Cartographer2 Improved



Level

KXP
Example Prog.
123 456 789 A

TH
1 0 2-- --- --- - +0
2 1.375 4-- --- --- - +0
3 2.75 03- --- --- - +0
4 4.95 04- --- --- - +1
5 9.9 103 --- --- - +1
6 19.25 004 --- --- - +1
7 38.5 010 3-- --- - +2
8 66 000 4-- --- - +2
9 99 001 03- --- - +2
10 154 000 04- --- - +3
11 220 000 103 --- - +3
12 440 000 004 --- - +3
13 660 000 010 3-- - +4
14 880 000 000 4-- - +4
15 1100 000 001 03- - +4
16 1320 000 000 04- - +5
17 1540 000 000 103 - +5
18 1760 000 000 004 - +5
19 1980 000 000 010 3 +6
20 2200 000 000 000 4 +6
21 2420 010 000 000 4 +6
22 2640 000 100 000 4 +7
23 2860 000 001 000 4 +7
24 3080 000 000 010 4 +7
25 3300 000 000 000 5 +8
26 3520 010 000 000 5 +8
27 3740 000 100 000 5 +8
28 3960 000 001 000 5 +9
29 4180 000 000 010 5 +9
30 4400 000 000 000 6 +9
31 4620 010 000 000 6 +10
32 4840 000 100 000 6 +10
33 5060 000 001 000 6 +10
34 5280 000 000 010 6 +11
35 5500 000 000 000 7 +11
36 5720 010 000 000 71 +11
37 11440 110 000 000 71 +12
38 17160 111 000 000 71 +12
39 22880 111 100 000 71 +12
45 57200 211 111 111 71 +14
54 108680 222 222 222 711 +17
63 160160 333 333 322 722 +20
72 211640 444 433 333 733 1 +23
Requisites: Dex 15, Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/5
Reference: S&S2
Groups: Wizard
Complexity: CF=3
 
Saving Throws:
PPD: level+5 Fort: level+0
RSW: level+4 Reflex: level+4
PP: level+6 Will: level+0
BW: level+2
Spell: level+3
 
The spell progression is variable; You get your LVL*2 in spell levels in memorization. The maximum spell level = (your CL)/2, round up, with a maximum of SL=10. All spell levels at maximum spell level or lower are assumed to be at least a "0" for purposes of specialization. You may put a "½ " in a spell level (it costs half). The spell progression given is just an example; tries to maximimize the highest SL possible.
Level 1: Free specializion (either edition) in Cartography. May specialize in Cartography using *both* editions at the same time, in this case, pick an opposite school.
Level 1: Free Cartography and Forgery proficiencies. A free Read/Write language proficiency per level.
Level 1: Detect False Maps. This lets you know if a map is generally (over 50%) correct. See "Know Detail on Map" below for abuses of this ability.
Level 1: Can map any area he's ever been to by memory.
Level 1: Distance Sense (can estimate the distance to anything, error is less than 1%).
Level 1: Gain LVL^3 gp per day you spend sitting around making maps for people. (DM Note: Lots of other classes should have a similar ability to this.)
 
Cartography spells:
Map the Dungeon (SL=1): Maps the current dungeon level in 100*CL' radius (the DM will map only a section if it is very large). Exact details are not given, just rooms, doors, stairs, and vague features. Major features such as statues, altars, and pools may or may not be included at the DM's whim. Individual isolated sections of underground (not connected to the current dungeon) at the same depth probably will not be included. Certain rooms might be shielded in various ways (generally x2 multiplier effects), and might get omitted. If the map cannot be drawn in a 2 dimensional space, the map will probably have errors. This spell can be used in a building; it maps that level of the building.
Erase Question Mark (SL=1): Erases a "?" in the dungeon. This must be material componented for range to function (otherwise you would erase a "?" in the current room, not very useful). Can be reversed to Create a "?", if for some bizarre reason you wanted to do that.
Create Door (SL=2): Creates or destroys a door in the current DL (must have line of site to the door).
Create Staircase (SL=2+N): Creates or destroys a staircase that goes up or down N DL's. Note that going up a staircase to leave a dungeon does not violate the "leaving a fight during combat time" rule.
Create Trap (SL=3): Creates a Trap in the room (like the Trapper0 class, see list below). Only affects enemies.
Map the Wildnerness (SL=4): This maps 100 yards diameter in wildnerness or 100 feet diameter in a town/city. Interiors of buildings and cliffs and such are given. This ability can be used underground, it maps 100 feet diameter even through solid rock (and to unconnected underground areas).
Create Trick (SL=5): Creates a Trick in the room. Only affects enemies. It will be randomly generated by the DM.
Create Wall (SL=5): Wall of Iron, Stone, Force, or Prismatic of one color; or you can summon a DL V Living Wall as a summon.
Tessermap (SL=5): Teleport the party to some known place in the current DL; no summoning sickness; there is a 1s delay if you are currently fighting (before the teleport).
Create Corridor (SL=6): Creates (or destroys) 10*CL' of corridor in the dungeon.
Updating Map (SL=6): Update a map; this effect lasts for 1 turn. Updated Maps change whenever the area they're mapping changes. The amount of detail on the map stays constant, as long as all details on the map when it was made Updating were true.
Relocate (SL=7): Moves an "N" (NPC party), "SB" (Subboss), or any non-letter ("?", "!", etc.) symbol in the current DL up to CL/7 rooms distant from where it was. Does not affect "B" (Bosses).
Temporal Map (SL=8): Update a map to a Temporal Map. Temporal Maps have a "date & time" indicator on them, this can be changed once per turn, and the map changes to reflect what was there at that date and time.
Moving Map (SL=9): Update a map to a Moving Map. Moving Maps can be "scrolled" in any of the 3 dimensions (up/down, north/south, east/west), the map changes to reflect the change. The Moving Map can "move" any amount of distance once per turn, but it suddenly changes to the new map (if you move the map 100 miles east, you don't get to see it scroll by real fast, it simply switches to the new location).
Looporal Map (SL=10): Like Temporal Map, except you can adjust the Loop (Timeline) as well.
Erase B (SL=10+N): Erase a "B" (Boss) from the dungeon, N is the DL you're on. Can be reversed to create a B, if you feel insane today.
 
Trapper Traps (these affect a group; the effect given is per target):
Arrows: Get attacked by one arrow with TH bonus +LVL^2 and dmg=LVL^2; natural 20 = Poison (PPD save or death)
Falling Block: Get automatically hit by one block for LVLd4 dmg (ignores skins)
Gas: PPD save or (roll 1d8): 1=Blind, 2=Fear, 3=Feeblemind, 4=Nausea, 5=Poison (death in 1 round), 6=Sleep, 7=Slow, 8=Weakness
Net: You cannot move or physically attack until you use 1V and make a Str check at -LVL.
Pit: Fall LVL*10' (no save); 1 in 6 chance you fall on a spike for LVL^2 dmg
Surge: Take a SL=LVL/2 random magical effect (never beneficial, save applies if the effect has a save)