Frosty
2008-04-06, 02:38 PM
I'm wanting to design a prestige class for wizards for one of my playes in my campaign. Thematically, he likes to be teacher (has ranks in profession in fact) and he likes being a team player. So, I immediately though of Incantatrix. But, I'm not going for *that* high powered of a campaign, and the fluff doesn't quite match. Therefore, I'd like to make up a 5-level prestige class that gives a wizard the ability to help out his entire team, and perhaps add in some version of the Cooperative Metamagic ability of the Incantatrix so he can help the Cleric in the campaign as well.
Right now these are just random ideas, but I'd like some feedback. I want this class to be solid in both fluff and mechanics, but not broken.
Frontier Mentor
Prerequisites: Able to cast 5th level arcane spells. Spellcraft 12 ranks. Knowledge (any 2) 12 ranks. Profession (teacher) 10 ranks. Any 2 metamagic feats.
Hit-dice: d4
Base Attack progression: As Wizard
Saving Throw progression: Bad Fort, Bad Reflex, Good Will
Skills per level: 2+int
Class skills: As Wizard, + any 2 that the player picks upon entering this class for the first time.
Custom
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Spells
1st|+0|+0|+0|+2|Telepathy 100ft, Share Saves|
+1 level of existing arcane
2nd|+1|+0|+0|+3|Skill Focus (Spellcraft), Share magical information|
+1 level of existing arcane
3rd|+1|+1|+1|+3|Share Metamagic, Grant Spell Resistance|
+1 level of existing arcane
4th|+2|+1|+1|+4|Bonus Feat|
+1 level of existing arcane
5th|+2|+1|+1|+4|Grant Superior Spell Resistance|
+1 level of existing arcane
[/table]
Class abilities:
Telepathy (Su): You gain telepathy out to 100ft.
Share Saves (Su): As an immediate action, twice per encounter, you may give one of your saving throws a penalty for 2 rounds. In return, you give an ally within 30 feet of you a bonus to the same saving throw until the beginning of your next round. The penalty and bonus granted starts out at 3, and increases by one, up to a maximum of +5 given at class level 3.
Share magical information (Su): You project an aura 30 feet around you. If an ally within the aura has less ranks in Spellcraft than your ranks in Spellcraft divided by 2, that ally is treated as if having half of your ranks for the purposes of identifying a spell being cast and identifying existing spell effects.
Skill Focus (spellcraft): You gain skill focus (spellcraft) as a bonus feat at level 2.
Share Metamagic (Su): Twice per day, you must be adjacent to an allied spellcaster and ready an action to help that ally cast a spell. You may attempt to augment the ally's spell with one of your metamagic feats that is not a Sudden metamagic feat. To do so, you must succeed on a spellcraft check of DC 15 + 3*modified spell level. If you do not succeed, the attempt is wasted, although the ally's spell goes off as normal. If you do succeed, you must expend an unused spell slot equal to the metamagic slot adjust of the metamagic you just applied.
Grant Spell Resistance (Su): Twice per day, as an immediate action in response to a spell being cast, you may grant yourself or an ally within 30 feet of you Spell Resistance equal to 12 + X. where X is your Caster level, but with a maximum of your Character level +5. This SR is good only against that spell being cast, and goes away once the spell is resolved.
Bonus Feat: At 4th level, you may gain a feat that you meet the prerequisites for.
Grant Superior Spell Resistance (Su): The Spell Resistance granted by Grant Spell Resistance now works even against some spells that don't allow Spell Resistance. For example, attack spells like Glitterdust and Orb of Fire would have to punch through the SR before it can affect the target of this ability. Spells like Entangle and Web are not affected.
Right now these are just random ideas, but I'd like some feedback. I want this class to be solid in both fluff and mechanics, but not broken.
Frontier Mentor
Prerequisites: Able to cast 5th level arcane spells. Spellcraft 12 ranks. Knowledge (any 2) 12 ranks. Profession (teacher) 10 ranks. Any 2 metamagic feats.
Hit-dice: d4
Base Attack progression: As Wizard
Saving Throw progression: Bad Fort, Bad Reflex, Good Will
Skills per level: 2+int
Class skills: As Wizard, + any 2 that the player picks upon entering this class for the first time.
Custom
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Spells
1st|+0|+0|+0|+2|Telepathy 100ft, Share Saves|
+1 level of existing arcane
2nd|+1|+0|+0|+3|Skill Focus (Spellcraft), Share magical information|
+1 level of existing arcane
3rd|+1|+1|+1|+3|Share Metamagic, Grant Spell Resistance|
+1 level of existing arcane
4th|+2|+1|+1|+4|Bonus Feat|
+1 level of existing arcane
5th|+2|+1|+1|+4|Grant Superior Spell Resistance|
+1 level of existing arcane
[/table]
Class abilities:
Telepathy (Su): You gain telepathy out to 100ft.
Share Saves (Su): As an immediate action, twice per encounter, you may give one of your saving throws a penalty for 2 rounds. In return, you give an ally within 30 feet of you a bonus to the same saving throw until the beginning of your next round. The penalty and bonus granted starts out at 3, and increases by one, up to a maximum of +5 given at class level 3.
Share magical information (Su): You project an aura 30 feet around you. If an ally within the aura has less ranks in Spellcraft than your ranks in Spellcraft divided by 2, that ally is treated as if having half of your ranks for the purposes of identifying a spell being cast and identifying existing spell effects.
Skill Focus (spellcraft): You gain skill focus (spellcraft) as a bonus feat at level 2.
Share Metamagic (Su): Twice per day, you must be adjacent to an allied spellcaster and ready an action to help that ally cast a spell. You may attempt to augment the ally's spell with one of your metamagic feats that is not a Sudden metamagic feat. To do so, you must succeed on a spellcraft check of DC 15 + 3*modified spell level. If you do not succeed, the attempt is wasted, although the ally's spell goes off as normal. If you do succeed, you must expend an unused spell slot equal to the metamagic slot adjust of the metamagic you just applied.
Grant Spell Resistance (Su): Twice per day, as an immediate action in response to a spell being cast, you may grant yourself or an ally within 30 feet of you Spell Resistance equal to 12 + X. where X is your Caster level, but with a maximum of your Character level +5. This SR is good only against that spell being cast, and goes away once the spell is resolved.
Bonus Feat: At 4th level, you may gain a feat that you meet the prerequisites for.
Grant Superior Spell Resistance (Su): The Spell Resistance granted by Grant Spell Resistance now works even against some spells that don't allow Spell Resistance. For example, attack spells like Glitterdust and Orb of Fire would have to punch through the SR before it can affect the target of this ability. Spells like Entangle and Web are not affected.