Ray Prestige Class Help

RisnDevil

First Post
So, long story short, I was looking around, and noticed there are no prestige classes for people who really want to specialize with rays. So I created a PrC. I am submitting it now for critiquing, and help naming it. Without further ado:

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XXXXXX
Requirements
To qualify to become a XXXXXX, a character must fulfill all the following criteria.
Feats: Point Blank Shot, Rapid Shot, Manyshot, Weapon Focus: Ray.
Special: Must be able to cast at least one Ray spell of 2nd level or higher.


HD: D4 BSP: 4
Base Attack Bonus Wizard
Fort Bad
Ref Good
Will Good

Special Spells per Day
1st Array of Spells, Power Rays +1 level of existing arcane spellcasting class
2nd Ray Weaving
3rd +1 level of existing arcane spellcasting class
4th +1 level of existing arcane spellcasting class
5th Power Rays +1 level of existing arcane spellcasting class
6th Weapon Specialization: Ray
7th +1 level of existing arcane spellcasting class
8th +1 level of existing arcane spellcasting class
9th Power Rays +1 level of existing arcane spellcasting class
10th Long Shot, Reach Spell

Class Skills: Concentration (Con), Knowledge (Int), Profession (Wis), Search (Int), and Spellcraft (Int)

Weapon and Armor Proficiency: XXXXXX gain no proficiency with any weapon or armor.

Spells: When a XXXXXX attains 1st, 3rd, 4th, 5th, 7th, 8th, and 9th, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class in which she could cast at least one ray spell of 2nd level or higher before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could already cast at least one ray spell of 2nd level or higher before he became a XXXXXX, he must decide to which class he adds the levels for the purpose of determining spells per day.

Array of Spells: Every time the character gains a level in the XXXXXX prestige class, he gains two additional ray spells known. The character knows these spells as he would any additional spells known, as per his class. The ray spells take up the lowest level possible, even if they are not already on his spell list.
Example: Liam, a Sorceror 8, decides to become a XXXXXX. When he takes his 1st level of XXXXXX he gains two new ray spells known. He chooses Searing Light as one, gaining it as a 3rd level spell.

Power Rays: At 1st level a XXXXXX can enhance his ray spells like no other caster. A XXXXXX may choose one metamagic feat he knows with a level adjustment no greater than 1/2 his class level and apply that to all his ray spells without increasing the spell level or casting time. If he does not know any metamagic feats, or have any of a low enough level to qualify for this ability, he may choose one metamagic feat with a spell level adjustment of +1 to use this with.
A XXXXXX may pick another metamagic feat at 5th level, and again at 9th level.

Ray Weaving: At 2nd level a XXXXXX gains a greater understanding of the basic procedure for casting ray spells. This allows the XXXXXX to cast his rays more rapidly. He may now cast two ray spells per round as a standard action. The combined levels of the spells cannot exceed his class level.

Weapon Specialization: Ray: At 6th level, a XXXXXX gains Weapon Specialization: Ray as a bonus feat.

Long Shot: At 10th level the XXXXXX’s power and extensive practice with rays allows him to use them to even greater effect. All ray spells now have a range one greater than standard, up to a maximum of Long Range.

Reach Spell: Having so extensively relied on rays a XXXXXX seemingly knows no other way to use magic. He can modify any spell he knows on the fly without increasing the casting time (though still increasing the spell level) with the Reach Spell feat. He need not prepare the spell this way. After using this ability, he must wait 2d4 rounds before he can use it again, and cannot use it twice in the same round.
 
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Ray Weaving, Long Shot, and the Reach Spell abilities are worth sacking a CL for. But WS: Ray is not. I'd give them the CL bump at 6th as well as the feat.

And to echo Kaodi, why do you require Rapid Shot and Manyshot when none of the PrC abilities use or require them?
 

To be honest, it is partially a balancing factor. My gut instinct was that the Ray Weaving ability combined with several of the others may be a bit too strong. As such, I put those feat prereqs in there to make it a little harder to pursue. The other thing, is even though they do not literally use them, to me the Ray Weaving is almost an arcane Manyshot or Rapid Shot. If not those feats, what else would you suggest?

Also, would it still be okay only gaining one ray spell per level?

And any suggestions on a name?


Thanks,
RisnDevil
 
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1 extra ray spell per level would be fine, I think. The problem with Manyshot is that a straight Wizard wont have a BAB of +6 until 12th level. So a straight Wizard would be an epic level character by the time they finish the PrC. And Rapid Shot/Manyshot don't synergize with any of the abilities granted. I would suggest dropping them. PBS and WF is fine. They are two feats that a normal wizard probably wouldnt take, and they apply to the focus of build.

As far as names - Iron Man. He's got his Repulsor Rays...hmm. ok, lame joke.
 

To avoid 1 level dips, I think you should make it +1 CL only after L1, and you might want to drop a CL or two later in the class. (e.g. L4 and L8 or only L6).

Power Ray looks rather good on the face of it.
 

Since it is needed for some of the class abilities, require two-three metamagic feats instead of Manyshot and Rapid Shot. You could either name specific metamagic feats (Reach Spell, Enlarge Spell, Still Spell, or Silent Spell) needed or just that the character must have at least two.

As for skill points, either increase the class skill list or reduce the number of skill points per level. As it is you have 5 possible class skills (though Knowledge and Profession do spread out into many more) and 4 + Intelligence modifier skill points per level.

The Long Shot power needs to mention those ray spells with set ranges. I would say just double that range (and with Enlarge Spell, this power would triple the range; i.e. two doubles is a triple).

The Reach Spell ability should not work with the Ray Weaving ability. Ray weaving should only work on normally ray spells not altered ray spells. Also, for Ray Weaving, does the target have to be the same for both spells? I would say, Yes. Two spells; but one target.

Ciao
Dave
 

I had an idea for another ability.

Focus Rays: At 3rd level, the XXXXX can cast a ray spell and delay its activation until the following round, at which point the XXXXX must cast the same spell again. The spells merge, becoming in effect a single spell, with an effective level one higher, a +1 bonus on attack rolls to hit, and +2 bonus to overcome spell resistance. Add the effects of the spells together. As an example, two focused rays of frost do 2d3 damage, or two focused disintegrates do 4d6 damage/level, with a single save with a DC of 17 + ability bonus, instead of DC 16 + bonus. At 6th level, and again at 9th level, the XXXXX can delay further rounds to focus a 3rd and 4th ray respectively, with stacking bonuses. However, in the first round, the XXXXX must declare how many rounds they are delaying, and they must cast the spell in each of the stated number of rounds, because if they do not, all focused rays cast so far are wasted and do not take effect.

Note: For spells like scorching ray, which fire multiple rays with a single casting, the XXXXX may focus them only insofar as to require a single attack roll and have stacking damage. No other bonuses for focusing apply, unless the spell is cast multiple times as per the Focus Rays ability.

Some additional checks and rewording could probably be used. The additional ability of focusing multi-ray spells may be too powerful, especially if used in conjunction with the core ability, so perhaps you could drop that part.
 

So, long story short, I was looking around, and noticed there are no prestige classes for people who really want to specialize with rays.

The Arcane Assassin, from Crimson Contracts. It's a mage assassin who uses ray spells to kill his targets. He gets things like ray expertise (+1 to hit, +1 spell penetration with rays, per 2 class levels) and touch penetration (ray spells ignore deflection bonuses). Most of his other ones revolve around a "signature spell" (this is an assassin, after all), so they likely won't be much help, but I thought I'd chime in.
 

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