Welknair
2011-06-04, 03:37 PM
After making my Mage Commander (http://www.giantitp.com/forums/showthread.php?t=201872), I was still bored. And still had my Complete Arcane. So I'm scanning through feats and see an interesting one: Delay Spell (I'm a big fan of spellcasters if you didn't know). I had already had some interesting ideas about inventive uses for a Delayed spell. Like preparing six fireballs with Delay Spell on five. One set to each of 1-5. Then you find your target and begin casting Fireballs with progressively shorter Delays. Then they get hammered by six Fireballs at once. Okay, maybe not very inventive. Or useful. But I thought it was interesting (And actually that is useful for breaching Skyship hulls in my Magite- nevermind) and decided to expound upon it with a neat little five-level PrC.
Late Mage
http://fc08.deviantart.net/fs71/f/2010/078/3/3/33557082795f7228afd92689a87e9fe6.jpg
"Better late than never."
-Noon, Late Mage
You cast a spell and it goes off. Occasionally you cast a spell, it goes off, and it sticks around a bit. But rarely do you cast a sell, it sticks around and then it goes off. Right when they're laughing at you for fumbling a Fireball and telling their troops to move in. BAM. The Late Mage focuses on the art of delay. A lot. They're hardly ever on time for anything in fact. But when they do show up, its always at the best possible time. And with just the right spell
Becoming a Late Mage
1. Become a Wizard
2. Be late for something
3. ???
4. Profit
...
I am a horrible person.
Entry Requirements
Feats: Delay Spell
Skills: Spellcraft 8, Knowledge (Arcana) 8
Spells: Ability to cast 3rd level arcane spells
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
Increased Delay
+1 level of existing arcane spellcasting class
2nd
+1
+0
+0
+3
Held Delay
+1 level of existing arcane spellcasting class
3rd
+1
+1
+1
+3
Greater Delay
+1 level of existing arcane spellcasting class
4th
+2
+1
+1
+4
Targeted Delay
+1 level of existing arcane spellcasting class
5th
+2
+1
+1
+4
Delay Mastery
+1 level of existing arcane spellcasting class
Weapon and Armor Proficiency: Late Mages gain no proficiency with any weapons or armor.
Increased Delay: The first thing that a Late Mage knows is that delay is flexibility. More delay is more flexibility. The max delay on a Delayed spell is now 10 rounds.
Held Delay: Its somewhat bothersome that Delayed spells can't move. Now they can. When casting a Delayed spell the Late Mage may choose to Hold it. In such a case, the directions and whatnot are given relative to the Late Mage (Such as centered twenty feat in front of me). Per usual, these specifications may not be changed after the spell has been cast. Which can often lead to hilarity. A Held Delay cannot survive the holder being subjected to a teleportation spell or effect. They spell "Dropped" where the Late Mage was and goes off relative to that position.
Greater Delay: Darn, one minute isn't enough! I need MORE TIME! What if I boost the spell slot adjustment on the Delay Spell meta- WOAH! By increasing the spell slot of a Delayed spell by a further one, the Delay maximum is now equal to the Late Mage's Caster Level squared. (Yes Cipher, squared).
Targeted Delay: It would be really nice if I could Delay enchantments and such. Then I could be all like "BAZAM" and they're all like "HA! Musta made my Will Save!" and then... I don't know. He turns on his buddies or something? A bit later than usual? The Late Mage may now delay any spell they can cast. Delayed Ranged Touch attack spells are set to target a specific square and treat the target as if they had total concealment.
Delay Mastery: Man, it's annoying having to plan to be late. These are the types of things you should be able to do spntaneously. Like on a whim. Oh well, I guess I'll cast my- Hey! I didn't Delay that one! AWESOME. The Late Mage now may spontaneously apply Delay Spell to spells that he casts with no slot adjustment or casting time increase, to a max of 10 spontaneously delayed rounds per day, distributed as they see fit.
Don't know how useful this would be. Just an interesting idea.
Note: A Wizard can be late, but only when he intends to be.
Late Mage
http://fc08.deviantart.net/fs71/f/2010/078/3/3/33557082795f7228afd92689a87e9fe6.jpg
"Better late than never."
-Noon, Late Mage
You cast a spell and it goes off. Occasionally you cast a spell, it goes off, and it sticks around a bit. But rarely do you cast a sell, it sticks around and then it goes off. Right when they're laughing at you for fumbling a Fireball and telling their troops to move in. BAM. The Late Mage focuses on the art of delay. A lot. They're hardly ever on time for anything in fact. But when they do show up, its always at the best possible time. And with just the right spell
Becoming a Late Mage
1. Become a Wizard
2. Be late for something
3. ???
4. Profit
...
I am a horrible person.
Entry Requirements
Feats: Delay Spell
Skills: Spellcraft 8, Knowledge (Arcana) 8
Spells: Ability to cast 3rd level arcane spells
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
Increased Delay
+1 level of existing arcane spellcasting class
2nd
+1
+0
+0
+3
Held Delay
+1 level of existing arcane spellcasting class
3rd
+1
+1
+1
+3
Greater Delay
+1 level of existing arcane spellcasting class
4th
+2
+1
+1
+4
Targeted Delay
+1 level of existing arcane spellcasting class
5th
+2
+1
+1
+4
Delay Mastery
+1 level of existing arcane spellcasting class
Weapon and Armor Proficiency: Late Mages gain no proficiency with any weapons or armor.
Increased Delay: The first thing that a Late Mage knows is that delay is flexibility. More delay is more flexibility. The max delay on a Delayed spell is now 10 rounds.
Held Delay: Its somewhat bothersome that Delayed spells can't move. Now they can. When casting a Delayed spell the Late Mage may choose to Hold it. In such a case, the directions and whatnot are given relative to the Late Mage (Such as centered twenty feat in front of me). Per usual, these specifications may not be changed after the spell has been cast. Which can often lead to hilarity. A Held Delay cannot survive the holder being subjected to a teleportation spell or effect. They spell "Dropped" where the Late Mage was and goes off relative to that position.
Greater Delay: Darn, one minute isn't enough! I need MORE TIME! What if I boost the spell slot adjustment on the Delay Spell meta- WOAH! By increasing the spell slot of a Delayed spell by a further one, the Delay maximum is now equal to the Late Mage's Caster Level squared. (Yes Cipher, squared).
Targeted Delay: It would be really nice if I could Delay enchantments and such. Then I could be all like "BAZAM" and they're all like "HA! Musta made my Will Save!" and then... I don't know. He turns on his buddies or something? A bit later than usual? The Late Mage may now delay any spell they can cast. Delayed Ranged Touch attack spells are set to target a specific square and treat the target as if they had total concealment.
Delay Mastery: Man, it's annoying having to plan to be late. These are the types of things you should be able to do spntaneously. Like on a whim. Oh well, I guess I'll cast my- Hey! I didn't Delay that one! AWESOME. The Late Mage now may spontaneously apply Delay Spell to spells that he casts with no slot adjustment or casting time increase, to a max of 10 spontaneously delayed rounds per day, distributed as they see fit.
Don't know how useful this would be. Just an interesting idea.
Note: A Wizard can be late, but only when he intends to be.