Krimm_Blackleaf
2009-08-04, 12:07 AM
Countermage Theurge
http://www.wizards.com/dnd/images/exemplar_gallery/108490.jpg
Kelsa Vennes, an assassin of mages and countermage theurge
The countermagi are nothing less than a unique bunch. If they started as priests or if they started as learned magicians, they all end up following the same path regardless, one normal mystic theurges cannot grasp and many single-classed magicians wish they could. The countermagi are spellcasters that learned secrets of both the arcane and the divine to gain the greatest knowledge of unweaving spells and destroying them, but at the highest levels they are capable of tearing the spell apart and rebuilding it and throwing it back at their enemies.
HD: d6
Requirements
Skills: Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 8 ranks
Feats: Improved Counterspell, any two metamagic feats
Arcane Spellcasting: Ability to cast 2nd level spells.
Divine Spellcasting: Ability to cast 2nd level spells.
Special: Must have defeated a single arcane or divine caster on your own with at least as many caster levels as you.
Class Skills: Bluff, Concentration, Craft, Diplomacy, Decipher Script, Heal, Knowledge (all skills), Sense Motive and Spellcraft
Skill-points per level: 2+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special|Arcane Spellcasting|Divine Spellcasting
1st|+0|+0|+0|+2|Hand of disjoinment|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
2nd|+1|+0|+0|+3|Cross casting (1st and below)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
3rd|+1|+1|+1|+3|--|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
4th|+2|+1|+1|+4|Cross casting (2nd level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
5th|+2|+1|+1|+4|Augmented casting|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
6th|+3|+2|+2|+5|Cross casting (3rd level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
7th|+3|+2|+2|+5|--|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
8th|+4|+2|+2|+6|Cross casting (4th level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
9th|+4|+3|+3|+6|--|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
10th|+5|+3|+3|+7|Cross casting (5th level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
11th|+5|+3|+3|+7|Mana shield|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
12th|+6|+4|+4|+8|Cross casting (6th level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
13th|+6|+4|+4|+8|--|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
14th|+7|+4|+4|+9|Deflection casting, cross casting (7th level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
[/table]
Weapon and Armor proficiency: Countermage theurgi gain no additional weapons or armor proficiencies.
Spellcasting: When a new countermage theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of countermage theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a countermage theurge, he must decide to which class he adds each level of countermage theurge for the purpose of determining spells per day.
Hand of Disjoinment (Ex): As a countermage theurge advances, he becomes more learned in the ways of magics with little other purpose than countering other magics. Whenever the countermage gains the right level on both their arcane and divine casting classes, they automatically learn the spells below, or have them added to their spellbook, or capable of being prepared through prayer. The spells learned and their level are as follows;
3rd: dispel magic, remove curse, nondetection
4th: spell immunity
5th: break enchantment, spell resistance
6th: greater dispel magic, repulsion
7th: banishment, spell turning
8th: greater spell immunity, mind blank
9th: mordenkainen's disjunction
Additionally, whenever you learn these spells, you can sacrifice a prepared spell of the same level to cast them spontaneously, just as a cleric casts cure or inflict spells.
Cross Casting (Su): At 2nd level, you can select one 0- or 1st level spell from either your arcane or divine spellcasting classes and add it to your spells known or spellbook(if divine) or the spells available to you through your deity(if arcane). You can add another spell to the other list of available spells(picking from either list every time) every two levels thereafter. At 4th level, this can be 0-, 1st or 2nd level spells. At 6th level, this can be any spell of 3rd level or lower. At 8th level, this spell can be of 4th level or lower, at 10th level, this spell can be of 5th level or lower, at 12th level this spell can be of 6th level or lower and at 14th level it can be of 7th level or lower.
Augmented Casting (Su): Starting at 5th level, you can choose to sacrifice a spell or spell slot from one of your spellcasting classes to apply the effect of a metamagic feat that you know to a spell cast using another spellcasting class. (For instance, you could sacrifice a prepared cleric spell to apply a metamagic effect to a sorcerer spell).) This sacrificed spell or slot is lost (just as if you had cast the spell) in addition to the spell you are actually casting.
The level of the spell to be augmented can't exceed 1/2 your class level. For example, when you first gain this ability, you can only apply a metamagic effect to 1st and second level spells. A 14th level countermage theurge can affect spells of 7th level or lower.
The level of the spell slot sacrificed must equal or exceed the spell level adjustment of the metamagic feat. To empower a spell, for example, you would have to spend a 2nd-level or higher spell. You can't use this ability to augment a spell already affected by a metamagic feat.
You can use this ability a number of times per day equal to 3+1/2 your class level.
Mana Shield (Su): At 11th level, you leave your ability to counter the spells of your enemies to instinct and reflex rather than preparation and delay. Whenever an enemy casts a spells that you have successfully used Spellcraft to determine the spell being cast, you can counterspell them as an immediate action without needing to ready an action. However, if you do this you are only allowed a partial action in your next turn. Additionally, you gain a +2 to your caster level whenever you use spells learned through the hand of disjoinment class feature.
Deflection Casting (Su): At 14th level, you learn the ultimate tool of the countermage. Whenever you successfully counterspell an opponents spell through your mana shield class feature, you can return the spell to them full force. The spell is considered to be cast on them, using the better of save DC's(all modifiers considered) and caster level of either you or the original spellcaster, even if it is a spell you do not know or are restricted from casting for any reason, such as a restricted school or alignment restrictions.
http://www.wizards.com/dnd/images/exemplar_gallery/108490.jpg
Kelsa Vennes, an assassin of mages and countermage theurge
The countermagi are nothing less than a unique bunch. If they started as priests or if they started as learned magicians, they all end up following the same path regardless, one normal mystic theurges cannot grasp and many single-classed magicians wish they could. The countermagi are spellcasters that learned secrets of both the arcane and the divine to gain the greatest knowledge of unweaving spells and destroying them, but at the highest levels they are capable of tearing the spell apart and rebuilding it and throwing it back at their enemies.
HD: d6
Requirements
Skills: Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 8 ranks
Feats: Improved Counterspell, any two metamagic feats
Arcane Spellcasting: Ability to cast 2nd level spells.
Divine Spellcasting: Ability to cast 2nd level spells.
Special: Must have defeated a single arcane or divine caster on your own with at least as many caster levels as you.
Class Skills: Bluff, Concentration, Craft, Diplomacy, Decipher Script, Heal, Knowledge (all skills), Sense Motive and Spellcraft
Skill-points per level: 2+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special|Arcane Spellcasting|Divine Spellcasting
1st|+0|+0|+0|+2|Hand of disjoinment|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
2nd|+1|+0|+0|+3|Cross casting (1st and below)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
3rd|+1|+1|+1|+3|--|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
4th|+2|+1|+1|+4|Cross casting (2nd level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
5th|+2|+1|+1|+4|Augmented casting|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
6th|+3|+2|+2|+5|Cross casting (3rd level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
7th|+3|+2|+2|+5|--|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
8th|+4|+2|+2|+6|Cross casting (4th level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
9th|+4|+3|+3|+6|--|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
10th|+5|+3|+3|+7|Cross casting (5th level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
11th|+5|+3|+3|+7|Mana shield|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
12th|+6|+4|+4|+8|Cross casting (6th level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
13th|+6|+4|+4|+8|--|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
14th|+7|+4|+4|+9|Deflection casting, cross casting (7th level or lower)|+1 of existing arcane spellcasting class|+1 of existing divine spellcasting class
[/table]
Weapon and Armor proficiency: Countermage theurgi gain no additional weapons or armor proficiencies.
Spellcasting: When a new countermage theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of countermage theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a countermage theurge, he must decide to which class he adds each level of countermage theurge for the purpose of determining spells per day.
Hand of Disjoinment (Ex): As a countermage theurge advances, he becomes more learned in the ways of magics with little other purpose than countering other magics. Whenever the countermage gains the right level on both their arcane and divine casting classes, they automatically learn the spells below, or have them added to their spellbook, or capable of being prepared through prayer. The spells learned and their level are as follows;
3rd: dispel magic, remove curse, nondetection
4th: spell immunity
5th: break enchantment, spell resistance
6th: greater dispel magic, repulsion
7th: banishment, spell turning
8th: greater spell immunity, mind blank
9th: mordenkainen's disjunction
Additionally, whenever you learn these spells, you can sacrifice a prepared spell of the same level to cast them spontaneously, just as a cleric casts cure or inflict spells.
Cross Casting (Su): At 2nd level, you can select one 0- or 1st level spell from either your arcane or divine spellcasting classes and add it to your spells known or spellbook(if divine) or the spells available to you through your deity(if arcane). You can add another spell to the other list of available spells(picking from either list every time) every two levels thereafter. At 4th level, this can be 0-, 1st or 2nd level spells. At 6th level, this can be any spell of 3rd level or lower. At 8th level, this spell can be of 4th level or lower, at 10th level, this spell can be of 5th level or lower, at 12th level this spell can be of 6th level or lower and at 14th level it can be of 7th level or lower.
Augmented Casting (Su): Starting at 5th level, you can choose to sacrifice a spell or spell slot from one of your spellcasting classes to apply the effect of a metamagic feat that you know to a spell cast using another spellcasting class. (For instance, you could sacrifice a prepared cleric spell to apply a metamagic effect to a sorcerer spell).) This sacrificed spell or slot is lost (just as if you had cast the spell) in addition to the spell you are actually casting.
The level of the spell to be augmented can't exceed 1/2 your class level. For example, when you first gain this ability, you can only apply a metamagic effect to 1st and second level spells. A 14th level countermage theurge can affect spells of 7th level or lower.
The level of the spell slot sacrificed must equal or exceed the spell level adjustment of the metamagic feat. To empower a spell, for example, you would have to spend a 2nd-level or higher spell. You can't use this ability to augment a spell already affected by a metamagic feat.
You can use this ability a number of times per day equal to 3+1/2 your class level.
Mana Shield (Su): At 11th level, you leave your ability to counter the spells of your enemies to instinct and reflex rather than preparation and delay. Whenever an enemy casts a spells that you have successfully used Spellcraft to determine the spell being cast, you can counterspell them as an immediate action without needing to ready an action. However, if you do this you are only allowed a partial action in your next turn. Additionally, you gain a +2 to your caster level whenever you use spells learned through the hand of disjoinment class feature.
Deflection Casting (Su): At 14th level, you learn the ultimate tool of the countermage. Whenever you successfully counterspell an opponents spell through your mana shield class feature, you can return the spell to them full force. The spell is considered to be cast on them, using the better of save DC's(all modifiers considered) and caster level of either you or the original spellcaster, even if it is a spell you do not know or are restricted from casting for any reason, such as a restricted school or alignment restrictions.