PDA

View Full Version : [3.5] [PrC]Argent Battle Mage\ EtherBloodline [PEACH]



Bagel
2011-08-04, 10:39 AM
Inspired from Force Missile Mage, War-mage and , Argent Champion

Argent Battle Mage

Image
http://th05.deviantart.net/fs43/PRE/i/2009/117/3/9/Magic_Missile_by_Krejall_Ontaris.jpghttp://krejall-ontaris.deviantart.com/art/Magic-Missile-120404324

Entry Requirements
Cast 3rd level Arcane Spells
Know at least three spells with the Force descriptor
At least one of these feats: Eschew Materials, Silent Spell, or Still Spell
Proficiency with at least one Martial Weapon

Class Skills
The Argent Battle Mage's class skills are: Bluff, Concentration, Craft, Intimidation, Knowledge (Arcana),
Profession, Spellcraft, Spot, Use Magic Device

Skills Points at Each Level: 4 + Int

Hit Dice: d4



LevelBase Attack BonusFort SaveRef SaveWill SaveAbilitiesCaster Level1st
+0
+0
+0
+2Piercing Energy +1, Energy Thesis 1, Arcane Reflex-2nd
+1
+0
+0
+3Energized 1, Bonus Feat, Energy Adept 1+1 Existing3rd
+1
+1
+1
+3Extended Energy, Overpowering Energy+1 Existing4th
+2
+1
+1
+4Piercing Energy +2, Energy Thesis 2+1 Existing5th
+2
+1
+1
+4Energized 2, Bonus Feat, Innate Energy+1 Existing6th
+3
+2
+2
+5Energized 3, Bonus Feat, Energy Reduction-7th
+3
+2
+2
+5Piercing Energy +3, Energy Thesis 3+1 Existing8th
+4
+2
+2
+6Extra Extended Energy, Disrupt Force+1 Existing9th
+4
+3
+3
+6Energized 4, Bonus Feat, Energy Adept 2+1 Existing10th
+5
+3
+3
+7Piercing Energy +4, Energy Thesis 4, Energy Mastery+1 Existing

Weapon Proficiency
An Argent Battle Mage doesn't gain any proficiencies.

Class Features
Bonus Spells: An Ardent Battle Mage gets one additional spell known at each level of spells they can cast. This spell must have the Force Descriptor.

Bonus Feats: An Argent Battle Mage gains a bonus feat at levels 2, 5 ,6 and 9. They must meet all requirements for these feats.


Special Abilities

Piercing Energy (Ex): At first level the Argent Battle Mage hits harder than other casters with its force spells. If the Argent Battle Mage casts a spell with the force descriptor that expresses its damage with dice, add a +1 bonus to each die of damage rolled, if the damage is not expressed with dice just add a +1 bonus to the total damage dealt.. This increases to 2 at level 4, 3 at level 7 and finally 4 at level 10.

Energy Thesis (Ex): Beginning at first level the Argent Battle Mage discovers that it is easier to manipulate the energies of their force spells. Whenever an Argent Battle Mage casts a spell with the force descriptor they may add any metamagic they know to that spell without increasing the spell’s casting time. Also, whenever a Argent Battle Mage applies a metamagic feat to a force spell, the total adjustment to the spell’s level is reduced by 1. This increases to a reduction of 2 at level 4, 3 at level 7, and finally 4 at level 10. This ability cannot reduce the total adjustment below 0.

Arcane Reflex (Sp):An Argent battle mage hones his skills until they become almost reflexive in speed and nature. At first level the mage gains the ability to cast a 1st level spell with the force descriptor from their spells known as a immediate action a number of times a day equal to 1 plus his charisma modifier.This spell is cast in addition to the mage's usual number of spells per day and at the mage's ECL.

Energy Adept (Ex): An Argent Battle Mage is innately more capable when it comes to force spells. Any spell cast by a second level Argent Battle Mage with the force descriptor is cast at +1 caster level. This increases to +2 caster levels at level 9.

Energized (Ex): An Argent Battle Mage surges with power whenever they draw arcane forces. Whenever a Argent Battle Mage casts a spell with the force descriptor if the spell expresses damage in dice, add another of those dice. If the spell is comprised of multiple attacks [magic missile, manyjaws] instead add another attack to the total the spell produces. If the spell instead only adds a bonus to AC [mage armor, shield] increase the bonus by 1. These bonuses increase to +2 dice/missile/AC at level 5, +3 at level 6, +4 at level 9.

Extended Energy (Ex): Starting at 3rd level, Whenever an Argent Battle Mage casts a spell with the force descriptor that has a duration measured in minutes or hours, that duration is doubled. If it has a duration measured in rounds increase the total duration by 1 round.

Overpowering Energy (Ex): At 3rd level, the Argent Battle Mage’s spells with the force descriptor become especially potent, breaking through spell resistance more readily than normal. He gains a +2 bonus on caster level checks to overcome a creature's spell resistance with a force spell. This ability also grants the Argent Battle Mage a +2 to the DC of his force spells and effects to defend against dispel or counter attempts. In addition, a Argent Battle Mage’s magic missiles might penetrate shield spells, Wall of Force spells, Immunity or resistance to Force, and brooches of shielding. Against such protections, he makes a caster level check with a DC equal to the caster level, in the case of Shield or Wall of Force; or DC 20, in the case of a brooch; or DC 20 + Targets HD in the case of Immunity or Resistance.

Innate Energy (Sp): An Ardent Battle Mage of 5th level is so intertwined with the raw energy of magic that they can use it at will. As a standard action an Argent Battle Mage may fire a single Magic Missile as a SLA, or they may use a swift action to add 1 damage per caster level of force damage to their next melee or ranged attack. If they have enough actions available to do both they can only choose one of theses options per turn. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. This spell is effected by all effects, penalties, defenses and bonuses that would effect a Magic Missile spell. There can only ever be one missile per casting and it is cast at a caster level equal to the characters ECL.

Energy Reduction (Ex): An Argent Battle Mage of 6th level or higher can prevent force damage to himself. He subtracts his ECL from damage dealt by any force spell or effect. A force spell producing multiple attacks, such as magic missile, is considered a single attack for this purpose; deduct the level from the total damage dealt by the spell, not the damage dealt by each missile.

Extra Extended Energy (Ex): Starting at 8th level, Whenever an Argent Battle Mage casts a spell with the force descriptor that has a duration measured in minutes or hours, that duration is tripled. If it has a duration measured in rounds increase the total duration by 2 rounds.

Disrupt Energy (Su): As a standard action, an 8th level Argent Battle Mage can attempt to dispel a single force spell or effect within 60 feet (even those normally immune to dispel magic, such as wall of force). If he succeeds on a caster level check (DC 11 + opposing caster’s level), the force effect is disrupted. This immediately dispels the effect and deals 1d6 points of force damage per level of the dispelled spell to all creatures and objects within 10 feet of the unbound spell. For example, if an Argent Battle Mage Disrupts another caster’s wall of force, the released spell energy would deal 5d6 points of force damage to anyone within 10 feet of the wall’s former location. This damage cannot be increased by any spells or abilities.

Energy Mastery (Ex): Reaching the peak of power, an Argent Battle Mage has discovered how to master their control of arcane forces. Whenever a 10th level Argent Battle Mage casts a spell with the force descriptor that expresses its damage with dice, increase the size of the dice by one category.(IE: A magic missile would be 1d6+1 instead of 1d4+1)

Adaptation
An Argent Battle Mage is not explicitly limited to force spells, you can change the theme of the class by changing all the descriptors that the abilities effect to any one element [fire, ice, electricity, acid, sonic]. The Innate Missile Ability will still be as a magic missile but the descriptor will be replaced.

New Force Spells [Magic Missile Variations]

Swift Missile
Evocation [Force]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to Four creatures, no two of which can be more than 10 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A small missile of energy erupts from your fingertips striking a target, dealing 1 point of force damage. You fire 1d4 missiles every time you cast this spell.

The missiles strike unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. This spell is effected by all effects, penalties, defenses and bonuses that would effect a Magic Missile spell.

Magic Missile [SRD]
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Multiple, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. You gain an additional missile for every two levels after the first. (maximum 5 missiles)

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Impacting Missile
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One creature
Duration: Instantaneous
Saving Throw: Fort Partial
Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 2d4+2 points of force damage. You fire one missile for every three caster levels (maximum 5 missiles). In addition, a successful hit forces the subject to make a Fortitude save at the same DC as the spell +1 for each additional missile or be knocked back 5 feet, prone and stunned for 1 round.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. This spell is effected by all effects, penalties, defenses and bonuses that would effect a Magic Missile spell.

Chain Missile [Spell Compendium]
Evocation [Force]
Level: Sorcerer/Wizard 3

Magic Missile, Greater
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature per CL, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 2d4+2 points of force damage. You evoke a number of missiles equal to your Caster Level.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. This spell is effected by all effects, penalties, defenses and bonuses that would effect a Magic Missile spell.

Shattering Missile
Evocation [Force]
Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Multiple, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 4d4 + 4 points of damage. The missile then explodes in a burst of smaller force missiles that deals half this amount of damage to any creatures adjacent to the primary target. For the purpose of a brooch of shielding and energy resistance, the secondary damage incurs even if the original is prevented, for secondary targets this damage counts as 1 missile per each original missile. If the spell is interrupted due to spell resistance, Shield spell, or immunity the secondary damage is also prevented.

You gain one additional missile for every four caster levels. The missiles strike unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. This spell is effected by all effects, penalties, defenses and bonuses that would effect a Magic Missile spell

Missile Storm
Evocation [Force]
Level: Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: 60ft
Area: 25ft radius +5ft/2 levels
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: Yes

You call forth an eruption of missiles that strike at every target in range, dealing 3d4+3 points of damage for every 3 caster levels to all designated targets within the spell radius . Creatures that fail the Reflex save are also dazed for 1 round. Invisible creatures cannot be targeted.

The missiles strike unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Does not strike invisible creatures.

This spell is effected by all effects, penalties, defenses and bonuses that would effect a Magic Missile spell.

Wall of Missiles
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: 1 round /level (D)
Saving Throw: None
Spell Resistance: Yes

You create an invisible wall , that resmbles a Wall of Force the wall is immune to damage and most spells. Whenever a creature contacts the wall they are imediately targeted by a Magic Missile spell equal to your caster level. The wall will last until it has been triggered a number of times equal to your caster level, or when the duration expires.

Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of missiles. Unlike wall of force this can be dispelled with dispel magic.

The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

Ring of Force
Evocation [Force]
Level: Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 round
Range: Personal
Effect: Ring of Force
Duration: 1 round/2Caster Levels
Saving Throw: See text
Spell Resistance: Yes

Your body shimmers as a ring of bright force energy coalesces from the thin air around you. The ring of force moves with you and does not interfere with your spellcasting or attacks, or with others attacking you. As long as the force ring is in effect, you gain resistance to force 20. At the beginning of your turn, adjacent creatures take 10d4+10 points of force damage, or half that with a successful Reflex save. In addition, each round as a free action at the beginning of your turn, you can direct 5 magic missiles that deal 1d4 +1 points of force damage each, exactly as the Magic Missile Spell (Caster level 9th), in any direction you choose within range.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. This spell is effected by all effects, penalties, defenses and bonuses that would effect a Magic Missile spell.


Missile Massacre
Evocation [Force]
Level: Sorcerer/Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 100ft radius +10ft/levels
Duration: Instantaneous
Saving Throw: Fort Partial
Spell Resistance: Yes

You summon a rain of missiles that fall from the sky like guided meteors of light. Each missile deals 1d4+1 damage. Every target within the area of the spell is struck by 1 missile per character level [max 20]. Each target that is dealt damage must then make a Fortitude save at the same DC as the spell or be stunned for 1 round.

The missiles strike unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Does not strike invisible creatures.

This spell is effected by all effects, penalties, defenses and bonuses that would effect a Magic Missile spell.


BloodLine

Etherblood

Etherblooded characters share a common ancestor that was for whatever reason living on the ethereal plane, Or during conception may have been on the ethereal plane [ fancy date nights FTW] :P. Due to this bloodline as they grow they begin to become more Ethereal and ghostlike in nature. They have a strong tie with other ghostlike entities and have no issues communicating with them. They also gain an attunement to the raw energies of magic that allow one to interact between the worlds [ Read Force Magic ].

{table=head]Level |
Minor |
Intermediate |
Major

1|-|-|Move Silently +2
2|-|Move Silently +2 |Feather Fall 24/7
3|-|-|Charisma +1
4|Move Silently +2|Feather Fall 24/7|Magic Missile 3/day
5|-|-|Affinity +2
6|-|Charisma +1|Shield 3/day
7|-|-|Concentration +2
8|Feather Fall 24/7|Magic Missile 3/day|Invisibility 3/Day
9|-|-|Dexterity +1
10|-|Affinity [Incorporeal] +2|Orb of Force 3/Day
11|-|-|Affinity [Incorporeal] +4
12|Charisma +1|Shield 3/day|Deflection Bonus
13|-|-|Hide +2
14|-|Concentration +2|Flight
15|-|-|Constitution+1
16|Magic Missile 3/day| Invisibility 3/Day|Force Substitution
17|-|-|Affinity [Incorporeal] +6
18|-|Dexterity +1|DR 10/Force
19|-|-|Use Magical Device +2
20|Affinity [Incorporeal] +2|Orb of Force 3/Day|Ghostlike
[/table]

Stat boosts: Cha, Dex, Con
The stat boosts for a Etherblood are representational of them having a stronger fore of will as well as beign harder to dispatch than normal folks due to their ethereal ties.

Affinity:
Etherblooded gains this bonus whenever intereacting with an incorporeal creature or with any creature that is native to the Ethereal plane.

Skill Boost:
Move Silently, Concentration, Hide, Spellcraft

Special Abilities:
All Spell like abilities use charisma for their casting stat/saves.

Special Ability 1 [I]Utility
Feather Fall 24/7 after 5’ of falling automatic. When they gain this ability no matter where or what they are doing, conscious or unconscious , if they fall more than 5 feet they are immediately effected by a feather fall spell. It’s like the very fabric of reality bends to slow their descent.

Special Ability 2 Offense
Magic Missile 3/ Day SLA. After some time the Etherblooded learns that they can bend some of the raw magical energies to their bidding to dispatch their enenemies. The spell is cast at the charater’s ECL.

Special Ability 3 Defense
Shield 3/Day SLA. The Etherblooded also learns to call upon the raw energies to shield themselves from attack by imposing a sentient disc of force to hover around them and block incoming attacks.

Special Ability 4 Utility
Invisibility 3/Day Ex. The Etherblooded can begin to slip between planes, at this point however they can only shift their image. The spell is a extraordinary ability and may not be dispelled , it may also be used in an anti-magi field.

Special Ability 5 Offense
Orb of Force 3/ Day SLA The etherblooded has discovered that they can conjure small bubbles of pure force energy to also exact damage ont heir foes. The spell is cast at the character’s ECL

Special Ability 6 Defense
Deflection Bonus to AC of +2 or Cha Modifier, whichever is higher. By sheer force of will the etherblooded has command over energies that protect them from physical and magical attacks as well.

Special Ability 7 Utility
Flight [30 ft perfect]. The etherblooded character is no longer bound by the laws of gravity and can fly as if they were a ghost.

Special Ability 8 Offense
Force Substitution for all spells with an energy descriptor. Through time and growth the etherblooded has learned to channel raw magical energy into all spells that they can manifest. This substitution is made as a free action whenever the character casts a spell, it replaces all energy descriptors with [Force] it does not alter the damage or effects, except the spells may now effect incorporeal creatures..

Special Ability 9 Defense
DR 10/ Force. The characters body now begins to drift naturally towards the ethereal plane making them appear almost transparent in certain lighting. Weapons and spells seam to ignore him at times, except those of the purest energy.

Special Ability 10 Capstone
When the Etherblooded reaches the pinnacle of his growth in power he can cross the borders of the Material and Ethereal plane as he pleases. He may also manifest his visage to the material plane whilst he remains in the ethereal plane. He is like a ghost but very much alive. Gains the Incorporeal Subtype, ability to move to Ethereal Plane and back to the Material Plane as a move action, and gain the Manifest ability, does not become undead. A Etherblooded has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.


Manifest (Su): When a character manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested character can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested reature can pass through solid objects at will, and its own attacks pass through armor. A manifested creature always moves silently. A manifested creature can strike with a ghost touch weapon . A manifested creature remains partially on the Ethereal Plane, where is it not incorporeal. A manifested creature can be attacked by opponents on either the Material Plane or the Ethereal Plane. The character’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting character is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting character manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested character’s touch spells don’t work on nonethereal targets.



Items

Mage's Sidearm

This implement looks like a dart thruster with no moving parts and adamantine plating. Along the sides of the thruster, there are runes inscribed int eh plating that glow bright blue whenever the sidearm is used. It allows the user to fire a missile of energy [1d4 +1] that strikes the opponent unerringly as a standard action an unlimited number of times a day.

Lesser - 1x1x2000x2 = 4,000 - 1 missile
Normal - 1x5x2000x2 = 20,000 - 3 missiles
Greater - 1x9x2000x2 = 36,000 - 5 missiles

Legacy Weapon: Gloves of the Master Arcanist

Requirements:
Arcane Caster Level 4
Dex 14

Base Item:

Glove of Many Tricks [Homebrew] 2,575 Gold,
Prestidigitation [Continuous]
Light [Command Word: Illuminate]
Mage Hand [Command Word: Move]
Mend [Command Word: Mend]

Use Chart 4-7 for Penalties
Ritual Costs: Least 1,500 gp; Lesser 11,500 gp; Greater 39,000 gp.

Omen:
The glove will glow white for a moment with the power of arcane strength after the wearer puts it on and a sound like a low hum will resound in the wearers ear at random moments inaudible to anyone else.

Least
5th – Storing [1 Cu. Ft. /10lbs, Store & Retrieve as Move Action]
6th – Magic Cipher [At will: detect magic, read magic, arcane mark]
7th – Called
8th – Unceasing Servant [ 24/7 Unseen Servant]
9th – Faerie Fire [At will]
10th – Feather Falling [ 24/7 Auto after 5’ ]

Lesser
11th – Local Tongue
12th – Cunning
13th – Invisibility [At Will]
14th – Initiative +5
15th – Speed Enhancement +10
16th – Haste [5/day, Swift action, lasts 1 round, self only]

Greater
17th – Wizardry I
18th – Wizardry II
19th –
20th – Wizardry III

Least Ritual: Rite of Preparation
Must spend a full day in deep meditation alone with no interruption.

Lesser Ritual: Trial by Force
Must defeat an enemy of equal of higher ECL using only Universal Spells and spells with the Force Descriptor

Greater Ritual: Only the Quickest
Must defeat another caster of equal or higher ECL in less than 5 rounds

ShiningStarling
2011-08-04, 10:53 PM
This is MUCH better than that other force PrC that will not be mentioned here.

All I would change about this class is spread the abilities at more regular intervals. The 2 no-casting levels in a row is a bit of a put-off. Stagger it.

Nice job, great for us blasters! :vaarsuvius:

Bagel
2011-08-05, 10:53 AM
changed the no-casting levels to 1st and 6th

Bagel
2011-08-05, 11:24 AM
Added Arcane Reflex

Circle of Life
2011-08-05, 11:45 AM
This spell is cast in addition to the mage's usual number of spells per day and at the force missile mage's highest caster level.

Typo?moreletters

Bagel
2011-08-05, 11:47 AM
Typo?moreletters


oops lol
fixing now

also switched innate missle and energy reduction so that innate missile is a "soft" capstone for those that only want to use this Prc to 5th level.

Bagel
2011-08-06, 07:30 AM
Magic Missile variations added [ includes Magic missile and chain missile as level filler]

Bagel
2011-08-08, 09:03 AM
grammar fixes

and added a section for other things that i have put together whilst coming up with this 'brew

Bagel
2011-08-08, 08:05 PM
added spells

wall of missiles, and missile massacre

Bagel
2011-08-09, 05:15 PM
changed innate missile to innate force, and aded a melee option similar to the reserve feat, blade of force to warrant the martial weapon requirement.

Bagel
2011-08-10, 06:49 PM
added level 8 spell, ring of force, modified from ring of lightning from spell compendium

ShiningStarling
2011-08-11, 12:46 PM
And just like that this has become a playable PrC, I think I'll suggest it to my group. Looks like fun. I would include some Bigby-like abilities as well, maybe just add them to that list of spells, and come up with some new ones, you look good at it. :smallsmile: Keep going, this is good!

Bagel
2011-08-11, 03:25 PM
the whole point of the magic missile variations is because there are only 3 official variations, and i just wanted to fill it to level 9 for fun, the bigby line almost has a iteration for every level so it seems pointless to add more.

in fact the forceful missile spell is supposed to be bigby like in effect by knocking enemies prone.

i appreciate the positive remarks, and if this does see play in your group i would really appreciate any playtest input :)

i guarantee i will be adding more things to this thread as i go, but i think i have reached the limit on the PrC itself without making it bloated or OP.

I like making magic items, and spells are kinda fun, i have a legacy weapon i built a while back that i will probably add as well. Heck i might even make a bloodline that is based on force effects.

Bagel
2011-08-11, 08:35 PM
Added legacy weapon and bloodline :)

Welknair
2011-08-12, 08:46 AM
May I congratulate you on being the first individual to create a Bloodline since I made my guide!

FINALLY!

And it looks up to snuff, too. Only thing I would mention is that the CL of your SLA is full ECL instead of 1/4, 1/2, 1X, depending on bloodline strength.

Then again, that's not really a necessity, and something that I came up with...


Looks good.

Edit: You should also specify that saves are Cha based.

Bagel
2011-08-16, 06:16 AM
minor fixes and stuff :P

Bagel
2011-09-05, 03:59 PM
Suggestions? Ideas? Advice?