Weapon Energist (experementalPrC I just made) Suggestions? [Archive] - Wizards Community

Post/Author/DateTimePost
Wizardmon

04-11-07, 06:45 PM
This is a prestige class I just made. I want to know what you all think. My inspiration was the Magic Item Compendium.


Weapon Energist

Prerequisites:
Skills: Use Magic Device 11 ranks
Feats: Craft Magic Arms And Armor
Abilities: Charisma bonus +1
Spells: Must be able to spontaneously cast arcane spells.
Special: Must have used Craft Magic Arms and Armor to enchant 3 different magic weapons.

HD d10
Lvl BAB Fort Ref Will Special Spell Casting
1st +0 +0 +1 +2 Weapon Augmetation +1, 1/day
2nd +1 +0 +1 +3 +1 Casting class
3rd +2 +1 +1 +3 Weapon Augmentation 2/day
4th +3 +1 +2 +4 Weapon Augmentation +2 +1 Casting class
5th +3 +1 +2 +4 Weapon Augmentation 3/day
6th +4 +2 +2 +5 Weapon Augmentation +3 +1 Casting Class
7th +5 +2 +3 +5 Weapon Augmentation 4/day
8th +6 +2 +3 +6 Weapon Augmentation +4 +1 Casting Class
9th +6 +3 +3 +7 Weapon Augmentation 5/day
10th +7 +3 +4 +7 Weapon Augmentation +5 +1 Casting Class
Skill points per level: 4+ Int mod.
Class Skills: Appraise (Int), Bluff (Cha), Craft (Any) (Int), Knowlage (Arcana) (Int), Intimidate (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).

Spell Casting- At every even Weapon Energist level, he gains spells per day and spells known (if applicable) as if he had increased a level in a previously taken arcane casting class. (Artificers and Warlocks count as arcane casters for this effect.)

Weapon Augmentation (Sp)- As a swift action, you can change the magical properties of a weapon you are holding. Once per day, you can add an enchantment to your weapon equivelent to a +1 bonus. This effect lasts a number of turns equal to 1/2 your class level (minimum of 1 turn.) The total number of enchantment "pluses" you can add is as shown above. The number of times you can use this ability is as shown above. Ranged weapons with their enchantments changed bestow the effects onto their ammunition. Unarmed Strikes are considered held meele weapons for the sake of enchanting the "weapon."

At no time can the weapon surpass a enhancement bonus +5, and the total magic properties cannot exceed a total equivalent of +10 bonus. The total enhancement bonus equivalent of your weapon may not exceed your class level (this is including any enhancements or enchantments already applied to the weapon.) If you apply an enhancement to the weapon, the effects overlap. If you apply an enchantment to the weapon, the effects stack until the total reaches 1/2 your class level (minimum of a +1 equivalent enchantment). Even if the class level allows for a specific number of enhancement equivalent enchantments, a Weapon Energist may not add an enhancement equivalent over his Charisma bonus. Any weapon augmented with this ability must be masterworked. The Weapon Energist must have created an weapon with the enchantment he wishes to to augment with this ability. If at any time the Weapon Energist cannot cast cast his spells, or runs out of spells per day, he cannot use this ability. If the enchanted weapon leaves the Weapon Energist's hand, it loses all the changed properites (except in the case of thrown and Returning weapons.)

Even though this is a spell like ability, Arcane Spell failure still applies (unless your class uses Infusions), however, the spell failure % is only half the normal rate.
_ _ _ _


Even though they are not arcane casters, Artificer's infusions count as arcane for the purposes of meeting the spell casting prerequisite of becoming a Weapon Energist. A Warlock counts as a spontaneous arcane caster for the purposes of meeting the spell casting prerequisite of becoming a Weapon Energist.
Wizardmon

04-11-07, 08:42 PM
There are a few classes that would benefit from this PrC. Firstly, Rogue/Sorcerers would have little issue being a member of this class. This is also a natural choice for Artificers and Warlocks. A Bard or a Duskblade would have little issue with any of the prerequisites, except perhaps for the meeting the prerequisite for enchanting weapons.
JudgeDeadd

04-12-07, 03:34 PM
I think it could use more abilities.

Also, try to format your posts so they are easier to read. Make the ability names bold, for example.

Spell Casting: At every even Weapon Energist level, he gains spells per day and spells known (if applicable) as if he had increased a level in a previously taken arcane casting class. (Artificers and Warlocks count as arcane casters for this effect.)
Wizardmon

04-12-07, 04:30 PM
As for new abilities... I am really at a loss of what I could add. I thought the abilities it had were powerful as is.

As for the formating suggestion: Thanks. I am OCD slightly about organization, so I appreciate the suggestion.
Wizardmon

04-12-07, 05:35 PM
What if I added Sudden Strike? Or a Fighter's BAB? I don't want to make this class too powerful.