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Prestige: Arcane Adept

Mirage_Patrick

First Post
relatively straight forward prestige class. Focuses on converting spells per day to special abilities. Look forward to responses

Thanks

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Arcane Adept (4 level Prestige class)

Arcane Adepts are spontaneous arcane spell casters that have learned to focus their power inward and develop semi-permanent magical effects. The types of people that explore this aspect of magic vary a great deal. Some such as the Order of the Silent Hand are roguish and use their abilities for secrecy, while others such as the Elven Bladesingers focus their magic into abilities that enhance their combat capabilities.

The exchange is high-powered spells and short-term flexibility, for mastery of a relatively small number of spell effects and long-term flexibility. For the adept though, this is the path they want.

Hit Die: d6

Prerequisite:
- Able to spontaneously cast 2nd level arcane spells (Ex – Bard, Sorcerer, Basirian Dancer)
- Feats: Eschew Materials
- Skills: Concentration 7+

Skills: Balance (Dex), Bluff(Cha), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Arcana)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft(Int), Spot (Wis), Swim (Str), Tumble (Dex)

Skill Points: 4 + Int Bonus

BAB – Medium (as a cleric)
Saves – Fort good, Ref/Will poor

-----Weapons and Armor-----
The Arcane Adept gains ability with all martial weapons and with light armor.

-----Spells per Day-----
When a new Arcane Adept level is gained, the character gains new spells per day as if she had also gained a level in whatever spontaneously casting arcane 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 (such as improved familiar abilities). This essentially means that she adds the level of Arcane Adept to the level of whatever other spontaneous casting arcane spell casting class the character has, then determines spells per day, spells known, and caster level accordingly.

-----Spell Devotion-----
The Arcane Adept learns to channel some of their inherent spell casting ability to gain pseudo-permanent abilities. Mechanically, the Adept devotes spell slots to a “development pool” from which abilities may be purchased. This has the effect of seriously weakening the character as a spell caster, as the spell slots devoted must come from the highest spell level castable first (only spell slots of spontaneous casting classes can be devoted). Cantrips and spell slots from high attributes cannot be devoted.

The Arcane Adept has both a maximum and minimum amount of spell levels that can be devoted as shown in the table below. The spell levels devoted provide a number of development points (DPs) equal to the total spell levels devoted times the caster level. These points are recalculated whenever a level is gained or more spell slots are devoted.

Lvl Minimum Maximum
1 20% 40%
2 30% 60%
3 40% 80%
4 50% 100%



Example – Bob is a 4th level sorcerer / 2nd level Arcane Adept. He therefore has a caster level of 6, providing him with 6 1st-level, 5 2nd-level, and 3 3rd-level spells, or 25 spell levels. As a 2nd level adept he can devote a maximum of 15 spell levels (25 * 60%) and a minimum of 7 spell levels (25 * 30%). This means at a minimum he must devote all of his 3rd level slots providing 54 DPs (9 spell levels * 6th level), and he can also devote up to 3 of his 2nd level slots (6 more spell levels) providing a total of 90 DPs (15 spell levels * 6th level).


The cost of the ability is based off of the spell level, the desired caster level and the normal duration of the spell. The spell effect should target the Adept and have a duration. Some spells such as produce flame (melee attacks cause extra damage and can throw fire) and silence (radius effect) can definitely affect others however. Some spells may be appropriate, but need modifying to work with the Adept (such as a variation of stone shape that allows stone to be molded with your hands instead of being an instantaneous effect).
Duration Cost
1 round / level = Spell Level1 * Caster Level2 * 6.0
1 minute / level = Spell Level1 * Caster Level2 * 4.0
10 minutes / level = Spell Level1 * Caster Level2 * 2.0
1 hour / level = Spell Level1 * Caster Level2 * 1.0
24 hours + = Spell Level1 * Caster Level2 * 0.5

Notes:
1. For spells with multiple spell levels, use the lowest. Spells can come from any list. Some spells may be appropriate, but need modifying to be used by the Adept.
2. Caster Level has a minimum of two times the spell level and a maximum of the characters caster level. This therefore also sets the maximum spell level equal to one-half the caster level.

Example – Blur is a 2nd level spell with a duration of 1 minute per level, costing 32 DPs (2nd level spell * 4th caster level * 4 for duration). Its more powerful cousin Displacement is a 3rd level spell with a duration of 1 round per level and therefore costs 108 DPs (3rd level spell * 6th caster level * 6 for duration).

-----Time requirements-----
The time to devote or release spell slots is instantaneous. Releasing spell slots will instantly stop the effect associated with the slots, although the freed slots are not available for normal casting until the next day. The time needed in this process is in the establishment of new spell effects. The time is 1 hour per DP divided by the Adept’s caster level. If upgrading the caster level of an effect or upgrading to a more powerful version of a spell (ex - improving invisibility to greater invisibility), you only need to spend the difference in time. The time does not need to be continuous, but the Adept must be able to focus (i.e. – could not do it while riding a horse, but could do it while riding in a wagon).

Example – It will take Bob a total of 5 hours and 20 minutes to establish Blur as one of his abilities (32 DPs divided by 6th caster level). When he advances to 7th level, he decides to upgrade it to Displacement. This will take another 10 hours and 52 minutes (108-32 = 76 / 7th caster level).

-----Using the Effect-----
The Adept keeps many effects active at all times. However, you generally do not want to walk around town with your Blur active. Starting, stopping, or modifying (see below) an effect is a free action (no attack of opportunity) that can only be done on the Adept’s turn. If an effect is ended in a round (whether voluntarily, dispelled, or a condition of the spell), it cannot be restarted until the Adept’s next action.

-----Adaptability-----
The Adept has more control over spells that have been internalized. This allows spells to be modified in visual effect and lessened in power as desired. This would allow a Silence to affect just the Adept, up to its full radius, or anywhere in between.

-----Interaction of effects-----
Different established effects must follow normal stacking rules with each other. Therefore you cannot establish multiple mage armor effects (as they provide the same non-stackable bonus). This includes any magic items worn or spells cast on the character.

-----Dispel Magic-----
Effects on the Adept are dispelled using the Adept’s full caster level with a bonus equal to the Adept’s level as an Arcane Adept. Of course, if successful, the dispel will only stop the effect and the adept is free to restart the ability his next turn.
 

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I have some questions.

1) Why the particular skills? I mean, this class seems pretty focused. Why, for example, is Swim a class skill?

2) Why is this class proficient in all martial weapons? If a sorcerer took this class, I don't see how taking this class suddenly makes him understand how to swing a sword.

3) Why a good Fort save? Does this class practice being exposed to poisons or overcoming physical hardship. Why the poor Will save?

4) Why can the spell effect come from any list? How does this individual suddenly know about this?

I think some of the ideas are cool, but I think that the class is over-powered (especially since you can qualify for it at relatively low level and end up with quite a bit of power). The balancing factor of using up available spell slots is nice, I think that idea (or something like it) is a keeper for a modification of the class.

Dave
 

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