Cantripologist (3.5e Class)

Cantripologist
The Cantripologist is a feared wielder of the weakest magic in the universe.

Making a Cantripologist
Cantripologists have some handy abilities that they use a lot. In general, they are short ranged assistants.

Abilities: Cantripologists rely on Intelligence.

Races: The tricksy races have more practicioners of Cantripology.

Alignment: Any.

Starting Gold: 4d4&times;10 gp (100 gp).

Starting Age: Complex.

Class Features
All of the following are class features of the Cantripologist.

Weapon and Armor Proficiency: Cantripologists are proficient with simple weapons, and light armor.

Save DCs are equal to 10 + the effective spell level of the combined Cantrip Spell + their Intelligence modifier.

Cantripologists cast combined Cantrip Spells by combining up to one level 0 spell per Cantripologist level (allowing repeats) into a single effect, and then applying metamagic. The effective spell level of a combined Cantrip Spell is equal to half of the number of spells in it, rounded down. Casting a combined Cantrip Spell is a standard action, unless metamagic changes its casting time. The Cantripologist can cast any number of combined Cantrip Spells each day.

When the Cantripologist concentrates, he may choose to concentrate on a number of level 0 spell effects equal to his Cantripologist level simultaneously.

Spell effects are adjudicated separately for each spell, unless the spell shares targets. No target gets more than one Reflex save, one Fortitude save, one Will save, or takes more than one touch attack, and all effects of these spells on the target are cumulative.

For example, if Jim the level 12 Cantripologist decides to use a combined Cantrip Spell to cast three Rays of Frost on Bob, two Rays of Frost on Joe, four Guidances on Blake, and three Mage Hands on a nearby book, then the results would be as follows: Jim would have to hit Bob with a ranged touch attack in order to deal 3d3 points of cold damage to Bob, he'd have to hit Joe with a ranged touch attack to deal 2d3 points of cold damage to Joe, Blake would get a Will save to resist getting a +4 competence bonus to an attack roll, saving throw, or skill check he makes within the next minute, and would gain the ability to move the nearby book 45 feet as a move action for as long as he concentrated.