MGuy
2009-07-22, 08:55 PM
With Pathfinder coming out next month and the core classes having received an overhaul I am revisiting some classes I had considered to overpowered to use in my normal game. As things are now they should be equal to what Paizo has done though I was never sure of their balance in the first place.
Ishvalan Crusader (Anti Mage): This is a class made with Fullmetal Alchemist in mind. I actually first saw this class on another site though the site is gone now.
HD: 1d8
Skills: Acrobatics, Climb, Disguise, Escape Artist, Heal, Intimidate, Knowledge: Arcana, Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim
Skill Points: 4+Int
Weapon Proficiency: Simple
Base Attack Progression: Good (As Fighter)
Good Saves: All (As Monk)
Bonus AC: As Monk/ +Wisdom Modifier as dodge bonus to AC (In no armor and carrying no more than a light load)
Move Speed Bonus: As Monk Progression
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Arcane Curse 1d6, Acrobatics, Mage Slayer, Mage Hunter
2nd|
+2|
+3|
+3|
+3|Arcane Resistance, Track, Witch Hound
3rd|
+3|
+3|
+3|
+3|Arcane Curse 2d6, Path Finder, Mettle
4th|
+4|
+4|
+4|
+4|Evasion, Unforgiving
5th|
+5|
+4|
+4|
+4|Arcane Curse 3d6, Mobility, Mage Finder
6th|
+6/+1|
+5|
+5|
+5|Chain Curse, The Smell of Magic
7th|
+7/+2|
+5|
+5|
+5|Arcane Curse 4d6, Break Magic
8th|
+8/+3|
+6|
+6|
+6|Earthbolt, Improved Evasion
9th|
+9/+4|
+6|
+6|
+6|Arcane Curse 5d6, Nondetection
10th|
+10/+5|
+7|
+7|
+7|Spell Resistance, Disruption
11th|
+11/+6/+1|
+7|
+7|
+7|Arcane Curse 6d6, Nowhere to Hide
12th|
+12/+7/+2|
+8|
+8|
+8|Disruption Wave
13th|
+13/+8/+3|
+8|
+8|
+8|Arcane Curse 7d6, Nowhere to Run
14th|
+14/+9/+4|
+9|
+9|
+9|Organ Rending, Blank Thoughts
15th|
+15/+10/+5|
+9|
+9|
+9|Arcane Curse 8d6
16th|
+16/+11/+6/+1|
+10|
+10|
+10|-
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Arcane Curse 9d6
18th|
+18/+13/+8/+3|
+11|
+11|
+11|-
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Arcane Curse 10d6
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Mage Knightmare[/table]
Arcane Curse: Imprinted tattoo, deals escalating 1D6 (+1d6 every 2 levels after the first, 10d6 at 19th) worth of damage on a successful touch attack vs anything.
-Ignores any AC bonuses granted by spells/spell-like abilities
-Ignores DR at 5th level+ and damage turns to D8s vs creatures capable of casting or that have spell-like abilities.
-Ignores Hardness at 10th level+ and damage turns to d10s vs creatures capable of casting or that have spell-like abilities.
-At 15th level+ Ignores Deflection Bonuses and damage turns to d12s vs creatures capable of casting or that have spell-like abilities.
-Counts as a Spell Like Ability Caster level equal to the level of Crusader. Cannot be dispelled and is uneffected by antimagic fields and similar spells and effects (Such as a Beholder's Ray)
-Magic Items get a save
-Targeting an item works as normal
-Hits ethereal creatures without any mischance
Acrobatics (Ex): Bonus Feat. Gained at 1st Level.
Mage Slayer (Ex): Bonus Feat. Gained at 1st Level.
Mage Slayer: +1 on Will saves, Casters cannot cast defensively while threatened by you, Your caster level for all spells and spell-like abilities that aren't granted by this class or your race are reduced by 4
Mage Hunter: You treat anything vulnerable to your Arcane Curse as your favored enemy.
-+2 to Bluff, Perception, Insight, and Survival checks made when using these skills against creatures that fit.
-Gains a +2 on damage rolls on such creatures (bonus damage is applied to the curse)
-The bonuses increase by 2 every 5 levels.
Arcane Resistance (Ex): Gained at 2nd Level. Adds Cha to saves vs spells and spell-like abilities
Track (Ex): Bonus Feat. Gained at 2nd Level.
Witch Hound(Su): Gained at 2nd Level. Your eyes glow. This means that you are constantly treated as having detect magic active and considered to be concentrating on it at no action cost. (Caster level is equal to Crusader level). Additionally whenever magic is cast within 100ft of your position you get a perception check (DC: 10+Spell level or vs Bluff if the caster is trying to hide it or is using Silent or still spell). If successful you know that magic was cast and the location of the caster. Though this is only a brief flash of insight and the caster may move from their position or may conceal themselves to hide their identity.
Mobility (Ex): Bonus Feat. Gained at 2nd Level.
Mettle (Ex): Gained at 3rd Level.
Pathfinder: Gained at 3rd level. Never becomes lost due to poor visibility or difficult terrain. Is not hampered by difficult terrain
Evasion (Ex):Gained at 4th level.
Unforgiving: Gained at 4th level. If an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her: Dismiss a Spell, Direct/Redirect an Active Spell, cast a Quickened or Swift Spell, makes a Turn / Rebuke attempt. If damage, your opponent looses the spell / action attempted unless he/she makes a Concentration check vs. DC (10 + damage). Additionally any creature that is vulnerable to your Arcane Curse treats all squares you threaten as difficult terrain.
Mage Finder: Gained at 5th level. You may disregard any Miss Chance that results from spells or spell-like abilities.
-When fighting a creature under the effect of Mirror Image, you automatically know which one is real
-Your caster level for all spells and spell-like abilities that aren't granted by this class or your race are reduced by 4
Chain Curse: Gained at 6th level. When using the curse the Crusader may channel some damage to another target (2 secondary targets at 11th, and 3 at 16th)
-Secondary target must be within 30ft
-Must make a another touch attack vs 2nd targets
-Secondary target(s) take only half damage
-Can be chained off of stationary objects (must touching the structure or the ground)
The Smell of Magic: Gained at 6th level. The range at which you can detect a spell being cast increases to 200ft. Additionally you gain a very special scent ability. It works as scent does regularly except you can only smell casters and ambient magic. (Gives you a +4 to the track DC when tracking casters) You may make a Spellcraft check when you run into an area in which magic has recently been cast (DC: 20+spell level) If successful you know what spell was cast.
Break Magic: Gained at 7th. Upon successfully striking with the Arcane Curse the crusader may dispel (as greater dispel, CL equal to crusader level) any ongoing magical effect.
-Can be used against stationary spell effects (walls, extra dimensional holes, etc) on a touch
-A Crusader is unaffected by a harmful spell that he/she touches in their dispel attempt unless they fail the dispel check. (IE The crusader can touch the wall of fire during the dispel attempt but if the check fails the crusader would take damage as they regularly would)
Earthbolt: Gained at 8th level. Can, as a standard action, send curse through ground at a target. Additionally your threatening range is increases to10ft vs creatures capable of casting or that have spell-like abilities.
-Range: 25ft+5ft/2 levels
-Reflex halves damage (DC: 10+1/2Crusader's HD+Cha Mod)
-Is chainable
Improved Evasion: Gained at 8th level
Nondetection: Gained at 9th Level: Is treated as if they are constantly under a nondetection spell
Disruption: (Ex): Starting at 10th level, if you hit a creature capable of casting spells or spell like abilities with your Arcane Curse in melee they must make a Fort save (DC 10+1/2 HD+Con mod) or be dazed for one round. This is chainable.
Spell Resistance: Gained at 10th level. Gains Spell Resistance equal to 10+Character level.
Nowhere to Hide: Gained at 11th level. The range at which you can detect a spell being cast increases to 300ft. Additionally when you successfully make a Spellcraftcheck to identify a spell, and you beat the DC by 5 or more you may now lock onto the caster of the spell. The effect works like Locate Creature except you do not need to have been within 30ft of the caster before. The effect lasts 10min/level. Can only follow one target at a time. This is a supernatural ability.
Disruption Wave Dained at 12th Level. May use Disruption ability on chains and in conjunction with Earthbolt. Additionally your threatening range increases to 15ft vs creatures capable of casting or that have spell-like abilities.
Nowhere to Run Gained at 13th Level. When a Crusader designates a creature as a target for his Nowhere to Hide Ability his target is treated as though they were under the effects of Dimensional Anchor. This is a supernatural ability.
Dedicated: Becomes immune to mind-affecting effects.
Organ Rend: Gained at 14th level. A crusader imposes a -8 Penalty on their attack (or whatever modifier one makes for a called shot to the head/heart/stomach in your game). If the attack hits the victim must make a fortitude save equal to 10+1/2 the crusader's HD+their Charisma modifier or die. This is a Spell-Like Ability
-this only works on creatures that can cast spells or use spell-like abilities
-If the save succeeds the victim still takes damage as normal
-targets that are immune to critical hits are also immune to this ability
Mage Knightmare: Gained at 20th level. Becomes immune to arcane spells. Your threat range increases to 20ft vs creatures capable of casting spells and creatures that use spell-like abilities.
Restrictions: loses bonus movement/dodge bonus/AC bonus from wearing armor or while carrying a medium load
-Can't cross into a casting class, Loses all arcane mark abilities
I want to add abilities for levels 10+ but I don't know what I should add to it. I'm thinking Immunity to enchantment effects. Feel Free to give suggestions.
Also I keep the idea that you can switch the bane powers to effect psions and divine magic (I.E psychic hunters or god haters) depending on the spin you want to put on it.
Ishvalan Crusader (Anti Mage): This is a class made with Fullmetal Alchemist in mind. I actually first saw this class on another site though the site is gone now.
HD: 1d8
Skills: Acrobatics, Climb, Disguise, Escape Artist, Heal, Intimidate, Knowledge: Arcana, Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim
Skill Points: 4+Int
Weapon Proficiency: Simple
Base Attack Progression: Good (As Fighter)
Good Saves: All (As Monk)
Bonus AC: As Monk/ +Wisdom Modifier as dodge bonus to AC (In no armor and carrying no more than a light load)
Move Speed Bonus: As Monk Progression
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Arcane Curse 1d6, Acrobatics, Mage Slayer, Mage Hunter
2nd|
+2|
+3|
+3|
+3|Arcane Resistance, Track, Witch Hound
3rd|
+3|
+3|
+3|
+3|Arcane Curse 2d6, Path Finder, Mettle
4th|
+4|
+4|
+4|
+4|Evasion, Unforgiving
5th|
+5|
+4|
+4|
+4|Arcane Curse 3d6, Mobility, Mage Finder
6th|
+6/+1|
+5|
+5|
+5|Chain Curse, The Smell of Magic
7th|
+7/+2|
+5|
+5|
+5|Arcane Curse 4d6, Break Magic
8th|
+8/+3|
+6|
+6|
+6|Earthbolt, Improved Evasion
9th|
+9/+4|
+6|
+6|
+6|Arcane Curse 5d6, Nondetection
10th|
+10/+5|
+7|
+7|
+7|Spell Resistance, Disruption
11th|
+11/+6/+1|
+7|
+7|
+7|Arcane Curse 6d6, Nowhere to Hide
12th|
+12/+7/+2|
+8|
+8|
+8|Disruption Wave
13th|
+13/+8/+3|
+8|
+8|
+8|Arcane Curse 7d6, Nowhere to Run
14th|
+14/+9/+4|
+9|
+9|
+9|Organ Rending, Blank Thoughts
15th|
+15/+10/+5|
+9|
+9|
+9|Arcane Curse 8d6
16th|
+16/+11/+6/+1|
+10|
+10|
+10|-
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Arcane Curse 9d6
18th|
+18/+13/+8/+3|
+11|
+11|
+11|-
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Arcane Curse 10d6
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Mage Knightmare[/table]
Arcane Curse: Imprinted tattoo, deals escalating 1D6 (+1d6 every 2 levels after the first, 10d6 at 19th) worth of damage on a successful touch attack vs anything.
-Ignores any AC bonuses granted by spells/spell-like abilities
-Ignores DR at 5th level+ and damage turns to D8s vs creatures capable of casting or that have spell-like abilities.
-Ignores Hardness at 10th level+ and damage turns to d10s vs creatures capable of casting or that have spell-like abilities.
-At 15th level+ Ignores Deflection Bonuses and damage turns to d12s vs creatures capable of casting or that have spell-like abilities.
-Counts as a Spell Like Ability Caster level equal to the level of Crusader. Cannot be dispelled and is uneffected by antimagic fields and similar spells and effects (Such as a Beholder's Ray)
-Magic Items get a save
-Targeting an item works as normal
-Hits ethereal creatures without any mischance
Acrobatics (Ex): Bonus Feat. Gained at 1st Level.
Mage Slayer (Ex): Bonus Feat. Gained at 1st Level.
Mage Slayer: +1 on Will saves, Casters cannot cast defensively while threatened by you, Your caster level for all spells and spell-like abilities that aren't granted by this class or your race are reduced by 4
Mage Hunter: You treat anything vulnerable to your Arcane Curse as your favored enemy.
-+2 to Bluff, Perception, Insight, and Survival checks made when using these skills against creatures that fit.
-Gains a +2 on damage rolls on such creatures (bonus damage is applied to the curse)
-The bonuses increase by 2 every 5 levels.
Arcane Resistance (Ex): Gained at 2nd Level. Adds Cha to saves vs spells and spell-like abilities
Track (Ex): Bonus Feat. Gained at 2nd Level.
Witch Hound(Su): Gained at 2nd Level. Your eyes glow. This means that you are constantly treated as having detect magic active and considered to be concentrating on it at no action cost. (Caster level is equal to Crusader level). Additionally whenever magic is cast within 100ft of your position you get a perception check (DC: 10+Spell level or vs Bluff if the caster is trying to hide it or is using Silent or still spell). If successful you know that magic was cast and the location of the caster. Though this is only a brief flash of insight and the caster may move from their position or may conceal themselves to hide their identity.
Mobility (Ex): Bonus Feat. Gained at 2nd Level.
Mettle (Ex): Gained at 3rd Level.
Pathfinder: Gained at 3rd level. Never becomes lost due to poor visibility or difficult terrain. Is not hampered by difficult terrain
Evasion (Ex):Gained at 4th level.
Unforgiving: Gained at 4th level. If an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her: Dismiss a Spell, Direct/Redirect an Active Spell, cast a Quickened or Swift Spell, makes a Turn / Rebuke attempt. If damage, your opponent looses the spell / action attempted unless he/she makes a Concentration check vs. DC (10 + damage). Additionally any creature that is vulnerable to your Arcane Curse treats all squares you threaten as difficult terrain.
Mage Finder: Gained at 5th level. You may disregard any Miss Chance that results from spells or spell-like abilities.
-When fighting a creature under the effect of Mirror Image, you automatically know which one is real
-Your caster level for all spells and spell-like abilities that aren't granted by this class or your race are reduced by 4
Chain Curse: Gained at 6th level. When using the curse the Crusader may channel some damage to another target (2 secondary targets at 11th, and 3 at 16th)
-Secondary target must be within 30ft
-Must make a another touch attack vs 2nd targets
-Secondary target(s) take only half damage
-Can be chained off of stationary objects (must touching the structure or the ground)
The Smell of Magic: Gained at 6th level. The range at which you can detect a spell being cast increases to 200ft. Additionally you gain a very special scent ability. It works as scent does regularly except you can only smell casters and ambient magic. (Gives you a +4 to the track DC when tracking casters) You may make a Spellcraft check when you run into an area in which magic has recently been cast (DC: 20+spell level) If successful you know what spell was cast.
Break Magic: Gained at 7th. Upon successfully striking with the Arcane Curse the crusader may dispel (as greater dispel, CL equal to crusader level) any ongoing magical effect.
-Can be used against stationary spell effects (walls, extra dimensional holes, etc) on a touch
-A Crusader is unaffected by a harmful spell that he/she touches in their dispel attempt unless they fail the dispel check. (IE The crusader can touch the wall of fire during the dispel attempt but if the check fails the crusader would take damage as they regularly would)
Earthbolt: Gained at 8th level. Can, as a standard action, send curse through ground at a target. Additionally your threatening range is increases to10ft vs creatures capable of casting or that have spell-like abilities.
-Range: 25ft+5ft/2 levels
-Reflex halves damage (DC: 10+1/2Crusader's HD+Cha Mod)
-Is chainable
Improved Evasion: Gained at 8th level
Nondetection: Gained at 9th Level: Is treated as if they are constantly under a nondetection spell
Disruption: (Ex): Starting at 10th level, if you hit a creature capable of casting spells or spell like abilities with your Arcane Curse in melee they must make a Fort save (DC 10+1/2 HD+Con mod) or be dazed for one round. This is chainable.
Spell Resistance: Gained at 10th level. Gains Spell Resistance equal to 10+Character level.
Nowhere to Hide: Gained at 11th level. The range at which you can detect a spell being cast increases to 300ft. Additionally when you successfully make a Spellcraftcheck to identify a spell, and you beat the DC by 5 or more you may now lock onto the caster of the spell. The effect works like Locate Creature except you do not need to have been within 30ft of the caster before. The effect lasts 10min/level. Can only follow one target at a time. This is a supernatural ability.
Disruption Wave Dained at 12th Level. May use Disruption ability on chains and in conjunction with Earthbolt. Additionally your threatening range increases to 15ft vs creatures capable of casting or that have spell-like abilities.
Nowhere to Run Gained at 13th Level. When a Crusader designates a creature as a target for his Nowhere to Hide Ability his target is treated as though they were under the effects of Dimensional Anchor. This is a supernatural ability.
Dedicated: Becomes immune to mind-affecting effects.
Organ Rend: Gained at 14th level. A crusader imposes a -8 Penalty on their attack (or whatever modifier one makes for a called shot to the head/heart/stomach in your game). If the attack hits the victim must make a fortitude save equal to 10+1/2 the crusader's HD+their Charisma modifier or die. This is a Spell-Like Ability
-this only works on creatures that can cast spells or use spell-like abilities
-If the save succeeds the victim still takes damage as normal
-targets that are immune to critical hits are also immune to this ability
Mage Knightmare: Gained at 20th level. Becomes immune to arcane spells. Your threat range increases to 20ft vs creatures capable of casting spells and creatures that use spell-like abilities.
Restrictions: loses bonus movement/dodge bonus/AC bonus from wearing armor or while carrying a medium load
-Can't cross into a casting class, Loses all arcane mark abilities
I want to add abilities for levels 10+ but I don't know what I should add to it. I'm thinking Immunity to enchantment effects. Feel Free to give suggestions.
Also I keep the idea that you can switch the bane powers to effect psions and divine magic (I.E psychic hunters or god haters) depending on the spin you want to put on it.