Spell Catcher

Spell Catchers are spellcasters trained in the arts of catching spells and using them as though they had prepared the spell themselves. They use their extensive knowledge of spells to intercept and redirect a spell back at their casters in a much more powerful fashion causing much confusion and havoc against spellcasters.

Hit Dice: d4

Requirements

To qualify to become a spell catcher, a character must fulfill the following criteria.
Spell Casting: Must be able to cast 3rd level spells and capable of preparing spells from all 8 schools of magic.
Concentration: 8 ranks
Knowledge Arcana: 8 Ranks
Spellcraft: 8 Ranks
Feats: Spell Focus, Spell Mastery, Spell Penetration.

Class Skills
The spell catcher's class skills (and the key ability for each skill) are Alchemy (Int), Balance (Dex), Bluff (Cha), Concetration (Con), Craft (Int), Knowledge Arcana (Int), Scry (Int), Sense Motive (Wis), Spell Craft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2+Int. Mod.

Class Features

All of the following are class features of the spell catcher prestige class.

Weapon and Armor Proficiency: Spell catchers are skilled with club, dagger, heavy crossbow, light crossbow, and quarterstaff. Spell catchers are not proficient with any type of armor nor with shields. Armor of any type interferes with a spell catchers movements, which can cause her abilities and spells to fail (if they have somatic components). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Spells per Day: A spell catcher continues training in magic as well as her field of research. Thus when a new spell catcher 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 she added the prestige class.

Spell Catching: At 1st level a spell catcher can only catch spells that she has as spell mastery with the feat. A spell catcher can catch a spell that effects target her and store it away once per round as a free action. The spell catcher can only store away spells that she has open slots available for. To catch the spell the spell catcher must first identify the spell with a successful spellcraft and then succeed at a concentration check DC 20 + the spell level of the spell being caught. If she fails to catch the spell she recieves no saving throw for it. If the spell is successfully caught it has no effect and is at the disposal of the spell catcher's desires. The spell catcher cannot catch spells that have been prepared with metamagic feats. The spell catcher uses her DC's and caster level when casting the caught spell. A spell catcher cannot catch a spell while flat footed, stunned, grappled or while any other effect that causes them to lose their dexterity bonus.

Spell Catching Mastery: The spell catcher can pick a number of spells equal to her intelligence modifier that she can prepare. These spells are added to her spell catching list. These are the only spells that the spell catcher can catch through her training.

Spell Resistance: Through their dangerous practice and thorough studies of spell mechanics a spell catcher is able to shrug of some spells as though she had spell resistance of 12 + her spell catching level. Only spells that she has trained herself to catch are effected by her spell resistance. All other spells are unneffected by the spell resistance gained by this prestige class.

Enlarge Caught Spell: 1/day as a free action the spell catcher can prepare enlarge on a caught spell as per the feat except it is not use up a spell slot of any higher level.

Empower Caught Spell: 1/day as a free action the spell catcher can prepare empower on a caught spell as per the feat except it does not use up aany spell slots of any higher level.

Maximize Caught Spell: 1/day as a free action the spell catcher can prepare maximize on a caught spell as per the feat except it does not use up any spell slots of any higher level.

Quicken Caught Spell: 1/day as a free action the spell catcher can prepare quicken on a caught spell as per the feat except it does not use up any spell slots of any higher level.

The Spell Catcher

---------Base-------------------------------------
Class---Attack---Fort----Ref-----Will-----------
Level---Bonus---Save---Save----Save-----Special
1st------+0--------+2------+2------+0--------Spell Catching, SR 13
2nd-----+1--------+0------+0------+2--------Spell Catching Mastery, SR 14
3rd-----+1--------+0------+0------+3--------Enlarge Caught Spell, SR 15
4th-----+2--------+1------+1------+3--------Spell Catching Mastery, SR 16
5th-----+2--------+1------+1------+4--------Empower Caught Spell, SR 17
6th-----+3--------+1------+1------+4--------Spell Catching Mastery, SR 18
7th-----+3--------+2------+2------+5--------SR 19
8th-----+4--------+2------+2------+6--------Maximize Caught Spell, SR 20
9th-----+4--------+3------+3------+6--------Spell Catching Mastery, SR 21
10th----+5--------+3------+3------+7--------Quicken Caught Spell, SR 22