Thingomancers are masters of many things. They are known for their unique ability of pulling things out of a special backpack they crafted themselves. Thingomancers are a peculiar type of spellcaster, causing others to believe they can even cast spells without any material components, even if those materials are expensive. Thingomancers can even craft magical items with ease, pulling resources from gods know where. Not the type to be caught unprepared, thingomancers are expected to have a magical weapon near for any eventuality. Some thingomancers are said to possess mystical powers over rod of wonders and even over the fabled deck of many things. Sadly, many thingomancers are chastised for their chaotic powers and are seen with distrust by many other spellcasters, causing most thingomancers to become hermits, loners and some even have fallen so low, they have become traveling merchants.
Role: Thingomancers can accomplish anything any other spellcaster can, though some are known to even gear up their allies with magical and mundane equipment. The thingomancer always tries to stay as far away from combat as possible, if backed into a corner, most will resort to do something they will later regret. Wizards can easily fall into the purview of thingomancers, having access to many different spells allows them to create many more things. Clerics also enjoy this easy access into thingomancyhood, many being worshipers of chaos and the crafts.
Aligment: Possessing many things and using many things is not a job for the light hearted, neither is possessing partial control over purely chaotic devices. Thus, all thingomancers are chaotic, with chaotic good thingomancers enjoying life as weird adventurers and traveling merchants. Evil thingomancers being masters of trickery, and mischief sometimes cause the death of hundreds, with their hilarious “pranks”. Neutral thingomancers are sometimes regarded as the most dangerous ones, since they are the most unpredictable of the bunch, many times doings things for chaos’ sake.
Hit Die: d8
To qualify to become a thingomancer, a character must fulfill all the following criteria.
Alignment: Any chaotic.
Feats: Craft Wondrous Item.
Spellcasting: Ability to cast 3rd level spells.
Skills: 5 ranks in Appraise and Craft (backpack making).
A thingomancer’s class skills are: Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Dex), Disguise (Cha), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int Modifier
|Level||Base Attack bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+1||+0||+1||Thingamajig, Thingomancy||+1 level of existing spellcasting class|
|2nd||+1||+1||+1||+1||Spell Thingomancy||+1 level of existing spellcasting class|
|3rd||+2||+2||+1||+2||Whatchamacallits, Disable Whatsits||+1 level of existing spellcasting class|
|4th||+3||+2||+1||+2||Weaponized Thingomancy||+1 level of existing spellcasting class|
|5th||+3||+3||+2||+3||Improved Thingamajig||+1 level of existing spellcasting class|
|6th||+4||+3||+2||+3||Crafting Thingomancy||+1 level of existing spellcasting class|
|7th||+5||+4||+2||+4||Greater Whatchamacallits||+1 level of existing spellcasting class|
|8th||+6||+4||+3||+4||Wonder Master||+1 level of existing spellcasting class|
|9th||+6||+5||+3||+5||Greater Thingamajig||+1 level of existing spellcasting class|
|10th||+7||+5||+3||+5||Master of Many Things||+1 level of existing spellcasting class|
Weapon and armor proficiencies: A thingomancer gains proficiency with all martial weapons. Thingomancers gain no proficiency with armor or shields.
Thingamajig (Su): A thingomancer specialized in organizing his things and sometimes even pullings out things he didn’t even know he had. Starting at 1st level, the thingomncer can craft a special backpack (using the rules for crafting mundane items), this backpack gains all qualities of a type I bag of holding, with the exception that taking an item out only requires a move action, regardless of how many items are in the bag. The thingomancer can only have one thingamajig. Even if he gives the thingamajig away (why would he?), he cannot create another unless he destroys the previous one.
Thingomancy (Su): Thingomancers are experts at detecting and using things. Therefore, starting at 1st level, thingomancers add their class level as a bonus to all perception checks made to detect things (a thing is anything not considered a creature, but includes things on creatures and things worn by creatures), they add this bonus as well to all Use Magic Device checks.
Spell Thingomancy (Su): A thingomancer is always prepared to cast his spells, he rarely needs to buy material components. Starting at 2nd level, the thingomancer gains eschew materials as a bonus feat. In addition, the thingomancer is always considered to have 2000gp worth of costly material components. The thingomancer can use this ability to pull out a needed costly material component from his thingamajig, up to the gp worth he has available, doing so reduces his maximum gp amount by the cost of the material component he used. The amount of costly material components the thingomancer can use per day increases by 1000gp for every thingomancer level above 2nd. The gp worth the thingomancer possesses refreshes every morning.
Disable Whatsits (Su): Starting at 3rd level, the thingomancer gains a bonus to all disable device check equal to his thingomancer level. In addition, the thingomancer may disable magical devices as well, as long as he has his thingamajig handy.
Whatchamacallits (Su): The thingomancer is always ready for adventure. Starting at 3rd level, the thingomancer can pull out any mundane item from his thingamajig (considering it could fit there in the first place). Things taken out from the thingamajig by the thingomancer last for 24 hours, after which they discombobulate. The thingomancer can use this ability a number of times per day equal to his thingomancer level + his Intelligence modifier.
Weaponized Thingomancy (Su): Once per day, starting at 4th level, the thingomancer can draw any weapon from his thingamajig (that could fit inside the thingamajig). The weapon possesses an enhancement bonus equal to half the thingomancer’s level, if the thingomancer draws a ranged weapon he draws he weapon with 100 pieces of appropriate ammunition. The weapon lasts for 1 hour, after which then explodes into confetti (alongside any ammunition).
Improved Thingamajig (Su): Starting at 5th level, the thingomancer’s thingamajig functions as a type II bag of holding, with the same exceptions as the original thingamajig.
Crafting Thingomancy (Su): Starting at 6th level, the thingomancer gains an additional gp pool to use when he is crafting any item. This gp pool equals 1,000 x the thingomancer’s level. The thingomancer can use this gp pool to reduce the cost of any magic item he crafts, by the amount that he utilizes. The gp pool replenishes itself every week after its last use. The thingomancer must have in his possession his thingamajig to be able to use this ability.
Greater Whatchamacallits (Su): Starting at 7th level, when the thingomancer uses his whatchamacallits special ability, any item he pulls out of his thingamajig is considered masterworked. In addition, the thingomancer can use his whatchamacallits ability 3 additional times per day.
Wonder Master (Su): Starting at 8th level, the thingomancer can spend a 5th level, or higher, prepared spell or spell slot to activate an effect similar to that of a rod of wonder. In addition, whenever the thingomancer activates a rod of wonder (or uses a spell to create an effect similar to a rod of wonder), he may roll twice and pick which of the two rolls activates.
Greater Thingamajig (Su): Starting at 9th level, the thingomancer’s thingamajig functions as a type IV bag of holding, with the same exceptions as the original thingamajig.
Master of Many Things (Su): The thingomancer gains mastery over the most dangerous of things. Starting at 10th level, once a month, the thingomancer may cause a deck of many things appear in front of him, and then he may draw a single card. If the thingomancer has in his possession an actual deck of many things, he may activate the following effect after drawing any number of cards, he may choose to discard a number of cards equal to his Intelligence modifier, these cards do not activate, however, the thingomancer must draw new cards equal to the number of cards he discarded.
APRIL FOOLS! 😀
Art by: Shalia-Windterra
Special thanks to: Jose “Paladin” Reynaldo for the initial idea.
Hello fellow players, if you like my material and would like to donate any amount, I have a Patreon page. Any amount will help out and there are many different rewards for my patrons!
Remember to check out my Youtube Channel where I review Table Top RPGs, showcase my designs and do a couple of other stuff.