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RandomFellow
2007-12-21, 01:29 AM
An Aluran High Mage is the republic's answer to the Imperial and Fae Archmagi.

Requirements
To qualify to become an Aluran High Mage, a character must fulfill all the following criteria.

Skills
Spellcraft (Int) 17, Knowledge (Arcana) 17

Feats
Heighten Spell, Air Sense, Air Spell, Spell Focus and Greater Spell focus in at least one school

Spells
Capable of casting 7th level spells from six schools. Knowledge of 7th level spells from one of those schools and 4th level or higher for the other five schools. Capable of spontaneously applying metamagic without increasing casting time.

Table: Aluran High Mage
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|0|0|0|0|High Arcana Track , Lesser|+1 level of existing arcane spellcasting class
2nd|1|0|0|0|Secondary High Arcana Track, Lesser|+1 level of existing arcane spellcasting class
3rd|1|1|1|1|High Arcana Track|+1 level of existing arcane spellcasting class
4th|2|1|1|1|Secondary High Arcana Track|+1 level of existing arcane spellcasting class
5th|2|1|1|1|High Arcana Track , Greater|+1 level of existing arcane spellcasting class
6th|2|1|1|1|Secondary High Arcana Track , Greater|+1 level of existing arcane spellcasting class[/table]

Alignment
Any.

Hit Die
d4.

Class Skills
Spellcraft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Concentration (Con)


Skill Points at Each Additional Level
2 + Int modifier.

Class Features
All of the following are class features of the Aluran High Mage.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Spells
An Aluran High Mage gains spells per day, caster level, and spells known as if he belonged to his previous spontaneous spellcasting class. He gains no other benefits he would have otherwise gained (such as bonus feats).


High Arcana Tracks


Counterspelling of the High Mage
Mastery of Counterspelling, Lesser (Su)
This ability takes up a 7th level spell slot. Any spell counterspelled by a High Mage with this High Arcana is treated as if affected by the spell, Spell Turning, unless the spell cannot be affected by Spell Turning.

Mastery of Counterspelling (Su)
A High Mage can use any spell of the same level. (e.g. To counter a fireball, a High Mage could heighten a Magic Missile spell to the 2nd level and expend it to counter the fireball. A High Mage could counterspell a Meteor Swarm with a Timestop spell). This ability takes up a 7th level spell slot.

Mastery of Counterspelling, Greater (Su)
A High Mage can counterspell once per round as a free action. This ability costs a 9th level spell slot. This ability is usable three times per day.

Power of the High Mage
Spell Power, Lesser (Su)
A High Mage gains a +1 to caster level (for purposes of level-dependent spell variables such as damage dice or range and caster level checks only). This ability costs a 5th level spell slot.

Spell Power (Su)
A High Mage gains an additional +1 to caster level (for purposes of level-dependent spell variables such as dice or range and caster level checks only). This ability costs a 5th level spell slot.

Spell Power, Greater (Su)
A High Mage gains an additional +2 to caster level (for purposes of level-dependent spell variables such as dice or range and caster level checks only). This ability costs a 9th level spell slot.

Innate Power of the High Mage

Spell Like Ability, Lesser
A High Mage gains a spell-like ability of 7th level or less that is usable twice per day. This ability costs a spell slot of the spell-like ability's level and a 5th level spell slot.

Spell Like Ability
A High Mage gains a spell-like ability of 9th level or less that is usable twice per day. This ability costs a spell slot of the spell-like ability's level and a 5th level spell slot.

Spell Like Ability, Greater
A High Mage gains two spell like ability of 4th level or less as an at-will spell like ability. This spell-like ability can be modified by metamagic as long as it remains at the 4th spell level or less. This ability costs two 9th level spell slot and two 5th level spell slots.


Blasting of the High Mage

Mastery of Blasting, Lesser (Su)
The High Mage can shape area of effect spells on the fly. Every time a High Mage casts a spell that effects an area rather than a set of target(s), he may create as many holes (areas unaffected by the spell) with a minimum dimension of 5' as he has High Mage levels. This ability costs a 5th level spell slot.

Mastery of Blasting (Su)
The High Mage's touch spells now have a range of 30'. This ability costs a 7th level spell slot.

Mastery of Blasting, Greater (Su)
The High Mage's touch spells now have a range of 60'. A High Mage with this ability can also change any elemental type in a spell to a different element (e.g. Turning a fireball into a coldball.). This does not effect the spell besides changing the elemental type of damage for purposes of determining resistance or immunity. This ability costs a 7th and 8th level spell slot.


Balance Notes
This class effectively trades one set of requirements for a slightly more restricted set of requirements and class abilities in exchange for an 'extra' High Arcana at 5th and 6th levels. Oh and 3 bad saves.