KaeKun
2010-03-17, 09:28 PM
This is my first attempt at creating a prestige class, and any (constructive) comments are much appreciated!
After some helpful advice, I have revised the features of this class and hope that this new set-up will better reflect my intentions.
Skyspell
“By the time our enemies realize we are in the sky above them, it is far too late.”
- Mal’reth Broughton, the first Skyspell
The skyspell is a fearsome aerial adversary, with the maneuverability of the most elite aerial combatants and the spells of a high-powered caster at their disposal. They act as the magical artillery firing down upon their enemies to disrupt and surprise ground forces.
Becoming a Skyspell
Becoming a skyspell requires a devotion to and love of both flight and magic. Through meditation or long inflection, those interested in these fields discover the path of the skyspell. Both Divine and Arcane casters may become a skyspell, though characters that wear heavier armor lose some of the benefits of being a skyspell.
Requirements
Spells: Able to cast 3rd -level spells, and able to cast at least 1 spell with the [Air] descriptor.
Skills: Must have Knowledge (Arcana) 2 ranks, Spellcraft 4 ranks.
Special: Permanent fly speed; one week of isolated meditation or inflection atop a cliff.
The Skyspell Hit Die: D6
http://img23.imageshack.us/img23/796/skyspelltable.png
Class Skills (2 + Int modifier per level): Concentration (Con), Knowledge (Arcana) (Int), Jump (Str), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex).
Class Features
Weapon and Armor Proficiency: The skyspell gains no proficiency with any weapon or armor.
Spellcasting: The skyspell may continue advancing a spellcasting class she previously belonged to (unless she is unable to advance that class normally for any reason). She gains new spells per day and an increase in caster level (and spells known, if applicable) as though she had also gained a level in the spellcasting class she previously belonged to. The skyspell does not, however, gain any other class features that a character of that class would have gained. If she has had more than one spellcasting class before becoming a skyspell, she must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. (Based on Skypledged prestige class, page 127 of Races of the Wild.)
Improved Flight (Ex): At 1st leve, the skyspell gains Improved Flight as a bonus feat. If the skyspell already has Improved Flight, or if she would not benefit from the effects of the feat (she already has Perfect maneuverability), she may choose another Bonus aerial feat in its place. This feat is found on page 151 of Races of the Wild.
Air Affinity (Su): At 2nd level, the skyspell has gained accustomed to aerial based spellcasting and gained a close affinity with the element of air, granting her the ability to cast obscuring mist, wind wall, whispering wind, and gust of wind as spell-like abilities a number of times equal to 1 + the spellcasting ability modifier of her chosen spellcasting class per day. For example, a skyspell wizard (using Int mod) with a modifier of +2 can cast any combination of the spell-like abilities a total of 3 times a day. The skyspell also gains a +4 circumstance bonus in dealing with Outsiders from the Elemental Plane of Air.
Weapon Focus: At 2nd level, the skyspell gains Weapon Focus as a bonus feat. If the skyspell already has Weapon Focus, she may take Weapon Specialization instead. This feat is found on page 102 of the Player’s Handbook.
Flyby Attack (Ex): At 3rd level, the skyspell gains Flyby Attack as a bonus feat. If the skyspell already has Flyby Attack she may choose another bonus aerial fear in its place. The skyspell only benefits from this feat while carrying a light load. This feat is found on page 303 of Monser Manual.
Fast Flight (Ex): Beginning at 3rd level, a skyspell gains a fly speed 10 feet faster than the norm for her race. At 5th level, it is 20 feet faster, and at 9th level it is 40 feet faster. Except that this class feature applies to fly speed rather than land speed, it otherwise functions like the fast movement barbarian class feature described on page 25 of the Player’s Handbook. (Based on feature of stormtalon prestige class, page 132 of Races of the Wild.)
Fortify Spell [Metamagic]: At 5th level, the skyspell gaines the Fortify Spell metamagic feat as a bonus feat. This feat can be found on page 80 of Complete Arcane.
Steady Flight (Ex): At 6th level, the skyspell gains the class feature steady flight, granting her a +4 on saves vs. blowback or knockback effects caused by wind (magical or otherwise) while flying. In addition, the skyspell no longer receives penalties on Attack rolls or Concentration, spellcraft, or maneuverability checks while flying in adverse conditions. The skyspell only benefits from this feature while carrying a light load.
Bonus Aerial Feat: At 7th level, the skyspell learns a new trick useful to aerial combat. Choose a feat from the following list: Aerial Reflexes*, Aerial Superiority*, Born Flyer*. (Based on Bonus aerial feat of stormtalon prestige class, page 132 of Races of the Wild.)
*Feat described in Chapter 6 of Races of the Wild.
Tuilviel’s Grace (Su): At 7th level, the skyspell gains Tuilviel's grace, granting her darkvision out to 60 feet and a +4 AC bonus to defensive casting when under the night sky. This ability only works outside, above ground, and does not allow her to see through magical darkness. The skyspell also gains a +2 bonus to Spot checks.
Arcane Mastery: At 8th level, the skyspell gains Arcane Mastery as a bonus feat. This feat is found on page 73 of Complete Arcane.
Improved Hover (Ex): At 9th level, the skyspell is treated as having the Improved Hover feat, even if she would not normally meet the requirements for the feat. Improved Hover allows a Small or Medium sized creature to be treated as a Large creature for the Hover feat, gaining the advantages as such. A creature that is already of Large size or larger now causes 2d6 points of nonlethal damage to all creatures caught in the cloud created by hovering, unless they pass a Fortitude save (DC 10 + her Str modifier + her class level). The Hover feat is found on page 304 of Monster Manual.
Heaven’s Barrage (Su): At 10th level, the skyspell has mastered aerial spellcasting. Once per day, she may activate the Heaven’s Barrage ability as a full-round action, granting a ranged touch attack spell a +10 attack bonus (in addition to any other bonuses she normally would add) and dealing an additional 2d8 points of the same type of damage on top of the normal effects of the spell. If the spell does not cause damage ordinarily, the skyspell casts the spell with +8 DC.
Playing a Skyspell
Punishing your enemies with a barrage of spells raining down from the heavens is the way of the skyspell. Without the normal obstacles and obstructions of the battlefield to block your view, you have a unique and superior vantage point from which only the sliest of enemies can escape. You cast spells from a range farther than most archers can match; you can outmaneuver nearly any ground force and most aerial combatants; in the sky, you are the top of the food chain.
Though in flight you are rarely threatened, while on the ground, indoors, or underground, you find yourself at a disadvantage; you still have your spells to fall back on, but without flight, that's all you have. It's easy to forget your allies, but you must work to maintain strong bonds with ground-based friends. After all, you probably can't fly indefinitely, and the more friends you have, the fewer enemies you have to worry about while grounded.
Combat
You are most apt to fighting from a high vantage point suspended in mid-air, and your two main strengths are your spells and your ability to fly. Removing either from you can present a challenging, if not deadly, situation. This is not to say that you are limited in your tactics. You may choose to remain at a safe distance where you cannot be reached by your grounded adversaries, or you may choose to swoop down at your enemies to cause them to become disorientated and take advantage of the chaos to pick the enemy off one-by-one, or you may choose to fight from the ground or in close quarters and use your higher maneuverability to quickly reach any part of the battlefield where you are needed.
The ability to get airborne can also help you before a fight or before your allies enter a new area. Most land creatures fail to regularly think in three dimensions, giving them a distinct disadvantage in noticing an airborne scout. You can spot from farther away, hopefully seeing enemies before they see you, but even if they do see you, it is unlikely that you are in harm’s way. As mentioned before, you can quickly move about the battlefield to where you are needed most, and can even cut off enemies that try to escape.
Advancement
The path of the skyspell is a personal one. Though all skyspells share certain elements in common, such as their love for magic, flight, and the sky, they are very different from one another. Though the inspiration to take up the path often comes from meeting or being told stories of the skyspells, it is not unheard of for a spellcaster to discover the path all his own. Druids with a fascination for the world among the clouds or a raptoran seeking the prowess of the fabled Stormtalons, the raptoran equivalent of a military, but with more talent for spellcasting than melee fighting are examples of characters who find the path all their own. If studying under a skyspell as an apprentice, the prospective skyspell still must fulfill all the criteria to follow the path.
In order to continue along the path of the skyspell, however, you must meditate for one day of the year atop a cliff, usually on the day the path of the skyspell was first discovered (failing to meditate atop a cliff at least once a year does not cause you to lose your abilities, however you may not continue gain levels in the skyspell prestige class until after you have done so). The abilities and aptitudes of the skyspell comes from a combination of practice and insight, so training the mind is just as important as training the body to be prepared to cast spells while flying.
Ex-skyspells
The sky is the lifeblood of a skyspell, not for her body or mind, but for her spirit and emotions. If a skyspell remains underground for one year or longer, or does not engage in any form of flight for one year or longer, the skyspell loses all of her class features from the skyspell class, though she retains the caster levels she has gained. This penalty applies even to a skyspell that was restricted from flight or forced to live below ground against her will. The skyspell must continue to practice her abilities and lifestyle or she becomes disconnected from the original insight that set her on this path.
For an ex-skyspell to regain her abilities, she must recreate the conditions in which she first discovered the path of the skyspell. The ex-skyspell must meditate or inflect atop a cliff in isolation for one weeks’ time for every year she violated the sentiments of the skyspell. For example, a skyspell that does not fly for two years and seven months must meditate or inflect for three weeks in order to regain her abilities.
(Created by Mark R. McKeever (KaeKun), with contributions by Temotei221, herbe, PirateMonk, Ashtagon, and Milskidasith, 2010)
After some helpful advice, I have revised the features of this class and hope that this new set-up will better reflect my intentions.
Skyspell
“By the time our enemies realize we are in the sky above them, it is far too late.”
- Mal’reth Broughton, the first Skyspell
The skyspell is a fearsome aerial adversary, with the maneuverability of the most elite aerial combatants and the spells of a high-powered caster at their disposal. They act as the magical artillery firing down upon their enemies to disrupt and surprise ground forces.
Becoming a Skyspell
Becoming a skyspell requires a devotion to and love of both flight and magic. Through meditation or long inflection, those interested in these fields discover the path of the skyspell. Both Divine and Arcane casters may become a skyspell, though characters that wear heavier armor lose some of the benefits of being a skyspell.
Requirements
Spells: Able to cast 3rd -level spells, and able to cast at least 1 spell with the [Air] descriptor.
Skills: Must have Knowledge (Arcana) 2 ranks, Spellcraft 4 ranks.
Special: Permanent fly speed; one week of isolated meditation or inflection atop a cliff.
The Skyspell Hit Die: D6
http://img23.imageshack.us/img23/796/skyspelltable.png
Class Skills (2 + Int modifier per level): Concentration (Con), Knowledge (Arcana) (Int), Jump (Str), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex).
Class Features
Weapon and Armor Proficiency: The skyspell gains no proficiency with any weapon or armor.
Spellcasting: The skyspell may continue advancing a spellcasting class she previously belonged to (unless she is unable to advance that class normally for any reason). She gains new spells per day and an increase in caster level (and spells known, if applicable) as though she had also gained a level in the spellcasting class she previously belonged to. The skyspell does not, however, gain any other class features that a character of that class would have gained. If she has had more than one spellcasting class before becoming a skyspell, she must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. (Based on Skypledged prestige class, page 127 of Races of the Wild.)
Improved Flight (Ex): At 1st leve, the skyspell gains Improved Flight as a bonus feat. If the skyspell already has Improved Flight, or if she would not benefit from the effects of the feat (she already has Perfect maneuverability), she may choose another Bonus aerial feat in its place. This feat is found on page 151 of Races of the Wild.
Air Affinity (Su): At 2nd level, the skyspell has gained accustomed to aerial based spellcasting and gained a close affinity with the element of air, granting her the ability to cast obscuring mist, wind wall, whispering wind, and gust of wind as spell-like abilities a number of times equal to 1 + the spellcasting ability modifier of her chosen spellcasting class per day. For example, a skyspell wizard (using Int mod) with a modifier of +2 can cast any combination of the spell-like abilities a total of 3 times a day. The skyspell also gains a +4 circumstance bonus in dealing with Outsiders from the Elemental Plane of Air.
Weapon Focus: At 2nd level, the skyspell gains Weapon Focus as a bonus feat. If the skyspell already has Weapon Focus, she may take Weapon Specialization instead. This feat is found on page 102 of the Player’s Handbook.
Flyby Attack (Ex): At 3rd level, the skyspell gains Flyby Attack as a bonus feat. If the skyspell already has Flyby Attack she may choose another bonus aerial fear in its place. The skyspell only benefits from this feat while carrying a light load. This feat is found on page 303 of Monser Manual.
Fast Flight (Ex): Beginning at 3rd level, a skyspell gains a fly speed 10 feet faster than the norm for her race. At 5th level, it is 20 feet faster, and at 9th level it is 40 feet faster. Except that this class feature applies to fly speed rather than land speed, it otherwise functions like the fast movement barbarian class feature described on page 25 of the Player’s Handbook. (Based on feature of stormtalon prestige class, page 132 of Races of the Wild.)
Fortify Spell [Metamagic]: At 5th level, the skyspell gaines the Fortify Spell metamagic feat as a bonus feat. This feat can be found on page 80 of Complete Arcane.
Steady Flight (Ex): At 6th level, the skyspell gains the class feature steady flight, granting her a +4 on saves vs. blowback or knockback effects caused by wind (magical or otherwise) while flying. In addition, the skyspell no longer receives penalties on Attack rolls or Concentration, spellcraft, or maneuverability checks while flying in adverse conditions. The skyspell only benefits from this feature while carrying a light load.
Bonus Aerial Feat: At 7th level, the skyspell learns a new trick useful to aerial combat. Choose a feat from the following list: Aerial Reflexes*, Aerial Superiority*, Born Flyer*. (Based on Bonus aerial feat of stormtalon prestige class, page 132 of Races of the Wild.)
*Feat described in Chapter 6 of Races of the Wild.
Tuilviel’s Grace (Su): At 7th level, the skyspell gains Tuilviel's grace, granting her darkvision out to 60 feet and a +4 AC bonus to defensive casting when under the night sky. This ability only works outside, above ground, and does not allow her to see through magical darkness. The skyspell also gains a +2 bonus to Spot checks.
Arcane Mastery: At 8th level, the skyspell gains Arcane Mastery as a bonus feat. This feat is found on page 73 of Complete Arcane.
Improved Hover (Ex): At 9th level, the skyspell is treated as having the Improved Hover feat, even if she would not normally meet the requirements for the feat. Improved Hover allows a Small or Medium sized creature to be treated as a Large creature for the Hover feat, gaining the advantages as such. A creature that is already of Large size or larger now causes 2d6 points of nonlethal damage to all creatures caught in the cloud created by hovering, unless they pass a Fortitude save (DC 10 + her Str modifier + her class level). The Hover feat is found on page 304 of Monster Manual.
Heaven’s Barrage (Su): At 10th level, the skyspell has mastered aerial spellcasting. Once per day, she may activate the Heaven’s Barrage ability as a full-round action, granting a ranged touch attack spell a +10 attack bonus (in addition to any other bonuses she normally would add) and dealing an additional 2d8 points of the same type of damage on top of the normal effects of the spell. If the spell does not cause damage ordinarily, the skyspell casts the spell with +8 DC.
Playing a Skyspell
Punishing your enemies with a barrage of spells raining down from the heavens is the way of the skyspell. Without the normal obstacles and obstructions of the battlefield to block your view, you have a unique and superior vantage point from which only the sliest of enemies can escape. You cast spells from a range farther than most archers can match; you can outmaneuver nearly any ground force and most aerial combatants; in the sky, you are the top of the food chain.
Though in flight you are rarely threatened, while on the ground, indoors, or underground, you find yourself at a disadvantage; you still have your spells to fall back on, but without flight, that's all you have. It's easy to forget your allies, but you must work to maintain strong bonds with ground-based friends. After all, you probably can't fly indefinitely, and the more friends you have, the fewer enemies you have to worry about while grounded.
Combat
You are most apt to fighting from a high vantage point suspended in mid-air, and your two main strengths are your spells and your ability to fly. Removing either from you can present a challenging, if not deadly, situation. This is not to say that you are limited in your tactics. You may choose to remain at a safe distance where you cannot be reached by your grounded adversaries, or you may choose to swoop down at your enemies to cause them to become disorientated and take advantage of the chaos to pick the enemy off one-by-one, or you may choose to fight from the ground or in close quarters and use your higher maneuverability to quickly reach any part of the battlefield where you are needed.
The ability to get airborne can also help you before a fight or before your allies enter a new area. Most land creatures fail to regularly think in three dimensions, giving them a distinct disadvantage in noticing an airborne scout. You can spot from farther away, hopefully seeing enemies before they see you, but even if they do see you, it is unlikely that you are in harm’s way. As mentioned before, you can quickly move about the battlefield to where you are needed most, and can even cut off enemies that try to escape.
Advancement
The path of the skyspell is a personal one. Though all skyspells share certain elements in common, such as their love for magic, flight, and the sky, they are very different from one another. Though the inspiration to take up the path often comes from meeting or being told stories of the skyspells, it is not unheard of for a spellcaster to discover the path all his own. Druids with a fascination for the world among the clouds or a raptoran seeking the prowess of the fabled Stormtalons, the raptoran equivalent of a military, but with more talent for spellcasting than melee fighting are examples of characters who find the path all their own. If studying under a skyspell as an apprentice, the prospective skyspell still must fulfill all the criteria to follow the path.
In order to continue along the path of the skyspell, however, you must meditate for one day of the year atop a cliff, usually on the day the path of the skyspell was first discovered (failing to meditate atop a cliff at least once a year does not cause you to lose your abilities, however you may not continue gain levels in the skyspell prestige class until after you have done so). The abilities and aptitudes of the skyspell comes from a combination of practice and insight, so training the mind is just as important as training the body to be prepared to cast spells while flying.
Ex-skyspells
The sky is the lifeblood of a skyspell, not for her body or mind, but for her spirit and emotions. If a skyspell remains underground for one year or longer, or does not engage in any form of flight for one year or longer, the skyspell loses all of her class features from the skyspell class, though she retains the caster levels she has gained. This penalty applies even to a skyspell that was restricted from flight or forced to live below ground against her will. The skyspell must continue to practice her abilities and lifestyle or she becomes disconnected from the original insight that set her on this path.
For an ex-skyspell to regain her abilities, she must recreate the conditions in which she first discovered the path of the skyspell. The ex-skyspell must meditate or inflect atop a cliff in isolation for one weeks’ time for every year she violated the sentiments of the skyspell. For example, a skyspell that does not fly for two years and seven months must meditate or inflect for three weeks in order to regain her abilities.
(Created by Mark R. McKeever (KaeKun), with contributions by Temotei221, herbe, PirateMonk, Ashtagon, and Milskidasith, 2010)