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View Full Version : Pathfinder "There is more to spellcasting than Magic Missile." (PF PrC)



Demonic Kitten
2015-04-26, 05:04 AM
Magic Missile Master
Some spellcasters get a taste of the Magic Missile spell and dedicate themselves to mastering it. These people are the Magic Missile Masters.

Prerequisites:
Feats: Heighten Spell
Spells: Must be able to cast Magic Missile, must be able to cast 2nd level spells in the class you can cast Magic Missile
Skills: Knowledge (Arcana) 5 ranks
Special: Must have both reduced a target to less than 0 hit points with Magic Missile, and been reduced to below 0 hit points with the spell Magic Missile, after which you must spend 100 gold and an appropriate amount of time (determined by the GM) before taking each level taken in this class to research the Magic Missile spell further.



Level
BAB
Fort
Ref
Will
Special
Spellcasting


1
+0
+0
+0
+2
Energy Missile, Many Missiles
+1 level of existing spellcasting


2
+1
+0
+0
+3
Unstoppable Missile
+1 level of existing spellcasting


3
+1
+1
+1
+3
-
+1 level of existing spellcasting


4
+2
+1
+1
+4
-
+1 level of existing spellcasting


5
+2
+1
+1
+4
Missile Storm
+1 level of existing spellcasting



Proficiencies: A Magic Missile Master gains no new proficiencies, but you no longer suffer any arcane spell failure chance for casting the spell magic missile while wearing armor.

Spellcasting: At every level of Magic Missile Master, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in one spellcasting class in which you could cast Magic Missile before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class in which you could cast Magic Missile before you became a Magic Missile Master, you must decide to which class you add each level of Magic Missile Master to for the purpose of determining spells per day.

Energy Missile: At 1st level, you may alter the spell Magic Missile, letting the missiles do damage of a type of your choosing from the following list: acid, cold, electricity, or fire; you add negative and sonic energy to this list at 3rd level.

At 3rd level, you may determine the energy type of each missile individually with each casting (so if you cast 5 missiles with the spell, you may make 3 of them fire and 2 of them force, or 1 of them cold and 4 of them acid).

At 5th level, you may add an additional energy type to each missile. This does not divide the damage of each bolt into two energy types, it actually adds additional damage dice of a new energy type to each missile. You may choose the same energy type twice with this ability, or you may choose to simple double the force damage done by each missile instead of adding new energy types (so a each missile will do 2d4+2 damage, and you may choose to do 2d4+2 damage of the same energy type, or 1d4+1 damage of two different types).

Many Missiles: At each level of Magic Missile Master, every time you cast Magic Missile, you fire one additional missile per casting. Additionally, at 3rd level you remove the level cap from magic missile, allowing you to fire one missile for every two levels you have above 1st.

Unstoppable Missile: Starting at 2nd level, you gain a bonus equal to your class level on caster level checks to overcome spell resistance when casting Magic Missile. 4th level, Magic Missile spells you cast are no longer entirely blocked by the Shield spell or similar effects that block Magic Missiles, dealing half damage to them even through such effects.

Missile Storm: At 5th level, you have mastered the Magic Missile spell entirely. Any time you alter the spell with the Heighten Spell metamagic (and ONLY the Heighten Spell metamagic), you multiply the number of missiles fired by the level of the spell slot you are casting the spell from. This does not stack with Many Missiles.

Xzoltar
2015-04-26, 10:27 AM
This is nice, but if you give it Full Spellcasting it make it too strong shoothing 25 Missiles at level 20 each doing 2d4+2 Damage for only a spell of level 1.

50d4+50 Damage average 175 Dmg for a spell level 1 ? No Attack roll require and No Save ?

Demonic Kitten
2015-04-26, 10:33 AM
It's powerful, yes, but I don't think unreasonably so. I mean, you just spent 5 levels, a whole quarter of your carreer (PF has no official epic rules) focusing on how to cast a single 1st level spell better. For that kind of investment, you'd better get something sweet.