Eldritch Missileer Prestige Class
The Eldritch Missileer
One of the oldest offensive spells devised by early arcanists,
Magic Missile has been the most common attack spell learned by apprentice wizards and fledgling sorcerers since before recorded history. With its widespread use and study,
Magic Missile has had eons to become one of the most-researched spells around, leading to the development of several other spells, including a few direct variants like
Greater Magic Missile,
Magic Missile Cascade, and
Piercing Magic Missiles.
The long research into this spell has also devloped a particular body of lore called the Missileer's Tome of Eldritch Excellence, which teaches several of the secrets compiled about research into the
Magic Missile arcane formula, providing a series of steps for developing mastery over that formula and how to manipulate it. Those who study this Tome in earnest learn the techniques of an Eldritch Missileer, the common title for masters of the spell. While other mages just carelessly fling
Magic Missiles about at random targets and expect them to work automatically, an Eldritch Missileer expertly guides the missiles, tweaking the spell formula and energy to better handle any situation, thanks to his or her deep understanding of how the spell works.
There is little commonality between Eldritch Missileers beyond their favoritism towards the
Magic Missile spell and their desire to study it in more depth than anyone else. Some are studious and scholarly wizards or wu jen who simply enjoy having a deeper understanding of spells and thus how to better control, or create, spells. Others are destructive spellcasters who want to find better ways to destroy other creatures with magic, more efficiently and more reliably, and find the Magic Missile spell and its more advanced forms to be perfectly suited to such purposes.
Yet others are just fond of the spell from their early days as a mage and want to keep using the familiar stand-by as they grow in power and arcane understanding, so they do a bit of extra research into
Magic Missile spells for more power and efficiency out of them. The original edition of the Missileer's Tome of Eldritch Excellence and its early copies sport a design that may have been the original author's
Arcane Mark, and while many editions of the book have been penned and altered by different scholars, that mark has shown up often on the covers. It has become an identifying sigil for some Eldritch Missileers, who see it as a point of pride to wear the design on a brooch, hat, or vest. It is an angular, sharp, complex rune that suitably evokes the likeness of a missile swarm.
An Eldritch Missileer is often rather interested in the arts of war and magic, so many Eldritch Missileers are battlemages of some sort, while most others are adventuring arcanists. Few Eldritch Missileers are full-time working scholars or solitary researchers, as most learn the lessons of the Missileer's Tome for practical application. Through it, they learn to use their
Magic Missiles for subduing opposition without lethal force, as well as how to more effectively slay enemies with the full power of a
Magic Missile assault. They can knock enemies back with the force of
Magic Missile strikes, knock them to the ground and detonate
Missiles all around their foes for maximum carnage.
The Eldritch Missileer learns to break through almost any defense with their
Magic Missiles, inflicting wounds that even trolls cannot recover from and dragons cannot shrug off through sheer magical essence alone. He or she can send out ever-larger swarms of
Magic Missiles that strike down numerous foes without risking harm to their allies, unlike the pitifully imprecise area-effect spells that other mages rely on. They can alter their
Magic Missiles more efficiently and effectively than anyone else with metamagic. Furthermore, the Eldritch Missileer learns how to tweak magical energy around and in themselves to better resist enemy
Magic Missiles, thanks to his or her own deep understanding of how the spell works.
The most common individuals to follow the Eldritch Missileer's path are wizards and wu jen, who are the most-inclined to this kind of deep study and specialization. It is fairly easy for either class to meet the requirements for this class' degree of magical manipulation. Sorcerers are almost as common, and have just a bit more difficulty learning the necessary techniques to comprehend the Missileer's Tome.
Only on rare occasions do members of other classes or prestige classes manage to learn enough about
Magic Missiles and the techniques that are central to the teachings of the Missileer's Tome, but it is not uncommon for a wizard or sorcerer who has become an Eldritch Missileer to then branch off into Spellsword, Archmage, or similar prestige classes. A Spellreaver bard does occasionally pursue this prestige class, but it is not martial enough in its training for many of them to feel like bothering with it. Most would rather train their bodies and weapon skills more than study an old book about an old spell.
Hit Die: d6.
Requirements
To qualify to become an eldritch missileer, a character must meet all the following criteria.
Concentration: 5 ranks.
Knowledge (arcana): 8 ranks.
Spellcraft: 8 ranks.
Feats: Empower Spell, Spell Focus (Evocation), Spell Penetration.
Special: Ability to cast arcane spells of at least 2nd-level, must know and be able to cast
Magic Missile as an arcane spell, must study and experiment with the
Magic Missile spell for at least a month prior to gaining this prestige class.
Class Skills
The eldritch missileer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Heal (Wis), Innuendo (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Scry (Int), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points Per Level: 4 + Int modifier.
Class Features
All of the following are class features of the eldritch missileer prestige class.
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Weapon and Armor Proficiency: An eldritch missileer gains no extra proficiencies.
Spells: At each odd-numbered eldritch missileer level, the character’s spellcasting ability (spells per day, spells known, caster level, etc.) increases, as though he had gained a level in an arcane spellcasting class that he already possessed levels in before becoming an eldritch missileer. He does not, however, gain any of the other benefits from advancing a level in that class, such as improved familiar abilities, bonus feats, base attack bonus increases, and so on. When the character first becomes an eldritch missileer, he must choose a single arcane spellcasting class that his eldritch missileer levels will improve spellcasting for. He may not change his choice later. Also, the chosen class must be one that he or she can cast
Magic Missile from.
Magic Missile Specialization (Ex): At 1st-level in this class, the eldritch missileer masters some of the secrets of
Magic Missile spells and how to manipulate them for greater effect. Whenever he or she casts a
Magic Missile spell (including ones such as
Greater Magic Missile), that spell's maximum number of missiles based on caster level is increased by 1 per level in this class (thus, a standard
Magic Missile spell's maximum number of missiles goes from 5 to 6 at 1st-level in this class, and up to 10 by 5th-level in this class). He or she still needs a sufficient caster level in order to gain these extra missiles, of course (every two caster levels beyond the spell's normal limit for new missiles, such as 9th-level for
Magic Missile, grants one more missile, up to this limit).
Furthermore, the spell's base range is increased by an extra 10 feet per caster level. In addition, the eldritch missileer receives one bonus spell slot of 1st-level with the class that eldritch missileer levels improve spellcasting for, as though from a higher key ability score, but this bonus slot may only be used to prepare and/or cast
Magic Missile spells. An eldritch missileer also gains double the normal benefits from any Spell Penetration feats he has with
Magic Missile spells (including ones such as
Greater Magic Missile), and adds the save DC bonus from any Spell Focus (Evocation) feats he has to damage with each missile from such spells. Note that Greater Spell Penetration, Greater Spell Focus, Epic Spell Penetration, and Epic Spell Focus each override their prerequisite feats (granting a higher damage or caster level bonus).
The eldritch missileer may also counterspell any Magic Missile spell with another
Magic Missile spell of equal or higher spell level (such as countering a
Magic Missile with a
Greater Magic Missile, or countering a
Greater Magic Missile with a 5th-level Heightened
Magic Missile). This still requires an appropriate counterspell action and spell identification. Lastly, he or she is treated as having the Damage Reduction extraordinary ability of the barbarian class, but only for purposes of reducing damage from each missile of any
Magic Missile spells (including ones such as
Greater Magic Missile). This stacks with any other Damage Reduction they may possess against such effects, and this does not have the barbarian's DR prerequisites. This DR has a value of 1/- per level in this class (so up to 5/- by 5th-level, negating up to 5 damage from each missile of a
Magic Missile spell).
Metamagic Missiles (Ex): At 2nd-level and 4th-level, the eldritch missileer gains the ability to cast
Magic Missile with the use of metamagic at a reduced cost in spell slot level. Each time this ability is gained, the eldritch missileer reduces the total spell slot level increase from metamagic effects by 1 point, but only when applying metamagic to the
Magic Missile spell. These reductions will not reduce the spell slot level increase below +0 (thus, the spell will always require at least a spell slot of its actual level, as with a normal casting of
Magic Missile).
Thus, for instance, a wizard 8/eldritch missileer 4 could apply the Empower Spell and Quicken Spell feats once each (if he or she possesses those feats) to a
Magic Missile spell, and it would only use up a 5th-level spell slot instead of a 7th-level spell slot (which they would not even have at that character level, making this ability all the more useful). Heighten Spell metamagic still increases the level of spell slot needed, as normal. These benefits apply with all
Magic Missile spells, including divine versions or variants such as
Greater Magic Missile. This is an extraordinary ability.
Pierce (Su): An eldritch missileer of 2nd-level has mastered the precision and movement of his or her
Magic Missiles, guiding them to slam into the same spot on an enemy and better penetrate its defenses there. Whenever the eldrtich missileer casts a
Magic Missile spell (including ones such as
Greater Magic Missile), the targets of his or her spell do not benefit from any
Shield Other spell,
Substitution spell, or other effects that redirect, split, or intercept some of the damage, such as Harm's Way (but not a Brooch of Shielding, a tarrasque's ability to reflect spells, or the spells listed below for Pierce's final benefit).
The eldritch missileer ignores up to 1 point per level in this class worth of Damage Reduction, Spell Resistance, Fast Healing, and Regeneration when casting
Magic Missile spells (including ones like
Greater Magic Missile). This 1 point per level is for all four of those special defenses, and is divided up amongst any number of targets stricken by the spell, as chosen by the caster. You decide how to divide up this benefit of Pierce when choosing targets, but before they are stricken. For example, a troll under the effects of a
Spell Resistance spell could be chosen as one target of your
Magic Missiles, and as a 2nd-level eldritch missileer you could ignore 2 points of the troll's Regeneration and 2 points of the troll's Spell Resistance. If there were two trolls, you could ignore 2 points of Spell Resistance and Regeneration on one of them, but not the other, or you could ignore 1 point of Regeneration and Spell Resistance on each of them.
The way this works with Regeneration is that it changes how much damage (if any) gets converted to subdual, and with Fast Healing it simply prevents that much of it from being healed by that ability. Pierce grants you one other benefit as well, but only when directing any
Magic Missile spell against a single target. You get a 50% chance to ignore any and all
Globe of Invulnerability,
Minor Globe of Invulnerability,
Prismatic Sphere,
Shield,
Spell Immunity, or
Spell Turning effects on the opponent (including magic items that duplicate these effects, like the Brooch of Shielding). Roll once per casting for that benefit. Pierce is a supernatural ability that you can activate as a free action just before casting the spell.
Scattering Missiles (Su): Whenever an eldritch missileer of 3rd-level or higher casts a
Magic Missile spell (including ones such as
Greater Magic Missile), he or she can cause the missiles to split up without losing as much of their striking power. Each target of the spell suffers one additional die of damage if the missiles are split among two, three, or four targets, or two additional dice if the missiles are split among five, six, or seven targets, or three additional dice if the missiles are split up among eight or more targets.
For example, a wizard 11/eldritch missileer 3 generates 7 missiles with each casting of the 1st-level
Magic Missile spell, and if he or she selects 7 different targets, each missile inflicts 2d4 extra damage beyond its normal amount (for a total of 3d4+3 damage to each target with Spell Focus and
Magic Missile Specialization, and a grand total of 21d4+21 damage divided among the whole group of 7 enemies). These bonus dice are considered part of the spell's own effect, so metamagic effects like Empower Spell apply normally to it. Scattering Missiles is a supernatural ability that requires only a free action to activate.
Impact (Su): At 4th-level in this class, the eldritch missileer masters a technique for granting his or her
Magic Missiles greater concussive force to go with their damaging energy. When casting any
Magic Missile spell (including ones such as
Greater Magic Missile) without the benefit of Pierce, the eldritch missileer may activate the Impact supernatural ability as a free action. Each missile from that spell, under the effects of Impact, pushes its victim back 10 feet (from the direction of the caster) as though from a bull rush and knocks the victim prone as though from a trip attempt. No attack rolls are needed for these effects, and they do not provoke attacks of opportunity nor require any movement on your part.
Your effective Strength check for both of these effects is equal to 10 + your spell's level. Add +2 to this virtual Strength check for each missile that struck the target, but only for that target (calculate this separately for each target). The victims roll separate ability checks against the bull rush and trip, but those stricken by multiple missiles roll only once against the bull rush and once against the trip. As an additional effect of Impact, you may choose upon casting any
Magic Missile spell with Impact to have that spell deal subdual damage instead of normal damage.
Magic Missile Burst (Su): Upon reaching 5th-level in this class, the eldritch missileer perfects his or her ability to unleash destruction on a wide stretch of the battlefield, with nothing more than common
Magic Missiles. Each missile launched by any
Magic Missile spells that he or she casts (including ones such as
Greater Magic Missile) explodes on a successful hit with its target (not if negated by Spell Resistance,
Globe of Invulnerability,
Shield, a Brooch of Shielding, etc.).
Each explosion is a 10-foot-diameter burst (this can be increased by Widen Spell or other metamagic, as though it were a normal area effect of the spell) that deals the missile's minimum damage to everything else within the area (excluding the original target, who suffers the normal damage of the missile). Effects like Empower Spell or Maximize Spell do not change the minimum damage for this purpose; a Maximized
Magic Missile still deals only 2 damage (equivalent to a roll of 1+1 on the 1d4+1), plus the bonus from
Magic Missile Specialization (and the minimum from any extra damage dice via Scattering Missiles or similar effects). The eldritch missileer may choose not to use this supernatural ability with any given casting of the spell (it is a free action to use otherwise, just before casting the spell). The effects of Pierce, if used in combination with this ability, only apply towards direct hits by missiles, not subjects merely caught in the explosions.[/sblock]
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[B][COLOR=Red][U][I]The Eldritch Missileer:[/I][/U][/COLOR]
[COLOR=Blue]Class Base Fort. Ref. Will
Level Attack Save Save Save Special Spellcasting Ability[/COLOR][/B]
1 +0 +0 +0 +2 [I]Magic Missile[/I] Specialization +1 level of existing class
2 +1 +0 +0 +3 Metamagic Missiles, Pierce
3 +2 +1 +1 +3 Scattering Missiles +1 level of existing class
4 +3 +1 +1 +4 Metamagic Missiles, Impact
5 +3 +1 +1 +4 [I]Magic Missile[/I] Burst +1 level of existing class