So this is my Highe specialist, a prc. for the specialized wizard. Tell me what you think of it. It is based on the archmage Prc.
High Specialist
Requirements:
Spell casting: ability to cast 6th-level arcane spells.
Skills: Knowledge (arcane) 14 ranks, Spellcraft 14 ranks.
Feats: Spell focus and greater spell focus in chosen school,
Special: The wizard must have chosen a school of specializing at first level, to qualify to become a High Specialist
Class level. Base Attack Bonus Fort. Ref. Will. Special Spells per day
1 sty. 0 0 0 2 Spell power 1, Insiders Knowledge +1 spell class
2 end 1 0 0 3 Antimagic field, Insiders Knowledge +1 spell class
3 rd. 1 1 1 3 Spell power 2, Insiders Knowledge +1 spell class
4 th. 2 1 1 4 Antimagic field, Insiders Knowledge +1 spell class
5 th. 2 1 1 4 Spell power 3, Insiders Knowledge +1 spell class
Class Skills:
The High Specialist’s class skills (and the key to this ability) are, Alchemy(int), concentration(con), knowledge(Int), Profession(wis) ,Scary(int), Search(int) and Spellcraft(int). See Players Handbook for Skill Decision,
Sill Points at each level: 2+ Int modifiers
Class Features:
All the following are class features of the High Specialist prestige class.
Weapon and armor proficiency: High Specialist gains no proficiency in any weapon or armor.
Spells pre day: when a new High Specialist level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spell casting class he belonged to before he added the prestige class. He dos not, however, gain any other benefit a character of that class would have gained.
School of choice: This is the school that the wizard chose to specialize in, at first level.
Spell Power: This ability increases by (+1, 2 or3) the DC for saving throws against the High Specialist’s Arcane spells and for caster level checks for his ability to overcome spell resistens. This ability only applies for the High Specialist’s chosen school.
Antimagic Field (SU). Because of his intense focusing in his chosen school of magic, the High Specialist becomes les capable of channeling the waves of magic that form the effects of his forbidden school/s. At this point the High Specialist’s inability is so strong, that he is actually cabeble of affecting his surroundings with the inability to support magical effects of the same kind. 2 lev). Once/day, the High Specialist is cabeble of casting a special antimagic field, that hinters the magical waves of only one school of magic. This school must be chosen among the forbidden schools of the High Specialist.
4 lev) The High Specialist is now cabele on casting antimagic field 2/day, the field is still only cablebel of neglecting one school at a time, but the High Specialist may now chose any one school.
Insider’s knowledge: Through his intense focusing in his chosen school of magic, the High Specialist learns secret lore that is unknown to less focused wizards. He gains the ability to select a special ability from among the fowling by permanently eliminating one spell slot. (The extra spell slots gained from specialization can not be used to fuel these abilities)
(Every 1, 3 and 5 level the High Specialist may choose a metamagic feat instead of an Insider’s knowledge ability.)
Arcane Fire: The High Specialist gains the ability to channel arcane spell energy into arcane fire, manifesting as a bolt of raw energy. The bolt is a range touch attack with long range (400+40 feet/ High Specialist level), and deals 1d6 points of damage/ High Specialist level + 1d6/level of spell channeled to create the effect. This ability costs a 7th level spell slot, and only spells from the chosen school can be expended in this manner.
Spell-like Ability: The High Specialist can use one of his arcane spell slots (other then the spell chosen, to learn this ability), to permently prepare an arcane spell as a spell-like ability that can be used 2/day. The chosen spell must be of the High Specialist’s chosen school.
The High Specialist dos not use components web casting the spell, although spells that cost xp to cast still dos, and a spell with a costly material component instead cost 10 times that amount in xp.
This ability cost a 4th level spell slot apart from the spell that is to be maid a spell-like ability.
The Spell-like ability uses a spell slot of the spell’s level, though the High Specialist can chose to make a spell modified by metamagic feats into a spell-like ability of the appropriate level.
The High Specialist can choose to use a higher level spell slot to be able to use the spell-like ability more times per day. Using a spell slot 3 levels higher the chosen spell allows him to cast it 4 times per day, six levels allows 6 per day
Mastery of Shaping: The High Specialist can alter areas and effects of spells that used the following categories; cone, burst, cylinder, emanation or spread. The alteration consists of creating arrears of effect that are not objected to the spell. The minimum of these spaces is a 5 foot cube.
Further more any shapeable(s) spell has a minimum dimension of 5 feet instead of 10. This ability costs a 5th level spell slot, and cane only be used on spells from the chosen school of the High Specialist.
Arcane Reach: The High Specialist can use touch spells from his school of choice on targets up to 30 feet away. If selected a second time, as a special ability the range increases to 60 feet. This is ability costs a 5 level spell slot.
High Specialist
Requirements:
Spell casting: ability to cast 6th-level arcane spells.
Skills: Knowledge (arcane) 14 ranks, Spellcraft 14 ranks.
Feats: Spell focus and greater spell focus in chosen school,
Special: The wizard must have chosen a school of specializing at first level, to qualify to become a High Specialist
Class level. Base Attack Bonus Fort. Ref. Will. Special Spells per day
1 sty. 0 0 0 2 Spell power 1, Insiders Knowledge +1 spell class
2 end 1 0 0 3 Antimagic field, Insiders Knowledge +1 spell class
3 rd. 1 1 1 3 Spell power 2, Insiders Knowledge +1 spell class
4 th. 2 1 1 4 Antimagic field, Insiders Knowledge +1 spell class
5 th. 2 1 1 4 Spell power 3, Insiders Knowledge +1 spell class
Class Skills:
The High Specialist’s class skills (and the key to this ability) are, Alchemy(int), concentration(con), knowledge(Int), Profession(wis) ,Scary(int), Search(int) and Spellcraft(int). See Players Handbook for Skill Decision,
Sill Points at each level: 2+ Int modifiers
Class Features:
All the following are class features of the High Specialist prestige class.
Weapon and armor proficiency: High Specialist gains no proficiency in any weapon or armor.
Spells pre day: when a new High Specialist level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spell casting class he belonged to before he added the prestige class. He dos not, however, gain any other benefit a character of that class would have gained.
School of choice: This is the school that the wizard chose to specialize in, at first level.
Spell Power: This ability increases by (+1, 2 or3) the DC for saving throws against the High Specialist’s Arcane spells and for caster level checks for his ability to overcome spell resistens. This ability only applies for the High Specialist’s chosen school.
Antimagic Field (SU). Because of his intense focusing in his chosen school of magic, the High Specialist becomes les capable of channeling the waves of magic that form the effects of his forbidden school/s. At this point the High Specialist’s inability is so strong, that he is actually cabeble of affecting his surroundings with the inability to support magical effects of the same kind. 2 lev). Once/day, the High Specialist is cabeble of casting a special antimagic field, that hinters the magical waves of only one school of magic. This school must be chosen among the forbidden schools of the High Specialist.
4 lev) The High Specialist is now cabele on casting antimagic field 2/day, the field is still only cablebel of neglecting one school at a time, but the High Specialist may now chose any one school.
Insider’s knowledge: Through his intense focusing in his chosen school of magic, the High Specialist learns secret lore that is unknown to less focused wizards. He gains the ability to select a special ability from among the fowling by permanently eliminating one spell slot. (The extra spell slots gained from specialization can not be used to fuel these abilities)
(Every 1, 3 and 5 level the High Specialist may choose a metamagic feat instead of an Insider’s knowledge ability.)
Arcane Fire: The High Specialist gains the ability to channel arcane spell energy into arcane fire, manifesting as a bolt of raw energy. The bolt is a range touch attack with long range (400+40 feet/ High Specialist level), and deals 1d6 points of damage/ High Specialist level + 1d6/level of spell channeled to create the effect. This ability costs a 7th level spell slot, and only spells from the chosen school can be expended in this manner.
Spell-like Ability: The High Specialist can use one of his arcane spell slots (other then the spell chosen, to learn this ability), to permently prepare an arcane spell as a spell-like ability that can be used 2/day. The chosen spell must be of the High Specialist’s chosen school.
The High Specialist dos not use components web casting the spell, although spells that cost xp to cast still dos, and a spell with a costly material component instead cost 10 times that amount in xp.
This ability cost a 4th level spell slot apart from the spell that is to be maid a spell-like ability.
The Spell-like ability uses a spell slot of the spell’s level, though the High Specialist can chose to make a spell modified by metamagic feats into a spell-like ability of the appropriate level.
The High Specialist can choose to use a higher level spell slot to be able to use the spell-like ability more times per day. Using a spell slot 3 levels higher the chosen spell allows him to cast it 4 times per day, six levels allows 6 per day
Mastery of Shaping: The High Specialist can alter areas and effects of spells that used the following categories; cone, burst, cylinder, emanation or spread. The alteration consists of creating arrears of effect that are not objected to the spell. The minimum of these spaces is a 5 foot cube.
Further more any shapeable(s) spell has a minimum dimension of 5 feet instead of 10. This ability costs a 5th level spell slot, and cane only be used on spells from the chosen school of the High Specialist.
Arcane Reach: The High Specialist can use touch spells from his school of choice on targets up to 30 feet away. If selected a second time, as a special ability the range increases to 60 feet. This is ability costs a 5 level spell slot.