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    Barbarian in the Playground
     
    insecure's Avatar

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    May 2008

    Default For when you want that specific feel! [PrCs, Spells, PEACH]

    Mages come in many variations, some specializing in subtle methods, some trying to gather knowledge and information, those just blasting away, or entirely different focuses. Due to this, many archetypes have been created, and since I have too much time, I thought I'd make some classes purely focusing on being used to dip into for a few levels, granting some very minor abilities, used to get closer to a specific feel. Also, they are made to be entered at a significantly lower level than most others, so they don't collide that much with other PrCs.
    Here's what I've got, so, without further ado, I present to thee, the PrCs:


    Voidmage Sage

    "There's two ways to win a battle. To be powerful, or to take your opponent's power away." - Derrack Garron, adventurer and a Voidmage Sage.

    There's power in everything, and thus, there's also power in the lack thereof. To drain the energy from your opponents efforts and to make their abilities worthless is the signature of the Voidmage Sage. Believing in the might of nothing, they can make other mages' spells become wasted outbursts of energy, sucking them into the void. Drawing power from nothingness, these mages command a force not to be ignored by other spellcasters. They often focus on debuffing their enemies and countering other casters' spell, supporting the rest of the group in a more subtle way than to just blast obstacles away on sight.


    Requirements:
    Abilities: Able to counter spells
    Caster Level: 3rd
    Skills: Knowledge (The Planes) 2 ranks, Spellcraft 2 ranks

    Class skills (2 + int modifier): Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).

    HD: d4

    Voidmage Sage
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Nullify the efforts|+1 level of existing arcane spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Might of the lost|+1 level of existing arcane spellcasting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Silent as the void|+1 level of existing arcane spellcasting class[/table]

    Class Features:

    Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.

    Nullify the Efforts (Su): At first level, you learn how to improve your counterspelling abilities. Once per day, you may make an counterspell attempt as a immediate action.

    Silent as the Void (Su): When you reach second level of the class, you learn a new way to put obstacles in front of the enemies efforts. You may, once per day as an immediate action, interrupt anything that makes use of one's voice in a 30 ft. radius centered on you. If an affected person are casting a spell with a verbal component, he must succeed on a concentrate check (DC = 20 plus the spell's level) or the spell he's casting fizzles.

    Might of the lost (Su): At third level of the class, you learn how to empower yourself with the arcane energy drained from your enemies. Whenever you counter a spell, you may increase the DC of your next spell equal to half of the level the countered spell was, to a minimum of 1.

    Extra! Hombrewed spells:
    Spoiler
    Show
    Into the void
    Conjuration (Teleportation)
    Level: Sor/wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/5 level
    Saving Throw: No
    Spell Resistance: No

    In the blink of an eye, he was gone. In a moment of confusion, he was back.

    You literally suck yourself into the void, but at the same time protect yourself from other dangers. For the duration of the spell, you are considered gone from the material plane and are spending your time in a stasis within the void. While you are in this stasis, every condition you're under is suppressed until you return. The time spent in the stasis don't count towards anything, even if it would have been in favor for you.


    Temporal Banish
    Conjuration (Teleportation)
    Level: Sor/wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: 1 round/5 level
    Saving Throw: Will negates
    Spell Resistance: Yes

    With a word of power, it was gone. With a snap of reality, it was back.

    You shunt another creature into the void, rendering them unable to do anything but also protects them from outside dangers. For the duration of the spell, the target is considered gone from the material plane and is spending your time in a stasis within the void. While the target is in this stasis, every condition it's under is suppressed until it return. The time spent in the stasis don't count towards anything at all.


    ***


    Breathdrinker

    "Allow me a moment to catch your breath" - Ezraith Hardet, guildmage of 'The Feast', to one of his slaves who had disappointed him.

    Almost all living creatures needs air to survive in one way or another. The Breathdrinker also needs to breathe, but he's made a living of it, so to speak. Being able to suck out the air of his victims, he feast upon it, powering himself with the life-force of other creatures, boosting his own spells. Known for their uncaring and ruthless personalities, they are not commonly accepted into most societies but their own guilds and organizations. To advance as a Breathdrinker, you must lay aside mercy for other creatures, thus causing good creatures to be unable to enter this prestige class. Most prefer to be constantly at the front lines of battle, allowing them to wreak havoc upon their enemies.


    Requirements:
    Alignment: Non-good
    Caster Level: 3rd

    Class skills (2 + int modifier): Concentration, Craft, Decipher Script, Intimidate, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).

    HD: d4

    Breathdrinker
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Sudden gasp|+1 level of existing arcane spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Devour their energy|+1 level of existing arcane spellcasting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Feast on the breath|+1 level of existing arcane spellcasting class[/table]

    Class Features:

    Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.

    Sudden gasp (Su): At the first level of this class, you learn how to cause others to stop breathing suddenly. As a standard action three times per day, you may target one creature within 30 ft. and force it to make a fortitude save (DC = 10 + primary casting stat + 1/2 caster level) or take 1d6/caster level points damage.

    Devour their energy (Su): At the time you reach second level, you can cause all enemies within a 10 ft. burst become fatigued unless they succeed on a fortitude save against DC 10 + your primary casting modifier, by literally sucking out the air from their lungs.

    Feast on the breath (Su): You know how to power your spells with the power consumed by your Last breath ability at the time you reach the third level of this class. Whenever you use your Last breath ability, you may add 1d6+1 to the caster level of your next spell.


    Extra! Hombrewed spells:
    Spoiler
    Show
    Vacuum Gaze
    Transmutation
    Level: Sor/wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous and 1 round/level (max 10 rounds)
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    "I'm breathless. What about you?" - Ezraith Hardet

    With an empty stare, you literally create a vacuum inside another creature, causing, well, pain. If the target don't succeed on its saving throw, it takes 1d4/caster level (Max 10d4) damage. Even if it succeed on its saving throw, it's still nauseated for 1 round/caster level up to a max of 10 rounds.


    Wasted Energy
    Transmutation
    Level: Sor/wiz 2
    Components: V, S
    Casting Time: 1 immediate action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    "You see? I said you shouldn't even bother swing that axe" - Ezraith Hardet

    With a single hand-wave and some words of arcane power, you purges your enemy for air, making him fail his attack. If the target don't succeed on his fortitude save, you may make the next attack roll he makes in that round an 1 no matter what. This doesn't trigger critical failures or such, and this can't be used on attack rolls made as part of a maneuver.


    ***


    Wistful Mind

    "The possibilities denied with each of our actions are endless. Take a look at them, and you will know why it fascinates me." Teserian, divination specialist of the guild 'Unraveled Wonders'.

    Knowledge is half of the battle, and even more than that in situations outside combat. To know is to be prepared, and to be prepared is already a small victory in itself. This is the philosophy of many mages, and the Wistful Mind has taken it even further. Fascinated by wonders that haven't been revealed to them, they favor knowledge over many things, as that is what brings them satisfaction - a feeling of empowerment. Peeking at information not meant to be seen by them and unraveling mysteries are things what each of them do, entirely drowned in the secrets of the world. Many of them find themselves doing this plainly out of curiosity - or simply because they can - so this class is favored by naturally curious races, like gnomes and halflings.

    Requirements:
    Caster Level: 3rd
    Skills: Knowledge (History) 2 ranks
    Spells: At least two divinations spells, where one must be of 2nd level or higher.

    Class skills (2 + int modifier): Concentration, Craft, Decipher Script, Gather Information, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).

    HD: d4

    Wistful Mind
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Think twice|+1 level of existing arcane spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Trained tongue|+1 level of existing arcane spellcasting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Relive the Untold|+1 level of existing arcane spellcasting class[/table]

    Class Features:

    Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.

    Think Twice (Ex): At first level, you learn to recall some of your spells that you have just cast. If you have cast a spell, you may as a move action on your next turn regain that spell for all intents and purposes, as though you had never used the spell. The effects of the spell doesn't reset.

    Example:
    Davareyn, the Wistful Mind, casts shield. On his next turn, he uses a move action to regain the spell so he can cast it again, but he still receives the AC bonus granted by it.


    This can only be done once per day.

    Relive the untold (Sp): When you reach the third level of the class, your abilities to uncover secrets have developed to the point of it being almost natural for you to do. You can now cast Augury as a spell-like ability once per day.

    Trained tongue (Ex): At second level, you have delved into enough secrets, that you have now become trained enough in another language. You gain a bonus language.

    Extra! Hombrewed spells:
    Spoiler
    Show
    Clear thoughts
    Divination [Mind-affecting]
    Level: Class Level
    Components: V, S, M
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 1 hour/level
    Saving Throw: No
    Spell Resistance: No

    "Oh, I see... and that makes... which leads to... but then... Excellent!" - Teserian

    You significantly enhances your mind with arcane power. All knowledge rolls made within the duration of this spell gains a +1/3 caster levels insight bonus.

    Material component:
    A pinch of clear crystal dust, worth at least 5 gp.

    Unravel the Timeflow
    Divination (scrying)
    Level: Sor/wiz 4
    Components: V, S, M, F
    Casting Time: 10 minutes
    Range: Personal
    Target: A specific location
    Duration: 24 hours
    Saving Throw: No
    Spell Resistance: No

    "Even time cannot stop me." - Teserian

    With this spell, you can call your mind to a state, where you even can perceive the slightest movement in the river of time. For the duration of the spell, you are considered sleeping, and thus helpless, as your mind has been projected to a new place at another time. When you cast this spell, you see all what has happened at the location you had chosen during the last 24 hours. This functions as though you where looking from somewhere with a fixed new on the location. If you, for example, chose "my house" as the target, you are able to watch everything that has happened there for the duration of the spell. However, spells as Mordenkainen's private sanctum and any other kind of protection against scrying guards the area for view, and the spell fizzles. You can't interact with anything or anyone while under the effects of this spell.

    Arcane focus:
    A fast-running river.


    ***

    Acolyte of the Forgotten

    "Some knowledge weren't meant to be known by men. Some has obtained that knowledge anyway. We are to purge that knowledge from their minds." - Essarath Deaknyn, traveling Acolyte of the Forgotten.

    If knowledge is half of the battle, ignorance is half of the loss. Wielding the power needed to induce such inexperience are the Acolytes of the Forgotten. Believing that the best way to counter anything is to remove the thought that brought the idea up, stopping it before it even got remotely planned. Their reasons to do this are numerous, ranging from the sake of the greater good to uncontrollable paranoia about everyone and everything. Often considered evil by others, they don't have to, and many agree that they've got a concept that's working; make the enemies dumber, and they'll be that far easier to deal with.

    Prerequisites:
    Caster Level: 3rd
    Skills: Bluff 2 ranks

    Class skills (2 + int modifier): Bluff, Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).

    HD: d4

    Acolyte of the forgotten
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Flash of delirium|+1 level of existing arcane spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Plunderer of minds|+1 level of existing arcane spellcasting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Ignite memories|+1 level of existing arcane spellcasting class[/table]

    Class features:

    Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.

    Flash of Delirium (Su): The first thing you learn is simply to cause your enemies discomfort whenever they try to remember something. As a swift action once per day, you may target anyone within line of sight. If they try to use any intelligence based skills, they must succeed on a will save (DC 10 + 1/2 caster level + Primary casting stat) or their attempt gets ruined and they can't retry for 2 hours/caster level.

    Plunderer of minds (Su): Even better than to steal others' knowledge, is to claim it for yourself afterwards. Once per day, you may counter a spell as an immediate action. If you succeed on this, you can regain a lost spell from the same spell level as the one countered.

    Ignite Memories (Su): The other thing you learn are far more cruel. At third level, you may attempt at igniting the enemies memories with just a thought. When you do so, choose a spell level equal to minimum 1 and up to your own highest-level spell. If your target doesn't succeed on a will saving throw (DC 10 + 1/2 caster level + Primary casting stat), they forget one spell +1/5 caster level of that level. For each caster level, you may cause them to forget an additional spell. The spells are chosen at random. This ability is usable once per day and as a standard action.


    Extra! Hombrewed spells:
    Spoiler
    Show
    Mind-soot
    Enchantment [Mind-affecting]
    Level: Sor/wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: 1 round
    Saving Throw: Will negates
    Spell Resistance: Yes

    Allaren heard a sudden crackle inside his mind. A moment later, every word of power he had learned was blurred, and every single intricate motion used to bring arcane wrath distorted.

    With this spell, you blacken your opponents mind, making it uneasy for them to recall the verbal and somatic components needed to bring forth their spells. Until your next turn, your enemy can't cast spells unless she succeeds on a concentrate check against DC 15 + twice the level of the spell.


    Hazy Thoughts
    Enchantment [Mind-affecting]
    Level: Sor/wiz 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: 10 minutes/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    Allaren felt a sudden pain, and a moment thereafter, he couldn't remember anything.

    Filling your opponents mind with a distorting haze, you make it uneasy for them to concentrate. During the duration of this spell, they suffer from a -1/3 caster levels penalty to any knowledge checks.

    Material components:
    A pinch of oil or ink, sprinkled with powder from a black gem, worth at least 5 gp.


    ***


    Mind Haunter

    "No one is complete without a touch of paranoia." - Zane, a Mind Haunter known for his chaotic madness.

    The Mind Haunters are not a force to underestimate despite their usually simple attire and nondescript pose. While some of them like to terrorize their foes right in front of them, the majority are often much more subtle, pulling a few strings here and scares a few foes there. They prefer to attack where most are unguarded - the mind. Many prefer to only drop a few spells and let them do the job, without actually killing the victim, just to make it fear them.
    Because they have to willingly trespass the most intimate border to the enemy and often mess with their victims' very personality, they can't be good, as changing others' personality is often considered even worse than to kill them.

    Prerequisites:
    Alignment: Non-good
    Caster Level: 3rd
    Spells: Must know at least one spell with the [mind-affecting] descriptor.

    Class skills (2 + int modifier): Bluff, Concentration, Craft, Decipher Script, Intimidate, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).

    HD: d4

    Mind Haunter
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Induce paranoia|+1 level of existing arcane spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Faceless devourer|+1 level of existing arcane spellcasting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Perplex their thoughts|+1 level of existing arcane spellcasting class[/table]

    Class Features:

    Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.

    Induce paranoia (Su): At first level, you learn something that every Mind Haunter are able to - to make their victim suffer from paranoia. Once per day as a standard action, you may target one creature within line of sight. For 1 round/caster level, that creature will become frightened at the sight of you until the duration runs out, unless it succeeds on a will save against DC 10 + 1/2 caster level + Primary casting stat.

    Faceless devourer (Su): At second level, you have learned how to veil your own appearance from others after having used any spell messing with their mind. Whenever you use a spell with the [Mind-affecting] descriptor, the target(s) of the spell must succeed on a DC 10 + your primary casting modifier will save, or you are effectively invisible for all purposes for those persons until your nex person.

    Example:
    Allaren and Teserian are both affected by a spell with the [Mind-affecting] desciptor, casted by Zane. Allaren fails his will save against 'Faceless devourer', while Teserian succeeds on his. Allaren can't see Zane now, and Zane is effectively invisible against Allaren, and Allaren suffers all the penalties associated with that. Teserian, who succeeded on his will save, can easily see Zane, and fights as normal.

    Perplex their thoughts (Sp): A successful Mind Haunter knows how to perplex their victim's thoughts, making them muddy and much less clear. At third level, you gain the Slow spell as a spell-like ability usable once per day. It functions just like the normal version, except for that it now has the [Mind-affecting] descriptor.


    Extra! Hombrewed spells:
    Spoiler
    Show
    Convince
    Enchantment (Charm) [Mind-affecting]
    Level: Sor/wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    "Yeah, you just have to do that single, tiny favor for me." - Zane

    With this spell, you make a target more easily persuaded or convinced. Against the target, you gain a +2/caster level (max 10) insight bonus on your next use of the diplomacy skill against him within the duration of the spell. This spell can get people to do things they not normally do unlike the Charm Person spell.


    Terrible Truth
    Enchantment [Mind-affecting]
    Level: Sor/wiz 4
    Components: V, S, M
    Casting Time: 1 minute
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes

    "Now listen, Dan'yel. What really happened, was..." - Zane

    When you use this spell, you can implant a lie into the target's mind. He believes this is a truth, and will act accordingly to it. The lie you implant can't be overtly complicated (DM's discretion), and you can only implant one lie at a time.If the lie goes against the target's personality, he is entitled an extra will save to negate the effect of this spell.
    Last edited by insecure; 2008-11-30 at 12:11 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
    Stycotl's Avatar

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    Default Re: Arcane dips [PrCs, PEACH]

    i like the premise of these classes quite a bit. the execution is creative and consistent--and overall, well done--but is still lacking in a couple of areas.

    first, mechanics:

    saves, if you are going to use caster level as a basis, should be 10+1/2 caster level+ability mod. you have a couple that are 10+caster level+ability mod. maybe it is just a typo.

    the voidmage has know (planes) 2 as a prerequisite. since this is a counterspelling class, know (arcana) and spellcraft make more sense as the base. your fluff makes know (planes) seem like it would work, but i'd put that as a secondary skill req (though i suppose that i can see doing just the opposite, having (planes) as the primary, and (arcana) and spellcraft as secondaries). also, as a general rule, skills that directly relate should have a prereq as high as possible for the indicated level. thus, if you are shooting for caster level 3 as a prereq in order to get into the class, the skill reqs should be 5 for class skills that are directly related. obviously wizards doesn't always follow this template though (especially with cross-class skills, etc), so you don't have to.

    the silent of the void ability of the voidsage won't affect anything but full-round and larger spells, because it takes a standard action to initiate. if you want to have it affect normal (standard act) and quicker spells, this ability needs to have an initiation time of immediate.

    second, game balance:

    even for low-level prestige classes, most of these are kind of weak. for example, i cannot see yet a benefit of the breathdrinker. even the coolest of them (the voidmage and the wistfulmind in my opinion) are just barely on par with what i would consider appropriate. the others are all under par as far as i can tell.

    the breathdrinker needs to be reworked in both of its abilities to at least bring it up to the standard of the others. and yes, i think that something needs to happen with the rest of them too; they need to be beefed up just a touch.

    the alternative that i am seeing though, is that you keep them all pretty much where they are power-wise, and then make a related feat for each of the classes that could be taken at say, 12th caster level or so, which then expands the capability and the uses/day of the abilities granted by the class.

    example: voidsage gains his 3rd level in the prc by character level 6. he can still only use both of his abilities once per day, but that might actually be about right for his power level for now. once he reaches higher levels though, those two abilities are never going to be all that helpful. so, at 12th character level, when he achieves his 12th caster level, and gets a feat, he qualifies for this feat:

    Voidsage Master
    With practical experience, the Voidsage has achieved the ability to counter just about anything.
    Prerequisites: 15 ranks Knowledge (arcana), 15 ranks Knowledge (planar), 15 ranks Spellcraft, caster level 12, Nullify the Efforts and Silent as the Void class abilities
    Effects: The Voidsage can now utilize Nullify the Efforts once per encounter. Further, Silent as the Void now counters any spell, spell-like ability, or supernatural ability being attempted within range for one round unless the caster makes a (i like will saves here more than concentration checks, because they scale easier; but it's up to you), and is usable once per day/ability modifier of your primary casting ability.
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  3. - Top - End - #3
    Barbarian in the Playground
     
    insecure's Avatar

    Join Date
    May 2008

    Default Re: Arcane dips [PrCs, PEACH]

    Quote Originally Posted by Stycotl View Post
    -snip-
    Nice with some feedback.

    Okay, first off, I'll adress the mechanics. That was pretty much just the work of an absent-minded person, and I'll change that to the more appropriate formulas.

    On game balance. Well, they were supposed to be very minor ones, but I think I overdid it a bit there. Definitely gonna make them a bit stronger. Also, I like your ideas with the feats, and I may steal that.

  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: Arcane dips [PrCs, PEACH]

    A few comments. I agree with most of what Stycotl said.

    A few other issues: The voidmage special requirement is "Able to counter spells". As written that's very broad. Any arcane caster can counter spells if they prepare the appropriate spell to counter in advance and ready an action. One might replace this with able to cast Dispel Magic. Unfortunately, that's a 3rd level spell. So I'm not sure how to correct this. Maybe change it to having the Improved Counterspell feat?

    Stycotl is correct that as written the classes are a bit weak. One possible addition would be to add at level 2 for each class some additional ability. (Although his suggestion of feats added is a good idea also).

    For example here is a possibility for the Voidmage Sage (the wording may need a bit of work)

    For Voidmage Sage add at 2nd level:
    Touch of the Void Once a day when you successfully counterspell a spell you may choose to use the disruption to drain some of the arcane energy from your enemy. The enemy must make a will save with DC equal to the save DC of the spell that was countered or the save DC if you had cast that spell, whichever is higher. If they fail the save they lose one random spell slot or prepared spell of the level of the spell countered. If they have no more spells of that level they instead lose a random spell of any level.

  5. - Top - End - #5
    Halfling in the Playground
    Join Date
    Jun 2008

    Default Re: Arcane dips [PrCs, PEACH]

    I think it was said before, but this is a great idea, but you have to keep in mind that you have to give people a reason to take levels in these. As it is, they'd be better off in whatever spellcasting class they started in instead. That said, the idea is excellent, and it adds a little more flavor to otherwise (in my opinion) bland spellcasting levels.
    I must say, you've got me going, now I'm trying to make dip PrCs for ToB classes.
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    LN Multiheaded Warforged Warblade 20/Fighter 3/Warforged Soldier 5/ Swordsage 2

    Yeah, we get the job done.


    Quote Originally Posted by Armoury99 View Post
    Dungeons & Dragons obviously - that's why White Wolf won't let their PCs take a look at it. Sadly the game has degenerated into an argument over which suppliments are allowed and who's paying for the pizza... an of course which edition is best.

    ...Although traditionally of course, the gods play Populous.

  6. - Top - End - #6
    Barbarian in the Playground
     
    insecure's Avatar

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    Default Re: Arcane dips [PrCs, PEACH]

    Quote Originally Posted by JoshuaZ and Risek View Post
    -feedback-
    Yeah, there's quite some potential in those ideas.

    Quote Originally Posted by Risek View Post
    I must say, you've got me going, now I'm trying to make dip PrCs for ToB classes.
    Would you like some help on it or something? I'd like to work on it too, so what about doin it together? In that way, we could be able to cram in a few more things like extra feats and such.

    Also, I brewed up some spells for the PrCs, two for each. I don't really knwo why, though.

    For ease of acces, I've also posted them here:
    Spoiler
    Show
    Voidmage:


    Into the void
    Conjuration (Teleportation)
    Level: Sor/wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/5 level
    Saving Throw: No
    Spell Resistance: No

    In the blink of an eye, he was gone. In a moment of confusion, he was back.

    You literally suck yourself into the void, but at the same time protect yourself from other dangers. For the duration of the spell, you are considered gone from the material plane and are spending your time in a stasis within the void. While you are in this stasis, every condition you're under is suppressed until you return. The time spent in the stasis don't count towards anything, even if it would have been in favor for you.


    Temporal Banish
    Conjuration (Teleportation)
    Level: Sor/wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: 1 round/5 level
    Saving Throw: Will negates
    Spell Resistance: Yes

    With a word of power, it was gone. With a snap of reality, it was back.

    You shunt another creature into the void, rendering them unable to do anything but also protects them from outside dangers. For the duration of the spell, the target is considered gone from the material plane and is spending your time in a stasis within the void. While the target is in this stasis, every condition it's under is suppressed until it return. The time spent in the stasis don't count towards anything at all.

    Breathdrinker:


    Vacuum Gaze
    Transmutation
    Level: Sor/wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous and 1 round/level (max 10 rounds)
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    "I'm breathless. What about you?" - Ezraith Hardet

    With an empty stare, you literally create a vacuum inside another creature, causing, well, pain. If the target don't succeed on its saving throw, it takes 1d4/caster level (Max 10d4) damage. Even if it succeed on its saving throw, it's still nauseated for 1 round/caster level up to a max of 10 rounds.


    Wasted Energy
    Transmutation
    Level: Sor/wiz 2
    Components: V, S
    Casting Time: 1 immediate action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    "You see? I said you shouldn't even bother swing that axe" - Ezraith Hardet

    With a single hand-wave and some words of arcane power, you purges your enemy for air, making him fail his attack. If the target don't succeed on his fortitude save, you may make the next attack roll he makes in that round an 1 no matter what. This doesn't trigger critical failures or such, and this can't be used on attack rolls made as part of a maneuver.

    Wistful Mind:


    Clear thoughts
    Divination [Mind-affecting]
    Level: Class Level
    Components: V, S, M
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 1 hour/level
    Saving Throw: No
    Spell Resistance: No

    "Oh, I see... and that makes... which leads to... but then... Excellent!" - Teserian

    You significantly enhances your mind with arcane power. All knowledge rolls made within the duration of this spell gains a +1/3 caster levels insight bonus.

    Material component:
    A pinch of clear crystal dust, worth at least 5 gp.

    Unravel the Timeflow
    Divination (scrying)
    Level: Sor/wiz 4
    Components: V, S, M, F
    Casting Time: 10 minutes
    Range: Personal
    Target: A specific location
    Duration: 24 hours
    Saving Throw: No
    Spell Resistance: No

    "Even time cannot stop me." - Teserian

    With this spell, you can call your mind to a state, where you even can perceive the slightest movement in the river of time. For the duration of the spell, you are considered sleeping, and thus helpless, as your mind has been projected to a new place at another time. When you cast this spell, you see all what has happened at the location you had chosen during the last 24 hours. This functions as though you where looking from somewhere with a fixed new on the location. If you, for example, chose "my house" as the target, you are able to watch everything that has happened there for the duration of the spell. However, spells as Mordenkainen's private sanctum and any other kind of protection against scrying guards the area for view, and the spell fizzles. You can't interact with anything or anyone while under the effects of this spell.

    Arcane focus:
    A fast-running river.

    Acolyte of the Forgotten:


    Mind-soot
    Enchantment [Mind-affecting]
    Level: Sor/wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: 1 round
    Saving Throw: Will negates
    Spell Resistance: Yes

    Allaren heard a sudden crackle inside his mind. A moment later, every word of power he had learned was blurred, and every single intricate motion used to bring arcane wrath distorted.

    With this spell, you blacken your opponents mind, making it uneasy for them to recall the verbal and somatic components needed to bring forth their spells. Until your next turn, your enemy can't cast spells unless she succeeds on a concentrate check against DC 15 + twice the level of the spell.


    Hazy Thoughts
    Enchantment [Mind-affecting]
    Level: Sor/wiz 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: 10 minutes/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    Allaren felt a sudden pain, and a moment thereafter, he couldn't remember anything.

    Filling your opponents mind with a distorting haze, you make it uneasy for them to concentrate. During the duration of this spell, they suffer from a -1/3 caster levels penalty to any knowledge checks.

    Material components:
    A pinch of oil or ink, sprinkled with powder from a black gem, worth at least 5 gp.

    Mind Haunter:


    Convince
    Enchantment (Charm) [Mind-affecting]
    Level: Sor/wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    "Yeah, you just have to do that single, tiny favor for me." - Zane

    With this spell, you make a target more easily persuaded or convinced. Against the target, you gain a +2/caster level (max 10) insight bonus on your next use of the diplomacy skill against him within the duration of the spell. This spell can get people to do things they not normally do unlike the Charm Person spell.


    Terrible Truth
    Enchantment [Mind-affecting]
    Level: Sor/wiz 4
    Components: V, S, M
    Casting Time: 1 minute
    Range: Close (25 +5 ft./2 levels)
    Target: One creature
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes

    "Now listen, Dan'yel. What really happened, was..." - Zane

    When you use this spell, you can implant a lie into the target's mind. He believes this is a truth, and will act accordingly to it. The lie you implant can't be overtly complicated (DM's discretion), and you can only implant one lie at a time.If the lie goes against the target's personality, he is entitled an extra will save to negate the effect of this spell.

  7. - Top - End - #7
    Barbarian in the Playground
     
    insecure's Avatar

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    Default Re: Arcane dips [PrCs, PEACH]

    Hokay. Update. The classes have all been beefed up, with the changes following here:

    Voidmage sage:

    Prerequisites: Added "Spellcraft 2 ranks"

    Abilities: Added "Might of the lost":

    Might of the lost (Su): At third level of the class, you learn how to empower yourself with the arcane energy drained from your enemies. Whenever you counter a spell, you may increase the DC of your next spell equal to half of the level the countered spell was, to a minimum of 1.


    Breathdrinker:

    Abilities: "Sudden gasp" now deals lethal, untyped damage and can be used three times per day.

    "Devour their energy" has been added:

    Devour their energy (Su): At the time you reach second level, you can cause all enemies within a 10 ft. burst become fatigued unless they succeed on a fortitude save against DC 10 + your primary casting modifier, by literally sucking out the air from their lungs.


    Wistful Mind:

    Abilities: "Think twice" is now usable as a move action, and can regain spells of all levels.

    "Trained tongue" added:

    Trained tongue (Ex): At second level, you have delved into enough secrets, that you have now become trained enough in another language. You gain a bonus language.


    Acolyte of the Forgotten:

    Abilities: Plunderer of minds added:

    Plunderer of minds (Su): Even better than to steal others' knowledge, is to claim it for yourself afterwards. Once per day, you may counter a spell as an immediate action. If you succeed on this, you can regain a lost spell from the same spell level as the one countered.


    Mind haunter:

    Abilities: Added "Faceless devourer":

    Faceless devourer (Su): At second level, you have learned how to veil your own appearance from others after having used any spell messing with their mind. Whenever you use a spell with the [Mind-affecting] descriptor, the target(s) of the spell must succeed on a DC 10 + your primary casting modifier will save, or you are effectively invisible for all purposes for those persons until your nex person.

    Example:
    Allaren and Teserian are both affected by a spell with the [Mind-affecting] desciptor, casted by Zane. Allaren fails his will save against 'Faceless devourer', while Teserian succeeds on his. Allaren can't see Zane now, and Zane is effectively invisible against Allaren, and Allaren suffers all the penalties associated with that. Teserian, who succeeded on his will save, can easily see Zane, and fights as normal.

  8. - Top - End - #8
    Pixie in the Playground
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    Default Re: For when you want that specific feel! [PrCs, Spells, PEACH]

    These are going to make wizards more powerful than they already are and carry no significant cost. They should either have tougher requirements or have some small cost in spellcasting, along the lines of one or two slots of the highest spell level available at the planned entry level.

    edit: Take a look at some of the Racial Substitution levels to see what I mean. These seem really similar to those, but because they are prestige classes don't work quite the same.
    Last edited by zeruslord; 2008-11-30 at 04:07 PM.

  9. - Top - End - #9
    Bugbear in the Playground
     
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    Default Re: For when you want that specific feel! [PrCs, Spells, PEACH]

    I agree with what zeruslord said. These classes are nice but maybe slightly overpowered to a wizard because they give but take away nothing and are way too easy to enter.

    There are a couple easy fixes. You could make the entry requirements slightly harder, or on some of them make them lose one level of spellcasting at the first level.

    Also some of the powers, such as Think Twice are overpowered. You basically gave any spell casting class a free extra use of a spell which can be easily exploited.

    They are great ideas none the less. I do like them. They would just need some changes before I'd approve them in my games, which is my opinion.

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