Master of energy (a Prc)

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First Post
What do you think.


Class level BaB Fort Save Ref Save Will Save Special Spells per day/spells known
1st +0 +0 +0 +2 Improved Energy flow +1, Focus Energy +1 level of existing class
2nd +1 +0 +0 +3 Energy Focus +1 +1 level of existing class
3rd +1 +1 +1 +3 Energy Penertation +1 +1 level of existing class
4th +2 +1 +1 +4 Improved Energy flow +2 +1 level of existing class
5th +2 +1 +1 +4 Energy Focus +2 +1 level of existing class
6th +3 +2 +2 +5 Energy Penertation +2 +1 level of existing class
7th +3 +2 +2 +5 Improved Energy flow +3 +1 level of existing class
8th +4 +2 +2 +6 Energy Focus +3 +1 level of existing class
9th +4 +3 +3 +6 Energy Penertation +3 +1 level of existing class
10th +5 +3 +3 +7 Improved Energy flow +4 +1 level of existing class

Master of Energy
Add fluff here
Hit Die: d4

Requirements
To qualify to become a master of energy, a character must fulfill all the following criteria.
Knowledge (Arcana): 8 ranks.
Knowledge (The Planes): 8 ranks.
Feats: Energy Substition (Chosen energy), and any metamagic feat.
Spells: Ability to cast 3rd level spells one of wich must have the discrpit of the chiosen energy.
Special: Must have taken 30 total points of damage from the chosen energy to gain levels in the class.
Class Skills
The master of energy’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill points at each level: 2 + Int modifier.

Class Features
All the following are class features of the master of energy class.
Weapon and Armor Proficiency: Master of energy gain no additional proficiency in any weapon or armor.
Spells: Whe all know what happens with this.
Improved Energy flow (Ex): Beginning as 1st level, the master of energy learns to chanel more of her chosen energy into he damage dealing spells. This is shown by a bonus of +1 point of damage per die damage die of the apropret type to the spell. This damage increases to +2 at 4th, +3 at 7th and +4 at 10th.
Focus Energy (Ex): The master of energy has to pay a price for her mastery. The save DC and caster level checks to beat spell resistance not of her chosen energy type (acid, cold, fire, eletrictity or sonic) take a –1 penalty per level in this Prc. Thus a 5th level master of fire will have a –5 penalty on the save DC and caster level checks that are not of her chosen energy.
Energy Focus (Ex): Beginning at 2nd level the master of energy learns to better manipulate her chosen energy. The save DC for any spell with its dicripter increases by +1. This rises to +2 at 5th and +3 at 8th. These increases are cumulative with those granted by the spell focus feat and simler feats and abilitys.
Energy Penetration (Ex): Beginning at 3rd level, the master of energy further refines her ability to wield energy of her chosen type. When she casts a spell using that type of energy. When she casts a spell using that type of energy, she gains a +1 bonus on caster level checks to beat a creatuer’s spell resistance. At 6th level, this modifer increases to +2, and at 9th level increases to +3. These increses are cumulative with those granted by the spell penentration feat and like feats and abilitys.
 
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Seems overpowered to me. You can get in at 5th level (the optimal level for a wizard to take a prestige class as he just acquired a meta feat and wont get another one for 5 more levels). I would raise the entry things so you can't join till 5th level spells (9th level).

Ok, I just want to point out the differences of going to your prestige class vs staying a wizard. In 10 levels the wizard will have gained some familiar abilities and 2 metamagic feats. In 10 levels of your prestige class, all his chosen energy spells deal +4 damager "per die".

Example time! Ok, 15th level wizard uses 5th level slot to cast an empowered fireball. 10d6 (+1/2 10d6) damage, reflex save at x. Now 5Wiz/10MoE casts a fireball (using a 3rd level slot). 10d6+40 damage at reflex save x+3. Lets say we rolled average for those d6s, 30 damage each. The 15th level wizard who used empowered and a 5th level slot does 45 damage. The 5Wiz/10MoE uses a 3rd level slot and does 70 damage.

Ok, so I think we've nailed down whats incredibly overpowered about this prc. Now, criticism. Obviously +1 damage per die is wayyy overpowered. I would even say +1 damage up to the maximum the die can do is overpowered (ie if you roll a 1 it becomes a 2, roll a 6 its still 6) at +4 for 10th level prc. Now if at level 10 you get +1 damage per die up to max, thats reasonable. In the above example, the 5Wiz/10MoE would have done an average of 40 instead of an average of 30, still less than the wizard (who empowered his), but its got some extra oomph.

Other than that, I think you should lower the bonuses to penetration checks and DC checks to a max of +2. Also, as an added negative, the directly opposing energy that you chose acts as if it were empowered whenever you take damage from it. Directly opposing elements is in Tome and Blood. Thats a more significant detractor than making the spells that ARENT your energy weaker. Especially when you have energy substitution.

Technik
 
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The way it is now lets say you cast flame strike it is still alot weeker then other spells. That weaknes you are talking about also forces them to make all spells of the right energy. If the oppoents know this the can prep for it and stop them in there tracks. If he then cast a litning bolt if he spelisis in fire then they will know they will be abel to get out of the way.
 


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