Demons_eye
2010-02-06, 02:01 AM
This is my attempt to bring to life the spell breaker base class. I could use some help coming up with something to fill these dead levels
http://zivcg.com/temp/WarCraft_Samwise022c.jpg
Spell Breaker
Alignment:
Any
Hit Die:
d8
Class Skills
The Spell Breaker’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledge (All taken separately) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Spell Breaker
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Stranger, Help the weak
2nd|
+2|
+3|
+3|
+0|Forge weapons, Feed back 1d6, Evasion
3rd|
+3|
+3|
+3|
+1|Mana burn, Combustion
4th|
+4|
+4|
+4|
+1|Disruptive Strike
5th|
+5|
+4|
+4|
+1|Feed back 2d6
6th|
+6/+1|
+5|
+5|
+2|Disruptive Strike 1/day
7th|
+7/+2|
+5|
+5|
+2|Steal Spell, Spell Scared
8th|
+8/+3|
+6|
+6|
+2|Feed back 3d6, Mettle
9th|
+9/+4|
+6|
+6|
+3|Steal Summon
10th|
+10/+5|
+7|
+7|
+3|Magical Frenzy
11st|
+11/+6/+1|
+7|
+7|
+3|Feed back 4d6
12nd|
+12/+7/+2|
+8|
+8|
+4|Disruptive Strike 2/day
13rd|
+13/+8/+3|
+8|
+8|
+4|Improved evasion
14th|
+14/+9/+4|
+9|
+9|
+4|Feed back 5d6
15th|
+15/+10/+5|
+9|
+9|
+5|
16th|
+16/+11/+6/+1|
+10|
+10|
+5|-Deathless magic
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Feed back 6d6
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Disruptive Strike 3/day
19th|
+19/+14/+9/+4|
+11|
+11|
+6|
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Avatar of magic, Feed back 7d6
[/table]
Stranger- Unlike a wizard or sorcerer a Spell Breaker gains a stranger at the first level. A stranger acts like a familiar (and is picked from the same list) but disrupts magic increasing a caster. Use this table when determining you strangers ability's. When a foe is near the stranger is can cause a deep feeling of despair that makes the foe less hearty, slower, and less willful. When a foe is with in 10 feet of the stranger suffer dread to all saves. Does not effect creatures with int of 3 or less.
{table=head] Master Class Level| Natural Armor Adj.| Int |Dread | Special
1st-2nd|
+1|
6|
-1|
improved evasion, empathic link|
3rd-4th|
+2|
7|
-2|
Speak with master|
5th-6th|
+3|
8|
-3|
Speak with animals of its kind|
7th-8th|
+4|
9|
-4|
9th-10th|
+5|
10|
-5|
Spell resistance|
11th-12th|
+6|
11|
-6|
13th-14th|
+7|
12|
-7|
15th-16th|
+8|
13|
-8|
17th-18th|
+9|
14|
-9|
19th-20th|
+10|
15|
-10|
[/table]
Weapon and Armor Proficiency
A Spell Breaker is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). He also gains proficiency in the spell breakers sword.
Help the weak- The spell breaker is a master of destroying the evil acts of magic. He gains a handful of spells he can use as a SLA 1/day. When he reaches the next level of helping the weak add an additional use of any and all SLA
1st level-Bless
3rd level-shield Other
5th level-Remove Curse
7th level-Freedom of movement
9th level-Stone Skin
11th level-Antimagic Feild
13th level-Holy word
15th level-Mind Blank
17th level-Freedom
Forge weapons- At the 2nd level you learn to forge the weapons of your trade. You can make the spell breakers sword or if you so wish another weapon made for the spell breakers. If you try to use any of your class features while using a normal blade or magical blade it has to make a fort save of 15+class level or break.
Spell Breakers Swords
{table=head]Spell Breakers Sword|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type
One Handed Double Weapon|
700 gp|
1d6/1d6|
2d4/2d4|
19-20||
12lb|
Slashing
Other Weapon|
+500 gp|
base damage +1|
base Damage +1d4|
base weapon|
base weapon|
base weapon x2|
base weapon
[/table]
Feed back Xd6- When Attacking a foe who is currently begin effected by a spell or is able to cast spells your blade surges with power disrupting the magic and wrenches the mind of the foe. At the 2nd level and every 3 level's after you deal 1d6 additional damage.
Evasion- At 2nd level or higher if a Spell breaker makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Spell Breaker is wearing Medium light or no armor. A helpless Spell breaker does not gain the benefit of evasion.
Mana burn- Starting at the third level usable once per level per day you can burn away the magic that makes a caster what he is. You can use this ability to remove a spell prepared or spell slot from a caster or a spell effecting a person dealing 1d6 damage per spell level dazing them. A will save stops the removal of the spell but not the daze, will save DC is 10+Spell Breaker level+Spell level.
Combustion- A spell breaker can use his ability to disrupt magic to case different effect in the foe. By forgoing Xd6 amount of dice you can cause these effects to the for unless noted.
1d6
Blown Away
Dazzled
Entangled
Fatigued
Fascinated
2d6
Blinded
Shaken
Dazed
Exhausted
Knocked Down
Prone
Sickened
3d6
Ability Damaged
Confused
Frightened
Flat-Footed
Nauseated
Staggered
4d6
Ability Drained
Cowering
Deafened
Invisible-You become
Stunned
5d6
Helpless
Incorporeal-You become
Panicked
Paralyzed
6d6
Disabled
Petrified
7d6
Unconscious
Disruptive Strike- At the 6th level once per day you can use dispel at character level after attacking a foe as the enchantment. Every 6 levels the spell breaker gains another use of this ability.
Steal Spell- If you spend a mana burn attempt and forgo 1d6 damage of feedback you can steal a spell from a caster. You can then cast the spell on some one else or cast it on you as a free action. Will save of 10+Spell Breaker level+ Int to stop the removal, if they make the save it still uses an attempt. The Save DC goes up by 1 for every extra d6 you forgo.
Spell Scared- At the 7th level you have been hit with spell after spell. You gain Spell resistance equal to 10+Class level that you can lower as a immediate action.
Steal Summon- The Spell breaker knows know to distort the magical plane, he sends a ripple in the air that effects things summoned or called by others.
Summoned or called creatures that come into 90 feet of the Spell breaker must make a save (10+SB level+Int) or come under the control of spell breaker. If they make there saves they are unaffected unless they leave the aura and come back into it.
Improved Evasion- At 9th level, a Spell breaker’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Spell breaker does not gain the benefit of improved evasion.
Magical Frenzy- Starting at the 10th level when you charge you go into a frenzy as magic surrounds you. You can full attack at the end of a charge (like pounce).
Deathless magic- At the 16th level you gain a fearsome power. When you die you leave a hole in the magical plane permanently scaring the land. When die all magic in a 10ft/level is suppressed for 3 rounds and magic no longer works in a 20 foot burst where you died.
Avatar of magic- You reach the peak of magical disruption and gain control the magical plane. For 3 rounds+con modifier you can chose witch magic works and witch magic does not. Anyone withing 1000 feet of you can not use magic, soulmeld, or even truenames unless you let them. You can effect the entire plane but must be aware of the ability begin used for you to stop it. This includes magical items, spells, soul meld, utterances, Extraordinary Abilities, Spell-Like Abilities, or even Supernatural Abilities.
And after 3 weeks of righting down idea when they came up and 3 hours of typing I have now finished it. I still need help so any advice is is welcome.
I have been thinking about lowering the Bab to medium, thoughts?
http://zivcg.com/temp/WarCraft_Samwise022c.jpg
Spell Breaker
Alignment:
Any
Hit Die:
d8
Class Skills
The Spell Breaker’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledge (All taken separately) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Spell Breaker
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Stranger, Help the weak
2nd|
+2|
+3|
+3|
+0|Forge weapons, Feed back 1d6, Evasion
3rd|
+3|
+3|
+3|
+1|Mana burn, Combustion
4th|
+4|
+4|
+4|
+1|Disruptive Strike
5th|
+5|
+4|
+4|
+1|Feed back 2d6
6th|
+6/+1|
+5|
+5|
+2|Disruptive Strike 1/day
7th|
+7/+2|
+5|
+5|
+2|Steal Spell, Spell Scared
8th|
+8/+3|
+6|
+6|
+2|Feed back 3d6, Mettle
9th|
+9/+4|
+6|
+6|
+3|Steal Summon
10th|
+10/+5|
+7|
+7|
+3|Magical Frenzy
11st|
+11/+6/+1|
+7|
+7|
+3|Feed back 4d6
12nd|
+12/+7/+2|
+8|
+8|
+4|Disruptive Strike 2/day
13rd|
+13/+8/+3|
+8|
+8|
+4|Improved evasion
14th|
+14/+9/+4|
+9|
+9|
+4|Feed back 5d6
15th|
+15/+10/+5|
+9|
+9|
+5|
16th|
+16/+11/+6/+1|
+10|
+10|
+5|-Deathless magic
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Feed back 6d6
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Disruptive Strike 3/day
19th|
+19/+14/+9/+4|
+11|
+11|
+6|
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Avatar of magic, Feed back 7d6
[/table]
Stranger- Unlike a wizard or sorcerer a Spell Breaker gains a stranger at the first level. A stranger acts like a familiar (and is picked from the same list) but disrupts magic increasing a caster. Use this table when determining you strangers ability's. When a foe is near the stranger is can cause a deep feeling of despair that makes the foe less hearty, slower, and less willful. When a foe is with in 10 feet of the stranger suffer dread to all saves. Does not effect creatures with int of 3 or less.
{table=head] Master Class Level| Natural Armor Adj.| Int |Dread | Special
1st-2nd|
+1|
6|
-1|
improved evasion, empathic link|
3rd-4th|
+2|
7|
-2|
Speak with master|
5th-6th|
+3|
8|
-3|
Speak with animals of its kind|
7th-8th|
+4|
9|
-4|
9th-10th|
+5|
10|
-5|
Spell resistance|
11th-12th|
+6|
11|
-6|
13th-14th|
+7|
12|
-7|
15th-16th|
+8|
13|
-8|
17th-18th|
+9|
14|
-9|
19th-20th|
+10|
15|
-10|
[/table]
Weapon and Armor Proficiency
A Spell Breaker is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). He also gains proficiency in the spell breakers sword.
Help the weak- The spell breaker is a master of destroying the evil acts of magic. He gains a handful of spells he can use as a SLA 1/day. When he reaches the next level of helping the weak add an additional use of any and all SLA
1st level-Bless
3rd level-shield Other
5th level-Remove Curse
7th level-Freedom of movement
9th level-Stone Skin
11th level-Antimagic Feild
13th level-Holy word
15th level-Mind Blank
17th level-Freedom
Forge weapons- At the 2nd level you learn to forge the weapons of your trade. You can make the spell breakers sword or if you so wish another weapon made for the spell breakers. If you try to use any of your class features while using a normal blade or magical blade it has to make a fort save of 15+class level or break.
Spell Breakers Swords
{table=head]Spell Breakers Sword|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type
One Handed Double Weapon|
700 gp|
1d6/1d6|
2d4/2d4|
19-20||
12lb|
Slashing
Other Weapon|
+500 gp|
base damage +1|
base Damage +1d4|
base weapon|
base weapon|
base weapon x2|
base weapon
[/table]
Feed back Xd6- When Attacking a foe who is currently begin effected by a spell or is able to cast spells your blade surges with power disrupting the magic and wrenches the mind of the foe. At the 2nd level and every 3 level's after you deal 1d6 additional damage.
Evasion- At 2nd level or higher if a Spell breaker makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Spell Breaker is wearing Medium light or no armor. A helpless Spell breaker does not gain the benefit of evasion.
Mana burn- Starting at the third level usable once per level per day you can burn away the magic that makes a caster what he is. You can use this ability to remove a spell prepared or spell slot from a caster or a spell effecting a person dealing 1d6 damage per spell level dazing them. A will save stops the removal of the spell but not the daze, will save DC is 10+Spell Breaker level+Spell level.
Combustion- A spell breaker can use his ability to disrupt magic to case different effect in the foe. By forgoing Xd6 amount of dice you can cause these effects to the for unless noted.
1d6
Blown Away
Dazzled
Entangled
Fatigued
Fascinated
2d6
Blinded
Shaken
Dazed
Exhausted
Knocked Down
Prone
Sickened
3d6
Ability Damaged
Confused
Frightened
Flat-Footed
Nauseated
Staggered
4d6
Ability Drained
Cowering
Deafened
Invisible-You become
Stunned
5d6
Helpless
Incorporeal-You become
Panicked
Paralyzed
6d6
Disabled
Petrified
7d6
Unconscious
Disruptive Strike- At the 6th level once per day you can use dispel at character level after attacking a foe as the enchantment. Every 6 levels the spell breaker gains another use of this ability.
Steal Spell- If you spend a mana burn attempt and forgo 1d6 damage of feedback you can steal a spell from a caster. You can then cast the spell on some one else or cast it on you as a free action. Will save of 10+Spell Breaker level+ Int to stop the removal, if they make the save it still uses an attempt. The Save DC goes up by 1 for every extra d6 you forgo.
Spell Scared- At the 7th level you have been hit with spell after spell. You gain Spell resistance equal to 10+Class level that you can lower as a immediate action.
Steal Summon- The Spell breaker knows know to distort the magical plane, he sends a ripple in the air that effects things summoned or called by others.
Summoned or called creatures that come into 90 feet of the Spell breaker must make a save (10+SB level+Int) or come under the control of spell breaker. If they make there saves they are unaffected unless they leave the aura and come back into it.
Improved Evasion- At 9th level, a Spell breaker’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Spell breaker does not gain the benefit of improved evasion.
Magical Frenzy- Starting at the 10th level when you charge you go into a frenzy as magic surrounds you. You can full attack at the end of a charge (like pounce).
Deathless magic- At the 16th level you gain a fearsome power. When you die you leave a hole in the magical plane permanently scaring the land. When die all magic in a 10ft/level is suppressed for 3 rounds and magic no longer works in a 20 foot burst where you died.
Avatar of magic- You reach the peak of magical disruption and gain control the magical plane. For 3 rounds+con modifier you can chose witch magic works and witch magic does not. Anyone withing 1000 feet of you can not use magic, soulmeld, or even truenames unless you let them. You can effect the entire plane but must be aware of the ability begin used for you to stop it. This includes magical items, spells, soul meld, utterances, Extraordinary Abilities, Spell-Like Abilities, or even Supernatural Abilities.
And after 3 weeks of righting down idea when they came up and 3 hours of typing I have now finished it. I still need help so any advice is is welcome.
I have been thinking about lowering the Bab to medium, thoughts?