DracoDei
2009-07-12, 02:23 PM
EDIT: This now has a Warlock-specific successor HERE (http://www.giantitp.com/forums/showthread.php?t=171845).
The thread you are reading right now has slipped into the "Necro-zone" so any further comments/question regarding it should be directed to me via PM.
Artillery Mage
http://Picture URL
"Roger that, bringing the rain." - Setem Meresh, elven artillery mage, just before releasing 2 fireballs onto a group of invading goblins.
Artillery mages hide from their targets, allowing their stealth-oriented familiars to serve as the focal point for the sight by which they guide destruction to their foes.
BECOMING AN ARTILLERY MAGE
((Hope I got the mechanics of "Obtain Familiar" and the non-core base classes right))
Almost any arcanist with access to the appropriate spells can become an artillery mage. Warmages unfortunately have a very hard time of it unless they multiclass and put extreme amounts of effort into keeping their spellcasting abilities up to date and to learning to summon a familiar (IE take the Practiced Spellcaster and Obtain Familiar feats). This is a course of training few of them consider worth it. Bard, and Beguiler artillery mages are rarer than hens teeth.
ENTRY REQUIREMENTS
Spellcasting: Able to cast Invisibility, Invisibility, Greater, or Invisibility, Mass at at least caster level 5.
Spellcasting: Must know at least one damaging evocation with range Long, and at least 2 damaging ray spells.
Feat: Spell Focus(Evocation) OR Weapon Focus(Ray)
Special: Must have had a familiar from the lowest level you ever took of any arcane casting class that offers such (so 1st for a Sorcerer or Wizard, 2nd for a character who started out in Adept*, and etc), or third level of an arcane casting class, whichever is lower. Life restoring spells are acceptable but only if they were applied at the earliest reasonable time (GMs discretion), otherwisely you must summoned another familiar within no more than a year and a week of the death of the previous one (if the GM does not enforce the year and a day delay from the death of one familiar to the summoning of a replacement, then it much have been as early as reasonably possible).
*Yes, I realize the circumstances that would lead to a character starting in Adept taking this class eventually are extremely unlikely to come up in most campaigns.
Class Skills
(Select one arcane casting class that you had before taking your first level in this class. That class's skill list is the skill list for this class.)
Skills Points at Each Level: 2 + int
Hit Dice: d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2| Cloak Familiar, Faithful Beyond Death(Fast Re-summoning, 3/4 Experience Loss), Familiar Progression, Spotter|-
2nd|
+1|
+0|
+0|
+3|Terminal Guidance, Stealthy Familiar|+1 level of existing spellcasting class
3rd|
+1|
+1|
+1|
+3|Faithful Beyond Death(1/2 Experience Loss)|+1 level of existing spellcasting class
4th|
+2|
+1|
+1|
+4|Rapid Barrage(2 spells at once, 1 extra spell per day)|+1 level of existing spellcasting class
5th|
+2|
+1|
+1|
+4|Transmit Personal Spell, Telepathic Link|+1 level of existing spellcasting class
6th|
+3|
+2|
+2|
+5|Faithful Beyond Death(1/4 Experience Loss), Rapid Barrage (2 spells at once, 2 extra spells per day)|+1 level of existing spellcasting class
7th|
+3|
+2|
+2|
+5|Transmit Touch Spell, Swift Familiar|+1 level of existing spellcasting class
8th|
+4|
+2|
+2|
+6|Faithful Beyond Death(1/8 Experience Loss)|+1 level of existing spellcasting class
9th|
+4|
+3|
+3|
+6|Rapid Barrage (2 or 3 spells at once, 3 extra spells per day)|+1 level of existing spellcasting class
10th|
+5|
+3|
+3|
+7|Rapid Barrage (2 or 3 spells at once, 4 extra spells per day), Faithful Beyond Death(No Experience Point Loss if same species), Bonus Feat|+1 level of existing spellcasting class [/table]
Weapon Proficiencies: An Artillery Mage gains no proficiencies with weapons, armor, or shields.
Spells per Day/Spells Known
When a new artillery mage level is gained past the first, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in one arcane spellcasting class which he had before he added the prestige class level. He does not, however, gain most other benefits a character of that class would have gained (improvements to the familiar are the exception). If a character had more than one arcane spellcasting class before he became an artillery mage, he must decide to which class he adds each level of artillery mage for the purpose of determining spells per day.
Cloak Familiar (Su): The duration of any Invisibility,spell you cast (including from a scroll, wand, or other device) ONLY on your familiar is increased to 10 minutes/caster level (20 minutes/caster level if Extended). Similarly the duration of any Invisibility, Greater spell cast ONLY on it is increased to 1 minute/caster level (2 minutes/caster level if Extended). Regardless of how many individuals you cast an Invisibility, Mass on, if one of them is your familiar, then for your familiar ONLY the duration is similarly extended to 10 minutes/caster level (20 minutes/caster level if Extended). It is still broken for the familiar if any member of the group attacks.
Faithful Beyond Death (Su): You no longer must wait a year and a day from the death of your familiar before you can summon a "replacement", for the spirit of the familiar returns from beyond the grave to heed your call, albeit in a new body. So eager is your familiar's spirit to return to you that you also subtract twice your class level from the time required to resummon your familiar (minimum 1 hour). You may never dismiss your familiar. Killing your familiar, taking obviously and/or overtly suicidal risks with it (as determined by the GM) resulting in its death, or similar may negate your ability to replace it in any way what-so-ever for a year and a day after which you may seek an Atonement spell from a cleric with either the Animal or Magic domain for this intentional transgression. After you received this you may summon your familiar again, using the usual procedures.
Also at 1st level your bond is so strong that it persists to a faint degree even after death. This reduces the shock of the familiar's death such that you only take 3/4 of the experience loss you would otherwise take.
At 3rd level you instead lose 1/2 the experience you would otherwise lose.
At 6th level you instead take only 1/4 the experience loss you would otherwise.
At 8th this is only 1/8.
At 10th level you take no experience point loss when your familiar dies, but if you summon it back as a different species then AT THAT TIME you must make the appropriate fortitude save and take 1/8 the resulting experience point loss as a regular arcanist who has a familiar die.
Familiar Progression (Ex): Unlike most spellcasting prestige classes, levels of artillery mage stack with all other applicable levels to determine your familiar's progression on the familiar table, a portion of which is duplicated below for convenience.
Master Levels in applicable classes|Natural Armor Adj.|Int|Special
5th-6th|+3|8|Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
7th-8th|+4|9|Speak with animals of its kind
9th-10th|+5|10|
11th-12th|+6|11|Spell Resistance
13th-14th|+7|12|Scry on familiar(Long Range)
15th-16th|+8|13|
17th-18th|+9|14|
19th-20th|+10|15|
Spotter (Sp): You may Scry on your familiar at-will, but the range of this effect is 100' feet per class level. Line of sight and line of effect are still not required. This effect does not require concentration to maintain, but while you are doing it, your own body is deaf and blind. This deafness does not cause a spell-failure chance.
Stealthy Familiar (Su?): At 2nd level or higher, your familiar has an enhancement((untyped?)) bonus to move silently and hide checks equal to your highest arcane caster level.
Terminal Guidance (Su): At 2nd or higher level as long as between the two of you, your familiar and you have line of sight(ignoring the fact that you are blind while using spotter) and effect to every part of a path from you to target (including a point in space), you may send any ray or evocation spell along that path. Count the spell range along that path, rather than in a straight line. In no case does this grant a greater effect or more chances to have an effect against a target than casting the spell normally, with a direct line of sight and effect would allow (so, no, you can't zig-zag a Lightning Bolt across a target for increased damage or to force multiple saving throws).
Rapid Barrage (Su): This allows you to cast several spells at once, then launch them together. Select 2 spells to cast (or three, if you prefer, and are at least class level 9). You do NOT need to decide the specifics of targeting for those spells at that time. None of the spells involved (after taking into account metamagic) may be from the highest spell-level you are capable of casting. Apply any metamagic feats to each spell if you are an spontaneous caster, then, regardless of if you are a spontaneous caster increase the casting times AGAIN as if you were a spontaneous caster and the spells were metamagiced. You must then cast them in order, however none of them actually go into effect (shooting lightning or whatever) until the last one is cast. Any concentration checks required are as if it was the highest level spell +2 to the DC for each additional spell. A failed concentration check or voluntarily stopping in the middle wastes all of the spells involved.
In order to not give your position away you have learned to cast very quietly while doing this, gain a bonus to the DC to be heard equal to twice your class level. You are limited to casting a single extra spell (so one set of 2) per day at 4th level. At 6th level you can do this twice per day. At 9th level you can cast 3 extra spells per day, either as 3 sets of 2 total, or as one set of 3 spells at once, and one of 2 at once. At 10th level you can string on up to 4 extra spells per day either in two sets of 3 total spells, one set of 3 and two sets of 2 total, or 4 sets of 2 spells total.
Telepathic Link(Su): At 5th level you and your familiar as permanently joined as per Telepathic Bond. This is extremely useful for directing your familiar to coordinate better.
Transmit Personal Spell (Su): As long as you are scrying on your familiar you may cast spells that affect it, and only it, as if you were touching it.
Swift Familiar (Ex): All movement speeds of your familiar increase by 50%. If your familiar has a natural fly speed, its maneuverability with it increases by one step, to a maximum of Perfect.
Transmit Touch Spell (Su): As long as you are scrying on your familiar you may "load" it with spells for its "deliver touch spells" ability as if you were touching it.
Bonus Feat (Su): At 10th level you gain either Enlarge Spell or Widen Spell as a bonus feat. If you have both of those already, you instead gain either Empower Spell or Maximize Spell. If you have all 4 of those already, you instead gain any one metamagic feat.
PLAYING AN ARTILLERY MAGE
Protective magic items are a must for your familiar(including something to boost move silently checks), and even at lower levels, spells that specifically effect only a familiar can be very useful. Invisibility, is very important, strongly consider a wand. Once you get theTransmit Personal Spell class feature, defensive buffs for your familiar become even more important to have prepared. If you took this class with a toad familiar, weep bitterly at your foolishness every night, but also realize that it has a reasonably high armor class and can be gently tossed short distances if you don't think anyone would hear the "splut" sound.
Combat: As well as shooting around corners, Terminal Guidance is useful for avoiding hitting your allies with line effects.
Advancement: Straight-up blasting is the most obvious route to take with this class, but non-damaging attack spells and battle-field control can also be very effective. Short duration buffing of allies can also work well with this class.
Resources: If you were trained by the military for this role, you might still have some general contacts. Otherwisely, probably about the same as if you had levels in whatever base class you used to qualify for this class.
NOTHING OF SIGNIFICANCE MODIFIED FROM BLANK PRC TEMPLATE PAST THIS POINT
ARTILLERY MAGES IN THE WORLD
A quote of somebody else talking about your class!
A brief description of how your class is perceived in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
ARTILLERY MAGES IN THE GAME
Expect a more systematic and careful approach to dungeons as the artillery mage scouts his familiar ahead and tries to set things up to protect both himself and his familiar. At the same time, Rapid Barrage encourages "going nova".
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Name
Lawful Evil/Female/Dwarf/Wizard 5/Artillery Mage 4
Init +1, Senses: Listen +2, Spot +2, Darkvision 60'
LanguagesCommon, Dwarven, Undercommon, Drow
------------------------------------------------
AC , touch , flat-footed ()
hp 31 (9d4 HD)
Fort +, Ref +, Will +10
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 8, Dex 13, Con 12, Int 19 (15 Base), Wis 14, Cha 9
SQ
Feats Weapon Focus(Ray),
Skills Spellcraft +16
Possessions
Whisper
Lawful Evil/Female/Enhanced Bat/9 HD
Edit Oct. 21 12:02 PM Eastern: Nerfed Rapid Barrage by making it so you can't use your highest level slots with it. Might consider saying that one of the spells per use can be from your highest slot.
Edit Nov. 15 4:19 PM Eastern: Thanks to Remus on #CFF I corrected a spelling error, a terminology error, and added Invisibility, Mass to the list of spells augmented by Cloak Familiar
The thread you are reading right now has slipped into the "Necro-zone" so any further comments/question regarding it should be directed to me via PM.
Artillery Mage
http://Picture URL
"Roger that, bringing the rain." - Setem Meresh, elven artillery mage, just before releasing 2 fireballs onto a group of invading goblins.
Artillery mages hide from their targets, allowing their stealth-oriented familiars to serve as the focal point for the sight by which they guide destruction to their foes.
BECOMING AN ARTILLERY MAGE
((Hope I got the mechanics of "Obtain Familiar" and the non-core base classes right))
Almost any arcanist with access to the appropriate spells can become an artillery mage. Warmages unfortunately have a very hard time of it unless they multiclass and put extreme amounts of effort into keeping their spellcasting abilities up to date and to learning to summon a familiar (IE take the Practiced Spellcaster and Obtain Familiar feats). This is a course of training few of them consider worth it. Bard, and Beguiler artillery mages are rarer than hens teeth.
ENTRY REQUIREMENTS
Spellcasting: Able to cast Invisibility, Invisibility, Greater, or Invisibility, Mass at at least caster level 5.
Spellcasting: Must know at least one damaging evocation with range Long, and at least 2 damaging ray spells.
Feat: Spell Focus(Evocation) OR Weapon Focus(Ray)
Special: Must have had a familiar from the lowest level you ever took of any arcane casting class that offers such (so 1st for a Sorcerer or Wizard, 2nd for a character who started out in Adept*, and etc), or third level of an arcane casting class, whichever is lower. Life restoring spells are acceptable but only if they were applied at the earliest reasonable time (GMs discretion), otherwisely you must summoned another familiar within no more than a year and a week of the death of the previous one (if the GM does not enforce the year and a day delay from the death of one familiar to the summoning of a replacement, then it much have been as early as reasonably possible).
*Yes, I realize the circumstances that would lead to a character starting in Adept taking this class eventually are extremely unlikely to come up in most campaigns.
Class Skills
(Select one arcane casting class that you had before taking your first level in this class. That class's skill list is the skill list for this class.)
Skills Points at Each Level: 2 + int
Hit Dice: d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2| Cloak Familiar, Faithful Beyond Death(Fast Re-summoning, 3/4 Experience Loss), Familiar Progression, Spotter|-
2nd|
+1|
+0|
+0|
+3|Terminal Guidance, Stealthy Familiar|+1 level of existing spellcasting class
3rd|
+1|
+1|
+1|
+3|Faithful Beyond Death(1/2 Experience Loss)|+1 level of existing spellcasting class
4th|
+2|
+1|
+1|
+4|Rapid Barrage(2 spells at once, 1 extra spell per day)|+1 level of existing spellcasting class
5th|
+2|
+1|
+1|
+4|Transmit Personal Spell, Telepathic Link|+1 level of existing spellcasting class
6th|
+3|
+2|
+2|
+5|Faithful Beyond Death(1/4 Experience Loss), Rapid Barrage (2 spells at once, 2 extra spells per day)|+1 level of existing spellcasting class
7th|
+3|
+2|
+2|
+5|Transmit Touch Spell, Swift Familiar|+1 level of existing spellcasting class
8th|
+4|
+2|
+2|
+6|Faithful Beyond Death(1/8 Experience Loss)|+1 level of existing spellcasting class
9th|
+4|
+3|
+3|
+6|Rapid Barrage (2 or 3 spells at once, 3 extra spells per day)|+1 level of existing spellcasting class
10th|
+5|
+3|
+3|
+7|Rapid Barrage (2 or 3 spells at once, 4 extra spells per day), Faithful Beyond Death(No Experience Point Loss if same species), Bonus Feat|+1 level of existing spellcasting class [/table]
Weapon Proficiencies: An Artillery Mage gains no proficiencies with weapons, armor, or shields.
Spells per Day/Spells Known
When a new artillery mage level is gained past the first, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in one arcane spellcasting class which he had before he added the prestige class level. He does not, however, gain most other benefits a character of that class would have gained (improvements to the familiar are the exception). If a character had more than one arcane spellcasting class before he became an artillery mage, he must decide to which class he adds each level of artillery mage for the purpose of determining spells per day.
Cloak Familiar (Su): The duration of any Invisibility,spell you cast (including from a scroll, wand, or other device) ONLY on your familiar is increased to 10 minutes/caster level (20 minutes/caster level if Extended). Similarly the duration of any Invisibility, Greater spell cast ONLY on it is increased to 1 minute/caster level (2 minutes/caster level if Extended). Regardless of how many individuals you cast an Invisibility, Mass on, if one of them is your familiar, then for your familiar ONLY the duration is similarly extended to 10 minutes/caster level (20 minutes/caster level if Extended). It is still broken for the familiar if any member of the group attacks.
Faithful Beyond Death (Su): You no longer must wait a year and a day from the death of your familiar before you can summon a "replacement", for the spirit of the familiar returns from beyond the grave to heed your call, albeit in a new body. So eager is your familiar's spirit to return to you that you also subtract twice your class level from the time required to resummon your familiar (minimum 1 hour). You may never dismiss your familiar. Killing your familiar, taking obviously and/or overtly suicidal risks with it (as determined by the GM) resulting in its death, or similar may negate your ability to replace it in any way what-so-ever for a year and a day after which you may seek an Atonement spell from a cleric with either the Animal or Magic domain for this intentional transgression. After you received this you may summon your familiar again, using the usual procedures.
Also at 1st level your bond is so strong that it persists to a faint degree even after death. This reduces the shock of the familiar's death such that you only take 3/4 of the experience loss you would otherwise take.
At 3rd level you instead lose 1/2 the experience you would otherwise lose.
At 6th level you instead take only 1/4 the experience loss you would otherwise.
At 8th this is only 1/8.
At 10th level you take no experience point loss when your familiar dies, but if you summon it back as a different species then AT THAT TIME you must make the appropriate fortitude save and take 1/8 the resulting experience point loss as a regular arcanist who has a familiar die.
Familiar Progression (Ex): Unlike most spellcasting prestige classes, levels of artillery mage stack with all other applicable levels to determine your familiar's progression on the familiar table, a portion of which is duplicated below for convenience.
Master Levels in applicable classes|Natural Armor Adj.|Int|Special
5th-6th|+3|8|Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
7th-8th|+4|9|Speak with animals of its kind
9th-10th|+5|10|
11th-12th|+6|11|Spell Resistance
13th-14th|+7|12|Scry on familiar(Long Range)
15th-16th|+8|13|
17th-18th|+9|14|
19th-20th|+10|15|
Spotter (Sp): You may Scry on your familiar at-will, but the range of this effect is 100' feet per class level. Line of sight and line of effect are still not required. This effect does not require concentration to maintain, but while you are doing it, your own body is deaf and blind. This deafness does not cause a spell-failure chance.
Stealthy Familiar (Su?): At 2nd level or higher, your familiar has an enhancement((untyped?)) bonus to move silently and hide checks equal to your highest arcane caster level.
Terminal Guidance (Su): At 2nd or higher level as long as between the two of you, your familiar and you have line of sight(ignoring the fact that you are blind while using spotter) and effect to every part of a path from you to target (including a point in space), you may send any ray or evocation spell along that path. Count the spell range along that path, rather than in a straight line. In no case does this grant a greater effect or more chances to have an effect against a target than casting the spell normally, with a direct line of sight and effect would allow (so, no, you can't zig-zag a Lightning Bolt across a target for increased damage or to force multiple saving throws).
Rapid Barrage (Su): This allows you to cast several spells at once, then launch them together. Select 2 spells to cast (or three, if you prefer, and are at least class level 9). You do NOT need to decide the specifics of targeting for those spells at that time. None of the spells involved (after taking into account metamagic) may be from the highest spell-level you are capable of casting. Apply any metamagic feats to each spell if you are an spontaneous caster, then, regardless of if you are a spontaneous caster increase the casting times AGAIN as if you were a spontaneous caster and the spells were metamagiced. You must then cast them in order, however none of them actually go into effect (shooting lightning or whatever) until the last one is cast. Any concentration checks required are as if it was the highest level spell +2 to the DC for each additional spell. A failed concentration check or voluntarily stopping in the middle wastes all of the spells involved.
In order to not give your position away you have learned to cast very quietly while doing this, gain a bonus to the DC to be heard equal to twice your class level. You are limited to casting a single extra spell (so one set of 2) per day at 4th level. At 6th level you can do this twice per day. At 9th level you can cast 3 extra spells per day, either as 3 sets of 2 total, or as one set of 3 spells at once, and one of 2 at once. At 10th level you can string on up to 4 extra spells per day either in two sets of 3 total spells, one set of 3 and two sets of 2 total, or 4 sets of 2 spells total.
Telepathic Link(Su): At 5th level you and your familiar as permanently joined as per Telepathic Bond. This is extremely useful for directing your familiar to coordinate better.
Transmit Personal Spell (Su): As long as you are scrying on your familiar you may cast spells that affect it, and only it, as if you were touching it.
Swift Familiar (Ex): All movement speeds of your familiar increase by 50%. If your familiar has a natural fly speed, its maneuverability with it increases by one step, to a maximum of Perfect.
Transmit Touch Spell (Su): As long as you are scrying on your familiar you may "load" it with spells for its "deliver touch spells" ability as if you were touching it.
Bonus Feat (Su): At 10th level you gain either Enlarge Spell or Widen Spell as a bonus feat. If you have both of those already, you instead gain either Empower Spell or Maximize Spell. If you have all 4 of those already, you instead gain any one metamagic feat.
PLAYING AN ARTILLERY MAGE
Protective magic items are a must for your familiar(including something to boost move silently checks), and even at lower levels, spells that specifically effect only a familiar can be very useful. Invisibility, is very important, strongly consider a wand. Once you get theTransmit Personal Spell class feature, defensive buffs for your familiar become even more important to have prepared. If you took this class with a toad familiar, weep bitterly at your foolishness every night, but also realize that it has a reasonably high armor class and can be gently tossed short distances if you don't think anyone would hear the "splut" sound.
Combat: As well as shooting around corners, Terminal Guidance is useful for avoiding hitting your allies with line effects.
Advancement: Straight-up blasting is the most obvious route to take with this class, but non-damaging attack spells and battle-field control can also be very effective. Short duration buffing of allies can also work well with this class.
Resources: If you were trained by the military for this role, you might still have some general contacts. Otherwisely, probably about the same as if you had levels in whatever base class you used to qualify for this class.
NOTHING OF SIGNIFICANCE MODIFIED FROM BLANK PRC TEMPLATE PAST THIS POINT
ARTILLERY MAGES IN THE WORLD
A quote of somebody else talking about your class!
A brief description of how your class is perceived in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
ARTILLERY MAGES IN THE GAME
Expect a more systematic and careful approach to dungeons as the artillery mage scouts his familiar ahead and tries to set things up to protect both himself and his familiar. At the same time, Rapid Barrage encourages "going nova".
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Name
Lawful Evil/Female/Dwarf/Wizard 5/Artillery Mage 4
Init +1, Senses: Listen +2, Spot +2, Darkvision 60'
LanguagesCommon, Dwarven, Undercommon, Drow
------------------------------------------------
AC , touch , flat-footed ()
hp 31 (9d4 HD)
Fort +, Ref +, Will +10
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 8, Dex 13, Con 12, Int 19 (15 Base), Wis 14, Cha 9
SQ
Feats Weapon Focus(Ray),
Skills Spellcraft +16
Possessions
Whisper
Lawful Evil/Female/Enhanced Bat/9 HD
Edit Oct. 21 12:02 PM Eastern: Nerfed Rapid Barrage by making it so you can't use your highest level slots with it. Might consider saying that one of the spells per use can be from your highest slot.
Edit Nov. 15 4:19 PM Eastern: Thanks to Remus on #CFF I corrected a spelling error, a terminology error, and added Invisibility, Mass to the list of spells augmented by Cloak Familiar