Hey y'all.
One of my players has designed this prestige class, and as I peruse it for play balance, I thought I'd solicit a couple more sets of eyes.
So, whattya think? Too powerful or weak? Any game-breakers?
Let me know.
Thanks!
Barcode
Proposed Prestige Class:
Spellflinger
“Take that! [zap] ...And THAT! [zap]”
Many casters often refer to casting a ray or energy missile as “flinging” a spell. A true spellflinger is a spellcaster which has concentrated her skills on hitting targets with rays and enrgy missiles. As the spellflinger advances in experiences, her flung spells become more potent and dangerous.
Any spellcaster can become a spellflinger, although wizards and sorcerers are most common. As this class requires a degree of martial prowess, many spellflingers have also picked up a level or two of fighter along the way.
Hit Die: d4.
REQUIREMENTS
To qualify to become a spellflinger, a character must meet the following criteria:
Base Attack Bonus: +4.
Feats: Point-Blank Shot; Precise Shot; Weapon Focus: Ray or Weapon Focus: Energy Missile
Skills: Concentration: 6 ranks, Knowledge (arcana): 4 ranks
Spells: Must be able to cast spells of the third spell level.
Special: When the character first takes this class, she must know at least two ranged touch spells of every level that she can cast.
CLASS SKILLS
The spellgflinger’s class skills are: Alchemy (I), Bluff (Ch), Concentration (Co), Craft (I), Knowledge (any) (I), Profession (W), Scry (I), Spellcraft (I)
Skill Points at each level: 2+ Int modifier.
CLASS FEATURES
All of the following are the class features of the spellflinger prestige class:
Spells per Day: At every level gained in the spellflinger class, the character gains new spells as if he had also gained a level in his spellcasting class that he had belonged to before he became a spellflinger. He does not, however, gain any other class abilities of that class (bonus feats, better saving throws, better chance of turning undead, etc), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellflinger, he may choose which class gains the effective level.
Spellflinging Focus (Ex): Starting at first level, the Spellflinger gain the listed hit modifier whenenever she casts a ranged touch spell. This bonus stacks with the feats Weapon Focus: Ray and Weapon Focus: Energy Missile, and is the equivalent of these feats as prerequisites for other feats.
Fling Spell (Ex): At second level, a spellflinger can cast melee touch spells at range. This is equivalent to a metamagic feat. An affected spell spell gains the effect “ray” and a range of “close” (i.e. 25’ + 5’ / 2 levels). A flung spell takes up a slot one level higher than the spell’s actual level. Note that a flung spell is considered discharged even if the ray misses.
Spellflinging Specialization (Ex): Beginning at third level, the spellflinger gains the listed damage modifier to all ranged touch spells which cause hit-point damage. The bonus damage is the same damage type as the spell effect. The damage bonus stacks with those from the feats“Spell Specialization: Ray” and “Spell Specialization: Energy Missile.”
Spellflinging Potency (Ex): Starting at fourth level, the spellflinger’s ranged touch spells become more difficult to resist. The difficulty class of the saving throw against his flung spells increases by the listed modifier. This bonus stacks with the feats Spell Focus and Greater Spell Focus.
Spellflinging Penetration (Ex): At fifth level, a spellflinger’s ranged touch become more likely to affect certain creatures. When flinging a spell, the caster receives the listed competency bonus to all caster level checks when attempting to overcome a defender’s spell resistance. This bonus stacks with the bonus from the feats Spell Penetration and Greater Spell Penetration.
Improved Critical: Spellflinging (Ex): At sixth level, the threat range of the caster’s ranged touch spells increases by one (making it 19-20). This ability does stack with the feats Improved Critical: Ray and Improved Critical: Energy Missile (which would make the respective threat range 18-20).
ADVANCEMENT TABLE: THE SPELLFLINGER
Class Base Fort Ref Will
Level Attck Save Save Save Special Spells per Day
1st +0 +0 +0 +2 Spellflinging Focus +1 +1 level of existing class
2nd +1 +0 +0 +3 Fling Spell +1 level of existing class
3rd +1 +1 +1 +3 Spellflinging Specialization +2 +1 level of existing class
4th +2 +1 +1 +4 Spellflinging Potency +2 +1 level of existing class
5th +2 +1 +1 +4 Spellflinging Penetration +2 +1 level of existing class
6th +3 +2 +2 +5 Improved Critical: Spellflinging +1 level of existing class
7th +3 +2 +2 +5 Spellflinging Focus +2 +1 level of existing class
8th +4 +2 +2 +6 Spellflinging Specialization +3 +1 level of existing class
9th +4 +3 +3 +6 Spellflinging Potency +3 +1 level of existing class
10th +5 +3 +3 +7 Spellflinging Penetration +3 +1 level of existing class
One of my players has designed this prestige class, and as I peruse it for play balance, I thought I'd solicit a couple more sets of eyes.
So, whattya think? Too powerful or weak? Any game-breakers?
Let me know.
Thanks!
Barcode
Proposed Prestige Class:
Spellflinger
“Take that! [zap] ...And THAT! [zap]”
Many casters often refer to casting a ray or energy missile as “flinging” a spell. A true spellflinger is a spellcaster which has concentrated her skills on hitting targets with rays and enrgy missiles. As the spellflinger advances in experiences, her flung spells become more potent and dangerous.
Any spellcaster can become a spellflinger, although wizards and sorcerers are most common. As this class requires a degree of martial prowess, many spellflingers have also picked up a level or two of fighter along the way.
Hit Die: d4.
REQUIREMENTS
To qualify to become a spellflinger, a character must meet the following criteria:
Base Attack Bonus: +4.
Feats: Point-Blank Shot; Precise Shot; Weapon Focus: Ray or Weapon Focus: Energy Missile
Skills: Concentration: 6 ranks, Knowledge (arcana): 4 ranks
Spells: Must be able to cast spells of the third spell level.
Special: When the character first takes this class, she must know at least two ranged touch spells of every level that she can cast.
CLASS SKILLS
The spellgflinger’s class skills are: Alchemy (I), Bluff (Ch), Concentration (Co), Craft (I), Knowledge (any) (I), Profession (W), Scry (I), Spellcraft (I)
Skill Points at each level: 2+ Int modifier.
CLASS FEATURES
All of the following are the class features of the spellflinger prestige class:
Spells per Day: At every level gained in the spellflinger class, the character gains new spells as if he had also gained a level in his spellcasting class that he had belonged to before he became a spellflinger. He does not, however, gain any other class abilities of that class (bonus feats, better saving throws, better chance of turning undead, etc), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellflinger, he may choose which class gains the effective level.
Spellflinging Focus (Ex): Starting at first level, the Spellflinger gain the listed hit modifier whenenever she casts a ranged touch spell. This bonus stacks with the feats Weapon Focus: Ray and Weapon Focus: Energy Missile, and is the equivalent of these feats as prerequisites for other feats.
Fling Spell (Ex): At second level, a spellflinger can cast melee touch spells at range. This is equivalent to a metamagic feat. An affected spell spell gains the effect “ray” and a range of “close” (i.e. 25’ + 5’ / 2 levels). A flung spell takes up a slot one level higher than the spell’s actual level. Note that a flung spell is considered discharged even if the ray misses.
Spellflinging Specialization (Ex): Beginning at third level, the spellflinger gains the listed damage modifier to all ranged touch spells which cause hit-point damage. The bonus damage is the same damage type as the spell effect. The damage bonus stacks with those from the feats“Spell Specialization: Ray” and “Spell Specialization: Energy Missile.”
Spellflinging Potency (Ex): Starting at fourth level, the spellflinger’s ranged touch spells become more difficult to resist. The difficulty class of the saving throw against his flung spells increases by the listed modifier. This bonus stacks with the feats Spell Focus and Greater Spell Focus.
Spellflinging Penetration (Ex): At fifth level, a spellflinger’s ranged touch become more likely to affect certain creatures. When flinging a spell, the caster receives the listed competency bonus to all caster level checks when attempting to overcome a defender’s spell resistance. This bonus stacks with the bonus from the feats Spell Penetration and Greater Spell Penetration.
Improved Critical: Spellflinging (Ex): At sixth level, the threat range of the caster’s ranged touch spells increases by one (making it 19-20). This ability does stack with the feats Improved Critical: Ray and Improved Critical: Energy Missile (which would make the respective threat range 18-20).
ADVANCEMENT TABLE: THE SPELLFLINGER
Class Base Fort Ref Will
Level Attck Save Save Save Special Spells per Day
1st +0 +0 +0 +2 Spellflinging Focus +1 +1 level of existing class
2nd +1 +0 +0 +3 Fling Spell +1 level of existing class
3rd +1 +1 +1 +3 Spellflinging Specialization +2 +1 level of existing class
4th +2 +1 +1 +4 Spellflinging Potency +2 +1 level of existing class
5th +2 +1 +1 +4 Spellflinging Penetration +2 +1 level of existing class
6th +3 +2 +2 +5 Improved Critical: Spellflinging +1 level of existing class
7th +3 +2 +2 +5 Spellflinging Focus +2 +1 level of existing class
8th +4 +2 +2 +6 Spellflinging Specialization +3 +1 level of existing class
9th +4 +3 +3 +6 Spellflinging Potency +3 +1 level of existing class
10th +5 +3 +3 +7 Spellflinging Penetration +3 +1 level of existing class