Author Topic: (3.5 PrC) Apprentice of Miras  (Read 1797 times)

Offline Vladeshi

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(3.5 PrC) Apprentice of Miras
« on: April 04, 2016, 06:15:19 PM »
Apprentice of Miras


   
"Truly, my students are impressive.... If only I could teach them patience"
-Miras, The First Wizard

Wizards are known to have power beyond measure. The apprentices of The First Wizard tend to exceed even that.

BECOMING AN APPRENTICE OF MIRAS
The skills and feat requirements are no problem for any wizard, the real issue is that you have to have originally become a wizard by learning the teachings of Miras.

ENTRY REQUIREMENTS
Alignment: Any non-chaotic
Skills: Knowledge:Arcana 8 ranks, Knowledge:History 4 ranks, Spellcraft 8 ranks
Feats: Any Metamagic or Reserve feat
Special: Must be a generalist Wizard. Must be a 1st generation Wizard who learned magic, either directly or indirectly, from Miras.


Class Skills
Bluff(Cha), Concentration(Con), Craft(Int), Decipher Script(Int), Disguise(Cha), Knowledge(Any)(Int), Profession(Wis), Sense Motive(Wis), and Spellcraft(Int) 
Skills Points at Each  Level 2 + int

Hit Dice: d4



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+0+0+2Spellcasting, Whispers of Miras
2nd+1+0+0+3Original School, Original Magic
3rd+1+1+1+3Bonus Feat
4th+2+1+1+4Original School, Original Magic, Original Focus
5th+2+1+1+4Original Slot, Power of Miras

Weapon and Armor Proficiencies: An Apprentice of Miras gains no proficiencies with any weapon or armor.

Spellcasting: At every level you gain an increase in caster level, spells per day, and spells in your spellbook as though you gained another level in Wizard.  This does not grant any other benefits of gaining a level in Wizard.

Whispers of Miras (Su): At 1st level you gain a +2 bonus on Concentration, Spellcraft, and any two Knowledge skills of your choice.

Original School (Ex): At 2nd and 4th levels you may choose one school of magic and gain +1 caster level and +1 to spell DC when casting spells from that school of magic. These are referred to as your “Original Schools”. You may not choose the same school more than once.

Original Magic: At 2nd and 4th levels you may add one spell of any of your Original Schools to your spellbook. This spell may not be of a level higher than you can cast, and is in addition to the spells normally added from leveling up.

Bonus Feat: At 3rd level you gain a bonus feat following all of the rules for a Wizards 10th level bonus feat.  You may use this to gain alternative class features as a Wizards 10th level bonus feat.

Original Focus: At 4th level you gain Spell Focus in both of your Original Schools as bonus feats.

Original Slot: At 5th level you gain an additional spell slot for every spell level that you can cast that may only be used for a spell from one of your Original Schools.

Power of Miras (Su): At 5th level you gain the ability whenever you cast a spell from one of your Original Schools to vastly increase its power by making the casting time a Full-Round Action(If the spells casting time was already a Full-Round Action or more add one round to the casting time).
When you do so you may choose from one of the following options:
  • Treat any effects based on Caster Level as though your Caster Level was increased by 2(Maximums based on Caster Level still apply).
  • Increase any maximums based on Caster Level by 2(Example: fireball with this option is allowed to do 12d6 damage. Greater Magic Weapon would be allowed to go up to a +7 bonus although doing so would require a Caster Level of 28).
  • Increase the spell DC by 2.
  • Add an untyped +10 bonus on any attack rolls made by the caster with this spell.
  • Add an untyped +10 bonus on any rolls to overcome spell resistance with this spell.
  • Give your allies immunity to the effect of the spell.
You may choose a different option every time you use Power of Miras.
This ability may only be used once per spell cast.
Using the Power of Miras is very stressful and requires you to make both a fortitude save(DC 15 + spell level + 2 per time that you have used this since last resting at least 8 hours) and a will save(DC 20 + spell level + 2 per time that you have used this since last resting at least 8 hours).  Failing one makes you fatigued and failing both makes you exhausted. Immunity to fatigue and/or exhaustion does not apply to the fatigue/exhaustion that happens as a result of using this class feature.  The fatigue and exhaustion caused by this class feature may only be cured with natural rest.  You may not use this class feature if you are fatigued or exhausted.
Use of this ability is very distinctive. Any one who sees you using this ability may make a spellcraft check DC(25 - spell level) to realize that you have called upon it.
 
PLAYING AN APPRENTICE OF MIRAS
 The exact nature and history of magic is still not understood very well. What is known by just about every spellcaster is the name of The First Wizard. You learned magic because of her, whether you were one of the handfuls that directly learned at her feet or because you found a cave with some magical writings on the walls. All of your magic is tinged with her influence.
 Combat: You likely take to combat almost exactly the same as you did before becoming an Appentice. Whether you were a blaster, a summoner or a god-wizard, this class does not blatantly change your role.
 Advancement: A great deal of where you go from being an Apprentice depends on what you already were and your Original schools. Archmage is an obvious path as this class gives you many of the requirements. Unseen Seer is an attractive option for many of the Apprentices who chose divination, as being known is often a bad thing for Apprentices.
 Resources: Becoming an Apprentice of Miras does not result in membership in a formal group. It is more like being an Alumni of a school where others who went there are likely to treat you preferably. This does not grant you resources directly, but it could result in other Apprentices being more willing to do you minor favors, with the understanding that this applies both ways.

APPRENTICE OF MIRAS IN THE WORLD
"Jeb, I don't think we got enough torches or pitchforks for this."
Jimson, Town Blacksmith
It turns out that Apprentices of Miras are not popular folks throughout most of the world. It might have something to do with Miras having conquered most of it in one fell swoop. Maybe the bronze-fisted dictatorship, she set up afterward(Ironworking not having been discovered yet). Maybe it is just because churches and parents still use her name to frighten children.
 Daily Life: The most important part of any day likely revolves around making sure that others never figure out that you are an Apprentice of Miras. In fact, you probably are trying to make sure no one even realizes that you are a wizard.

NPC Reaction
 Other Apprentices of Miras are likely to be friendly or possibly even helpful upon realizing that you are a fellow Apprentice. Race, nationality and religion all tend to fall by the wayside in front of the almost familial connection between Apprentices. Unless of course you have personally wronged them or something they care deeply about, in which case you have a pissed off wizard.
 Apprentices are in fact not run out of towns very often by angry mobs, instead they are often treated fairly, right up to the moment either you find your ale has arsenic in it, or the baron shows up with an entire army at his back. Apprentices have a tendency to incite entire nations to try to kill them just in order to ensure that they are not a repeat of their master.

APPRENTICE OF MIRAS IN THE GAME
 Better than straight wizard was the primary purpose to the class. It is meant to fill gaps in builds and the capstone was made with the intention of be useful to any schools you chose.
 Adaptation: The major change would be replacing Miras, The First Wizard, with any wizard dictator in your campaign setting.
 Encounters: Most likely if you encountered an Apprentice of Miras you never noticed. Apprentices often spend a great deal of time and effort to make sure that nobody knows what they are. Oftentimes they will become merchants and one of their record keeping books will be their spellbook in disguise.
« Last Edit: April 04, 2016, 07:09:29 PM by Vladeshi »
The following explanation has been removed due to time constraints, character limits on posts, and the DC 30 Spellcraft checks to understand large portions of it.

Offline Vladeshi

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Re: (3.5 PrC) Apprentice of Miras
« Reply #1 on: April 04, 2016, 06:15:34 PM »
My first real Homebrew.  :D

Any suggestions or comments will be greatly appreciated.

Built for my campaign setting that I have been working on and off on for the last couple of years.
Note for the part about 1st generation wizard: generations define how far a wizard is from originally discovering magic.
A wizard who discovers wizarding on their own is called a generation zero wizard and is also referred to as a First Wizard.
A wizard who learns how to be a wizard from a First Wizard is called a first generation wizard.
A wizard who learns how to be a wizard from a first generation wizard is called a second generation wizard.
And so forth.

Also note that wizards are not looked well upon in this campaign setting in the first place.
Example being the party shows up in a small town, wizard is not subtle about being a wizard, they get a room at the inn.
Shortly before they turn in for the night the local sheriff or other law enforcement shows up and basically says "No one here wants any trouble here mister, but the townsfolk and I would appreciate it if you left by sundown tomorrow. Is that clear?"

In the case of governments, they don't like wizards because anyone with intelligence can learn to become one.
In order to become a cleric your god had to approve.
In order to become a sorcerer you had to be born with it, and most of those families are either kept track of or are part of the government.
In order to become a wizard you just have to be smart and read the right books and this frightens the **** out of them.
« Last Edit: April 04, 2016, 06:36:40 PM by Vladeshi »
The following explanation has been removed due to time constraints, character limits on posts, and the DC 30 Spellcraft checks to understand large portions of it.

Offline Vladeshi

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Re: (3.5 PrC) Apprentice of Miras
« Reply #2 on: April 04, 2016, 06:15:49 PM »
Reserved 2.
The following explanation has been removed due to time constraints, character limits on posts, and the DC 30 Spellcraft checks to understand large portions of it.

Offline Vladeshi

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Re: (3.5 PrC) Apprentice of Miras
« Reply #3 on: April 04, 2016, 06:16:01 PM »
Reserved 3.
The following explanation has been removed due to time constraints, character limits on posts, and the DC 30 Spellcraft checks to understand large portions of it.