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Hytheter
2013-05-15, 06:33 AM
Hey, first-time poster, on-and-off lurker here.
So I don't have all the fluff for this guy, but the basic premise is that Arcane spellcasters can somehow find a way to tap into their own life force and convert it directly into spellcasting power.
In gameplay terms, it's a Prestige Class for spontaneous Arcane Spellcasters that grants more spells per day at the cost of HP. Eventually, they can continue casting as long as they can stay alive.
This is very much a work in progress and probably has balance issues one way or the other, as well as some gaps that need to be filled in, and I would very much appreciate some critique/help.

Vitality Caster (better name pending?)

Hit Die: (Uncertain, probably high-ish to help offset class features, or at least higher than the original class)

Requirements:
Base Fortitude Save +2
Knowledge (Arcana) 8 Ranks
Ability to spontaneously cast Arcane Spells

Class skills: (Probably just as the original class it belonged to)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+|
+|
+|Vitality Casting|Bonus Spells

2nd|
+1|
+|
+|
+|Spell Exertion|+1 level of existing arcane spellcasting class

3rd|
+1|
+|
+|
+|Temporary HP|+1 level of existing arcane spellcasting class

4th|
+2|
+|
+|
+||+1 level of existing arcane spellcasting class

5th|
+2|
+|
+|
+||+1 level of existing arcane spellcasting class

6th|
+3|
+|
+|
+|Temporary HP|+1 level of existing arcane spellcasting class

7th|
+3|
+|
+|
+|Greater Spell Exertion|+1 level of existing arcane spellcasting class

8th|
+4|
+|
+|
+||+1 level of existing arcane spellcasting class

9th|
+4|
+|
+|
+|Temporary HP|+1 level of existing arcane spellcasting class

10th|
+5|
+|
+|
+|Power of Vitality|+1 level of existing arcane spellcasting class
[/table]

Class Features:

Vitality Casting: Whenever he spontaneously casts an Arcane spell, a Vitality Caster takes damage equal to the spell's spell level. When casting in a higher spell slot for any reason (eg Metamagic, Vitality Caster Class Features) use the adjusted level to determine HP loss.
A Vitality Caster can never have his HP increased or restored by his own magic, or the magic of another Vitality Caster.

Spellcasting: At Level 1, he gains a single bonus Spell Per Day for every Spell Level. This does not apply to Spell levels he does not already have access to until he reaches the required caster level.
Starting from 2nd Level, each level he may increase his Caster Level, Spells Per Day and Spells known as though he had levelled up in an existing spontaneous Arcane Spellcasting class. He does not however gain any other bonuses from that class.

Spell Exertion: From 2nd Level, a Vitality Caster may choose to cast his spells in a higher spell slot, paying the appropriate HP.
At 7th Level, the Vitality Caster gains Greater Spell Exertion. He may then cast a spell without using up any spell slots, but loses HP equal to his highest usable spell level +1. Spells cast this way can not be enhanced by metamagic feats.

Temporary HP: At third level, and every third level afterwards, a Vitality Caster gains a number of Temporary Hit Points per day equal to his CON modifier. These Hit Points can not be used against opponents attacks; rather they can only be used to reduce the damage from Vitality Casting.

Power of Vitality: At Level 10, a Vitality Caster may expend HP to boost the power of his spells. When casting a spell, he may expend a number of HP (or Temporary HP from the 2nd Level class feature) up to his CON modifier to increase either his effective Caster Level with that spell OR the damage dealt by the spell.

~~~

So yeah that's it. My main concern is whether he's overpowered because of his extra spells or crippled by the loss of HP. Some of the features might need tweaking or be swapped around but I like them in theory so far.

Thoughts?

The Mentalist
2013-05-15, 07:20 AM
The problem with this really is that hitpoints are a very easy resource to gain and often trivial (for example: Delay Death).


As a simple example, False Life is a second level spell that will grant you 1d10+CL (max 10) hitpoints, at high levels this is getting a ninth level spell for a second level spell. You may have better luck with going with a (Spell level+1)^2 progression for this, though even that with a Cleric in your party you're trading a 6th level spell for a 9th (Heal, that they can cast Spontaneously)

That's not to say that this idea doesn't have merit, perhaps Con damage for higher level spells as well (starting at 1 for 5th and moving up to 5 for 9ths) perhaps even Con Burn instead of simply damage.

Power of Vitality makes him the Negative Level champion with an Enveneration + the 7-8 Con mod he'll have for 8-12 negative levels

Hytheter
2013-05-15, 07:27 AM
As a simple example, False Life is a second level spell that will grant you 1d10+CL (max 10) hitpoints, at high levels this is getting a ninth level spell for a second level spell.


Stuff like this is why I added "A Vitality Caster can never have his HP increased or restored by his own magic, or the magic of another Vitality Caster." So he can't just heal himself up to minimise the cost of his high spell usage, or have two casters heal each other infinitely.
Other Spellcasters in the party is a concern though. Maybe I should make it so that no spells can heal him? That could go too far the pther way though possibly...
Then again, other party members DO have limits on their spells, and other allies to attend to, so...