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School Expert

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School Expert

You can take this prestige class several times, each time choosing a new school, starting at level 1.
Hit Dice: d4

Requirements
To qualify to become a school expert, a character must fulfill the following criteria.
Skills: Spellcraft 8 ranks
Feat: Spell Focus (in the chosen school)
Spells: Ability to cast at least three spells of the chosen school. At least one of these spell must be 3rd level or higher.

Class Skills
The School Expert's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Arcana)(Int), Profession (Wis), Scry (Int), Spellcraft (Int).
Also, based on its chosen school, the school expert get an additional class skill, as follow:
Abjuration--Diplomacy (Cha)
Conjuration--Knowledge (The Planes)(Int)
Divination--Gather Information (Cha)
Enchantment--Bluff (Cha)
Evocation--Intimidate (Cha)
Illusion--Perform (Cha)
Necromancy--Heal (Wis)
Transmutation--Knowledge (Nature)(Int)
See Chapter 4: Skills in the PHB for skill descriptions.

Skill Points at Each Level: 2+Int modifier

Class Features
The following are class features of the school expert prestige class.

Weapons and Armor Proficiency: A school expert gains no additional proficiency in any weapon or armor.

Spells per Day: When a new school expert level is gained, the character gains new spell per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a school expert, she must decide to which class she adds the new level for purposes of determining spells per day.

Improved Spell List: At each level, the school expert add 5 level worth of spell to her spell list, she can allocate those levels in whatever manner she deems fitting, she can even put those level into a spell of 6th or higher level, adding the spell to her list once she had paid the full price for it at subsequent level of school expert. She can choose any spell from any spell list, taking the spell at least at its minimum listed level or higher. For example a 1st-level necromancy expert could add Animate Dead as a 3rd level spell to her spell list, alongside spending 2 level in Contagion, a spell that she will finish to pay for at her 2nd-level of necromancy expert. A Wizard or Sorcerer still need to know those spell before being able to cast them, through leveling or by reading a scroll.

BAB: As Wizard

Fort Save: Good

Ref Save: Bad

Will Save: Bad

I hope that it is balanced, the spellcraft requirement might seem weak, but this is not a skill often taken by divine spellcaster or spontaneous caster, so while those class gains more compared to a wizard, the requirement is a bit more important to them, the spell gained could be a lot if a sorcerer choose conjuration and healing spell, but it's still weaker than the prestige class in defender of the faith that grant a prestige domain to arcane caster, as spell from a prestige domain are considered know spell and/or are inscribed in their spellbook. I've made this class for a Sorcerer who wants to become a necromancer, and I thought that the concept of prestige class that I've found could be easily extended to the other school of magic, and so I did this, I think that it could be further extended by making new "school" like a listing of Earth spell at the minimum level at which they can be taken, and allowing the Spell Focus Feat to apply to such a listing of spell. The good Fort save and bad will save is a weak attempt to add a drawback to this class for arcane caster, as it will lower their will saving throw, while keeping a normal average of all saving throw, I'm not sure at all about this, and wonder if it wouldn't be better to simply put the good save on Will. Another thing on which I'm not sure is if this should be a 3, 5 or 10 levels prestige class or to not have a limit on the maximum level which can be taken in this prestige class (their is a kind of precedent for this with the Maho-Tsukai in OA). Now, go ahead and flame me on all the obvious problem that this prestige class can cause that I haven't seen :D
 
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I have been working on something similar in concept. In my campaign, I have no specialist wizards, instead, I have the Arcane Specialist PrC. In general, the current draft looks like this...

HD: d4
Reqs: Spell Focus(chosen school or descriptor), Spellcraft 7 ranks
Skill Points: 4 + Int
Skill List: Spellcraft, Concentration, Knowledge[arcana], Alchemy

BAB: As Wizard
Good Save: Will

1 Specialist +1
2 Spellcasting +1
3 Specialist +2
4 Spellcasting +1, Arcane Affinity
3 Specialist +3

Spellcasting: Though the character is quickly gaining great power in his area of expertise, his magical might still grows across the board... as usual for prestige classes, the character advances at 2nd and 4th level on the base classes spellcasting table.

Specialist: Add bonus to Spell DC's, Spell Penetration, Saving Throws, & Caster Level for Dispelling to chosen spell school or descriptor.

Arcane Affinity: You have an extreme affinity for your chosen type of magic. You may use detect magic at will, though it will only effect magic of your particular school.
 
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BUMP!

As the expert was done to allow necromancer to use create undead spell, and animaate dead at an earlier level, it's not really useful for me, but Thanks anyway.

...and BUMP! :D
 

Khorod said:
Specialist: Add bonus to Spell DC's, Spell Penetration, Saving Throws, & Caster Level for Dispelling to chosen spell school or descriptor.

I'd give the specialist a full spell-progression for his chosen school ONLY (other schools as normal at 2nd and 4th level).

Otherwise it'd seem a bit weak compared to other arcane PrCs.
 

I'd give the specialist a full spell-progression for his chosen school ONLY (other schools as normal at 2nd and 4th level).
Otherwise it'd seem a bit weak compared to other arcane PrCs.

Since I've thought a lot about this, here's my answer...

Most spellcasting PrC's are overpowered.

I want lots of npc's of wizard level 5+ to have this.

I want it more or less balanced against the core class- artillery mages are disadvantaged, but illusionists/enchanters become downright dangerous.

When you add to a spellcasting table for only one school, you are essentially saying that up to that point you have one table, but everything after it you have two. And one overlaps the other. And so on.

So in summation, this is not a class meant to turn the character into a god because he is specialized, but to have extreme finesse in one area.

You are right, this is a little weak. So I'll add my relatively minor but flavorful additional power...

Arcane Affinity: At 4th level, you have an extreme affinity for your chosen type of magic. You may use detect magic at will, though it will only effect magic of your particular school.
 
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As the expert was done to allow necromancer to use create undead spell, and animaate dead at an earlier level, it's not really useful for me, but Thanks anyway.

I generally think prestige classes made because of spell list issues are a bad idea. Instead, why not just negotiate with your DM. I am an Uber-Necromancer. Can I trade out a few more spells of non-opposing schools to take cleric-style undead magic?

Then you offer up fireball & cone of cold & polymorph. And he will say yes unless he hates negotiations.

If you are DM, why not just create a 'template' for the spell list?

Also, don't forget the Pale Master and True Necromancer from Tome & Blood, I think they also do undead boosting, and with more bone-chilling style. :)
 
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Khorod said:


I generally think prestige classes made because of spell list issues are a bad idea. Instead, why not just negotiate with your DM. I am an Uber-Necromancer. Can I trade out a few more spells of non-opposing schools to take cleric-style undead magic?

Then you offer up fireball & cone of cold & polymorph. And he will say yes unless he hates negotiations.

If you are DM, why not just create a 'template' for the spell list?

I am the DM :), and the player is a sorcerer, so while the trading might be fair for a wizard, who will become unable to learn those spell, for a sorcerer, who would not have chosen those spells in the first place, it's a free bonus.

So basically I thought that having a good fort save instead of will, and stoping the familiar progression was a good trade-off (and the player apparently like it), and in the eventuality that I might get other player who wants specialized caster, or a cleric with fireball, I made this class.

Plus, I didn't like the idea of giving bonus to a character without aking it potentially available to other character (having another sorcerer in the group and a ranger soon to be wolf lord, thos two could also profit from the class if they wanted).

The thing that bother me, is that I tend to use the premade spellbook for wizards, and use them to determine spell know, and I do not often use cleric caster, so I'm worried that it might be seriously abused, so anyone with some experience with spellcaster who use alternate spell list, from other prestige class, or variant class (wu jen, shugenja, etc...), could help me to say if it is overpowered or not (so far no one wants to give an answer, but if alternative are proposed, it probably means that it is not good in some manner :().


Also, don't forget the Pale Master and True Necromancer from Tome & Blood, I think they also do undead boosting, and with more bone-chilling style. :)

IIRC, The pale master is gaining the bonus of being undead, and the true necromancer is a multiclassed arcane and divine caster, the player wants to be an arcane necromancer, i.e. create and command undead while not being the healer, I would have traded his level of sorcerer to level of necromancer from the Green Ronin book if the class in this book wasn't intended for NPC (it is really powerfull, gaining knoweldge of 3rd level spell at level 4). Ambient book on necromancy gives some new spell, but guradok is assumed to be a cleric of undeath, so it still doesn't help me.
 

Just a little comment about the good fort save :
If the caster is identified as an arcane caster (wiz or sorc)
most foes will avoid targetting his will saves, so having good Fort saves might be a benefit.

Chacal
 

Chacal said:
Just a little comment about the good fort save :
If the caster is identified as an arcane caster (wiz or sorc)
most foes will avoid targetting his will saves, so having good Fort saves might be a benefit.

Chacal

Good point! I'll change that.
 

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