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    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Magocrat Enforcer (PrC, Request)

    Magocrat Enforcer

    All know mages are superior to those who lack the gift of magical power. In no place is this more true than a magocracy. However on occasion those who lack such gifts must be shown the vast and definite gulf between them. Magocrat Enforcers exist to take down those who would rebel against the rule of mages, those who would seek through force of arms alone to overthrow the natural order of things.

    Becoming a Magocrat Enforcer


    Magocrat Enforcers are the product of magocracies. It is their role to ensure that the power balance is not changed. As such they are born from such societies, and usually trained in an official capacity within training long and hard to be able to show just how far above mere mortals they stand.

    Prerequisites:
    Alignment: Lawful Neutral, Lawful Evil, or Neutral Evil.
    Skills: Knowledge (Arcana) 9 ranks, Intimidate 4 ranks.
    Spellcasting: Ability to cast a Fly, and a 2nd level or higher arcane Abjuration spell.
    Special: Must be a citizen of a magocracy.

    Class Skills: The class skills for a Magocraft Enforcer (and their key ability scores) are Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Int), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skill points per level: 2 + Int modifier.

    Hit Dice: d8.

    Level BAB Fort Ref Will Special Spellcasting
    1 +0 +0 +0 +2 Ensorcelled Flesh, Repulsive Aura -
    2 +1 +0 +0 +3 Stand on the Sky, Supremacy of Sorcery +1 level existing arcane spellcasting class
    3 +1 +1 +1 +3 Artificer’s Bane, Repulsive Aura 10 ft +1 level existing arcane spellcasting class
    4 +2 +1 +1 +4 Redirect Arrow +1 level existing arcane spellcasting class
    5 +2 +1 +1 +4 Ending Wyrd, Repulsive Aura 15 ft +1 level existing arcane spellcasting class

    Weapon and Armor Proficiencies: A Magocrat Enforcer gains no new proficiencies, what use does a mage have of mere weapons and armor of iron and adamantine.

    Ensorcelled Flesh (Su): A Magocrat Enforcer’s flesh is empowered by sorcery. As long as they have spells available to cast they gain DR 3 x their class level/magic up to 2 times the highest level spell they have available.

    Repulsive Aura (Su): A Magocrat Enforcer surrounds themselves with an aura which repulses approach. As long as a Magocrat Enforcer has a 2nd level or higher spell available entering a square within 5 ft of a Magocrat Enforcer is difficult and costs 2 squares of movement like moving through difficult terrain. This has no effect when entering a square that is no closer to the Magocrat Enforcer. In addition ranged weapons suffer a -2 penalty to hit a Magocrat Enforcer as this aura slows them, this has no effect on rays or similar energy based attacks.

    Beginning at 3rd level this aura extends out to 10 ft and the penalty to ranged weapons increases to -4, but only as long as the Magocrat Enforcer has a 4th level or higher spell available. Beginning at 5th level this aura extends out to 15 ft and the penalty to ranged weapons increases to -6, but only as long as the Magocrat Enforcer has a 6th level or higher spell available.

    Stand in the Sky (Su): A Magocrat Enforcer learns to stand on the air itself, to tower above mundane mortals and stare down upon them. Beginning at 2nd level as long as a Magocrat Enforcer has a 3rd level or higher spell available they gain a fly speed equal to their land speed with good maneuverability.

    Supremacy of Magic: A Magocrat Enforcer’s spells are particularly effective against those who lack magic of their own. Beginning at 2nd level creatures without the ability to cast spells or spell-like abilities suffer a -1 to their saving throws against spells you cast, increasing to -2 if they also lack Supernatural abilities.

    Artificer’s Bane (Sp): A Magocrat Enforcer learns to dismiss the power of magic items suppressing them with a casual power. Beginning at 3rd level a Magocrat Enforcer may use Greater Dispel Magic as a spell-like ability 3 times per day, using their arcane caster level, but it only affects magic items, and has certain advantages. First if used as an area dispel it may affect magic items. Secondly any magic item dispelled this way is suppressed for 1d4 minutes instead of 1d4 rounds.

    Redirect Arrow (Su): A Magocrat Enforcer’s aura may break the force of a charge, and their aerial superiority may protect them from flightless foes, but arrows can still be a harm. As such they learn to not only deflect, but redirect such attacks. Beginning at 4th level a Magocrat Enforcer may sacrifice a 3rd level spell or spell slot as an immediate action to redirect an arrow, crossbow bolt, a thrown weapon, or similar ranged weapon fired at them; this has no effect on unusually massive ranged weapons (siege weapons, thrown boulders) or spell effects. This ability is used before they know if the arrow hit or missed. The arrow automatically misses and you may make an attack roll with the arrow as if you had shot it from whatever bow it was fired from, using your BAB, and the ability score that determines the save DCs of your spells in place of your Dexterity.

    Ending Wyrd (Sp): A Magocrat Enforcer learns how to snuff out the life that is not shielded by magical energies. Beginning at 5th level a Magocrat Enforcer may sacrifice a 5th level spell or spell slot as a standard action to invoke an Ending Wyrd. This is the equivalent of a 5th level Necromancy [Death] spell, with a caster level of your arcane caster level, a DC based upon the ability which modifies your spell save DCs, and close (25 ft + 5 ft/2 caster levels) range. The target may sacrifice a spell slot or a daily use of a spell-like ability (if they have any at-will spell-like abilities they may simply use one of their ‘uses’) to negate this effect upon them entirely. Otherwise they must make a Fortitude save or die, a creature with Supernatural abilities gains a +2 on this saving throw. If a creature succeeds on their saving throw they still suffer 2d6 + Caster Level damage.

    And now I feel dirty.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  2. - Top - End - #2
    Bugbear in the Playground
     
    Planetar

    Join Date
    Jan 2014
    Location
    Cloud Cuckooland

    Default Re: Magocrat Enforcer (PrC, Request)

    Needs an ability to ignore SR.

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