They call us "masters of magic," but sometimes I wonder who is the master and who is the servant....
Sometimes a spellcaster gets so caught up in magic, that he forgets the boundaries between magic and himself. There is power to be found here, and perhaps a strange, nihilistic form of enlightenment, but there is also a cost in freedom, and in sanity.
BECOMING A CLASS NAME
Usually the path to spell servitude is accidental. A caster obsesses too deeply, and does not realize what he has become. A few seek it deliberately, specializing their magic and denying their selves.
Ability to cast a fourth level arcane spell
Two metamagic feats and eschew materials
Must have defeated a dangerous enemy by repeated use of a single spell.
Concentration (con), Knowledge Arcana (int), Spellcraft (int)
Skills Points at Each Level:
2 + int
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells|
|Signature Spell: caster level||+1 level of existing class|
|Signature Spell: metamagic cost||+1 level of existing class|
|Signature Spell: focus; Lucky Casting||+1 level of existing class|
|Involuntary Casting, Greater metamagic reduction||+1 level of existing class|
|Apotheosis||+1 level of existing clas|
When you enter the class, choose a spell you can cast (or have it choose you) to be your signature spell. Your future abilities will resolve around this. The choice cannot be changed.
Signature Spell: Caster level:
When casting your signature spell, treat your caster level as three higher than it actually is. For any other spell, three lower.
Signature Spell: Metamagic cost:
When casting your signature spell with a metamagic feat, decrease the slot-level cost by one (minimum 0). For any other spell, increase it by one. If you use multiple metamagics, apply this to each feat.
Signature Spell: Focus:
When casting your signature spell, the save DC is increased by 2. For any other spell, decreased by 2.
When casting your signature spell, roll a d20. If the result is greater than 10+spell level, you do not use up the spell slot. If you cast any other spell, make a concentration check (dc 10+that spell's level). If the check fails, you cast your signature spell instead, but do not use up any slot.
Greater metamagic reduction:
When casting your signature spell with a metamagic feat, decrease the slot-level cost by two (minimum 0).
When your signature spell would be useful (for example, if it is an offensive spell and you are facing an enemy) but you do not wish to cast it, make a dc 15 will save. On failure, you cast the spell anyway.
You become the living embodiment of your spell, shucking off your mortal body. Your type becomes ooze, and you gain any subtypes the spell has which can also be applied to creatures (e.g. fire, evil). You gain any immunities, vulnerabilities or alignments normally associated with that subtype. You also gain the immunities, hit points, blindsense, slam attack, base attack bonus, and reflex and fortitude saves of an ooze
of your hit dice. You lose the ability to speak, but remember any languages you knew (and can use them with e.g. ghost sound). You cannot use equipment. Your will save, skills, feats, size and spellcasting are unaffected. If you used a spellbook, it merges with you (copying spells into it proceeds normally, but no one else can look at it). You may now cast your signature spell at will, and all metamagic on it is free.
PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..
CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Init +0, Senses: Listen +, Spot +,
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
Speed ft. ( squares)
Base Atk +, Grp +
Abilities Str , Dex , Con , Int , Wis , Cha