM must roll 1d4 to determine how large the shield is in feet. 1-2 and the shield only envelopes the Arithmetician. 3-4 and the shield envelopes whoever is standing besides the Arithmetician as well.
Level 8: Parabolas: A parabola is formed by the Arithmetician making a hand motion with both his hands (he must have no weapon equipped). The motion is made by shifting his hands (that he cups together) sideways and opening them up. This produces a magical blast in a parabolic arc.
Equation: y=a((x-h)^2)+k
Explained: h and k refers to the vertex. The vertex is where the PCs hands are at at the moment of the blast. Because of this 'h' is always 0. The letter 'k' cannot exceed the length of the player's arm. This is all one needs to known to understand how to cast Paraboliks.
When k is bigger (aka when the player extends his arm) a stronger, more concentrated blast occurs. A concentrated parabolic blast deals 2d8 damage to one character in front of the Arithmetician.
When k is smaller (aka when the player keeps his hands closer to his chest) a weaker, wider blast occurs. A wide parabolic blast deals 1d6 damage to each enemy that is in front of the Arithmetician. (Note: for a wide blast there is a 'blind spot' when it comes to parabolas. An enemy in front of the character, who is off to the side of the PC).
Level 10: Ellipses: Cast the same thing as the circle, but with a different area. The player must select one other character, monster, or NPC within view to attach the Ellipse to. A transparent, magical rope is attached to both PCs and is swung around, making an ellipse using the two people as Foci. Anyone in between these two people achieve the shield.
Equation: (x^2/a^2)+(y^2/b^2)=1
Explained: A and B are the length of one side of the ellipse to the other. A and B extends 1 square/5 feet past characters for every 20 feet/4 squares they are away from each other.
Level 12: Hyperbolas: The master of Conics, this few who achieve Hyperbolas are considered the utmost wise when it comes to Arithmetiks. A hyperbola is created when the Arithmetician extends his arms outward in opposite directions. This creates an almost 'double parabola' quality.
Hyperbolas have both concentrated and wide blasts, like a Parabola. Concentrated Hyperboliks deal 2d6 damage to 2 enemies. One enemy must be on the right and the other on the left (cannot hit two enemies on the right or two enemies on the left).
Wide Hyperboliks deal 1d4 damage to every enemy on the right and the left of the Arithmetician. Anybody parallel and above or below the Arithmetician is unaffected and those in previous mentioned "blind spots". The reason these blind spots exist is because of the asymptote.
Level 14: Logarithms
Logarithms (referred to as Logs or lns). Are the reverse of squares. Squares are two numbers multiplied together. X times X is Xsquared. If you take an Xsquared and reverse it (times it to the -1 power) then you get a Logarithm (which looks like: log(subX)2).
Essentially Logarithms can be used once a game day with the same effects of Dispel (on that basis that it reverses the effects).
Level 16: Rational Expressions
A rational expression is when you take one algebraic expression and divide it by another (such as ((x^3)+(y^3))/((x^2)-(y^2))).
Rational Expressions give the Arithmetician advantage on all saving throws when it comes to charisma and Intelligence.
Level 18: i
To truly understand i, the imaginary number, is impossible. The Arithmetician who reaches even basic knowledge of this is truly remarkable. It is impossible to take the square root of a negative number so we call this i or the imaginary number.
This Arithmetician, once a day, can elect one roll (that does not do with magic or attacking), this roll is an automatic twenty, unless a 1 or a 20 is rolled.