EvilDave
2006-02-08, 05:17 PM
This character was not created for purpose of 'balance' so much as it is resembles what my last Sorc resembled due to some odd (and fun) rulings and a little bending of the RAW. This PrC is somewhat more extreme though.
That said, input related to balance would be appreciated (this PrC was developed without comparison to other PrC's). Also let me know if anything I'm putting up is somehow not OGL, though I don't think that'd be a problem.
Arcling
Requirements:
Wisdom < 14
Weapon Focus in a primarily metal melee weapon.
Ability to cast Shocking Grasp and Lightning Bolt spontaneously.
Energy Substitution(Electricity)
A catastrophic affinity for lightning.
HD: d6
Class Skills: Same as sorc
Skill Points: 2 + Int
The Arcling gains no additional proficiencies with any weapon or armor.
At each level an Arcling gains an effective +1 to an existing arcane spellcasting class for purposes of Spells per Day and Spells Known.
An Arcling is never immune to the effects of their own abilities, but resistance may apply. An arcling cannot choose to suppress abilities unless it is stated that they are optionally used. All abilities are considered Supernatural. Any bonus from items, spells, or level progression that bring the Arclings Wisdom up to 14 or greater are immediatedly suppressed. If the Arcling is the subject of a Wish/Miracle spell to increase their Wisdom up to or greater than 14 they MUST immediately make a will save, failure immediately and irreversibly converts all levels in Arcling to levels in Sorcerer.
As the Arcling levels it's hair and skin pale and eye color fades to gray then changes to blue. At 10th level an arcling has an almost radiant white skin and hair, brilliant blue eyes, and a faint nimbus of energy around them.
BAB F/R/W
1: 0 0/2/0 Shocking Blow (1/day)
2: 1 0/3/0 Conductivity
3: 2 1/3/1 Rebounding Strike, Shocking Blow (2/day)
4: 3 1/4/1 Electricity Resistance 5
5: 3 1/4/1 Self Absorbed, Shocking Blow (3/day)
6: 4 2/5/2 Vicious Spell
7: 5 2/5/2 Electricity Resistance 10, Shocking Blow (4/day)
8: 6 2/6/2 Aftershocks
9: 6 3/6/3 Augment Bolt, Shocking Blow (5/day)
10: 7 3/7/3 Electricity Resistance 20, Tremulous Wrath, Arcing Burst, Eased Casting
Shocking Blow
You may expend a lvl 1 or greater spell slot as a move action that does not provoke an attact of opportunity to deal 5d6 Electric damage to the next target you strike in melee in this or the next round. The weapon used to enact this ability must a primarily metal weapon that you have Weapon Focus with.
Conductivity
Whenever you are struck for electric damage from any source you may, as a free action, direct an equal die worth of electric damage to any single target within 30 feet as a ranged touch attack with a reflex save for half (if the original spell or ability did not permit a save treat as a 1st lvl spell cast by you only for purposes of save DC, otherwise DC is the same). If the attack were to allow a saving through, you must forego the save before rolling it to be able to use this ability. (If you choose yourself as a target for Chain Lightning this does not allow you to chain off two bolts but instead allows you to treat the next target as a second primary target for purposes of determining maximum range from primary target. Treat anything to which the Chain Spell metamagic feat is applied in the same manner.) Spell resistance applies.
Rebounding Strike
If a Lightning Bolt you cast strikes a barrier and would not deal enough damage to break through the barrier, instead of stopping it deals damage to the object normally but then reflects off the surface and continues till it's range expires. When casting Chain Lightning you may designate an object as a target to gain line of effect against a target with cover.
Self Absorbed
You may select yourself as primary target for any spell with the Electricity descriptor. Any spell cast in this way that has a casting time equal to a full round or less is instead a standard action that does not provoke an attack of opportunity.
Vicious Spell
Any spell you cast with the Electricity descriptor you can have, at your option at will, deal an additional 2d8 damage to every affected target. For each target that gets hit by the affected spell, you take 1d8 empathic damage. If this damage would reduce your HP to 0 or less, you can attempt a will save for half damage DC 10 + Your Charisma Bonus + 1 per die of damage taken. If the spell hits any targets, this ability leaves you stunned for 2 rounds.
Aftershocks
Any target hit by a spell you cast with the Electricity descriptor gets hit for an additional 1d6 Electricity damage on each of the following 2 rounds.
Augment Bolt
Mimics the Heighten Spell metamagic feat except it can only be used with spells of the Electricity Descriptor and for each increase in spell level the spell does an additional die of damage (these additional die can surpass die number caps on spells).
Tremulous Wrath
Each time a creature is struck by a spell with the Electricity descriptor that you cast that creature also takes one point of Strength and one point of Dexterity damage, Fortitude save negates. If this would lower an ability score below six, that ability is unnaffected This is also triggered by Aftershocks. If a creature resists all the damage it is still affected but if the creature is immune to Electricity this has no effect.
Arcing Burst
As a full round action that does not provoke an attack of opportunity you may make a ranged touch attack against any targets within 15 feet. This attack deals 1d6 Electric damage, triggers Tremulous Wrath and Aftershocks. This act leaves you fatigued. There is no save against this ability, but Spell Resistance does apply.
Eased Casting
When wearing primarily metal armor you can ignore up to 20% arcane failure chance when casting spells with the Electricity descriptor.
That said, input related to balance would be appreciated (this PrC was developed without comparison to other PrC's). Also let me know if anything I'm putting up is somehow not OGL, though I don't think that'd be a problem.
Arcling
Requirements:
Wisdom < 14
Weapon Focus in a primarily metal melee weapon.
Ability to cast Shocking Grasp and Lightning Bolt spontaneously.
Energy Substitution(Electricity)
A catastrophic affinity for lightning.
HD: d6
Class Skills: Same as sorc
Skill Points: 2 + Int
The Arcling gains no additional proficiencies with any weapon or armor.
At each level an Arcling gains an effective +1 to an existing arcane spellcasting class for purposes of Spells per Day and Spells Known.
An Arcling is never immune to the effects of their own abilities, but resistance may apply. An arcling cannot choose to suppress abilities unless it is stated that they are optionally used. All abilities are considered Supernatural. Any bonus from items, spells, or level progression that bring the Arclings Wisdom up to 14 or greater are immediatedly suppressed. If the Arcling is the subject of a Wish/Miracle spell to increase their Wisdom up to or greater than 14 they MUST immediately make a will save, failure immediately and irreversibly converts all levels in Arcling to levels in Sorcerer.
As the Arcling levels it's hair and skin pale and eye color fades to gray then changes to blue. At 10th level an arcling has an almost radiant white skin and hair, brilliant blue eyes, and a faint nimbus of energy around them.
BAB F/R/W
1: 0 0/2/0 Shocking Blow (1/day)
2: 1 0/3/0 Conductivity
3: 2 1/3/1 Rebounding Strike, Shocking Blow (2/day)
4: 3 1/4/1 Electricity Resistance 5
5: 3 1/4/1 Self Absorbed, Shocking Blow (3/day)
6: 4 2/5/2 Vicious Spell
7: 5 2/5/2 Electricity Resistance 10, Shocking Blow (4/day)
8: 6 2/6/2 Aftershocks
9: 6 3/6/3 Augment Bolt, Shocking Blow (5/day)
10: 7 3/7/3 Electricity Resistance 20, Tremulous Wrath, Arcing Burst, Eased Casting
Shocking Blow
You may expend a lvl 1 or greater spell slot as a move action that does not provoke an attact of opportunity to deal 5d6 Electric damage to the next target you strike in melee in this or the next round. The weapon used to enact this ability must a primarily metal weapon that you have Weapon Focus with.
Conductivity
Whenever you are struck for electric damage from any source you may, as a free action, direct an equal die worth of electric damage to any single target within 30 feet as a ranged touch attack with a reflex save for half (if the original spell or ability did not permit a save treat as a 1st lvl spell cast by you only for purposes of save DC, otherwise DC is the same). If the attack were to allow a saving through, you must forego the save before rolling it to be able to use this ability. (If you choose yourself as a target for Chain Lightning this does not allow you to chain off two bolts but instead allows you to treat the next target as a second primary target for purposes of determining maximum range from primary target. Treat anything to which the Chain Spell metamagic feat is applied in the same manner.) Spell resistance applies.
Rebounding Strike
If a Lightning Bolt you cast strikes a barrier and would not deal enough damage to break through the barrier, instead of stopping it deals damage to the object normally but then reflects off the surface and continues till it's range expires. When casting Chain Lightning you may designate an object as a target to gain line of effect against a target with cover.
Self Absorbed
You may select yourself as primary target for any spell with the Electricity descriptor. Any spell cast in this way that has a casting time equal to a full round or less is instead a standard action that does not provoke an attack of opportunity.
Vicious Spell
Any spell you cast with the Electricity descriptor you can have, at your option at will, deal an additional 2d8 damage to every affected target. For each target that gets hit by the affected spell, you take 1d8 empathic damage. If this damage would reduce your HP to 0 or less, you can attempt a will save for half damage DC 10 + Your Charisma Bonus + 1 per die of damage taken. If the spell hits any targets, this ability leaves you stunned for 2 rounds.
Aftershocks
Any target hit by a spell you cast with the Electricity descriptor gets hit for an additional 1d6 Electricity damage on each of the following 2 rounds.
Augment Bolt
Mimics the Heighten Spell metamagic feat except it can only be used with spells of the Electricity Descriptor and for each increase in spell level the spell does an additional die of damage (these additional die can surpass die number caps on spells).
Tremulous Wrath
Each time a creature is struck by a spell with the Electricity descriptor that you cast that creature also takes one point of Strength and one point of Dexterity damage, Fortitude save negates. If this would lower an ability score below six, that ability is unnaffected This is also triggered by Aftershocks. If a creature resists all the damage it is still affected but if the creature is immune to Electricity this has no effect.
Arcing Burst
As a full round action that does not provoke an attack of opportunity you may make a ranged touch attack against any targets within 15 feet. This attack deals 1d6 Electric damage, triggers Tremulous Wrath and Aftershocks. This act leaves you fatigued. There is no save against this ability, but Spell Resistance does apply.
Eased Casting
When wearing primarily metal armor you can ignore up to 20% arcane failure chance when casting spells with the Electricity descriptor.