J Do Baggins
2008-03-20, 10:30 AM
My wife is a huge charmed fan and when we play she likes spell casters but always says "if i was piper i could do this" ect. So here's my charmed one's prestige class for arcane spellcaster
The charmed ones are spell caster marked for there inate abilities to fight for the good of the world againts all forms of evil. They are selected for the good nature by the "powers that be" and granted extordinary powers to fight evil useing magic.
(sorry i do not know how to make those nice pretty charts but i'll do my best)
HD : D4
Skills: 2+ int
saves and Attack bonus as Wizzard
Requirments:
Lv 5 arcane spell caster
Must have be able to memorize spells and be able to cast spontaniously
Must have chosen a school to specialize in
Must be good
must be female
must have Strong emotional ties to other arcane spellcasters
Must have experienced great loss at the hand of evil
If a charmed one ever intentionally harms an innocent or a good creature they will have all charmed levels removed and never be able to be charmed again.
if they accidentally harm them then they are stripped of magic for a week.
skills: Concentration, craft, decipher script, knowledge(arcana), scry(i don't care if its only 3rd edition it should have been kept through out),spellcraft, use magic device
Chamred Ones
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Power of 3; Grant power
2nd|
+1|
+0|
+0|
+3|Brew Potion
3rd|
+1|
+1|
+1|
+3|Spell Creation
4th|
+2|
+1|
+1|
+4|
5th|
+2|
+1|
+1|
+4|Grant Power; +1 Brew Potion
6th|
+3|
+2|
+2|
+5|Bonus Feat
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|+1 Brew Potion
9th|
+4|
+3|
+3|
+6|
10th|
+5|
+3|
+3|
+7|Grant Power; Bonus Feat; Ultimate Power of 3[/table]
Charmed ones loose all spells per day and are allowed other then powers, to only have a number of spells equal to int mod memorized at a time and can change or replenish them by consulting there spell book( which they do not carry around) for calculating caster level charmed levels stack with previous caster levels
Grant power: Powers to a charmed one come as naturally as swinging a sword to a skilled fighter or shooting a bow and arrow as the most proficient ranger once they learn to tame that power; Gives The Charmed One the ability to cast a spell spontaneously once a round as many times a day as needed with a simple thought as long as the components cost less then a gold, taking normal time to cast. The spells may not be chosen at random how ever you must pick from your specialized school. the first power must be level 1 or lower, the second level 3 or lower, and the final level 7 or lower. Now see bottom of page for limitations. powers are subject to spell resistance, and are treated in every way ( other then components ) as they would had they been cast by a wizard of same level.
Power of 3 : if 3 charmed ones work together to cast a spell then the effective spell caster level for the spell to deal damage over come SR or any other effects are = the highest levels caster plus a bonus based on level of the other charmed ones. (that bonus comes from the equation (2nd caster lvl + 3rd caster level) / 3 [ so if we have a lvl 10 charmed level 10 other spell caster a level 5 charmed 5 other and a lvl 3 charmed- level 5 other we would have an effective spell caster level 26 = thats 20 + (10+8)/3
May not be a power and must have verbal components and requires concentration check DC = 20+ spell lvl. Spell may not be a power to any and all must have the same goal in mind for the casting of the spell. so if three charmed ones, one level 8 2 and 5 cast a spell w/ power of 3 it would be as if it were cast by a level 10 charmed one ( well 10 plus whatever other spell caster levels)
Bonus feats : can be creation feats a character of there level could gain, eschew materials, spell penetration, spell focus, iron will other magic based feats. at level to if already knows brew potion then sub for another creation feat only
Spell creation - Charmed ones can make up spells to preform tasks they need done. To do this they must have an empty memorization slot (not one that has been expended ) but have chosen not to memorized a spell. the spell can be pulled off the wizard/sorc list and must be at least one level lower then what a wizard of equal level could cast. Must preform a know(arcana) check = spell lvl +20... ALSO if a charmed one creates a spell it could be scribed on a scroll and added to the book or scribed and not memorized to leave this empty slot available
bonus to prew potions represents there expert ability to brew potions. the bonus gains them a 10% discount on all materials per bonus point and a +1 on effects ( such as potions of invisiblity would have a dc of normal +1, or a levitation potion would last longer, or whatever)
LIMITATIONS::: A charmed one can never cast a spell with an "evil" undertone - that means no fire, lightning or any elemental spells or a spell that uses raw energy in some kind of attack method. (no fireball, magic missile, flame weapon). also no necromancy of any kind OTHER THEN speak to dead. and only to find out about there killer. also no spells that pull there power from the plane of shadows. ( i know this part makes it a big let down but, 1 it helps balance a big bit, no walking artillery with unlimited ammo 2 according to my expert wife her sisters and mom these ARE all considered evil types of spells.) ALSO unfortunately no blink or teleporting, only dimensional door or and angel's "orbing"...
Please keep in mind that the charmed ones greatest power lies in the power of 3 and in there brew potion ability and scribe scrolls give them quite an array of spells to choose from
Yeah so i decided to add it back in but better;
Ultimate power of 3; 1/ week As wish, As long as all 3 charmed ones agree on what needs to be done.
i think this works pretty well
:amused: or :annoyed:
:smallcool: or :smallfrown:
The charmed ones are spell caster marked for there inate abilities to fight for the good of the world againts all forms of evil. They are selected for the good nature by the "powers that be" and granted extordinary powers to fight evil useing magic.
(sorry i do not know how to make those nice pretty charts but i'll do my best)
HD : D4
Skills: 2+ int
saves and Attack bonus as Wizzard
Requirments:
Lv 5 arcane spell caster
Must have be able to memorize spells and be able to cast spontaniously
Must have chosen a school to specialize in
Must be good
must be female
must have Strong emotional ties to other arcane spellcasters
Must have experienced great loss at the hand of evil
If a charmed one ever intentionally harms an innocent or a good creature they will have all charmed levels removed and never be able to be charmed again.
if they accidentally harm them then they are stripped of magic for a week.
skills: Concentration, craft, decipher script, knowledge(arcana), scry(i don't care if its only 3rd edition it should have been kept through out),spellcraft, use magic device
Chamred Ones
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Power of 3; Grant power
2nd|
+1|
+0|
+0|
+3|Brew Potion
3rd|
+1|
+1|
+1|
+3|Spell Creation
4th|
+2|
+1|
+1|
+4|
5th|
+2|
+1|
+1|
+4|Grant Power; +1 Brew Potion
6th|
+3|
+2|
+2|
+5|Bonus Feat
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|+1 Brew Potion
9th|
+4|
+3|
+3|
+6|
10th|
+5|
+3|
+3|
+7|Grant Power; Bonus Feat; Ultimate Power of 3[/table]
Charmed ones loose all spells per day and are allowed other then powers, to only have a number of spells equal to int mod memorized at a time and can change or replenish them by consulting there spell book( which they do not carry around) for calculating caster level charmed levels stack with previous caster levels
Grant power: Powers to a charmed one come as naturally as swinging a sword to a skilled fighter or shooting a bow and arrow as the most proficient ranger once they learn to tame that power; Gives The Charmed One the ability to cast a spell spontaneously once a round as many times a day as needed with a simple thought as long as the components cost less then a gold, taking normal time to cast. The spells may not be chosen at random how ever you must pick from your specialized school. the first power must be level 1 or lower, the second level 3 or lower, and the final level 7 or lower. Now see bottom of page for limitations. powers are subject to spell resistance, and are treated in every way ( other then components ) as they would had they been cast by a wizard of same level.
Power of 3 : if 3 charmed ones work together to cast a spell then the effective spell caster level for the spell to deal damage over come SR or any other effects are = the highest levels caster plus a bonus based on level of the other charmed ones. (that bonus comes from the equation (2nd caster lvl + 3rd caster level) / 3 [ so if we have a lvl 10 charmed level 10 other spell caster a level 5 charmed 5 other and a lvl 3 charmed- level 5 other we would have an effective spell caster level 26 = thats 20 + (10+8)/3
May not be a power and must have verbal components and requires concentration check DC = 20+ spell lvl. Spell may not be a power to any and all must have the same goal in mind for the casting of the spell. so if three charmed ones, one level 8 2 and 5 cast a spell w/ power of 3 it would be as if it were cast by a level 10 charmed one ( well 10 plus whatever other spell caster levels)
Bonus feats : can be creation feats a character of there level could gain, eschew materials, spell penetration, spell focus, iron will other magic based feats. at level to if already knows brew potion then sub for another creation feat only
Spell creation - Charmed ones can make up spells to preform tasks they need done. To do this they must have an empty memorization slot (not one that has been expended ) but have chosen not to memorized a spell. the spell can be pulled off the wizard/sorc list and must be at least one level lower then what a wizard of equal level could cast. Must preform a know(arcana) check = spell lvl +20... ALSO if a charmed one creates a spell it could be scribed on a scroll and added to the book or scribed and not memorized to leave this empty slot available
bonus to prew potions represents there expert ability to brew potions. the bonus gains them a 10% discount on all materials per bonus point and a +1 on effects ( such as potions of invisiblity would have a dc of normal +1, or a levitation potion would last longer, or whatever)
LIMITATIONS::: A charmed one can never cast a spell with an "evil" undertone - that means no fire, lightning or any elemental spells or a spell that uses raw energy in some kind of attack method. (no fireball, magic missile, flame weapon). also no necromancy of any kind OTHER THEN speak to dead. and only to find out about there killer. also no spells that pull there power from the plane of shadows. ( i know this part makes it a big let down but, 1 it helps balance a big bit, no walking artillery with unlimited ammo 2 according to my expert wife her sisters and mom these ARE all considered evil types of spells.) ALSO unfortunately no blink or teleporting, only dimensional door or and angel's "orbing"...
Please keep in mind that the charmed ones greatest power lies in the power of 3 and in there brew potion ability and scribe scrolls give them quite an array of spells to choose from
Yeah so i decided to add it back in but better;
Ultimate power of 3; 1/ week As wish, As long as all 3 charmed ones agree on what needs to be done.
i think this works pretty well
:amused: or :annoyed:
:smallcool: or :smallfrown: