gooddragon1
2011-10-03, 02:06 PM
Hit Dice: d4
Requirements:
To qualify to become a concussion mage, a character must fulfill all the following criteria.
Skills
Knowledge (arcana) 6 ranks, Spellcraft 6 ranks.
Feats
Spell Focus (Evocation).
Spells
Ability to prepare and cast 2nd-level arcane spells.
Concussion Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day
1st|
+0|
+0|
+0|
+2|Concussion Blast|+1 level of existing arcane spellcasting class|
2nd|
+1|
+0|
+0|
+3|Intuitive Aim|+1 level of existing arcane spellcasting class|
3rd|
+1|
+1|
+1|
+3|Shielding Adept|+1 level of existing arcane spellcasting class|[/table]
Class Skills
The concussion mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).
Skill Points at Each Level
2 + Int modifier.
Class Features
All the following are Class Features of the concussion mage prestige class.
Weapon and Armor Proficiency
Concussion mages gain no proficiency with any weapon or armor.
Spells per Day/Spells Known
When a new concussion mage level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of arcane spellcasting. If a character had more than one arcane spellcasting class before becoming an concussion mage, he must decide to which class he adds the new level for purposes of determining spells per day.
Concussion Blast (Ex)
The concussion mage can spontaneously create several blasts of force as a standard action at medium range (100 feet + 10 feet per caster level) by sacrificing a number of prepared spells (0 level spells count as half of a 1st level spell). The blast fills 4 5 foot cubes and deals 1d6 * the effective caster level of the user (maximum multiplier is 2 per spell slot used to create the blast and may not exceed the effective caster level of the creator (a 9th level spell slot sacrificed by a character with an effective caster level of 17 would only have a multiplier of 17)). A reflex save may reduce this amount by half but the minimum amount of damage that may be dealt by this ability is 25% of the initial damage that would be dealt. No single target may be affected by more than one blast per use of this ability.
Intuitive Aim (Ex)
The concussion mage may create his concussion blasts in any area he specifies regardless of whether or not he has line of sight or line of effect to that area (he must still be in medium range however). Furthermore, The concussion mage may add his intelligence modifier on all ranged touch attack rolls he makes when aiming a spell.
Shielding Adept (Ex)
The bonuses to armor class of the concussion mage's mage armor and shield spells increase by 2, are treated as deflection bonuses (which stack with each other), and the spells each last for 24 hours when he applies them to himself (or their normal duration if that is longer).
Requirements:
To qualify to become a concussion mage, a character must fulfill all the following criteria.
Skills
Knowledge (arcana) 6 ranks, Spellcraft 6 ranks.
Feats
Spell Focus (Evocation).
Spells
Ability to prepare and cast 2nd-level arcane spells.
Concussion Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day
1st|
+0|
+0|
+0|
+2|Concussion Blast|+1 level of existing arcane spellcasting class|
2nd|
+1|
+0|
+0|
+3|Intuitive Aim|+1 level of existing arcane spellcasting class|
3rd|
+1|
+1|
+1|
+3|Shielding Adept|+1 level of existing arcane spellcasting class|[/table]
Class Skills
The concussion mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).
Skill Points at Each Level
2 + Int modifier.
Class Features
All the following are Class Features of the concussion mage prestige class.
Weapon and Armor Proficiency
Concussion mages gain no proficiency with any weapon or armor.
Spells per Day/Spells Known
When a new concussion mage level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of arcane spellcasting. If a character had more than one arcane spellcasting class before becoming an concussion mage, he must decide to which class he adds the new level for purposes of determining spells per day.
Concussion Blast (Ex)
The concussion mage can spontaneously create several blasts of force as a standard action at medium range (100 feet + 10 feet per caster level) by sacrificing a number of prepared spells (0 level spells count as half of a 1st level spell). The blast fills 4 5 foot cubes and deals 1d6 * the effective caster level of the user (maximum multiplier is 2 per spell slot used to create the blast and may not exceed the effective caster level of the creator (a 9th level spell slot sacrificed by a character with an effective caster level of 17 would only have a multiplier of 17)). A reflex save may reduce this amount by half but the minimum amount of damage that may be dealt by this ability is 25% of the initial damage that would be dealt. No single target may be affected by more than one blast per use of this ability.
Intuitive Aim (Ex)
The concussion mage may create his concussion blasts in any area he specifies regardless of whether or not he has line of sight or line of effect to that area (he must still be in medium range however). Furthermore, The concussion mage may add his intelligence modifier on all ranged touch attack rolls he makes when aiming a spell.
Shielding Adept (Ex)
The bonuses to armor class of the concussion mage's mage armor and shield spells increase by 2, are treated as deflection bonuses (which stack with each other), and the spells each last for 24 hours when he applies them to himself (or their normal duration if that is longer).