Reliquary (Alternate wizard)

Image © infraberry, image used without permission.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells Per Day | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
| 1st | +0 | +0 | +0 | +2 | gemmancy, prismatic burst +1d6, cantrips, metamagic feat | 3 | 1 | — | — | — | — | — | — | — | — |
| 2nd | +1 | +0 | +0 | +3 | 4 | 2 | — | — | — | — | — | — | — | — | |
| 3rd | +1 | +1 | +1 | +3 | prismatic burst +2d6 | 4 | 2 | 1 | — | — | — | — | — | — | — |
| 4th | +2 | +1 | +1 | +4 | 4 | 3 | 2 | — | — | — | — | — | — | — | |
| 5th | +2 | +1 | +1 | +4 | metamagic feat, prismatic burst +3d6 | 4 | 3 | 2 | 1 | — | — | — | — | — | — |
| 6th | +3 | +2 | +2 | +5 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | |
| 7th | +3 | +2 | +2 | +5 | prismatic burst +4d6 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — |
| 8th | +4 | +2 | +2 | +6 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
| 9th | +4 | +3 | +3 | +6 | prismatic burst +5d6 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — |
| 10th | +5 | +3 | +3 | +7 | metamagic feat | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — |
| 11th | +5 | +3 | +3 | +7 | prismatic burst +6d6 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — |
| 12th | +6/+1 | +4 | +4 | +8 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | |
| 13th | +6/+1 | +4 | +4 | +8 | prismatic burst +7d6 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — |
| 14th | +7/+2 | +4 | +4 | +9 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | |
| 15th | +7/+2 | +5 | +5 | +9 | metamagic feat, prismatic burst +8d6 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — |
| 16th | +8/+3 | +5 | +5 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | |
| 17th | +8/+3 | +5 | +5 | +10 | prismatic burst +9d6 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | +9/+4 | +6 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |
| 19th | +9/+4 | +6 | +6 | +11 | prismatic burst +10d6 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
| 20th | +10/+5 | +6 | +6 | +12 | metamagic feat | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
A reliquary, also known as a gemmancer, is a wizard specialized in harvesting the ambient arcane energies of the physical world. Precious stones in particular serve as focal points for such energies, and the reliquary learns how to harvest those energies through faceting and engraving, turning the twinkling of a mundane gem into a prismatic array of arcane power. The study of gemmancy replaces that of the traditional arcane disciplines, but in all other respects the reliquary functions as a wizard.
Role: Just as the wizard seeks to master the impossible, so to the reliquary strives. Innate to the study of gemmancy is the penchant for releasing that energy in impressive, colorful explosions, making the reliquary an exeptional ranged combatant.
Alignment: any.
Hit Die: d6.
Class Skills
The reliquary's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
The reliquary's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Class Features
The Intagliex
Instead of a spellbook, a reliquary stores his spells in an unrefined gem, known as an intagliex, engraving the arcane symbols in the newly refined facets of the unique gem.A 1st-level reliquary begins play with an intagliex with a value that equals that of a wizard's spellbook containing the same spells, as show on Table: Intagliex Engravings.
An intagliex functions in all ways as a spellbook with regards to storing, learing, inscribing, and preparing spells. As new spells are added, sections of the intagliex are carefully transformed from unrefined precious stone to a multi-faceted gem, alight with an inner fire.
| Spell Level | Engraving Cost |
|---|---|
| 0 | 5 gp |
| 1 | 10 gp |
| 2 | 40 gp |
| 3 | 90 gp |
| 4 | 160 gp |
| 5 | 250 gp |
| 6 | 360 gp |
| 7 | 490 gp |
| 8 | 640 gp |
| 9 | 810 gp |
The following are class features of the reliquary.
Weapon and Armor Proficiency: reliquarys are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a reliquary's movements, which can cause his spells with somatic components to fail.
Spells: A reliquary casts arcane spells drawn from the sorcerer/wizard spell list. A reliquary must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the reliquary must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a reliquary's spell is 10 + the spell level + the reliquary's Intelligence modifier.
A reliquary can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: reliquary. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A reliquary may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his intagliex (see sidebar). While studying, the reliquary decides which spells to prepare.
Cantrips: Reliquaries can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Reliquary under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.
Gemmancy: Rather than study a traditional arcane school, the reliquary imerses himself in the art of gem crafting, learning to enhance the natural glimmer of a precious stone into a faceted gem of radiant energy. This ability functions similarly to the Scribe Scroll feat, with a few exceptions. See Appendix I: Gemmancy. In addition, the reliquary adds his level on Appraise checks made concerning gems (but not valuable items containing gems).
| Gem Color | Example Gem | Damage Type |
|---|---|---|
| Red | ruby, garnet | fire |
| Blue | sapphire, topaz | cold |
| Green | emerald, malachite | acid |
| White/Clear | diamond, zircon | electric |
| Black/Opaque | opal, onyx | sonic |
| Multicolored | bloodstone, quartz | user's choice |
| Half of the damage of a prismatic burst is of this type; the other half is pure prismatic energy. | ||
Prismatic Burst (Sp): The reliquary can unleash the arcane energy stored in a gem (or imbue a gem with raw energy as-needed) to create a brilliant prismatic explosion. To use prismatic burst, the reliquary activates a gem engraved with spell energy (see Gemmancy) (a free action) or he expends a prepared spell as a move action into a gem (of requisite value). Once, activated, the gem must be thrown within a number of rounds equal to the reliquary's Intelligence modifier, or it detonates. When thrown, the gem detonates on impact.
Prismatic burst is targeted at a grid intersection and requires a successful ranged touch attack against AC 5; if the attack misses, use the miss target rules found under the Throw Splash Weapon special attack in the combat section of The Pathfinder Roleplaying Game to determine where the gem detonates.
A prismatic burst is a violent explosion in a rainbow of colors, dealing damage in a 10-foot radius burst equal to 1d6 + spell level. Creatures within the burst can make a Reflex saving throw for half damage (DC 10 + ½ the reliquary's level + the relquary's Intelligence modifier). The damage type is half pure prismatic energy, and half is based upon the gem used, as shown on Table: Prismatic Burst Damage. The damage increases by 1d6 at every odd reliquary level, to a maximum of 10d6 at 19th level, and the level of the spell used in this way is added to every die.
Gems with multiple-use spells do not increase the damage. Using a prismatic burst destroys the gem.
Prismatic burst is targeted at a grid intersection and requires a successful ranged touch attack against AC 5; if the attack misses, use the miss target rules found under the Throw Splash Weapon special attack in the combat section of The Pathfinder Roleplaying Game to determine where the gem detonates.
A prismatic burst is a violent explosion in a rainbow of colors, dealing damage in a 10-foot radius burst equal to 1d6 + spell level. Creatures within the burst can make a Reflex saving throw for half damage (DC 10 + ½ the reliquary's level + the relquary's Intelligence modifier). The damage type is half pure prismatic energy, and half is based upon the gem used, as shown on Table: Prismatic Burst Damage. The damage increases by 1d6 at every odd reliquary level, to a maximum of 10d6 at 19th level, and the level of the spell used in this way is added to every die.
Gems with multiple-use spells do not increase the damage. Using a prismatic burst destroys the gem.
Metamagic Feat: The reliquary can select any metamagic feat as a bonus feat. He must still meet the feat's prerequisites.
Appendix I: Gemmancy
To engrave a gem with a spell, a reliquary needs a supply of engraving equipment, including refined powders and fragile artisan tools, which are subsumed in the cost for engraving the gem: 12.5 gp x the level of the spell x the level of the caster.All equipment, save the gem itself, must be fresh and unused. The reliquary must pay the full cost for engraving each spell gem, no matter how many times he previously has engraved the same spell.
The reliquary must have prepared the spell to be engraved and must provide any material component or focus the spell requires. A material component is consumed when she begins engraving, but a focus is not. (A focus used in engraving can be reused.) The act of engraving triggers the prepared spell, making it unavailable for casting until the reliquary has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)
Engraving a gem takes 2 hours if its base price is 250 gp or less, otherwise engraving a gem takes 1 day for each 1,000 gp in its base price. Unlike with scrolls, a single gem cannot hold more than one spell (though it can hold multiple uses of a single spell, see below).
| Spell Level | Minimum Gold Piece Value | Additional Uses | Value Loss |
|---|---|---|---|
| 0 | 5 gp | +1 gp | * |
| 1st | 10 gp | +1 gp | -2 gp |
| 2nd | 30 gp | +3 gp | -6 gp |
| 3rd | 60 gp | +6 gp | -12 gp |
| 4th | 100 gp | +10 gp | -20 gp |
| 5th | 150 gp | +15 gp | -30 gp |
| 6th | 200 gp | +20 gp | -40 gp |
| 7th | 250 gp | +25 gp | -50 gp |
| 8th | 300 gp | +30 gp | -60 gp |
| 9th | 350 gp | +35 gp | -70 gp |
| This value is only taken from the gem when the reliquary seeks to re-engrave a gem after using it. The loss value is 20% of the gem's gold piece value, and the loss is applied even if the gem's value is increased via Craft (gem craft). Additional uses also increase the base price based on the number of desired uses (see text). No gem can hold more than one type of spell. *A gem of this value cannot be engraved more than once. |
|||
In addition to fashioning gems, a skilled artisan can improve the faceting of a gem, increasing its gold piece value, as noted in the Improved Facet section of Appendix II: Gem Craft.
Gem Requirements
Minimum Gold Piece Value: The gem that will hold the engraved spell must be of a minimum gold piece value to accept the spell, as show on Table: Gem Requirements.Value Required for Additional Uses: This lists the additional gold piece value the gem must possess to increase the number of uses of an engraved gem. If the gem has the requisite gold piece value, the reliquary can increase the number of uses of the spell by expending the spell a number of times equal to the desired number of uses during the creation process (maximum 3 uses). This increases the base gold cost of engraving the gem by an amount equal the spell's level x the number of uses in gp. Thus the forumula for engraving a gem with multiple spell uses becomes [12.5 + (spell level x number of uses)] x the level of the spell x the level of the caster]. The increase in base price from engraving multiple uses may increase the time required to engrave a gem.
Value Lost: This is the value lost by the gem should the reliquary later engrave a spell into that same gem (after expending the gem's spell). A 5 gp gem can only ever hold one spell, even if its value is increased with Craft (gem craft). Likewise, a gem that loses 50% of its original value is called lusterless, and can no longer hold arcane energy.
Skills Used in Gemmancy: Spellcraft, Craft (gem craft), or Profession (jewler).
Appendix II: Craft (gem craft)
This section details the skill Craft (gem craft) and its uses.
| Raw Gem Size | Size Modifier | Base Yield | Max Yield | Base Gold Value | Max Gold Value |
|---|---|---|---|---|---|
| Small | +2 | 1 gem | 2 gems | 10 gp | 30 gp |
| Medium | +0 | 1 gem | 5 gems | 100 gp | 250 gp |
| Large | -2 | 5 gems | 20 gems | 500 gp | 1,000 gp |
| Enormous | -4 | 10 gems | 50 gems | 1,000 gp | 10,000 gp |
| Gems of a larger size are possible, but are unique in nature and should be treated as artifacts in their own right. | |||||
Raw Gem Size: This is the size category of the precious stone that is drawn from the earth, called the raw gem. Small gems are about the size of an pea, medium the size of a cranberry, large the size of an orange, and enormous gems the size of a melon. This represents the size of the material the crafter is working with, not necessarily the size of a finished gem.
Base Yeild: This is the standard number of gems that will be extracted from a raw gem of this size.
Max Yield: This is the maximum number of gems that can be extracted from raw gem of this size. The crafter determines the desired number of gems prior to the Craft check.
Base Bold Value: This is the standard gold piece value of a gem extracted from raw gem of this size.
Max Gold Value: This is the maximum gold piece value of a single gem extracted from raw gem of this size.
The gemmancy rules make mention of increasing a gem's value with the Craft (gem craft) skill. This skill allows the user to created polished and faceted gems from raw precious stone. This most basic use of the skill is where the troves of gems that adventures come across originate (see Table: Gem Crafting). Gem craft utilizes a number of intricate and delicate tools, a variety of sanding and buffing substances and surfaces, and polishing oils.
Check: With a practiced hand, you can size up raw precious stone and convert it to valuable gemstones. The base DC is 10 + gem's size modifier + the gem's base yield + 1 for each additional gem you attempt to cut from the same material.
For every 5 points by which the crafter exceeds the Craft DC, the resulting gem is 20% more valuable, up to the maximum gold piece value for raw gem of that size (round up). This increase is cummulative, so that a check that exceeeds the DC by 10 or more results in a 20% increase on top of the precious 20% increase.
For example, a crafter attempting to yield 2 gems from small raw gem acheives a 32 on his Craft (gem craft) check (DC 14). The gem's base gp is 10 gp, but for exceeding the check by at least five, he gains a 20% increase on both gems, making the gems 12 gp. He also exceeded the check by 10, so he gains another 20% increase on top of the first, making each gem worth 15 gp. This process is repeated one more time, because the crafter exceeded his check by at least 15, thus he gains another 20% increase, giving the gems a final gold piece value of 18 gp.
Cutting Additional Gems: When you attempt to cut a gem, you may attempt to gain more from your raw gem than the material's size might indicate. Prior to making your check, you must determine your yield, up to the max yield (see chart). Attempting to cut additional gems increases the DC by +1 for each gem. Gems cut from the same material have the same GP value.
Cutting Fewer Gems: You can attempt to cut fewer than the base yield in gems. Doing so increases the DC by +2 for each gem less than the base you attempt to cut. A successful check automatically yeilds a percentage increase for the gem equal to the result of your check times 10, plus an addtional 10% for each point by which you exceeded the DC.
| Gem Value | DC |
|---|---|
| 1-19 gp | DC 15 |
| 20-99 gp | DC 20 |
| 100-349 gp | DC 25 |
| 350-999 gp | DC 30 |
| 1,000+* | DC 35 |
| *For extremely valueable gems, the GM may assign higher DCs | |
Action: Cutting a gem requires 1 hour for every 10 gold pieces of the gem's final value (which is determined by the result of your Craft check). The hours spent crafting need not be consecutive. Improving a gem's facets requires 4 hours of continuous work.
Try Again: For cutting a gem, yes, but each failure imparts a permenent 20% decrease in the final value of all gems cut from the same material. Failure by 5 or more imparts a 30% decrease. For improving a gem's facets, you cannot retry and failure by 5 or more results in a 20% decrease in the value of the gem.
Special: You may voluntarily increase the DC by +10 to cut or facet a gem to reduce the time spent crafting by half. You must make the decision to increase the DC in this way before making your Craft check.
HTML Comment Box is loading comments...

