RickVigorous
First Post
The purpose of this prestige class is to provide an alternative to the flavorless, overpowered eldritch knight and the almost equally flavorless, underpowered spellsword. I attempted to create a class which was both a competent fighter and a decent mage, without full progression in either.
In my campaign, the disciples are all members of a little-known cult called the Order of the Final Star, which claims that a black sphere orbiting the planet is the source of all magic and all knowledge. The sphere does, in fact, exist, and is the prison of an ancient evil whose very presence drives men mad. The masters of the sect are aware of this, quite insane, and seek to free their patron.
This is a 5-level prestige class. It has no caster progression. Because of the requirements to enter the class, a fighter 1/wizard 14/disciple 5 is the build with the best caster level at level 20; the class abilities are oriented towards a ftr 3/wiz 12/disciple 5 or ftr 2/sor 13/disciple 5. While this may not be sufficient for a primary caster, it is probably enough for a decent fighter and support caster.
Requirements
To qualify to become a disciple of the final star, a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Feats: Still Spell.
Spells: Ability to cast 2nd level arcane spells.
Weapon Proficiency: Must be proficient with all martial weapons.
Special: The prospective disciple must undergo an initiation ritual at night under the stars with at least seven masters of the final star.
Game Rule Information
Disciples of the final star have the following game statistics.
Hit Die: d8.
Class Skills
The disciple of the final star’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the disciple of the final star.
Armor and Weapon Proficiency: Disciples of the final star are proficient with no weapons, armor, or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Craft Magic Weapons (Ex): After undergoing the initiation ritual, the new disciple is taught how to craft weapons that serve as a channel for magical energies. This is identical to the Craft Magic Arms and Armor feat, except that it can only be used to create magic weapons and the disciple does not need to meet any of the prerequisites for the feat. All magic weapons created with this ability contain the exotic metals that enable the disciple’s harmonic resonance ability.
Harmonic Resonance (Su): Soon after initiation, the disciple is shown the first mysteries of the sect. The character can use certain exotic metals as a conduit for magical power. When wielding a weapon which contains these metals either in its construction or as decoration, the character may cast arcane spells of up to 3rd level without the need for somatic components. This allows the character to ignore arcane spell failure for armor. Only weapons can be used for this ability; armor, shields, or other items do not possess the necessary eldritch resonance. At 4th level, the disciple’s mastery over these magical channels improves, allowing him to cast arcane spells of up to 6th level without somatic components.
Eldritch Channel (Sp): Once per day, the disciple of the final star may use his ability to channel magic to use any spell off any arcane spell list of 4th level or lower as a spell-like ability. Unlike normal spell-like abilities, the disciple must still provide expensive material components and pay any XP costs associated with the spell.
Master of the Final Star (Sp): At 5th level, the disciple of the final star learns the final secret of the sect. Once per day, he may use any spell off any arcane spell list of 8th level or lower as a spell-like ability. Unlike normal spell-like abilities, the disciple must still provide expensive material components and pay any XP costs associated with the spell. This ability does not supersede the eldritch channel ability gained at 3rd level. Both abilities may be used once each per day.
In my campaign, the disciples are all members of a little-known cult called the Order of the Final Star, which claims that a black sphere orbiting the planet is the source of all magic and all knowledge. The sphere does, in fact, exist, and is the prison of an ancient evil whose very presence drives men mad. The masters of the sect are aware of this, quite insane, and seek to free their patron.
This is a 5-level prestige class. It has no caster progression. Because of the requirements to enter the class, a fighter 1/wizard 14/disciple 5 is the build with the best caster level at level 20; the class abilities are oriented towards a ftr 3/wiz 12/disciple 5 or ftr 2/sor 13/disciple 5. While this may not be sufficient for a primary caster, it is probably enough for a decent fighter and support caster.
Code:
[b]Level BAB Fort Ref Will Special[/b]
1 +0 +2 +0 +2 Craft magic weapons
2 +1 +3 +0 +3 Harmonic resonance I
3 +2 +3 +1 +3 Eldritch channel
4 +3 +4 +1 +4 Harmonic resonance II
5 +3 +4 +1 +4 Master of the final star
Requirements
To qualify to become a disciple of the final star, a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Feats: Still Spell.
Spells: Ability to cast 2nd level arcane spells.
Weapon Proficiency: Must be proficient with all martial weapons.
Special: The prospective disciple must undergo an initiation ritual at night under the stars with at least seven masters of the final star.
Game Rule Information
Disciples of the final star have the following game statistics.
Hit Die: d8.
Class Skills
The disciple of the final star’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the disciple of the final star.
Armor and Weapon Proficiency: Disciples of the final star are proficient with no weapons, armor, or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Craft Magic Weapons (Ex): After undergoing the initiation ritual, the new disciple is taught how to craft weapons that serve as a channel for magical energies. This is identical to the Craft Magic Arms and Armor feat, except that it can only be used to create magic weapons and the disciple does not need to meet any of the prerequisites for the feat. All magic weapons created with this ability contain the exotic metals that enable the disciple’s harmonic resonance ability.
Harmonic Resonance (Su): Soon after initiation, the disciple is shown the first mysteries of the sect. The character can use certain exotic metals as a conduit for magical power. When wielding a weapon which contains these metals either in its construction or as decoration, the character may cast arcane spells of up to 3rd level without the need for somatic components. This allows the character to ignore arcane spell failure for armor. Only weapons can be used for this ability; armor, shields, or other items do not possess the necessary eldritch resonance. At 4th level, the disciple’s mastery over these magical channels improves, allowing him to cast arcane spells of up to 6th level without somatic components.
Eldritch Channel (Sp): Once per day, the disciple of the final star may use his ability to channel magic to use any spell off any arcane spell list of 4th level or lower as a spell-like ability. Unlike normal spell-like abilities, the disciple must still provide expensive material components and pay any XP costs associated with the spell.
Master of the Final Star (Sp): At 5th level, the disciple of the final star learns the final secret of the sect. Once per day, he may use any spell off any arcane spell list of 8th level or lower as a spell-like ability. Unlike normal spell-like abilities, the disciple must still provide expensive material components and pay any XP costs associated with the spell. This ability does not supersede the eldritch channel ability gained at 3rd level. Both abilities may be used once each per day.