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    Default Single Spell Specialists (3.5, PrC)

    Cinder Connoisseur

    "Most of us have the exact same story: learned the spell, loved the kaboom, realized it's really all you need."
    Maurio "Lame Flame" Szoworak, Cinder Connoisseur

    In the study of arcane arts, the school of Evocation is often ignored, sidelined or belittled by practitioners of more subtle or involved magics, who condemn the flashy and often empty-seeming classics of the evoker's discipline as being impractical, weak or uninteresting. Those who have stuck to learning the powers of Evocation, however, often come to love the feeling of control over raw, pure magic, and it is the spectacular display of a fireball that lures many such students into the towers of the "blaster mages."

    Some never forget their first fireball, nor the second, or third or fifth or tenth - some never forget any of them. For such as these, the brilliant flash of noise and fire always seems to be just lacking that one extra thing, that little personal addition that could push it over the edge. Those so obsessed are known (politely) as cinder connoisseurs, masters of the most fantastic fireball spells in the land.

    BECOMING A CINDER CONNOISEUR
    Cinder connoisseurs are usually dedicated, traditionalist evokers with a particular passion for fire spells. The desire to tinker with and improve on the arcane design and structure of the fireball spell finds a resource-rich mind in wizards moreso than other arcane casters; warmages looking to intensify the spell's practical elements and sorcerers with the fireball spell innate to them may also seek the fantastic power of a Cinder Connoisseur.

    ENTRY REQUIREMENTS
    Feats: Spell Focus (evocation) or Energy Focus (fire)*, any metamagic feat
    Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks
    Spells: Must be able to cast fireball
    School Specialization: Must not specialize in Conjuration or Enchantment

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Hit Dice: d6

    The Cinder Connoisseur
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Fireball immunity, flame's edge|-

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Pyromancy, firecraft|+1 level of existing spellcasting class

    3rd|
    +1
    |
    +1
    |
    +3
    |
    +3
    |Pyromancy, bonus feat|+1 level of existing spellcasting class

    4th|
    +2
    |
    +1
    |
    +4
    |
    +4
    |Pyromancy, double fireball|+1 level of existing spellcasting class

    5th|
    +2
    |
    +1
    |
    +4
    |
    +4
    |Pyromancy, master pyromancer|+1 level of existing spellcasting class[/table]

    Weapon and Armor Proficiency: Cinder connoisseurs gain no proficiency with any weapon or armor.

    Spells per Day/Spells Known
    When a new cinder connoisseur level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained.

    Fireball Immunity (Su) A cinder connoisseur knows the ins and outs of the fireball so well that he can casually ignore the spell's danger. Cinder connoisseurs are immune to both fireball and delayed blast fireball, as well as several imitator spells. A Knowledge (arcana) check against a spell similar to fireball may give the cinder connoisseur complete immunity to its effects, as determined by the table below:

    {table=head]Factor|DC Adjustment
    Base|20+spell level
    Evocation spell|-5
    Area spell|-5
    Metamagic|+2 per metamagic feat applied
    Pyromancy|+5 if not known
    Spell-Like Ability|+5
    Target spell|+5
    Neither Evocation nor Conjuration|+10
    Not arcane|+10[/table]

    The cinder connoisseur may only identify spells with the Fire descriptor in this fashion.

    Flame's Edge (Su) The cinder connoisseur quickly learns the art of making his fire spells more intense. He increases the damage dealt by his fire spells by 1 per die. This extra damage is fire damage.

    Pyromancy At 2nd level and each level thereafter, a cinder connoisseur devises a new innovation on the fireball spell. When casting fireball or delayed blast fireball, he can choose one pyromancy effect which he knows and add it to the spell (this takes no action, but must be declared at the time the spell is cast). If a pyromancy effect requires additional saving throws, their DC is equal to the original DC of the spell.

    Spoiler
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    Blastball: The cool blue flame of this missile belies the wicked power within. Creatures caught within the blastball take 1 force damage per caster level, whether or not they succeed on their saving throw. The spell's fire damage is halved as normal on a successful Reflex save.

    Fireblast: A bright orange sphere of blazing fire expands outwards at great speed. Creatures caught in the area of effect must make a second Reflex save or be pushed outside the nearest edge of the blast radius, taking 1d6 damage for every 10 ft. traveled and falling prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity.

    Fireflash: A radiant, golden glow of heat surrounds you as you compact yourself into a carriage of flame, becoming a fireball that hurtles to the designated point. Where the fireball blossoms, you reappear, and are unable to take any actions until your next turn. If the fireball did not explode at the designated point but collided with an obstacle, you take damage from the collision equal to 1d6 per 10 ft. left to travel. Fireflash can only be applied to one fireball per round (it can not be used for both sides of a double fireball).

    Firesphere: The lively green blaze of the firesphere forms around the blast area, making evasion impossible. A successful Fortitude save halves the damage a creature within the firesphere takes, but the spell offers no Reflex save against the damage it deals.

    Flameball: Oily red flames linger on everything they touch. Creatures caught in the area of effect must make a second Reflex save or catch on fire. Unattended flammable objects will suffer damage.

    Flareball: Blazing white fires produce unbearable radiance. Creatures caught in the area of effect must make a Fortitude save or be blinded for 1d4 rounds.

    Flashball: The cyan fires of the flashball grow ever brighter as it streaks towards its target, detonating in a startling flash. Creatures caught in the area of effect are dazzled for 1d4+1 rounds.

    Greater Fireball: Edges of yellow demarcate a greater fireball, which has been redesigned to allow more of a powerful mage's strength to be channeled into the spell. A greater fireball is capped at 15th level rather than 10th (15d6 max damage), while a greater delayed blast fireball has no cap.

    Heatball: This violet missile erupts into intense heat rather than magical fire. Creatures with spell resistance are not afforded said protection against a heatball.

    Living Fireball: This missile flies to the point specified, but then comes alive, becoming a Medium fire elemental. The elemental gets a +1 bonus to attack rolls, damage rolls, AC and saving throws for every three caster levels you possess, as well as bonus HP equivalent to your caster level, and acts at your direction. When the elemental is slain (reduced to 0 hp) or at your command, it unleashes the original fireball spell that spawned it. The living fireball lasts for 1 round/2 levels or until slain, dispelled or detonated.

    Smokeball: The greasy grey missile this spell launches explodes into a cooler flame that causes heavy smoke to form. Creatures caught in the area of effect take 1d6 fire damage/2 levels (max 5d6 for a capped fireball or 10d6 for a capped delayed blast fireball) and are subject to the effects of smoke as the area of the spell fills with it. Treat this smoke as a fog cloud that presents smoke dangers to those within.

    Swift Fireball: You may cast this small, crimson fireball as a swift action. Its parameters match those of a caster five levels lower than you, even if that caster level would normally be insufficient to cast a fireball.


    Firecraft (Ex) By 2nd level, a cinder connoisseur is always dabbling with his fireball spell, and is thus better at applying metamagic modifiers to it. The cinder connoisseur reduces the total level adjustment from metamagic applied to a fireball or delayed blast fireball by 1, to a minimum of 0. This reduction applies after all other adjustments have been made to the spell's level, and reduces metamagic level adjustment by a total of 1, not 1 per metamagic feat applied.

    Bonus Feat At 3rd level, the cinder connoisseur selects a bonus feat from the following list:

    Spoiler
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    Combat Casting, Empower Spell, Enlarge Spell, Eschew Materials, Greater Spell Penetration, Heighten Spell, Improved Counterspell, Maximize Spell, Quicken Spell, Silent Spell, Spell Penetration, Spell Focus (evocation), Still Spell, Widen Spell.

    Additional feats are available from other sources, including but not limited to:

    Complete Arcane
    Arcane Defense (evocation), Arcane Mastery, Arcane Preparation, Battle Caster, Cooperative Spell, Energy Admixture, Energy Substitution, Explosive Spell, Extra Edge, Extra Slot, Fortify Spell, Innate Spell, Nonlethal Substitution, Repeat Spell, Sculpt Spell, Sudden Empower, Sudden Maximize, Sudden Quicken, Sudden Silent, Sudden Still, Sudden Widen, Transdimensional Spell, Twin Spell

    Complete Mage
    Alacritous Cogitation, Battlecaster Defense, Battlecaster Offense, Elemental Adept, Favored Magic Foe, Fiery Burst, Metamagic School Focus (evocation), Metamagic Vigor, Piercing Evocation, Rapid Metamagic, Residual Magic

    Player's Handbook II
    Arcane Thesis (delayed blast fireball), Arcane Thesis (fireball), Blistering Spell, Dampen Spell, Earthbound Spell

    Sandstorm
    Fiery Spell, Searing Spell


    Double Fireball (Ex) At 4th level, the cinder connoisseur has become so adept at casting fireball that he can cast fireball while casting another fireball. As part of the same action, the cinder connoisseur can cast two different instances of fireball and/or delayed blast fireball, applying separate metamagic, choosing separate pyromancy effects, and using up two spell slots at once. The two fireballs streak out at the same time, and a creature caught in both blasts must save against each spell. However, the two fireballs must be targeted at least 10 feet apart.

    Master Pyromancer At 5th level, the cinder connoisseur has mastered customization of his fireball spells and can put a truly unique twist on any of them. When casting a single fireball or delayed blast fireball spell (and not using the double fireball ability) he may apply two pyromancy effects to it instead of one.
    Last edited by afroakuma; 2011-06-11 at 09:25 AM.
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    Default Re: Single Spell Specialists (3.5, PrC)

    Is this for Wizards only? Or can Sorcerers take it? (the school specialization line indicates Wizards to me).

    Also, perhaps some way to inefficiently trade up lower level slots for Fireball? Or a weaker and/or smaller "Lesser Fireball" 1st level spell? No sense letting those level 1 and 2 spells sit there NOT becoming fireballs...

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    Default Re: Single Spell Specialists (3.5, PrC)

    Looks great. You going to make some for other spells?
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    Default Re: Single Spell Specialists (3.5, PrC)

    So in effect you trade one casterlevel for a vast upgrade to one 3rd level spell for debuffs or more damage, in the case of the sorcerer a bonus feat, more hp, a high reflex save, a chance to become immune to... wait for it...
    EVERY SPELL IN EXISTANCE
    depending solely on how high you can get your knowledge(arcana) check
    which I admit do not know of too many ways to improve, but I bet there are some

    I kind of don't think that this is too good a trade, maybe one less caster level might be fairer, depending how high one can get his knowledge(arcana) check perhaps even more
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    Default Re: Single Spell Specialists (3.5, PrC)

    The knowledge thing only works on spells with the [Fire] descriptor, so no, you can't become immune to every spell ever.
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    Default Re: Single Spell Specialists (3.5, PrC)

    Sublimatist

    "No, I said there's nothing like being a big cloud of gas, you noxious oaf!"
    Istriss the Intangible, Sublimatist

    In the study of arcane arts, the school of Transmutation is considered one of the most fantastic and powerful, capable of some of the most visually stunning feats of magic and possessing both marvelous utility and fierce destructive potential. Those who learn the powers of Transmutation, however, often come to love the spells that let them change things about themselves, and it is the singular and unique experience of being in gaseous form that best demonstrates to new mages what wonders are in store for them.

    Some are absolutely captivated by the weightless, disorienting sensation of the gaseous form. They believe it is the most liberating feeling possible. Others see different potential untapped by the "safe" and "pedestrian" spell the masters have made their default, potential for protection, or empowerment, or as a weapon. Those who obsess over matters of making the solid into vapor often devote large portions of their own time to being in gaseous form, and from this pastime and overall field of study become known as Sublimatists.

    BECOMING A SUBLIMATIST
    Sorcerers with gaseous form as an innate power feel a natural draw towards the further study of this form of magic, as do some transmuters focused more on personal applications of their discipline. Clerics of weather and sky deities may seek out the Sublimatist's way as a means of becoming closer to their god. It is not unheard of for others to become Sublimatists, but it is by far and away not a traditional route for any magic-wielder.

    ENTRY REQUIREMENTS
    Feats: Extend Spell
    Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks
    Spells: Must be able to cast gaseous form
    School Specialization: Must not specialize in Abjuration or Necromancy

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Hit Dice: d4

    The Sublimatist
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Shape in the fog, nebula (obscuring mist)|-

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Voice in the fog, instant sublimation|+1 level of existing spellcasting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Motion in the fog, nebula (stinking cloud)|+1 level of existing spellcasting class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Hands in the fog, hostile sublimation|+1 level of existing spellcasting class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |One with the fog, nebula (cloudkill)|+1 level of existing spellcasting class[/table]

    Weapon and Armor Proficiency: Sublimatists gain no proficiency with any weapon or armor.

    Spells per Day/Spells Known
    When a new sublimatist level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained.

    Shape in the Fog (Su) A sublimatist spends a good deal of time in gaseous form and has acclimated to living as a vapor. While in gaseous form, her base speed becomes fly 20 ft. (perfect), she gains DR 5/-, she is invisible while in a square of fog or other cloud, and she can see perfectly through fog and similar effects (obscuring mist, cloudkill, stinking cloud etc.)

    Nebula (Sp) Whenever a sublimatist casts gaseous form on herself, she can create a billowing vapor around herself with magical properties. This vapor, her nebula, forms around her at the position she is in when she casts gaseous form, and remains in place even if she moves out of it. However, her sublimated body retains some trait of the nebula even outside of it; this trait is noted below:

    Spoiler
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    Obscuring Mist (Sp): A 1st-level sublimatist can create an obscuring mist (as the spell) when she sublimates. This cloud lasts for 1 minute per level or until dispersed. This nebula's trait: for as long as the sublimatist is in gaseous form, mist floats around her and through her, giving her concealment (20% miss chance).

    Stinking Cloud (Sp): A 3rd-level sublimatist can form a nebula of vile odor akin to a stinking cloud. This foul reek lasts for 1 round per level or until dispersed. This nebula's trait: for as long as the sublimatist is in gaseous form, creatures whose squares she passes through (or who enter her square) must make a Fortitude save or become nauseated for 1d4 rounds.

    Cloudkill (Sp): A 5th-level sublimatist can spread a miasma of choking toxin when she sublimates. Much like a cloudkill, this deadly nebula lasts for 1 minute per level or until dispersed, and functions in the same fashion. This nebula's trait: for as long as the sublimatist is in gaseous form, creatures whose squares she passes through (or who enter her square) must make a Fortitude save or take 1d4 points of Constitution damage.


    If the nebula requires a saving throw, it is made at the DC of the gaseous cloud spell that generated it. The sublimatist selects which nebula (of those available to her) she wishes to form at the time she casts gaseous form. She may elect, at her discretion, to convey the properties of a nebula into a gaseous form spell cast on another creature; in this case, it acquires the trait listed, but does not actually create the spell-like nebula.

    Voice in the Fog (Su) At 2nd level, the sublimatist has mastered retention of some minor capabilities while in gaseous form. She is able to speak, hear, activate items with a command word (provided they do not need to be touched) and cast spells with a vocal component (but no other components).

    Instant Sublimation (Ex) A sublimatist feels far safer in gaseous form than in solid state at times. A number of times per day equal to her Intelligence modifier (minimum 1), the sublimatist may cast gaseous form upon herself as an immediate action in response to some attack or effect. She must be aware of the attack or effect to respond to it in this manner.

    Motion in the Fog (Su) At 3rd level, the sublimatist has managed to find that fine line between incorporeal vapor and corporeal motion, sufficient to allow her to cast spells with a somatic component (but still no components other than vocal and somatic).

    Hands in the Fog (Su) By 4th level, the sublimatist has mastered the art of temporary corporeal action while in gaseous form. She is capable of making one touch attack per round, making one attack with a light weapon, or otherwise employing a single held item. She can perform any act that can be done one-handed with a standard action even while in gaseous form. In the case of a weapon or held item, the sublimatist must have been holding it prior to casting gaseous form; if the held item is a material component or spell focus, the sublimatist can cast a spell employing that item. Note that some items (such as potions) remain quite useless, as the sublimatist has no corporeal mouth, throat or stomach - though she could use the potion on someone else. The sublimatist cannot retain hold of any item that she did not have on her person at the time she took gaseous form after her turn ends, and if she drops an item that was on her person when she cast gaseous form, it instantly reverts to vapor.

    Hostile Sublimation (Ex) A 4th level sublimatist has determined how to draw others away from their solid forms into a gaseous form whether they are willing or not. She can cast gaseous form against an unwilling creature. That target is permitted a Fortitude save to negate the effect of the spell; however, its spell resistance (if any) does not apply. Against an unwilling target, the duration of gaseous form is reduced to 1 round/level.

    One with the Fog (Su) A 5th level sublimatist has become totally attuned to the experience of being living vapor. When she casts gaseous form upon herself, the duration is doubled (to a maximum of 24 hours). While in gaseous form, her base speed becomes fly 30 ft. (perfect), she gains DR 15/-, she gains fire resistance 15 and cold resistance 15. She is always considered to have the Eschew Materials feat with regard to gaseous form.
    Last edited by afroakuma; 2011-06-11 at 02:03 AM.
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    Default Re: Single Spell Specialists (3.5, PrC)

    Cinder Connoiseur is glorious. If I had a complaint, it would be that the choice of only four of those Pyromancy options is *agonizing,* since I'd want at least six of them...

    So yeah, too many good things and I can't take them all. That's a pretty awesome problem to have!

    Magic missile is usually the spell that gets picked for this sort of treatment, and scorching ray seems like it would be the second most likely option, so its neat to see some different options.

    Dispel magic and the summon monster (or nature's ally) line would seem like good choices, as well.
    Last edited by Set; 2011-06-10 at 09:06 PM.

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    Default Re: Single Spell Specialists (3.5, PrC)

    So all you're giving us of Sublimatist so far is that it is a standard 4/5 spellcasting PrC based on Gaseous Cloud?
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
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    Default Re: Single Spell Specialists (3.5, PrC)

    Quote Originally Posted by Starsinger View Post
    Is this for Wizards only? Or can Sorcerers take it? (the school specialization line indicates Wizards to me).
    Sorcerers don't specialize in a school, so they fulfill the special requirement. And besides, focusing on pumping MOAR POWER into a personal favorite spell screams Sorcerer to me.
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    Default Re: Single Spell Specialists (3.5, PrC)

    Next one's due to be flame blade, I think. I'll take further requests in this thread.
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    Default Re: Single Spell Specialists (3.5, PrC)

    I am very interested in this thread now. I'll make three requests (I don't know if you'll choose any of them, but I figure the more spells I list the more likely one of them is to perk your interest)

    I would like to see Specialists of glibness, black tentacles, and call lightning storm, please.

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    Default Re: Single Spell Specialists (3.5, PrC)

    I triple dog dare you to do one for 'Grease'
    ...with a vengeance!

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    Default Re: Single Spell Specialists (3.5, PrC)

    Perhaps you could change Instant Sublimation to use the main casting stat instead of defaulting to Int; this would make the PrC more attractive for Sorcerers.


    A question concerning the Cinder Connoisseur: What happens if you cast an energy substituted Fireball? Do the relevant abilities still work?

    E.g. can someone cast a cold-substituted Fireball with, say, the *Living Fireball* Pyromancy applied? Does this spell get bonus fire damage from Flame's Edge?


    I really like these classes.
    Since Master of the Unseen Hand(for Telekinesis) and Force Missile Mage(for Magic Missile) already exists as 5-lvl PrCs, it only makes sense to expand upon the concept.





    As a request, I'd love to see a PrC build around Mirror Image. Maybe something where the Images become quasi-real and can deal nonlethal damage, or maybe they have some HP instead of getting one-shotted all the time...or can perform actions such as aid another...

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    Default Re: Single Spell Specialists (3.5, PrC)

    Quote Originally Posted by afroakuma View Post
    The cinder connoisseur may only identify in this fashion spells with the Fire descriptor.
    I'm taking another look at the class for other stuff, but what's really noticeable to me is that the wording here seems awkward. I'd say "The cinder connoisseur may only identify spells with the Fire descriptor in this fashion" instead.
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    Default Re: Single Spell Specialists (3.5, PrC)

    Quote Originally Posted by NeoSeraphi View Post
    I am very interested in this thread now. I'll make three requests (I don't know if you'll choose any of them, but I figure the more spells I list the more likely one of them is to perk your interest)

    I would like to see Specialists of glibness, black tentacles, and call lightning storm, please.
    I second Black Tentacles and Call Lightning Storm.
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    Default Re: Single Spell Specialists (3.5, PrC)

    Flame blade is cancelled.

    Spells under consideration must be natively Sor/Wiz.
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    Default Re: Single Spell Specialists (3.5, PrC)

    Quote Originally Posted by afroakuma View Post
    Flame blade is cancelled.

    Spells under consideration must be natively Sor/Wiz.
    May I request Avasculate, a 7th level Sor/Wiz spell from Libris Mortis?

    I'd also love to see Power Word: Pain, Symbol and/or Melf's Acid Arrow, and possibly Guards and Wards.


    Quote Originally Posted by Chilingsworth View Post
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    Default Re: Single Spell Specialists (3.5, PrC)

    Quote Originally Posted by afroakuma View Post

    Spells under consideration must be natively Sor/Wiz.
    Well, there goes two of my three suggestions. Darn. Um, well then I'll ask for three new ones! Black tentacles is still one that I think you could make very very interesting, but also, I'd like to request slow and solipsism (Sorc/Wiz 7, Illusion, Spell Compendium)

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    Default Re: Single Spell Specialists (3.5, PrC)

    Great Boccob! Rackum frackum...

    I have made twelve or so classes with the same exact premise. Though they're all three level classes based off of the Wayfarer's guide. The only one I ever posted was the --- Wait. I didn't post any. And many of mine were based around tightly linked spell groups like the Walls. Oh well. These look great. And great idea.
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    Default Re: Single Spell Specialists (3.5, PrC)

    Do you mind if I try one on this thread?
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    Default Re: Single Spell Specialists (3.5, PrC)

    Long ago Orzel did a Fireball centered class... it was a bit more humorous, and was actually designed for a NON-spellcasting entry.
    Wikipedia-like cross indexing:
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    Default Re: Single Spell Specialists (3.5, PrC)

    Quote Originally Posted by Welknair View Post
    Great Boccob! Rackum frackum...

    I have made twelve or so classes with the same exact premise. Though they're all three level classes based off of the Wayfarer's guide. The only one I ever posted was the --- Wait. I didn't post any. And many of mine were based around tightly linked spell groups like the Walls. Oh well. These look great. And great idea.
    Wayfarer Guide sucks though, while Force Missile Mage is awesome.
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    I'm going to be honest, "the Welsh became a Great Power and conquered Germany" is almost exactly the opposite of the explanation I was expecting

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    Default Re: Single Spell Specialists (3.5, PrC)

    One of the EN World Publishing products had a PrC based entirely around boosting the effectiveness of Tenser's Floating Disk. It was purely for non-combat use, but a combat-effective one, that allowed someone to ride around on a disk, turn it sideways to block attacks, or ram it into people, would be hilarious.
    Last edited by Set; 2011-06-12 at 10:51 AM.

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    Default Re: Single Spell Specialists (3.5, PrC)

    Mage's Magnificent Mansion would be good too.
    Cast MMM, cast Summon Monster, and you get 2d3 times the normal amount of summons as long as they are summoned rushing out of your mansion.

    Make the entrance through a pre-existing door, and those non-approved just pas through normally.

    Make the mansion partially visible, not just a shimmery door-shaped patch of air.

    Drop the mansion on people.

    Make people think they are in a mansion, but they aren't.

    Increase the size and duration

    Teleport the entrance while the spell is active.

    Leave, and lock the door behind you, leaving other people trapped in what then becomes Mage's Horrible Prison, with the option of later making it Random Spot in the Astral, Because The Caster Didn't Feel Like Teleporting You Back To The Entrance When The Duration Expired.
    Last edited by Qwertystop; 2011-06-12 at 11:10 AM.
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    Default Re: Single Spell Specialists (3.5, PrC)

    Begetter of the Black Bothria

    "They're my friennnnndssss.... they're everyone's friennnnndssss... they want to hold ussss... and squeezzzze usss.... and never, ever let ussss go..."
    Greep the Creep, Begetter of the Black Bothria

    In the study of arcane arts, the school of Conjuration is easily among the most wondrous and compelling, capable of by far and away some of the most fantastic and captivating of magical feats. But despite all the wonders, riches and splendors that wait at the conjurer's beck and call, some insist on delving into the mysteries of the bleak horrors and squeamish eldritch monstrosities that their powers brush. For such as these, the dramatic and alien creation of black tentacles holds a dark fascination, expressing conjuration not just in terms of what exists to be called, but also what can be created wholecloth from the darkest recesses of the imagination.

    Of course, most conjurers use black tentacles for its practical purposes, as well as for magical research into the nature of animate creation. Few stick with the spell for any longer than is reasonable, and fewer still can abide for long the nauseating, wriggling tentacles the spell brings forth. However, nobody ever said mages were sane, and some very few conjurers are utterly devoted to wringing everything out of this eerie spell. These obsessive and probably highly disturbed individuals call themselves the begetters of the Black Bothria. Is there something wrong with them? Absolutely.

    BECOMING A BEGETTER OF THE BLACK BOTHRIA
    Begetters are usually horrifically deranged individuals. The most antisocial of conjurers and perplexingly cerebral wizards may find something to obsess over in the spell so many others would rather forget about. Many begetters are sorcerers, born with this unfortunate power concealed in their blood - and where that blood might come from brings a chill to the spine.

    ENTRY REQUIREMENTS
    Skills: Concentration 10 ranks, Knowledge (arcana) 10 ranks, Spellcraft 8 ranks
    Spells: Must be able to cast black tentacles
    School Specialization: Must not specialize in Divination
    Traits: Must add the Creepy trait:

    Spoiler
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    Creepy
    You're just off-putting. Seriously. Nobody wants to talk to you, or even accidentally touch you.

    Benefit
    You get a +1 bonus to your touch AC.

    Drawback
    You take a -2 penalty on all Charisma-based checks.


    Class Skills
    The begetter's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Hit Dice: d4

    The Begetter of the Black Bothria
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +0
    |Scholar of the aberrant, strong tentacles|-

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Eldritch science, smart tentacles|+1 level of existing spellcasting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Eldritch science, cognizant tentacles|+1 level of existing spellcasting class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Eldritch science, stronger tentacles|+1 level of existing spellcasting class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Eldritch science, blessing of the bothria|+1 level of existing spellcasting class[/table]

    Weapon and Armor Proficiency: Begetters of the black bothria gain no proficiency with any weapon or armor.

    Spells per Day/Spells Known
    When a new begetter level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

    Scholar of the Aberrant (Ex) A begetter of the black bothria studies old and forgotten lore, including fragments more ancient than could be recorded by human hand. This secret and alien wisdom gives him insight into the nature of aberrations; he gets a +2 bonus to Knowledge checks regarding aberrations, a +2 bonus to saving throws to resist the abilities of aberrations, and a +4 bonus to caster level checks to penetrate an aberration's spell resistance (if any).

    Strong Tentacles (Su) The tentacles you conjure with black tentacles have their effective Strength score increased by 4. At 4th level, their effective Strength score is instead increased by 8.

    Eldritch Science It takes a particularly unhealthy mind to think that the ubiquitous solution to all situations is (or should be) gigantic, black, rubbery tentacles. It takes a truly alien mind to make gigantic black rubbery tentacles into an applicable solution. And of course, the begetters have begat several; narcissistic madmen who have left their stains on the "discipline" of the Black Bothria, discovering perverse new twists and processes and giving them laborious names. New begetters follow in the wake of these macabre masters, picking up a piece here, a piece there, and reassembling their work to make it applicable to the begetter's own practice.

    A begetter selects an eldritch science at 2nd level and another each level thereafter. He can choose to add the effect of an eldritch science which he knows to his castings of black tentacles by declaring the addition at the time he casts the spell.

    Spoiler
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    Blehhnen's Aiding Arms: These black tentacles can be oriented on any horizontal or vertical surface. They attack foes as normal, but when an ally enters a square occupied by the tentacles, they grasp him and transport him instantly into any square adjacent to their mass. Allies entering the tentacle mass can choose their exit square, and can resume moving on the other side if they have movement remaining. It is impossible to charge or bull rush through the tentacles in this fashion.

    Cafrine's Howling Terror Rift: This version of the spell can be cast without a target surface - a black rift forms at the point you designate, with the tentacles springing forth from it, potentially providing a nasty surprise for flying creatures. An unworldly howling emanates from this rift, forcing those who enter the tentacles' reach to make Will saves or become shaken for 2d4 rounds.

    Fhlebne's Tentacle Thicket: This field of black tentacles is far thicker than normal, being supplemented by smaller, entangling tendrils and medium-sized ones that aid the largest in grappling. Creatures entering the affected area are entangled until such time as they leave, and the tentacles' grapple checks receive a +4 bonus.

    Iqlurn's Ichorous Tendrils: These black tentacles have a vile purple cast to them and are horridly swollen. Whenever a creature wins a grapple check against one of these tentacles, it bursts, dealing 6d6 acid damage to that creature, but reducing the remaining duration of the spell by one round.

    Morkin's Massive Mucous Members: These awkwardly-titled black tentacles are larger than normal, 20 feet long instead of 10. They are treated as Huge creatures with a Strength score of 26, and deal 1d8 base damage plus their Str modifier when grappling. The duration of the effect is halved (round down).

    Nehlwegner's Nightmarish Nematocysts: These black tentacles are sparse and thin, but incredibly numerous and quite dangerous. They are treated as Medium creatures attacking with a base attack bonus equal to your caster level and a Strength score of 6. A creature touched by these tentacles takes 2d6 electric damage. Any creature grappled by these tentacles must make a Fortitude save or become paralyzed until it is removed from the tentacles (or until the spell ends). Creatures immune to poison are immune to this paralysis. Rather than the normal bludgeoning damage, these tentacles deal 1d6+1 electric damage each round.

    Phorlurn's Pseudogolem: These tentacles clump together into a rubbery, vaguely humanoid mass that suggests an illithid. The entity so shaped takes on the properties of a mind flayer, less its psionics and mind blast. It can extract brains much like the creature it parodies, and acts of its own volition, hunting your foes down one by one until the duration expires.

    Qulusht's Barbed Bothria of Unspeakable Intrusive Atrocity: The documentation of this eldritch science is quite disturbingly thorough and shall not be discussed at length here. These tentacles deal 2d4 base slashing damage when grappling, plus their Strength modifier (in place of the bludgeoning damage normally dealt by black tentacles). Additionally, any creature so grappled must make a Fortitude save or become nauseated for 2d6 rounds. On a successful save, the creature is instead sickened for 1d6 rounds.

    Slurwyd's Squamous Squid Shell: These black tentacles form around you in the form of thick armor (rather than their normal area) that writhes, squirms and lashes out against foes. The shell provides a +10 armor bonus to your AC and provides you two tentacles, which attack once per round on your turn as Large creatures (10 ft. reach) with 19 Str and base attack bonus equal to your caster level. The tentacles deal 1d8+4 slam damage and can grapple, though unless the tentacles can drag a grappled creature along, you may be impeded. The tentacles threaten attacks of opportunity within their reach, and act as two separate creatures (both can be provoked by the same action). You may have a maximum of two tentacles from this effect at a time (though they may coexist with the tentacles acquired from Blessing of the Bothria).

    Xiftron's Unknowable and Unseemly Captivation: Nobody quite knows what goes on inside this mass of tentacles, though it's assumed it still involves grappling and... some other things. A creature who is grappled by these tentacles must make a Will save or become confused for 1d6 rounds. On a successful save, the creature (blessedly) forgets what transpires within the tentacle mass.

    Zorok's Dark Devouring Descent: This eldritch science still frightens a good many younger begetters, for they do not fully understand what they are working. This tentacle mass forms as normal... except that the center descends into unknowable darkness, and the tentacles seem to behave as a group, drawing creatures further and further downwards. Any creature who remains grappled for three consecutive rounds by these tentacles is pulled... down. Nothing that descends this far into these tentacles ever emerges again.

    Many Black Bothrians died to bring us more specific information: failing to escape the hold of these tentacles three times in a row results in the grappled creature dying and leaving no remains.


    Smart Tentacles (Su) At 2nd level, your mind begins to feed into the proto-intellect that powers your creations. Once per round, when your black tentacles lose an opposed grapple check, you may have a second tentacle make another attempt.

    Cognizant Tentacles (Ex) At 3rd level, your frequent experimentation with black tentacles has produced an unusual side effect - black tentacles recognize you, regardless of who cast the spell. You become immune to the hostile effects of black tentacles spells, and can move at normal speed through them. Your black tentacles spell is also capable of grappling creatures under the effects of freedom of movement.

    Blessing of the Bothria (Ex) At 5th level, your alien and anathematic research has irrevocably stained you even more deeply than the ichor and ink you work with. You gain a +3 natural armor bonus, SR 25 and vaguely rubbery skin, which darkens to a bluish-gray. Two large, seemingly sentient tentacles grow from your back, which can attack once per round on your turn as Large creatures (10 ft. reach) with 19 Str and a base attack bonus equal to your caster level. The tentacles deal 1d8+4 slam damage and can grapple, though unless the tentacles can drag a grappled creature along, you may be impeded. The tentacles threaten attacks of opportunity within their reach, and act as two separate creatures (both can be provoked by the same action).
    Last edited by afroakuma; 2011-06-13 at 09:52 PM.
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    Default Re: Single Spell Specialists (3.5, PrC)

    Fireball specialist needs a feature to bypass immunity, even just giving Energy Substitution as a bonus feat.

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    Default Re: Single Spell Specialists (3.5, PrC)

    Wow. This is just...wow. I love this one. You captured black tentacles perfectly.

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    Default Re: Single Spell Specialists (3.5, PrC)

    EDIT: Wikipedia-like cross-indexing: http://www.giantitp.com/forums/showt...8#post11264048

    As written fluff-wise, the fluff would match the crunch better if you changed the trait to only effect your MELEE touch AC. This might necessitate dropping the penalty to -1.

    EDIT: Although there are still advantages to taking it, "Slurwyd's Squamous Squid Shell" becomes slightly less good of a choice if you are expecting to take the class to its completion.
    Last edited by DracoDei; 2011-06-22 at 07:19 PM.
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    Default Re: Single Spell Specialists (3.5, PrC)

    Not sure, because nowhere it say you lose them, I think you will grow two more tentacles for a total of 4. But maybe it should be write that the effect dsont stack with itself so that I dont cast 2-3 Black Tentacles spells to get 4-6 Tentacles attacks...

    There's lot of spells that would be very nice for this project : Mage Sword, Dispel Magic (see Slashing Dispel, Recyprocal Gyre and stuff like this for idea), Color Spray, Hypnotic Pattern, Spectral Hand (could work as the Schism power for spell without Verbal component), Gaseous Form (turn you into a Ghost or Vampire-like creature), Interposing Hand, Telekinesis (see X-men), Globe of Invulnerability (emulate Spellmantle of the Netherese of Elven Wizard), Prismatic Sphere (Could emulate lesser spells so you can as well attack with it), Shadow Envocation/Conjuration (see Shadowcraft Mage)

    Spells from other source could be nice too : Improvisation (turn you into a factotum-like character, I know its bard only), Power Word Pain (mixed with a little of Sadism or MAsochism spell from BoVD), Malevolant Miasma, Fearsome Grapple/Girallon's Blessing (would be nice to take with Begetter of the Black Bothria), Anticipate Teleportation (Become a Battlefield controller and teleport ennemy in combat), Manyjaws, Know Vulnerabilities (and then debuff the ennemy with stuff akin to Spell Vulnerability, Vulnerability), Vortex of Teeth, Duelward (and become a Counterpsell specialist), Fiendform (and become a Greater Devil), Nightstalker Transformation (and becoming more like a Assassin)...

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    Default Re: Single Spell Specialists (3.5, PrC)

    Black Tentacles are disgusting, but this PrC is moreso.

    I still say you should do one for Mage's Magnificent Mansion. A PrC around it was theorized a while ago when someone used the abbreviation for Metamagic Mitigation (MMM) and someone else got confused.
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