Welknair
2011-05-11, 06:24 PM
Soon there will be a large tournament in my main campaign, focused around Arcane Casters. I felt that this would get a bit repetitive if most of them were straight-up Wizards. So of course I looked at PrCs and the classes in Complete Arcane and the like. However, I also felt that this was an opportunity to do some brewing. You may have seen my Metamagic Expert, for example. Then I was struck with the idea for a character focused around large numbers of Contingent spells. Well, by default you can only have one such spell at a time. Enter homebrew PrCs. This got me started on a massive number of PrCs focused around specific spells or small groups of spells. I largely based them off of the Wayfarer Guide and how they went about things (Hence the 3-level-ness and the lack of a casting increase at second) as it did almost exactly what I wanted to do. And so here we are. Be prepared for a flood of these things.
Contingency Caster
http://fc01.deviantart.net/fs14/f/2007/098/1/7/Fire_mage_by_devrimkunter.jpg
"It's good to be prepared."
-Gerald, Contingency Caster
Wizards are set apart from the barbaric Sorcerers by their devotion to study and their constant foresight of events that allows them to wisely select which spells to prepare. Some Wizards see even further and prepare spells on a much longer-term basis via the use of Contingency. However, Contingency is so... limiting in it's base form. And so the Contingency Caster was born. These individuals focus on enhancing their ability to utilize and create Contingent spells to be ready for any happening.
Becoming a Contingent Caster
Contingent Casters usually start their careers as Wizards with a talent for planning ahead. They realize that their best defense against the dangers of the world is simply to have a spell for every occasion. Sadly, this isn't possible under normal circumstances. They find that they can at least get a step closer by having Contingencies for many possible dangers. And this is where their journeys into the wonders of Contingency begin. Most Contingency Casters are self-taught. You don't need a specialized mentor or ancient tomes to learn how to better use a spell that you already have access to. You just need practice.
Entry Requirements:
Skills: Knowledge (Arcana) 10
Spells: Able to cast Contingency
Skill Points each level: 2 + Intelligence Modifier
Class Skills: Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, and Spellcraft.
Hit Dice: d4
Level|BAB|Fort|Ref|Will|Special | Spellcasting
1st|
+0|
+0|
+0|
+2| Contingency Capacity | +1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3| Extra Condition, Quick Contingency | -
3rd|
+1|
+1|
+1|
+3| Nonpersonal Contingency | +1 level of existing arcane spellcasting class
Weapon and Armor Proficiency: Contingency Casters gain no proficiency with any weapon or armor.
Contingency Capacity: The main talent of the Contingency Casters is their ability to hold more than one Contigency at a time. Namely, they can have an additional Contigency Spell for each level that they have in this class. Additionally, if they have Craft Contingent Spell, this ability similarly effects the number of Contingent Spells which may be crafted for a certain individual.
Extra Condition: Some spells are quite versatile. It's a waste to reserve them for only a single eventuality. Because of this Contingency Casters learn how to add an additional Condition whenever they cast Contingency. This condition may be an "And" or an "Or" condition. As in the Caster can decide whether one or both may be needed to be fulfilled in order for the spell to trigger. When creating a Contingent Spell through Craft Contingent Spell, this ability can be added as well. However, doing so increases the cost as if the spell were one level higher.
Quick Contingency: Sometimes you don't have ten minutes to cast a Contingency. Contingency Casters learn to deal with less, reducing the casting time to a single Full-Round action, or the casting time of the spell in question, whichever is greater.
Nonpersonal Contingency: The ultimate perfection of the Contingent Caster's craft is to be able to make Contingencies for spells with ranges other than "Personal". These allow for all sorts protections. However, they also require more previous definition. All choices about the spell must be made at the time that Contingency is cast. For example, a Caster could have a Contingent Fireball and they could specify that this spell would be cast on the first person to attack them. This could be a very bad decision if said attacker happens to be a melee individual. So they need a bit more planning and this is where Extra Condition comes in handy. This ability may not be used in conjunction with Craft Contingent Spell.
...
Yeah. Not great, but should make for an interesting character.
Contingency Caster
http://fc01.deviantart.net/fs14/f/2007/098/1/7/Fire_mage_by_devrimkunter.jpg
"It's good to be prepared."
-Gerald, Contingency Caster
Wizards are set apart from the barbaric Sorcerers by their devotion to study and their constant foresight of events that allows them to wisely select which spells to prepare. Some Wizards see even further and prepare spells on a much longer-term basis via the use of Contingency. However, Contingency is so... limiting in it's base form. And so the Contingency Caster was born. These individuals focus on enhancing their ability to utilize and create Contingent spells to be ready for any happening.
Becoming a Contingent Caster
Contingent Casters usually start their careers as Wizards with a talent for planning ahead. They realize that their best defense against the dangers of the world is simply to have a spell for every occasion. Sadly, this isn't possible under normal circumstances. They find that they can at least get a step closer by having Contingencies for many possible dangers. And this is where their journeys into the wonders of Contingency begin. Most Contingency Casters are self-taught. You don't need a specialized mentor or ancient tomes to learn how to better use a spell that you already have access to. You just need practice.
Entry Requirements:
Skills: Knowledge (Arcana) 10
Spells: Able to cast Contingency
Skill Points each level: 2 + Intelligence Modifier
Class Skills: Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, and Spellcraft.
Hit Dice: d4
Level|BAB|Fort|Ref|Will|Special | Spellcasting
1st|
+0|
+0|
+0|
+2| Contingency Capacity | +1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3| Extra Condition, Quick Contingency | -
3rd|
+1|
+1|
+1|
+3| Nonpersonal Contingency | +1 level of existing arcane spellcasting class
Weapon and Armor Proficiency: Contingency Casters gain no proficiency with any weapon or armor.
Contingency Capacity: The main talent of the Contingency Casters is their ability to hold more than one Contigency at a time. Namely, they can have an additional Contigency Spell for each level that they have in this class. Additionally, if they have Craft Contingent Spell, this ability similarly effects the number of Contingent Spells which may be crafted for a certain individual.
Extra Condition: Some spells are quite versatile. It's a waste to reserve them for only a single eventuality. Because of this Contingency Casters learn how to add an additional Condition whenever they cast Contingency. This condition may be an "And" or an "Or" condition. As in the Caster can decide whether one or both may be needed to be fulfilled in order for the spell to trigger. When creating a Contingent Spell through Craft Contingent Spell, this ability can be added as well. However, doing so increases the cost as if the spell were one level higher.
Quick Contingency: Sometimes you don't have ten minutes to cast a Contingency. Contingency Casters learn to deal with less, reducing the casting time to a single Full-Round action, or the casting time of the spell in question, whichever is greater.
Nonpersonal Contingency: The ultimate perfection of the Contingent Caster's craft is to be able to make Contingencies for spells with ranges other than "Personal". These allow for all sorts protections. However, they also require more previous definition. All choices about the spell must be made at the time that Contingency is cast. For example, a Caster could have a Contingent Fireball and they could specify that this spell would be cast on the first person to attack them. This could be a very bad decision if said attacker happens to be a melee individual. So they need a bit more planning and this is where Extra Condition comes in handy. This ability may not be used in conjunction with Craft Contingent Spell.
...
Yeah. Not great, but should make for an interesting character.