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<blockquote data-quote="Neo" data-source="post: 1568308" data-attributes="member: 4139"><p><strong>SPELL CAPTAIN OF THE AKH’FAER: </strong></p><p></p><p>The Akh’Faer or Army of Army of Art as it is known was one branch of two that made up the defending forces of Cormanthor, the other being the Akh’Velahr or Army of Might.</p><p>The Akh’Faer was based from the Art Tower within Castle Cormanthor and was dominated primarily by moon and gold elves. The army itself consisted of three hundred or so wizards as the primary troops, another 100 junior officer’s and fifty senior officers below the Spell Major and his Spell Captain second. Among these ranks there were commonly many different types of wizards. The Akh’Faer traditionally had access to certain magical stockpiles provided for the army.</p><p>Since the retreat the traditional armies have all but vanished from Faerun, with its structure and traditional methods being found only in the major elven settlements such as Evermeet or in the Elven Court, where the Akh’Faer was also once part of Myth Drannors standing army.</p><p></p><p><strong>Hit Die:</strong> d4</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a spell captain, a character must fulfil all of the following criteria:</p><p><strong>Race:</strong> Any elven subtype (except Drow)</p><p><strong>Region:</strong> Evermeet or Elven Court</p><p><strong>Base Will Save:</strong> +5</p><p><strong>Skills:</strong> Concentration 10 ranks, Diplomacy 4 ranks, Knowledge (Arcane) 6 ranks, Spellcraft 10 ranks. </p><p><strong>Feats:</strong> Leadership, Spell Focus (evocation), and any 2 Metamagic Feats</p><p><strong>Spellcasting:</strong> Ability to cast arcane spells of 4th level or higher. </p><p></p><p><strong>Class Skills</strong></p><p>The Spell Captain's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Arcana) (Int), Knowledge (local) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).</p><p><strong>Skill Points at Each Level:</strong> 2 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All the following are class features of the Spell Captain prestige class:</p><p><strong>Weapon and Armour Proficiency:</strong> Spell Captains are proficient with no additional weapons or armours.</p><p></p><p><strong>Spells Per Day:</strong> A spell captain’s training focuses on magic that will aid him in his duties to the armed forces he serves. Thus, when a character gains a level of spell captain, he gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved familiar, bonus feats, for example).</p><p>If a character had more than one arcane spellcasting class before he became a spell captain, he must decide to which class he adds each level of spell captain for purposes of determining spells per day when he adds the new level. </p><p></p><p><strong>Token:</strong> Upon join the Akh’Faer all members of the Army of Art are provided a ring, which signifies their membership and pledge to serve in their nations armed forces. This ring was enchanted to provide a +1 morale bonus versus all spells and spell like effects for its wearer. These rings do not count towards the normal maximum limit on the number of magical rings a person may wear. </p><p></p><p><strong>Coordinated Spellcasting:</strong> All spell captains are taught the intricate methods of guiding and aiding the coordinated spellcasting of a group of spellcasters. Any spell captain may coordinate the spellcasting of a number of individuals equal to one plus their intelligence modifier. In order to coordinate a group of spellcasters the spell captain must forgo all actions himself in the round, wholly concerned with simply directing the other spellcasters actions.</p><p>The benefit of coordinated spellcasting is that through sheer competency, experience and coorperation that the spell captain p[rovides he can provide a “pool” of levels, equal to his levels in this prestige class plus his intelligence modifier that those he directs may draw from for the purposes of applying metamagic feats to spells, in effect saving them from losing their higher level spell slots to use metamagic. No levels can be applied to any metamagic feat unless both the captain and those he directs possess the relevant feat, nor may any spell be cast unless both parties know it and are able to cast it. Coordinated spellcasting can be used a number of times per day equal to the spell captains intelligence modifier. After each use of coordinated spellcasting the spell captain must make a Fortitude save DC 10 +1 per person being coordinated or be fatigued from the activity.</p><p></p><p><strong>Spell Penetration:</strong> A spell captain of first level gains spell penetration as a bonus feat.</p><p></p><p><strong>Twin Spell:</strong> Upon reaching 2nd level, a spell captain gains the twin spell feat as a bonus feat.</p><p></p><p><strong>Shatter Defences (Sp):</strong> Beginning at 2nd level and then again every third level thereafter a spell captain can once per day cast any directed spell that affects only a single target, which strikes with such power that the target is affected as if by a dispel magic first, checking to see if any spells or boosts the target may have in effect are shattered and dispelled “before” the cast spells usual effects (typically damage) are applied. When a spell captain reaches 8th level his shatter defences ability grows in intensity affecting all targets as if a greater dispel magic was used first. Using shatter defences is a full round action.</p><p></p><p><strong>Bonus Feats:</strong> Beginning at 3rd level, and then again every 3rd level thereafter a spell captain gains a bonus feat chosen from metamagic feats, item creation feats or Spell Mastery. The spell captain must still meet all prerequisites for a bonus feat, including caster level minimums.</p><p></p><p><strong>Improved Counterspell:</strong> At 4th level a spell captain gains Improved counterspell as a bonus feat.</p><p></p><p><strong>Spell Power:</strong> From 5th level a spell captain gains a bonus that increases his effective caster level for purposes of determining level-dependent spell variables and caster level checks. The bonus starts at +1 and then increases by another +1 five levels thereafter at 10th.</p><p></p><p><strong>Apprentices:</strong> Upon reaching 7th level, a spell captain attracts a number of aspiring spellcasters who wish to study under their tutelage, similar to those provided by the Leadership feat. The spell captain attracts a number of potential apprentices whose total levels equal the spell captain’s class level, and who have levels only in an arcane spellcaster class. Any individual apprentice may be no higher than 5th level and no higher than half the spell captains level rounded down, after that time they are no longer counted as apprentices and are likely replaced by a new generation of hopefuls, though they may with the DM’s approval remain as Henchmen. Each time the spell captain gains a level he may choose to increase the level of one of his apprentices, or he may discard any or all of them for a new combination of hopefuls. Note apprentices do not count towards followers provided by the Leadership feat, nor do they require payment (already being assumed to be paid by the army as new ranking members of the Akh’Faer), they do require at least two days a week of the spell captains attention however. Also any apprentices slain cannot be replaced until the spell captain next goes up a level in this prestige.</p><p></p><p><strong>Tap Weave (Su):</strong> Finally when a spell captain reaches 10th level he can tap into the weave in a way they never knew existed before and are able to draw a greater thread of magical energy from which to weave their magic. As a result of this once per day they can cast any single spell as if it was of a lower spell slot. A spell captain can reduce the spell slot usage of the spell by more than one but every spell level beyond the first costs 100xp. For example: <em>Arithandar a 7th level wizard / 10th level Spell Captain chooses to reduce his Incendiary Cloud spell, normally an 8th level spell against a charging group of orcs. Using this spell would normally use up one of his 8th level spell slots, but due to his Tap Weave ability it would only cost a 7th level slot. Not happy with this and fearing he may need his more powerful spells later he chooses to reduce the spell slot of the Incendiary cloud further. He pays 500xp and reduces the spell another 5 levels making it use only a 2nd level spell slot.</em> No single spell can be reduced in slots below 1st (so no a spell cannot be made a cantrip), and a spell cannot be reduced more spell slots than the spell captain has levels in this prestige (so some metamagic'ed spells can be reduced). Tap Weave is an elven form of High Arcana that was discovered prior to the elves learning and understanding of elven High Magic. Using Tap Weave is a full round action. </p><p></p><p><strong>Spell Captain of the Akh’Faer Advancement</strong></p><p><strong>Level Attack Fort Ref Will Special Spells / Day</strong></p><p>1st +0 +0 +0 +2 Coordinated Spellcasting, Spell Penetration, Token +1 level of existing class</p><p></p><p>2nd +1 +0 +0 +3 Twin Spell, Shatter Defences 1/day +1 level of existing class</p><p></p><p>3rd +1 +1 +1 +3 Bonus Feat +1 level of existing class</p><p></p><p>4th +2 +1 +1 +4 Improved Counterspell +1 level of existing class</p><p></p><p>5th +2 +1 +1 +4 Shatter Defences 2/day, Spell Power +1 +1 level of existing class </p><p></p><p>6th +3 +2 +2 +5 Bonus Feat +1 level of existing class</p><p></p><p>7th +3 +2 +2 +5 Apprentices +1 level of existing class</p><p></p><p>8th +4 +2 +2 +6 Shatter Defences (greater) 3/day +1 level of existing class</p><p></p><p>9th +4 +3 +3 +6 Bonus Feat +1 level of existing class</p><p></p><p>10th +5 +3 +3 +7 Tap Weave, Spell Power +2 +1 level of existing class</p></blockquote><p></p>
[QUOTE="Neo, post: 1568308, member: 4139"] [b]SPELL CAPTAIN OF THE AKH’FAER: [/b] The Akh’Faer or Army of Army of Art as it is known was one branch of two that made up the defending forces of Cormanthor, the other being the Akh’Velahr or Army of Might. The Akh’Faer was based from the Art Tower within Castle Cormanthor and was dominated primarily by moon and gold elves. The army itself consisted of three hundred or so wizards as the primary troops, another 100 junior officer’s and fifty senior officers below the Spell Major and his Spell Captain second. Among these ranks there were commonly many different types of wizards. The Akh’Faer traditionally had access to certain magical stockpiles provided for the army. Since the retreat the traditional armies have all but vanished from Faerun, with its structure and traditional methods being found only in the major elven settlements such as Evermeet or in the Elven Court, where the Akh’Faer was also once part of Myth Drannors standing army. [b]Hit Die:[/b] d4 [b]Requirements[/b] To qualify to become a spell captain, a character must fulfil all of the following criteria: [b]Race:[/b] Any elven subtype (except Drow) [b]Region:[/b] Evermeet or Elven Court [b]Base Will Save:[/b] +5 [b]Skills:[/b] Concentration 10 ranks, Diplomacy 4 ranks, Knowledge (Arcane) 6 ranks, Spellcraft 10 ranks. [b]Feats:[/b] Leadership, Spell Focus (evocation), and any 2 Metamagic Feats [b]Spellcasting:[/b] Ability to cast arcane spells of 4th level or higher. [b]Class Skills[/b] The Spell Captain's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Arcana) (Int), Knowledge (local) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). [b]Skill Points at Each Level:[/b] 2 + Int modifier. [b]Class Features[/b] All the following are class features of the Spell Captain prestige class: [b]Weapon and Armour Proficiency:[/b] Spell Captains are proficient with no additional weapons or armours. [b]Spells Per Day:[/b] A spell captain’s training focuses on magic that will aid him in his duties to the armed forces he serves. Thus, when a character gains a level of spell captain, he gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved familiar, bonus feats, for example). If a character had more than one arcane spellcasting class before he became a spell captain, he must decide to which class he adds each level of spell captain for purposes of determining spells per day when he adds the new level. [b]Token:[/b] Upon join the Akh’Faer all members of the Army of Art are provided a ring, which signifies their membership and pledge to serve in their nations armed forces. This ring was enchanted to provide a +1 morale bonus versus all spells and spell like effects for its wearer. These rings do not count towards the normal maximum limit on the number of magical rings a person may wear. [b]Coordinated Spellcasting:[/b] All spell captains are taught the intricate methods of guiding and aiding the coordinated spellcasting of a group of spellcasters. Any spell captain may coordinate the spellcasting of a number of individuals equal to one plus their intelligence modifier. In order to coordinate a group of spellcasters the spell captain must forgo all actions himself in the round, wholly concerned with simply directing the other spellcasters actions. The benefit of coordinated spellcasting is that through sheer competency, experience and coorperation that the spell captain p[rovides he can provide a “pool” of levels, equal to his levels in this prestige class plus his intelligence modifier that those he directs may draw from for the purposes of applying metamagic feats to spells, in effect saving them from losing their higher level spell slots to use metamagic. No levels can be applied to any metamagic feat unless both the captain and those he directs possess the relevant feat, nor may any spell be cast unless both parties know it and are able to cast it. Coordinated spellcasting can be used a number of times per day equal to the spell captains intelligence modifier. After each use of coordinated spellcasting the spell captain must make a Fortitude save DC 10 +1 per person being coordinated or be fatigued from the activity. [b]Spell Penetration:[/b] A spell captain of first level gains spell penetration as a bonus feat. [b]Twin Spell:[/b] Upon reaching 2nd level, a spell captain gains the twin spell feat as a bonus feat. [b]Shatter Defences (Sp):[/b] Beginning at 2nd level and then again every third level thereafter a spell captain can once per day cast any directed spell that affects only a single target, which strikes with such power that the target is affected as if by a dispel magic first, checking to see if any spells or boosts the target may have in effect are shattered and dispelled “before” the cast spells usual effects (typically damage) are applied. When a spell captain reaches 8th level his shatter defences ability grows in intensity affecting all targets as if a greater dispel magic was used first. Using shatter defences is a full round action. [b]Bonus Feats:[/b] Beginning at 3rd level, and then again every 3rd level thereafter a spell captain gains a bonus feat chosen from metamagic feats, item creation feats or Spell Mastery. The spell captain must still meet all prerequisites for a bonus feat, including caster level minimums. [b]Improved Counterspell:[/b] At 4th level a spell captain gains Improved counterspell as a bonus feat. [b]Spell Power:[/b] From 5th level a spell captain gains a bonus that increases his effective caster level for purposes of determining level-dependent spell variables and caster level checks. The bonus starts at +1 and then increases by another +1 five levels thereafter at 10th. [b]Apprentices:[/b] Upon reaching 7th level, a spell captain attracts a number of aspiring spellcasters who wish to study under their tutelage, similar to those provided by the Leadership feat. The spell captain attracts a number of potential apprentices whose total levels equal the spell captain’s class level, and who have levels only in an arcane spellcaster class. Any individual apprentice may be no higher than 5th level and no higher than half the spell captains level rounded down, after that time they are no longer counted as apprentices and are likely replaced by a new generation of hopefuls, though they may with the DM’s approval remain as Henchmen. Each time the spell captain gains a level he may choose to increase the level of one of his apprentices, or he may discard any or all of them for a new combination of hopefuls. Note apprentices do not count towards followers provided by the Leadership feat, nor do they require payment (already being assumed to be paid by the army as new ranking members of the Akh’Faer), they do require at least two days a week of the spell captains attention however. Also any apprentices slain cannot be replaced until the spell captain next goes up a level in this prestige. [b]Tap Weave (Su):[/b] Finally when a spell captain reaches 10th level he can tap into the weave in a way they never knew existed before and are able to draw a greater thread of magical energy from which to weave their magic. As a result of this once per day they can cast any single spell as if it was of a lower spell slot. A spell captain can reduce the spell slot usage of the spell by more than one but every spell level beyond the first costs 100xp. For example: [i]Arithandar a 7th level wizard / 10th level Spell Captain chooses to reduce his Incendiary Cloud spell, normally an 8th level spell against a charging group of orcs. Using this spell would normally use up one of his 8th level spell slots, but due to his Tap Weave ability it would only cost a 7th level slot. Not happy with this and fearing he may need his more powerful spells later he chooses to reduce the spell slot of the Incendiary cloud further. He pays 500xp and reduces the spell another 5 levels making it use only a 2nd level spell slot.[/i] No single spell can be reduced in slots below 1st (so no a spell cannot be made a cantrip), and a spell cannot be reduced more spell slots than the spell captain has levels in this prestige (so some metamagic'ed spells can be reduced). Tap Weave is an elven form of High Arcana that was discovered prior to the elves learning and understanding of elven High Magic. Using Tap Weave is a full round action. [b]Spell Captain of the Akh’Faer Advancement[/b] [b]Level Attack Fort Ref Will Special Spells / Day[/b] 1st +0 +0 +0 +2 Coordinated Spellcasting, Spell Penetration, Token +1 level of existing class 2nd +1 +0 +0 +3 Twin Spell, Shatter Defences 1/day +1 level of existing class 3rd +1 +1 +1 +3 Bonus Feat +1 level of existing class 4th +2 +1 +1 +4 Improved Counterspell +1 level of existing class 5th +2 +1 +1 +4 Shatter Defences 2/day, Spell Power +1 +1 level of existing class 6th +3 +2 +2 +5 Bonus Feat +1 level of existing class 7th +3 +2 +2 +5 Apprentices +1 level of existing class 8th +4 +2 +2 +6 Shatter Defences (greater) 3/day +1 level of existing class 9th +4 +3 +3 +6 Bonus Feat +1 level of existing class 10th +5 +3 +3 +7 Tap Weave, Spell Power +2 +1 level of existing class [/QUOTE]
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