Spellflinger PRC

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First Post
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!

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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
 

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This has some problems with being overpowered. It has all the benifits of advancing as a wizard and no disadvantages. Also it has the problem of just being bonuses with no unique abilities. PRCs are ment to specialize a charachter in one area at the cost of other areas giving them unique abilities. They are not ment to just add bonuses and power. The only unique ability is 'fling spell'.

There is only one drawback to taking the class, and that is only for a sorceror. They are actually hurt by having to learn 2 rays of each level. If theis requirement was kept and the first 2 spells of each level learned after taking this class must be ray spells too, that is a significant drawback. It almost balances the class. Also it cuts down on the power of 'fling spell' which looks a bit good for a +1.

However the class still needs something special rather than just bonuses. I'd suggest looking at twin spell or chain spell for rays to add something cool. It deffinatly needs more unique and cool abilities.
 

If its a spellcaster meant for this much combat, to the point of requiring a +4 bonus to Attack rolls, not having Combat Casting as a requirement seems strange.

Play balance aside, a battle-oriented PrC like this should have d6 hp built in, imo.

I have found that classes with repetitive abilities like this, and few really special ones, are almost certainly a five level class. Maybe it should have a chart like

1 +1 caster level, Spellflinging Something*
2 bonus feat
3 + 1 caster level, Spellflinging Something*
4 bonus feat
5 +1 caster level, Spellflinging Something*
*Balance this yourself.

Even without making it a five-level, I would seriously consider requiring all further spells gained by this class be spellflung spells.

Unless you have a particularly high magic campaign, this class's only justification seems to be that someone wants spellflinging power. I think that's a pretty weak reason. I would only admit this class (in any form), if the player also came up with at least the beginnings of a mage order, legendary intelligent spellbook of an archmage, or whatever that adds flavor and campaign-specific meaning to the class.


Example: The Dueling Archmages of Sutherst. This is an order mages bound by certain rules of honor, thus they focus their might and magic on those spells which rely on their skills, rather than the force of magic. They have mastered ray spells, and have developed amazing defenses against such magics.

Special Req: Must never use Fireball, as it has become specifically taboo in this order. A spellcaster who already knows it must burn his copies and never cast it again, or else be cast out from the order.
 
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