• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Two evoker prestige classes

kitoy

Explorer
I'm working on two evoker prestige classes for a university of magic in my campaign and I'd like a little help balancing them and maybe a critique or two. I'm still working on the flavor text for them, but here they are.

They are both battlefield specialists, with Battle Mage of Eniam Tal focusing on evocation magic, while the Redwing Battlemancer (cheesy name, but I like it :) ) is a lightly armored, fast flying, rainer down of doom. Let me know what you think.

Battle Mage of Eniam Tal

Battle Mages of Eniam Tal are elite members of the Society of Eniam Tal. The society is a mercenary organization mostly comprised of evokers, fire elementalists and other war wizards. Members of the society who want to improve their martial skills without totally forsaking their magical studies often study as a battle mage.

Hit Die: d6

Requirements:
To qualify to become a Battle Mage of Eniam Tal, a character must fulfill all the following criteria:
Base Attack Bonus: +3
Skills: Spellcraft 8 ranks, Concentration 8 ranks, Intimidation 2 ranks
Feats: Spell Focus (Evocation), Armor Proficiency (light)
Spells: Ability to cast second level arcane spells.
Special: Be an active member of the Society of Eniam Tal.

Class Skills: Concentration (Con), Intimidate (Cha), Knowledge (Arcana, Nobility and royalty), Spellcraft (Int) Skill Points at Each Level: 2 + Int modifier.

Class Features:
All of the following are class features of the Battle Mage of Eniam Tal prestige class.

Weapon and Armor Proficiency: A Battle Mage is proficient with all simple weapons, two martial weapons of their choice and gains no armor proficiencies.

Spells per Day/Spells Known: At each indicated level, a battle mage of Eniam Tal gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a battle mage of Eniam Tal, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Armored Caster: Battle mages train to cast spells while wearing armor, allowing them to avoid arcane spell failure when they are wearing light armor. This is an extraordinary ability.

Greater Spell Focus (Evocation): At second level, the battle mage gains the Greater Spell Focus (Evocation) feat for free.

Evocation Expertise: At fourth level, the battle mage can use her character level rather than her class level in regards to any level-based effects of evocation spells (damage, duration, range and so on). This is a supernatural ability.

Eniam Tal Mastery: As a master of evocation magic, the battle mage of Eniam Tal can apply any metamagic feat that he knows to an evocation spell that he casts three times per day as a free action while casting that spell. The maximum level of spell that he can use this on is equal to the maximum spell level he can cast minus the spell level adjustment of the metamagic feat. If the result is less than 0, this ability cannot be used for that metamagic feat. This is an extraordinary ability.

BAB: Good, Fort and Will Saves: Good, Reflex Saves: Bad

1 Armored caster +1 level of existing arcane spellcasting class
2 Greater spell focus (evocation) +1 level of existing arcane spellcasting class
3 Evocation expertise +1 level of existing arcane spellcasting class
4 +1 level of existing arcane spellcasting class
5 Eniam Tal Mastery




Redwing Battlemancer

Redwing Battlemancers emulate a high flying style of using magic in battle originated by Callisto Redwing, the Dean of Invocation at Wizard's Peak University. She still trains all prospective Redwing Battlemancers and anyone who desires to enter this prestige class must seek her out and convince her to train them.

Redwing Battlemancers utilize a unique mix of swift flight, light armor and devastating magical firepower. Callisto Redwing made the combination famous on the battlefields of her youth with a suit of modified celestial armor and techniques she learned from a variety of winged and flying creatures. She teaches her students to fly in, strike quickly, and get away just as quickly.

Most Redwing battlemancers enter the prestige class with the ability to fly granted by a fly spell or a relatively temporary source such as winged boots. All Redwing battlemancers aspire towards eventually finding, purchasing, or creating their own suit of Redwing armor.

Hit Die: d6

Requirements:

To qualify to become a Battle Mage of Eniam Tal, a character must fulfill all the following criteria:

Base Attack Bonus: +4
Skills: Spellcraft 8 ranks, Concentration 8 ranks, Craft (Armorsmithing) 4 ranks
Feats: Armor Proficiency (Light), Craft Magic Arms and Armor, Spell Focus (Evocation)
Spells: Ability to cast third level arcane spells.
Special: Ability to fly; either naturally, from a magic item (such as winged boots), or with a spell (fly). Receive training from Callisto Redwing.

Class Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis)
Skill Points at Each Level: 2 + Int modifier.


Class Features:

All of the following are class features of the Redwing battlemancer prestige class.

Weapon and Armor Proficiency: A Redwing battlemancer gains no weapon or armor proficiencies.

Spells per Day/Spells Known: At each indicated level, a Redwing battlemancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming a Redwing battlemancer, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Flyby Attack: At first level the Redwing battlemancer gains the Flyby Attack feat for free.

Armored Caster: Battle mages train to cast spells while wearing armor, allowing them to avoid arcane spell failure when they are wearing light armor. This is an extraordinary ability.

Flight Speed Bonus: At third level, the Redwing battlemancer gains a 10 foot enhancement bonus to flight speed. At fifth level, she gains another 10 foot bonus, bringing the bonus up to a total of 20 feet. This bonus only applies if the Redwing battlemancer is wearing light armor and carrying a light load.

Increased Maneuverability: At fourth level, the Redwing battlemancers maneuverability while flying increases by one step. For example, a Redwing battlemancer using overland flight would go from average maneuverability to good maneuverability.

Redwing Battlestrike: At fifth level, when she makes a flyby attack while wearing Redwing armor, the Redwing battlemancer can take an additional move action either before or after the flyby attack. She must use up at least half of her movement during the flyby attack and at least half her movement during the additional move. Also, once per day, either at the beginning or end of the additional movement granted by Redwing battlestrike, she can cast an evocation spell as a free action. This counts as her one free action for the round.

BAB: Good, Reflex and Will Saves: Good, Fort Saves: Bad

1 Flyby attack
2 Armored caster +1 level of existing arcane spellcasting class
3 Flight speed bonus +10' +1 level of existing arcane spellcasting class
4 Increased maneuverability +1 level of existing arcane spellcasting class
5 Redwing battlestrike, flight speed bonus +10' +1 level of existing arcane spellcasting class

And here are the stats for Redwing Armor, a modification of celestial armor:

Redwing Armor: This bright, shimmering mithril +3 chainmail appears to be made of red metal feathers or red metal flames. It is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum dexterity bonus of +8, an armor check penalty of –2 and an arcane spell failure chance of 15%. It is considered light armor and weighs 20 pounds. It allows its wearer to fly on command (as the spell) 3 times per day, and also allows overland flight once per day. When flying, the armor sprouts red wings with metal feathers.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, fly, overland flight; Market Price: 49,310 gp; Cost to Create: 24,655 gp + 1,972 xp
 
Last edited:

log in or register to remove this ad

Just a few comments and questions for the moment.

BMoET:
Why 3 martial weapons? Are they really expected to engage in physical combat that much? I would think 1 or 2 would be sufficient.

The Greater Spell Focus gained should be specified as being in Evocation.

Eniam Tal Mastery, can I use multiple metamagic enhancement on a single spell if I know them? (i.e. Can I empower and maximize my fireball using this ability?.)

RB:
Should be Battleurgist, as -mancies are divination types but that is a general problem with D&D magical terminologies . . .

Why do they all have to have craft (armorsmithing)? Just because they all like the Redwing armor does not mean they should all be smiths.

Why medium armor proficiency? Equally, why does not their armored caster ability stage up over several levels rather than starting at 15%?

I would think a class based on aerial maneuverability would have good Ref saves rather than good Fort.

Redwing Battlestrike, my goodness this is a powerful ability. Exclusive of that, why can it only be used when in Redwing armor?

Interesting classes, but both seem, well, overpowered a little to me.
 

They look good and are both great ideas. Specialty spellcasters are always good, as they add that all-important flavour to the campaign. An evoker PrC that isn't element based is also a bit of a good send.

The Battle Mage I have a few problems with. First is the Evocation expertise, as it only really any good if you're multiclassing, which you don't have to get into the class. I'm imagining the class as a extension of a straight class wizard (probably evoker) and the ability is pretty much useless in that circumstance, although it IS great if you multiclass. I'd replace it with another ability, maybe something to improve the Battle Mage's damage dealing spells?

The second problem is the staggered spell-casting progression. If they are supposed to be master evokers why do they lose spell power as they advance? A level for level progression or only one lost level of spellcasting corresponding with the Eniam Tal Mastery ability would be better.

I have a problem with the armoured spell-caster ability of both classes, but that just because I've never been fond of the whole ignore X amount of arcane spell failure. I think it encourages mithral armour too much :) . Why not use something like the bard or warmage and just ignore light armour? Maybe the Battle Mage gets Eniam Tal expertise that allows him to cast evocation spells while wearing light armour and later allows him to chose another school that he does the same with?

The Battlemancer is very good, but I'd stagger the two benefits of the Redwing battlestrike out or have the lost level of spellcasting at 5th as well, instead of 1st.

I agree with Knight-of-Roses about the Battlemancer's saves. Reflex makes more sense.
 
Last edited:

Knight-of-Roses said:
Just a few comments and questions for the moment.

Thanks for the reply. I've got some answers for you. A lot of them have to do with the flavor text for the classes that I haven't quite finished with yet.

BMoET:
Why 3 martial weapons? Are they really expected to engage in physical combat that much? I would think 1 or 2 would be sufficient.

The Society of Eniam Tal is an organization of battle arcanists who are mercenaries and expect to be in combat quite often. I built the class so that the easiest way to get it is to take one level of a fighting class and four levels of a spellcasting class. I wanted to give characters that become Battle Mages a little more versatility in their weapon choices in exchange for sticking with being a pure spellcaster.

The Greater Spell Focus gained should be specified as being in Evocation.

You're right, I need to make this change. I'll get to it tonight.

Eniam Tal Mastery, can I use multiple metamagic enhancement on a single spell if I know them? (i.e. Can I empower and maximize my fireball using this ability?.)

I need to make a change to this as well. This ability should only be for spells that haven't been previously enhanced by metamagic.

RB:
Should be Battleurgist, as -mancies are divination types but that is a general problem with D&D magical terminologies . . .

I can see where you're coming from. I just had the phrase "Redwing Battlemancer" pop in my head and I liked it. I'm still debating on whether to keep the name or not.

Why do they all have to have craft (armorsmithing)? Just because they all like the Redwing armor does not mean they should all be smiths.

Why medium armor proficiency? Equally, why does not their armored caster ability stage up over several levels rather than starting at 15%?

This is a flavor thing and the whole concept could be easily dropped or replaced in another person's campaign. The whole class is built around an evoker I made up years ago and she flew through the use of her customized celestial armor. Since I have her set up as the person training all Redwing Battlemancers, she wants her applicants to be able to eventually make their own suit of Redwing armor. Since the spell failure chance for Celestial/Redwing Armor is 15%, that's the number I gave them for Armored Caster. It could just as easily be 10%, but I don't think that giving them the extra 5% is breaking the bank.

I would think a class based on aerial maneuverability would have good Ref saves rather than good Fort.

You're right, this should be a good reflex save, not a good fortitude. My bad again.

Redwing Battlestrike, my goodness this is a powerful ability. Exclusive of that, why can it only be used when in Redwing armor?

Again, a flavor thing. When in flight, the Redwing Armor manifests/extends metal wings. Using the metal wings as a brake is what allows the battlemancer to perform the battlestrike action. I actually see the maneuverability and the second level of extra speed coming as a result of wearing the armor as well, I just didn't want to hose characters that don't choose to acquire the armor.

Interesting classes, but both seem, well, overpowered a little to me.

I'm still working on both these classes and the comments have been really helpful. I'm also kind of leaning towards the opinion that they're a little overpowered. I'm thinking of dropping the BAB to the middle progression, but I can think of reasons to give the good progression to both. I see the battle mage as a war wizard who spends a lot of time on the battlefield and has quite a few levels of fighter. (Although when I think about it, there may be an argument in there for the middle BAB progression.) The battlemancer is highly specialized. They're great out in the open, but if you put them indoors or underground, they don't have a lot going for them. This is balanced out by the better BAB.
 

Lord Morte said:
They look good and are both great ideas. Specialty spellcasters are always good, as they add that all-important flavour to the campaign. An evoker PrC that isn't element based is also a bit of a good send.

Thanks. I know what you mean about the glut of element-based evokers. That's one reason I specifically tried not to make one.

The concept for the Battle Mage of Eniam Tal, which I haven't made completely clear in the description (my bad, I'll have to fix that), is that characters who take the prestige class usually have a few non-spellcasting levels, usually fighter. Yes, you can be a straight spellcaster and get into the class, but the quickest way to get in is one level of a fighting class and four levels of a spellcasting class. The Evocation Expert ability allows a fighting/spellcasting multi-class character to somewhat make up for "losing" spellcaster levels. It also makes up for the two "lost" levels in the battle mage class itself.

The two levels without a "+1 to spellcasting level" are to "pay" for the good BAB and the Eniam Tal Mastery (which I think is pretty strong.)


snip... Why not use something like the bard or warmage and just ignore light armour? ...snip... allows him to cast evocation spells while wearing light armour and later allows him to chose another school that he does the same with?

I really like this. I just may make this change. :)

The Battlemancer is very good, but I'd stagger the two benefits of the Redwing battlestrike out or have the lost level of spellcasting at 5th as well, instead of 1st.

I've been thinking about how to do this. That battlestrike ability does come kind of all at once out of nowhere, doesn't it?
 

Made some adjustments

I made some adjustments to these two classes. Basically I simplified the armored caster special ability, making it so that both classes can simply cast in light armor. I also adjusted the Eniam Tal Mastery ability to align with the spontaneous metamagic rules in Unearthed Arcana.
 

Sample Battle Mage of Eniam Tal

Here's a sample Battle Mage of Eniam Tal that I statted up.

Cornelius the Burned (EL 10)
As a youth, Cornelius was the youngest member of an orc war band attacking a village on the border of Borthakar and Corgi. Unfortunately for the orcs, the village had hired a mage from the Order of Eniam Tal to protect them. The war band died under a hail of fire and lightning and Cornelius lay dying and horribly burned. Although ruthless in battle, the mage had a kind heart and he brought the wounded half-orc to a nearby monastery for healing. During his convalescence, the monks taught the half-orc to read, igniting a hunger for knowledge in the young half-orc. During this period he dropped his orcish name and took the name of a wizard in one of his books, Cornelius.

Eventually, the Eniam Tal mage returned to the monastery and was amazed to find the poor wounded half-orc he had left behind buried under a pile of books and debating philosophy with his caretakers. The mage took Cornelius as his apprentice and trained the half-orc in the same magic that had simultaneously scarred him for life and set him free.

Cornelius now travels the lands of the Stone Reach, selling his services to the highest bidder. He struggles to balance his raging orcish soul with the cool logic that unleashes the magic he loves. Mostly he succeeds at blending in with the civilized patrons he serves, but in the heat of battle, he has been known to give in to bloodlust and charge into combat with his battleaxe.

Cornelius the Burned (Raging) CR 10
Half-orc barbarian 1/evoker 4/battle mage 5
CN Medium humanoid
Init +1; Senses Listen +4, Spot +0
Languages Abyssal, Common, Draconic, Giant, Orc
AC 17, touch 10, flat-footed 16
hp 85 (10 HD)
Fort +12, Ref +4, Will +11
Speed 40 ft. (8 squares)
Melee +1 battleaxe +13/+8 (1d8+5/x3)
Base Atk +8; Grp +12
Atk Options Power Attack, rage 1/day (7 rounds)
Combat Gear 2 potions of cure light wounds, potion of moderate wounds
Spells Prepared (CL 8th):
4th – dimension door, ice storm, shout (DC 19)
3rd – dispel magic, fireball (DC 18), haste, lightning bolt (DC 18), protection from energy
2nd – fireburst (DC 17), melf’s acid arrow (DC 15), scorching ray (2), shatter (DC 17)
1st – endure elements, expeditious retreat, lesser orb of electricity (DC 14), magic missile (2), shield
0 – acid splash, flare, ray of frost (2), touch of fatigue (DC 13)
Abilities Str 18, Dex 13, Con 18, Int 17, Wis 10, Cha 6
SQ armored caster, Eniam Tal Mastery (3/day), Evocation Expertise, fast movement, familiar
Feats Empower Spell, Greater Spell Focus (Evocation), Power Attack, Scribe Scroll, Spell Focus (Evocation)
Skills Concentration +17, Intimidate +3, Knowledge (arcana) +16, Listen +4, Spellcraft +18
Possessions combat gear plus amulet of natural armor +1, chain shirt +2, battleaxe +1, cloak of resistance +1, headband of intellect +2, ring of protection +1
Eniam Tal Mastery 3/day apply any metamagic feat he has to a spell as it is cast. Maximum spell level cast minus the spell level adjustment of the metamagic feat.
Evocation Expertise All evocation spells are cast using character level as caster level.

When Cornelius is not raging, the following changes apply to the above statistics.

AC 19, touch 12, flat-footed 18
hp 65
Fort +10, Will +9
Melee +1 greataxe +11/+6 (1d8+3/x3)
Grp +10
Abilities Str 14, Con 14
 

I think I see why Evocation Expertise is a supernatural ability, but I wonder whether it should be Extraordinary. Is the "power" of that ability magical or innate?

Edit: I like the first one enough to steal it for my campaign, by the way.

Dave
 

Vrecknidj said:
I think I see why Evocation Expertise is a supernatural ability, but I wonder whether it should be Extraordinary. Is the "power" of that ability magical or innate?

Edit: I like the first one enough to steal it for my campaign, by the way.

Dave

I wrote up these prestige classes almost a year ago, but I think my reasoning for Evocation Expertise being a supernatural ability had to do with a mystical connection to some artifact possessed by the Society of Eniam Tal. I've mostly forgotten why I did it that way.

It would be just as easy to put it down to intensive training in evocation magic, making it an extraordinary ability. I think I may actually like this explanation better and I may go ahead and make the change. If you want to switch it around for your own use, feel free.

Steal away :D , it'll be good to know that a creation of mine exists outside my own campaign!
 

At leat the BMoET is too front loaded imho.

Is there any reason at all my evoker shouldn't take 4 levels of it? The only real cost is Armor Proficiency (light) and it's only a cost until I take a level in this class. In return, I gain (on average) 4 hp, the ability to cast in that armor for free, a great feat (GSF: Evoc), and Evocation Mastery. I lose nothing.

I suggest moving the "empty" caster level to 1st and maybe adding another one at 5th. You might also consider trimming the Knowledge skills off the class list.

I also think the 5th level ability is over the top for a class that already gains so much and loses nothing.
 

Into the Woods

Remove ads

Top