Arcane Runethrower

This prestige class is a natural fit for dwarven spellcasters steeped in their runic lore.

Arcane runethrowers have honed their stonecutting skill to be able to precisely chisel arcane runes into them. These runes replace most standard material components (excluding any with material cost and any others that the DM deems essential) when the spell is to be cast. Arcane runethrowers cast their runes and intone arcane words to bring about their spell effects.

NPC runethrowers usually lead lead solitary lives in towers and reclaimed caves. Some specialize in a particular set of runes, organizing into groups that trade their runes among themselves.

Hit Die: d6.

Requirements

To qualify to become an arcane runethrower, a character must fulfill the following criteria.

Alignment: Any
Skills: Spellcraft +6, Craft (Stonecutting) +6

Class Skills

Arcane runethrowers are intended to hone their Spellcraft and Knowledge: Arcana skills while keeping their tools and Stonecarving skills sharp.

Class Features

Arcane runethrowers gain the ability to cast spells at the same rate as sorcerers, and can elect to use their dexterity bonuses the way sorcerers use intelligence. They gain access to all the spells up to their arcane runethrower level plus any levels of spellcasting they have acquired through other classes. In addition, the following skills are are available: Concentration, Knowledge: Arcana, Knowledge: Dungeoneering, Spellcraft, Stonecarving, and Use Magic Device.

Arcane Skill Bonus: For every 10 points (ranks + ability modifier + misc modifier) in Stonecarving, arcane runethrowers cast spells at an additional level.


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Rogue Caster

This prestige class brings together rogue and caster in two ways. First, the caster abilities are not the same as a sorcerer’s, since the spellcasting relies upon dexterity rather than intelligence. Second, the caster is actually a rogue class. The spells are all geared toward enhancing rogue abilities in one form or another, for instance improved forgery, perfect appraisal, sleight of hand, walk on rope, etc. There are no direct damage spells in the rogue caster’s arsenal.

Rogue casters have learned to hone their natural abilities for magic into spells that help them in their day — ahem, night — jobs. Only rogues may become rogue casters. NPC rogue casters usually lead lead solitary lives roaming the streets and backalleys. Some organize others into small-time criminal outfits, and the most successful run thieves’ guilds. Some of these outfits and guilds even have legitimate fronts.

Hit Die: d6.

Requirements

To qualify to become a rogue caster, a character must fulfill the following criteria.

Alignment: Any non-lawful
Skills: Use magical device +5, Spellcraft +4
Special: A character must have pulled off a moderate-sized heist using a magical device in order to discover the powers of the rogue caster.

Class Skills

Rogue Casters are intended to hone their Spellcraft and Knowledge: Arcana skills. These can then be exchanged on a case-by-case basis at a 2-for-1 cost using the Arcane Skill Bonus skill.

Class Features

Rogue Casters gain the ability to cast Rogue Caster Spells at the rate of one spell level per level of rogue caster, and can elect to use their dexterity bonuses the way sorcerers use intelligence. They gain access to all the spells up to their rogue caster level. In addition, the following skills are are available: Concentration, Knowledge: Arcana, Knowledge: Planes, Spellcraft, and Use Magic Device. They do not gain the ability to use magical devices as sorcerers; instead they still must make use magic device rolls as a rogue would.

Arcane Skill Bonus: At level three, the rogue caster can use half of their spellcraft and knowledge: arcana skills (rounded down) to boost a rogue skill in exchange for a 0th-level spell. These are equivalent to having the ability to cast 0th-level spells to boost these abilities, and they take a standard action and a verbal component to activate.

Rogue Caster Spells

Level 1: Improved Forgery, Improved Appraisal, Improved Balance, Pass Without Trace

Level 2: Invisibility, Sleight of Hand, Spider Climb

Level 3: Perfect Forgery, Perfect Appraisal, Perfect Balance

level 4: Dimension Door, Greater Invisibility

Level 5: Undetectability


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Crafting Artificer Prestige Class

This five level prestige class is for casters who specialize in crafting magic items. Each level reduces the total time to create a magic item by 10%.
Prerequisites:

Skills: Craft (any) 7 ranks.

Feats: Skill Focus (concentration), any three Item Creation Feats

Class Features

Hit Dice: 1d4

Class Skills: The artificer’s class skills are the same as the class skills of the class that they advance their spells / day in. For example, if the crafting artifacer’s spells per day goes up for cleric spells, their class skills for that level are the cleric class skills.

Skill Points at Each Level: 2 + Int modifier.

The Crafting Artifacer
Level Base Attack Fort Ref Will Other
1st +0 +0 +0 +2 Item craft time reduced by 10%, spells per day +1 level of existing class
2nd +1 +0 +0 +3 Item craft time reduced by 20%, spells per day +1 level of existing class
3rd +1 +0 +0 +3 Item craft time reduced by 30%, spells per day +1 level of existing class
4th +2 +1 +1 +4 Item craft time reduced by 40%, spells per day +1 level of existing class
5th +2 +1 +1 +4 Item craft time reduced by 50%, spells per day +1 level of existing class

Item craft time: As crafting artifacers gain class levels, the amount of time it takes them to craft magic items is reduced. Thus, at 1st level of crafting artifacer, a magic item that costs 1100 gp to create takes one day, instead of two. At 5th level, the crafting artifacer can create magic items twice as fast as normal magic item crafters: 2000gp per day.

This reduction in crafting time does not in any way reduce the other costs related to magic item creation, including XP cost.

Spells per day: When a new crafting artifacer 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. This essentially means that she adds the level of crafting artifacer to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.


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Anti-Mage

Anti-mages are specialists in preventing arcane magic effects. They become increasingly quick at counterspelling, and begin to lose their normal spellcasting abilities. As the anti-mage advances, she takes on less and less magic abilities, appearing more like a fighter or rogue. Unfortunately, with the extreme loss of arcane power that enables the anti-magic abilities, there is a high rate of madness among anti-mages. Anti-mages also age at rapid rates proportional to their level.

Hit Die: d4.

Requirements

To qualify to become an anti-mage, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.

Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic. These two schools will be the two that the anti-mage is most effective against (+5 to counterspell).

Spells: Ability to cast 5th-level arcane spells, knowledge of 4th-level or higher spells from at least two schools.

Class Skills

The anti-mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

The Anti-Mage
Level Base Attack Fort Ref Will Other
1st +0 +0 +0 -2 Chance to counterspell all spells +1, SR 10, -1 known spell per level
2nd +1 +1 +1 -3 Counterspell +2, SR 13, -2 known spells for levels 1-2, -1 for levels 3+
3rd +1 +1 +2 -3 Counterspell +4, SR 16, -3 known spells for levels 1-3, -2 for levels 4+
4th +2 +2 +3 -4 Counterspell +8, SR 19, -4 known spells for levels 1-4, -3 for levels 5+, can create anti-magic areas that last for 5 hours
5th +2 +2 +4 -4 Counterspell +10, SR 22, -5 known spells for levels 1-5, -4 for levels 7+, can create anti-magic areas that last for a day
6th +3 +3 +5 -5 Counterspell +14, SR 25, loses all magical abilities, can sunder magical items, can create anti-magic areas that last for 6 days
7th +4 +3 +6 -6 Counterspell +18, SR 28, arcane magic items cannot affect the anti-mage, for good or ill, can sunder artifacts, can create permanent anti-magic areas

Class Features

All the following are Class Features of the anti-mage prestige class.

Weapon and Armor Proficiency: Anti-mages gain no special proficiency with any weapon or armor. However, there are certain anti-mages that use shields as their focus. These anti-mages can wield shields normally as well as for magical shielding purposes.

Spells per Day/Spells Known: When a new anti-mage level is gained, the character loses the capacity to cast as many spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an anti-mage, he must decide to which class he removes each level of anti-mage for the purpose of determining spells per day.

Create Anti-magic Zone (Su): The anti-mage can create a 30’x30′ space wherein spells are ineffective. This lasts as long as listed in the character level above.

Mastery of Counterspelling: When the anti-mage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. The counterspelling ability of anti-mages increases with each level: 1,2,4,8,10,14,18.

Sunder Magical Items: The anti-mage can attempt to destroy magic items at +20 to sunder.

Sunder Artifacts: As magic items, but including artifacts and other unique items.

Arcane Magic Resistance: Anti-mages gain improved innate spell resistance for every level they gain.


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