karkus
2012-11-02, 01:24 AM
So I'm planning out this city where pretty much everyone is a very powerful adventurer (there are minor NPCs, there are just a lot more powerful individuals than normal), but I wanted to "flesh out" the Blaster a little more.
I'm looking for a prestige class that offers full casting progression, but I can accept losing a level or two if it's other abilities are really good. There are other groups of people, or "factions" that have different abilities, but they mostly just hang back in the city unless if someone in the field needs backup. There are, however, adventuring teams that consist of a Rogue, a Monk, a Cleric, a Ranger, and a Sorcerer. I have prestige classes picked out for everyone else, but I really thought that I'd try to give the Sorcerer an "oomf" and get some cool abilities out of him. Here's what you need to know:
1. It is almost entirely underground. It's more of an "Underdark" setting, like in a Drow city, but we're not Evil (but not Good, either).
2. The city has very many powerful people. The weakest individuals that are not 1st-level merchants visiting from the next town over will be about 8-9th level, with many more being higher levels than that. There are also "Alphas," who are the leaders of their factions (there are around 10 or so factions), and are the most powerful citizens in the area.
3. The monarch of the area is very powerful (we're talking very high level, if not Epic level here), specializing in Enchantment effects, and has his own personal guardsmen, impervious to all but the most powerful of onslaughts.
4. The citizens here work together in a sort of hive mind. Any sort of plotting against other citizens will either be settled out civilly or the offenders could face prosecution (Divination is also a strong suit in the city).
That's about it for the backround, but here are some things that you don't need to worry about (because they are already taken care of):
1. Skills and other stealth-oriented abilities, such as subterfuge.
2. Healing and divine magic, as well as undead.
3. Wilderness survival, archery, and protecting spellcasters from melee opponents.
4. Melee. The Monks will take care of it; don't worry.
5. Massive sieges. The Paladins have that area covered.
6. Sentries and guards; we've got living trees and moving walls; you know, things like that.
7. Magic weapons; we can crank out a few thousand in a week.
8. Psionic powers, as well as cannon fodder (We have some Thrallherds (http://www.dandwiki.com/wiki/SRD:Thrallherd))
9. Loyalty. Everyone, besides free-willed outsiders, is completely loyal to the city and would never betray it.
10. The ability to make more tunnels or other trade routes.
11. Help against invisible enemies, mundane liars (probably not ones under a Glibness (http://www.dandwiki.com/wiki/Glibness)effect), and strangely-elevated areas (no need for stairs, and no risk of falling).
12. Help against most humanoids (or most creatures who are not completely immune to mind-affecting effects) and undead.
13. Travel and escape plans; almost everyone can flee at a moments notice.
And so with all that in mind, I want to complete the teams that go out and loot castles and other lairs, bringing back riches for the kingdom. There will be very many adventuring teams, each one is specially trained within the city and will work together in the field, but I can't quite put the finishing touches on it. The rest of the party:
1. Rogue/Assassin/Shadowdancer
2. Cleric, and will become a Contemplative (C. Div.) after 10th level
3. Monk/Tattooed Monk
4. Ranger/Cavestalker (a sort of Underdark-based Ranger in Drow of the Underdark)
I envisioned a "Blaster" archetype, throwing out some Disintegrates when a dragon or miscellaneous behemoth shows up and the rest of the party can't take it on, but he can be whatever best suits the party. I mainly want a prestige class that allows for him to keep his powerful spellcasting abilities, but contribute more abilities that are not already covered by the other members. Preferably not homebrew unless if it's balanced, but I will accept most 3E, 3.5E, and even PF sources for this.
Remember.
There will be hundreds of these groups. They are all "cookie-cutter" groups, being almost the exact same strength-wise.
I'm looking for a prestige class that offers full casting progression, but I can accept losing a level or two if it's other abilities are really good. There are other groups of people, or "factions" that have different abilities, but they mostly just hang back in the city unless if someone in the field needs backup. There are, however, adventuring teams that consist of a Rogue, a Monk, a Cleric, a Ranger, and a Sorcerer. I have prestige classes picked out for everyone else, but I really thought that I'd try to give the Sorcerer an "oomf" and get some cool abilities out of him. Here's what you need to know:
1. It is almost entirely underground. It's more of an "Underdark" setting, like in a Drow city, but we're not Evil (but not Good, either).
2. The city has very many powerful people. The weakest individuals that are not 1st-level merchants visiting from the next town over will be about 8-9th level, with many more being higher levels than that. There are also "Alphas," who are the leaders of their factions (there are around 10 or so factions), and are the most powerful citizens in the area.
3. The monarch of the area is very powerful (we're talking very high level, if not Epic level here), specializing in Enchantment effects, and has his own personal guardsmen, impervious to all but the most powerful of onslaughts.
4. The citizens here work together in a sort of hive mind. Any sort of plotting against other citizens will either be settled out civilly or the offenders could face prosecution (Divination is also a strong suit in the city).
That's about it for the backround, but here are some things that you don't need to worry about (because they are already taken care of):
1. Skills and other stealth-oriented abilities, such as subterfuge.
2. Healing and divine magic, as well as undead.
3. Wilderness survival, archery, and protecting spellcasters from melee opponents.
4. Melee. The Monks will take care of it; don't worry.
5. Massive sieges. The Paladins have that area covered.
6. Sentries and guards; we've got living trees and moving walls; you know, things like that.
7. Magic weapons; we can crank out a few thousand in a week.
8. Psionic powers, as well as cannon fodder (We have some Thrallherds (http://www.dandwiki.com/wiki/SRD:Thrallherd))
9. Loyalty. Everyone, besides free-willed outsiders, is completely loyal to the city and would never betray it.
10. The ability to make more tunnels or other trade routes.
11. Help against invisible enemies, mundane liars (probably not ones under a Glibness (http://www.dandwiki.com/wiki/Glibness)effect), and strangely-elevated areas (no need for stairs, and no risk of falling).
12. Help against most humanoids (or most creatures who are not completely immune to mind-affecting effects) and undead.
13. Travel and escape plans; almost everyone can flee at a moments notice.
And so with all that in mind, I want to complete the teams that go out and loot castles and other lairs, bringing back riches for the kingdom. There will be very many adventuring teams, each one is specially trained within the city and will work together in the field, but I can't quite put the finishing touches on it. The rest of the party:
1. Rogue/Assassin/Shadowdancer
2. Cleric, and will become a Contemplative (C. Div.) after 10th level
3. Monk/Tattooed Monk
4. Ranger/Cavestalker (a sort of Underdark-based Ranger in Drow of the Underdark)
I envisioned a "Blaster" archetype, throwing out some Disintegrates when a dragon or miscellaneous behemoth shows up and the rest of the party can't take it on, but he can be whatever best suits the party. I mainly want a prestige class that allows for him to keep his powerful spellcasting abilities, but contribute more abilities that are not already covered by the other members. Preferably not homebrew unless if it's balanced, but I will accept most 3E, 3.5E, and even PF sources for this.
Remember.
There will be hundreds of these groups. They are all "cookie-cutter" groups, being almost the exact same strength-wise.