STAFFER

 

Hit Die: d4.

Requirements

Though many mages utilize wands, rods, and staffs, only a select few specialize in their use to the extent that they prefer working with them almost exclusively.  Historically, a few wizards known for their excessive reliance on staffs were disparagingly called "staffers," and the name has since stuck, although in many places it no longer retains any negative connotations.

To qualify to become a Staffer, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 12 ranks, Knowledge (Planes) 12 ranks, Spellcraft 12 ranks.

Feats: Skill Focus (Spellcraft), Craft Staff

Special: Must be able to use wands, rods, and staffs as an arcane spellcaster.  Must have previously used at least three different staffs.

Class Skills

The Staffer's class skills (and the key ability for each skill) are Craft (Int), Decipher Script (Int), Disable Device (Int), Search (Int), Sleight of Hand (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: The Staffer

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +2 +1 level of arcane spellcasting class
2nd +1 +0 +3 +3 Fast Staff, Staff Conservation
3rd +1 +1 +3 +3 +1 level of arcane spellcasting class
4th +2 +1 +4 +4 Rapid Staff 2
5th +2 +1 +4 +4 +1 level of arcane spellcasting class
6th +3 +2 +5 +5 Drain Item
7th +3 +2 +5 +5 +1 level of arcane spellcasting class
8th +4 +2 +6 +6 Rapid Staff 3, Staff Lore
9th +4 +3 +6 +6 +1 level of arcane spellcasting class
10th +5 +3 +7 +7 Infuse Item


 

Class Features

All of the following are Class Features of the Staffer prestige class.

Weapon and Armor Proficiency: Staffers gain no additional armor or weapon proficiencies.

Spells per Day/Spells Known: When a new odd-numbered Staffer level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in one arcane spellcasting class in which he could cast spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast spells before he became a Staffer, he must decide to which class he adds each level of Staffer for the purpose of determining spells per day.

Fast Staff (Ex): A staffer who begins combat with a usable magic staff in hand gains the benefit of the Improved Initiative feat.

Staff Conservation (Ex): Staffers know many secrets about efficient use of staffs.  When using a staff normally (not in conjunction with Rapid Staff, Drain Item, or any similar ability), a staffer may choose to make a Use Magic Device check against the save DC of the spell to be produced.  If he makes the check, the spell drains one less charge than it normally would (to a minimum of one).  If the check fails, the staff simply fails to activate.

Rapid Staff (Su): Staffers of at least 4th level learn to activate a staff more quickly.  The staffer gains one additional staff use per round per four staffer levels.  The staffer must declare that he is taking a rapid staff action (a full-round action that does not provoke acts of opportunity) in order to benefit from this ability.

Each activation after the first costs one additional charge from the staff, cumulative. Thus, the second activation in a round costs 2 extra charges, the third activation 3 extra charges, and so forth.

Drain Item (Sp): An staffer of 6th level can drain a charge from a charged magic item, using the magic to heal himself. If the item drained is a staff, the spell level is that of the lowest-level spell that uses a single charge. He gains 1d6 hit points per spell level of the charge drained. If the staffer has reached his maximum hit points, any additional hit points acquired are temporary hit points (maximum +20) that disappear after 10 minutes. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained.

Staff Lore (Su): A staffer of 8th level has but to hold a magic staff in his hands to gain a general feel for its purpose.  Once per day, a staffer may use identify on a staff touched as a free action.

Infuse Item (Su): At 10th level, a staffer gains the ability to add a charge to a charged magic item, in the process inflicting damage to himself. Only a single charge may be infused in any attempt. He takes 1d6 points of constitution damage per spell level of the charge added (in the case of staffs, the lowest level spell) and must succeed on a Spellcraft check as though he were counterspelling the spell.  An unwilling creature receives a Will save (DC 10) to prevent one of its held or carried items from being infused.  Infusing an item may only be attempted once per day.  If the staffer is immune to constitution damage, or is somehow prevented from taking the constitution damage in full, the ability does not work, and no charge is added.

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