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| #1green_elven_vampireMar 13, 2009 18:13:26 | All comments are welcomed. Thank you. ;) Evereskan Battlemage The battlemage is a very important individual when it comes to the protection of the elven city of evereska. They are trained specifically in the arts of battle magic and even spend time learning some sword play from the academy of arms. Unlike most elven wizards their numbers are mostly filled by elven youths looking for adventure and excitement. At least one Battlemage is assigned to every company of patrols around evereska and the greycloak hills. After reaching 5'th level the battlemages are given the choice to come and go as they please within the academy of magical arts to study at their leisure. Some even leave the city to find adventure as elven bounty hunters or search for ancient elven ruins to discourage the plundering of these sites with their amazing talents. Hit Die: d4. Requirements: To qualify to become a elven battlemage, a character must fulfill all the following criteria. Race: Character must be a Elf Skills: Spellcraft 10 ranks, Knowledge (arcana) 10 ranks. Feats: Maximise Spell, Twin Spell. Spellcasting: Ability to cast 4'th level arcane spells. Able to cast at least two ray spells and two energy missile spells. Class Skills: Craft (int), Concentration (con), Spellcraft (Int), Bluff (Cha), Intimidate (Cha), Gather Information (Cha), Scry (Int), Knowledge (any)(Int), Profession (wis), Use magic devise (cha). Skill points at each level: 2 + Int Modifier. Class Features: Weapon & Armor Proficiency: Battlemages gain proficiency with small or light weapons. Spells per day: A Battlemages training focuses on magic. Thus, when a character gains a new level of Battlemage, she gains new spells per day as if she aso gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained. Battle-spell focus: At 1'st level you gain the weapon focus feat with either energy missile spells, Touch spells or ray spells. Once chosen you may not change the type Battle-spell specialization: At 2'nd level you gain weapon specialization with either energy missile spells, Touch spells or ray spells. Once chosen you may not change it. Signature Spell: As a Battlemage you earn a reputation with a certain spell, a calling card of sorts. At 3'rd level you gain the Signature Spell feat without meeting it's prerequisites. Depress resistance: At 3'rd level the Battlemage can temporarily reduce the Spell resistance of a target creature. The Spell resistance of the creature works against the Depress resistance spell at half its normal value. No saving throw is allowed. A creature that does not resist the effects of this spell has it's SR reduced by 50%. This is a spell-like ability that may be used one time a day for every two caster levels attained, and can affect two opponents for every intelligence bonus modifier attained. It has a range of 60 yards and a duration of 1 round per caster level. Energy Spell power: At 4'th level, the Battlemage chooses one type of energy: acid, cold, electricity, fire, or sonic. from here on you gain a +2 bonus on saving throws against any spells with the chosen type of energy descriptor, and a +2 bonus to the DC of all spells with the chosen type of energy descriptor. Once chosen the energy type cannot be changed. Innate Spell: At 5'th level the Battlemage gains the Innate Spell feat without meeting its prerequisites. Steal protections: At 5'th level the Battlemage may attempt to steal an opponent's beneficial spell effects for yourself. Upon using this spell-like ability, you instantly discern all spells currently affecting the target (including their effects). For each spell so discerned, you can make a dispel check (1d20 + your caster level) against a DC of 11 + the spell's caster level. If the check succeeds, you gain the effect of the spell for the remainder of its duration, as if it had been cast on you instead of the original target, and the opponent loses that effect. This spell-like ability is a standard action and has a range of 60 feet. No saving throws are allowed against this ability and any SR is negated. This ability may be used one time a day, plus one extra time a day for every bonus intelligence modifier attained. CL-BAB-FS-RS-WS-Special- Spells per day 1'st-+0-+2-+0-+2 Battle spell focus -+1level 2'nd-+1-+3-+0-+3-Battle spell specialization-+1level 3'rd-+2-+3-+1-+3 Signature spell, Depress resistance -+1level 4'th-+3-+4-+1-+4 Energy spell power -+1level 5'th-+3-+4-+1-+4 Innate spell, Steal protections -+1level |