Ezreal
The Prodigal Explorer
Hit Die
d6
Requirements
To qualify to become the arcane boy wonder that is Ezreal, the character must fulfill all of the following criteria:
Skills: Knowledge (Arcana) 5 ranks, Knowledge (Dungeoneering) 5 ranks
Feats: Arcane Strike
Spells: Able to cast 3rd level arcane spells.
Class Skills
Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level
4 + Int modifier.
Class Features
All of the following are features of the prestige class that represents Ezreal and his brazen bravery.
Weapon and Armor Proficiency
Ezreal gains no proficiency with weapons nor armor.
Rising Spell Force (Ex)
For each class ability with which he successfully deals damage to enemies, Ezreal gains a Spell Force point. He can gain up to five Spell Force points per encounter. He can then choose to spend a Spell Force point during an attack, be it a single or full attack, to add one bonus ranged attack at his full attack bonus. He does not need to spend all of them during an attack, but they are lost at the end of an encounter. Spell Force points cannot be spent to add an extra attack during the use of a class ability.
Mystic Shot (Su)
At 2nd level, as a standard action, Ezreal targets a single enemy within 45’ with a ranged touch attack. If successful, Ezreal deals 2d6 points of force damage per class level and adds his Intelligence or Charisma modifier as well as his Dexterity modifier to the result of the damage dice. Ezreal can use this ability twice per encounter at 2nd level and thrice per encounter at 4th level.
Essence Flux (Sp)
At 3rd level, as a standard action, Ezreal creates a 10’ wide 30’ long line of force. Enemies within the line must make a Reflex save (usual DC + the mental attribute modifier he chose for Mystic Shot) or suffer 1d4 points of force damage per Ezreal’s HD. Allies within the line are granted an extra attack if they use a full attack action on their following turn. Ezreal can use this ability once per encounter at 3rd level and twice at 5th level.
Arcane Shift (Ex)
At 4th level, as a move action, Ezreal can teleport up to 20’ whereupon he launches a small force bolt at the nearest enemy. The force bolt acts as a magic missile spell using Ezreal’s current caster level, yet he adds his chosen mental attribute modifier to the total damage. Ezreal can use this ability once per encounter. Arcane Shift’s magic missile effect counts as a class ability that causes damage for Spell Force Rising’s purposes.
Trueshot Barrage (Sp)
Upon reaching 5th level, Ezreal can unleash a terrific line across the entire battlefield. As a full round action Ezreal creates a 15’ wide 200’ long line. Enemies caught within the line must make a Reflex save (usual DC + his chosen mental attribute modifier) or suffer 1d6 points of force damage per Ezreal’s HD in addition to his Dexterity modifier and his chosen mental attribute modifier. Each enemy reduces the damage dealt to the next enemy (the next farthest away enemy from Ezreal) by 5 points. The damage is reduced by a maximum of 30 points. Ezreal can use this ability once per day.
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Level
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BAB
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Fort
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Ref
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Will
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Special
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Spells
|
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1
|
0
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0
|
1
|
1
|
Rising Spell Force
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-
|
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2
|
1
|
1
|
1
|
1
|
Mystic Shot
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+1 level of existing
class
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3
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2
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1
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2
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2
|
Essence Flux
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+1 level of existing
class
|
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4
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3
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1
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2
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2
|
Arcane Shift
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+1 level of existing
class
|
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5
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3
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2
|
3
|
3
|
Trueshot Barrage
|
+1 level of existing
class
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