flabort
2011-02-10, 02:28 PM
I got a lot of flack for a poorly designed PrC last time I tried to make a PrC that actually Gains a spell casting level instead of loses one. In part because CL, caster level, is so important to spell casters. I'd tried 7/5, doing a 1/2/1/2/1 progression, and I'm ready to try a 6/5 through a 0/1/1/2/2 progression now. What that means is that you have to take four whole levels to BREAK EVEN, and the fifth to gain anything worthwhile at all.
I also intended this class specifically for early entry shenanigans, while still remaining relatively balanced. IT IS NOT A JOKE CLASS.
Field Wizard
Wars are fought with men. Men and women must fight wars, or else there is no war. But the ways in which they fight can vary. Some fight with sword and shield, some rely on axes, and some fight from afar with bow and arrow, and others with magic. There are also those who command the fighting men and women. Captains and Generals, those with authority.
For every authority, there must be those who serve this authority. Field Wizards serve an authority with their whole life, their whole being, in hopes of gaining strength and power. They serve as soldiers, mercenaries, Cohorts, servants. Some of them even have authority and charges of their own.
The first moments of their lives as Field Wizards are spent in grueling physical training, their magical studies neglected, as they are just common soldiers to their authorities. Several don't make it, and die quickly, and so only a select few, accustomed to combat already, manage to make it as Field wizards. But as they grow stronger, and study magic under they watchful eyes of their authorities, they grow stronger than they otherwise could ever be.
Prerequisites:
Skills: Knowledge (Arcana) 8 ranks, Spellcraft 8 Ranks
Feats: Combat Casting, Quicken Spell
Spells: Ability to cast 3rd level arcane spells
Base attack Bonus: +4
d12 hit dice
{table]Level|Base Attack Bonus|Fort save|Ref save|will save|Special|Spell casting
1|+0|+0|+2|+2|Enchanting Combat, Crushing Loss|---------------
2|+1|+0|+3|+3|--|+1 level of existing arcane spell casting class
3|+2|+1|+3|+3|--|+1 level of existing arcane spell casting class
4|+3|+1|+4|+4|Mage Claws, Complete Loss|+2 levels of existing arcane spell casting class
5|+3|+1|+4|+4|Field Wizard Lord|+2 levels of existing arcane spell casting class[/table]
Class skills (2+int modifier points/level): Concentration (Con), Diplomacy (Cha), Intimidate (cha), Knowledge (all skills taken individually) (int), Search (int), ride (dex), Spellcraft (int), spot (wis), survival (wis)
Spells per day/spells known: When a level in Field Wizard is taken, with exception of first level, the character gains spells per day (And spells known, if applicable) as if they had also gained a level in a class in which they could already cast 3rd level arcane spells. On the fourth and fifth levels, they gain spells per day (And spells known, if applicable) as if they had also gained two levels in the afore mentioned class, instead of one. If the character had more than one class in which they could cast third level arcane spells or higher before he became a Field Wizard, he must decide to which class he adds his levels of Field wizard for purposes of spells per day.
Enchanting Combat: Whenever a field wizard casts a spell, he may cast at half caster level to gain a cumulative +1 bonus to hit with a melee weapon. This bonus expires in 1d6 rounds, and can only be used with one attack.
Crushing Loss: A field wizard loses a lot when signing on. They lose any familiar, animal companion, special mount, cohort, or similar companions they may have had, and whenever they cast a spell with metamagic, they must take a caster level penalty on that spell equal to the change in spell level applied through metamagic.
Mage Claws: By taking a move action and accepting a -2 penalty to caster level for the duration, a field wizard may produce a long set of claws sprouting out of his fingers. These claws deal 2d8 slashing damage, are considered natural weapons, and last 2d6 rounds. The field wizard may end this effect early, to recover his caster level, but ending the effect early requires a move action. If the effect expires naturally, it takes no action.
As well, the claws are considered Magic for the purposes of bypassing Damage Reduction, and the field wizard is treated as if he had weapon focus for these claws, even if he did not.
Complete Loss: A Field wizard almost always gains access to a new spell level upon reaching fourth level, due to effectively gaining two levels in their chosen spell casting class. However, while they do gain spell slots and qualify as being able to cast spells in their new spell level, they do not gain access to the spells of that level. From this point on, whenever they gain spells per day/spells known in their chosen casting class, they cannot cast spells of their highest available level, although they can use metamagic feats to cast spells from the available slots, and still qualify as being able to cast spells of that level for purposes of prerequisites.
Field Wizard Lord: By fifth level, the Field Wizard is the supreme commander for troops of wizards. For every character or creature within 50 feet, capable of casting at least second level arcane spells, but unable to cast spells of a higher level than the Field Wizard Lord, the field wizard gains a cumulative +1 bonus to hit with a melee weapon. By taking a -4 penalty to caster level, he may grant an equal bonus to hit to each character or creature within 50 feet, or grant them an effective +1 bonus to caster level.
The field wizard may activate or deactivate this ability as a free action.
Changelog
Feburary 10, 1:00 PM
Devised Class
Feburary 10, 4:03-4:34 PM
removed two class features
remembered HD
Added Crushing Loss
Added some fluff
Feburary 11, 8:50-8:59 AM
Moddified Crushing Loss
Added Complete Loss
Peach, and a better name (For both the class and cap-stone) would be nice.
I also intended this class specifically for early entry shenanigans, while still remaining relatively balanced. IT IS NOT A JOKE CLASS.
Field Wizard
Wars are fought with men. Men and women must fight wars, or else there is no war. But the ways in which they fight can vary. Some fight with sword and shield, some rely on axes, and some fight from afar with bow and arrow, and others with magic. There are also those who command the fighting men and women. Captains and Generals, those with authority.
For every authority, there must be those who serve this authority. Field Wizards serve an authority with their whole life, their whole being, in hopes of gaining strength and power. They serve as soldiers, mercenaries, Cohorts, servants. Some of them even have authority and charges of their own.
The first moments of their lives as Field Wizards are spent in grueling physical training, their magical studies neglected, as they are just common soldiers to their authorities. Several don't make it, and die quickly, and so only a select few, accustomed to combat already, manage to make it as Field wizards. But as they grow stronger, and study magic under they watchful eyes of their authorities, they grow stronger than they otherwise could ever be.
Prerequisites:
Skills: Knowledge (Arcana) 8 ranks, Spellcraft 8 Ranks
Feats: Combat Casting, Quicken Spell
Spells: Ability to cast 3rd level arcane spells
Base attack Bonus: +4
d12 hit dice
{table]Level|Base Attack Bonus|Fort save|Ref save|will save|Special|Spell casting
1|+0|+0|+2|+2|Enchanting Combat, Crushing Loss|---------------
2|+1|+0|+3|+3|--|+1 level of existing arcane spell casting class
3|+2|+1|+3|+3|--|+1 level of existing arcane spell casting class
4|+3|+1|+4|+4|Mage Claws, Complete Loss|+2 levels of existing arcane spell casting class
5|+3|+1|+4|+4|Field Wizard Lord|+2 levels of existing arcane spell casting class[/table]
Class skills (2+int modifier points/level): Concentration (Con), Diplomacy (Cha), Intimidate (cha), Knowledge (all skills taken individually) (int), Search (int), ride (dex), Spellcraft (int), spot (wis), survival (wis)
Spells per day/spells known: When a level in Field Wizard is taken, with exception of first level, the character gains spells per day (And spells known, if applicable) as if they had also gained a level in a class in which they could already cast 3rd level arcane spells. On the fourth and fifth levels, they gain spells per day (And spells known, if applicable) as if they had also gained two levels in the afore mentioned class, instead of one. If the character had more than one class in which they could cast third level arcane spells or higher before he became a Field Wizard, he must decide to which class he adds his levels of Field wizard for purposes of spells per day.
Enchanting Combat: Whenever a field wizard casts a spell, he may cast at half caster level to gain a cumulative +1 bonus to hit with a melee weapon. This bonus expires in 1d6 rounds, and can only be used with one attack.
Crushing Loss: A field wizard loses a lot when signing on. They lose any familiar, animal companion, special mount, cohort, or similar companions they may have had, and whenever they cast a spell with metamagic, they must take a caster level penalty on that spell equal to the change in spell level applied through metamagic.
Mage Claws: By taking a move action and accepting a -2 penalty to caster level for the duration, a field wizard may produce a long set of claws sprouting out of his fingers. These claws deal 2d8 slashing damage, are considered natural weapons, and last 2d6 rounds. The field wizard may end this effect early, to recover his caster level, but ending the effect early requires a move action. If the effect expires naturally, it takes no action.
As well, the claws are considered Magic for the purposes of bypassing Damage Reduction, and the field wizard is treated as if he had weapon focus for these claws, even if he did not.
Complete Loss: A Field wizard almost always gains access to a new spell level upon reaching fourth level, due to effectively gaining two levels in their chosen spell casting class. However, while they do gain spell slots and qualify as being able to cast spells in their new spell level, they do not gain access to the spells of that level. From this point on, whenever they gain spells per day/spells known in their chosen casting class, they cannot cast spells of their highest available level, although they can use metamagic feats to cast spells from the available slots, and still qualify as being able to cast spells of that level for purposes of prerequisites.
Field Wizard Lord: By fifth level, the Field Wizard is the supreme commander for troops of wizards. For every character or creature within 50 feet, capable of casting at least second level arcane spells, but unable to cast spells of a higher level than the Field Wizard Lord, the field wizard gains a cumulative +1 bonus to hit with a melee weapon. By taking a -4 penalty to caster level, he may grant an equal bonus to hit to each character or creature within 50 feet, or grant them an effective +1 bonus to caster level.
The field wizard may activate or deactivate this ability as a free action.
Changelog
Feburary 10, 1:00 PM
Devised Class
Feburary 10, 4:03-4:34 PM
removed two class features
remembered HD
Added Crushing Loss
Added some fluff
Feburary 11, 8:50-8:59 AM
Moddified Crushing Loss
Added Complete Loss
Peach, and a better name (For both the class and cap-stone) would be nice.