| Post/Author/DateTime | Post |
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| Mad Mage03-09-07, 12:15 AM | Arcane Magic. For some people, it's a tool. For others, it is a bane they intend to counteract where necessary through subtlety. Some of these folks may have even come from family lines of arcane spellcasters only to turn away from it in disgust for some reason, possibly a disaster involving their family's spellcasting desires. Some of these folks are Magestalkers. While they have no formal organization or grouping, they do tend to exist as lone agents for their own cause. Magestalkers are stealthy and cunning individuals who forbid themselves from taking up the arcane arts, often stalking other arcane spellcasters that may cause great harm through their trade. Through some power within themselves (possibly even sorcerous backgrounds they are ashamed of), they have developed ways to counteract magic and employ subtle methods of eliminating arcane threats. They often track down spellcasters and hide in the background of urban or natural settings, waiting to spring on their prey when the time is right. While Magestalkers are forbidden from taking up any form of the arcane arts themselves, they may in some cases take up the company of arcane spellcasters, often acting to aid the opposition of enemy arcanists. Such cases are rare, but those that do often come to form a more realistic picture of arcane spellcasting rather than pure bias. It is not uncommon for them to use magic weapons or armor either, especially if said items come from a divine source instead of arcane. Most Magestalkers are Rangers or Scouts, though a few rogues that may focus on tracking will take up the class as well. Due to the stealthy requirements of the class, almost all other combinations are unheard of. Hit Die: d8 Requirements: Base Attack Bonus: +5 Skills: Hide 4 ranks, Move Silently 4 ranks, Survival 2 ranks. Feats: Track. Special: Must follow the Magestalker creed, as follows: - Never take up levels in an arcane spellcasting class. - Never utilize arcane scrolls or devices (including the use of the Use Magic Device skill). If they ever do, they are forbidden from taking Magestalker levels. Class Skills: Hide (Dex), Knowledge (Arcana) (Int), Move Silently (Dex), Speak Language, Spellcraft (Int), Survival (Wis). Skill Points at Each Level: 6 + Int modifier. Base Attack Bonus Progression: As rogue. Saving Throw Progression: As monk. Class Features - Weapon and Armor Proficiency: A Magestalker gains no weapon or armor proficiencies. - Magestalk (Ex): Starting at first level, a Magestalker gains the ability to sense out an arcane spellcaster that they target. Once per day as a standard action, a Magestalker can canidate an arcane spellcasting target as a focus of this ability. The Magestalker gains a +4 competence bonus on all Survival checks meant to follow the target via the Track feat. The effect lasts up to 8 hours. - Sneak Attack: Starting at 2nd level and every even level afterwards, a Magestalker gains the ability to use a sneak attack, starting at +1d6 damage and climaxing at +5d6 at 10th level. This ability does stack with other classes that offer Sneak Attack to determine damage and follow the rules of the ability. - Swift Opponent of the Arcane (Ex): At 3rd level, a Magestalker gains the ability to give themselves a +4 circumstance bonus on initiative checks made to attack an arcane spellcaster as a move action. This ability can be used once per day, and the Magestalker gains an additional use per day at 6th and 9th level. - Spurn the Arcane (Ex): At 4th level, a Magestalker gains the ability to resist the powers of arcane magic. The Magestalker recieves a +2 competence bonus on all saving throws against arcane magic. - Know that Spell (Ex): At 5th level, a Magestalker gains a +4 competence bonus to all Knowledge (Arcana) and Spellcraft bonuses made to determine what spell an arcane spellcaster is casting. - Turn the Arcane (Su): At 7th level, a Magestalker gains the ability to reflect a ranged spell (including rays and ranged touch attacks) back at the caster as per the Spell Turning spell as a free action 2 times per day. The Magestalker's caster level is based on the Magestalker's level +5. - Spurn the Arcane (Ex): At 8th level, a Magestalker's bonus on saving throws against arcane magic increases to +4. - Purge Spell (Su): At 10th level, a Magestalker gains the ability - once per day -to remove a random spell that lends a bonus to AC, saving throws, attack bonus, or ability scores with a successful sneak attack. The target must make a Will save with a DC of 10 plus the spell's level. I meant this prestige class to primarily be taken by a 5th-level ranger or a 10th-level rogue who meets the requirements. Is it me, though, or is it overpowered and in need of working out a few kinks with ability descriptions? :help: And yes, if you must ask, I was inspired to make this because of Valygar Corthala from Baldur's Gate II. |
| lockdar03-09-07, 03:45 AM | I feel like there is something missing in the description of several of the abilities, I'm talking about Swift Opponent of the Arcane, Turn the Arcane and Purge spell. Are all of these abilities infinitely usable or just a couple of times a day? It could make this class seriously overpowered against spellcasters even though they are ment to take them out. |
| Duedaine03-09-07, 10:04 PM | I'm thinking that at higher levels, instead of save bonuses, an arcane spell failure chance if cast with the PC as a target. Treat the spellcaster as if he's wearing light armor at level X, medium at level X+3, and heavy at the end. Something like that would be interesting, but would probably need some balancing! |
| Mad Mage03-09-07, 10:50 PM | I feel like there is something missing in the description of several of the abilities, I'm talking about Swift Opponent of the Arcane, Turn the Arcane and Purge spell. Are all of these abilities infinitely usable or just a couple of times a day? It could make this class seriously overpowered against spellcasters even though they are ment to take them out. I see what you mean. I'll edit that when I get a chance. |
| Mad Mage03-10-07, 01:04 AM | Okay, here's what I did. 1) Made "Swift Opponent of the Arcane" usable 1/day at 3rd level, and that the player gained additional uses at 6th and 9th level, leaving a total amount of usages of 3/day. 2) Made "Turn the Arcane" as a 2/day ability. 3) Decided "Purge Spell" should be 1/day. Honestly, the original lack of alloted uses was an unintentional error; I just got caught up in the function of the abilities. |
| jamorris0903-10-07, 08:06 AM | At a certain level you could have him gain SR equal to like his class or something. Wouldn't be overly powerful but would come in handy every once in a while. |
| lockdar03-10-07, 02:17 PM | Much better now Mad Mage, this makes the class a whole lot less overpowered. I would have to agree with Jamorris, SR would suit the idea of this class and giving it SR equal to it's class level or would be quite alright imho. |
| bitter thorn03-12-07, 01:58 AM | How are you defining "arcane devices" under special? Giving up the ability to use magic weapons, potions, bags of holding, rings of protection etc. is a pretty devastating limitation. |
| lockdar03-12-07, 07:45 AM | How are you defining "arcane devices" under special? Giving up the ability to use magic weapons, potions, bags of holding, rings of protection etc. is a pretty devastating limitation. I think that's why Mad Mage stated that they will use them if they come from a Divine Source, so it's not completely impossible for them to posses certain magical items that will assist them in their tasks. |
| bitter thorn03-12-07, 10:57 PM | How does the Stalker tell? With the rules to create items cooperatively this could be tough to determine. I don't think it would unbalance the class to do away with this limitation, and I think that this could be kind of a pain to adjudicate during play. |