In a reclusive monastery in the heart of an ancient forest, a varied group of druids and arcane spellcasters train together. The adherents of this monastery work to perfect a unique fighting and spellcasting style that relies on wielding a pair of daggers. Some of these students-known as Daggerspell Mages-blend the fighting style with arcane magic.
Daggerspell Mages are closely related to the Daggerspell Shapers, the other half of the organization known as the Daggerspell Guardians. Both preserve the work of good folk and balance the concerns of civilized ocmmunities against the sanctity of nature, but where a shaper is quiet and calculating, a Daggerspell Mage is wild and impulsive. The two halves of the organization work together amicably, but they have decidedly different approaches to most problems.
Role: Daggerspell mages see the quick movements of their deadly daggers as an attendant part of their spellcasting. These sometimes reclusive figures remain spellcasters first and melee combatants second.
Almost every Daggerspell Mage begins his career as a Wizard or Sorcerer, taking a level or two of Rogue after a few successful adventures. Drawn to the exotic fighting style and balanced ideas of the Daggerspell Guardians, these individuals enjoy the enigmatic reputation and unorthodox techniques of the guild. Although members of the guild are primarily spellcasters, some follow more complicated multiclass pathways that include fighter or paladin levels. These characters follow all the precepts of the guild, but they are more likely to defend truth with the sharp points of their daggers than with the arcane power of their spells.
Alignment: Daggerspell Mages, like their colleagues the Daggerspell Shapers, seek truth and justice, but they define such concepts in the heat of the moment. Daggerspell Mages do not see morality as an absolute, and their ideals are guided by their sense of what is right and fair.
Hit Die: d6.
To qualify to become a Daggerspell Mage, a character must fulfill all of the following criteria.
Alignment: Any nonevil.
Skills: Knowledge (arcana) 4 ranks.
Spells: Arcane Caster Level 4.
Feats: Weapon Focus (Dagger, Kukri, Punching Dagger, or any other Light Piercing or Slashing weapon (hereafter referred to as 'dagger')), Two-Weapon Fighting.
Special: Sneak Attack +1d6.
The Daggerspell Mages's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). (all skills taken individually)
Skill Ranks at Each Level: 6 + Int modifier.
Table: Daggerspell Mage
|Level||Base-Attack Bonus||Fort Save||Reflex Save||Will Save||Special||Spells per day/spells known|
|1st||+0||+0||+1||+1||Daggercast, Sneak Attack +1d6||+1 level of existing class|
|2nd||+1||+1||+1||+1||Double Daggercast||+1 level of existing class|
|3rd||+2||+1||+2||+2||Arcane Infusion, Sneak Attack +2d6||+1 level of existing class|
|4th||+3||+1||+2||+2||Arcane Throw||+1 level of existing class|
|5th||+3||+2||+3||+3||Daggerspell Flurry, Sneak Attack +3d6||+1 level of existing class|
All of the following are class features of the Daggerspell Mage prestige class.
Weapon and Armor Proficiency: Daggerspell Mage gain no proficiency with any weapon or armor.
Spells per Day
When a new Daggerspell Mage level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Daggerspell Mage, she must decide to which class she adds the new level for purposes of determining spells per day.
Daggerspell Mages seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A Daggerspell Mage can cast a spell with somatic and material components even when holding a dagger in each hand. If a Daggerspell Mage holds anything other than a dagger, he must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally. In addition, a Daggerspell Mage can deliver a touch spell with a dagger attack (either by making a melee touch attack that does not deal weapon damage, or a normal melee attack which deals weapon damage as normal). This ability can not be used with a thrown dagger unless the Daggerspell Mage also possesses the Arcane Throw ability.
Double Daggercast (Ex)
As a Daggerspell Mage advances in level, the connection between his spellcasting abilities and his two-dagger fighting style strengthens. At 2nd level level and higher, a mage can hold the charge for one touch spell for each dagger that he is holding in his hands. He must designate which dagger holds each touch spell at the time the spell is cast. If one of these daggers leaves the Daggerspell Mage's hands, the spell immediately discharges harmlessly (unless the dagger is thrown by a mage with the Arcane Throw ability; see below).
Sneak Attack (Ex)
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd and 4th). If a Daggerspell Mage gets a sneak attack bonus from another source, the bonuses on damage stack.
Arcane Infusion (Su)
At 3rd level and higher, as a swift action, a Daggerspel Mage can infuse arcane spell power into his daggers, temporarily enabling them to infuse their weapons with additional magical enhancements or deal extra energy damage. To use this ability, a mage must lose a prepared arcane spell from memory (or give up a potential spell slot for the day if he casts spells as a sorcerer). The daggerspell mage then receives a pool of enchantment bonuses equal to the spell level sacrificed + 1 (cantrips count as level 0 for this ability), to a maximum of twice his levels in Daggerspell Mage (+6 at 3rd level, +8 at 4th, +10 at 5th) which he can distribute freely between up to two dagger-type weapons for which he has Weapon Focus, and is currently holding in his hands. Any additional enchantment bonus that would cause the weapon's total bonus to exceed +10 can instead be converted into an additional 1d6 of fire, cold, electricity, or acid damage enhancement to the weapon per bonus spent over +10. This ability lasts for a number of hours equal to your levels in Daggerspell Mage.
Only the Daggerspell Mage receives the benefit of these enchantment bonuses. Anyone else that wields the enchanted weapons do not receive the benefit of this ability.
Arcane Throw (Ex)
At 4th level and higher, a Daggerspell Mage can imbue arcane spell power into his thrown daggers. The mage can deliver a touch spell with a thrown dagger just as if he were making a melee attack. If the dagger hits, the touch spell is discharged against the creature or object struck. If the dagger misses its intended target, the dagger returns to the mage just before his next turn (as if it had the returning special ability) and retains the spell jsut as if the mage had missed with a melee attack.
Daggerspell Flurry (Ex)
A 5th-level Daggerspell Mage can blend spellcasting with a flurry of dagger attacks. When using this ability, a Daggerspell Mage can quicken one spell as part of a full attack with his daggers. Doing this has no effect on the spell's effective level. A Daggerspell Mage must make at least one melee attack in any round in which he uses this ability, and he cannot make an attack with anything other than a dagger (although if a spell cast in conjuction with this ability requires an attack roll, he can still make the spell's attack).
A Daggerspell Mage can use this ability a number of times per day equal to his Dexterity modifer (minimum 1).